Dark Revelations - The Role Playing Game - The Book of Arrogance


Book Description

Dark Revelations - the Role Playing Game is proud to present a unique and progressive new set of psychic rules. The all new Psychic Class, with new rules for psychic powers that is completely different than those for standard d20 3.5 SRD/OGL, yet familiar enough to play with ease. · In this new Psychic Class, you will get 4 new paths. The Eruptor, master of elemental damage and going a bit crazy when out of power. The Mentalist, your classic mind controller that can rip minds asunder. The Psycho-Warrior, a melee and front line psychic fighter and true weapons specialist. And, The Rocker! Who needs magical bards? We got psychic rock and rollers. · Use familiar psychic power tropes like empathy, pyrokinesis or telepathy, or fire laser beams of death using Photokinesis. Plus many new powers in organized power sets. · New and crazy races. You’ll find nothing ordinary here as we let you play from level 1 as Dragons and Cats…yes intelligent house cats. Also Minotaurs. Not as cursed creatures, but heroic hair metal rockers from a far off dimension. Plus our own creations of the Harvesters and Stumpies. One is a master psychic from seedling, while the other is tough and bit rough around the bark. And, yes both are plants. · Woowear, equipment to enhance all those new psychic powers you have. · Psi-tats, get some psychic tattoos to gain additional power. · The Sandbox of Ed-Town. Where rock and roll, and other psychically enhanced individuals have taken over. Meet folks like Axle Thunderpipes, the Devilish Dangerous Dr. D. and many others.




Dark Revelations - The Role Playing Game - The Book of Progress


Book Description

Machines played a part long before and after the Times of Revelations. · Comprehensive Mechanical life form rules for d20, including new body frames and the opportunity to play a plush robot! · Random plot hook generated by text message! · The mysterious Kilgorean finally revealed. · The Cybercult fleshed out ...er metalled out for all to see. · The Elysium Corporation secrets. · Crafting rules refined. · Weaponboards defined. · and much, much more.




Dark Revelations - The Role Playing Game - The Book of Adventure


Book Description

Dark Revelations - The Role Playing Game - Book of Adventure Ever Need help with your Game? From G.M.s advice, to Plot Hooks, and even some new material, this book will be a valued contribution to your game:




Dark Revelations - The Role Playing Game - Monster Manual


Book Description

Dark Revelations - The Role Playing Game - Monster Manual & Book of Danger The Hodgepocalypse is not a safe place to be and this book tells you why. Almost 300 monsters to use with your adventures.




Revelations of the Dark Mother


Book Description

What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. New insight into vampire origins and the undead curse itself, in the Book of Nod tradition.




Runaways: Pride & Joy Marvel Select


Book Description

Collects Runaways (2003) #1-6. Continuing the series of graphic novels handpicked by Marvel Editorial to showcase pivotal storylines written and drawn by some of Marvel’s most acclaimed creators! At some point in their lives, all young people believe their parents are evil - but what if they really are? Meet Alex, Karolina, Gert, Chase, Molly and Nico, whose lives are about to take an unexpected turn — when these six young friends discover that their parents are all secretly super-powered villains! Their parents’ organization, the Pride, controls all criminal activity in Los Angeles and rules the city with an iron fist. They’ll take any measures necessary to protect their secret and pass on their legacy, but the shocked teens want no part of it. Together they run away from home and straight into the adventure of their lives — unlocking powers of their own and vowing to turn the tables on their parents’ evil empire! Meet some of Marvel’s greatest 21st-century icons in their exhilarating debut!




The Victor Sayings in the Book of Revelation


Book Description

This is the first major study to focus solely on the victor sayings and should prove invaluable to scholars and students of Revelation and apocalyptic literature. It demonstrates that the motif of victory is Revelation's macrodynamic theme. Chiasmus is proposed as the book's macrostructure, based in part on the chiastic nature of the promises to the victors, with the later fulfillment of these promises in the book. The proposed forms for the seven letters--forms such as edicts, oracles, and epistles--are examined, and it is concluded that they are a mixtum compositum best called "prophetic letters." The sociological significance of victory is explored within the Greco-Roman world. The text of the promises and their co-texts (as reflected intertextually in traditions of biblical literature) receive thorough examination. The eschatological fulfillment of the victor sayings is surveyed in Revelation's later chapters, especially in chapters 21-22, where the new Jerusalem is depicted. The study concludes with an investigation of the ways that the promises were appropriated for the time and the text world of Revelation.




