Jumat, 30 Oktober 2015

# Free Ebook Onslaught Cycle-Book (Magic: The Gathering), by J. Robert King

Free Ebook Onslaught Cycle-Book (Magic: The Gathering), by J. Robert King

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Onslaught Cycle-Book  (Magic: The Gathering), by J. Robert King

The first novel in an all-new Magic (r) novel cycle.

This is the first major novel release since the Odyssey cycle revamped a large part of the Magic: The Gathering world. This novel will reveal further changes to the Magic world.

The land is in upheaval.

The forest grows out of control. The mountains erupt. The seas boil. The swamps spew acid, and the plains turn to desert. Yet, amidst the turmoil there is civilization, brutal and unforgiving. Pit fighters battle to the death before tremendous crowds, making some rich, while others lose everything in one stroke of a sword.

The games must continue.

So must the struggle for survival.

  • Sales Rank: #183854 in Books
  • Brand: Wizards of the Coast
  • Published on: 2002-09-01
  • Released on: 2002-09-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.89" h x .92" w x 4.20" l,
  • Binding: Paperback
  • 312 pages
Features
  • Great product!

About the Author
J. Robert King has written over a dozen novels for Wizards of the Coast, Inc., including the Origins (r) award-winning Planar Powers in the Planescape (r) line. King's most recent titles include Invasion, Planeshift, and Apocalypse, all of which are set in the Magic: The Gathering world.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Awesome book... but too many spelling errors.
By Adam Spalding
I thoroughly enjoyed the tale and have started reading the second in this trilogy. The book was very well written and had a decent flow at the beginning which transformed into an excellent flow in it's conclusion. The author did a good job in making you care about the main characters' conflicts and left you wanting to read onward. The last 8 or so chapters really made this book shine. I whole-heartedly recommend this book. The only draw back was the spelling errors. You would think that someone who could use "quintessential" in coherent sentences would be able to spell "unphased" and "reigning" correctly. Not to mention the other smaller errors such as words being put in past-tense/plural-form incorrectly or the lack of past-tense/pluralization. Those tiny errors are understandable in the rough draft but how did those slip by editing? Who allowed this to be published with those? Never-the-less, a superb read.

2 of 2 people found the following review helpful.
One of the best Magic novels...
By Mitch
As far as Magic novels go, I think this is one of the best. I just started, and I already find myself engrossed. Ixidor, by far, is the most interesting character and very easy to get drawn into. Kamahl is...strange. However, he seems to have a purpose. The pit fights are well described, along with every other aspect so far. I hope to see something of Silvos, Rorix, Visara, Arcanis and Jareth! If not, oh well. Braids is interesting, especially because I have her card.

5 of 7 people found the following review helpful.
More of the same
By Travis
If you liked J. Robert King's Invasion Cycle, this is about status quo. Lots of annoying fourth wall breaking, lots of INCREDIBLY melodramatic prose that doesn't fit the setting, lots of choreographed violence. It's not as bad as the books that follow it, but it's not going to be winning any Locus or Nebula awards any time soon. This is the best of the Onslaught Cycle, but that's not really saying much. If you want thoughtless fight scenes and escapism that doesn't require a lot of thought, go with this book. If you need something a little more solid or thought-provoking, seek ye elsewhere.

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Kamis, 29 Oktober 2015

# Ebook Expanded Psionics Handbook (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Bruce R. Cordell

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Expanded Psionics Handbook (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement), by Bruce R. Cordell

Tap into the power of the mind.

Through sheer force of will, a psionic character can unleash awesome powers that rival any physical force or magical energy. Within these pages, you will discover the secrets of unlocking the magic of the mind -- the art of psionics.

With updated and increased content, including a newly balanced psionics power system, the Expanded Psionics Handbook easily integrates psionic characters, powers, and monsters into any Dungeons & Dragons campaign.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

  • Sales Rank: #306616 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-04-09
  • Released on: 2004-04-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.57" h x .70" w x 8.49" l, 1.90 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

About the Author
Bruce R. Cordell, an Origins award-winning author, has written over a dozen products, including Return to the Tomb of Horrors and The Sunless Citadel. He also co-authored the Epic Level Handbook, Underdark, and the D&D Miniatures Handbook.

