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Jan 12, 2009

Rulebooks D6 System

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  • D6 Adventure
  • D6 Fantasy
  • D6 Space
The D6 System is a role-playing game system published by West End Games (WEG) and licensees. While the system is primarily intended for pen-and-paper role-playing games, variations of the system have also been used in live action role-playing games and miniature battle games. The system is named after the 6-sided die, which is used in every roll required by the system.

Attributes and skills

Characters in the D6 System are defined by attributes and skills. Attributes represent the raw ability of a character in a certain area. Most D6 System games utilize anywhere from six to eight attributes, though these can vary greatly in number and name by the game in question. Acumen, Intellect, Knowledge, Perception, Presence and Technical are examples of mental attributes; Agility, Coordination, Mechanical, Physique, Reflexes and Strength are examples of physical ones. Skills are the trained abilities of the character and are associated with a specific attribute (e.g., driving, acrobatics, and climbing might be skills based on the Reflexes attribute). Each attribute and the skills under it are rated in values of Dice and Pips; Dice equal the number of dice rolled and Pips equal a one or two point bonus added to the roll to determine the result. The more dice and pips in the rating the better the character is at that skill or attribute. A character with a Strength rating of 4D+2 is stronger than a character with a Strength rating of 3D+1, for example.

Actions and resolution

Character actions are resolved by making dice rolls against a difficulty number. There are two types of difficulties, standard and opposed. To perform a standard difficulty action, the gamemaster calls for the player to roll the dice for a certain attribute or skill. The value of each die is totalled and the pips are added to the die roll to get a total. This total along with any GM or system imposed modifiers is compared against a target difficulty number. To perform an opposed roll action, the two parties involved (usually the player and a gamemaster controlled character) both roll their appropriate skills dice, total them and any modifiers and compare the results. If the first party's roll is higher than that of the second, he wins the contest and the rest of the result is resolved. If the second party equals or exceeds his opponent's roll, then the second party wins the contest.

The Wild Die

One of the dice rolled for each skill or attribute check or for damage is considered to be the "wild die", and is treated somewhat differently than the other dice. If a six is rolled on the wild die, then the die "explodes" allowing the roll of an additional wild die. The resulting sixes are added to the total, and the roll continues as long as the player continues to roll sixes on the wild die. If a one is rolled on the wild die during the initial roll (not after a six is rolled), and another one is rolled in the second roll, a critical failure or complication occurs, usually with bad results for the character. If a number other than one is rolled after an initial roll of one, then that die, and the one with the highest number are subtracted from the roll's total. Use of the wild die tends to make the game feel more cinematic.

Improving Rolls

In order to increase their characters' effectiveness, players may spend character points and fate points. The exact number of character points that may be spent is limited by the amount possessed by the character, and the situation that they are used in, with two being the typical limit. Each character point spent adds an extra wild die to one skill or attribute roll. A roll of one has no negative effect with wild dice generated from character points. Alternately, a character may spend one fate point on an action. Characters have fewer fate points, but the expenditure of them doubles the amount of dice rolled on an action.

Variant resolution systems

Most D6 System game use the resolution system described above, which is sometimes called The D6 Classic System, though some variants exist. In one variant, The Legend System, instead of adding the die totals up, the dice showing 3, 4, 5 or 6 are each counted as a success. Use of a skill requires rolling a certain number of such successes. Pips are not used in the Legend System. This variation of the system was referred to, in jest, as "The D6 variant for the mathematically challenged" on WEG's own discussion forum. The Legend System has been utilized in the Hercules & Xena Roleplaying Game and the DC Universe Roleplaying Game. Other variants, such as those featured in the Star Wars Live Action Adventure Game and the Star Wars Miniatures Battles game, involve rolling a single six sided die and adding the result to a skill or attribute. This total is then compared to a difficulty number, as with the other variants.

