The Book of Air"The essence of Air is the essence of speed and awareness. It is oneness with the word, both physical and spiritual."- The Tao of Shinsei
Air is the most mercurial of elements, from the cool breeze that comforts a dying soldier to the cutting wind that slices away at the rock, carving canyons and spires from the mighty mountains. The essence of Air is within all things, giving life to the honeyed words of the courtier, lending speed to the brilliant steel of the duelist, carrying the arrow of the archer, and delivering the hurricane force of a devout priest. Some believe that Air is the least powerful of the elements. Those who believe so are fools.
The Book of Air is the first in a new series of sourcebooks for the Legend of the Five Rings Roleplaying Game, the Elemental Series, each of which focuses on one of the five iconic rings that give the game its name. The Book of Air explores the many different aspects of Air in the setting, including the many activities and endeavours samurai attempt that are tied to the Air ring. Among the various topics in this book you will discover:
- More information on the iaijutsu dueling system of Rokugan, one of the most iconic elements of the samurai story in Legend of the Five Rings.
- An in-depth examination of archery, it's history and opinion of those in the Empire, including new Paths.
- The power of Air magic via the Air kami, including illusion, illumination, and communication.
- The potency of Air-related Kiho for the monks of the Brotherhood of Shinsei.
- An entire campaign setting closely tied to the themes of Air.
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The Book of AirInto the UnknownThe Darkness Beckons
Being an adventurer is a hard business. Dungeons offer adventure, treasure, and glory, but they are fraught with deadly traps, vicious monsters, and sinister puzzles. It takes more than a stout heart and a sharp mind to survive. A hero must be equipped with knowledge and tools if he or she is to face the unknown and live to tell about it.
Into the Unknown: The Dungeon Survival Handbook is a guide for players and Dungeon Masters who want to play in a Dungeons & Dragons game that explores dungeons and plumbs the blackest reaches of the Underdark. Whether you're a Dungeon Master seeking to create a fantastic location populated with beholders and mind flayers, or a player looking to equip our character with the means to fight such threats, this book is for you. Players will find an assortment of new powers, equipment, feats, character themes, and player races, including the kobold and the goblin. For Dungeon Masters, the book is a trove of dungeon-building advice and details, including lore on classic dungeon monsters, some quirky companions for adventurers a few timeless treasures, and tips for incorporating players' character themes into an adventure.
For use with these Dungeons & Dragon products:
Player's Handbook rulebooks
Monster Manual Rulebooks
Rules Compendium
Heroes of the Forgotten Kingdoms
Heroes of the Fallen Lands
Monster Vault
Dungeon Master's Guide Rulebooks
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Into the UnknownDamage ControlThe Sharks are Circling
When the great dragon Hestaby levelled Saeder-Krupp's arcology in Dubai, a lot of people wondered if the success of her act meant that Lofwyr & Co. were off their game. And of course, the corps of the Sixth World aren't ones to just sit around and speculate - instead, they act. All of the sudden, corporations of all sizes are on the move, snatching up any Saeder-Krupp clients they can pry away, telling them that S-K can't be trusted in the current turmoil.
Saeder-Krupp, though, is not about to let anyone believe they are weak. They're going to show that they should never be trifled with, and that clients would be well served to stay with them - or risk the wrath of Lofwyr. They're going to show that they should never be trifled with, and that clients would be well served to stay with them - or risk the wrath of Lofwyr. They're bringing runners to Dubai to demonstrate that the largest megacorporation in the world still has strength to spare.
Damage Control is the first in the new Boardroom Backstabs series of adventures for Shadowrun. The series explores one of the classic Shadowrun themes - corporate machinations where every handshake is made with crossed fingers, and the hand you can't see is always holding a knife. There's a lot of money to be made on this job, but runners better keep their wits about them if they want to keep all those corporate sharks from feeding on them.
Damage Control is for use with Shadowrun, Twentieth Anniversary Editon.
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Damage ControlBounty Head Bebop The RPGBased in a time where the worst criminals and scum run free, the Police have no choice but to hire more Bounty Hunters for help.
Are you ready to hunt these villains down?
Are you ready to make lots of money?
Then you're ready for the Bounty Head Bebop RPG. Set in a gritty near future and based on high-octane anime, Bounty Head Bebop is a wild ride through the new Solar Frontier. Full of fast-paced action and sizzling drama, Bounty Head Bebop lets you play solar system-spanning anime-style adventures and live the "never say die, say profit" life of the bounty hunters of the 'far modern' future.
The Bounty Head Bebop RPG is powered by the Inverted 20 system, which uses a single d20 for all rolls and offers a quick and easy resolution, but it's not rules light. It's rules quick. This book is all you need to get started in the world of Bounty Head Bebop, including an overview of the universe, rules for physics, space ships to fly across the solar system, and all the guns you need to put a hole into your next bounty. Also included is a full adventure "Small Fry" which launches your Bounty Hunting career with a bang!