Most helpful customer reviews

162 of 167 people found the following review helpful.
Good expansion, but be careful of typos and excessive power
By James Daniel
Psionics has regularly been an unbalanced feature of D&D since the first edition 20-odd years ago. Originally, it was simply an overpowered "gimme" that you'd get when rolling up a character. If you got a psionic power set, you were superior to all other players and monsters.
Second edition improved that a bit, turning the psionicist into its own class, so that one was no longer just a standard class with imbalancing psionic powers. However, the levels at which the powers came in were generally far too soon. A teleporter could easily have clairvoyance to see into an unseen room, teleport in, steal stuff, and teleport out to get away cleanly, all at 6th level. I am not kidding. Now, this could not be done often each day, but it was doable. A wizard would have to be 9th level to gain access to spells that would simulate this.
3rd edition cleaned up a lot of this. Now powers came in at levels commensurate with similar wizard spells. Unfortunately, however, this turned the psion into the party's utility box. Need a teleport? Need an invis? Need a stoneskin equivalent? Need instant mental communication with the rest of the party? The psion has plenty of power points to supply all of these needs. And absolutely no worthwhile combat power outside of mind control. 3rd edition also introduced a new class, the Psychic Warrior, which was probably its best contribution, combining nifty fighter abilities with a good power list of psionic buff-ups. The prestige classes in this edition were poorly designed, and no one would trade the poor power-point progessions in these for the next level in psion.
Now what about the book in question, the expanded rules for 3.5? Well, I discuss the prior editions to introduce perspective, because the whole history of psionics rulebooks in D&D has been a sequence of drastic alterations of rules because the prior rules were horribly imbalanced.
Not anymore.
Yes, this ruleset rehashes much of what was in 3.0, but what -has- changed is significant. Psions are no longer toolboxes: invisibility is gone, as is the free "stoneskin". Fly and Teleport require that the psion specialize in psychoportation OR spend a feat to gain the power. The basic powers have a good general rule: each power point does 1 die of damage, and you can spend up to one power point per level. So it doesn't matter what level you get the power at, so much as how many points you spend. This has an interesting implication: to get the equivalent of, say, the wizard's lightning bolt cast at 10th level, the psion spends 10 power points -- that is, effectively spends 2 3rd-level spell equivalents. At 20th level, sure, the psion can do 20d6 damage, no problem, but has just spent 4 3rd-level spells to do so, and any psion casting regularly at maximum power will run out of power points after 10-15 uses.
The result is amazingly balanced. More raw, up-front power than the sorcerer, and more flexibility than the sorcerer, BUT the sorcerer can go for much longer, and can do much more damage in the long run. For example, a psion might be able to do 10 10d6 "lightning bolts" in a row, but the 10th-level sorcerer can do 17 of these, 4 of which can be Empowered to the equivalent of 15d6 damage. Don't be too quick to say that the psion surpasses the sorcerer in this respect -- I'd favor a sorcerer against a psion in a psionic-magic duel anytime. The psion's advantage is a better tactical versatility than the sorcerer (which is saying a lot, since til now, the sorcerer was the most tactically versatile class), at the cost of running out of power -very- quickly should the fit hit the shan.
As for the rest, the prestige classes are much better than before, BUT the metamind needs serious rethinking. Even at 15th level, with all 10 levels of metamind, a psion has more power points (by almost 100), and the metamind has a single minute of infinite power-point spending (i.e., once a day, he can use powers without deducting points for 10 rounds, all sequential). The psychic warrior, well-designed last edition, is even better in this edition, removing things that should be fighter-unique, and adding more capability for psionic fun.
There remain some imbalances, but it is unclear whether they are typos or poor design. For example, Energy Missiles get +1 DC and +1d6 damage for each extra point (so you get 5 20d6 electro-missiles, for example, spending 20 points at 20th level). This should probably be per 2 points, not one point, since the DC becomes horrific in this case. As a general rule of thumb, if the result is too good to be true, it's either a typo or a broken rule, and in either case should be remedied or disallowed.
There's more to it, of course, but my space is limited. Suffice it to say that you need to keep an eye out for the occasional overpowered rule, but otherwise, this is the best designed and balanced official ruleset for D&D psionics to have been published to date.
The author, Bruce Cordell, is in my estimation among the best d20 rules designers in the business. I find that he and Monte Cook write the best source material for 3.0 and 3.5 that is out there, with an eye to optimizing fun without destroying the balance of the game, so keep an eye out for future work by either of these two game designers. This rulebook is no exception.

39 of 41 people found the following review helpful.
The Sum Totality of D&D's Psionic Might!
By Brad Smith
So, back in 2001, WotC released the Psionics Handbook, which was the D&D Third Edition manual on psionics. It was reasonably good; I, personally enjoyed it. However, with the revision to D&D 3.5, and several years of play, it became apparent that the psionics rules need revision. Thus, we have the Expanded Psionics Handbook (often acronymed XPH).
And I like it.
This expansion/revision changes quite a bit, and adds, too. Gone are the psions who had to have high scores in every attribute. Psychic warriors make more sense now, and the soulknife was expanded to a core (20-level) class, which is rather nifty.
Powers are different, too. Psionic combat is GONE, and good riddance. Instead, the combat modes have been rebuilt as powers and seeded into the power list. The number of powers needed has dwindled, as many powers now scale based on the resources you devote to them. For example, many direct damage powers allow you to spend more power points to increase the damage inflicted. Psionic characters are now the kings of flexibility, and leave sorcerers sitting in the dust.
There are many more prestige classes, too. I rather like the elocator, which floats off the ground and specializes in movement, as well as the Pyrokineticist, which does what you might expect; one of their entry requirements is "Must have set a building on fire just to watch it burn."
There are many more psionic and even regular feats in here. One of the new limiting factors is psionic focus, which is used as a replacement for the minimum PSP balance (which discouraged people from using their resources). Some feats require you to keep this focus to use their benefits, and others require you to expend it. It's a neat feat, and gives the player a lot of power, tempered with the need to use it wisely.
Psionic items are mostly the same, though there are a few updates. Amusingly enough, psionic weapons do breach n/magic DR, though that's easy enough to change if you like. They've revised and expanded the creatures. I like the Unbodied, a race of incorporeal shapeshifting telepathic brains.
I'm getting a lot of use out of this book, and I highly recommend it.

50 of 56 people found the following review helpful.
I'd give it 4 3/4ths stars if that was an option.
By Markham Stoot
The book is very good. It's a revamp of an earlier book I liked, and for once I feel like I wasn't ripped off spending the money on it. The expanded classes are a good fit (Soulknife and Wilder) as well as the section on psionic races (with old favorites like the Duergar, Githyanki and the return of Half-giants from Dark Sun, as well as new races like the Elan, Xeph and Dromites, who I have to resist calling Dolemites because I'm that kind of person) and the powers seem balanced, although I haven't had the chance to really give them a full-fledged shakedown cruise as yet.
The reason it's not five stars: well, it is a revamp of an earlier book, and that means I did already have some of it. Not a huge crisis... like I said, I'd give it a 4 3/4ths rating if Amazon let me... but that, the fact that Psionic attack and defense modes were left out (I totally understand why, it's just something I personally miss, but these things happen and you have to take all that good with a very little bad) and the fact that the book left me feeling angry at myself for not having the ability to immediately start something like five campaigns using it means it gets a 4. And 3/4ths, at least in my own head.

