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Blue Rose RPG: Six Of Cups

Blue Rose RPG: Six Of Cups

Raise your glass for Aldis! Six of Cups is an adventure anthology for Blue Rose, the AGE Roleplaying Game of Romantic Fantasy. Set in the fantastic world of Aldea, these six adventures are suitable for characters of varying levels. They also provide resources to Narrators and serve as examples for their own adventure building.

Forgotten Things: When the heroes agree to rescue some laborers trapped in the subterranean ruins of Ellendar, beneath the modern Aldin city of Ellsport, they get more than they bargained for. Witching Weather: The Aldin port city of Garnet has been battered by storms for months, and as the heroes are dig into the cause of the seemingly endless tempest, they must save five otherworldly children from the evils that seek to claim them. Sundered Stone: While investigating tremors shaking Khaldessa Valley in central Aldis, the heroes face the presence a powerful elemental entity, and must act quickly to save Khaldessa from disaster. A Shattered Crown: An investigation into increasingly severe weather in the Scatterstar Archipelago reveals a conflict between warring Shadow cults who must be dealt with before their feud leaves the archipelago a storm-tossed ruin. Out of Exile: Trouble is brewing in the Veran Marsh, and a small community of banished Aldinfolk dwelling in the marsh stands to take the blame for problems in the border town of Lysanna's Crossing. Hemlock's Bane: In the town of Hemlock in the northern Pavin Weald, the heroes must find a way to uphold Aldin virtue and justice as factions struggle for conflicting outcomes and a sorcerous threat uses the crisis as cover. From the Pavin Weald to the southern coasts, this anthology provides an unconnected selection of adventures filled with combat, roleplaying, and exploration. But more than that, it also shines a spotlight on six undetailed locations in Aldis, providing Narrators a close-up view of some of the diverse places in the nation of the Blue Rose, all ready to be used as a setting for adventure and romance.

Dungeons And Dragons RPG: Blue Rose Adventurer's Guide

Dungeons And Dragons RPG: Blue Rose Adventurer's Guide

The Blue Rose Adventurer?s Guide opens up the award-winning romantic fantasy world of Aldea for players of the Fifth Edition of the world?s most popular fantasy roleplaying game. It comes complete with all of the ancestries, class options, feats, and more you need to create your own Blue Rose adventurers, and details on the unique arcana, magic items, and creatures of Aldea.

The Sovereignty and its people need heroes! Will you answer the call and become one of the Sovereign?s Finest? Swear your allegiance to the light and to the rightful Sovereign?adventure and romance await!

Dungeons And Dragons RPG: The Book Of The Righteous

Dungeons And Dragons RPG: The Book Of The Righteous

The most comprehensive pantheon in roleplaying games is back in a new edition for 5E. This massive tome provides more than 20 pick-up-and-play churches, whose organization and beliefs are described in lavish detail. These churches can be used in any campaign setting to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book.

The original edition of Book of the Righteous was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons Fifth Edition designers Robert J. Schwalb and Rodney Thompson have brought the new edition up to date with the 5E rules and the whole book is in glorious full color. The Book of the Righteous is truly a divine sourcebook like no other.

Dungeons And Dragons RPG: The Lost Citadel

Dungeons And Dragons RPG: The Lost Citadel

Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Humans, dwarves, elves, and others. Magic and monsters, rare but real. Regions of desolation, but also regions of plenty. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions. Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything changed. Nations crumbled. Races died. Magic sputtered. Nature sickened. The Dead woke.

Welcome to the first anthology set in the death-ravaged world of The Lost Citadel?. In Tales of the Lost Citadel, you?ll find 14 flights of dark speculation on the nature and people of the last city of Redoubt, courtesy of some of the finest writers working in fantasy and horror today. Come inside these dwarf-built walls and hear their tales. Come, be haunted by a bone-shaker?s daughter, a dark dressmaker, and a Forerunner; a Corpseman of the Undertaking, a desolate widow, and a witch of the wood. Introduced by editor and world-builder C.A. Suleiman, these stories combine to paint a portrait of a dark fantasy world unlike any other ? one where all that?s left of civilization has come together in a struggle to survive?

