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Brigands of Mirkwood (MERP / Rolemaster, Iron Crown Enterprises, 1987) | Retro Adventures
updated
#rpg #satanicpanic
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Supplement 2: Blackmoor (Dungeons & Dragons, TSR, 1975) | Retro RPG
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As with the first supplement, the material herein is arranged to follow the format of Dungeons & Dragons, with corrections, additions, new rules, and so forth being shown so players will be able to distinguish material at a glance. All of it is, of course, optional, for the premise of the whole game system is flexibility and personalization within the broad framework of the rules.
"Blackmoor" also contains some interesting and amusing information regarding the actual campaign of that name. It is the oldest and longest running Dungeons & Dragons game, and readers should find such material quite helpful in assuring the longevity of their own campaigns.
#rpg #dungeonsanddragons
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Battle for the Golden Sun (Star Wars, West End Games, 1988) | Retro Adventure
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#rpg #satanicpanic
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Battle for the Golden Sun (Star Wars, West End Games, 1988) | Retro Adventure
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#rpg #starwars
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Battle for the Golden Sun (Star Wars, West End Games, 1988) | Retro Adventure
youtu.be/NGDonb_7cGo
Equipment Acquisition | House Rules
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A navigational accident has led the Empire to the mysterious and legendary water world of Sedri. Rebel spy networks carry troubling tales back to Alliance High Command, rumors that Sedri holds the secret of the Golden Sun — a secret that could give the Empire the power to crush the Rebellion once and for all!
An Alliance dignitary, young and impetuous, disappeared while checking into these disturbing rumors. Now a special team of Rebel agents volunteer to undertake a desperate mission. Guided by a half-sane Mon Calamari, they must make their way to Sedri, locate the missing dignitary, avoid Imperial entanglements, and solve the mystery of the Golden Sun.
If the rumors prove even partially true, then this band of Rebels is all that stands between the Empire and total control of the Galaxy…
#rpg #starwars
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Aztlan (Shadowrun, FASA, 1995) | Retro RPG
youtu.be/JT0YiPaWXSU
Equipment Acquisition | House Rules
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#rpg #dungeonsanddragons
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Aztlan (Shadowrun, FASA, 1995) | Retro RPG
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Only one place has it all in 2056 - Aztlan, the world's only corporate nation.
Built on the drug trade, consolidated country by country through ruthless business deals, run by a powerful and mysterious corporation and sustained by a national faith in the Aztec gods, Aztlan can be a runner's greatest dream or his most chilling nightmare. For at the heart of war-torn Aztlan lies Aztechnology, a potential mother lode of paydata and newtech, and an almost certain source of death. Listen carefully to the rumors and judge for yourself which are true or false - Aztlan guards its secrets well, and Aztechnology will kill to keep it that way.
The Aztlan sourcebook describes the people, history, economy and current affairs of the nation of Aztlan, including details on Aztechnology Corporation, the unusual magic practiced by Aztlaner citizens, and the Yucatán conflict. This book also describes many aspects of life in Tenochtitlán (formerly Mexico City), and provides new rules for Aztlaner magic and Aztechnology corporate personnel.
Aztlan contains game statistics for Shadowrun, Second Edition.
#rpg #shadowrun
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Airlords of the Ozarks (Twilight 2000, Games Designers Workshop, 1987) | Retro Adventures
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Set in a crumbling world similar to earth, you play as a group of salvagers who live upon a huge Mech known as a Union Crawler which houses your entire community. As you eke out survival by scouring the wastelands for salvage in your Mechs you’ll tackle the denizens of the wastes. These include bands of wastelanders, terrifying bio-titans, alien constructs and the powerful Corpos who still own the vast majority of resources within the land. Will you find enough salvage to survive in the wastes or fall prey to its many dangers?
Salvage Union uses an innovative d20 system with a variable range of resolution and combines it with an evocative and customisable set of Mech and Pilot abilities. This works in conjunction with an easy to learn crafting system which allows you to customise your Mechs with additional Systems and Modules and craft new Mechs with salvage you find in the wastes.
#rpg #salvageunion
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Palace of the Vampire Queen (Dungeons and Dragons, Wee Warriors/TSR, 1976) | Retro Adventure
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#rpg #dungeonsanddragons
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Palace of the Vampire Queen (Dungeons and Dragons, Wee Warriors/TSR, 1976) | Retro Adventure
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#rpg #dungeonsanddragons
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Renraku Arcology Shutdown (Shadowrun, FASA, 1998) | Retro RPG
youtu.be/SL1rSbgcrTA
Equipment Acquisition | House Rules
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It was once a battered Cardassian ore-processing facility orbiting the planet Bajor. But Terok Nor took on new life when the Cardassians evacuated and were replaced by Starfleet personnel. With the discovery of a nearby stable wormhole connecting the Alpha Quadrant with the Gamma Quadrant, the newly christened Space Station Deep Space 9 became one of the most important installations in known space.
Filled with hundreds of schematic diagrams and illustrations, the Star Trek: Deep Space Nine Technical Manual is essential for anyone interested in the ships, technology and weapons of Starfleet and the many different species, who frequent the station, including the Klingons, the Bajorans, the Romulans, the Cardassians, and the Jem'Hadar.
