Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, April 13, 2015

Vergeltungswaffen - Game

Factions

Th Order (a mysterious and cryptic group of illuminati), is putting together a group of braves who are to find out what's happening in Egypt. The fact is a famous professor, namely professor Stone, sent a strange and allarming message from a small town in Lybia, the message is "Vergeltungswaffen".
This professor Stone is a friend of the Order and if he thought it was wise to inform the illuminati, this means something bad is happening. Moreover, mr. Stone is missing, and nobody has news about him. So the Order has put together a bunch of braves to rescue him. For this service everybody will get something...

The Maquis, french resistance. They've been promised goods and helps for their fight against the Nazis. They are useful as North Africa is still mostly French Speaking.

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GURPS WWII

GURPS WWII: Weird War II
Available as a digital file!
Compiled by Kenneth Hite * Edited by Kenneth Hite with Gene Seabolt
Cover art by Gene Seabolt * Illustrated by Gene Seabolt
GURPS Line Editor: Sean Punch
147 pages. PDF. * Price $9.99 * Stock number 30-8019
Always Available – Click here to buy!
144 pages. Softcover. * Suggested Retail Price $9.95
Stock number 8019 * ISBN 1-55634-661-1
Out Of Print – Click here for dealer info
Everyone's heard the stories of World War II – now take a look at the stories your teachers couldn't tell you in high school. Nazi mystic archmages, SS super-"human" troops, secret antarctic bases, "foo fighters" – and that's just what the Axis was up to! Now your characters can fight the occult Nazi menace as well. Race for the Ark of the Covenant, steal Nazi tomes, and fight the Werewolves in this unique supplement to the GURPS WWII system.
Related Products
  • GURPS World War II – An overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles.
  • GURPS Weird War II: The Secret of the Gneisenau – An adventure with even more weirdness for a very strange war.
  • Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS – as well as many of our other game lines. Surf our site for the files you want . . . and get them instantly with a credit card or PayPal!
Resources

Weird War Two d20: Blood on the Rhine

In the original Weird War II, players play as Allied soldiers during the Second World War. The setting presents a supernatural element, and characters face (and drive) haunted vehicles, fight mutant Nazi soldiers and investigate the supernatural. Heroes who face the supernatural can be offered membership in the Office of Supernatural Investigations (OSI), which then allows them to take the OSI Chaplain and OSI Adept Prestige Classes (which grant access to Divine and Arcane Magic respectively). Magic is handled differently in this setting than in other d20 settings, being cast by means of Runes and causing Fatigue to the caster.

Hitler and his Nazis have their own magic-users: Blood Mages, who can be amongst the toughest foes the players will face.

Blood Mages are essentially Adepts of Evil Alignment, which grants them the power to draw upon the 'innate evil' of places such as Death Camps and battlefields. Because the only difference between a Blood Mage and an Adept is Alignment, it is possible to play an Allied Blood Mage, though not recommended, as both the OSI and the Sons of Solomon (a secret organization devoted to hiding the supernatural) will come after them if they are discovered.

Magic is low-powered in this setting; Mages only receive spells of up to 5th level, and the only offensive powers in their arsenal are Magic Missile and Cloudkill, which blend in better with the chaos of the battlefield, mimicking bullets and clouds of poison gas respectively.

The books in the setting are:
    Blood on the Rhine - the Core rulebook[2][3][4]
    Afrika Korpse - Sourcebook for Africa and Egypt[5]
    Dead From Above - Sourcebook for aircraft and several flying monsters[6]
    Horrors of Weird War Two - Beastiary, expanding the list of monsters from Blood on the Rhine and the various Sourcebooks
    Land of the Rising Dead - Sourcebook for the Pacific Theatre
    Hell in the Hedgerows - Adventure book, containing three adventures[7]
    Hell Freezes Over - Sourcebook for the Russian Front

Luftwaffe: 1946 Ted Nomura

Luftwaffe 1946 is part of Ted Nomura’s arcing story of another universe; Families of Altered Wars. Ted is a Japanese-American who grew up with an avid interest in comic books, motorcycles, airplanes, and girls. He enlisted in the US Air Force and served in both the regulars and the active reserve. His Air Force exposure to hot aircraft only fueled his desire to create and publish a fantastic alternate universe in graphic form.

Tannhäuser series

The year is 1949, and the first World War rages on. The forces of the Union strive to end the conflict through the use of advanced technology, created from the alien wreckage discovered at Roswell. Their foes are the Reich. Headed by the occult powered Kaiser, this army of evil scours the globe for ways to enhance their prodigious occult abilities. Squads of the possessed sweep through Europe led by the Marquis General, Hermann Von Heïzinger.

What’s more, recent developments in the war have forced Mother Russia to enter the battle. Living embodiments of the reawakened Slavic gods, the Matriarchy is a deadly force to be reckoned with. Their robotic hordes are fueled with the genius of Tesla, and his electrical weaponry is easily the equal of the Union's technological advancements. The war is reaching a fever point... but which side will win?


Since its original release, Tannhäuser has engaged thousands of players with its deep narrative, innovative and intuitive mechanics, and action-packed gameplay. This spring, Fantasy Flight Games is improving on the strong foundations of this remarkable game system with the Tannhäuser Revised Edition Rulebook!

