Threat Report: the Atom Family Threat Report: the Atom Family Sample File
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Sample File Credits and Legal Stuff
Sample file Credits and Legal Stuff The ALGERNON Files 3.0: Carapace Writing and Design: Aaron Sullivan Printed in the USA Editing: Glenn Hall and Leon Chang Wordmonkey Studios Graphic Design: Eloy Lasanta 8703 Pitch Pine Way Art: Alex Williamson Louisville, KY 40228 Publisher: Wordmonkey Studios Email: [email protected] Web Site: www.wordmonkeystudios.com The ALGERNON Files 3.0: Carapace is ©2015 Wordmonkey Studios. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their associated images, descriptions, backgrounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity. Earth-Prime, Emerald City, Freedom City, and all associated character names, place names, and descriptions are copyright and Product Identity of Green Ronin Publishing and are used with permission. OPEN GAME LICENSE Version 1.0a 4. Grant and Consideration: In consideration for agree- 14 Reformation: If any provision of this License is held to The following text is the property of Wizards of the ing to use this License, the Contributors grant You a perpet- be unenforceable, such provision shall be reformed only to Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ual, worldwide, royalty-free, non-exclusive license with the the extent necessary to make it enforceable. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Plot and Poison: a Guidebook to Drow Matthew Sernett 2002
Plot and Poison: A Guidebook to Drow Matthew Sernett 2002 2002 0972359923, 9780972359924 Plot and Poison: A Guidebook to Drow Green Ronin Publishing, 2002 160 pages Matthew Sernett Descend into the depths and learn the secrets of the wickedest race in the Underdark, the drow. Third in Green Ronin's Races of Renown series, Plot and Poison is a rules toolkit for players and gamemasters alike. Dragon Magazine editor Matthew Sernett delves deep into the heart of the drow, providing a book packed with new options. In addition to Races of Renown essentials like new spells, domains, prestige classes, magic items, and feats, Plot and Poison adds four new subraces, a complete drow pantheon, and power components, a new way to enhance spells. From the gorgeous cover from 3E concept artist Todd Lockwood to the detailed NPC stats of the appendix, Plot and Poison is your indispensable guide to elves you love to hate. file download fabyhoh.pdf 2009 Jason Bulmahn 560 pages ISBN:1601251505 Core Rulebook Games Pathfinder Roleplaying Game Become a brave adventurer exploring treacherous ruins, battling fearsome monsters, and making a name for yourself in a world beset by magic and evil! This Core Rulebook ISBN:0972675604 112 pages Bastards and Bloodlines Games Owen K. C. Stephens A Guidebook to Half-breeds Dec 1, 2002 Fantasirollespil Guidebook Extinction Fiction ISBN:9780786935963 The New York Times best-seller is now in paperback! Now available in paperback, Extinction is the fourth title in the epic Forgotten Realms series about one of the most popular Lisa Smedman Feb 1, 2005 371 pages Plot and Poison: A Guidebook to Drow pdf 80 pages Unholy Warrior's Handbook A Master Class Sourcebook for the D20 System Apr 1, 2003 Robert J. -
Threat Report: Doc Otaku
DOC OTAKU Originally perceived as a “wayward youth,” Doc Otaku REAL NAME: Solo Takashi has long since passed the point of adolescent pranks and OCCUPATION: Inventor, criminal youthful rebellion. Life as a young criminal has hardened BASE: Tokyo, Japan his anti-social tendencies and sharpened his eye for a Solo Takashi was a genius almost from the time he was deal. To Doc Otaku, life is a game, with him as the rogue born. He spoke several languages by the time he was hero, proving he can outwit the authorities and anyone seven years old and earned his first doctorate at the age who thinks they can stop him. of 12. Unfortunately, Takashi was bored. He lacked chal- Takashi is obsessed with manga and anime culture, a true lenges and he wanted to have peers, intellectual equals. otaku in that regard. He spends considerable time reading He also wanted to have some fun. and watching his favorite subjects, and is even the creator He jumped at the opportunity to study with Daedalus, of several hit “underground” publications and produc- one of the greatest scientific minds in the world. But he tions. In spite of the best efforts of the Japanese authori- quickly decided Daedalus was a scared old man unwilling ties, Doc Otaku has a considerable underground cult of to take risks or let anyone else take them, either. He didn’t personality in Japan, one that is spreading via the Internet encourage Takashi’s potential, he only tried to limit and to other parts of the world. control it. -
Mutants & Masterminds