As an added bonus, four full-color gatefolds have been specially created for this book. In addition to providing an in-depth look at the exteriors of the station, these illustrations also show the Promenade, and highlight the U.S.S. Defiant.
Turning the ravaged outpost into a fully operational station involved much more than a simple name change. The transformation represented an arduous challenge to the Starfleet engineers who were required to merge two divergent technologies. How they achieved that feat, and how the Federation helps the Bajoran government keep the station running smoothly, is revealed in the Star Trek: Deep Space Nine Technical Manual.
#rpg #startrek
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Renraku Arcology Shutdown (Shadowrun, FASA, 1998) | Retro RPG
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Starblazer Adventures (Cubicle 7, 2008) | Retro RPG
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Starblazer Adventures is a role-playing game published by Cubicle 7 in 2008.
In May 2007 Cubicle 7 Entertainment announced that they were producing a licensed Starblazer role-playing game using the FATE 3.0 system. The game was released by Cubicle 7 in August 2008, at Gen Con Indianapolis, followed by a hard-cover edition in June 2009. In July 2009 it was nominated for three Ennies.
In 2009 Cubicle 7 released the Starblazer supplement Mindjammer - Starblazer Adventures in the Second Age of Space by Sarah Newton (writer). It won a Judge's Spotlight Award at the 2010 Ennies. A vastly expanded and standalone version of the transhuman setting called Mindjammer - The Roleplaying Game using the Fate Core System was released by Mindjammer Press in 2014.
Cubicle 7 released the licensed tabletop role-playing game called Starblazer Adventures using the Fate system in 2008, with multiple supplements coming out through to 2013. It was shortlisted for multiple awards both at the Indie RPG Awards and the ENnies.
In March 2014, Cubicle 7 announced they would no longer publish or support the game as their licensing agreement had come to an end. As no second edition of the core rulebook was printed since its initial 2008 offering and all PDF material was removed from its online store, it remains out of print.
#rpg #baldursgate3
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Renraku Arcology Shutdown (Shadowrun, FASA, 1998) | Retro RPG
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Equipment Acquisition | House Rules
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Alternity Players Handbook (TSR, 1998) | Retro RPG
youtu.be/4I6RuJJzXVk
You're an explorer commanding the newest starship in the fleet, or A brilliant scientist seeking a cure for a deadly alien virus, or A battle-weary space marine fighting to protect the galaxy, or Any other sf hero you can imagine!experience the future - one adventure at a time!this roleplaying game provides a framework for all kinds of contemporary to far-future science fiction adventures. The player's handbook, the companion volume to the alternity gamemaster guide, contains everything players need to create sf heroes and play the alternity game, including:an easy-to-learn game system designed around a unique dice mechanic. A "fast-play" chapter that teaches the basics and quickly gets you into the action. Rules for generating a wide variety of unique heroes - including five alien hero species. Many distinct character professions and careers that allow you to further refine and define your characters - from bounty hunters to computer hackers, starship pilots to interplanetary traders. Simple yet wide-ranging rules presented in a format that lets you add levels of complexity as desired. Optional rules for mutants, psionics, and cybernetics. Plenty of equipment covering a variety of technological levels - computers, vehicles, starships, armor, weapons, and assorted gear. A compilation of tables and forms that players need, plus a comprehensive index.
You Wanted In--Now You Can't Get Out!
Something mysterious and terrible has shut down the Renraku Arcology. The doors are sealed, the Matrix is off-line, and 100,000 inhabitants are trapped within. The UCAS Army seals off the site, and not even Renraku knows what's really going on.
Renraku Arcology: Shutdown tells who's behind it, and what horrible events are occuring inside. This Shadowrun adventure offers a dark and gritty technological setting complete with new drones, mysterious enemies, and new rules for otaku. It provides everything gamemasters need to involve their players in the arcology nightmare. For use with Shadowrun, Third Edition. 88 Pages.
#rpg #shadowrun
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Airlords of the Ozarks (Twilight 2000, Games Designers Workshop, 1987) | Retro Adventures
youtu.be/5H7RxCzbwkw
Equipment Acquisition | House Rules
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Editorial
Happy New Year (1996 releases previewed)
Despatches (news round up)
Richard Garfield interview
Break the Mould - avoiding stereotypes in roleplaying (article)
Fanzines
Worldbuilder (article)
Ten Bizarre Skills (article)
Source (gaming peripherals)
Encounters:The Golden Dragon Inn (16 page pull-out generic scenario)
Reviews
Hot Metal (miniatures)
Arcane Scribblings (letters)
It was a Time of Darkness (fiction/humour)
#rpg #dungeonsanddragons
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Airlords of the Ozarks (Twilight 2000, Games Designers Workshop, 1987) | Retro Adventures
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Equipment Acquisition | House Rules
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Retro RPG: Changeling The Dreaming
youtu.be/-AYk_gbHg-Q
The fifth and final installment in White Wolf's Storyteller Series! A Storytelling game of modern fantasy, Changeling takes you into the secret kingdom of the faeries on Earth. Although they live in this world, they participate in a fantastic world of make-believe come to life, one that they share with all the monstrous and wonderful creations of their own dreams and imaginations. Half-human, half-fae, changelings come in all sizes, from the mischievous Pookes to the surly Trolls to the bloodthirsty Redcaps. Come enter a world where mythic adventure and magical wonder co-exist with the mundane.