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Sabtu, 24 Oktober 2015

^ PDF Ebook Maestro: Homecoming, Book II, by R. A. Salvatore

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Maestro: Homecoming, Book II, by R. A. Salvatore

Something terrible, unspeakable, immense, has come to Menzoberranzan and is leaving death and destruction in its wake. The primordial of Gauntlgrym stirs, sending Cattie-brie and Gromph to Luskan, and the ruins of the only power that can keep the beast in check. The damage of the Darkening, of war, and of a demon-ravaged Underdark has sent cracks out across the North. Some of this damage may never be repaired.
 
And Drizzt is going home. But not to Mithral Hall. Not to Icewind Dale. He’s going to Menzoberranzan. Bruenor is ready to march with him bringing along an army of dwarves to end the scourge of Menzoberranzan, but Drizzt needs to see what’s happening there. The dwarf army may not be necessary. The City of Spiders might already have fallen to the demons and their wicked prince. But even if that’s true, what’s to say the demons will stop there?
 
Maestro picks up where Archmage left off, plunging Drizzt into his most dangerous adventure yet, and with all the action, adventure, beloved characters, dark elves, monsters, and demon princes Drizzt fans adore.
 

  • Sales Rank: #9412 in Books
  • Published on: 2016-04-05
  • Released on: 2016-04-05
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.10" w x 6.40" l, 1.25 pounds
  • Binding: Hardcover
  • 336 pages

About the Author
R.A. Salvatore is the New York Times best-selling author of more than forty novels, including the popular Forgotten Realms series The Legend of Drizzt. He’s an avid gamer, father of three, and loyal citizen of Red Sox Nation.

Most helpful customer reviews

0 of 0 people found the following review helpful.
More epic Drizzt--and more matron machinations
By Amazon Customer
Truly enjoyed Jarlaxle in this, although in the end he is not quite the maestro promised. Entreri is a shadow of his former self (pun intended), a bitter and angry bit part. He should have been more, but apparently he will never recover from his imprisonment in Menzoberranzan. Drizzt is more confused than ever. His disavowal of Meilikki and his arrogant hubris of self righteousness seems to be leading ever downward.
Still, he is the greatest warrior of all, and although the battles are perhaps less well choreographed (possibly excepting the fight with Tiago) the Hunter continues supreme.
But ultimately, the book is founded on the greatest of machinations by the greatest of matron mothers... And that is ultimately what frustrated me. Wheels within wheels without clarity or conclusion, a grand finale without explanation, and a yet another ' to be continued' anticlimax. Too many threads were not tied into the narrative, like whatever became of Marilith and Lolth, what happened to the House wars and the members of Dahlia's 'house' and how come they let the symbol of male independence rise higher than ever and let him walk away?
A good read, lots of twists and action, yet somehow not quite satisfying. I never quite got to the "oh, YES!!!" Hopefully he can work it all out in Hero!

0 of 0 people found the following review helpful.
This was an Awesome read and I would recommend it to any Drizzt ...
By Cory
This was an Awesome read and I would recommend it to any Drizzt fan.

Without giving away too much, I was happy with the fighting scenes and direction of the overall story. Though, I thought the end of the book was a bit rushed and was left a little confused with Drizzt's depressing attitude and Jarlaxle's inability to control the situation for the first time in the series.

Anyways, I expect the next book will help clear a few things up!

0 of 0 people found the following review helpful.
Good
By Amazon Customer
The book was too short and now I have to wait for the next one again. I failed to predict how the author would solve the problems that arose and had to ask myself what the heck is happening now. But that's what makes you keep reading. I may have to reread the 20+ books before this one because you can forget some things as the decades roll by.

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Teacher's Guide to Accompany - Activities & Reader MINDS ON PHYSICS - COMPLEX SYSTEMS - UMass Physics Education Research Group, by William

  • Sales Rank: #9390465 in Books
  • Published on: 1999
  • Binding: Spiral-bound

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Jumat, 23 Oktober 2015

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d20 Future: A d20 Modern Rules Supplement (d20 Modern Supplement), by Christopher Perkins, Rodney Thompson, J.D. Wiker

Provides new rules and modules for running a futuristic d20 Modern campaign.

This new supplement provides everything players and gamemasters need to participate in a futuristic adventure with d20 Modern rules. The wealth of information in this volume covers new character traits, feats, advanced classes, starting occupations, gear, vehicles, starhips, aliens, monsters, and different types of futuristic travel. Also included is extensive discussion of different types of futuristic science, including genetic engineering, nanotechnology, xenobiology, and even a section on mutations. As this title ties directly to the d20 Modern rules system, it includes new psionic magic rules which influences everything from psionic power to item creation.

  • Sales Rank: #473104 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-08-01
  • Released on: 2004-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .69" w x 8.46" l, 1.90 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

About the Author
Christopher Perkins is currently a Creative Director in the R&D department at Wizards of the Coast, Inc.

JD Wiker is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD's recent titles include the Star Wars Revised Core Rulebook™, The Dark Side Sourcebook™, Power of the Jedi Sourcebook™, the Hero's Guide™, and the Galactic Campaign Guide™.

Rodney M. Thompson is a freelance RPG writer and developer. In addition to writing for Wizards of the Coast, Inc., his a full-time webmaster for the Star Wars RPG Network website.