Dungeons And Dragons RPG: The Lost Citadel GM Kit

Dungeons And Dragons RPG: The Lost Citadel GM Kit

The city is called Redoubt... Some say the doors to the Underworld flew from their hinges. Others believe that the god of the dead went mad. Whatever the cause, across the lands of Zileska, the dead have become the Dead. Whether human, elf, dwarf, or monstrous ghl, all must survive the horror of this world overrun by death, where all that?s left of civilization has gathered behind the walls of the world?s last bastion of the living?The city of Redoubt....it is the last.

The world of The Lost Citadel awaits! The Lost Citadel Game Master?s Screen is a key accessory for your campaign in the world of The Lost Citadel Roleplaying. It features a sturdy, three-panel hardcover screen that puts all the essential game information right in front of the Game Master, including conditions, setting- specific item statistics, charts for the Woe sub-system, and names common to the civilizations and cultures of Zileska! The Lost Citadel Game Master?s Screen is the perfect complement to the The Lost Citadel Roleplaying. (Requires the Fifth Edition core rules to play.)

Fantasy Age RPG: 2nd Edition Core Rulebook

Fantasy Age RPG: 2nd Edition Core Rulebook

Leap into sword & sorcery RPG adventures with the Fantasy AGE Core Rulebook! Powered by the popular Adventure Game Engine, Fantasy AGE 2nd Edition is easy to learn, fun to play, and welcoming to new roleplayers.

The Fantasy AGE Core Rulebook includes these features: Simple Character Creation: Pick an ancestry (such as draak, dwarf, goblin, and wildfolk), pick a class (envoy, mage, rogue, or warrior), pick a specialization (such as duelist, diplomat, pirate, and sword mage), and jump into the action. Heroic Stunts: The heart of the game is the stunt system, which brings dynamism and drama to the table. Roll doubles on 3d6 to pull off unexpected moves in combat, cast more potent spells, perform amazing feats of physical and mental prowess, or even cut a rival down to size with a few clever words. Mighty Magic: Spell casters learn arcana, which are themed groups of spells. Mixing and matching the 19 arcana gives the mage class a huge amount of flexibility. To get started, choose two arcana like Beast, Cold, Death, Earth, Fate, Fire, Healing, Protection, Mind, and Shadow. Game Master Guidance: If you are new to RPGs or have never GMed before, the Core Rulebook breaks it all down for you. Not just GM advice but practicalities as well. There's guidance for each of the GM's four roles: Game Planner, Game Host, Game Runner, and Game Moderator. Customizable Rules: The GM can use optional rules for the campaign to better reflect the setting. Choices include the twin systems of Peril and Daring, which allow for dramatic swings from disadvantage to advantage as the tension builds. Horror rules can give the campaign a sinister turn. The Fortune system is an alternate way to handle health and damage first introduced in The Expanse RPG. The Stranger Shores: The Core Rulebook introduces a campaign setting of its own called Stranger Shores. Brave the Deeps, which have been the doom of many a ship. Sail with a Mystic Navigator to travel to distant lands. Breakwater Bay: Enter the Stranger Shores with Breakwater Bay, a starting adventure area to kick off your campaign. The book includes Set Sails for Breakwater Bay, a complete adventure. So Much More: You'll also find character talents, challenging monsters, chase rules, magic items, relationships and bonds, and more. This is the complete package. Part of the Family: Green Ronin publishes other RPGs powered by the Adventure Game Engine: The Expanse, Modern AGE, Blue Rose, Cthulhu Awakens, and Fifth Season. If you ve played any AGE games, you already know the core of the system. Veteran gamers will be pleased to hear that Fantasy AGE 2nd Edition is largely compatible with all previous Fantasy AGE releases. Swords, sorcery, stunts, and Stranger Shores-the-Fantasy AGE Core Rulebook is your portal to exciting new RPG adventures!

Fantasy Age RPG: Game Masters Kit

Fantasy Age RPG: Game Masters Kit

The Fantasy AGE Game Master's Kit is a key accessory for your Adventure Game Engine campaign. It features a three-panel hardback screen with all the essential game info you need at the table. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. The Game Master?s Kit is the perfect complement to the Fantasy AGE RPG and will help you kick off your game with style.

