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Smallville Rpg Pdf Download

Player A describes what. Character A is doing, telegraphing what he wants. Character B to do. Fight On;. Character B struggles. Character A takes stress. Smallville Roleplaying Game ยท Cortex Plus. Nickname. PDF Version. Alternate Names. Year Published. Format. Electronic (PDF, DOC, eBook, HTML, etc.) . One of the best parts of the Smallville RPG is its character creation system, below, but there is also a pdf version that you can download here.

Over the next five years it appeared as the engine powering a series of other licensed RPGs, at which point it was rewritten from the ground up as Cortex Plus. Cortex Prime is the newest version of this much-loved set of game rules, refined and redesigned by Cam Banks under license from Margaret Weis Productions. It embraces its roots as a means of adapting your favorite movies, television shows, and comic books, while emerging finally as a truly multi-genre modular roleplaying game in its own right. Orc revolutionaries! Giant mecha! Swashbucklers of the far future! Hard-boiled police detectives! Whether you're a fan of genres and genre mash-ups, any of the older Cortex-powered games, or you're just looking for a tabletop game system you can customize to your own specifications, Cortex Prime is primed for you. At its heart, Cortex Prime is a system that starts with engaging characters. Choose which traits are appropriate for the actions your character takes in the game, pick up their dice, and roll 'em. Choose two of the dice that you rolled and add them together, comparing that result to an opposing result or difficulty number. Did you beat the opposition? Fantastic, you succeed! If not, you don't get what you want and now you've got to deal with the consequences. Want to increase your chances of pulling off those cinematic actions?

Character creation is random-roll attributes modified by race , choice of occupation or occupations, and point-bought skills and advantages. Skills and advantages outside of your occupation cost double.

It is set in a post-apocalyptic fantasy world known as "Near" where the apocalyptic creation of a moon has ravaged cultures and thrown the fate of the world into question.

It uses a dice-pool system, rolling d6's equal to stat vs a target number of difficulty. Howard, L. Sprague de Camp, and Fritz Leiber. Character creation is limited point-based, dividing 45 points among 5 attributes Brawn, Quickness, Toughness, Wits, and Will , creating freeform "Hook" that lets you earn action points if brought up in the game, picking a Background option Culture and Modifier , and then buying skills.

Schreurs, Joshua D. Thompson, J. It uses a minimalist system. Shambles 1st ed by Duane O'Brien a terrible idea A humorous horror-parody RPG where the player characters are all zombies, who one day simply woke up dead with a craving for brains. Resolution is based on rolling a number of d6s equal to stat, where each die over the difficulty is a success.

Zombie characters generally lose 1 hit point per day unless they eat human brains. The basic game also includes overviews of 6 agencies and organizations that oppose or aid! It uses a d6 dice-pool system, where you roll a number of d6s equal to skill minus difficulty, and each die result of a 4, 5, or 6 is a success. It includes a ritual magic system. A fantasy-genre RPG using the Fuzion system. The setting is a multiverse where a primordial stone shattered into 25 elements: including Air, Earth, Fire, and Water but also Law, Creativity, and Love.

These elements can be physically mined, grown, and so forth from the worlds which resulted from the shattering. There are usual races of elves, dwarves, orcs, ogres, and goblins -- plus winged folk, reptile-men, and beast-men. Shattered Dreams 1st ed by Matthew D. Grau, Christopher Dorn, Timothy R.

Erickson, Lance P. Johnstone Apex Publications Inc A horror RPG set in a dream-world, where Nightmares are evil beings that creep into our minds when our souls are bared and corrupt our beings. The PC's are Dreamwalkers who have powers within the dreamworld. It includes aliens, centaurs, talking dolphins, and orcs: all created using genotech and "uplift.

