Traveller is back, and it is better than ever!
Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes.
The Traveller Main Rulebook is the cornerstone of all your Traveller games, to be expanded upon with core supplements such as Mercenary and High Guard, or used with different settings like Starship Troopers, Judge Dredd and, of course, the Original Traveller Universe.
Written by Gareth Hanrahan, the Traveller Main Rulebook contains many things fans of the classic game will find familiar, but always with a new twist
Traveller has come back. Discover what is out there.
Prayers and Treasures is an essential resource, and not just for those who play shugenja characters or who are interested in the profession. Anyone who is interested in enchanted items and legendary artifacts will find this a must-have book.
Rokugan is a place of enchantment, as well as honor and courage. The Elemental spirits known as the kami inhabit every place and every thing, and those who are blessed with the gift of communicating directly with them can tap into their power and unleash forces that others can scarcely imagine. The kami that reside in physical objects have also been known to awaken on their own, or in response to human stimulation, thereby creating items with supernatural powers that are both revered and respected in all corners of the Empire.
Prayers and Treasures is a comprehensive guide to magic in Legend of the Five Rings Roleplaying Game Third Edition, encompassing not only the shugenjas art, but also the vast range of magic items that can be found in Rokugan.
MORE INFO
Following on from the first collection of creatures for RuneQuest, Monsters II provides Games Masters and Players alike a new host to populate their Gloranthan campaigns. The world of Glorantha is amply serviced, with many creatures making their first appearance in this new edition of RuneQuest. From creatures twisted by vile chaos, such as unusual varieties of broo and snakes, through to the great riding beasts of the Praxian plains and Mostali constructs there are many new foes to keep adventurers on their toes. It will require a stout heart, strong swordarm and incredible cunning to be able to face these beasts and survive! Do you have what it takes?
Bonds of Blood and Rage
We are the children of the terrible wolves that hunted the world at the dawn of time. We are unified by our love of our mother the Moon and our dedication to the hunt. Fear us, for among our tribes, no wolf ever hunts alone.
Tribes of the Moon includes:
* A deeper look into each of the Tribes of the Moon, including tales told in the voices of various tribal members.
* New character creation options, from tribe-specific rites and fetishes to lodges and Merits.
* Milestone Gifts: Tribe-specific abilities granted to proven werewolves by their Firstborn patrons.
* Sample characters, both famous and infamous, of the tribes.
Tribes of the Moon is a supplement for Werewolf: The Forsaken.
The World of Darkness Through Innocent Eyes
Monsters don't just lurk in remote forests, nightclubs, slums and the rooftops of the city. They're in your neighborhood, watching you as you walk to school. They're waiting for you in the woods behind your house as you and your friends build your fort. They're under your bed.
Adults have learned to live in the World of Darkness by ignoring the supernatural, by pretending it isn't there and going about the lives they have made for themselves. You don't have that luxury. You see the world through a child's eyes, and that means you haven't learned to look away.
Be careful. Innocence is fragile.
World of Darkness: Innocents includes:
* Complete rules for the game play in the World of Darkness -- no other rulebook needed
* A modified Storytelling system for playing children aged 7 to 12, advice for running chronicles with child characters in mind and for appropriately portraying these characters
* New monsters, spirits, ghosts and advice on integrating the core World of Darkness games with Innocents
Innocents is a core rulebook for the World of Darkness
"The miserly villain Doctor Scrooge hides behind legal technicalities as he steals from the pockets of the impoverished... explorer-gone-mad Jacques Frost preys upon the peoples of the north with his resurrected prehistoric murder monsters... the immortal Baroness Blackheart quests for the Elixir of Life, threatening to destroy all foundations of happiness for mankind... meanwhile Antiochus the Defiler and his spectral Seleucid Squad attack anything sacred or holy...
... and it's up to Nick Saint - codename: Secret Santa! - the Reindeer Men, their Chanukah allies, and you to save the holidays from their vile clutches!"
Spirit of the Season is a holiday treat from the minds of Evil Hat Productions and Atomic Sock Monkey Press. Featuring characters and new rules compatible with both Spirit of the Century and Truth & Justice, Spirit of the Season is your ticket to two-fisted holiday pulp adventure!
Inside you'll find:
* A bevy of ready-to-roll heroes for holiday-themed one-shots and beyond
* Five dastardly villains you can harry your characters with no matter the time of year
* How to create pulp-style characters using Truth & Justice
* New rules material for Spirit of the Century including Mystic Spellcraft and Companions Reloaded
* Two heaping handfuls of plot ideas for kicking off two-fisted holiday pulp
REIGN expands the frontiers of fantasy gaming by elevating the action to an international stage. Monarchs, mercenaries and merchant princes gamble armies and fortunes to win nations in a rich and vibrant fantasy setting. REIGNs simple but complete rules model the triumphs and disasters of societies as small as a village or as large as a realm-spanning religion.
With REIGN, your characters can defend threatened nations, bring prosperity to desperate provinces, make laws and perpetuate justice... or, if you prefer, loot conquer and pillage on a vast and awesome scale.
One Roll Does it All
Powered by a fantasy-optimized version of the One Roll Engine (or ORE) popularized by GODLIKE, NEMESIS, and Wild Talents, REIGN can take your characters from beggars to emperors. If youre already a fan of the ORE, REIGN is familiar (though with a few interesting refinements). If its new to you, the ORE resolves events in delicate detail without cumbersome layers of contingent rolls.
The Personal and the Political
In REIGN, the characters arent lone wolf strangers in strange lands, but leaders of communities, and those groups of followers can resolve large-scale conflicts against their rivals. This divide allows players to focus on the story elements they choose. If they dont care for blow-by-blow combat, they can simply send their army to besiege an enemy stronghold. On the other hand, if they lead the attack in person, they can drastically improve the chances of success or doom their enterprise through foolish choices. The benefits of ruling are great, but the consequences of failure are drastic.
The group-resolution rules from REIGN are self-contained and modular. Its a simple matter to stack them on top of any other RPG system. Want a concrete way to model what happens to the city when your superheroes destroy the Cult of Moloch Triumphant? Use REIGN to stat up the city and the cult. Ever wonder whod win if two rival government conspiraces went head to head? REIGN lets you measure their weaknesses and strengths, then test them against one another. Fantasy kingdoms, cosmic empires and secretive cabals can all be easily managed and modeled with REIGN.
Solipsist is a diceless role-playing game for 2 or more players. Stylishly presented with a luscious green cover it features the artwork of author David Donachie as well as Gregor Hutton (Best Friends), Kurt Taylor and Frieda Van Raevels.
Solipsists are people who think so strongly and individually, that they can literally change reality, teasing out the fabric of the consensus and changing it.
In this game you and your friends play a group of balanced Solipsists, struggling to fulfil your grandiose dreams, retain your desperate grip on reality, and fight the un-making of the Shadows before they can end the world for good.
Mysterious strangers. Beautiful women. Enchanted swords. Talking camels. You play members of the Sultan's Court, whiling away the sultry nights by telling pointed stories to advance your own ambitions. Navigate the social maze and you could win your heart's desire; offend the wrong person and you suffer the Sultan's wrath.
Two Adventures Concerning One Disturbing Institution
When you think of a traditional game of Call of Cthulhu a few common elements come to mind. For one, the players expect the Keeper to present a game requiring a bit of investigation and information-gathering. The investigators search for evidence, clues, etc., to unravel the mystery at hand.
Another element is the Sanity roll. Beginning the scenario with a sound mind, characters progressively find themselves face to face with unspeakable terror that causes them to test their Sanity. If they fail, their characters become progressively more unstable. However, this scenario turns tables on the players. They will simultaneously control of three or four very different characters. Each character represents a different part of the main characters mind. Each main character experiences multiple personality disorders. Players experiencing bizarre or horrific sights will make the usual Sanity roll. Regardless of the result, players then make a Personality Roll as well; to determine which personality has suddenly taken control of the body.