Modern Age RPG: Companion

Modern Age RPG: Companion

Make Modern Worlds. Ride the rails across the Old West. Face unspeakable terrors on the high seas. Uncover alien conspiracies and thwart ancient cabals. With the Modern AGE Companion, the possibilities for adventure are endless.

Inside, players will discover new backgrounds, professions, talents, and many other options for customizing characters and giving them the edge they need to survive whatever comes their way. Play an elf or alien. Master the sword. Game Masters can explore new rules and guidelines that let them build exactly the campaign they desire, shaping stunts, technology, and world-spanning organizations to fit their visions. Build your own stunts, explore different genres, experiment with extraordinary powers, and integrate advanced technologies. Chart the rise of a revolution, or the threat of an apocalypse. Modern AGE Companion shows you how.

Modern Age RPG: Game Masters Kit

Modern Age RPG: Game Masters Kit

The Modern AGE Game Master?s Kit is the key accessory for your Modern AGE campaign. It features a three-panel hardback screen that puts critical game information in front of you, and hides the adversaries and surprises your game?s heroes will face. It also includes 6 quick reference cards that put stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. Organize your Modern AGE game with style!

Modern Age RPG: Mastery Guide

Modern Age RPG: Mastery Guide

Master the Modern AGE?as a Player or GM

The Modern AGE Mastery Guide is a core resource for taking your Modern AGE game to the next level, as a Game Master or player. This exhaustive guide to improving your game includes the following:

  • Tips for perfecting a character?s backstory, motivations, and place in a team.
  • Alternate rules for character creation, including simple, fast characters, and expanded rules for personality traits and more.
  • A look under the hood of Modern AGE?s game systems, including official updates to the core rules.
  • How to unite characters into an effective party.
  • New options for powers, equipment, and combat.
  • How to design and run a modern era campaign.
  • Advanced Game Master advice.

    The Modern AGE Mastery Guide requires the Modern AGE Basic Rulebook. Together, they represent the next development for Modern AGE?s core rules.

    Make Modern AGE your own!

  • Modern Age RPG: Rulebook

    Modern Age RPG: Rulebook

    Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style?whether it?s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you?ll find all the action you?re after inside the Modern AGE Basic Rulebook.

    The Modern AGE RPG features:

  • A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
  • Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
  • Fast-paced combat featuring modern weapons and high-octane vehicle chases.
  • A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
  • Arcane magic and psychic powers for modern era games.
  • Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
  • Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

    Use Modern AGE in the campaign setting of your choice, including the World of Lazarus, based on Greg Rucka?s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you?re ready to play in the Modern AGE!

  • Modern Age RPG: The World Of Lazarus

    Modern Age RPG: The World Of Lazarus

    In the near future, time has rendered death obsolete, and life infinitely cheap. In the wake of governments' failure and global upheaval, the Families stepped in and divvied up the world. Now peace and order reign in a world of technological marvels and neo-feudalism. Play members of a Family in the highest of high-stakes game, Serfs fighting for their Family's interests to maintain order and safety, or disaffected Waste fighting for a better life in the burned ruins of the old world.

    The World of Lazarus is the first campaign setting for Green Ronin's new Modern AGE RPG. Based on the critically acclaimed Lazarus series by Greg Ruckaand Michael Lark and presented by Image Comics, the book brings this noirdystopia to tabletop roleplaying games.

    Mutants and Masterminds: 3rd Edition Astonishing Adventures Assembled

    Mutants and Masterminds: 3rd Edition Astonishing Adventures Assembled

    Astonishing Adventures Assembled presents six complete scenarios for the Mutants & Masterminds RPG. In these adventures you can face the icy villains of the Cold Front, tangle with robot dinosaurs, bring order to a city where super pets run amok, escape the whims of a cosmic trickster, and more!