The system is percentile-based. Shatterzone 1st ed by Ed Stark West End Games A cyberpunk space opera game, set in the late 25th century after the accidental discovery of an unexplainable phenomena called the "Shatterzone". Space is controlled by the monolithic Consortium and Fleet, along with various megacorporations. It uses a variant of the Torg system, with modified Drama Deck, and rules for psionics, aliens, and space combat.

This includes several murder mystery scenarios where the players are Sherlock Holmes and associates. The system has explicit negotiation of arguments and results, but leaves the chances for the negotiated outcomes entirely up to the GM.

Reviewed in White Wolf Newman The Glyph Press 1.

It has no background, but instead players define a world starting with defining a set of two social or personal concerns Issues and two revolutionary developments Shocks that are the themes of the game. Character creation sets up player characters Protagonists , and then player sitting to the right of each Protagonist creates and controls the Antagonist, acting as GM. The Praxis are each a pair of two themes such as "buying vs. The Features, Links, and Story Goal are numberless, player-defined traits.

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Resolution always defines two non-mutually intents between Protagonist and Antagonist, trying to succeed by rolling on a chosen Praxis scale. The Protagonist rolls a number of dice equal to the number of applicable Features.

These can either be d10s to succeed on their own Praxis scale, or d4s to modify the opponent's roll. For both, if rolling multiple dice the player can choose which to use. Shock:Human Contact 1st ed by Joshua A.

Newman The Glyph Press A near-future sci-fi RPG about a interstellar contact ship that makes first contact with a lost colony of humans in another star system, a variant of the game Shock: Social Science Fiction. It defines more closely the shocks to be dealt with and the phases of play than the original game. Play begins with life on the contact ship, which takes five years to reach its destination. Second is designing the geography, culture, and language of the colony.

The third is first contact, which could use a three person envoy team or could use the entire person contactor. Pitched as a "sequel" to an earlier romantic game, Breaking the Ice. Character creation is by picking an archetype - such as Fast Survivor, Strong Survivor, etc. Resolution uses a simple dice pool where the players rolls a number of d6s based on their character, plus any dice taken from the shared pool, and a bonus die for every character they are with.

If the player rolls a 6 on any die, they narrate what happens. Otherwise, the GM does. There is also a Zombie Clock mechanic, which advances every 10 minutes to increase the zombie threat; and a fear mechanic.

Signature 1st ed by Michael Mendoza 44 Productions A simple diceless system intended for quick play, easily customized to different settings. It has player-created traits rated from 1 to 3, with 0 being the default.

Action resolution is by comparing the higher of trait or modifiers against difficulty or opposing trait. This is modified by spending "Wild Points". The effect of success depends on whether the game is in Narrativist, Gamist, or Simulationist mode.

The book is self-published via print-on-demand service Lulu. The aliens are created during play by the players, by randomly drawing from a set of words submitted by the players at the start of the game. The setting is reminescent of Lone Wolf. The title translates as "The Lords of Chaos". It uses a dice pool, rolling a number of d6's equal to your skill and taking the highest value each extra six adds one to the result, so two sixes would have a total of seven. Action resolution is attribute plus the skill total vs difficulty.

The margin of success or failure is very important in the Silhouette game; in combat, for instance, damage is multiplied by the margin of success, and illnesses and poisons have increasingly severe effects as the margin of failure increases. The system concentrates on combat and campaign battles. It is a skill-based system, rolling 2d10 under skill for action resolution. Characters are limited point-bought, with a random number of attribute points, and skill points which depend on age group.

There are also advantages and disadvantages which must be balanced i. It is released under an open license allowing anyone to use it for their rulebook. There are also a number of unofficial games, aided by the open license.

It uses five Basic Statistics and a large set of Abilities i. Stats started at 1 and cost the level squared in experience to increase. Characters start with one Ability, and additional Abilities are gained as the Knowledge stat is increased. Action resolution uses 1d WWII ends with the Germans calling themselves winners after a coup d'etat where Hitler and the other leader are killed.

