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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Steve Jackson and David Pulver, and Sean Punch David Morgan-Mar. By Steve Jackson Games. The regular list price is $19.95. Sells new for $10.30. There are some available for $10.25.
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4 comments about GURPS GM's Screen.
  1. It's a GM Screen, tables, charts, etc. Pretty good selection and i like the multi-panel design. However, it is ruined by the cover art. Man, couldn't they find some better art? Even recycled art from older books would've been better than the disappointing cartoon-y purple travesty that is the cover of the GURPS GMs Screen.


  2. The GURPS GM Screen is a great reference for most of the tables that you would need during the course of a night's adventuring. This allows you to avoid flipping through your Basic Set books looking up these items. The inserts are extra-special too, with GURPS Lite and Character Builder and conversion. Great references. I must have been spoiled by the art of Dan Smith though, who did a lot of work on 3rd Edition Basic Set and other books. The current full color art leaves a lot to be desired. Maybe more from artist Alex Fernandez who illustrated GURPS Dragons would be the proper substitute for the missing Dan Smith.


  3. This is a perfect reference for a GM. Almost anything that a GM needs at his/her fingertips is on this screen. There are only two complaints I have.

    A) The artwork on the front of the thing is ridiculous and silly looking (almost Disneyish).

    B) The screen doesn't function extremely well as a screen. It has a little trouble staying standing up and is not quite large enough to hide all of my stuff behind. But it is functional at least.


  4. What could be more useful to a GM than a screen that doubles as a reference and a cover for his campaign secrets? This one for GURPS is very nice.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Justin Achilli and Jackie Cassada and DiPesa. Stephen Michael and Howard Ingham and Matthew McFarland and Chuck Wendig. By White Wolf Publishing. The regular list price is $26.99. Sells new for $14.75. There are some available for $14.94.
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1 comments about Mage Magical Traditions (The World of Darkness).
  1. For those who complained about the 'lack of cultural depth' in Awakening, this supplement will change all of this misconceptions. Magical Traditions introduces the idea that at least some Mages draw on real world occult practices, whether out of genuine belief or sheer pragmatism. The first section of the book, in fact, goes into detail about how (and why) to incorporate various mythologies, occult traditions, paranormal phenomena and folklore into your Mage game, as well as introducing options for changing the setting. Most important is the Magical Tradition Merit, which gives concrete benefits for adherents of a particular Tradition.

    The rest of the book is filled out with several sample Traditions, but the guidelines are easy enough that with a bit of research (even just wikipedia or your local library) you can easily make up new ones wholecloth. Each section includes not only details on the belief system (adapted for the cosmos of Mage) but also some new Rotes and a sample NPC as well. First we are presented with 'traditional' beliefs, those from ancient times such as Hebrew kabbalah (complete with golems and correspondences on the sefiroth) and Taoist alchemy. Next it moves on to more modern beliefs such as Santeria (which recieved a very well-detailed chapter, I might add), the secret rites of the Knights Templar, and THEOSOPHY! Finally, the book closes with two 'fringe' Traditions - Appalachian Hoodoo and New Age ethnogenic cults... The former being the rich folklore and superstitions of the South, while the latter is hippie psychodelia, McKenna-esque shamanism, and even UFO cults.

    All in all, a very well done book in my opinion. It certainly adds another layer of complexity to Mage. And aside from giving more than enough detail to make your own Magical Traditions (which should be able to cover any belief your players could want, from Tantric Hinduism to Mayan astrology to Haitian Voudon to medieval alchemy), the book also comes with several Traditions that can be used straight out of the box, or adapted with some work. And whats more, each comes with details on occult correspondences and new Rotes to boot. This book will almost certainly add to any Mage chronicle.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Richard Pett. By Paizo Publishing, LLC.. The regular list price is $19.99. Sells new for $11.35. There are some available for $10.99.
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No comments about Pathfinder #9 Curse Of The Crimson Throne: Escape from Old Korvosa (Pathfinder Curse of the Crimson Throne).



Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Gary Alan Fine. By University Of Chicago Press. The regular list price is $25.00. Sells new for $20.89. There are some available for $19.76.
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2 comments about Shared Fantasy: Role Playing Games as Social Worlds.
  1. One of the most comprehensive books on the phenomenon of role playing games as they emerged in the 80's, it explores the social psychological implications of playing these games, the personalities attracted to the games and the structure of the games themselves. I used it as a primary reference for my thesis 11 years ago and I believe it is still relevant now, even with the preponderance of computer role playing games. Although, the interactive, cooperative element of sharing fantasy around a tabletop may have faded...the same sharing takes place across continents through cyberspace.


  2. One of the most comprehensive books on the phenomenon of role playing games as they emerged in the 80's, it explores the social psychological implications of playing these games, the personalities attracted to the games and the structure of the games themselves. I used it as a primary reference for my thesis 11 years ago and I believe it is still relevant now, even with the preponderance of computer role playing games. Although, the interactive, cooperative element of sharing fantasy around a tabletop may have faded...the same sharing takes place across continents through cyberspace.


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Posted in Role Playing Games (Sunday, October 12, 2008)

By White Wolf Publishing. There are some available for $19.89.
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5 comments about Mage: The Ascension (Revised Edition).
  1. This game is a descendant of an older White Wolf Game called Ars Magica. The basic concept of this game is to posit a "reality" in which various styles and traditions of magic and technomagic exist in a world much like our own (the World of Darkness). Imagine an RPG (role playing game) in which you play the equivalent of a character like Neo from the "Matrix" who possesses the power to bend reality to your will. This game offers such possibilities. While several editions of this game are available, this latest revision makes the game more playable than all the prior versions. In this new and improved system Mages (those who can work magic) are more restricted by the beliefs of humanity, less able to interact with powerful Mages who are exiled from Earth and more able to create a world of their own. The setting has evolved with the times, modernizing it, streamlining it and putting it in line with the other World of Darkness games such as Vampire and Mummy. The game mechanics are a vast improvement and make the game simpler and more enjoyable. This is truly one of the best RPG games in the market and as a long time storyteller and player it receives my highest rating.
    Enjoy!


  2. I run a a Mage LARP, not a tabletop. However, I have still found this book to be a valuable resource.

    Where the Laws of Ascension books skim over details, this book fills in the gaps. I have no experience with the previous incarnations of this game, but I like the direction this game is going in.

    This game focuses on the small changes that characters can make to make bigger changes for the world. It gives storytellers more room to take the game in the direction they want it to go in.



  3. I remember Mage: the Ascension from it's first edition way back when, and it was a really good tabletop RPG. Players were mystic (or even technomantic, in the cases of the Virtual Adepts and Sons of Ether) revolutionaries fighting for mankind's freedom of thought, misfits championing ancient and/or fringe beliefs that could make people's lives better, protectors of cultural diversity in the face of the Technocracy's homogenizing cultural influence.

    I remember Mage Second Edition, which refined all this a bit and delved more into how Mages fit into the rest of the World of Darkness. This, too, was good, as Mages are as much a part of the world as anything else.

    And now there's the revised edition, the one above. The Technocracy and the spirit worlds aren't really dealt with in this book to leave space for dealing with the core rules. Yes, those things are important, but they have long since had their own sourcebooks for players interested in them. The Umbra in particular isn't discussed because starting players, given the current (as of this book's publication) metaplot, can't get there. Mages have been cut off from their friends and places of power in the spirit worlds, and are now forced to do what they had been avoiding for so long: dealing with the rest of the world on a regular basis. How do you champion individuality for an apathetic populace? How do defend freedom of thought for people who don't want to think for themselves? Is it worthwhile to aspire for wisdom, enlightenment, and personal gain while the rest of the world goes to hell in a handbasket?

