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Mutants & Masterminds: Mecha & Manga

Mutants & Masterminds: Mecha & Manga

[GRR 2524]

This sourcebook takes Mutants & Masterminds from its Silver Age roots into a whole new style - Japanese manga and anime! Inside youll find all-new character archetypes, rules for mecha design and creation, campaign advice, and exciting worlds with adventures galore
True20 Freeport: The Lost Island

True20 Freeport: The Lost Island

[GRR 1908]

This True20 Freeport adventure takes the heroes from the streets of Freeport on a dangerous voyage through uncharted waters to a mysterious island. Whats there and who wants it? Who is a friend and who is an enemy? Find out in The Lost Island!
A Song of Ice and Fire RPG: Peril at King

A Song of Ice and Fire RPG: Peril at King's Landing

[GRR 2702]

A call sounds from Kings Landing, an invitation for bold champions from across Westeros to test their prowess against their peers for wealth and fame. Yet beneath the pomp and circumstance of this grand tournament, there are whispers of treachery and wicked plots. Martial glory is there for the taking, but the greatest prize will only be won by skillful play of the game of thrones.
A Song of Ice and Fire Narrator

A Song of Ice and Fire Narrator's Kit.

[GRR 2704]

As a narrator you have your hands full when running the game, but that just got easier with the Song of Ice and Fire Narrators Kit. This handy accessory features a 3-panel hardback screen with useful tables and charts on one side and a beautiful illustration of the Wall on the other. The Narrators Kit also includes a full color poster map of Westeros and a 16-page introductory adventure by Steve Kenson. Get your campaign ready to go with the Song of Ice and Fire Narrators Kit.
Mutants & Masterminds: Wild Cards - All-In

Mutants & Masterminds: Wild Cards - All-In

[GRR 2525]

All-In presents five ready-to-play Mutants & Masterminds scenarios set in the fantastic world of Wild Cards. Meet some of the most famous (and infamous) characters of the novels, like Golden Boy, Modular Man, and the Great and Powerful Turtle, and give your aces and jokers the chance to join their ranks by making names for themselves.
A Song of Ice and Fire RPG HC

A Song of Ice and Fire RPG HC

[GRR 2701]

The King is dead! Freed from the grip of mad King Aerys II, Westeros emerges from a bloody civil war as Robert Baratheon attempts to bring a lasting peace to the Seven Kingdoms.Based on George R.R. Martins fantasy epic, A Song of Ice and Fire Roleplaying gives you everything you need to play and run games in the Seven Kingdoms.
Deck of Many Things (d20)

Deck of Many Things (d20)

[GRR 3005-S]

The most famous artifact of them all comes to life with Green Ronins Deck of Many Things! Each deck in this d20 fantasy accessory includes 24 tarot-sized cards beautifully illustrated by Eliane Bettocchi. Offered in 12-count displays.
Mutants & Masterminds: Freedom

Mutants & Masterminds: Freedom's Most Wanted (OGL)

[GRR 2520]

What are heroes without villains? Unemployed, thats what! Fortunately, Freedoms Most Wanted provides heroes with corrupt crimes to solve, dastardly plots to unravel, and sinister super-villainy to defeat in the award-winning Freedom City campaign setting for Mutants & Masterminds.
Walk the Plank

Walk the Plank

[GRR 3006]

Players represent the worst pirates in a captain’s crew. The captain has rounded you all up because you’re all too lazy, too stupid, and simply not worth the rum and loot you get paid. The captain has decided he is willing to keep only two of you in his crew. To prove you are worthy, you will fight amongst yourselves, trying to shove other players’ pirates off the end of the plank while keeping yours alive.

The last 2 pirates still alive win the game.


MM Pocket Players Guide (OGL)

MM Pocket Players Guide (OGL)

[GRR 2510]

All the rules and less book...
True20: Warrior

True20: Warrior's Handbook

[GRR 1713]

From brutal hand-to-hand fighting with primitive weapons to shootouts with modern or futuristic armaments, this sourcebook provides new options and enhancements for the True20 combat rules, new skills and feats for warrior heroes, and expanded rules for mass warfare.
Buccaneers of Freeport

Buccaneers of Freeport

[GRR 1907]

Set Sail for Adventure!