Myfarog


Book Description

MYFAROG (Mythic Fantasy Role-playing Game) (3rd edition) is a fantasy role-playing game, with a setting based on European mythology, religion and fairy tales. The rules are very modular, meaning you can play the game rules light or rules heavy, as you please. The rules are designed to make sense, and to give the players the ability to immerse themselves in Thulê; a highly credible fantasy world similar to Middle-earth and the European Classical Antiquity (some places touching into the Viking Age or the Bronze Age), but yet different. In Thulê, sorcery and the ancient deities are real, and the world is inhabited by not only humans, but also elves, nymphs, dwarves, orcs, gnomes, halflings, ettins and trolls, as well as other creatures. This art-minimalistic 221 page core rule-book (with black-and-white interior) is an all-in-one rule-book, so it contains all the information you need to play the game (and to make your own adventures and campaigns) indefinitely. A digital high resolution map of Thulê can be found here: www.myfarog.org. Because the setting is based on real world locations (Lofoten and Vesteralen in Northern Norway) you can also use online map services, to get highly detailed and realistic maps of the world of Thulê, in any scale you want. NB! You need a set of polyhedral dice to play the game.




Slaying the Dragon


Book Description

Dungeons & Dragons. It’s the fantasy role-playing game first conceived over fifty years ago by the now-legendary company TSR ,which has enthralled millions of devoted gamers around the world for generations. It’s a test of skill, intelligence, audacity, and survival. But no D&D game ever played could compare to the stunning behind-the-scenes melee for power and dominance that was the true story of TSR. Slaying the Dragon chronicles the rise and fall of TSR (Tactical Studies Rules), how the brilliant and wild minds of the legendary Gary Gygax and his co-creator Dave Arneson gave birth to a game that would capture the imagination of outsiders and underdogs throughout the world. From its humble beginnings in the small town of Lake Geneva, Wisconsin to its emergence as a cultural phenomenon, TSR soon spawned an unlikely empire of games and geekdom—with Dungeons & Dragons leading the way—that was decades ahead of its time, inviting both hyper-devoted fans as well as hysteria surrounding the game’s supposed corrupting influence on America’s youth. TSR was in the news, in the money, and on top of the world. But success soon took its toll, with creative control and rivalries within the firm threatening the stability of TSR. Former allies grew apart personally and professionally, and the formerly fun, freewheeling firm founded by a band of misfits collapsed into a desperate struggle for survival. Despite attempts to grow in a changing market, setbacks and management decisions put TSR in a downward spiral in the 1990s which resulted in the company's death and then resurrection by the most unlikely of saviors. With author access to previously unreleased documents and insider stories, and interviews with former TSR employees and associates who witnessed the high-stakes machinations and maneuvering that would eventually seal the company’s fate, Slaying the Dragon is a fascinating, revealing tale of friends turned enemies, success and failure, and loyalty and betrayal that no roll of the die could predict... "Riggs has written a fascinating and dishy account of the business hits and whistling misses of a band of dreamers, writers, artists, and geeks... A must-read for fighters, magic-users, and even bards -- and everyone else, too." — Brad Ricca, Edgar-nominated author of Mrs. Sherlock Holmes and True Raiders"Far from a fluff piece on a beloved hobby, this book goes behind the GM's screen to take a hard-nosed look at the people and circumstances that first gave rise to D&D, then nearly killed it -- twice. Riggs takes you on a roller-coaster from boom to near bankruptcy, but never loses sight of the individuals involved, the good, the bad, and the geeky." — Marie Brennan, Hugo-Award nominated author of the Memoirs of Lady Trent series




We Are Not Like Them


Book Description

A GOOD MORNING AMERICA BOOK CLUB PICK Named a Best Book Pick of 2021 by Harper’s Bazaar and Real Simple Named a Most Anticipated Book of Fall by People, Essence, New York Post, PopSugar, New York Newsday, Entertainment Weekly, Town & Country, Bustle, Fortune, and Book Riot Told from alternating perspectives, this “propulsive, deeply felt tale of race and friendship” (People) follows two women, one Black and one white, whose friendship is indelibly altered by a tragic event. Jen and Riley have been best friends since kindergarten. As adults, they remain as close as sisters, though their lives have taken different directions. Jen married young, and after years of trying, is finally pregnant. Riley pursued her childhood dream of becoming a television journalist and is poised to become one of the first Black female anchors of the top news channel in their hometown of Philadelphia. But the deep bond they share is severely tested when Jen’s husband, a city police officer, is involved in the shooting of an unarmed Black teenager. Six months pregnant, Jen is in freefall as her future, her husband’s freedom, and her friendship with Riley are thrown into uncertainty. Covering this career-making story, Riley wrestles with the implications of this tragic incident for her Black community, her ambitions, and her relationship with her lifelong friend. Like Tayari Jones’s An American Marriage and Jodi Picoult’s Small Great Things, We Are Not Like Them takes “us to uncomfortable places—in the best possible way—while capturing so much of what we are all thinking and feeling about race. A sharp, timely, and soul-satisfying novel” (Emily Giffin, New York Times bestselling author) that is both a powerful conversation starter and a celebration of the enduring power of friendship.