The Tannhäuser Revised Edition Rulebook improves upon the innovative mechanics of Tannhäuser. This 96 page perfect-bound book is intended as a comprehensive replacement to the original Tannhäuser rulebook; it includes revisions to the core game rules, as well as those originally found in the Operation: Novgorod expansion, along with the Wolf, Yula, Gorgeï, and Ramirez single figure packs.

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My Tank is Fight - Article

A Waffen-SS soldier deployed with the Vampir system alongside a similarly equipped Panther tank.

Sunday, Jan 12, 2003 by Zack "Geist Editor" Parsons

Throughout the course of my public education I spent more than eight full semesters learning American history. I spent an entire half a year learning about great battles of the civil war. There were weeks spent over and over again, year after year, learning about the Founding Fathers in increasing detail. Apparently our teachers thought that what the person told us the preceding year about the founding of our nation just wasn't enough. We had to go back and hear it all again with some hot new info thrown in about the type of wood used in George Washington's fake teeth. I suppose that the intent was to engender a sense of national pride and a deeper understanding of American history. Instead all it created was a feeling that I was missing out on a lot of important shit that, I don't know, maybe countries other than the United States were party to. I may not be a genius, but I've known how to dress myself without my mom's help for almost five years. I'm pretty sure that everyone here in the United States with the exception of Native Americans - who we also learned almost nothing about unless we were at a moment in history when white guys were shooting them - is descended from people of other nationalities.

What I'm building up here for you is a causal link. Like a person abused as a child grows up and abuses their children, or a person who did drugs as a kid grows up and manufactures drugs in a kitchen meth lab, I hunger for knowledge about history from a non-American perspective. Okay, that really isn't a very good causal link, but it's a pretty convoluted excuse to give for lying on the couch and watching The History Channel constantly. Grainy footage of tracers flying up to greet Japanese zeros from the decks of carriers and the pulse-pounding excitement of a German tank crushing trees with fake post-production sound added is what makes my world go round. If I were more secure in my sexuality I would have a framed picture of Roger Mudd on my wall with a pink heart drawn on it. Modern Marvels! My God, I never knew concrete could be so interesting! History's Mysteries! It's like riding with Indiana Jones and a little Asian kid in that coal car through the volcano!
I feel that the magic of television has introduced me to a whole wide world of history and information, but my greatest passions are those tanks and planes from World War II. If you're a regular reader of the front page of Something Awful you know by now that I drool over finely tuned German war machines like most guys drool over cars. To them it's all about platinum hubcaps, spoilers, and NOS. To me it's all about interleaved road wheels, anti-magnetic mine paste, and liquid-fuel rockets. The sound of a riced-out Civic is as nothing when compared to the blood-curdling shriek of a diving Stuka's nose siren.

I realize my tastes aren't for everyone, but there is an aspect of this fairly useless knowledge about Germany's war machine that has a broad appeal. Namely, the crazy shit the Germans came up with towards the end of the war. With the Allies chewing on their face and ass simultaneously, the Germans were desperate for a secret weapon that would save their country from ruin. More widely known "wonder weapons" like the V-1 and V-2 rockets gave hope to the German people that their faith in the syphilitic dogma of Hitler was not misplaced. Obviously, it was criminally misplaced, but that doesn't mean that shitbar's scientific elite didn't churn out some pretty hilarious comedy in the name of winning the war. So come with me on a stroll down memory lane to a time when men were men and other men were sub-humans who were herded into camps and murdered. Women were also men, except for the ones that were sub-humans.

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My Tank is Fight! - Review

My Tank Is Fight!:
An Evolution Of The Tank Review
with Andy Hoare


Those with bosses that don’t monitor employees’ web browsing history too closely might know Zack Parsons as one of the guys behind SomethingAwful.com, a website that glories in (and in many cases is responsible for) some of the most eccentric and oddball features on and about the global interwebs. This isn’t a review of SomethingAwful.com though—it’s a review of My Tank Is Fight! Deranged Inventions of WWII, Zack Parsons’ first book and one that’s been on my wish list ever since I heard it was being published back in 2006. Shamefully, I’ve only just read it, and if you haven’t then you should feel just as bad as I do.

My Tank Is Fight is a trawl through the lost files of WWII innovation, with a focus on machines and ideas that were either too mad, too expensive, too ahead of their time or just too contrary to the laws of physics to actually work. In his introduction, the author describes his interest and approach as ‘pulp history’, a term that describes the book’s content very well. At some stage, someone thought that all of these inventions might actually work (and that includes an aircraft carrier made of ice!). They can all be appreciated in terms we might think of as fanciful or ‘pulpy’ but perhaps because they are all grounded (if tenuously) in reality, they are often far more interesting to read about than works of pure fantasy.