If Freeport is known for anything, its pirates. Sure, the city has a history of attracting criminal groups, corrupt merchants, and politicians
True20 Adept

True20 Adept's Handbook

[GRR 1712]

The second in the series of sourcebooks spotlighting the three primary roles of True20 Adventure Roleplaying, the Adepts Handbook expands on the role of supernatural powers in the game, looking at alternate ways of handling them and how to customize power-sets to suit different types of adepts, from fantasy sorcerers and priests to sci-fi psionics and modern day psychics and more. It also provides expanded feats, skills, and powers for the adept role. Take your heroes and your adventures to the next level with the True20 Adepts Handbook.
True20 Adventure Roleplaying, Revised Edition

True20 Adventure Roleplaying, Revised Edition

[GRR 1714]

Worlds of Imagination & Adventure Await You!



With True20 Adventure Roleplaying you embark on journeys of the imagination, with heroes and stories you and your friends create. This book tells you everything you need to know to play an exciting adventure roleplaying game: how to create your own heroes, how to handle action and conflict, how to narrate adventures, and how to keep it all fair and fun.



True20 simplifies and streamlines the adventure roleplaying experience: everything is resolved using the same core system and all you need is a single 20-sided die to play! Theres no bookkeeping of points, whether hit points, power points, or experience points. Game play is fast and furious thanks to innovations like the Toughness save damage system, based on the award-winning Mutants & Masterminds RPG. You can use True20 to model nearly any genre, from fantasy and horror to modern action and science fiction.



This Revised Edition of True20 Adventure Roleplaying includes the entire contents of the True20 Companion. That means you get the following great resources right in the core rulebook for the first time:



* Role Creation: Build your own heroic roles for True20, or just modify the roles of adept, expert, and warrior to suit the style of game you want to run. With the easy-to-use system you can create any heroic role you want, or even eliminate roles altogether, making each characters progression unique!

* Genre Development: The Revised Edition also presents information on four popular genres of roleplaying: fantasy, science fiction, horror, and modern action, with guidelines, suggestions, and optional rules for using True20 Adventure Roleplaying to create heroes and tell stories in those genres.



All this and more awaits you. If you want a fast, simple, and fun game system thats still familiar to players of the worlds most popular RPGs, if you want a vehicle for traveling to new worlds of adventure, then True20 is for you!



True fun, true excitement, true adventure...



True20
World of Freedom

World of Freedom

[GRR 2519]

nfinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more! Worlds of Freedom expands the usefulness of the Freedom City campaign setting and takes your heroes to infinite worlds of adventure!
Book of Magic

Book of Magic

[GRR 2518]

A Manual of Mysterious Magics!



By the Shining Sigil of Sirrion! The Book of Magic is the complete Mutants & Masterminds sourcebook on the Arts Arcane, all that is magical and mysterious. It is a guide to comic book magic, providing everything players and Gamemasters need to run games based on magical comics ranging from light-hearted to dark post-modern and everything in-between.



The focus is on magical characters and settings, but with an eye towards integrating these characters and elements into a more general superhero series. In the pages of the Book of Magic youll find:



* Six new hero archetypes and seven new villain archetypes, along with numerous supporting cast, minion, and creature archetypes, all ready for use; a complete cast of characters!

* Eleven styles of magic and dozens of spells and magical items for mystic heroes and villains, from the All-Revealing Light of Abbridon to Yigs Inexorable Transformation, from the Abyssal Trident to the Wishing Ring.

* The mystic secrets of the Freedom City setting, including cosmology, history, heroes, villains, creatures, magical items, and more! Plus eight mystic series frameworks to give you starting points for your own magical M&M game!



Plus a history of magic in comics, mystical dimensions, character creation, adventure creation, series advice, and more! Learn the secrets of superheroic sorcery from the Book of Magic and...