    Astonishing Adventures Assembled also includes info on fleshing out your world with locations, relationships, and NPCs that can act as contacts, love interests, or rivals. Each adventure stands alone but there?s also advice on connecting them into a campaign and adjusting them for unusual groups or different Power Levels. Grab a scenario and you?re ready to go with Astonishing Adventures Assembled!

    Mutants And Masterminds: 3rd Edition Atlas Of Earth Prime

    Mutants And Masterminds: 3rd Edition Atlas Of Earth Prime

    Visit a world not our own, but strangely familiar?a world of heroes and villains, of wonders and dangers, and limitless adventure!

    The Atlas of Earth-Prime is a trip around the world of the Freedom City and Emerald City settings for the Mutants & Masterminds RPG. Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. Packed with locations, heroes, villains, and worldwide agencies, the Atlas of Earth-Prime is the campaign setting book Mutants & Masterminds fans have been waiting for!

    Mutants And Masterminds: 3rd Edition Basic Hero's Handbook

    Mutants And Masterminds: 3rd Edition Basic Hero's Handbook

    Every hero needs an origin story and this can be yours! Written with new gamers in mind, the Basic Hero?s Handbook streamlines and clarifies the flexible, robust third edition rules of Mutants & Masterminds. With simplified character creation and a selection of ready-made adventures, the Mutants & Masterminds Basic Hero?s Handbook lets players jump right into the action.

    The book is fully compatible with the Deluxe Hero?s Handbook and the entire library of third edition Mutants & Masterminds supplements, instantly expanding your character options and adventure potential. Whether you?re just getting started, or want an extra player-friendly reference at the table, the Mutants & Masterminds Basic Hero?s Handbook is the choice for your world-saving needs!

    Mutants And Masterminds: 3rd Edition Danger Zones

    Mutants And Masterminds: 3rd Edition Danger Zones

    Shovin' into overdrive! Atop a rushing subway car, trapped in a raging apartment fire, crushed beneath the animated oaks of a possessed parkland, superheroes face as much danger from the world around them as they do from their most nefarious villains.

    Danger Zones helps you bring your world alive by describing over thirty different urban backdrops for superheroic action, from the classic warehouse to the neighborhood coffee shop to the hospital they'll need to recover in when the adventure is done. Every location includes a map, as well as useful information on how to use that setting's unique features in a cunning plot or superhero slugfest. To help populate your urban jungle, Danger Zones also provides a catalog of colorful characters, ready to come alive in your Mutants & Masterminds, Third Edition campaign! Heroes, get ready for danger!

    Mutants And Masterminds: 3rd Edition Deluxe Hero's Handbook

    Mutants And Masterminds: 3rd Edition Deluxe Hero's Handbook

    Fly into super-heroic battle with Mutants & Masterminds! You and your friends take on the roles of super-powered heroes in a world of criminal masterminds, paranormal terrorists, destructive brutes, and other insidious villains. You get to thwart their evil plans and bring them to justice!

    Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Deluxe Hero's Handbook is the revised and expanded core rulebook of the game's Third Edition and it gives you everything you need to have your own super-heroic adventures:

  • A flexible and powerful system for creating the hero that you want to play.
  • A huge variety of super powers, skills, and advantages to choose from and customize.
  • A core system that emphasizes action and uses only a single 20-sided die.
  • Integrated rules for gadgets, vehicles, and headquarters.
  • Ready-to-play archetypes and a Quickstart Character Generator if you want to get to the action even faster.
  • Advice for Gamemasters on creating and running your own adventure series.
  • Introductions to Mutants & MasterMinds premier settings, Emerald City and Freedom City.
  • Two brand new adventures, Ghost Town by Seth Johnson and Time of the Apes by Christopher McGlothlin.

    So what are you waiting for? Choose your powers. Put on your mask. Fight the forces of evil and... Save the world!

  • Mutants And Masterminds: 3rd Edition Emerald City

    Mutants And Masterminds: 3rd Edition Emerald City

    Emerald City opens up a wider world for Third Edition of the World?s Greatest Superhero RPG,Mutants & Masterminds! Set on the ?Earth-Prime? of the award-winning Freedom City, Emerald City provides a home base for your heroes and all new places for adventure and excitement!