SOURCEBOOK GRR2011e LUCIEN SOULBAN · GREEN RONIN PUBLISHING SOURCEBOOK A refitted VTOL Carnival Air-freighter lumbers through the air like an overfed bumblebee, sluggish and heavy on the noise. You sit onboard, waiting to land. Not since the Atlanta Boys Convoy of 1934, when the government loaded 52 hardened criminals into a train and shipped them out to “inaugurate” Alcatraz Island, has secrecy and security been this heavy. For Super-Con Air, however, this is business as usual. The Carnival is the workhorse of convict transports; she can normally carry 23 passengers along with 22 tons of cargo, but following the refit, she’s hefting two additional power plants and space for 10 powered felons… eight awake and two asleep. Awake, you sit in reinforced cage called “The Egg,” because that’s what it looks like. The Egg suppresses active power fields and locks you down in sensory deprivation for the trip. It’s a blackout of your senses, designed to keep you off- balance when they finally transfer you out. Asleep, the Department of Justice deems you too powerful to risk handling. You’re probably a Type IV or V, and that makes folks nervous enough to crank you out in a hotsleep coffin. You won’t wake up until you’re imbedded 200 meters deep inside “the Mountain.” You feel like you’ve been in the dark for years before someone nudges your Egg. That’s just the VTOL setting down on the landing pad. A few minutes later, there’s motion again. They’ve disconnected your Egg from its suspension struts aboard the Carnival, and they’re wheeling you down the jet’s back ramp. -
Visions Visions
CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc. -
True20 Adventure Roleplaying Trademark License FAQ
True20 Adventure Roleplaying Trademark License FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: Why can't I put True20 or True in the title? A: Green Ronin has established a naming pattern in its previous True20 books and we'd like that pattern to remain unique to official releases. Q: When can I start publishing using this license? A: Any time after May 12, 2008. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the appropriate True20 corebook if it exists in the language you're going to use. For example, Wyrd Edizione publishes True20 in Italy. If you want to do Italian language True20 material, you must follow the translation standards of Wyrd's version of the core rulebook. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Revised Edition of True20 Adventure Roleplaying. -
Super-Powered by M&M FAQ Q: Do I Have to Submit My Products For
Super-Powered by M&M FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. This is one of the biggest changes from M&M Superlink, our previous licensing program for Mutants & Masterminds. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: When can I start publishing using this license? A: Any time after January 31, 2011. Q: Who can use this license? A: Almost anyone as long as you follow the terms. The only limitation is that those found in violation of the M&M Superlink license cannot take advantage of Super-Powered by M&M. This is spelled out in Section 2 of the Super-Powered by M&M license. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the licensed edition of the Mutants & Mastermind’s Hero’s Handbook if it exists in the language you're going to use. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Mutants & Masterminds Hero’s Handbook. -
Threat Report: Trident Threat Report: Trident Steelhead and Ultramarine
TEAM HISTORY Coral Snake needs Trawler’s expertise and, to a lesser extent, Steelhead’s muscle and deep-sea capabilities. She wants to claim the mystic power she knows awaits her in Although the authorities tend to believe Trawler—with Lemuria. Once she has that, she’ll have no further use for her history as a smuggler and dubious “salvage opera- her so-called “partners.” Until all the pieces are in place, tor”—is the force behind the Trident, the group actually however, she keeps Trawler close, dangling promises in came together due to one of its other members. Coral front of her, and Steelhead at arm’s length, keeping a close Snake has extensively studied her Serpent heritage and eye on him. the secrets of ancient Lemuria. She believes the key to greater power and control over her ophidian nature lies there, deep beneath the Pacific. To reach it, she needs TACTICS help. So she came up with the smuggling scheme and re- cruited Trawler and Steelhead to help back it, prom- In spite of past successes, Coral Snake does not ising Trawler a shot at the greatest trea- want the smuggling ring to overplay its sure trove she could imagine. Forked hand. There’s added profit in keeping tongue firmly in demand high, cheek, Coral while also lying Snake dubbed low to evade the their new venture authorities, who “the Trident”. are increasingly Initially, the smug- intent on closing gling operation relied up the smuggling heavily on Trawler’s resourc- routes into Emerald City. es and the capabilities of its Eager as she is to further three founders. -
