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Kamis, 30 Oktober 2014

Download PDF Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes

Download PDF Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes

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Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes

Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes


Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes


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Call of Cthulhu (d20 Edition Horror Roleplaying, WotC), by John Tynes

About the Author

Monte cook has worked in the game industry for 12 years. Recently, Monte has devoted himself to working on the D&D(r) rules (in particular, writing the Dungeon Master's Guide), taking time out only to work on the Dark¥Matter(tm) campaign setting for the Alternity(r) science fiction roleplaying game. He lives in Washington. John Tynes is the founder of Pagan Publishing, one of the most critically acclaimed roleplaying game companies around. His accomplishments include Delta Green, Unknown Armies, and Puppetland. He resides in Washington.

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Product details

Hardcover: 320 pages

Publisher: Wizards of the Coast (March 2002)

Language: English

ISBN-10: 0786926392

ISBN-13: 978-0786926398

Product Dimensions:

8.5 x 0.8 x 11.2 inches

Shipping Weight: 2.4 pounds

Average Customer Review:

4.2 out of 5 stars

36 customer reviews

Amazon Best Sellers Rank:

#856,653 in Books (See Top 100 in Books)

Call of Cthulhu takes a game that has existed under a different rules system for some time, and adapts it to the d20 system (like Dungeons and Dragons). The d20 system is okay for just about anything, but is probably not as well suited to the subject matter (the cosmic horror stories of HP Lovecraft) as various other systems out there. That said, there are some really compelling reasons to check it out.For one, the non-rules elements in the book, the storytelling advice and the explanation of the Cthulhu Mythos, are worth the price of admission. There's some really interesting and clearly rendered thoughts in here that can affect any game you want to play.For another, the d20 system is an easier buy-in for many people who are familiar with D&D. Asking them to learn a new system is a big ask, but this game is one book and it works the way they expect an rpg to work. The rules are stripped down of many of the D&D elements and offer only two options for advancing your character (offense and defense); the rest is choosing skills. Magic is handled separately, and psychic powers through a minimal selection of feats. Sanity is ported from the older CoC game and includes a lot of interesting actual psychiatric information. This very simple and modular approach allows you to use what you want and change or add other things. So the game, even through the limitations of d20's linear advancement and oversimplified combat, can work pretty well.There are guidelines for adapting characters from the other CoC game, and from mixing material between CoC and D&D (or Pathfinder, if you swing that way). The book has exceptionally high production values; the cover will creep you out, and so will the book itself, where instead of being rendered in columns, text is presented as slanted opposing triangular structures that manage to be readable while creating a Lovecraftian notion of forbidden geometry. The writing and artwork are strong throughout. This game is long out of print, but still worth picking up in the best condition you can (and at the best price you can); it works.

This is, in my entire (brief) history of purchasing RPG's, my favorite book to date. That should tell you enough to BUY THIS BOOK, but I'll elaborate for the folks who don't want to sift through the other, 2000 word reviews.Firstly, the book itself is solid, good quality, well-written, exceptionally well-presented, and designed to be easy and fun to use.Secondly, the game is, supposing you can find people interested in its style of gaming (semi-serious horror roleplay,) an extremely fun, interesting and exciting game.Third, the book uses the most prolific RPG system around, Wizards of the Coast's D&D 3rd edition+ d20 system, which, while it has its flaws, is accessible and ubiquitous. Some folks have nits to pick with it, and their concerns may have grounds, but frankly, a game is a game is a game, and this one plays well with the system they present.Finally, this book has everything you need to play. Everything. The included adventures (two!) are top-notch, and full of juicy details and tidbits, much like the rest of the book. It has rules to cover almost any imaginable situation, and ideas a-plenty, including a recommended reading section. I simply cannot recommend it highly enough for any fan of role-playing and the d20 system, the horror genre or Lovecraft's writing.

This book is amazing! The character creation system is very flexible. The magic system is very unique. It has an excellent combat system and some cool gear to equip your characters with. And add a heavy dose of creepy crawlies, undead, and Old Ones to keep things interesting. I also like the appendices on conversions from the Chaosium and Dungeons and Dragons systems. I would give it 10 stars if I could. The only thing that could make it better is if they made an updated version using the 5th edition version of the d20 system.

I bought this because I just wanted for my collection.It is interesting, but trying to meld the D100 system with a D20 system is odd at best, which leaves each side wondering and wanting a little more.It was a great effort to meld the two and I applaud them for that, yet the casual fan will want to stick to the other systems and leave this one for people like me who just want it to collect it.