    This book describes a growing Pacific Northwest metropolis where life was quiet and routine. It didn't have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth. Things were stable? until the Silver Storm tore through the city and unleashed a flood of new superpowers?and threats!

    Included in this 336-page hardback book are:

  • The 96-page Player?s Guide to Emerald City, providing M&M players with all they need to know about the city and its history, geography, and culture, and how to fit their own heroes into the unique elements of its setting, from the Silver Storm to the Cryptid Clans. It also includes the Sentinels, a complete group of ready-to-play M&M heroes.
  • The 128-page Secrets of Emerald City for Gamemasters, offering a wealth of adventure hooks, behind-the-scenes information, and villainous adversaries.
  • The 112-page adventure Emerald City Knights, a complete introductory story arc that takes the heroes from the origins of super-powers in the city to a world-spanning threat that has been hidden there throughout history!
  • A full-color poster map showing Emerald City and the surrounding area.

    In the wake of the Silver Storm, super-criminals have cast aside years of fragile peace, ready to go to war to settle old scores and claim the throne of the city's underworld. Emerald City has no established super-team to call on in this crisis; it is a city that needs heroes.

    Answer the call!

  • Mutants and Masterminds: 3rd Edition Gadget Guides

    Mutants and Masterminds: 3rd Edition Gadget Guides

    Where do you get all those wonderful toys? Right here! Gadget Guides is a collection of diverse devices for the Mutants & Masterminds Superhero Roleplaying Game, from armor and weapons to psychic crystals and steamtech. In this book are twenty-two individual guides, each looking at a particular type of gadget, putting together the effects and modifiers from the Hero's Handbook to create a catalog of dozens of ready-to-use items.

    Mutants And Masterminds: 3rd Edition Hero High (Revised Edition)

    Mutants And Masterminds: 3rd Edition Hero High (Revised Edition)

    High-school heroes!

    The Shadow Academy is on the loose downtown, but the prom is tonight and, worse yet, you?ve got a make-up test tomorrow! But then nobody said things were simple at Hero High!

    Teenaged superheroes have hard lives ... just ask them. After all, being a normal teenager is difficult enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!

    Hero High takes a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds, Third Edition RPG. It contains everything you need to run a teen hero series of your own, with all the trials and tribulations that entails. There?s everything from an overview of the genre to breakdowns of its components and how to use them to create your own unique setting and series.

    There?s even an interview with Marvel?s Executive Editor Tom Brevoort, who offers his insights on teen heroes and why they?re so fun and compelling!

    Hero High is revised and expanded for Mutants & Masterminds, Third Edition and includes information on the students and faculty of the Claremont Academy, where the heroes of tomorrow receive their training! It also includes the villainous Shadow Academy and the troubled teens who call it home. Plus, there are a dozen heroic archetypes so you and your friends can start playing right away!

    Go to the head of the class with Hero High!

    High-school heroes!

    The Shadow Academy is on the loose downtown, but the prom is tonight and, worse yet, you?ve got a make-up test tomorrow! But then nobody said things were simple at Hero High!

    Teenaged superheroes have hard lives ... just ask them. After all, being a normal teenager is difficult enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!

    Hero High takes a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds, Third Edition RPG. It contains everything you need to run a teen hero series of your own, with all the trials and tribulations that entails. There?s everything from an overview of the genre to breakdowns of its components and how to use them to create your own unique setting and series.

    There?s even an interview with Marvel?s Executive Editor Tom Brevoort, who offers his insights on teen heroes and why they?re so fun and compelling!

    Hero High is revised and expanded for Mutants & Masterminds, Third Edition and includes information on the students and faculty of the Claremont Academy, where the heroes of tomorrow receive their training! It also includes the villainous Shadow Academy and the troubled teens who call it home. Plus, there are a dozen heroic archetypes so you and your friends can start playing right away!

    Go to the head of the class with Hero High!

    Mutants and Masterminds: 3rd Edition Power Profiles

    Mutants and Masterminds: 3rd Edition Power Profiles

    The Mutants & Masterminds Superhero Roleplaying Game gives you all the tools you need to create the super powers you imagine. Power Profiles gives you those powers... and more!