    This edition of Mage: The Ascension is just as good as all the others, and brings up whole new themes for players and Storytellers alike to enjoy.



  4. This item is not the Mage book. ISBN #1565044401 is The Mage Tarot deck.

    I couldn't wait to see a deck published after being teased with scattered images of tarot cards in the Mage books, and this is a full deck. All 78 cards!

    In addition to the spreads, and interpretations for each of the cards, the booklet lists associations with the traditions, concepts, and creatures of the "World of Darkness". There are also ideas for using the cards to aid in character creation, suggest plotlines and subplots, and more.

    This deck is meant as more of a storytelling tool than as a true tarot deck, but I like it both as a gamer, and as a tarot collector.


  5. Not quite sure why this revision of Mage: The Ascension scored such a low rating, this is possibly the best revision of the game available. The game is a complicated one, but if handled with creativity and drive one can easily master playing one of the greatest role playing games ever made.

    Originally modeled after Ars Magica the role playing game, Mage is a tale about wizards fighting in the modern world. While it bears only some "Tradition" names in common with Ars Magica it holds its own as a solid and unique role playing game. These mages are not the pointy hat, robbed fellows you find in Dungeons & Dragons; the mages in Mage are average people with a unique ability to manipulate reality. The revised edition also brings to light an abstract thing called Paradox - reality's way of snapping back and harming the Mage for creating something out of the ordinary.

    The revised edition of this game is truly remarkable and explains in detail how such things as Paradox and magic Spheres work (the mage's magic powers so to speak). Many have accused the role playing game of being too convoluted but the intelligent role player will - perhaps with some effort at first - be able to understand how Paradox works and describe it either in text or words depending on what type of RP game he or she is playing in (the same applies to Spheres).

    Paradox for all intents and purposes isn't a straight forward thing, instead if the mage creates something out of the ordinary or botches on a magic role he suffers the number of paradox points mentioned in the box - this is, of course, all subject to change as the GM of a game is the final authority in what is considered "breaking the rules." Paradox is then explained. It isn't merely a force which "hurts" the mage; it is a plausible, almost coincidental occurrence which can render the mage in quite a bit of pain or... in some cases, dead. One major struggle then in mage is trying to make your magic seem like mere "coincidence" so as not to upset the forces of reality.

    The magic Spheres covered in this book are excellent - in no other revision has the magic in Mage been given so much creativity - unlike any other role playing game you now have the chance to make up your own spells and enchantments. Perhaps alone worth the price of the book, the Spheres section goes over each and every magic Sphere in the game and gives you detailed descriptions of what each and every level does.

    Fireballs from fire and earth shaking spells from earth? Not a chance, in this game you actually get to make your own spells - mixing Forces and Prime for instance to summon something out of the blue (the Prime Sphere, a flame for example) and propel it (a decent mastery in the Forces Sphere), which can essentially make a fireball (if you want to risk getting the effects of Paradox).

    It goes without saying that this role playing game was not made for small table top groups, instead it is better played on a "World of Darkness" game online in which other players play humans, vampires, and werewolves among other things - a world in which seeming "normal" is very important. More importantly magic can be explained in lengthily prose as too can be explained the effects of Paradox whereas in a tabletop game this might be difficult.

    I've read a number of complaints in reviews on how little Nephandi, Marauders and the Technocracy are covered. This is more than intentional and the reason for it should be a little more than obvious: with source books on the way, it goes without saying that White Wolf should leave quite a bit of information out. I'm /not/ a fan of this either, but Dungeons & Dragons releases books where you have to buy every single source book in order to keep up with the game, I figure White Wolf is ahead of the game by putting out a playable system every time they release a core book but require individuals to buy additional sourcebooks. (Many of the sourcebooks in D&D are also quite useless - as many D&D fans know but also know they serve as essential references with information intentionally left out of the campaign books. White Wolf's sourcebooks typically cover everything in good detail.)

