Mostrando postagens com marcador RPG. Mostrar todas as postagens
Mostrando postagens com marcador RPG. Mostrar todas as postagens

quarta-feira, 19 de março de 2008

Call of Cthulhu RPG


The setting of Call of Cthulhu is a darker version of our world, based on H. P. Lovecraft's observation (from his short essay, Supernatural Horror in Literature) that, "The oldest and strongest emotion of mankind is fear, and the strongest kind of fear is fear of the unknown." There are three primary eras of the original (BRP) game: the 1920s, the setting of many of Lovecraft's stories; the 1890s Gaslight supplements, a blend of occult and Holmesian mystery and mostly set in England; and modern conspiracy (Cthulhu Now). Recent additions include 1000 AD (Cthulhu: Dark Ages), 23rd Century (Cthulhu Rising) and Roman times (Cthulhu Invictus). The protagonists may also travel to places that are not of this earth, represented in the Dreamlands (which can be accessed through dreams as well as being physically connected to the earth), as well as travel to other planets or the voids of space.

The players take the roles of ordinary people drawn into the realm of the mysterious: detectives, criminals, scholars, artists, war veterans, etc. Often, happenings begin innocently enough, until more and more of the workings behind the scenes are revealed. As the characters learn more of the true horrors of the world and the irrelevance of humanity, their sanity inevitably withers away (the game actually includes a mechanism for determining how damaged a character's sanity is at any given point). To access the tools they need to defeat the horrors – mystic knowledge and magic – the characters must be willing to give up some of their sanity.

Call of Cthulhu has a reputation as a game in which it is quite common for a player character to die in gruesome circumstances or end up in a mental institution. For as long as they stay healthy (or at least functional), characters may be developed. Call of Cthulhu does not use levels, but is completely skill-based, with player characters getting better with their skills by succeeding at them.

quinta-feira, 13 de março de 2008

Lobisomem - o Apocalipse, Mark Rein*Hagen


O jogo trata do mito dos Garou, onde um hominídeo ou um lupino nasce lobisomem diferentemente das histórias de licantropia em que uma pessoa se transforma em lobisomem por meio de doença contraida de mordida e arranhões, e como nos RPGs você pode criar sua história, sendo alguém experiente, ou uma pessoa que acaba de passar pela 1ª Transformação. Após a primeira transformação eles conhecem um novo universo cheios de outros tipos de metamorfos e seres sobrenaturais, e descobrem que estão fadados a lutar pelo seu povo contra as forças que provocarão o Apocalipse.

segunda-feira, 10 de março de 2008

Marvel Super Heroes RPG - Battle Book

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The Marvel Super Heroes: The Heroic Role-Playing Game (MSH) original boxed set was the first roleplaying game licensed to use the Marvel Universe, it was known for its use of the term FASERIP (Fighting, Ability, Strength, Endurance, Reason, Intuition, Psyche), named power levels (Amazing, Typical, etc), and the use of the acronym FEAT (a Function of Exceptional Ability or Talent), and its use of "karma" to reward PCs for acting in a heroic manner.

The original box set was a success, and an expanded version of the game was released in 1986 as the Advanced Set, and a revised version was released in 1991. With a product line of dozens of titles from the release of the original boxed set in 1984 until 1993, MSH was both longer-lived and more heavily supported than either of its successors (TSR's licensed Marvel Super Heroes Adventure Game and Marvel's own Marvel Universe Role Playing Game).

The original MSH came in a boxed set that included 3 books. The Battle Book describes super heroes and their powers, how they fight bad guys, and how to play the first adventure. The book is written as a tutorial, not as a reference, and the very casual writing style reinforces this.

O Inimigo do Mundo, Leonel Caldela

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Para os que não conhecem, o mundo de Tormenta nasceu nas páginas da revista Dragão Brasil e, com o tempo, foi conquistando outras mídias. Virou RPG, história em quadrinhos (é o mundo onde se passam as aventuras da revista Holy Avenger) e faltava ainda ganhar um romance, um que apresentasse esse cenário de uma nova forma para os leitores de Holy Avenger e para os jogadores de RPG.

Leonel Caldela não escreveu apenas um dos melhores romances baseados em RPG que temos em português: escreveu um ótimo romance de fantasia que agradará a todos os amantes do gênero, aficcionados por RPG ou não.

quinta-feira, 6 de março de 2008

The Reed Richards Guide to Everything (Marvel Heroes RPG)


In this rules supplement you'll find a wide variety of optional rules to spice up your Marvel game highlighted by the fascinating (and sometimes hilarious) prose of Dr. Reed Richards, the Marvel Universe's foremost super-genius! Reed will tell you everything you want to know about how the Marvel Universe really works.

domingo, 2 de março de 2008

RPG - World of Warcraft D20

You've clicked those units and completed those quests online. Now is your chance to make Azeroth and the stories of its heroes and epic battles truly come alive. With World of Warcraft: The Roleplaying Game (the WoW RPG), you can explore the world of Warcraft at your tabletop, in sagas of your own making.

The WoW RPG is a tabletop roleplaying, also called a pen-and-paper roleplaying game. Imagine you and a bunch of your friends, sitting around a table, eating pizza, drinking sodas, and inventing stories set in the Warcraft world. That's what the WoW RPG is all about. Each player creates a character that represents his alter ego on Azeroth, much like in the World of Warcraft computer game, except for one player: the Game Master. The Game Master controls everything except the other players' characters.

terça-feira, 26 de fevereiro de 2008

Star Wars D20 - Starships of the Galaxy

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This is the ultimate guide for players and Gamemasters who wish to build custom starships for the Star Wars Roleplaying Game. In addition to newly expanded rules to enhance starship combat, this guide contains new ship types, templates, and powerful systems to add to your character's ship.

Covering everything from laser cannons to defensive shields, it has what your character needs to make your ship a heavy cruiser or a nimble fighter.

sexta-feira, 22 de fevereiro de 2008

GURPS - Castle Falkenstein

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CF é ambientado no continente europeu de um universo alternativo, que no momento passa por sua Revolução Industrial, sendo 1870 o ano-base do jogo. Mas, neste universo, as coisas se saíram bastante diferentes do nosso próprio mundo.

Este não é apenas um mundo de carvão e ferro, mas também de magia e fantasia, onde ficção e História vivem lado a lado. Temos a Revolução Industrial – mas também temos Anões levando-a a grandes extremos de inventividade. Temos as novas ciências surgindo e decolando – ao lado da magia entendida e estudada. Temos personalidades famosas, tendo elas existido ou não: convivem tanto Arthur Conan Doyle como Sherlock Holmes, Júlio Verne (aliás, Ministro da Ciência Julio Verne, do gabinete de Napoleão III da França) como o Capitão Nemo, Bram Stoker assim como Drácula, e por ai vai.

E a fantasia em CF vai além: você encontrará (e criará como pcs) Fadas, Anões e até mesmo Dragões. Isto é um outro bom aspecto que eu encontrei nesse jogo: fadas são mais inspiradas das fontes folclóricas européias do que alguma enésima regurgitação a partir da digestão de Tolkien sobre o mesmo assunto.

E, é claro, Magia Mecânica, que essencialmente é a ‘tecnomagia’ deste mundo. É graças a esta técnica (cuja teoria é investigada desde Leonardo da Vinci, aliás explorado em um módulo sobre o assunto) que a vitoriosa e impressionante Aeromarinha Real da Bavária surgiu e conseguiu derrotar as forças aparentemente invencíveis da Prússia, sob o comando de um Otto von Bismarck faminto pelo poder.


(Texto retirado do site RedeRPG)