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29 of 30 people found the following review helpful.
If you liked d20 Modern, you should own this book
By Markham Stoot
When d20 Modern came out, one of its clear limitations was that it contained little if any material for gamers who wanted to go beyond near-future settings. While you could run an interesting dark urban fantasy, or an adventure-movie themed game, or any number of interesting sci-fi scenarios with it, if you wanted to get into something a bit more exotic you were pushing the edge of the system. (The fact that the first setting released for d20 Modern was Urban Arcana, a game blending magic and the modern world ala Shadowrun, emphasized this.) I know a lot of people poured over 3rd party releases for SF rules and used them in their games, and I also know that older TSR/WOTC releases like Alternity were poured over for conversion.

So the release of d20 Future fills a niche and does so quite effectively. There's a lot of material here... so much that I almost think it would have been well-served with a page count upgrade and a price bump to $39.95. (It's rare that I advocate an increase in price, but in this case...) Since this product is intended as a supplement to an existing rules system, I understand why they didn't, but the campaign settings alone could have used about twice the room. There are nine of them, and they could use more fleshing out. Highlights include Genetech (seen in more detail in Dungeon Magazine), Mecha Crusade (Ditto) and old favorites Star Law (the original Star Frontiers setting for old curmudgeons like me) and Star*Drive. Really, I would have loved to have seen more of these.

The book has good chapters on FTL travel, technological development, robotics, nanotechnology, and so on. I'd almost recommend buying it just for those. It has not gotten rid of the Wealth system, so if you hate that, that's still here. Art is good. Really, it's a typically excellent product. Whoever chose to include the Alternity and Star Frontiers races as playable options deserves a big wet sloppy kiss.

22 of 23 people found the following review helpful.
Good extension of d20 modern, but with a few holes
By Edward Swing
d20 Future includes a range of futuristic campaign options for adventuring in sci-fi settings. There are a lot of different ideas for campaigns, including Bug Hunting, Post-apocalyptic, mecha wars, and a return to Star*Drive. Fortunately the campaign settings are only introduced for gamemasters to elaborate on.

A number of prestige classes, building on the d20 modern characters, are included. There are even campaign-specific prestige classes (such as Nuclear Nomad or Bughunter). Of course, there is also gear, and chapters on a number of different futuristic technologies.

The use of a tech level for sci-fi settings helps establish what kinds of gear and tech is available, ranging from near-future to near-godlike. The tech level includes low-tech levels as well, so a gamemaster can easily set the tech level of various planets that starships might visit. In most of the chapters, the technology is kept "real", but a few references to fantastic science are included.

The chapters on different teechnologies really make up the bulk of the book, and provide the most game material. The chapters cover Engineering (including genetic and nanotech), traveler science (space and dimensional travel), starships, vehicles, mecha, robotics, cybernetics, and mutations. A final chapter covers aliens, including some old character races from Star Frontiers.

The starships section was a little confusing in parts, requiring a few rereads. The standard d20 size ratings are not altered for starships, meaning most ships fall into the Colossal range. On the good side, Ship combat is wisely adapted from the standard personal combat rules. I'm not sure whether these rules are compatible with the Star Wars starship rules, but if not, a conversion guide might be nice.

The mecha in the book are more bipedal tanks (similar to Battletech) than anime-style mecha. While this isn't a bad thing, I would have liked to see some reference to more fantastic mecha (even if it was a refence to the d20 mecha book from Guardians of Order).

The mutations chapter covers a range of mutations in classic Gamma World style. Mutations are given a point value, and characters who start out as mutants must balance positive and negative mutations. Unfortunately, its not clear whether a mutated human counts as human for the purposes of bonus feat and skill points. Furthermore, it would be nice to see some sort of scale to let players start out with a slightly more powerful mutant character, setting 10(?) mutation points equal to +1 Level Adjustment, for instance.

One glaring missing chapter was a section on cyberspace and netrunning. Hopefully WotC will address this omission in a future supplement.

A final missing section would be experience adjustments based upon what the characters are facing. How much experience does a character get when facing a 5th level mecha pilot in a Tech level 8 gargantuan mech? It obviously should be more than facing the same mech pilot outside of his mech, and an adjustment based upon different tech levels should also apply - tech level 6 characters should get more XP than a tech level 8 character for facing the same opponent.

Aside from these lacks, the d20 future book is a good resource for gamemasters and players alike.

14 of 15 people found the following review helpful.
Pretty good. The future is d20 Future
By Robert Hamilton IV
This is an expansion sourcebook for the d20 Modern system. It provides information to run a campaign in the near or far future. The book has 13 chapters - characters; campaigns; gear; environments; scientific engineering; traveler ecience; starships; vehicles; mecha; robotics; cybernetics; mutations; and xenobiology. The first five chapters describe future ages - the knowledge, technology, places, weapons, and character occupations. In short, we get many possible settings and a few generic campaign ideas. Chapters 7 - 9 add starships, futuristic vehicles, mecha, and robots. The last portion of the book adds cybernetic implants, mutations and mutants, and aliens.

The book is pretty well done and enjoyable. As I was reading it I recognized the genres where the information originally came from - X-Files, Predator, Cyberpunk, Robotech, Battletech, Terminator, Traveller and so on. d20 Future kind of had a GURPS-like quality to it.

This book had its unique starships and mechs, and simple rules to make them fight. (What more do we need to conquer the galaxy?) I was also pleased with the futuristic gadgets and enhancements for player characters. The thing I liked the most about this book is how it showed what items are used at different tech levels. this opens up all kinds of possibilities.

I have two criticisms of the book. First,the book contains a lot of information, making campaign ideas limitless, but the reader is given only a few small idea kernels. The chapter on campaigns comes too early in the book - before you're introduced to all of the cool gadgets, ships, and mecha. Second, is it could have given more information on integration with other d20 products. Chapter 12, Xenobiology, does a fantastic job of crosslisting creatures from D&D Monster Manuals, d20 Modern, Menace Manual and Urban Arcana that would be suitable in a d20 Future campaign. Why weren't the other chapters, especially the ones on characters and campaigns (Ch 1 & Ch 2), as integrative? How can I bring my d20 Modern Smart Hero Appraiser into this campaign?

In summary, I really enjoy this book and recommend it. This book is a nice addition to the d20 universe.

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Kamis, 22 Oktober 2015

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Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game), by Rodney Thompson, Sterling Hershey, Abel G. Peña, John J

A Star WarsTM Roleplaying Game campaign set during the dawn of the Old Republic...

Make the jump to lightspeed 4,000 years before the Battle of Yavin to a time when Jedi Knights and Sith Lords clashed in galactic conflict. This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front.

Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

  • Sales Rank: #291881 in Books
  • Brand: Star Wars WOTC Saga Edition
  • Published on: 2008-08-19
  • Released on: 2008-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.28" h x .62" w x 9.32" l, .0 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

About the Author
RODNEY THOMPSON is a game designer at Wizards of the Coast, Inc. His previous design credits include the Star Wars Roleplaying Game Saga Edition, the Starships of the GalaxyTM supplement, and The Force Unleashed Campaign Guide supplement.

STERLING HERSHEY is a freelancer who has written skirmish scenarios for the Star Wars Miniatures Game. He also co-wrote The Force Unleashed Campaign Guide supplement for the Star Wars Roleplaying Game Saga Edition.

JOHN JACKSON MILLER is the author of the national best-selling novel, Star Wars: Knight Errant, nine Star Wars: Knights of the Old Republic graphic novels, and the Star Wars: Lost Tribe of the Sith eBook series. His comics work includes writing for Iron Man, Mass Effect, Bart Simpson, and Indiana Jones. Author of several books about comic-book history, he also runs the research website, The Comics Chronicles.

ABEL G. PEÑA is a writer and game designer whose credits include articles in Star Wars Insider and Dungeon® magazine. He is also a contributor to Wizards of the Coast's Star Wars Roleplaying Game website.

Most helpful customer reviews

27 of 28 people found the following review helpful.
A long, long time ago, in a galaxy far, far away...
By Evil Overlord
The quality of the WotC Saga Edition campaign books have been amazing. Both this and the Force Unleashed Campaign Setting (Force Unleashed Campaign Guide (Star Wars))have been phenomenally well written and truly an example as to how such items should be made.

Chapter 0: Introduction
The introduction is concise and mostly consists of a timeline which begins at The Great Sith War (4000 - 3996 BBY). The timeline finishes with The Dark Wars (3956-3951 BBY). Compared to the FU introduction, I feel this one is a bit sparse, and it doesn't exactly mention what this era leads into, after the timeline "ends". Maybe Galactic Peace for nearly 4000 years? At any rate, the period the book does cover is quite active, and you should find no shortage of wars, battles, diplomatic missions and enemies throughout. in this 50 year span, there are no less than four enormous wars. You should be kept well occupied.

Chapter 1: Species
Here, we get 12 new options for character species. The species represented are: Arkanian, Arkanian Offshoots, Cathar, Draethos, Feeorin, Khil, Kissai, Massassi, Miraluka, Rakata, Selkath and Snivvian. All of them are quite interesting, and the Miraluka even give you a chance to play a race in which EVERYONE is force sensitive, yet blind. Quite interesting.

Chapter 2: Heroic Traits
The chapter begins with some assistance in creating motivation and back story in the Old Republic. It even offers some options as to how your team got together (instead of the oft used "you all previously know each other", or "you're all at a pub when..."). The chapter later focuses on the Heroic Classes. Each class gets a small description about how they function in this time period and they're given a few new talents to boot. The Jedi get five Consular, one Guardian, three Sentinel and a single Lightsaber Combat talent. Nobles receive two Influence and a Leadership talent. In addition, they get a new talent tree called Fencing, which comes with five talents for you to choose. The Scoundrel garners a new Fortune talent, while also receiving the Run and Gun Talent Tree, consisting of five new skills. Scouts get a new Awareness talent, and the Hyperspace Explorer Talent Tree with five of it's own talents. The Soldier get a Armor Specialist talent, a Brawler talent and a Weapon Specialist talent with a Rocket Jumper Talent Tree of five talents in itself. This chapter finishes off with some new feats. The feats are fair enough, and additionally, it points out a few "Feat Combinations" where two feats that your character might have will produce additional results when paired.

Chapter 3: Prestige Classes
New Prestige Classes and additions to existing ones. Elite troopers will see the Mandalorian Warrior Talent Tree added to their repertoire. Force Adepts will be glad for two new Force Item talents. Gunslingers also get two new talents. Jedi Knights get slightly more, two Duelist talents, the Jedi Battlemaster Talent Tree with five talents, the Jedi Shadow Talent Tree with five talents, and the Jedi Watchman Talent Tree with five talents. There's even four new talents for those pesky Sith Apprentices. There are three new Prestige Classes; The Corporate Agent, Gladiator and Melee Duelist.

Chapter 4: The Force
The users of the Force are much more pervasive in this era than in the standard Rebellion era. I wish they'd gone into detail with this just a little bit more, as it is they had a quarter page describing the situation. There are ten Force Powers, six Force talents distributed to the Alter and Control talent trees (four to the former, two to the latter) and ten Force Techniques. It goes on to mention different Jedi organizations, such as the Jedi Academies and Enclaves on Taris and Dantooine respectively, as well as the Temple on Coruscant. The Jedi Covenant, a secret sect within the Council, is also described. Then it goes into an intriguing bit about other Force-Using Traditions of the times. The Jal-Shey, Keetael, Krath, Luka Sene and the Order of Shasa are all detailed and given Talent Trees.

