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    Ashes to Ashes 


    Ashes to Ashes
    Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions—many of whom do not even know who their masters truly are—manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them.

    Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included.

    By Jeff Moeller, aka neorxnawang. 180 pages. Published June 2008.

    The Green 


    The GreenStretching eastward from the windswept coastlines to the Skyshelf Mountains, lie the forest lands of Verduria—more commonly called The Green. Unknown to most of the known world and long thought to be legendary by the rest. Verduria is slowly becoming a fabled destination for those seeking the bounty of its resources, the adventure of its giant beasts and unholy creatures, and the secrets of its ancient magic. It is a land beautiful and harsh, populated with fierce tribesmen and intrepid explorers, forgotten races and creatures of myth.

    To enter the Green is to enter a land strange and foreboding. To newcomers it appears to be a landscape made for giants or towering gods, for the trees rise hundreds of feet in the air and spread a lofty maze of branches easily large enough for man to traverse. The dense leafy canopy allows only broken shafts of sunlight into the dim interior. Far below, the land is dark and wet, with mist curling among pillars of giant roots, and creatures moving in the shadows of swamps and vine-choked channels. The rivers that pass through Verduria are the arteries of the land, stretching from their reedy, mangrove-choked deltas to the mountain gorges of their source. This book explores this world, providing details on its inhabitants, magic, and history.

    By Scott Heiney, aka Puck. 144 pages. Published December 2009.

    BRP Witchcraft 


    BRP WitchcraftThe village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession.

    Within BRP Witchcraft you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans — a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’.

    By Byron Alexander. 76 pages. Published December 2009.

    Berlin 61 


    Berlin 61
    Berlin 61 is an espionage horror setting explores the darker side of post war europe, where magic and demons are worshipped by cults and sorcerers, and good men and women draw the line between good and evil. Includes information on life in the city during the cold war, key locations, and special organizations. Battle spies, assassins, cultists and the Dark Herald Kototh. There will be a section for spy games, super hero games and horror games, but the main focus overall will be horror.

    By Christopher Barnhart, aka PK Games. 130 pages. Published July 2008.

    Classic Fantasy 


    Classic FantasyClassic Fantasy is a return to the dawn of roleplaying, when you would gather with your friends in your parent’s basement, bashing down doors, slaying hordes of orcs and goblins, and throwing yet another +1 sword in your bag of holding. In these early days of roleplaying, what eight giants are doing in a 10’x10’ room was less important than what their treasure rating was, and rescuing the beautiful princess isn’t something you did because it was morally right, but because of the 1000 gold piece reward. And finally, the adventures that didn’t have to be anymore detailed then “some giants are raiding the border settlements let’s kill em”, are the adventures you and your group still talk about to this day. So, rip open the Cheetos and pass out the Mountain Dew. It’s time to play some Classic Fantasy!

    By Rodney Leary, aka threedeesix. 196 pages. Published October 2009.

    The Modern Equipment Catalog 


    The Modern Equipment CatalogThe Modern Equipment Catalog gives you all the best military, police and survival equipment along with all the tools you need to get the job done. If the professionals demand it, you’ll find it here! Inside are nearly a thousand items of equipment, comprising an unparalleled selection of the finest gear available. It contains chapters on tactical gear, survival and outdoors gear, communications, electronics and IT, tools and technical equipment, sea, air and land gear. Alongside detailed descriptions and numerous photographs you’ll also find guidance and Basic Roleplaying rules suggestions for including items in your game.

    By Domenic de Bechi, aka Cyclic, and Rob Thomas. 220 pages. Published December 2009.

    Veni, Vidi, Vici 


    Veni, Vidi, ViciVeni, Vidi, Vici is a supplement for Rome: Life and Death of the Republic. It contains four scenarios that transport you to the first century B.C., the time of Julius Caesar. Run as a mini campaign, or used as single adventures, these scenarios offer exciting and deadly experiences - including riots, battles and the inevitable skulduggery of Republican Rome!

    The Ransom and The Promise feature the plague of piracy in the Mediterranean, with the frequent taking of hostages and the necessity to reassert the supremacy of Rome over the seagoing scum. In The Sacrilege the players will face an obscure intrigue and ethical dilemmas in a mystery adventure. The Invasion takes our adventurers to the most daring of Caesar's military adventures: The invasion of Britain.

    By Ken Spencer, aka IndianaKen, Pete Nash and Conall Kavanagh. 36 pages. Published by Alephtar Games December 2009.