The Fourth Reich covers most of Europe. It uses a Tarot-based system, which can be either a storytelling game using only the Major arcana or as a traditional RPG using cards instead of dice. Character generation uses a point-based "priority" system.

It comes as a box-set with 3 small booklets A5 size , dices, and a overhead-pen and coated hexagonal sheet which was actually the inside of the box. It includes a pulp genre introductory scenario of a white explorer in the jungle, but also supports medieval scenarios. Character creation is by the player drawing the character, or at least copying bits of clip art provided with the book.

The other players then judge how badass the sketched character looks. It uses the same game system found in En Garde. The PC's are agents, crimefighters, or something similar, all having a secret background. There are four new core classes: Buccaneers, Sea Dogs, Shantymen musicians , Bokors magicians , and Hougans magicians. There are also six new prestige classes: three fencers, two sailing Officers and Warrant Officers , and the Mystic Navigator.

It has variant rules for cinematic fighting adding a parry maneuver , and damage which is applied first to a character's hit points, and then to their constitution. Skull and Crossbones 1st ed by Gerald D. It includes man-to-man and ship-to-ship combat. Skyrealms of Jorune 1st ed by Andrew Leker, Miles Teves, Amy Leker Skyrealms Publishing 2nd ed 3rd ed Chessex A science-fantasy game with a unique setting, a detailed alien world with marooned human colonists.

Emphasis is put on the unique races and culture, a mix of humans, human-created sentient animals, and aliens. There is a "magic" of manipulating Isho energy which flows through this world, along with remnant technology. The system is skill-based, changing with editions. Smith Hogshead Games A science fantasy RPG of futuristic urban horror, set in a distant future the "World of Progress" where an amoral arms corporation "SLA Industries" has taken over the universe, headed by a power being named "Slayer".

PC's work as agents for the company, based on the world-city "Mort". There are 7 races, including users of "The Ebb" -- a magical power that permeates the universe. Character creation uses race 1 of 7 and career 1 of 9 templates followed by point allocation.

The 2nd edition is largely a reprint of the original with errors corrected, more fiction and art, and a new index. The PCs are members of the Tribes of the Earth Goddess, called on to raid or war against rival tribes, quest after ancient treasures, or defend their lands against invading sea-devils.

It uses an alternate magic system where characters pay in "Earth Points" for spells cast, and spells are broken down according to their cost instead of level. Slammin 1st ed by Jackson Tegu self-published A satirical GM-less mini-RPG where the player characters are all douche-bag hipsters trying to look cool and hook up over a week - Tuesday through Saturday.

Each player chooses a playbook at the beginning of the game, but they are all identical: The Hipster. Actions may result in gains like "improve your look", or "change your jam", etc. Slasher Flick 1st ed by Cynthia Celeste Miller Spectrum Game Studios A horror RPG emulating slasher films, where the players have primary characters as well as secondary characters who are all potential victims of the psycho killer s.

Secondary characters are created by a group process. Combat or "kill scenes" uses stat checks to measure loss or gain of survival points. Players can al also gain "genre points" for playing to the conventions of the genre, that can be used later to help. The two players are "You" who creates and plays the hero and "I" who creates and plays a lover and a monster.

Character creation is quick - the "You" player reads a ritual statement, then chooses a brief character concept and adds a ten-word description of the Hero's physical appearance. The "I" player then fleshes out the setting, and creates a lover and a monster for the Hero to deal with.

People of Evil Allied for the Corruption of Everything , with the goal of reaching Karma, at which point they descend into Hell and become a lesser demon. The cover featured a cheerleader with horns and pointy ears with "P. It uses percentile-based system, with mechanics based on rolling under the appropriate attribute to succeed in an action a Feat.

