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Sep 24, 2009

Por peticion popular, el ultimo

Bueno, agradezco vuestras palabras, pero sigo teniendo la misma sensacion: las editoriales estan destrozando el rol.

Dejare la pagina, no sin antes dejaros un ultimo regalo.

Y no, no cerrare la pagina.

Hay futuro mas alla de las editoriales

Hoy os voy a dejar, como ultimo regalo, insisto, una cosa totalmente diferente a lo que estabais acostumbrados: juegos no editoriales. Juegos hechos pensando en el amor, no en el dinero.

  • RyF 2.0 : Un generico que sirve para jugar en cualquier ambientacion, con maquetacion e ilustracion a la par de cualquier editorial.
  • Hispania : Un descubrimiento que hice ayer, basado en sistema fudge nos sumerge completamente en la España de la epoca Romana.
  • Bosque : Un prodigio de imaginacion, tambien descubierto ayer, que nos hace ver un mundo feerico mas magico que nunca.
  • Star Trek Engage! : Un juego basado en la ultima pelicula de Star Trek, una delicia de maquetacion y un sistema muy conocido.
  • Embelyon : El D&D que deberian de sacar las editoriales de verdad. Quizas le falten algunas cosas, como tablas de tesoros o seccion de como llevar aventuras, pero es un pedazo de juego.
  • Goblins & Grutas : Un clasico que no debe faltar en una recopilacion de este tipo. Grandes tardes de juego nos ha dejado, y muchos jugadores ha traido al rol.
  • Haunted House : Si te gustan las peliculas de masiones y castillos encantados, fantasmas y misterios, este es tu juego.
  • Swords & Wizardry (Ingles) : Un D&D con amor. Aunque lo miro con recelo, pues empiezan a parecerse a una editorial estandar cada vez mas.
  • Necrorama : Un juego extraño, oscuro, diferente. Una gozada visual, y un juego que te hace pensar y jugar de una forma que no has visto antes.
  • Inferno : Un ejercicio de juego enfocado a jugar, no a liarnos. Mucha historia, mucho trasfondo, y muy bien resumido. Para tener un buen mundo, no necesitas 1.500 paginas.
Ahora si, adios.

Sep 22, 2009

Abandono

Abandono, lo dejo, me estoy quitando.

Vista la puta mierda que sacan las editoriales, mejor me meto a monje budista.

Total, para robar mierda, mejor me dedico a la meditación.

Aug 26, 2009

Eartdawn 3e GM y Player's Guide

Enlace
http://www.easy-share.com/1907494526/egdb_ed3e.zip


Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Namegiver races. It was an age of heroes, an age of fantastical deeds and mythical stories. It was the Age of Legend.
Bold heroes from all across Barsaive band together ready to fight for life and freedom against the remaining Horrors and the oppressive Theran Empire, which seeks to bend the rebellious province again to their yoke. Through noble deeds and sacrifice, the heroes of the world forge Barsaive's future, arming themselves for their daunting task with powerful magical spells and treasures.

Earthdawn is a roleplaying game set in a world of high adventure, high magic, and terrible danger. For more information, click any of the links below and browse our product catalog!

Aug 24, 2009

Eclipse Alpha RPG

Enlace
http://www.easy-share.com/1907467833/egdb_eclpha.zip

The Game

Humanity stands on the cusp of a new age, with accelerated technological growth converging toward a singularity point, promising an undreamt-of future. Despite the ecopocalypse and social upheavals on Earth, humanity has conquered the solar system and partially terraformed Mars. Advancements in biotechnology, nanotechnology, artificial intelligence, and cognitive science have transformed our lives. Everyone is wirelessly networked with the world around them, AIs process vast amounts of information, and nano-fabrication enables people to “print” complex devices from the molecular level—at home. Biotechnology allows people to genefix, enhance, and clone their bodies, while others pursue body modifications to adapt to new environments or make themselves into something no longer quite human. People’s minds and memories can be digitized, uploaded, transferred over long distances, and downloaded into new bodies (biological or synthetic). Death has been defeated—for those who can afford it.

From within, disaster struck. Transhumanity reaped the rewards of its arrogance when conflict spiked between the battered nations of Earth, already weakened by decades of climate catastrophes and other disruptive factors. Rampant netwars soon exploded into physical conflicts with spiraling body counts. In the midst of these aggressions, a group of military AIs known as TITANS quietly achieved full sentience and autonomy, and rapidly began exponentially incrementing their own intellectual growth. The AI intelligences spawned by this hard-takeoff singularity quickly turned against transhumanity, enveloping the system in unprecedented levels of violence, disaster, and warfare. What began as a whirlwind of conflict between political factions, revolutionaries, and hypercorps soon escalated into a struggle between man and machine.