Source: Wikipedia

Jan 9, 2009

Dragon & Dungeon Magazine Dic 2008

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http://www.megaupload.com/?d=L2I2HRST


Jan 7, 2009

Dungeon & Dragons 2008

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http://www.megaupload.com/?d=H4YEDF4Y

Revistas de Dungeons & Dragon desde que salió D&D 4e.
Números 364 a 369 de Dragon, y 155 a 160 de la Dungeon.

Jan 6, 2009

Pathfinder Companion - Elves of Golarion

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http://www.megaupload.com/?d=MWJG38U3


Elves have been a part of the world for as long as anyone can remember. Caretakers of the natural world, warriors against the tide of savagery, and scholars of the deepest secrets of magic, elves are among Golarion’s most mystical and mysterious races. This book presents the definitive word on how elves live, fight, worship, and relate with other races. The information contained herein presents a wealth of information about the elven race, with new rules, details on making elven characters, and an extensive exploration of their society, history, and goals as a people. Even if you aren’t playing an elf, this booklet contains new spells, magic items, and character options perfect for any character.
    Inside this Pathfinder Companion, you’ll find:
  • Details on the elven people of Golarion—where they live, their arts and magic, their pantheon of deities, and more!
  • An exploration of the beautiful—yet sometimes deadly—elven nation of Kyonin, the heart and soul of the Fair Ones on Golarion, including details on Queen Telandia herself
  • More Character Traits specifically designed to enhance and expand a new elf character’s history and background
  • Alchemical archery and new magic arrows, sacred pacts with elven gods, a plethora of magical meals, and the brightness seeker prestige class

Jan 3, 2009

Nota sobre quienes copian nuestros enlaces

A aquellas personas que cogen los enlaces de esta página y los ponen en otros lados sin darnos autoría ni nada, les digo lo siguiente:

GRACIAS

Total, consiguen que el rol llegue a más gente, que es lo que importa. Y qué coño, yo no he escrito esos libros.

Over The Edge

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Over the Edge Second Edition:
The Roleplaying Game of Surreal Danger


Let your imagination run naked in the street ...

Devious secret agents, subtle alien invasions, ancient conspiracies, the secret of human nature, drooling psychopaths, weird science, a quick but painful death -- who knows what you may find when you play Over the Edge? For the first time, the surreal undercurrents of fiction, cinema, and television have come to roleplaying, and Over the Edge is the game that can take you where you've never been before.

Over the Edge Features:
  • Freeform Character Creation: Define your character the way you want to, without the limits of skill lists, random rolls, and artificial limitations. The rules favor character development over mechanics.
  • Open Setting: Anything goes on the chaotic island of Al Amarja. If it troubles your dreams, if it scares you, if you hope it isn't true, it's waiting for you Over the Edge. Players can never be sure what they're up against, who is on their side, and why.
  • Focus on the Story: Easy, open-ended mechanics allow you to spend more time developing your character and your plots, instead of crunching numbers. The GM's chapters include numerous story ideas and plenty advice for better gamemastering.
  • Easy To Get Started: Three beginning adventures introduce the GM and players to the wild world of Al Amarja and make the first sessions easy to run.
  • New in the Second Edition: the mother of all charts on what each Al Amarjan conspiracy thinks of all the other ones; updated references include all published supplements; improved layout and graphic appearance.
Authors: Jonathan Tweet with Robin D. Laws
Cover: C. Brent Ferguson
Stock Number: AG2002 | ISBN: 1-887801-52-9 | MSRP: $29.95 US
Format: 240 pages, 8.5" x 11", perfect bound
Release Date: 1997

Jan 1, 2009

Anuncio Informativo

De parte del señor Alcalde de la web, se hace saber lo siguiente:

  1. Que admitimos peticiones, y dentro de lo que esté en nuestra mano intentaremos satisfacerlo.
  2. Que buscamos colaboradores dispuestos a añadir material en la web, el formato de publicación como vereis es muy simple. Enlace e imagen de portada.
  3. Intentaremos mantener un ritmo de mínimo un manual diario.

Fin del comunicado.