Chapter 5: Equipment and Droids
Short of describing the whole lot of items, of which a great many are quite interesting, I'll pick a few things out. They have alternate lightsaber crystals, which modify the abilities of your lightsaber somewhat. They have Pulse-wave weapons, which are the predecessors to Blaster weaponry. Also, they have templates that you can add to armor/weapons to adjust or improve their abilities. For instance, Echani armor doesn't protect as well as other pieces of armor, but it lets you move your full speed, while a Bothan weapon will deal extra damage when on Stun or Ion, but less when set normally. This adds some versatility to every weapon or piece of armor in the game, and could be quite the resource to make any piece of equipment unique and desirable by players. The Droid section is useful. It details the different degrees of droids and what their primary function is in this era.

Chapter 6: Vehicles and Starships
This chapter details the different modes of travel or space combat. It's useful and informative, if not a section that you can be terribly verbose about.

Chapter 7: Old Republic Campaign
This is a treasure trove of useful information about the state of the Old Republic. The subsections touch on the amount of Force users, and focuses on how not all of them are Jedi, and how the Jedi are not interested, at this time, in making all the force users unify under the banner of the Jedi. It explains the Exchange, GenoHaradan and Swoop Gang threats present in most cities. It goes on to touch on the four great wars to occur in this time, and what possible adventures could take place during each one. It then describes the different types of "mysterious enemies" that might be encountered like the Rakatan artifacts and tells of the new powers that are coming to the forefront, such as the Czerka Corporation. The chapter ends with a timeline that focuses on important events and battles in the KotOR era.

Chapter 8: Galactic Gazetteer
A few pages detailing new planets that are prominent in this time and descriptive adjustments to planets previously mentioned in the Core Rulebook.

Chapter 9: The Jedi
A short, if useful chapter describing the Jedi's slightly different philosophy toward the universe at this time, a description of how they're viewed during each of the wars and a few pages of important NPC Jedi of the time, including Ulic Qel-Droma and Bastila Shan, among others. The Jedi have a single unique ship added to their side at the end of the chapter.

Chapter 10: The Sith
Mirroring the Jedi chapter, it begins with a preface explaining how the Sith have gotten where they are today and there is a small timeline of how they're viewed and how they act during the wars. The chapter then suggests how to use the Sith and offers plenty of stat blocks for everything from Sith Troopers to Sith Mages to a Dark Lord of the Sith. It goes on to detail important characters, such as Exar kun and Revan. The Sith are gifted with the Interdictor-Class Warship, Centurion-Class Battlecruiser, Derriphan-Class Battleship, Herald-Class Shuttle and the Sith Interceptor. There's also a Sith Assault Droid.

Chapter 11: The Republic
As before, we get a timeline with information regarding the Republic during each war. It goes on to detail life in the Republic Navy and the Army. It talks briefly about the Senate and stats are given for different people, from a Republic Navy Lieutenant to a Republic Army Recon Commando. Various personalities are statted, such as Bao-Dur and Carth Onasi. Then it goes on to Republic only equipment and weapons. Unique ships are the Aurek Tactical Strikefighter, S-250 Chela-Class Starfighter, Conductor-Class Short-Haul Landing Craft, the Ministry-Class Orbital Shuttle, KT-400 Military Droid Carrier, Foray-Class Blockade Runner, Hammerhead-Class Cruiser and the Inexpugnable-Class Tactical Command Vessel.

Chapter 12: The Mandalorians
Keeping the trend going, there is a timeline through the four great wars. It then details what life is like as a Mandalorian and how you can join the cause. It then describes Neo-Crusaders and what life would be like as one of them. You get stats on a few types of Mandalorians, such as the Mandalorian Neo-Crusader and Mandalorian Neo-Crusader Shock Trooper. Descriptions of notable individuals include but are not limited to Mandalore the Indomitable, Canderous Ordo and Demagol. It lists a few pieces of unique equipment and the legendary Basilisk War Droid. The Starship section includes the Davaab-Type Starfighter, Shaadlar-Type Troopship, Teroch-Type Gunship, Jehavey'ir-Type Assault Ship, Kyramud-Type Battleship and the Kandosii-Type Dreadnaught.

Chapter 13: Allies and Opponents
A good bit of notable peoples and things are statted at this end to the book. You can find G0-T0, HK-47, Dob and Del Moomo, various opponents like the Czerka Scientist and Krath Adept and a few ships, like the Ebon Hawk.

I struggled very much, wondering whether to give it 4 or 5 stars. I believe that the FU Campaign Setting is a better book, it had a few things I think were done better. However, after going over all the information again, this book still deserves full marks. My largest irk comes from the artwork. I do not like the cartoony look that was adopted for the drawings, but as that has nothing to do with how great this book is, it won't affect my score. This book gives me so many ideas and boosts my enthusiasm for the game to new heights. This is what books are supposed to be like.

14 of 15 people found the following review helpful.
The best addition to SWSE yet
By J. Trevor Hock
I think this is the breakthrough product that the game needs. Here you'll find not only the most complete and up-to-date information on the Old Republic era in one book, but also new rules to replicate what we see in the comics/videogames. Even if you're not a fan of this era, I would still recommend picking this book up just for the wealth of information inside.

The book has ten new playable races, over fifty new talents (Jedi are favored a bit here, but each class gets an entire new talent tree), over twenty new feats (all of which are pretty great), 3 new presige classes, ten new force powers, and a lengthy chapter on vehicles and starships. In addition to this, we get a chapter for each of the main factions of the era (Jedi, Republic, Sith, Mandalorians) which includes specific vehicles that the faction used. Coupled with a decent amount of new droids and even more weapon customization rules (weapon templates and lightsaber crystals) and you're looking at what may be the best Star Wars RPG supplement Wizards has put out.