At that point, the player sets aside his or her current character sheet and refer to the new character personality. Naturally there is a chance for a streak of rolls where one personality maintains control through several Personality Rolls.
Modern-Day Non-Player Characters
This is a collection of 120 Modern Era NPCs for overworked Keepers to use in their games and campaigns. These NPCs are ones typically found in society and can provide useful information, assistance, or adventuring opportunities for Investigators. All are complete with Statistics, skills, a physical description, and a brief, but highly individualized background that can be placed into any Modern Day setting. The collection is organized by 15 Occupation types, each with eight NPCs.
Keepers can place these NPCs in pivotal roles in a scenario; they may be used to provide a specific service to a group of Investigators (medical treatment, fabricating an item, research, etc), be given out to individual investigators as personal contacts and act as the basis for a scenario as a information-seeking Patron for the Investigators or simply being a witness of Mythos activity or a relative of a victim seeking help from the Investigators. They can also act as plot drivers when Investigators naturally stray from the prescribed course of action.
If an investigator is seeking a speaker of some uncommon language, several of the collected NPCs have unlisted language skills; Keepers may feel free to plug in any desired language required for the occasion. Keepers are welcome to modify the NPC in any given way; name, nationality, languages spoken, weapons on hand etc, to better suit their campaigns need.
Call of Cthulhu Monograph by Chaosium
History, Legends, and Background for Adventuring in 1920s Hungary
This monograph is has been roughly translated into English from Hungarian.
An understanding of the thousand-year history of Hungary is vital for a good background. During the centuries, four nations have tried to rule the area now known as Hungary. German-Roman emperors brought the Hungarian crown into their treasury. In the eleventh century their attacks stopped, due to huge casualties. In 1241 the Tartars came and burned the land, after they crushed the Royal knights near Muhi. They too were eventually defeated. The Turks, and then the Austrian Habsburg family, came to dominate the country in the sixteenth century.
Finally a new state was formed by mutual accord. It would not stand long, for the Great War began in 1914.
MYSTERIES OF HUNGARY is a new monograph describing the land, the history, and the people of Hungary. Chapters include History and Legends, Economy and Standard of Living, Budapest, Lake Balaton and Region, Adventuring in Hungary, Mythos in Hungary, Professor of Nygotha, and Hungary in Other Eras. This work was written by László Dózsa, resident of the region.
A Study of the Religion, People, and Mythology of Tibet
Though not directly mentioned by H.P. Lovecraft in any of his stories, there are several references throughout his works to the Himalayas. Like most young men with a sense of adventure during the late 1800s and early 1900s, Lovecraft would have been aware of any news stories coming out of Tibet. It was a mysterious countryuntil 1984 visited by fewer than 2000 Europeans and North Americans, and the majority of those were among the Younghusband expedition of 1904.
The story of Tibet is as much about the country as it is about its people. With the highest points on earth, areas are nearly impossible to reach, and malevolent gods and monsters lurk under every rock. Religion, government, and mythology in Tibet are inextricably connected.
The lack of a native written language until the seventh century means that the earliest history of the country has been handed down through oral tradition and iconic images. Even until recent times there has been very little done in Tibet to explore the archaeological record, but what has been done reveals early bronze-age and previous settlements in the northern regions. Many exciting finds await discovery.
In Which the Investigators Face an Ancient Extraterrestrial Threat as a New Comet Appears in the Sky
Currently on display in the museum is a set of rocks found at the bottom of the Atlantic Ocean. These geologically unique stones are believed to be of lunar origin, ejected from the moon by the impact of a meteorite. The rocks have been on display in the Smithsonian in Washington, D.C. until recently, but they are now part of a traveling exhibit touring the country. They are on the final leg of the tour, with San Diego as the last stop before being returned to the Smithsonian, and will remain in the city for the next two weeks.