    In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M&M game terms. That's more than seven hundred different ready-to-use powers, all in one book!

    Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill!

    You can find endless ideas for M&M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play.

    Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play.

    Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!

    Mutants And Masterminds: 3rd Edition Superteam Handbook

    Mutants And Masterminds: 3rd Edition Superteam Handbook

    Champions Assemble! No hero can stand up to every challenge alone; nor should they! Legendary heroics demand teamwork, and teamwork demands a team. Are you a super-powered minority fighting to protect a world that fears you? A family of gene-freaks trying to scrape by? Or super-powered ex-cons trying to do right? Whatever brings you together, your teammates are your friends, rivals, co-workers, and family all in one?with all the love and hate that implies. But together you can achieve incredible things none of you could alone. Whether a ragtag band of vigilantes falls in together by accident or Earth?s greatest protectors train to work as a single unit, heroes are always more than the sum of their parts!

    The Superteam Handbook sourcebook for Mutants & Masterminds puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Understand what it means to be a team and form a common identity and responsibility, and when to buck the system and rebel. Learn the ins and outs of not just cooperation. Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. In addition to new game material, the Superteam Handbook presents eight pre-made hero teams?ranging from PL 5 to PL 12?to serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the urban jungle safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your giant robot as a member of MagnaForce? Whatever you choose, your friends stand by your side! All for One. One for All.

    Mutants And Masterminds: 3rd Edition Threat Report

    Mutants And Masterminds: 3rd Edition Threat Report

    The Silver Storm has turned Emerald City from a quiet Pacific Northwest metropolis to a hub of super-criminal activity, and AEGIS?the American Elite Government Intervention Service?is on the job. Threat Report presents profiles on dozens of the new supervillains endangering Emerald City and the world. From "stormers" newly granted their powers to ancient and eldritch evils, from beneath Emerald City's streets to other dimensions and times, Threat Report gives you a plethora of villains to challenge your players. This book compiles most of Green Ronin's Threat Report series of electronic villain profiles, along with new content created just for this collection. You'll find a variety of villains ready-made for your Mutants & Masterminds game, from low-level mercenaries for hire to super-powered thugs and cosmic world-beaters, even gods pulling the strings from behind the scenes. Heroes get ready because the villains of Emerald City are on the loose!

    New in this collection:

  • Arcanix: Keeper of occult secrets, so determined he will do anything to protect them.
  • Dakuwanga: Aquatic beast from the dawn of time, rampaging across the seas towards shore!
  • Hexenhammer: Hunter of all things magical, determined to send them to meet the Devil!
  • Lady Vila & Treker: A former Russian spy and her enthralled companion. Who else will fall under her spell?
  • Professor Jackanapes: Mystic cursed with a monkey's form by his dark eldritch masters, he seeks to unleash them on Earth to regain his rightful body.
  • Redwood: Sequoia-sized avenger of the natural world.
  • The Terror: Mysterious monster that haunts the streets, feeding on fear.
  • Adventures! Plus additional adventure content, including "The Scrolls of the Secret Circle" involving Abracadaver and Arcanix, and "The Hammer and the Dragon" featuring Hexenhammer vs. Dracula!
  • Mutants And Masterminds: 3rd Edition Time Traveler's Codex

    Mutants And Masterminds: 3rd Edition Time Traveler's Codex

    Heroism Knows No Century! Vikings plunder jewelry stores along the waterfront! Killer robots from the future hunt Abraham Lincoln! And the heroes are on trial for crimes they haven't committed... yet!