Personality Qualities are the seven deadly sins, also rated as percentiles. Small Space 1st ed by Denton R. It uses the same system, expanded by skills. The system has binary skills which are bought using points based on your attributes Physical Points equal to your Physical, Mental Points equal to your Mental. It also adds spaceship generation and combat rules, futuristic weapons, invention rules, alien races, planet generation, and initiative rules. Both Values and Relationships are rated on a step die system from d4 through d There is also a system of Plot Points.

Each player takes a character in a soap opera, with five words as traits. There is no GM, but instead there are rules for entering a Scene, adding sentences, and so forth by spending Plot Tokens. Originally published electronically as a page PDF file, then in print as a page illustrated booklet. Society of Dreamers 1st ed by Matthijs Holter self-published A historical fantasy RPG set somewhere in Europe sometime in the s, where player characters are members of a society searching for creatures called mnemosites "dream eaters".

During a single session, players play out the entire lives of their characters, and the fate of their society. Play is largely freeform, using a set of scribbled notes and a board containing nine fields that an object is moved between. Character creation works by each player writing 8 notes: two each of gender, age, nationality and profession.

These are collected into four heaps, from which each player draws one. After that, two scenes for each player are played, dealing with childhood and adolescence to complete the characters. During regular play, players take turns setting new scenes within bounds given by the game board and accompanying notes. The book is self-published through Lulu. Besides the usual races it also has centaurs and giants. SOL 1st ed by Keith W. Character creation is point-bought skills, powers, advantages, and disadvantages.

Solar System 1st ed by Clinton R. They fight Shadows, creatures who are trying to un-make all of reality. It uses a narrative system where players may declare scenes and background facts, but sometimes at the risk of causing damaging "tears" in reality. Player characters are defined by a Vision, a list of Obsessions, and a list of Limitations.

The title translates as "Rising Sun". Sombre Cauchemar 1st ed by P. Martin's novel series of the same name, set in the region of Westeros in a time shortly before the chaotic events of the series.

The player characters are all members of a minor noble house or their retainers. The group first creates stats and features of the house itself, then create characters as members of that house. The rules are the "Chronicle System". Resolution is by rolling a number of d6s equal to attribute plus skill, then keeping and totaling a number of dice equal to attribute.

Sons of Liberty 1st ed by Joshua BishopRoby Kallisti Press A game set in a tongue-in-cheek parallel history where the American Revolutionary War is being fought with clockwork powered armor, ornithopters, and two-fisted brawling as well as muskets.

It uses a GMless system using playing cards. Each game begins at the secret Grand Lodge of the Americas, where the characters recieve a coded message about British movements. The players draw 5 cards and read their meaning on a series of table as an adventure starter.

They then pick from pregenerated characters of Founding Fathers such as George Washington, Alexander Hamilton, and Benjamin Franklin - with one player taking the Tories. Each turn, a player lays down cards from their hand and begins to narrate a scene - limited by the card suit that specifies type of action. Other players can play cards to add to or alter that narrative. Soothsayer 1st ed by "sjb" Critical Mass A universal RPG system intended for "futuristic high fantasy", including a psionics system but no background with the basic game.

The system uses d10 vs difficulty minus skill , modified by an attribute bonus from a table. Character creation uses random-roll or point-based attributes, including "caste" of Status, Education, and Experience which determine skill slots. The first edition was published electronically a free page "Apprentice" version is available , while a printed version was later released. The PCs are secret sorcerers who accomplish magic solely by calling and binding demons.

Each demon has its own special abilities and goals.

Smallville Roleplaying Game Corebook | Open Library

It may be bound into a ring or weapon, appear humanlike, or be a parasite to a host. The system is minimalist, using a highest-roll dice pool. Resolution is by rolling d20 under skill. Combat uses a d20 somewhat differently to-hit depends on attribute, while damage is modified by skill. It uses a fairly simple skill-based system, rolling an Attribute die d4 thru d10 plus a Skill die versus difficulty.