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Indiana Jones' Adult years 1921 - 1990s



Late 1936:
Government agents intercept a communiqué from Cairo to Berlin believed to be send by Abner Ravenwood. Indy is consulted, since he has had past dealings with Ravenwood, and is asked to investigate the Nazi dig.  He learns that they are looking for the headpiece of the Staff of Ra so that they can locate the Well of the Souls, the resting place of the lost Ark of the Covenant. Indy beats the Nazis, both to the headpiece and to the Well of the Souls. Ravenwood's daughter, Marion, becomes Indy's partner in the adventure and together they find the Ark. Belloq shows up again to steal the Ark for the Nazis (he is their lead archaeologist) but is killed when he opens the Ark to get the tablets containing the Ten Commandments. The Ark is placed into storage in a secret government warehouse somewhere in Washington.
(Raiders of the Lost Ark)

Late 1936:
Indy joins the "gateway project" in England, investigating a crystal cylinder discovered within a Stonehenge monolith. Indy works with an English woman, Professor Karen Mays, but the Nazis are also after the secret of the discovery. Indy and Karen discover that the cylinder is the key to a dimensional gateway. The Nazis steal the cylinder and try to summon the beings from that dimension, but Indy and Karen stop them by destroying the cylinder.
(Marvel comic #4-5 - Gateway to Infinity)

Late 1936:
Indy recovers a Piute summoning stone stolen from the National Museum by a ring of international artifact thieves, led by Ian McIver, with whom Indy had previously tangled over some tablets in Bangkok. In retrieving the stone, Indy also gets a map dealing with the movements of a clan of people called the Shintay, who supposedly split off from Atlantis. Indy and Marion travel to Cameroon in West Africa and head into the Congo. They meet a group of Nazis led by Colonel Vogel and Ian McIver, but all are captured by the Shintay, who explain that they were banished from Atlantis because they worship death while the Atlanteans revered life. Vogel tries to take a crystal power orb and destroys the entire Shintay citadel leaving only Indy, Marion, and McIver as survivors.
(Marvel comic #7-8 - Africa Screams)


GODLIKE Roleplaying Game in PDF

GODLIKE: The Courtyard of Hell is on RPGNow's "Hottest Items" list! That never lasts long, so let's take advantage of the extra exposure while we can. If you like GODLIKE, we need your help. Please go to the product page and leave a rating and a quick review.

Seriously, it can be quick! The top one or two things you like best about it. The pros and cons that come immediately to mind. Anything that gives viewers an honest gamer's sense of what the book is really like. Thank you!

Log in and review "The Courtyard of Hell" here.

Back In Print: Donar's Hammer and the Pacific Bulletin

We're happy to announce that the classic GODLIKE adventure Donar's Hammer is available in print once more, along with Talent Operations Command Intelligence Bulletin 3: Marine Talents in the Pacific Theater. The so-called Pacific Bulletin is a player character's guide loaded with training, tactics, and new weapons for Marines at war. The print editions of Donar's Hammer and the Pacific Bulletin come with the PDF free.

Order Donar's Hammer in print with free PDF or buy just the PDF.
Order the Pacific Bulletin in print with free PDF or buy just the PDF.
Thank you for supporting GODLIKE. Coming soon: Operation TORCH!

Operation Airthief - the plan to hijack an Fw 190A



By the spring of 1942 the Fw 190 had become an uncomfortably sharp thorn in the side of RAF Fighter Command. Obviously, if an airworthy example of the Fw 190 could be captured and its secrets probed, that would be of inestimable value. Capt. Philip Pinckney, a British commando officer, hatched a daring plan to gain that end.

In an operation of this type, two men might succeed where more might fail. Pinckney suggested that his good friend Jeffrey Quill, chief test pilot at the Supermarine Company, should accompany him on the enterprise.

The essentials of the plan were as follows. On Night 1 a Royal Navy motor gunboat, equipped with direction-finding radio, was to carry the pair to a point within about two miles of a selected beach on the French coast, where they would disembark into a folding canoe. The pair would paddle ashore, hide their boat in sand dunes and lie up during the following day. On Night 2 the pair would move inland to within observation range of the selected Fw 190 airfield, and hide up before dawn. During the daylight hours the pair would keep the airfield under observation and plan their attack. On Night 3 the pair would penetrate the airfield defences by stealth, and conceal themselves as near as possible to one or more Fw 190s at their dispersal points. The pair would then wait until the next day, when the ground crew arrived to run the engine of one of the fighters.

The pair would then break cover, shoot or drive away the ground crewmen, and Jeffrey Quill would jump into the cockpit and taxi the machine to the runway. As he did so, Pinckney would be outside the plane warding off any attempt to interfere with the operation. Once Quill was safely airborne, Pinckney would withdraw to a previously prepared hide. On Night 4 he would return to the hidden canoe. Just before dawn he would launch the craft and paddle out to sea, making radio transmissions so that the motor gunboat could home on the craft and pick him up.

Yet in a remarkable coincidence, on the very day Pinckney submitted his proposal, the need for this risky operation disappeared. On the afternoon of 23 June an Fw 190 pilot had become disorientated in a dogfight with Spitfires over southern England. He mistook the Bristol Channel for the English Channel and made a wheels-down landing at Pembrey airfield, south Wales [above]. Thus, the RAF gained the coveted example of an Fw 190, without having to resort to the risky 'Airthief operation.