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Scarn RPG
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- THE SEVEN EVIL SPIRITS
The Seven are a very ancient belief, and probably one of the inspirations for the Seven Deadly Sins. The following is from an Assyrian stone tablet. While this is obviously more about Spirits than Ghosts (as players of the World of Darkness would define them), I’m still using it for the novel Seven Skulls for [...]
- Cutty Sark
I’ve been doing some research for my next novel, Seven Skulls for Cathrine. and came across this posting on the witch Cutty Sark on the DapperCadaver.com blog site.
From Tam O’Shanter
Inspiring bold John Barleycorn!
What dangers thou canst make us scorn!
Wi’ tippenny, [ale] we fear nae evil;
Wi’ usquabae, [whiskey] we’ll face the devil!
The swats sae ream’d [...]
- A possible origin story for the Geist
This is the start of an Origin story for the Geist, the ghost in the shell of the Sin-Eaters.
I was waiting for White Wolf to get back to me, but something became clear as I continued to work on this, and the other areas I’ve read in the World of Darkness… absolute origin stories are [...]
- Final Fantasy still rocks…
These guys still rock, and they keep getting better. This is seriously gorgeous as well.
- Geist Theme Wallpaper
The artist calls this “Gentle Touch of Death” … it is probably the best Geist theme in an image that I’ve seen so far. If you have seen similar or.. better? I sure would like the link.
Love your Geist, and she will… well.. she’s a geist so let’s not push it too far.. seriously.
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- Thousand Correct Actions
Publisher: White Wolf This abridged version of The Thousand Correct Actions of the Upright Soldier contains wisdom sufficient for the enlisted or conscripted mortal soldier, distilling the Five Elemental Wisdoms of the martial era in which it was originally recorded. It is the responsibility of every soldier who owns one to study his Thousand Correct Actions daily. Copies of the Thousand Correct Actions that are issued to soldiers are not annotated except by the soldiers themselves. Copies of the texts printed for civilian readers, however, often include such annotations to explain nuances of translation or obscure minutia regarding military life for which the civilian likely has no frame of reference.
This PDF exclusive product for Exalted contains:
- The text of the Thousand Correct Action to use as quotations or military advice in your Exalted chronicle
- New Charms for Dragon-Blooded characters
- Revisions and updates of original Dragon-Blooded Charms
- Scroll of Exalts
Publisher: White Wolf The Chosen of the Incarnae, the Dragons, the Neverborn, the Yozis and the Great Maker all strive to chart the course of Creation. In their attempts, these Exalted heroes often come into conflict or alliance. Found within are examples of all seven types of Exalt, ranging from the ancient Sidereal Chejop Kejak to the young Dragon-Blood Cathak Meladus and all ages (and power levels) in between. Some aim to destroy the world, while others strive to save it, but regardless of motive, the movers and shakers and the up and comers alike are bound to come into contact with your characters.
Whether as friend or foe is up to you to determine.
A character sourcebook for Exalted featuring:
and bull; Write-ups for many of the game and rsquo;s most renowned Exalts, many of whom have never been statted.
and bull; More than 70 ready-made allies and antagonists for players and Storytellers alike.
and bull; Unique Charms and items.
- The Dungeon Alphabet
Publisher: Goodman Games The Dungeon Alphabet
An A-to-Z Reference for Classic Dungeon Design
Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook.