Make your M&M magical!
d20 Freeport Companion

d20 Freeport Companion

[GRR 1906]

The d20 Freeport Companion is a rules supplement for the Pirates Guide to Freeport. Its 160 pages are packed with all the support you need to run a d20 Freeport campaign. In addition to giving game stats for all the major characters, the d20 Freeport Companion provides new core and prestige classes, famous magic items, an insanity system, new spells and incantations, and an introductory adventure.
True20 Expert

True20 Expert's Handbook

[GRR 1711]

The first in a series of three sourcebooks spotlighting the heroic roles of True20 Adventure Roleplaying, this handy sourcebook details the expert role, including new information on skills, feats, and diverse paths suited for a variety of adventure genres. The True20 Experts Handbook also takes an expanded look at equipment and details suitable challenges for expert characters, from traps to cunning foes and beyond. Take your characters and your adventures to the next level with the True20 Experts Handbook.
Cults of Freeport

Cults of Freeport

[GRR 1905]

Unlock the Sinister Secrets of Freeport!





From the moment of Freeports inception, the subversive cults of terrible and fearsome gods have plotted and connived to find a way to bend the city toward their own sinister goals. From the dreaded Brotherhood of the Yellow Sign to the alien priests of the snake-god Yig, it seems Freeport is infested with these strange and unsettling groups. Whether allied to some dreaded demon prince or serving a bloody ghost who demands his children kill for the love of killing, the cults of Freeport are a constant and dangerous threat, forces of such evil they nearly defy description. Most Freeporters may wonder what villainy is afoot, but many have learned to not look too closely, for sometimes its better not to know what malfeasance brews in their neighbors home ... or beneath their very feet.





Cults of Freeport peels back the swashbuckling facade of this infamous city to take an unflinching look at some of the most disturbing groups that call this city home. Inside this blistering sourcebook, youll find eight lavishly detailed cults, including a detailed description of the cults goals, motivations, tactics, and their impact on the city. In addition, each entry includes an overview of its membership, its recruitment policies, and tons of plot frameworks to help you feature these groups in adventures of your own design. Inside this sourcebook, youll find details on all of the following cults:





* The Brotherhood of the Yellow Sign: A foul group of madmen devoted to the horrific Unspeakable One.


* The Priesthood of Yig: The ancient religion of the lost Valossan Empire that seeks to find its place in a world dominated by lesser races.


* The Lost Souls of Yarash: Bloodthirsty pirates that butcher innocents to glorify their bloody-handed god.


* The Esoteric Order of Starry Wisdom: A hidden cabal of wizards behind Freeports Wizards Guild who search for the power contained within the elusive Azoth Stone.


* Scions of the Destroyer: A filthy cult of demon-worshippers, they strive to release Abaddon from the Bottomless Pit and usher in the final age of the world.


* The Charnel Children: A ghoulish pack of cannibal children led by a muttering lunatic devoted to the bestial Charnel God.


* The Society of the Velvet Whip: Deviants dedicated to the exploration of pleasure and pain, they infest Freeport and erode its morality with their excess.


* The Obsidian Brotherhood: A strange cell of killers and scholars united in their thirst for the knowledge contained within the fragments of a being known only as the Wanderer.





Cults of Freeport follows the pattern established in The Pirates Guide to Freeport in that it dispenses with game statistics to ensure this sourcebook useful no matter what campaign setting you use or game system you play. The Brotherhood of the Yellow Sign was just the beginning. Learn the unspeakable truth about Freeports corruption in Cults of Freeport!
The Deck of Illusions

The Deck of Illusions

[GRR 3007]

The Deck of Illusions is a tricky d20 magic item that has helped more than one adventuring party out of a tough jam. Just tossing a card creates an instant ally, or at least the illusion of one! Green Ronins Deck of Illusions brings this wondrous item to life with 36 tarot-sized cards, with each fearsome threat marvelously illustrated. When you absolutely have to pull a red dragon or a frost giant out of your back pocket, reach for the Deck of Illusions!

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