A new comet nears the inner solar system for the first time in recorded history. Comet Negretto, discovered by and named after Italian astronomer Sylvio Negretto, is moving increasingly closer to our planet as it follows its elongated path around the sun, growing more prominent in the skies as it approaches. Because of its current location in the heavens, it appears only at nightand, because of its distance, only on clear evenings. As it nears and crosses Earths orbit our planet will pass through the comets tail, just as it did with Halleys Comet earlier in the century. Astronomers and other scientists assure the public that no harm will be done, as the gasses are so diverse that no one would ever know of the event if the public hadnt been alerted ahead of time.
How are these circumstances related, and what have they to do with our intrepid investigators?
An Exploration of Long-Lived Wizards from the work of Lovecraft
The works of Howard Phillips Lovecraft contain several stories about old wizards who deal in forbidden knowledge and whom seek to either extend their lifespan, to regain their youth or obtain knowledge and skills to cheat death. Some also seek to increase their knowledge by bringing back others from the dead and forcing them to answer questions.
Traditionally this form of magic is referred to as necromancy and the Call of Cthulhu rules book and Dark Ages both contain spells that deal directly with this subject. This work provides examples and revelations of these wizards in the works of Lovecraft.
Three Viking Adventures for Cthulhu Dark Ages
The Ravenar Sagas are a collection of three Cthulhu Dark Ages scenarios spanning a thirteen-year period between 989 AD and 1002 AD. The Sagas take place across Scandinavia and what will later be known as Nova Scotia.
Players will be taking the roles of the crew of a small knorr (a Viking longship). While pre-generated characters are provided keepers may allow players to create their own. These characters will have many adventures during the Sagas, honing their skills as they face countless challenges. Investigators skills may well increase from scenario to scenario; status and the characters' ages definitely will. Investigators will be sailing dangerous waters and battling deadly adversaries, some may not survive. Provisions are written in to allow 'replacement' crew to be recruited between voyages.
The Havamal - First recorded from the oral tradition around 1200 AD by Icelandic historian Snorri Sturluson, The Havamal is a collection of Old Norse poems. These short poetic verses, said to be handed down from Odin himself, gives us a window into the life, values and warrior traditions of Scandinavian culture during 'The Viking Age' (790-1070 AD). It is part of a larger collection of pre-Christian lore called The Poetic Edda, which includes many stories from Norse Mythology. Pieces of The Havamal are sprinkled throughout this book, as well as other, more modern works where appropriate.
The Viking People - During the Viking Age no one, not even the Scandinavian peoples themselves or rest of world, used the term Viking. Scandinavia was without a central ruler, a patchwork of small semi-independent kingdoms long before the formation of countries like Norway, Sweden or Denmark. Outsiders referred to these northern seafaring peoples by many different names. The Irish called them Gaill (Foreigners), the Slavs and Greeks called them Rus, the Arabs called them Majus, the Anglo-Saxons called them Danes and the Franks called them Normanni (Northmen). Of all these varied names Northmen is the term used through this book when referring to native Scandinavian peoples during the Viking Era.
The Saga of the Ravenar - The sagas of the Ravenar are three adventures that take place in Norway, Iceland, Greenland and Vinland, between the years 989 AD and 1002 AD. The scenarios began with 'The Unsung Saga', a short high action demo posted on the Chaosium Missionary website just after the release of Cthulhu Dark Ages. The following scenarios kept to the theme of high action horror. Players expecting to read ancient tomes in monastery libraries while carefully unraveling a mystery are in for a shock. The crewmen of the Ravenar are men of action, well armed, fearless and eager to carve out legends for themselves.
Three Wild West Call of Cthulhu Adventures Set in the New Mexico Territories
THE YEAR IS 1851
NIGHT OF THE BOOT HILL BANDITS: This Call of Cthulhu adventure is suitable for a single gaming session with beginning players. It's set in a tiny own, Elota New Mexico, in the year 1851. It attempts to strike an even balance between combat and investigation. his adventure was inspired by several television shows: "Wild Wild West" (the series, not the movie), "High Plains Drifter", "Purgatory", and "Brisco County Jr.". If you haven't seen them I highly recommend them.
