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Looking for a dirt cheap basic rulebook for FSpaceRPG. The Net Rules is just what you're looking for. This edition is a barebones edition with no embellishments for players who just want the minimum. It isn't suitable for use by a GM, or those players who want more than a casual reference. This edition contains basic outlines for: Basic game mechanics Character generation Personal combat system Aliens Empires Intelligent Life article Modified Kardashev-2 Civilisation Classifications Communications and computer equipment Psionics Starship guidelines Mech distribution and distribution ARES Development Corporation Terran history
This book is designed to be the complete rulebook for all modern roleplaying games using the d20 settings. Thematically aligned with the highly popular heroic fantasy and horror genres, this volume will build on the strength of the growing d20 System while attracting new players.
Looking for a dirt cheap basic rulebook for FSpaceRPG. The Net Rules is just what you're looking for. This edition is a barebones edition with no embellishments for players who just want the minimum. It isn't suitable for use by a GM, or those players who want more than a casual reference. This edition contains basic outlines for: dice usage skill usage character generation skills personal combat system ballistic weapons aliens empires Intelligent Life article Modified Kardashev-2 Civilisation Classifications Communications and computer equipment.
A new D20 RPG from Mongoose, set in the hugely popular Ancient world .
A stand alone role playing game. Offers an innovative approach to creating adventures on-the-fly. With or without a Dungeon Master, it is a uniquely dynamic game system that requires no preparation to play, satisfied virtually any word genre, and takes only a few minutes to read and understand the rules system.
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
Being a Hero is tough. Especially if you're wasting your precious game time fighting silly rules instead of monsters. When it comes to designing characters, no system gives you more control over your character design than Rolemaster. Say goodbye to arbitrary limits and "you can't do that!", because with Rolemaster you can!
This is a short adventure scenario which covers one of the few first contact situations with the Quinkose alien race on the fringes of Terran space. The scenario covers an initial contact following a crashed Quinkose scout being chased by a Mech vessel. Can the players help in time and escape a confrontation with the Mechs they can't win?
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules