Game Master's GuideIt's a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. They're all in here ready for you to use in your Gamma World campaign.This book gives you solid, practical advice. Learn how to modify the rules for the right balance of adventure and danger, how to convey your chosen genre in description and pacing and how to plan and run a campaign from exciting start to rousing finish. You've got good ideas — put them to work |
36.95 |
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Player's HandbookThe Final Wars destroyed civilization. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind. The Gamma World Player's Handbook presents a new edition of the classic sci-fi adventure game, energized for the 21st century! Play humans, mutants and new races created in the chaos of the Final Wars, out not just to survive but to thrive in the midst of adventure, danger and mystery. |
37.95 |
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Machines and MutantsOnce, not so long ago, scientists played with genes like toys, and created computers that thought and dreamed. Then came the Final Wars, and the rise of the Gamma World. Now, new species of plants and animals fill the places humanity once ruled, and things that were once tools prey on the descendants of their makers. This first supplement for the popular Gamma World campaign setting covers things both animal and mechanical that roam the post-apocalyptic future. Youll find descriptions of mutated creatures and of electronic 'species,' with rules for use as both monsters and as player characters. |
41.95 |
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Out of the VaultsThe warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose... for good or evil. What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This book lays it all out, along with new rules for analyzing mysterious technology and improving the technological level of the heroes and their community. |
26.95 |
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Into the Unknown |
29.95 |
Last Updated November 15, 2004