#rpg #dungeonsanddragons
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Airlords of the Ozarks (Twilight 2000, Games Designers Workshop, 1987) | Retro Adventures
youtu.be/5H7RxCzbwkw
Equipment Acquisition | House Rules
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Retro RPG: Big Eyes, Small Mouth (BESM)
youtu.be/-VrYVHwHV3w
Big Eyes, Small Mouth is a tabletop role-playing game that was designed to simulate the action of anime and manga. It is frequently referred to by the acronym BESM. The title alludes to the common anime drawing style of characters with huge, expressive eyes and comparatively small mouths.
The initial edition, designed by Mark C. MacKinnon, was released by Guardians of Order in 1997. Soon after that, RPG writer David L. Pulver began writing supplements for what was essentially a fairly simple game, adding a detailed system for the creation of mecha with his book Big Robots, Cool Starships. Skills were added with the next supplement, a genre book called Hot Rods & Gun Bunnies. At the same time MacKinnon and his colleagues were using BESM's system (now referred to as "the Tri-Stat System") as the basis for licensed games based on anime properties such as Sailor Moon, Dominion: Tank Police, Demon City Shinjuku and Tenchi Muyo! All of these innovations were incorporated into a second edition, which was released in 2001 to a very strong reception.
The next picture was a clearer view. It wasn't an extraterrestrial spacecraft...in many ways it was something worse.
Airlords of the Ozarks is a game module for use with GDW's World War III role-playing game, Twilight: 2000. The story follows the adventures of the player characters in the rugged hills and forests of the Ozark Mountains in northern Arkansas and southern Missouri early in the year 2001. The players must infiltrate and gather information on New America, a bizarre right-wing organization determined to build an empire from the ashes of the United States. Among the things they will discover will be Operation Eaglestrike, a plot involving salvaged cruise missiles.
Airlords of the Ozarks contains:
A detailed background of New America, as well as information on its ideology and goals.
Descriptions of regions, communities, and encounters in the Ozark Mountains area. Technical and game data on the Columbia, a giant, advanced-tech, airfoil cargo dirigible which crash-landed in the Ozarks in 1997, and on smaller dirigibles built by New American forces with parts and equipment salvaged from Columbia and other sources.
Technical and game data on ultralight aircraft which may be encountered, including notes for using them in aerial combat.
A map of the Ozarks region.
#rpg #twilight2000
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Gundark's Fantastic Technology Personal Gear (Star Wars, West End Games, 1997) | Retro RPG
youtu.be/v5IRLdqpwvw
Equipment Acquisition | House Rules
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#rpg #houserules
Google Document of the Rules
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Gundark's Fantastic Technology Personal Gear (Star Wars, West End Games, 1997) | Retro RPG
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How To Create A Sanity/insanity System For Your House Rules
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Retro RPG: Project A-ko The Roleplaying Game
youtu.be/-AYk_gbHg-Q
Project A-ko: The Roleplaying Game is a tabletop role-playing game published by Dream Pod 9 in 1995 and is based on the Project A-ko anime film.
The design team of IANVS Publications (now Protoculture) created a new game system, Silhouette, so that they could start to publish their own role-playing games. Two years later, Jimmy Mah's Project A-Ko: The Roleplaying Game (1995) became the first Silhouette game of Dream Pod 9, which had been formed in 1994 to indicate a new beginning with the new game system. The game was published to be sold at Gen Con 26. The Silhouette game system that premiered in Project A-Ko was purposefully designed to be simple to make it quick and easy to play.
When Dream Pod 9 became a fully independent company, they kept the majority of the dozen employees from IANVS overseen by Pierre Oulette and they kept the roleplaying titles as well, including Project A-Ko. Rather than continue to supplement Project A-Ko, Dream Pod 9 instead created a second brand-new Silhouette game, Heavy Gear, in 1995
Take a tour to the black market, where anything can be acquired... for the right price.
#rpg #starwars
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Star Trek: Adventure Gaming in the Final Frontier (Heritage Models, 1978) | Retro RPG
youtu.be/BS1uIzYv1Qs
How To Create A Sanity/insanity System For Your House Rules
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#rpg #startrek
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Star Trek: Adventure Gaming in the Final Frontier (Heritage Models, 1978) | Retro RPG
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How To Create A Sanity/insanity System For Your House Rules
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Retro RPG: D6 Space
youtu.be/3eJRdiGEDgg
D6 Space is a generic science fiction role-playing game (RPG) based on the D6 System. Although derived, in part, from material originally presented in The Star Wars Roleplaying Game, D6 Space is published as a stand-alone rulebook (not dependent upon or requiring other D6 System or Star Wars rulebooks) and is supported by its own line of supplements.
D6 Space uses the D6 Classic System ruleset, and is thus compatible with other games using those rules. Some differences do exist between D6 Space and other related games. D6 Space uses Agility, Mechanical, Strength, Knowledge, Perception and Technical as its attributes. Apart from Agility replacing Dexterity, this is the same attribute set previously used by The Star Wars Roleplaying Game. A seventh optional attribute, Metaphysics, is also possible.