10 of 11 people found the following review helpful.
This is the book your looking for.....
By Kevin
Wow this book is exceptional, you get a setting covering the Tales of the Jedi to the Knights of the Old Republic comics and video games.
Also included are new character options, talents and feats, new species, and technology.
You get complete chapters dedicated to both Jedi and Sith Orders as well as the Mandlorians.
There are three new Prestige classes the Corporate agent, Gladiator and Melee duelist as well as new talent options for existing classes.
Wait theres more they also stat most of the characters from the KOTOR video games includeing Revan, Malik,the Jedi exile and more.
All in all this is a great book to add to your collection and a must if your like me and prefer the old school Jedi to those of the Clone war era or New jedi Order era!
Oh the art work is great too.

See all 30 customer reviews...

Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game), by Rodney Thompson, Sterling Hershey, Abel G. Peña, John J PDF
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@ Free Ebook The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels

Free Ebook The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels

As known, lots of people state that publications are the windows for the globe. It doesn't imply that acquiring e-book The Private Diary Of Lyle Menendez: In His Own Words!, By Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels will certainly suggest that you can get this world. Simply for joke! Reading a publication The Private Diary Of Lyle Menendez: In His Own Words!, By Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels will certainly opened up someone to think much better, to maintain smile, to delight themselves, as well as to encourage the understanding. Every book likewise has their characteristic to affect the viewers. Have you recognized why you read this The Private Diary Of Lyle Menendez: In His Own Words!, By Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels for?

The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels

The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels



The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels

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The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels

The personal story of Lyle Menendez is based on a four-and-a-half-year intimate correspondence with the author and covers the murders of Jose and Kitty Menendez by Lyle and his brother Erik and the court trials that ended in hung juries. 200,000 first printing. $200,000 ad/promo. Tour.

  • Sales Rank: #611825 in Books
  • Published on: 1995-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 6.50" w x 1.50" l,
  • Binding: Hardcover
  • 263 pages

Most helpful customer reviews

10 of 12 people found the following review helpful.
No New Information In This Book. Definitely Not Worth It.
By BookMania
The back cover of this book advertises that the reader will be enabled to "peek into the mind of a fascinating criminal," but after having read this book, there's very little that is fascinating about this man or this crime. In fact, there's nothing in here that I hadn't already heard on the news plenty of times before.
The book consists of a series of conversations between Lyle Menendez and Norma Novelli, the publisher of some newsletter that no one's ever heard of. The conversations give you a narrative of the Menendez trial through the eyes of Lyle Menendez. In them, you'll find Lyle to be extremely arrogant, but also fairly educated and mild-mannered.
I grew up in a city close to Beverly Hills, and I'd have to say that Lyle Menendez is no different from most people who live there. He was raised in wealth and comfort and he knows no other way of life, and that explains his pompous attitude. Lyle Menendez isn't the "brilliant criminal mind" that they build him up to be. The only difference between Lyle and normal people is that he and his brother killed their parents. The prosecution in his trial argued that the brothers killed their parents in order to receive their inheritance and collect from their parents' life insurance policies. The brothers claim that the murders resulted from years of emotional, physical, and sexual abuse by their father. After reading this book, I'm inclined to believe that it was probably a combination of both reasons.
Aside from the fact that this book offers very little new information, I also didn't like the way in which Norma Novelli claimed to have been manipulated by Lyle Menendez. Menendez does about 99% of the talking in these conversations. He tells Novelli almost everything, and all she does is sit there listening and recording the conversations. She clearly knew that she could profit from this line of communication she had with Lyle, and that's exactly what she did by writing this book. In fact, she's the real manipulator for taking advantage of the trust and confidence that Lyle had in her. She isn't a victim at all, and it seems absurd for her to make such a claim.
There are plenty of other more useful books and websites that one can look to for information on the Menendez case. This book isn't worth it.

5 of 5 people found the following review helpful.
The murderer in his own words!
By A Customer
This book reveals a side of Lyle Menendez, that will perhaps be a shock to many people. It's a book based on conversations between Norma Novelli and Lyle, while he was awaiting his first trial. It quickly becomes clear that Norma doesn't believe that Lyle was abused by his parents. She mentions how he with pride mentioned that this case was one of the biggest ever in America. The book even includes a letter that he wrote to a former girlfriend, telling her how to testify in court. Throughout the book, Lyle is described as a cold and manipulative person, who Norma believes is a remorseless killer.

5 of 7 people found the following review helpful.
No Style With Lyle
By Ann Sherry
This book consists of transcripts of some phone conversations between Lyle Menendez and the author before and during the brothers' first trial. You really need to be up on the case to know what's being said. If you know who everyone was in the trial (Dr. Oziel, Judalon Smyth, etc.) then the book can be of some use to you. Don't look here for a compelling description of the crime, the planning, or even life at home with the Menendez'. What you will get is an insight into the character we know as Lyle - confirming the intelligent, cunning, cold hearted manipulator we knew gratis Court TV. The book is historically important as a trial supplement and reading is recommended to those familiar with the case.

See all 13 customer reviews...

The Private Diary of Lyle Menendez: In His Own Words!, by Lyle Menendez, Norma Novelli, Mike Walker, Judith Spreckels PDF
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Rabu, 21 Oktober 2015

!! Free PDF D20 Dark Matter (d20 Modern Supplement), by Wolfgang Baur, Monte Cook

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D20 Dark Matter (d20 Modern Supplement), by Wolfgang Baur, Monte Cook

Fresh update to a favorite campaign setting.

d20 Dark•Matter is a 160-page d20 Modern® supplement that updates the original Dark•Matter Campaign Setting (created for the Alternity® Science Fiction Roleplaying Game), making it fully compatible with the d20 Modern rules. It also includes some new content.

d20 Dark•Matter presents a world where devious organizations scheme for world domination, otherworldly forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows. Working for a clandestine organization called the Hoffmann Institute, heroes explore hidden mysteries while eluding forces — both human and alien — that scheme to control the truth.

