Mecha Vs. Kaiju Errata Are Declared Product Identity, in Accordance with Section 1(E) of the Open Game License, Version 1.0A: Mecha Vs
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Isekai No Seikishi Monogatari
Tenchi Muyo! War on Geminar ------------------------------------------------------------------------------------------------------------------- Intro: The Tenchi Muyo series is huge, and the canonicity may not be particularly clear to the uninitiated. This part of the series and Jump take place after the start of the main timeline and GXP. The story takes place in the world of Germinar, and you no longer need to worry about multiversal goddesses, planet-busting trees, and other such things for your stay. Following Masaki Tenchi's half-brother Masaki Kenshi, this story would normally start with the attack on the Swan (a flying landship), but it now starts with the arrival of Kenshi at the Summoning Ruins still not long before. This world is bathed in high levels of a relatively nondescript energy. This prevents nearly all technology from working above a certain altitude in addition to making others extremely sick, eventually to the point of death, should they stay in these areas. Even the pilots of this world's holy mecha cannot enter these areas or they both will shutdown. This has lead to the higher lands being covered in mostly normal flora and the occasional super flora. The people of this world have coped with this by building their cities lower than the effected areas and carving out valleys for travel. Take your pick of the purchases available below with the 1,000CP (choice points) provided, and be sure to read the notes. ------------------------------------------------------------------------------------------------------------------- Origins: How you start in this world. Your age is 15 and your gender stays the same. Both can be changed for 100CP. ------------------------------------------------------------------------------------------------------------------- Drop-In (Free) – You just show up in the Holy Land one day. -
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. -
Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
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. -
Views That Barnes Has Given, Wherein
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2018 Darker Matters: Racial Theorizing through Alternate History, Transhistorical Black Bodies, and Towards a Literature of Black Mecha in the Science Fiction Novels of Steven Barnes Alexander Dumas J. Brickler IV Follow this and additional works at the DigiNole: FSU's Digital Repository. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF ARTS AND SCIENCES DARKER MATTERS: RACIAL THEORIZING THROUGH ALTERNATE HISTORY, TRANSHISTORICAL BLACK BODIES, AND TOWARDS A LITERATURE OF BLACK MECHA IN THE SCIENCE FICTION NOVELS OF STEVEN BARNES By ALEXANDER DUMAS J. BRICKLER IV A Dissertation Submitted to the Department of English in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2018 Alexander Dumas J. Brickler IV defended this dissertation on April 16, 2018. The members of the supervisory committee were: Jerrilyn McGregory Professor Directing Dissertation Delia Poey University Representative Maxine Montgomery Committee Member Candace Ward Committee Member Dennis Moore Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii ACKNOWLEDGMENTS Foremost, I have to give thanks to the Most High. My odyssey through graduate school was indeed a long night of the soul, and without mustard-seed/mountain-moving faith, this journey would have been stymied a long time before now. Profound thanks to my utterly phenomenal dissertation committee as well, and my chair, Dr. Jerrilyn McGregory, especially. From the moment I first perused the syllabus of her class on folkloric and speculative traditions of Black authors, I knew I was going to have a fantastic experience working with her. -
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. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
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. -
Llllllllllll~Ll1lllllllll~~781894 814928 Sample File CHAPTER ONE: BASICS