THE NIGHT OF THE KACHINA: This Call of Cthulhu adventure is suitable for a single gaming sessions with any experience level players. It's intended for an event or convention but can easily be integrated into a continuing campaign. This adventure is weighted more toward combat than investigation but does require the players do some basic investigation. As I described it to a friend: "It's got family values, political suck-ups, cocktail parties, possessed dolls, disadvantaged orphans, fire vampires, a sword fight with an evil Spaniard, a cliff jump on horseback, evil Indian Shamans, and it starts with a sanity check! YEE HAW!" This adventure was inspired by several television shows: "Wild Wild West" (the series, not the movie), "High Plains Drifter", "Purgatory", and "Brisco County Jr.". If you haven't seen them I highly recommend them.
THE NIGHT OF THE WHITE BUFFALO: This adventure is set in the New Mexico territory of the United States late in the year 1851. It is a continuation of the adventure "The Night of the Kachina" but can be played separately. In "The Night of the Kachina" the investigators became involved in a plot to disrupt the new United States government. Let's see what happens next!
An Optional Magic System for Call of Cthulhu and Basic Roleplaying
For decades magic has been a backbone and prominent feature of Call of Cthulhu. Whether it is a race to stop the summoning of some god or alien, the need to communicate with things on other worlds by means of arcane scripture, or solving murders done with hexes rather than guns, magic has been inevitably wedded to the game narrative.
Here is, hopefully, a useful breakdown of what magic is, what it can do, how it works and how Investigators can make it work for them. Of course, humans are not the only ones who can use this mysterious force and Mythos specific magic is also examined.
An 1890s Scenario for Call of Cthulhu and Cthulhu By Gaslight
RETURN OF THE RIPPER takes place in London, beginning in late summer to early autumn of 1893. It involves a new series of killings perpetrated by Jack the Ripper. The Ripper has returned to London to continue his bloody work after a five-year absence. Working in league with the Ripper are other occult horrors with which investigators must deal. At least one of these is far more formidable - and deadly - than the Ripper himself!
The scenario presents a series of clues, encounters, and locations that, explored to their fullest, lead Investigators to the identity - and terrible secrets - of Jack the Ripper. A number of peripheral dangers are encountered along the way that may either be dealt with during the course of the scenario or, in some cases, sidestepped to be handled at a later time - provided Investigators retain life and sanity enough to do so. A number of red herrings are also present, designed to mislead and confuse the investigators. Some of these might lead to entire side adventures of their own; others will simply throw investigators momentarily off the track of their quarry
Tales of Halloween Horror
Here are six adventures- winners of the 3rd Annual Chaosium.com Halloween Adventure Contest.
Hope
BY BOB BRINKMAN. Set in 1924 Arkham, MA this adventure is meant as a one shot departure from the normal Call of Cthulhu game, for this time, the players are the cultists.
The Return of The Headless Horseman
By DAVID M. FETTER. It is the year of 1914 in early October. There have been two murders recently in the growing area of Sleepy Hollow, a glen of Tarry Town, New York. These murders are big news in the media because rumors tell about how the heads of the victims have been severed. Residents of Sleepy Hollow and surrounding areas are quickly correlating these recent events with the Legend of Sleepy Hollow, a tale that took place around a similar time of the year in 1790, over a century ago.
Halloween at St. Odilo's
BY JASON WILLIAMS. The local church committee has decided to attract wealthy donors from Arkham and Boston by having the Abbey participate in the annual Arkham harvest festival. This festival traditionally carries on for a one week period at the end of October and ends on Halloween with events for the local children such as costume contests, bobbing for apples and storytelling sessions.