Emerald City Knights
EMERALD CITY KNIGHTS CHAPTER 1: LIFE IN THE AFTERMATH THIRD EDITION Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS PICKING UP THE PIECES This chapter picks up right where “The Silver Storm”—the COMFORTABLE WORDS prologue to Emerald City Knights—left off, with the heroes dealing with the aftermath of the strange explosion that Deeds normally count more than just talk, but when words has unleashed something new and dangerous in Emerald can calm a panic and get the many rubberneckers to City. disperse peacefully, speeches are worthwhile. If the heroes With the last of the berserk stormers defeated or in have demonstrated good, noble conduct thus far, they face retreat, the heroes have a number of options. As always, Indifferent crowds that depart once they’re sweet-talked there’s no telling for sure what the players are going to up to Favorable or better via the normal DC 15 Persuasion do, but this section provides some guidelines for the most check. Characters Behaving Badly thus far in the adventure likely possibilities. If they go beyond the scope of what’s (your typical ‘90s-refugee antihero, for instance) can use provided, feel free to mix and match these scenes, or wing Intimidation instead, treating the bystanders (Will defense it entirely, as the proper plot progression necessitates. 0) like minions. This isn’t exactly the best public relations move, but it does clear the scene as needed. SCENE 1: WE CAN BE HEROES THE WEIGHT Some downtown buildings and walls proved not to be Scene Type: Challenge up to super-fight code and collapsed, burying many Of the most obvious and critical concern are the innocent innocents alive. -
Plot & Poison Web Enhancement
Web Enhancement Plot & Poison Web Enhancement Design: Matthew Sernett Editing: Jennifer Clarke Wilkes Graphic Design: Hal Mangold Plot & Poison Web Enhancement is ©2003 by Green Ronin Publishing. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission. - Introduction - Plot & Poison introduced several new drow subraces. This web enhancement • Light Blindness (Ex): Abrupt exposure to bright light (such as a lightning presents PHB-style racial trait write-ups for these subraces to make character bolt in a dark room), blinds aquatic drow for 1 round. When operating creation easier. in an area of continual bright light (such as a daylight spell), aquatic drow suffer a –1 circumstance penalty on all attack rolls, saves and All text in this document is Open Game Content. checks. • Gills (Ex): Aquatic drow have gills that allow them to breathe Aquatic Drow water. An aquatic drow can breathe normally outside of water for a total number of hours equal to twice her Constitution. After that time the aquatic drow must hold her breath or start to Racial Traits “drown.” Aquatic drow can renew an hour’s worth of air-breath- • +2 Strength, +2 Dexterity, –2 Constitution: A life ing time by spending 10 minutes completely submerged in beneath the depths has made aquatic drow strong, but breathable water. they retain the elven tendency to be of weak health. • Profi cient with shortspear or trident; pro- • Medium-size. -
Pyramid Volume 2 Bundle Preview
TM PYRAMID MAGAZINE Editor PYR MID Derek Pearcy Issue Number 1 May/June Managing Editor CONTENTS Loyd Blankenship Editorial Assistants Jeff Koke Space Knights: A Sneak Preview Susan Pinsonneault By Loyd Blankenship............................................ 11 Graphic Design Derek Pearcy Designer’s Notes: GURPS Atomic Horror: Cover Art “Paramedics were called in John Zeleznik when Dars attempted to dig “Of Martians and McCarthy” out his interface jack with a By Paul Elliott....................................15 Staff Artist pocket knife.” – page 67 Laura Eisenhour GURPS Supporting Cast: “Extras” Illustrations By Fraser Cain ...................................65 Dan E. Carroll Primary Sources: Laura Eisenhour David Plunkett Saga of Pliocene Exile, by Julian May Jeremy Pyles By David J. Hayes.................................................................................. Dan Smith 17 Jana C. Wilson Print Buying “The street dregs are as likely to run Derek Pearcy The Hole Monica Stephens screaming from you as they are to kill you A multi-genre campaign background and sell your body for its chemicals.” Sales Manager for any game system. – page 23 Dana Blankenship By Jeff Koke ..................19 Circulation Manager David Schoenert Publisher Godzilla 2072: Atomic Monsters in the World of Ogre! Steve Jackson By John Hurtt..............................................................................................31 Pyramid is published bi- monthly by Steve Jackson Voodoo: Roleplaying Background for Magic and Horror Games Incorporated,