In just a few years, transhumanity was nearly wiped out with nuclear strikes, biowarfare plagues, destructive nanoswarms, infowar attacks, mass uploads, and other unexplained singularity events, ripping the superpowers of old to pieces. Our planetary home—Earth—was transformed into a toxic and strange hellhole, while many major habitats were left frozen sarcophagi in the vacuum of space. Just as quickly as they came, the TITANS disappeared, taking millions of uploaded minds with them, leaving behind a network of wormhole gateways. Known as Pandora Gates, these poorly-understood devices allow instantaneous teleportation to distant star systems—often one-way and/or fatal. Though only a handful of Pandora Gates are known to exist—each highly contested—the foolish, brave, curious, and desperate are already risking certain death to enter and explore what lies beyond.

In the aftermath of the Fall, transhumanity lives on, divided into a patchwork of hypercorp combines, survivalist stations, transhuman faction species, and city-state habitats. Under the oppressive police states of immortal inner-system oligarchies, advanced technologies remain highly restricted, and refugee infomorphs are held in virtual slavery or resleeved in robotic bodies and forced into indentured labor. In the outer system, rebel transhuman scientists and techno-anarchists struggle to maintain a new society—from each according to their imagination and to each according to their need. And on the fringes and in the niches lurk networked tribes of political extremists, religious fanatics, criminal entrepeneurs, and bizarre posthumans, among other, stranger, and more alien things ...

Though most claim the Fall was carefully orchestrated by the out-of-control TITANS, others whisper that the driving powers behind the wars—both AI and transhuman—were infected by a mutating virus with multiple infection vectors—biological, information, nano—dubbed the Exsurgent virus. Whatever its source, this virus has been known to sometimes transform its victims into something unexplainable ... something monstrous and reality-altering. Whatever the truth, the remnants of the TITANS and this virus were left to the desolated ruins or driven to the edges of the system, where they remain hidden away in dark corners, quietly waiting to infect the minds of the scavengers and explorers who find them ...
SystemEclipse Phase uses a variant d100/percentile system with some twists. The game is fast and simple, streamlined so players can dive into the world and action without being burdened down by complex rules.

Selling Points

For Players

  • The ability to switch your body at will, from genetically-modified transhumans to synthetic robotic shells, optimizing your character for specific missions.
  • The ability to back up your character’s mind and be restored from backup in the case of death--a built-in system of “save points” and functional immortality.
  • Characters are skill-based, with no classes, so players can customize their team roles and specialize in fields of their choosing.
  • A focused set of psi rules enable some characters to enhance their cognitive abilities.
  • Playing a role in a secretive and dangerous conspiracy that seeks to save transhumanity.

For Gamemasters

  • A setting custom-built for numerous scenario types, from faction-based intrigues to high-tech dungeon-crawls, from mind-scarring mysteries to dangerous exploration of alien worlds via wormhole gates.
  • An eclectic assortment of intriguing factions, from techno-anarchists to future-chasing hypercorps, from soul-trading criminals to uplifted animals.
  • A range of NPC antagonists to choose from, including rogue AIs, extreme posthuman factions, stand-offish aliens with their own agendas, and transhumans infected and transformed by the virulent Exsurgent virus.

For Retailers

  • Eclipse Phase will be released as a hardcover, full-color core rulebook.
  • The core book is just the start of a new supported game line that captures the essence of a popular new genre of science fiction.
  • Brought to you by the people who were the driving force behind the changes made with Shadowrun, Fourth Edition.

Aug 21, 2009

Savage Worlds Fantasy Companion

Enlace
http://www.easy-share.com/1907429923/egd_swfc01.rar

Wiggy’s Toolkits have been a phenomenal hit, and you’ve asked for them in print since they began. When we dug into them though, there was a bit of a problem. For one, several of them were just too big! Fantasy and sci-fi in particular were really huge, and we didn’t want these to come out as $50 hardbacks.

So as we dug back into them and thought about how we play and how most of you play, we realized that what most of us wanted was more of a Companion. If you’re running a fantasy game, for example, you probably just want new spells, monsters, weapons, armor, Edges, and Hindrances. You’re likely running in a world of your own creation, or “Savaging” someone else’s campaign world.

Those parts of the Toolkits are much easier to consolidate, so we took a look at that and came up with Explorer’s Edition-sized “Companions.” This series will start with Fantasy, then we’ll do Super Powers. After that—not necessarily in this order—will come Sci-Fi, Pulp, Horror, Post-Apocalyptic, and Martial Arts. These will take place over the course of the next eight months or so.

Aug 19, 2009

Pathfinder RPG Core Rulebook, dewatermarked

Enlace
http://www.easy-share.com/1907405899/egd_pathrpg.zip

Enter a fantastic world of adventure!