    Aces High 


    Aces High
    Aces High is a mythical western supplement. It’s a different time, a time where violence is an everyday occurrence on the frontier of Civilization. A time of six gun shoot outs, red skins on the war path, dying cowboys under a desert sun. A time where the people drag a living from the land of dreams. Violence is an everyday occurrence on the frontier of Civilization. Dust swirls around a crimson sun, reminding every one of their possible success, telling them of their mortality.

    Prospectors are raping the hills for precious metals; dumping their waste in the fresh, clear rivers. Buffalo hunters slaughter vast herds of buffalo for their valuable pelts, leaving a wake of rotting carcasses, a mountain of bone and skulls. The Law can barely cope, as lynch mobs leave cadavers hanging from the trees. The Redskins fight for their very existence, caught between death and degradation. The old powers cannot compete with the new power from the East.

    By Stuart Godbolt, aka MrJealousy. 112 pages. Published March 2009.

    Rome 


    Rome
    Rome is a historical campaign setting covering the period from Rome's beginning in 753 BC to the end of the Republic in 27ish BC. The setting is full of exciting possibilities due to its early mythology, and the later political chaos.

    The book contain rules for character generation, information about the society, culture, mythology and religion, magic rules, info about the city of Rome, the games, the legions and a historical timeline, in addition to several dozen scenario plot seeds. Throughout the entire manuscript are inserted dozen of quotes from Republican authors which illuminate Roman life of that era in the voices of those alive at the time.

    By Pete Nash. 220 pages. Published by Alephtar Games June 2009.

    Basic Gamemaster 


    Basic Gamemaster
    Basic Gamemaster provides wisdom and advice on running Basic Roleplaying games. There are five main sections: the first discusses the duties of the gamemaster in devising and presenting roleplaying adventures. The second covers scenario-construction aids for the gamemaster including encounter tables, languages, treasures, and danger-classes. The third treats the social organization postulated in the Basic Roleplaying rules, particularly as they affect adventurer occupations, income, magic and so forth. The fourth explores ships and the sea; supplementary rules to use in your game. Finally, a ready-to-play scenario is presented, intended to be used with the average beginning adventurer group.

    By Greg Stafford, Charlie Krank, Ken Rolston, Sandy Petersen & Steve Perrin. 48 pages. Published May 2009.

    (Note: Basic Magic is basically a reprint of the gamemaster chapter from RuneQuest 3)

    Basic Magic 


    Basic Magic
    Basic Magic presents the four core Chaosium magic systems developed for use with the Basic Roleplaying Players Book. Here is Spirit Magic, derived from your ancestors and the spirits of old; Divine Magic, come from the gods; Sorcery, developed from within; and Ceremony, made powerful through ritual and chant.

    By Greg Stafford, Charlie Krank & Raymond Turney, aka raymond_turney. 68 pages. Published May 2009.

    (Note: Basic Magic is basically a reprint of the magic chapter from RuneQuest 3)

    Fractured Hopes 


    Fractured HopesThe setting is our world, some distance in the future. Humanity was caught in a war between an unbending machine race of our own creation, and a species of alien that used biotechnology and genetic manipulation as their chief weapons of war. People were used as conscripts by both sides. Many of these conscripts survived the cataclysmic Final Weapon, which broke the world into Fragments, which are isolated from each other to the point that each has its own micro-climate.

    While Fractured Hopes was written with larger-than-life heroics in mind, it can support a variety of play-styles, due to BRP's flexible nature. You can do gritty stories of survival in a devastated world, to cosmic duels with vast alien intelligences, and everything in between. There is an introductory scenario that does character creation for a group as an adventure in and of itself rather than a step that occurs before play. Characters come out of the adventure with a ship to sail between the remnants of the world, an enemy, and a reason to stick together.

    By Charles Green. 120 pages. Published October 2009.

    The River Terror 


    The River TerrorThe River Terror contains the winning entries from the 2009 Chaosium BRP Adventure Contest, the second of its kind. Explore mythic Australia, battle for lost New Caledonia, assist Boston police in a kidnapping, and make a strategic strike against the Nazi Occult Bureau in the 1930s! These and other adventures take place in different times and places, for Basic Roleplaying and the Basic Roleplaying Quickstart rules.

    By many authors. 168 pages total. Published October 2009.

    Basic Roleplaying 


    Basic RoleplayingThis tome of a book collects all the rules and options for one of the most original and influential role playing game systems in the world. From its origin, Basic Roleplaying was designed to be intuitive and easy to play. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying.

    By Jason Durall and Sam Johnson. 400 pages. Published May 2008.