The Metaphysics attribute is used by a new free-form power system. This is based on the Special Effects system from Masterbook (which was derived from the magic system from Torg). This replaces the system for using The Force from The Star Wars RPG, and the Psionics system used in the earlier D6 Space Opera PDF.
Scaling (a method of determining how combat is handled between combatants and objects of starkly different sizes) uses a numeric modifier in D6 Space, and does not conform to the ship class names used in The Star Wars RPG. This new scaling system is also present in D6 Fantasy and D6 Adventure, though the benchmark names for the values listed differ between the three games.
A disadvantages, advantages and special abilities system not present in The Star Wars RPG, is included, as is a system for using special abilities as Cybernetic implants.
A basic star ship construction system is presented (which is expanded upon in the Space Ships supplement). This system differs from the systems presented throughout The Star Wars RPG line.
The D6 System roleplaying game series offers fans of one of the most popular cinematic systems a new way to get their favorite game. Combining the best of over 15 years of D6 System design ? including systems appearing in Men in Black, DC Universe, Hercules & Xena, and the awarding-winning Star Wars roleplaying game ? each D6 System rulebook provides an attribute and skill set tailored specifically to the genre while using a game engine that's cross-genre compatible. The covers, when placed together with D6 Adventure in the middle, form a stunning panoramic image.
D6 Space Rulebook- Suitable for any far future setting, including cybernetics and space travel.
#rpg #startrek
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Unseen Masters (Call of Cthulhu, Chaosium, 2001) | Retro Adventure
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How To Create A Sanity/insanity System For Your House Rules
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Retro RPG: Wraith: The Oblivion
youtu.be/eBJO901NGY4
The game of Wraith: The Oblivion sets the players as characters who have recently died and found themselves within a grim afterlife. Characters have the options of struggling to find a means of ascending into a 'true' afterlife (referred to in the game as Transcendence), becoming embroiled in the politics of the afterlife's denizens, or gradually succumbing to the dreaded Oblivion that seeks to devour all newly deceased souls.
Wraiths draw their strengths from the passions that held them to the living world. In game-terms, each character possesses Fetters, representing an object, place or person which binds them to the world of the living, and Passions, representing an emotion that they have not resolved. Fetters allow a Wraith to remain close to the world of the living, while Passions allow them to gain emotional energy to sustain themselves. However, each Wraith also possesses a secondary personality called a Shadow. Their Shadow, often portrayed by another player, works to assert dominance over the character. The Shadow's motives are always self-destruction of the Wraith. With a mix of emotional fetters and the confrontational play style that the Shadow presents, games of Wraith: The Oblivion are often powerfully emotive.
"Who is among us? Who? I cannot utter a blessing while he is here. I cannot feel one. Where he treads, the earth is parched! Where he breathes, the air is fire! Where he feeds, the food is poison! Where he turns, his glance is lightning! Who is among us?
Who?"
— Melmoth the Wanderer
Three mini-campaigns set in modern New York State lead investigators through serial murder investigations, madness, and into the middle of an ancient conflict between bitter rivals. Along the way investigators will be aided by mysterious allies, face the Cult of the Sacred Light and the Black Brotherhood, and confront immortal horrors beyond time and space. These three scenarios can be combined to form a modern NY State campaign.
#rpg #fantasychronicles
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... and a 10-Foot Pole (Rolemaster, Iron Crown Enterprises, 1998) | Retro RPG
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February 1987
Editorial
News
Review
The Dark Man of Flintfort - A Runequest adventure
Chocks Away - An aircraft for espionage and superhero campaigns
Battlefield - Regular wargamers section
The Computer Column - Regular computer games column, including reviews of Judge Dredd and Rogue Trooper games on the Spectrum and
The Little Troll - A short adventure for Middle-earth Role Playing, with stats for Fantasy Hero, Warhammer FRP and AD&D
Hazardous Cargoes - Haulage in space for Traveller and other sci-fi RPGs
The House of Cthulhu - A short tale of the Cthulhu Mythos
One for the Vine - Designing and running a role-playing campaign
Pony Express - Reader/Fan Mail
#rpg #fantasychronicles
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... and a 10-Foot Pole (Rolemaster, Iron Crown Enterprises, 1998) | Retro RPG
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Retro RPG: The Babylon Project
youtu.be/re2sQtoGRbY
The Babylon Project is a dream given form. It is a community which we build to create a lasting peace in the galaxy: a place where diverse populations can gather calmly without the threat of war and discuss their differences with the hope of understanding each other and settling their disagreements peacefully. Today we gather here in neutral space, in the shadow of a war that nearly cost us our civilization, to dedicate a place for all sentient beings to meet and interact openly. The Babylon Station will be built here in this orbit as a monument to those who have died in wars of misunderstandings: a place where the differences of our past can be overcome and we can live in peace with all inhabitants of the galaxy
Welcome to Imperial Jack's Trading Post! In this one of a kind shop, you will find everything you need and more!
Your company is readying for that overland journey. How much does a barrel cost?
Your gumshoe is hot on the trail of the mad scientist, but must stop at the bar to talk to his informant. How much does the beer cost?