    As a GM in a number of White Wolf systems I'd have to suggest readers to disregard comments telling them not to pick up the revised edition of Mage as a starting point. Many of the essential game components, such as Paradox, Magic Spheres, botch rules, and other die rules are covered poorly in previous editions - while I mean no disrespect to reviewers who feel otherwise, revised is essential to play in mostly any Mage game (especially online).

    Lastly one of the major complaints about this game system is that it describes the Technocracy as winning the Ascension War. If you have a problem with it, like most GMs you should create your own source material to give to players telling them of any plot/epic level changes you made. Again, everything in this game can be changed and quite easily (the effects of Paradox are not the result of the Technocracy mind you, they are instead the result of a mindset which humankind has developed... disbelieving magic, believing more in technology, a mindset which makes this game realistic).

    A /substantial amount of creativity is needed on the part of the player./ It is warned at the beginning of the book that this core book should be used as a guideline only - skip that in Vampire: The Masquerade if you'd like, but in Mage it is essential for proper game play.

    Describing things in depth creatively comes before any and all die rules when playing mage (if you dislike this idea than perhaps the game system isn't right for you, if you like it though, give the game a try). That being said this game cannot be played properly after simply reading over the book, it takes a long time of practice with writing descriptively or speaking descriptively should you venture to play it at a tabletop. The rewards of playing this game system are amazing though as you will be able to play something creative and unique with magical powers in a realistic world.

    The only downside with the game is that it is difficult to consistently think of creative ways to play your Mage (something which is essential). While I'm sure this game will provide the you - the reader - with months of entertainment, it is possible for the enthusiasm to die down after a few years (whereas D&D games can be adapted and revised by GMs for years of Friday night game sessions... so it might be more trouble than it's worth).

    Superb game all in all! In my opinion this is certainly one of the best and most creative games White Wolf has to offer!


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Tsr. By TSR. The regular list price is $10.95. Sells new for $7.00. There are some available for $27.14.
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1 comments about Ravenloft Monstrous Compendium Appendix II: Children of the Night (Advanced Dungeons & Dragons, 2nd Edition).
  1. I think that this volume has lost focus. The monsters seem completely uninspired (come on - a brain in a jar! ) and most hark from other, better sources. The black-and-white art seems to be low-grade and threatens to rub off on contact (on further examination the suspicion proved true). The saddest part is that all creatures are accompanied with background stories a la Rogues Gallery, but infinitely poorer, barely even scraping the surface of Ravenloft's nature. It really hurts to see this sort of thing from TSR.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Classic Battletech. By FanPro. The regular list price is $24.99. Sells new for $24.97. There are some available for $21.87.
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4 comments about Classic Battletech: Dawn of the Jihad (FPR35023) (Classic Battletech).
  1. First, I want to say that I'm not a fan of the new format FanPro has picked up for its recent run of sourcebooks. I was expecting sometime akin to the FedCom Civil War, with details on which divisions hit where, so on and so forth. Nope. This book is done up similar to Interstellar Players, as a collection of breaking news stories and political commentary show-clips. Inventive, but not what I was hoping for.

    That being said, I did enjoy the book. It addresses the opening steps of the Word of Blake Jihad in all of the Successor States, the counter-actions of ComStar, and even some unconnected but similar unrest amongst the Clans. The Word of Blake believes that they are leading humanity to the light. . . but in reality are plunging it into impenetrable darkness.


  2. Like the other reviewer, I'm not a big fan of the "news story" format, but I still think this is a good sourcebook. It kind of leaves you hanging when it comes to some of the info, but that's what will make me buy the other sourcebooks when they are published. I just hope that all is eventually revealed in these sourcebooks, rather than having to glean things from other sources like their online publisher battlecorps.