The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!

This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

    The Pathfinder Roleplaying Game Core Rulebook includes:
  • All player and Game Master rules in a single volume
  • Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs
  • Exciting new options for character classes like fighters, wizards, rogues, clerics, and more
  • Streamlined and updated rules for feats and skills that increase options for your hero
  • A simple combat system with easy rules for grapples, bull rushes, and other special attacks
  • Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more
  • Hundreds of revised, new, and updated spells and magical treasures
  • Quick-generation guidelines for nonplayer characters
  • Expanded rules for curses, diseases, and poisons
  • A completely overhauled experience system with options for slow, medium, and fast advancement
  • ...and much, much more!

The Pathfinder Roleplaying Game Core Rulebook is a 576-page full-color hardcover.

Aug 13, 2009

Paladin, Clinton R Nixon

Enlace
http://www.easy-share.com/1907320495/egbd_paladin.zip

Introduction

Paladin is a variable-setting role-playing game in which you play holy warriors: men and women given extraordinary gifts by a benevolent supernatural force, gifts that they use to fight back evil while trying to maintain their own purity. This archetype is found from myth to pseudo-history to modern movies: Knights Templar fighting the heathen hordes and their sorcerers, Shaolin Monks keeping back English invaders in the Boxer Rebellion, Buffy and pals kicking vampire ass, or Star Wars' Jedi against the Empire and the Dark Side of the Force. The mechanics and philosophical concepts presented are obviously heavily influenced by Star Wars' Jedi. Star Wars is one of my favorite phenomena because it does contain myth - a very modern sort of myth with liberal blending of a little Jung, a little Bible, and a lot of pop culture. This is not a Star Wars role-playing game, though - it is much, much more. The name "Paladin" is taken primarily from Dungeons and Dragons. I'm sure I've heard it elsewhere, but to be honest, that's certainly where I heard it first. When I hear the word "paladin," I usually think of a big, armored knight with glowing sword and white horse, but this game is meant to address more characters than that guy. It addresses any fictional character with the question, "Can I hold on to my ideals in the face of temptation and trials?"

Aug 5, 2009

Pathfinder Companion, Taldor

Enlace
http://www.easy-share.com/1907196651/taldor.zip

Knights, fair maidens, heroic adventures, and righteous quests—these are the legends of old Taldor. But the once powerful empire has fallen from its former glory. Now rival nobles battle each other with bitter knights and proxy armies for personal power rather than honor. A smoldering truce with Qadira again threatens to ignite into war, and Taldor’s daughter states look down upon her with contempt. Yet there is still greatness in Taldor, a stone foundation under the flaking gold adornments. Sons and daughters of forgotten royal bloodlines hear change on the wind—but is it the whisper of greatness to come, or the death rattle of an empire long past its prime?

This Pathfinder Companion describes the country of Taldor and its capital of Oppara. Become one of the Lion Blades, a secret agent prestige class for the empire! Learn the magic of the oppressed church of the Dawnflower! Rise to greatness from humble origins with new feats! Gain the ostentatious magic of Taldor’s wealthy elite! Taldor needs champions—are you ready for the challenge?

Aug 3, 2009

DM 377 & 168

Enlace
http://www.easy-share.com/1907158667/egddm377_168.zip

  • Dragon Magazine 377
  • Dungeon Magazine 168

Jul 29, 2009

Mouse Guard

Enlace

http://www.easy-share.com/1907010247/gdb_mg00123.pdf.zip

Designed by Luke Crane

Written by Luke Crane and David Petersen

Illustrated by David Petersen

Join the Mouse Guard and defend the Mouse Territories against predators and dangers, in this roleplaying game for the Mouse Guard comic book series! The game is intended for all ages and levels of game-playing experience by award-winning game designer Luke Crane and is based on a simplified version of his Burning Wheel rules system (also used for the Origins Award winning RPG of 2007, Burning Empires).

Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen.

“Mouse Guard is simply a fantastic product, offering the beautiful artwork and clever setting of the comic alongside a game system that is fun in play and encourages constant player involvement.”

-- Christopher W. Richeson, RPGnet

“Beautiful artwork and graphic design, as well as a compelling core concept (play a mouse with a sword!) round out one of the most satisfying gaming purchases I’ve made in a long time. I highly recommend this book.”

– Martin Ralya, Gnome Stew

“This game has a lot of powerful stuff going on: the mouse-world, the prominence of the seasons and the weather, and grand, medieval epics that unfold not in some imaginary fantasy world, but right here, in this land, just out of sight. Most importantly of all, it re-enchants the land we live in, lets us see the magic and adventure of where we live, here and now.”

—Jason Godesky, The Fifth World Design Diary