I- I -J Sample file -4k 9 ~~llllllllllll~ll1lllllllll~~781894 814928 Sample file CHAPTER ONE: BASICS ...................... 4 M12 General Longstreet ................67 Infantry Walker Mk VI1 Cavalier ...... 68 Fantasy ............................................. 5 Infantry Walker Mk XI1 Roundhead . 69 Steampunk ....................................... 5 PzK IV Loki ..................................... 70 Alternate History ............................... 5 PzK V Valkurie ................................ 71 Modern Day/Near Future .................. 5 PzK VI Donner ................................ 72 Far Future ......................................... 5 PzK VI1 Uller ................................... 73 Marc A . Vezina. Senior Editor Space Opera .................................... 6 Gear Krieg Modern ............................. 74 Alistair Gillies. Contributor Espionage ........................................ 6 M1AI Abrams Mechatank .............. 77 Horror ............................................... 6 M3A1 Bradley IFW ......................... 78 Christian Schaller. Contributor Sentai ............................................... 6 M1025 HMMWV ............................. 79 Campaign Themes ............................... 6 The texts in Chapter 1. 5 and 6 are RT-72 Mechatank ........................... 80 Action ............................................... 6 R-57 SCUD Mobile Launcher .........81 based on the mecha rules texts cre- Adventure ............................. Phoenix Rising ................................... -
Swords of Kos Fantasy Campaign Setting Encounters Free Sample
Swords of Kos Fantasy Campaign Setting Encounters Free Sample Sample file By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Swords of Kos of FantasyKos FantasyCampaign SettingCampaign Setting Encounters Free Sample By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Skirmisher Publishing LLC 499 Mystic Parkway Spring Branch, TX 78070 http://skirmisher.com http://d-Infinity.net [email protected] Artists Amanda Kahl (pp. 6, 8), William T. Thrasher (pp. 1, 5, 7, 9, 13), Francesca Baerald (p. 4) Editor/Layout & Design Michael O. Varhola Contents of this publication Copyright 20 by Skirmisher Publishing LLC, all rights reserved. Sample21 file First Publication: August 2016 . ; revised February 2021 2 Introduction elcome to the world of Kos and to Encounters, the fourth volume of the Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually orW in conjunction with each another, and within the context of the Kos campaign setting or as part of any other milieu. A number of things have led to the creation and the After the release of that book a number of people ultimate publication of this campaign setting. expressed an interest in writing their own stories In 2002, Skirmisher Publishing was formed as a set on or around the island of Kos and this led to the licensed publisher of what were at that time known creation of Swords of Kos: Hekaton, an anthology of as d20 products and “Kos” was adopted as the offi- tales written by 11 authors. -
The Iron Empire Campaign Setting
The Iron Empire Campaign Setting The Iron Empire Campaign setting is a homebrew setting for Dungeons and Dragons 5e focusing on the central land- mass of Helloran, the home of the Iron Empire. Over time, the campaign setting will be expanded to include other Imperial Territories as well as other non-aligned, and even hostile factions and locations within this world. The Central Premise of the Iron Empire is that Helloran is ruled by the Iron Emperor and the Imperial Senate. The Iron Emperor has been, historically and exclusively, the Dwarven High King and the current Dwarven High King is Randor the Venerable, currently in his 70th year of Rule. 1 Contents Page 1 The Iron Empire Campaign Setting, Introduction Page 2 Contents Page 3 The Dwarven Conquest, The Imperial Senate Iron Law & Tribal Law Page 4 The Races, Dwarves, Elves, Humans, Halflings, Gnomes Page 5 Dragonborn, Tieflings & Aasimars, Ors & Half Orcs Page 7 Places of Interest/Note, Helloran Page 8 Greyhalme and Dwarven Ancestral Lands Page 9 Tomb of the Dwarven Kings Pae 10 Ashgrave, Arcanorum Page 11 The Isle of Tears Page 12 The Isle of Sorrows Page 13 The Kingdom of Kyltear Page 14 The Greensea Confederation Page 15 Goldspire Have Page 16 Stormvault Page 17 The Cauldron Page 18 The Sashelian Archipelago Page 19 Titan’s Stair and Harridan’s Eyrie Page 20 The Mariner Fens Page 21 The Darkwood Page 22 The Divines 2 as the Senate is made up of Tribal Representatives, but also The Dwarven Conquest representatives of organisations with Royal Charter such as Royal Marines and the Royal Archaeological Society both of whom report to the Dwarven High King Theoretically Once, Helloran was a land of Elves, Dwarves, Humans, this gives the Dwarven High King more influence on the Gnomes and Halflings.