AUTHOR INFORMATION

WOLFGANG BAUR began his gaming career writing articles for Dungeon® and Dragon® magazines and eventually joined the magazine staff as an editor. He later worked as a game designer for TSR, Inc. and Wizards of the Coast, Inc. In 1998, he left Wizards to work at Microsoft. He currently freelances for Wizards and other RPG publishing companies.

MONTE COOK worked at TSR, Inc. and Wizards of the Coast, Inc. as a game designer before leaving to found his own game company, Malhavoc Press. He co-designed the 3rd-Edition Dungeons & Dragons® game and wrote the Dungeon Master’s Guide™. He also writes a regular Dungeon Master advice column in Dungeon magazine.


  • Sales Rank: #944313 in Books
  • Brand: d20 Modern WOTC
  • Published on: 2006-09-12
  • Released on: 2006-09-12
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x .50" w x 8.40" l, 1.40 pounds
  • Binding: Hardcover
  • 160 pages

Most helpful customer reviews

21 of 21 people found the following review helpful.
Top Notch Game Setting!
By kidnugget
This is a remake of the Dark Matter book for Alternity, and it is still a fantastic gaming setting. If you like X-files or any sort of conspiracy theory alien invasion book, this is the one for you. This book incorperates magic, psi, high tech, alien species, even extra dimensional creatures all seamlessly.

Reasons to buy this book:

1) Fantastic new rules, feats, classes, etc. This book doesn't dissapoint there.

2) Brilliant art. I know, I know, gaming isn't about the art, but this book has art second only to some high end WOD books.

3) It's very true to the original Dark Matter from Alternity. I played D20 modern for years using the old Dark Matter book and transfering evertying to the D20 system. The original book is more thorough, but this one has every major thing you'll need in it, and you won't need to juggle between gaming systmes to do so.

4) The timeline of the "true history of the earth" is really brilliant. All you need to do is pick a date on there, and you've got yourself an adventure. (A few years ago, we ran what we called Dark Matter 1942 and set the entire campaign in WWII at the birth of the OSS and the downfall of the Nazis who really weren't quite human...)

5) The Hoffman Institute (the group your characters are supposed to work for) is well thought out, and it's founder Dr. Nakami ends up being a very interesting character when you put him in the game. Normally, I hate this type of thing and come up with my own hooks, organizations, and NPCs, but this stuff is so well done, I used it all.

6) This is VERY well researched and thorough. If there is a strange place (there's a whole atlass of strange places and their histories in this book--very cool!), and odd event, or a mythological creature anywhere in the world, this book somehow manages to weave it in to it's all encompasing conspiracy. Vampires? Sure. Big foot? No problem. Gray aliens? It's got you covered. Everything to Tesla and Tanguska to the Masons and a moon base are tied in here!

Weaknesses:

1) The only one I can think of is a lack of enemies in a creature section. Having said that, however, most of the key creatures and aliens you'll encouter are already published in other D20 modern creature suppliments, so they're out there! Go buy the menace manual, and you'll be covered.

2) The original was a real no-holds-barred gaming experience. The PCs were never safe, and even minor creatures could kill the most advanced of characters. This led to some real spooky and intense gaming moments as players were genuinely worried about their characters. The D20 translation isn't quite as nice here. Your 15th level tough character is simply NOT going to be threatened by a gun or even a Weren. Even in a fantastic setting, realism lends a lot. I'd suggest playing it in the D20 Cthulu system for some more brutal rules and less powerful characters.

All in all, this is a book like no other. If you like aliens and modern day conspiracies, this book will change your games forever. I've run two full Dark Matter campaigns now, each lasting a few years, and I'm bearing up to do my third. This is, quite simply, as good as gaming gets!

8 of 9 people found the following review helpful.
Did you own Alternity Dark Matter?
By A. Cowell
Did you own Alternity Dark Matter? If so, you may not need this book. It's largely a straight-forward conversion of the original Alternity Dark Matter book-- it even has the same sample scenario, "Exit 23!" I'd say about half the art was lifted from the original book.

That said, the Dark Matter setting has always been really nice, and if you never bought the Alternity book, or are looking for a supported conversion, this is the book for you. In the vein of the X-Files, you and your party are working for the mysterious Hoffman Institute, investigating paranormal phenomenon and defending the ignorant humanity from supernatural threat. The "real" history of the Earth is presented, as well as the various cults and conspiracies that thrive today, hidden in the shadows. You can investigate mysteries involving traditional unknown such as Greys (Fraal), the Men in Black and the Sasquatch, or Dark Matter-specific entities such as the Kinori, the Sandmen or the many secret societies.

There are three new starting occupations, rules for four non-human character species, twenty new Feats, two Advanced Classes, three Prestige Classes, a few pages of specialized equipment and...85 pages of setting, twenty or so pages of GM advice and plot hooks, and the Exit 23 adventure. They don't even give any, repeat, ANY stats for creatures, referring you to the d20 Menace Manual.

All in all, it's a GOOD PRODUCT, but be aware of what it is and decide for yourself whether or not you should buy.

P.S. The front and rear covers glow in the dark, and are pretty cool.

1 of 1 people found the following review helpful.
pretty good
By Matthew J. O'neill
The product is pretty good. however, it could have had more guidance on how to run the world. I felt a little annoyed that there is so much dependence on the Menace Manual for using the product. I feel a supplement should be mostly self sufficient but expandable. expecially since it was based on previously published material.

quality of art and material was good.

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