Players get to create rock n' roll musicians, join a band, and work their way through wacky encounters. Features include a band name generator, NPC generation for groupies and others, and several scenarios. Space 1st ed by Frank Chadwick GDW A Victorian sci-fi game, in an alternate history where "ether flyers" allows steam-powered spaceships to colonize desert-like Mars and jungle-laden Venus.

An excellent background which draws on a number of Victorian ideals. Space Delirium 1st ed by P. The armed forces of the space navy were displaced into the external colonies and organized along feudal lines with knights.

There are strange races, whose existence is denied by the totalitarian government. It uses a complex percentile system. Character creation is class-based, with 20 classes. It uses random-roll attributes and point-bought skills. It also includes background for the city of San Metro in , site of an interstellar and interdimensional war. It uses a simple skill-based system that includes cyberware and mecha.

Space Opera 1st ed by Ed Simbalist, A. Star Wars, Star Trek, Lensmen, etc. The system is fairly complex and detailed, but there is a lot of coverage of elements like psionics, worlds, equipment, starships, etc. It uses a dbased system with class-based character creation and level-based advancement. The basic system also includes random star system generation, though based on the erroneous Bode's Law.

Resolution uses 2d6 against a target number of difficulty minus attribute. Character creation includes races of human or android; along with character classes including Spacer, FreeFall Brawler, Scientist, and Psychic. A group of brave test pilots take the world's first "Better-Than-Light" drive ship for a spin around the galaxy.

Everything that can go wrong does, leaving the crew stranded in a twisted mirror universe, low on supplies and beset by dangerous aliens who seek their technological secrets. It uses a percentile skill-based system: roll under skill on 1d, where the roll itself indicates degree of success. In addition, players have a limited number of "zero dice" which can be used to alter rolls.

RPG Encyclopedia: S

Character creation is limited-point based, using 15 archetypes for ship roles. The archetype limits attributes and skills, which are point-bought, and provides a Specialty Perk: a cinematic powers usable once per session.

It uses a variant of the Timelords system. It is set in the land of "Boosboodle", inhabited by monsters like "makl", "foklom", "finikor", and "rolmtrokl". Over 20 monster names are listed, but only 7 are described. Character creation involves over 50 statistics and numerous randomly-rolled ads and disads. The system is class-based, including over 50 classes.

It also includes a large-scale combat system, and rules for reincarnation and dreaming. It is set just after the Great War, and the PCs are members of the "Century Club" of adventurers whose elder members are dying off. FATE is itself a free variant of the Fudge system, available for download. It adds Aspects and other narrative mechanics to the rules. Splicers 1st ed by Carmen Bellaire Palladium Books A post-apocalyptic science fiction game, set on a world which may or may not be Earth where an artificial intelligence named "NEXUS" went rogue and infected humanity with a nanobot plague that turns all metal into killing machines.

Humanity survived by developing biotechnology, in particular armored "biosuits" with military capabilities. It uses a variant of the Palladium FRPG system, which is level and class based, with percentile attributes and skills. The basic game covers different classes describing different variants of biosuits and their pilots. Classes include Archangels with flying biosuits , Biotics criminals rebuilt as biotech cyborgs , Dreadguard chivalrous knights , Outriders bonded to a biotech mount , Packmasters bonded to a pack of augmented dogs , Roughnecks infantry troops , Saints self-sacrificing healers , Scarecrows augmented but chemically-addicted , Skinjobs humans with augmented stealth via alien skins , and Technojackers immune to the nanobot plague due to helpful nanites.

There are also various dangers of "freezing up" one side of your ability resisted by a "Control Check" -- rolling a 1, say, or perhaps you face the thing that killed you. The core book include complete, self-contained skill and feat listings as well as combat rules, but rely on core rules from standalone D20 System games for a few essentials of character creation and advancement. Squirrel Attack! Jones' Nuts". It uses the "Iridium Lite" system, which is a simplified version of the "Iridium" system that originally appeared in Tales of Gaea.