Your musketeer has served the king of France for more than a decade.
But the incident in the church proved costly. Now you must replace all those destroyed religious implements. How long does it take to make a brazier anyway?
The ignorant peasants have no idea that you are a powerful alchemist on the edge of making the most important discovery of all time. But you must have three more rolls of copper wire...
This is the ultimate equipment sourcebook for use with any RPG system! On these pages, you will find full equipment lists for all eras, from Stone Age to Modern. Each era has its own list showing prices for the era as well as production time and availability. In addition, each list is sorted by type of product: from food products to weapons and armor.
Here are some of the other cool things found inside:
A discussion of technology in each era (which helps to define an era).
Over 1,200 illustrations.
Listings of equipment broken down by historical era.
Many, many listed items of equipment -- from a dozen eggs, to canned milk, to steamer trunks, to pocket calculators, etc
#rpg #rolemaster
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Bottled Demon (Shadowrun, FASA, 1990) | Retro Adventure
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Google Document of the Rules
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Bottled Demon (Shadowrun, FASA, 1990) | Retro Adventure
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Retro RPG: Dungeons & Dragons 3rd Edition Players Handbook
youtu.be/w_Cb0BwyVd4
The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians and gnome monks are now possible. THACO, negative armour class, funky saving throws, inflated ability scores, heat-based infravision and just about every other needlessly complex rule has been reworked into a faster, more consistent and fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customised characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf and elf, or relative size differences between creatures or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
The Shadowrunners meet a very disturbed man who hires them as bodyguards on a business deal.
Bottle, Bottle...
Who wants the Bottle? Now the man is dead, and they don't know why.
Bottle, Bottle... What's in the Bottle? The bottle is a mysterious artifact covered with ancient cryptic runes. Why are some people willing to kill for it? Why are some willing to die for it? And the most sensible advice the runners receive is the one thing they can't seem to do get rid of it.
No Deposit...No Return -- Please dispose of properly.
Bottled Demon is an adventure for Shadowrun.
#rpg #shadowrun
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Immortal: The Invisible War (Precedence Entertainment, 1994) | Retro RPG
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When the Sanguinary fled the crucible...
When the Sphinx was not stone but flesh...
When Paris slew Achilles before Troy...
When Arthur wept, betrayed...
You Knew...
The force that compelled Jack's knife in London...
The painter, Adolph, who set out to "purify" the world...
The sniper whose bullet claimed Kennedy's life in Dallas...
Then you took a long walk into forgetfulness...
and things have only gotten worse.
It's wake up time. The age of innocence is ended. Immortal personas everywhere are waking up to a new experience in role playing unprecedented in any previous gaming system. Merlin, Hercules, Marilyn Monroe, these and many other figures of legend are very much alive...influencing affairs in the mortal Habitat just as they have for millennia past.
YOU are the fabric of legend. Now the time has come to shed mortal illusion and resume your place in Perpetual Society to awake and rediscover your secrets of your own fantastic past.
#rpg #immortal
Immortal: The Invisible War 3rd Edition Download
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Immortal: The Invisible War (Precedence Entertainment, 1994) | Retro RPG
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Deadlands d20 | Retro RPG
youtu.be/cbI_mUnMIR0
High Noon. The hot desert sun shines down on two gunslingers. Sweat drips from one's brow. From the other - nothing. His pallid flesh no longer sweats.
The gunmen draw, slinging lead like bolts of lightning. When the smoke clears, both men are hit, but one remains standing.
Welcome to the Weird Wild Western world of Deadlands, a roleplaying game of Western Horror! This all new version of the award-winning, best-selling Deadlands: The Weird West brings to unlife all the fast action of the original using the d20 system.
Inside are the rules for playing gunslingers, Indian braves, shamans, mavericks, rowdies and more. There's also a passel of new spells, steampunk devices, relics, prestige classes and a Weird Western bestiary of strange and horrible creatures like the wendigo and the awesome Hangin' Judge! A few unfortunates might also find their story doesn't end at Boot Hill.
This book contains everything you need to play in the world of Deadlands or any other Western setting using the d20 rules.
When the Sanguinary fled the crucible...
When the Sphinx was not stone but flesh...
When Paris slew Achilles before Troy...
When Arthur wept, betrayed...
You Knew...
The force that compelled Jack's knife in London...
The painter, Adolph, who set out to "purify" the world...
The sniper whose bullet claimed Kennedy's life in Dallas...
Then you took a long walk into forgetfulness...
and things have only gotten worse.
It's wake up time. The age of innocence is ended. Immortal personas everywhere are waking up to a new experience in role playing unprecedented in any previous gaming system. Merlin, Hercules, Marilyn Monroe, these and many other figures of legend are very much alive...influencing affairs in the mortal Habitat just as they have for millennia past.
YOU are the fabric of legend. Now the time has come to shed mortal illusion and resume your place in Perpetual Society to awake and rediscover your secrets of your own fantastic past.