  3. Unlike the first two reviewers I enjoyed the new layout and the media stories. I enjoyed the fact that the book left a lot of open ends for authors to follow up on later. I was not as interested in what regiment hit where, that I think will come in a later book. Without novels to expand the story line, TRO's are changing to allow us to stay in time with the universe and this does that very well. Hopefully [...] will follow up with stories that tie up loose ends.


  4. I was sorry to see Battletech go after Loren Coleman's "Endgame", but got right back into it (now Mechwarrior) with the release of Dark Age. Even though DA is ok, I still prefer the classics, so I was really excited to see that the gap between the two time periods was going to be bridged. I must also agree with the first reviewer of this book - FanPro tried to 'fudge' its way out of having to produce both novels and sourcebooks by kinda mashing the two into one. Although I did enjoy the book, it really wasn't what I was hoping for. I was also hoping for something akin to the FedCom Civil War, but what can you do? I would actually give this book 3.5 stars if I could, but I decided to round up for the sheer fact that Battletech continues to live and thrive in a renewed galaxy of unprecidented chaos.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Ian Lemke. By White Wolf Publishing. The regular list price is $12.95. Sells new for $31.43. There are some available for $0.69.
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5 comments about Laws of the Night (Mind's Eye Theatre).
  1. This book is great for those Children of The night who are bored of "sit-down" role-playing. With this book you get everything you need, from merits and flaws to info on bloodlines! This book is set up well for new and old players alike who want to get into LARPing (live-action role-playing) I give it two thumbs up!


  2. I loved this book, it's the perfect reference for any gamer. It is very complete but still stays concise. You can find the answer to almost any question in a matter of seconds. It is easy to carry over and insures the fluidity of the game.


  3. I STARTED PLAYING THE GAMES 3 WEEKS AGO I GOT THE BOOK 1 WEEK AGO IT MADE PLAYING THE GAME A LOT MORE FUN AND I KNEW WHAT I WAS DOING.


  4. It should be noted that there is a revised edition of this book (September 1999, by Jason Carl). There seem to be some fairly significant changes, so if you are looking for a manual to explain the rules of an existing LARP, find out which edition they are using before you make your purchase.


  5. umm.. I like it. it will make dwiggit happy.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Kirk Botulla and Shane Hensley and Nicky Rea and Teeuwynn Woodruff. By Wizards of the Coast. The regular list price is $18.00. Sells new for $10.00. There are some available for $4.15.
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5 comments about Monstrous Compendium Appendix III: Creatures of Darkness (Advanced Dungeons & Dragons, 2nd Edition, Ravenloft Accessory/2153).
  1. Just what I need. Finnally, that "Summon Planar Creature" spell can summon more than just Imps and Baatzu.


  2. Wow!

    All I can say is........WOW! This is the treasure trove of the unique, original, and inspiring creatures I have always longed for... The art is amazing, the text is well-written, the book is sturdy and very attractive, and the content is....... simply put, oustanding. This is a sort of book that you lift up and say " why haven't I heard of this earlier! " or " why haven't they released this a couple years ago! ". Every single creature is so original and unique, they fully deserve to have legends written about them. BUY THIS BOOK!



  3. WOW! The best monstrous compendium(other than ravenloft) ever created! It has all the elementals one could ever want, including Ice, Ash, radiance, magma, ooze, and even Vacuum! An almost-Must-have for any party with a high level wizard with access to the conjuration/summoning school! The other animals in this book are also incredibly cool. also includedin the front and back of the book are guides to the way creatures react with each other, and harmless residents of the inner planes!


  4. For their third compendium release, the planescape team (directed by Monte Cook) decided to concentrate on monsters from the inner planes. The idea is a good one and the new monsters presented in this book are among the strangest players will ever come across. As for the older monsters, most of them taken from the original Monster Manuals they fit very well in the book and the new informations & drawings of them are excellent. The result make for a refreshing book that I definitly recomend to experienced players & Dm who are tired of the same old monsters and think they have seen it all. However if you are just starting a campaign or do not intend to adventure on the planes this book will only hold a marginal interest for your campaign.