    In Search of the Trollslayer 


    In Search of the TrollslayerIn Search of the Trollslayer is classic beer-and-pretzel dungeon-crawl filled with monsters, traps, and treasure! Your players will need to use their brawn as well as their wits to survive this dungeon. It is designed for 3-6 characters of Heroic Campaign power level. Other power levels may be used with some adjustment to encounters and obstacles. It is also suggested that the players create their characters using the total hit point option, as this will allow for a much more dynamic and exciting adventure. It is recommended that the party include at least one Wizard or Sorcerer, as there are several obstacles that will require their arcane skills to get past. This scenario is set in a dank and dismal swamp but could be placed in any campaign world with a few minor modifications.

    By Troy Wilhelmson. 48 pages. Published May 2009.

    Light without Shadow, Blade without Edge 


    Light without Shadow, Blade without EdgeLight without Shadow, Blade without Edge is a fantasy scenario, in which an ancient curse kills an obscure order of monks. Aeons later, the last island of human existence struggles against new masters of the world. Blood from those long-dead monks is the key to human salvation — and the last vial belongs to a vampire. You must steal it.

    By David Fitzgerald, aka DMF. 48 pages. Published August 2009.

    Val-du-Loup 


    Val-du-LoupVal-du-Loup is a setting for medieval adventures using the BRP roleplaying system. It details a backwards, danger-fraught region of the Ardennes forests, and is intended to serve for either an Early or a High Middle Ages setting. The monograph contains the following sections:

    The Middle Ages: a primer on life in the Middle Ages
    Val-du-Loup: detailed information about the setting itself
    Character Creation: hints on creating player characters suitable for the setting
    The Bestiary: animals, creatures of legend and encounter tables
    The Mythos Bestiary: for gamemasters wishing to use if for Cthulhu Dark Ages
    Secrets: more background information on important personalities
    Statistics: game statistics for all major characters and some stock characters
    A Black Heart and Prelude to War: two complete adventures

    The author of this historic fantasy setting is Guy Dondlinger, aka Gheedon. 160 pages long. Published July 2009.

    Agents of the Crown 


    Agents of the CrownAgents of the Crown combines Victorian heroic action in the tradition of pulp stories, comic books, and the Penny Dreadfuls of the 19th century with the solid play and tremendous versatility of the Basic Roleplaying system.

    Agents of the Crown allows players to take the roles of super-agents in Victorian England serving Queen and Country combating evil in a myriad of forms. Whether foiling assassination attempts against the country’s Royals or members of Parliament, or rooting out vile cult activity amidst the sweat and squalor of London’s Bainbridge Rookery, the operatives of her Royal Majesty Queen Victoria know the truth. Evil is out there and its minions are legion. They inhabit the edges of England’s vast, world-spanning empire, corrupting, waiting for their chance to sew chaos and disorder. And so the Agents of the Crown must face these threats as they come. One day it might be a terrible threat from beyond space and time, while the next it might be an all too human killer who stalks the innocent along rain-slicked cobblestone streets.

    By Scott Pyle. 96 pages. Published July 2009.

    Basic Creatures 


    Basic CreaturesBasic Creatures presents an assortment of creatures useful to players of Basic Roleplaying. These critters are drawn from a variety of eras and genres of fantasy and fiction, including: Allosaurus, Baboon, Bandersnatch, Basikisk, Bear, Behemoth, Brontosaur, Centaur, Crocodile, Duck, Dwarf, Elemental, Elf, Ghost, Giant, Gorgon, Griffin, Halfling, Harpy, Headhanger, Horse, Insect Swarm, Lion, Lizard, Manticore, Minotaur, Mummy, Nymph. Octopus, Ogre, Orc, Plesiosaur, Satyr, Sea Serpent, Skeleton, Spirit, Tiger, Troll, Unicorn, Vampire, Werewolf, Whale, Wolf, Wraith, Wyrm, Wyvern, and Zombie.

    By Sandy Petersen and Steve Perrin, aka StevePerrin. 52 pages. Published April 2009.

    (Note: Basic Creatures is basically a reprint of the creature chapter from RuneQuest 3)

    BRP Adventures 


    BRP AdventuresBRP Adventures presents thirteen adventures for the Basic Roleplaying system. These are drawn from the submissions from the first Basic Roleplaying Adventure Contest. Organized by genre, these stories illustrate the versatility of BRP and its adaptability to different kinds of storytelling.

    4 fantasy scenarios, 1 horror scenario, 7 alternate reality scenarios and 1 science fiction scenario is included.

    By many authors. 168 pages. Published March 2009.

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