Reviews:
- Lamentations of the Flame Princess: and ldquo;Forget OSRIC, Labyrinth Lord, and Swords and amp; Wizardry. Forget Castle Zagyg, Carcosa, and Fight On! If you're looking for the monumental and important release of the OSR, you haven't yet found it. The Dungeon Alphabet by Michael Curtis is it. and rdquo;
- Bat in the Attic: and ldquo;Now that I have seen it I think this product is a outstanding achievement in both content and art. At its price it is a great value. and rdquo;
- Prime Requisite Games: and ldquo;From the wondrous to the disturbing, The Dungeon Alphabet is teaming with ideas that would prove valuable at the fingertips of any dungeon designer. and rdquo;
- Carter and rsquo;s Cartopia: and ldquo;The DA indeed deserves to be singled out as an exemplary old-school product: technically system-free, it introduces the OSR "rules light" vibe to any gamer who might pick it up, and I assume that it would be a useful resource for almost any referee, regardless of system. and nbsp; And very well produced with absolutely top-notch art. and nbsp; Kick ass! and rdquo;
- Jeff and rsquo;s Gameblog: and ldquo;This book is very nearly perfect. and rdquo;
- Spell Card: and ldquo;I'd pre-ordered Michael Curtis' wild and woolly Dungeon Alphabet from Goodman Games back in December and it arrived this morning. I can't tell you how un-be-liev-ably cool it is--so I'll just show you! and rdquo;
- Grognardia:"Indeed, it may be the single best statement of the Old Ways yet put into print, a feat that's all the more remarkable because it's not presented as a philosophical manifesto but rather as an abecedarian syllabus, employing the principle of "show, don't tell" to sidestep the usual litany of complaints about how "old school" can't be defined and any attempt to do so is both wrongheaded and doomed to failure."
- I See Lead People: "This is more than a gaming book; it's a wayback machine and happily so. I'd have gladly paid twice what I did, but at a price of you are nuts to pass it up."
- There's a Bugbear In My Kitchen: "The point is to get people thinking outside the box when it comes to Dungeon Design. And this product does this in spades!"
- Gnome Stew: "For the veteran GM this book is a great reference and will give your imagination some new fuel. With every letter, your mind will be a buzz with ideas. Your biggest problem will be not to put all these elements into a single dungeon."
- Gaming on the Precipice: "The art ~~~ it is awesome, there is amazing art on almost every page. The Erol Otus on page 5 is friggin cool. I stared at that single page long enough that I wasn't able to read the whole book. I wanted to be there while each line was drawn and be able to see how it came together. Also, the Easley drawing on page 36 - priceless. The Mullen on the inside cover... Crazy... Hats off to Goodman Games and Michael Curtis - they done good."
- DragonLance D and amp;D Game Blog: "I know the next time I start fleshing out a dungeon, I'll be looking over my copy of The Dungeon Alphabet for fresh ideas (wow, sorry for the cover-blurb). Hopefully this will be the first in a line of similarly inspired books. If so, I know I'll be back for more!"
- A Paladin in Citadel: "This is a great value, and I would recommend this to anyone looking for a system-neutral dungeon-design resource that is both entertaining and inspiring."
- Dr. Fischer's Game Night: "I've already gotten my money's worth just from the pleasure of reading the entries and my players and going to love some of these pools, traps, doors, and weird."
Resources:
Rules Set: Systems-neutral, designed to be used with any RPG
Writer: Michael Curtis Foreword: David and ldquo;Zeb and rdquo; Cook Cover Artist: Erol Otus Interior Artists: Brad McDevitt, Jeff Easley, Jim Holloway, Doug Kovacs, William McAusland, Jesse Mohn, Peter Mullen, Erol Otus, Stefan Poag, Jim Roslof, Chad Sergesketter, Chuck Whelon, Mike Wilson
GMG4385, 48 pages, .99
- Splinters of the Wyld
Publisher: White Wolf Sometimes writers write too much.
The Compass of Terrestrial Directions, Vol. II and mdash;The Wyld offers many locations, people and creatures for Exalted games, but the writers produced quite a bit more than we expected. It seemed a shame just to throw the excess material away, though. Then, over time, other books ended up with little scraps and fragments of Wyld lore, and those seemed too cool to leave in the oblivion of a computer trash bin. Before we knew it, we had a lot of pieces with no home, so we decided to stitch them together into a crazy quilt of additional game pieces for your Exalted series.
The result is Splinters of the Wyld, additional glimpses of the madness waiting at Creation and rsquo;s rim.
A PDF-Exclusive Series Book for Exalted
Splinters of the Wyld contains:
* New locations for the Northern, Western, Southern and Eastern Wyld
* More Mutations and Deragements
* More creatures and characters
- Atomic Highway - Post Apocalyptic Roleplaying
Publisher: Radioactive Ape Designs Civilization came crashing down. Billions died. A new Dark Age has begun. The descendants of the apocalypse's survivors scavenge the remnants of the Before Times, struggling to build a new life amidst the ruins of the old. In a savage world where the strong ravage and exploit the weak, the survivors' settlements are oases, connected only by convoys of armed and armored vehicles that run the gauntlet of raiders... and worse. Though the threats of chemical and biological agents and radiation have all but faded, their taint lingers on in every mutant born to man and beast. This is the world of Atomic Highway.