Masks of Halloween
BY OSCAR RIOS. The town of Willowton is trying its hand at creating a new tradition for Halloween. Advertisements for 'The First Annual Willowton Halloween Festival' have been placed in many area newspapers. Held at Old Man Johnsons Farm thre will be apple picking, hayrides, a cornrow maze and a Halloween parade ending in a costume party. Cash prizes are being offered for the best costume, as well as for anyone who can beat the cornrow maze. It seems like the perfect escape, especially since Halloween falls on a Sunday night this year (1926).
Shadows of War Past
Written & illustrated by R.J. Christensen. The Investigators are part of a group that is camping in Tennessees Skymont Battlefield Park, a historic Civil War battle site on Halloween weekend. Where once an elegant and prosperous plantation once stood; forest, fields, and rehabilitated buildings now mark the site of what began as a simple skirmish that turned into a reputed massacre of soldiers and civilians alike. What the weekend visitors do not know is that the cause of the massacre may just spell a horrific end for them as well.
The Mask of Neil Marlow's Pet
BY SIMON YEE. For Halloween, Neil Marlow bought a mask for his pug dog, Moochie, from a thrift bazaar held at St. Michaels Church. Unknown to Neil, and anyone at the bazaar, was the unique nature of the mask.
Special Edition
In aeons past other things ruled the earth. They built great stone cities and their remains canstill to be found. They died epochs before man came, but there are arts which can revive them . . . when the stars come 'round again in the cycle of eternity.
From the Fraser Valley in British Columbia come The Darkest of the Hillside Thickets who with Lovecraftian tones and mesmerising lyrics struggle single-handedly to bring The Great Old Ones back to our world.
Tracks
* Goin' Down To Dunwich
* Ogdru Jahad
* Shoggoths Away
* Unstoppable
* Yig Snake Daddy
* Hookworm
* Rock Lords
* Protein
* HVW
* Burrow Your Way To My Heart
* Worship Me Like A God
* Cthulhu Dreams
* Gluttony
* Slave Ship
* House of Clocks
DC HeroClix: Crisis brought DCs Crisis on Infinite Earths multiverse-spanning battle to your tabletop! This colossal battle between DCs most remarkable heroes and the evil Anti-Monitor was only the beginning of the story. Now, with the all-new Anti-Monitor Action Pack, you can tell that story your way!
Each Action Pack includes:
* Anti-Monitor figure on a 3-inch base with LED lights
* 1 Shadow Demon figure
* 1 Thunderer figure
* 1 Pariah event dial
* Character cards, special rules, and a full-size colour map.
Complete HeroClix rules and dice not included. Requires 2 AA batteries (not included).
This tuckbox mini-set contains 56 cards to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin Cthulhu . . .
First, there's a special 17-card demonstration deck, drawn from the Munchkin Cthulhu set. The cards are numbered, so you can stack the deck and play out four scripted turns that show the basic mechanics. And it only takes a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes -- we won't mind.
The other 39 cards are promos - eight different kinds! - to give away to friends, customers, or total strangers. These are completely new cards, each guaranteed to be more munchkinly, more insane, more cursed than the last. And we've included multiple copies. Every munchkin will want them. Keep some for yourself, of course!
Third Edition
Welcome to Friedey's, the Fast Food Restaurant of the Damned!
Our whole staff is dead, and were really short on brains. But we'll do our best to fill your order! Even a horde of nearly-mindless zombies can assemble combo meals. Sort of.
And now you're one of us. Combine frighteningly generic ingredients like "Cow Meat," "Sauce," and "Drink." Play from eight different menus, including Ratherbee's Steakhouse, the classic Friedey's Restaurant, and the new McPubihans. Build orders like Bovine Spongiform Yum, Yum, Yum!, Penne for Your Tots, Synaptic Relay Deteriorator, and Sheep wit' da Fishes. But do it quick - the customer is waiting!
Whoever fills the best orders gets the most points, and the zombie with the most points becomes . . . The Lord of the Fries!
This new edition of the classic Lord of the Fries includes large, full-color menus, a new restaurant, 8 alternate decks designed for 3-to-5-player games, color-coded dice, point tokens, and a timer.