#rpg #immortal
Immortal: The Invisible War 3rd Edition Download
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Silver Angel (Shadowrun, FASA, 1989) | Retro Adventure
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2300AD: Catch as Catch Can
ALIENS: Forced Entry
CALL OF CTHULHU: Dark Side of the Force
CYBERPUNK 2.0.2.0.: Fun with the Trauma Team
DARK CONSPIRACY: Kafka
HIGH COLONIES: Lighter than Air
SHADOWRUN: Fair Game, pt. 1 (Fiction by Michael stackpole)
SPACE: 1889: Monastery of Tasharvan
STAR TREK: Pel-Ah' Incident
STAR WARS: Encumbrance
MEGATRAVELLER: Into the Gap; Itasis
TWILIGHT: 2000: Spectres in the Sky; Things Got Weirder
#rpg #challenge
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Silver Angel (Shadowrun, FASA, 1989) | Retro Adventure
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Traveller 2300ad (GDW 1988) | Retro RPG
youtu.be/iASql2N5shk
Game Designers Workshop (GDW) had created their popular Traveller with themes taken from Space Opera short stories and novels of the 1950s Golden Age of SF. Now GDW wanted to replace Traveller with a game that had a more contemporary hard science fiction edge. They had already published Twilight 2000, a realistic and hard-edged role-playing game set in the year 2000 in the aftermath of an apocalyptic World War III. In 1986, GDW published a new roleplaying game system called Traveller 2300 set 300 years after Twilight 2000. However, the similarity of the names Traveller and Traveller 2300 caused confusion since the new game was entirely separate from Traveller, and used neither Traveller's rules system nor the setting.
To lessen the confusion, in 1988 GDW released an expanded second edition of the game renamed 2300 AD. However, 2300 AD never reached the same level of popularity as Traveller, and while GDW continued to publish new supplements and versions of Traveller, in contrast 2300 AD became only a secondary line, and eventually GDW dropped it.
The game was revived twice, first in 2007 by QuikLink Interactive as a supplement titled 2320 AD for the Traveller20 game (based on the d20 System), and then in 2012 by Mongoose Publishing as a 2300 AD setting sourcebook for their version of Traveller.
The game setting follows on from that of GDW's military role-playing game Twilight: 2000, in which a worldwide conventional war with limited nuclear exchanges at the end of the 20th century nearly brought about the end of civilization. In the intervening three centuries, mankind has rebuilt and returned to space. A Space Elevator orbital interface has been constructed, connecting the city of Libreville, Gabon to a satellite in geosynchronous orbit. Also, practical means of faster-than-light (FTL) travel have been discovered, leading to the exploration and colonization of planets orbiting nearby stars. The post-Westphalian nation-state remains dominant, and most space colonies are considered the territories of various nations back on Earth, resembling the European colonial era of the 18th and 19th centuries.
The dominant power, both on Earth and in space, is France, recently reorganized (in 2298) as the Third French Empire, and incorporating much of Africa. France was able to survive the nuclear war relatively unscathed by abandoning its NATO allies and officially withdrawing from hostilities at the start of the Third World War, retaining enough assets and skilled people to develop a significant head-start in the race for postwar rebuilding, political leverage, and technological development. Competing powers include the United Kingdom, Manchuria, Germany, and an alliance between the weakened United States and Australia. All of these control certain extrasolar planets themselves. There are three major lanes of explored space, called Arms, named after the nations which dominate them (the French Arm, the American Arm, and the Chinese Arm). Lesser routes leading off the arms are called "Fingers".
It is still early in mankind's expansion into space, and exploration has reached little beyond 40 light years from Earth. As of the time period of the game, each of the three Arms is saddled with a particular difficulty. The French Arm is the route along which the alien Kafer are pushing an aggressive invasion into human space. The Chinese Arm is beset by an insurgent terrorist faction. The American Arm has reached a dead end, further expansion along it impossible under available technology.
Mankind has met with several intelligent alien civilizations, all of which are decidedly strange and non-human, from the genetically-engineered Pentapods to the reflexively bellicose Kafers.
"It seems like the more organized and computerized the world gets, the more demand there is for people like us - people who aren't on the corporate or government databases anymore. The megaplexes are monsters, they cast long shadows. That's where we live, in the cracks between the giant corporate structure. When the magacorps need something done that they can't get caught at, when they need a shadowrun, they come to us. The term Shadowrun covers a world of sins, but they're all things that either can't be done through regular channels or would take too long. We are the medium of irregular information and personal exchanges. We are essential to the fabric of modern society."
In addition to the GM's Screen itself, the package includes:
Silver Angel, a 32 page adventure for Shadowrun in which your group are approached to perform a datasteal in the heart of Mitsuhama Computer Technologies.
36 full-color standup counters depicting the various archetypes from the game, including a dragon.
#rpg #shadowrun
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Rifts Conversion Book (Rifts, Palladium, 1996) | Retro RPG
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In that first story we learnt only that the Doctor and his granddaughter Susan had left their home planet, under something of a cloud, in a remarkable time-travelling craft called the TARDIS that looked — at least on the outside — like a police telephone box.
The Doctor and the TARDIS have remained the constant elements in a television saga that has seen many changes over the decades. As the years passed we learnt more and more about the Doctor's background, about other Time Lords, and about Gallifrey.
John Peel has researched every Doctor Who story ever shown on television to bring together all the facts about Gallifrey and the Time Lords. The result — illustrated throughout with photographs from the BBC archives — is a comprehensive guide to the foundations of the entire Doctor Who universe, and a fascinating insight into the most comprehensive science fiction mythos that television has ever produced.