    Time is a toybox for superheroes and villains, filled with colorful characters and convoluted plotlines. Time travel opens up new potential just as much as blasting off into space, with the convenience of all the major players and events already being written for you! With time as a canvas, you can pump up the grim or gonzo in your adventures, or build a whole campaign around protecting not just the world, but everything that has happened or ever will happen! The Time Traveler's Codex is a supplement for Mutants & Masterminds, Third Edition that launches heroes into the fourth dimension. The Time Traveler's Codex includes: A brief history of time travel, and an overview on the structure of time and how it functions in the Earth-Prime setting. Tips for deciding how time travel works in your campaign, complete with the consequences and hazards of meddling. Advice on creating your own time-hopping series, including optional rules, suggested power levels, and temporal dangers that lie along the way. Six causality-shaking villain archetypes who can harry heroes across the centuries, like the Immortal Conqueror and the Future Perfectionist, backed up by dozens of minions from across time and beyond! Guidance for players building time traveling heroes, complete with new advantages, powers, and equipment as well as a half-dozen time-sliding hero archetypes, like the Quantum Alien and the Temporal Tourist! Over a dozen different historical eras detailed, with rules guidance and statblocks for each, as well as adventure ideas and advice for setting individual adventures in that time period, or an entire campaign! Catapult your adventures out of the city streets and into medieval French castles, Aztec battlefronts, and the imperial Ming court with the Time Traveler's Codex! Take Your Superheroic Adventures Into the 4th Dimension!

    Mutants And Masterminds: Freedom City Campaign Setting 3rd Edition

    Mutants And Masterminds: Freedom City Campaign Setting 3rd Edition

    With the Mutants & Masterminds RPG you have the power to become a hero. Freedom City gives you the world?s most renowned city of heroes to rescue from the forces of evil! Freedom City is a fully realized and detailed metropolis that can serve as a home base for your heroes or just one of the many places they visit while saving the world of Earth-Prime from disaster. Your heroes can fight the forces of SHADOW, puzzle out the schemes of the Labyrinth, and defeat the alien invaders Syzygy and the Meta-Grue. With dozens of foes and hundreds of locations, Freedom City gives you everything you need to run an exciting Mutants & Masterminds campaign. Use it on its own or in conjunction with Emerald City and the Atlas of Earth-Prime for world-spanning action!

    Ork! The RPG

    Ork! The RPG

    Shut up! You am Ork! Enter the bone-cracking World of Orkness with Ork: The Roleplaying Game. This new edition is the standalone, streamlined roleplaying game of orkish mayhem: a "beer and pretzels" game where monstrous, hilarious adventure matters more than rules and tables. Claw your way out of the Gunk Pit, earn your name with acts of spectacular violence, and bring terror to the Squishy Man villages in the name of Almighty Krom.

    Includes a blood-soaked combat system, other, lesser rules, and a complete series of adventures to take your orks from nameless youth to sharp-toothed, unholy terrors--if you can avoid the wrath of Krom. Being a monster has never been such fun! There are 128 pages included in this full colour, hardcover new edition.

    The Expanse RPG: Abzu's Bounty

    The Expanse RPG: Abzu's Bounty

    Readers of The Expanse novels have thrilled to the adventures of the crew of the Rocinante. Now it?s your turn to make your mark! Abzu?s Bounty presents six full-length scenarios designed for a new crew of characters in The Expanse Roleplaying Game. They embark on a series of adventures, from a fateful discovery in the rings of Saturn to acquiring their own ship to a deadly confrontation that could change the course of history for the entire solar system.

    Abzu?s Bounty is the perfect way to kick off a new campaign. Get ready for launch!

    The Expanse RPG: Beyond The Ring

    The Expanse RPG: Beyond The Ring

    Ever wanted to run an off-world colony? Beyond the Ring presents a whole new way to play The Expanse RPG. Instead of traveling the Sol system, the player characters can be a part of a new colony. They get to make decisions about the colony?s advancement and deal with issues and threats as they arise. Chapter 4: Colonies opens with rules for designing your own colonies. Colonies have abilities just like player characters.

    You have three options for creating colonies, freeform (basically make it up), point allocation (you get a number of points to spend) or random (speaks for itself). There are five core abilities for colonies: Economy, Force, Infrastructure, Media, and Science. In addition to these, every colony has three additional statistics: Size, Stability and Resolve, which help determine how resistant the colony is to disasters and setbacks. Colonies also have Focuses that represent things like specialty installations (like greenhouses), extraordinary knowledge (like local ecology), special resources (like lithium), or colonists with specific expertise (like a doctor or security forces). Disasters can have an impact on both these abilities and Focuses.