Character creation is limited point-based: distribute 60 points to statistics; choose career, skills, and powers. The basic game includes maps of of Nuttopia, Mr. Jones' grove, house and buildings; plus six pre-generated characters with individual goals. Alien visitation has created numerous Zones dozens of kilometers across, where physical reality has changed and various artifacts are scattered.

Teams of Stalkers travel into the Zones to recover artifacts, but they risk being destroyed by anomalies within. It uses a diceless system called the FLOW system.

Resolution works by the GM assigning Idea and Roleplay values to the action based on player's description. The two values are then multiplied, and if the product is higher than the target number, the task succeeds. It uses a variant of the Chill rules. The options have remained the same, with a full complement of five, but Paragon has been renamed High Achiever and no longer includes an option to gain an Ability.

Everyone gets: Draw an arrow from any circle or diamond to another circle, diamond, or square. Draw an arrow from your square to a new or existing circle or diamond a new d4 Relationship or 2d4 Resource. Despite your development up to this point, one day you discovered that you were different.

You learned you had a power, an ability, that set you apart from everything you knew, and forever changed the trajectory of your life. The number one thing that I realised when thinking about an X-Men Pathways Chart was that all X-Men characters should have the same Life-Changing Event: their mutant powers manifest for the first time, irrevocably setting them apart from the rest of humanity.

This meant that there would only be one option, a sort of bottleneck, at this stage of the chart. I also decided to move the Life-Changing Event earlier in the sequence. Who the characters are after their mutation is often much more interesting than who they were before. Note, because the Life-Changing Event is now earlier in the sequence, Rookie characters should continue to the Exposure stage before stopping.

Everyone gets: Draw an arrow from your square to a new or existing circle or diamond a new d4 Relationship or 2d4 Resource.

Draw an arrow from any circle or diamond back to a Lead square. Step up any Value twice, or two different Values once each. Hostility is when the young mutant faces abuse or violence. Fear is when people are afraid of you and, whether they try to or not, cannot hide it.

Some people may try to treat you normally, but you can tell that they see you differently now and will never fully accept you. Others may simply flee at the sight of you. Rejection is a severing of ties. Parents may disown you, old friends may snub or ignore you, and communities may exile you. Acceptance is when those closest to you ackowledge the change, but also recognise that you are the same person you have always been and continue to give you love and respect.

The mutants who are accepted after their powers manifest are the luckiest of all. Awe is when people around you see what you can do now and start to treat you better than they ever did. This may be literal superstitious worship, but it may also be a desire to use your powers for their own ends.

Strangers suddenly want to be your friend so that you can help them at school, or make the crops grow, or get back against the bullies, or rob that bank. Everyone gets: Draw an arrow from any circle or diamond back to a Lead square. Optional: Switch out any Relationship or Resource currently on your sheet for a new Relationship or Resource at the same die rating and draw an arrow to a new or existing circle or diamond as appropriate. There is one fewer stage in my Pathways Chart than in the default one.

Solitude is needing time by yourself, to think or brood or meditate or simply to get some peace and quiet. Fortress optional. Creativity is directing your emotional energy into making things. It could be art painting, sculpture, writing, etc. Maybe you research history or psychology to find out why people treat you the way they do, or maybe you spend your time honing your new Abilities so that you can better control and use them.

Destruction is about lashing out at the world around you. It may be revenge, or it may just be fun. Maybe you restrict yourself to loud and cathartic destruction of things perhaps wrecked cars and empty buildings , or maybe you coldly calculate the downfall of people and organisations. Draw an arrow from any circle or diamond to another circle, diamond, or square. When the going gets tough, this is what inspires you to make the choices you do.

Motivation has the same purpose as the equivalent stage from the Smallville Core Rulebook, but the options have been changed to better reflect the X-Men themes. The Helpless is based on Others, and is about helping those in need.

This might be oppressed mutants, but could just as easily be unpowered humans under threat from dangerous mutants.

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