#rpg #doctorwho
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Rifts Conversion Book (Rifts, Palladium, 1996) | Retro RPG
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Stargate SG1 (AEG 2003) | Retro RPG
youtu.be/9ETsQVbLro4
Stargate SG-1 is a science fiction role-playing game based on the TV show of the same name. In it, players take the role of an SG team, elite squads of soldiers, scientists and diplomats sent through the Stargate to the alien worlds which lie beyond. There, they must contend with exotic technology, hostile natives, sinister Goa'uld and wary allies, often with only themselves and their teammates to rely on.
The Stargate SG-1 rule book contains everything a player needs to know in order to run an entire campaign set in the Stargate universe, including a breakdown of the Stargate Program, details on the Goa'uld, Asgard, Tok'ra, and various off-world human cultures, rules for creating characters of every stripe, equipment descriptions, feats and skills, combat and other mechanics, an overview of the first six seasons of the television show, and stats and background materials on Colonel O'Neill and the other members of SG-1.
Suitable for both beginners and experienced players, the Stargate SG-1 role-playing game also makes a valuable resource for fans of the show in general. Filled with full-color images and detailed information unavailable anywhere else, this product is a must-have for gamers and science fiction fans of all varieties!
- Conversions for over 100 monsters and demons
- Over 40 optional player races
- General and Specific Conversions for Characters and power from the Pallaium Role-Playing, Heroes - Unlimited, Teenage Mutant Ninja Turtles, Beyond the Supernatural
- Magic Spells and Magic Data
- Hints bout Rifts Europe and New German Republ
#rpg #rifts
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Paranormal Animals of North America (Shadowrun, FASA, 1990) | Retro RPG
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GM – The Independent Fantasy Roleplaying Magazine was first published in September 1988 by Croftward Publishing. The editorial team of Tim Metcalfe, Paul Boughton and Wayne worked together previously on Computer and Video Games magazine.
Contents:
•News
•Reading the Runes
•AD&D - The Computer Game
•What kind of roleplayer are you
•Dever- Leader of the Pack! by Paul Boughton
•FIST - dial and adventure
•Everything you ever wanted to know about Roleplaying by Wayne
•Reviews - Battletech/Cyborg Commando/Corruption/ Cry Havoc/Assassins/ Trolls Botom and more!
•PBM Update
•'Zine Scene
•Gamemastermastery by Neil Packer
•The Axeman Cometh!- Your Letters
•Master of The Discworld - Terry Pratchett
•Live Roleplaying in the Labyrinthe by Wayne
•Pearls of Wisdom/ Short Story by Andrew Prentis
•Dragonlance - How Krynn was created
•Stench of Death- GM's Systemless scenario by Jon Sutherland, Nigel Gross and Simon Farrell
#rpg #gmmagazine
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Crisis on Cloud City (Star Wars, West End Games, 1989) | Retro Adventure
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Retro RPG: Star Wars Second Edition Revised and Expanded
youtu.be/jTovX9cnINo
A long time ago, in a galaxy far, far away…
Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens.
Pilot an X-wing against the Empire's devastating TIE fighters! Trade blasterfire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!
This 176 page rulebook features:
Sophisticated yet simple rules covering all aspects of the Star Wars universe! Completely revised, with a conversion system for first edition materials.
Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!
Includes a beginning adventure.
Detailed skill descriptions with many new skills and special abilities for aliens!
New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!
16 full-color pages, with never before published material.
#rpg #terrypratchett
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Retro RPG: Battlelords of the 23rd Century
youtu.be/tHVjkXeOJ0Y
BATTLELORDS OF THE 23RD CENTURY is a science-fiction tabletop roleplaying game where players can assume the role of mercenaries, misfits, soldiers, spies, pirates, and heroes adventuring in a war-torn universe. The soldier of the future will be more like a medieval knight in ultramodern armor than a soldier of the 21st century. Operating autonomously, they will be light years from their commanders and support. -Military Scientist, Howard Dickenson. Earth, Year 2083. By the year 2282 humanity has spread among the stars and joined The Alliance of Allied Species. The Alliance is composed of over a dozen species who pool resources and technology to expand across the galaxies and defend themselves against the threat of galactic war with the hostile Ak-Nar-Ryn. The Ak-Nar-Ryn, who are more commonly called the Arachnids, have destroyed worlds and decimated populations as they advance into Alliance territory. More recently the Alliance has been faced with a new threat that is even more insidious than even the Arachnids. The shapeshifting, nanite swarms of the Atlanteans which are capable of devouring entire cities. Many member species of the Alliance have longstanding rivalries, conflicting agendas, and a few have even gone to war with each other in the past. However, each species brings something unique to the coalition, but all must overcome their bias and speciesism if they are to cooperatively achieve their goal of survival. In the midst of it all, the mega-corporations run the show from behind the scenes and cash in every chance they get. If you re not living in a colony town on some backwater world on the frontier, you re probably working for a mega-corp on a long-term contract. They own and run nearly everything, including you for as long as you re under contract. Against the backdrop of war, you can take the fight to the Arachnids as soldiers of the Galactic Armed Forces. Become a hired gun working as a corporate mercenary. Explore the universe, discovering new species and relics of past civilizations. Protect the bottom line of your company as you engage in corporate espionage or research the hidden threat the Atlanteans pose to the Alliance working as a spy. Maybe plunder is more your style? There s always room for another pirate out on the frontier. The possibilities are as limitless as the universe. Lock and load, private! Bring your extra pulse mags and your sense of humor. You ll need both. Battlelords of the 23rd Century is a complete, self-contained, roleplaying game. All you need besides this book are some gaming dice.