Welcome to Bounty Head Bebop!
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Bounty Head Bebop The RPGHigh School of the DamnedI will write a game about the zombie apocalypse.
I will make the game fresh and exciting for players.
I will have the player play high school students.
I will include different cliques that they can play.
I will let them customize their characters.
I will allow players to use a variety of weapons.
I will not forget that players love chainsaws.
I will write all the rules needed to play in one book.
I will sell that book for a fair & reasonable price.
I will plan additional books if this book does well.
I will treat it seriously... but not too seriously.
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High School of the DamnedBook of the EmpiresThe Power of the Empress
The Champions Universe features many deadly supervillains, but perhaps the most dangerous of them all is Istvatha V'han, Empress of a Billion Dimensions. Ruler of an empire that encompasses much of the Multiverse, she now has her sights set on the greatest prize of all: Champions Universe Earth!
The Book of the Empress is your guide to everything about Istvatha V'han. It features:
- a history of the Empress, from her earliest days conquering single planets up to her recent attempts to invade Earth's dimension
- an in-depth look at the Empress herself - her powers, motivations, and resources
- a review of the Imperial Legions - the might V'hanian military - including its regular soldiers, superhuman soldiers, weapons, and vehicles
- a description of the Multiverse of the Champions Universe, including its nature, its structure, and numerous example dimensions
- a description of the V'hanian Empire itself, including V'han's regents and viceroys, the imperial bureaucracy, the Imperial Security Force, how she plans and executes the conquest of a dimension, and her current plans for Earth
- suggestions on how to use Istvatha V'han in your campaign, including plot seeds
- a discussion of dimensional campaigning, including a Random Dimension Generator the GM can use to quickly create new dimensions
So tell your heroes to get ready - it's time for them to confront the dimension-conquering power of Istvatha V'han.
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Book of the EmpiresClassic MonstersMonsters AboundMonsters abound. They litter the halls of our collective games like so much debris; wandering monsters, laired beasts, plane walkers, horrid thoughts that linger upon the edge of our imagination. Monsters abound, but as any gamer of any stripe knows, you can never have too many creatures for they are the grist of the mill that is our game...
Classic MonstersThe early days of gaming saw some of the most classic and amazing creatures. Weird beasties derived from the minds of people influenced by a genre of fiction that was in its prime, when fantasy truly meant the fantastic. Castles and Crusades has touched upon them from time to time, but by and large they have remained in the background. Until Now. Classic Monsters revisits them all from the tarrasque to the peryton, from the mighty-small dune stalker to the nightshade, this book brings it all back to the table.
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Classic MonstersAdvanced Adventures AA#24: The Mouth of the ShadowveinThe depths of the underearth weigh heavily upon the party as they delve deeper into the cold, hard stone. Every river has an end, even those that never see the light of day. Many adventures behind, the party continues to find the mouth of the Shadowvein. What lies ahead is surely dangerous, but the lure of the deeps is strong with gold and magic.
The Mouth of the Shadowvein concludes the exploration started in The Pod Caverns of the Sinister Shroom and continued in Down the Shadowvein. However, The Mouth of the Shadowvein can be played by those who have not explored those modules.This product uses the OSRIC System (Oldschool System Reference and Index Compilation).
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Advanced Adventures AA#24: The Mouth of the ShadowveinDiaspora Hard Science-Fiction Role-Playing with FateWelcome to the ancient future of mankind.
Humans have been in space tens of thousands of years, and societies have risen and fallen so many times that no one remembers where we came from.
Colonies huddle together in clusters of a few star systems connected by slipstreams - artifacts of the cosmos, or perhaps a forgotten technology. Only the slipsteams allow travel faster then light. Apart from that, spacecraft make do with reaction drives, dumping heat as best they can.
Lost technologies of a fallen civilization thrum beneath your feet. Just the other side of the slipstream live the last dozen members of a post-Singularity culture bent on raiding your system for the raw construction material of its moons. It's dangerous out there - and where there's danger, there's the possibility of profit, if you're brave or crazy enough to seek it out.
It's your universe. What are you going to make of it?
Uncover the secret history of humanity's future wit Diaspora!
Diaspora is a stand-alone, self-contained role-playing game based on the Fate system. Inside you'll find rules for starship battles, individual combat, social interaction, and military engagement. Fast and simple guidelines allow for easy, collaborative creation of star clusters and the societies that ply the depths of space within them. You can mold Diaspora to work for both short and long-term play as best suits your group's tastes.
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Diaspora Hard Science-Fiction Role-Playing with Fate