Atomic Highway is a complete roleplaying game. All you need to play it is this book, a few friends, paper and pencils, and a few ordinary dice.
Features:
- The V6 Engine: a simple, fast-playing game system that emphasizes cinematic, or "movie-style" action, supported with many clear examples.
- Quick and easy character creation rules providing dozens of potential character types. Tear along the shattered highway as a road warrior, track down monstrous threats as a brave tribal warrior, or unearth the wonders of the past as a canny scavenger.
- Rules for mutants and mutations, including optional rules for humanoid animals and psychic powers.
- Straightforward rules for a wide variety of vehicles and modifications.
- A complete bestiary of threats, mundane and mutated.
- Easy-to-use scavenging tables - you never know what you'll unearth.
- A customizable setting with advice and tips on how to create your own post-apocalyptic world.
- Roleplaying and game running advice for Players and Game Masters, new and experienced alike.
- A ready-to-use introductory adventure.
and nbsp;
- Tome of Mysteries
Publisher: Fantasy Flight Games Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Mysteries provides a brief history of magic in the Empire, and describes the Colleges of Magic, which and nbsp;oversee the training and application of arcane magic. This book provides additional game rules and mechanics for and nbsp;arcane spellcasters, as well as useful information for players who want to play a wizard character.
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
- Tome of Blessings
Publisher: Fantasy Flight Games and nbsp;
Warhammer Fantasy Roleplay and nbsp;is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Blessings provides a brief history of religion in the Empire, and describes the major faiths practised in and nbsp;the setting. This book provides additional game rules and mechanics for invoking divine blessings, as well as useful and nbsp;information for players who want to play a priest or religious character. and nbsp;
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set (WHF01).
and nbsp;
and nbsp;
- Tome of Adventure
Publisher: Fantasy Flight Games Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
and nbsp;
The Tome of Adventure contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes suggestions and guidelines on managing long-term campaigns,handling character development, and creating adventures. The book also contains background and statistics for a and nbsp;variety of enemies to pit the players and rsquo; heroes against. The Tome of Adventure also features a complete introductory and nbsp;adventure, An Eye for an Eye, found at the end of this book.
This book is not a complete game. and nbsp;It relies on components and rules found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
and nbsp;
- Warhammer Fantasy Roleplay Rulebook
Publisher: Fantasy Flight Games Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.
This is the core rulebook found in the Warhammer Fantasy Roleplay Core Set. and nbsp;It covers all of the core rules found in the Warhammer Fantasy Roleplay and nbsp;system.
This book is not a complete game. and nbsp;It relies on components found in the Warhammer Fantasy Roleplay Core Set and nbsp;(WHF01).
- Call to Arms: Monk
Publisher: Crafty Games The Call to Arms series brings exciting new classes and other character options to your Fantasy Craft table. This installment presents the Monk, who champions his beliefs through mastery and commitment to a core set of ideals. In a world of compromise and pragmatism, the Monk is a paragon of virtue - and his fidelity is rewarded with supernatural powers well beyond his mortal ken. Depending on the campaign, a Monk could be...
and bull; An acolyte of an ancient order, harnessing spiritual energy from within and without and bull; A high-flying wuxia hero, sworn to protect the weak and defenseless and bull; A patriotic champion whose devotion to country fuels battlefield miracles and bull; A spiritual scholar whose meditations on the nature of reality help him bend it to his will and bull; A wandering pauper ministering to those suffering the yoke of oppression and bull; A combat-trained philosopher compelled to correct the world's many flaws and bull; An ideological peacemaker, out to resolve the ancient feuds dividing his people and bull; An exemplar of faith, whose purity of body and spirit are an example to all
Plus, four new Paths and an Unarmed Combat feat chain allowing mastery of the mysterious force called qi!
This .zip file includes both a full-color screen version with art, and a printer-friendly version.
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 Copyright White Wolf Publishing, Inc.
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