It started as a routine escort mission. Famed Alliance engineer Walex Blissex was contacted by an old friend who had made a startling scientific breakthrough. But when the Rebel escort team arrives on Cloud City to meet this mysterious scientist, things begin to go wrong. Dead Wrong.
Mystery leads to murder. Murder leads to deadly confrontations with killer droids and Imperial agents. And the Rebels wind up entangled in webs of deception, deceit—and death! The fate of the city in the cloud and everyone aboard depends on the Rebels and their ability to unravel the mystery before the knots pull tight!
#rpg #starwars
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Paranormal Animals of North America (Shadowrun, FASA, 1990) | Retro RPG
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Magic | House Rules
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Plot
The film opens with a scene that is revisited later in which a reporter meets with police searching a cavern. He is told a game of Mazes and Monsters got out of hand.
Robbie Wheeling starts college at the fictional Grant University and soon develops a group of friends, all of whom have personal problems and issues. Jay-Jay feels marginalized by his mother, who constantly redecorates his room since she cannot make up her mind about the best look. In his "self-decorating", he wears a variety of unusual hats. Kate has had a series of failed relationships, and suffers from her father leaving home; Daniel's parents reject his dream of becoming a video game designer; and Robbie's alcoholic mother and strict father fight constantly, and he is still tormented by the mysterious disappearance of his brother, Hall. They are fans of Mazes and Monsters, a fantasy role-playing game over which Robbie was kicked out of his last school when he became too obsessed with it. Though he is reluctant, the other three students convince him to start playing again with them.
Through the course of playing the game, Robbie and Kate begin a serious relationship, and he confides in her that he still has nightmares about his missing brother. Eventually, Jay-Jay, upset by feeling left out by his friends, decides to commit suicide in a local cavern. In the process of planning it, he changes his mind and decides the cavern would be better suited to a new Mazes and Monsters campaign. He dramatically kills off his character to force them to start a new campaign, in which he says they will be living out their fantasy. He proposes playing his new game in a disused and condemned cavern, and dismisses the warnings from his friends – who reluctantly agree to participate.
During the actual spelunking, Robbie experiences a psychotic episode involving the last time he saw his brother, and hallucinates that he has slain a monster called a Gorvil. From this point forward, Robbie believes he is actually his character, the cleric Pardieu. This leads him to break off his relationship with Kate (to maintain celibacy) and start drawing maps that will lead him to a sacred place he has seen in his dreams, the Great Hall. In his dream, the Great Hall tells him to go to the Two Towers, and he disappears.
Robbie's friends report him to the police while concealing their trip into the caverns. They and police investigators suspect he is deceased. Robbie travels to New York City, where he stabs a mugger whom he imagines to be a monster. He sees blood on his knife, then his bloodied clothes in a window, and breaks out of his delusions long enough to call Kate from a payphone. After he agrees to go to Jay-Jay's house, a delusion leads him into the subway. Not finding him at Jay-Jay's house, the friends deduce Robbie has equated the Two Towers with the Twin Towers of the World Trade Center. Robbie believes that by jumping off one of them and casting a spell, he will finally join the Great Hall. After a search, his friends find him and stop him from jumping off the south tower observation deck using the game's rules, once again pulling him out of his delusion.
The film ends with the friends visiting Robbie at his parents' estate, hoping to pick up their friendship where they left off. Though he is now in regular counseling, it is implied that Robbie will live out the rest of his life trapped in his imaginary world, believing he is Pardieu, that his friends are their characters, and that he is living at an inn (actually his parents' home) and paying for his boarding with a coin that "magically" reappears in his pouch each morning. He then tells his shocked friends of a great evil lurking in the forest across the lake, believing that it threatens the lives of the "innkeeper" and his wife. The three, feeling sorry for Robbie and guilty for their role in his psychotic break, decide to engage him in a "game" of Mazes and Monsters, letting Robbie dictate the events to them. In the end, Kate says, "And so ... we played the game again ... for one last time."
#rpg #satanicpanic
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Tales of Fur and Steel on DrivethruRPG
drivethrurpg.com/product/442802/Tales-of-Fur-and-Steel-Legends-of-the-Smallfolk?affiliate_id=3908907
Paranormal Animals of North America (Shadowrun, FASA, 1990) | Retro RPG
youtu.be/NYWWzw7I9Nw
Magic | House Rules
youtu.be/5OBOjx2gVkM
Our Discord
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Shadowrun Third Edition (FASA 1998) | Retro RPG
youtu.be/w2oa42HQ10k
The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged--the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner--a street operative.
You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as
elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner--a professional. You don't just survive in the shadows--you thrive there--for now.
Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.