  5. As of the writing of this review I am running a inner planes Campain. There our 2 books which have proved useful. This is one of them. Most the monsters our found in the inner planes and really help flush out that part of the Planescape Campain setting. The other book The Inner Planes is also wrote by Monte Cook the 2 our surprizingly compatible which is nice.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Kevin Siembieda. By Palladium Books Inc. The regular list price is $17.95. Sells new for $9.70. There are some available for $3.96.
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4 comments about Rifts World Book 2: Atlantis.
  1. This is a well written book, with tons of information on the Splugorth, and other minions of Atlantis. There are also plenty of O.C.C.'s and R.C.C.'s to choose from and loads of ideas for new adventures. A must have.


  2. Characters such as the Tattooed Men make this book unique and intersting to play. Information about the Splugorth give it the variety of both good and bad characters needed for a good champain. And the equipment and weapons are awsome!


  3. Although this book is full of great information for players and game masters looking for new and interesting characters to mix it up with in their campaigns, it lacks the depth that other of the rifts world books have. The book may touch on the basic motivations of the Splugorth and their minions and allies, but it doesn't get into the specific plans that each has. These details would make it easier to see how one might work the new powers that be into an existing campaign. The author suggests in the preface that this is some of his best writing to date, but I have to disagree when this work doesn't include any stories or excerpts from the lives of rifts characters that have seen Atlantis and experienced its realities first hand (see Rifts Federation of Magic and one Coalition officer's experience with some demons his troops run into)


  4. I was really excited to learn about Atlantis in the Rifts main book and looked forward to an intricate, exotic realm. I was left slightly cold.

    Rifts Atlantis is the heart of a massive alien empire which thrives on a slave trade, including many unfortunate human and humanoid races. This makes Atlantis could be a bad idea for greenhorn PCs, because if they act up, the heat will be on them in no time. If you do run an Atlantean campaign, you have to be careful in setting up the game balance.

    On the other hand, there is a great variety of new OCCs, RCCs, and magic, including Splugorthian biomagic (biotechnology meets magic, rather like a technowizard, although this stuff is much more powerful than a technowizard). There is quite a bit of fodder for GMs, and this alone may recommend the game to you.

    My chief gripe is that with all the new gear and character classes, we have more of a sourcebook than a worldbook. In the Vampire Kingdoms book, we had a map of Ciudad Juarez which showed buildings of note and the turfs of the various gangs. We have some general descriptions of the Atlantean cities, but nothing that really does justice to them. I really think that such a big, advanced and decadent society should have had a deeper treatment, at least for the capital city of Splynn.

    In short, if you buy this expecting learn about Atlantis, you may not get all that you want to learn (I have, however, heard that there is a worldbook specifically for the Slave Market in Splynn, so perhaps they do justice to the continent after all). If you want new baddies and technology to supplement a campaign in perhaps North America or Europe (i.e., a Splugorthian party is scouting out human settlements or advising demons on how to fight the CS or NGR), this has a lot of stuff.



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GURPS GM's Screen
Mage Magical Traditions (The World of Darkness)
Pathfinder #9 Curse Of The Crimson Throne: Escape from Old Korvosa (Pathfinder Curse of the Crimson Throne)
Shared Fantasy: Role Playing Games as Social Worlds
Mage: The Ascension (Revised Edition)
Ravenloft Monstrous Compendium Appendix II: Children of the Night (Advanced Dungeons & Dragons, 2nd Edition)
Classic Battletech: Dawn of the Jihad (FPR35023) (Classic Battletech)
Laws of the Night (Mind's Eye Theatre)
Monstrous Compendium Appendix III: Creatures of Darkness (Advanced Dungeons & Dragons, 2nd Edition, Ravenloft Accessory/2153)
Rifts World Book 2: Atlantis

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Last updated: Sun Oct 12 05:45:33 EDT 2008