Helpful book, but I really wish they would've expanded on the items list for roleplaying purposes! I had to b.s. my way through corn and mason jar prices for one of my players who is playing a bootlegger in a 1920's campaign. 😑 Also, more artifacts/tomes! Had to buy a separate 1st edition c.o.c. book for these things.

WoTC version of CoC is a great gaming system for those who like a bit more grit than DnD and are familiar with d20's. This is the only hard-cover I could find and for the price I wouldn't call it a steal but it is a solid buy. Mine arrived in mint condition.

This book are a great resource for CoC keepers (or Lovecraft's readears). If you don't like D20 system, just don't use it! The "Gamemastering", "Cthulhu Mythos", and descriptions are great and the look & feel are amazing! For the D&D RPG's people: kick Cthulhu!Call of Cthulhu (d20 Edition Horror Roleplaying, WotC)

Makes a great gift for people who like gothic horror RPGs. Please note that this is NOT the original Call of Cthulhu RPG book, this is the D20 variant.

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Jumat, 10 Oktober 2014

Free PDF Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki

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Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki

Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki


Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki


Free PDF Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki

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Eyeshield 21, Vol. 27: Seijuro Shin vs. Sena Kobayakawa, by Riichiro Inagaki

About the Author

Yusuke Murata was born July 3, 1978 in Miyagi, Japan. He won the 122th HopStep Award prize(1995) by "Partner". and won the 51th Akatsuka Award 2nd prize(1998) by "Samui Hanashi".

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Product details

Series: Eyeshield 21 (Book 27)

Paperback: 200 pages

Publisher: VIZ Media LLC (August 4, 2009)

Language: English

ISBN-10: 1421526220

ISBN-13: 978-1421526225

Product Dimensions:

7.5 x 0.7 x 5 inches

Shipping Weight: 7 ounces (View shipping rates and policies)

Average Customer Review:

5.0 out of 5 stars

2 customer reviews

Amazon Best Sellers Rank:

#514,644 in Books (See Top 100 in Books)

An amazing series!!!! I love it so much and I just wish it was on Kindle!!!

Shin vs. Sena for best running back. Sakuraba vs. Monta for best receiver. Takami vs. Hiruma for best quarterback. Ootawara vs. Kurita for best lineman. The old rivals are at it again, and neither Oujou nor Deimon will go down quietly. Both have individual and collective promises riding on the outcome of this match, and those who are seniors in their final year will not have another chance to fulfill those promises. Not to mention that the writers built up the Oujou/Deimon rivalry very early on, so you're expecting their final clash to be the climax of the series . . . and then it's NOT.Monta was really amazing in this volume. In this one, he's exhausted from doing his special move, the Devil Backfire, and when it becomes impossible for him to carry on, Hiruma's instructions are to fake it. If the other team realizes he can no longer catch, they'll exploit that. (Awesomely enough, Monta's rival, Sakuraba, evaluates him and believes based on his posture and determination that he is able to keep going.) I love that Monta's baseball hero, Honjou, is in the audience and that he DOES remember him from childhood, and that he catches him and carries him at one point--seriously like a dream come true for Monta, but he has bigger dreams now.Sena has really evolved into a proper ace, no longer afraid of getting clobbered by Shin and no longer easily trounced by the hard work required of him. Their training with masks and special agility has really paid off, especially for Sena, who has basically become a superman by this point. And as Shin, the unbeatable juggernaut, continues to bear down on him, you see that it's a pleasure for Shin to have something that challenges him again. Sena, in a beautifully symbolic gesture, pushes OFF of Shin to go a tiny bit faster during one play, and it's truly amazing. I love that at one point Shin happily acknowledges and accepts being a challenger instead of a champion. He's fair, and doesn't carry gross grudges. What a class act.And how could I not talk about Yukimitsu? This is an athlete who just isn't much of an athlete, but who joined the football team feeling like he wanted to do SOMETHING besides sitting in a room studying and exercising his big brain. Even tons of training has not helped him become an athlete on the level of the other starting Devilbats, but their team is so small that they do need him, and his determination is right there with the best of them--not to mention that desperation feeds into his motivation and Hiruma knows how to use that. He is able to make a small calculation and a small contribution that tilts possibilities slightly more toward Deimon's favor, and what's great is that Hiruma understands what he's doing. He's a great character. Just goes to show you that even in a sports manga, not all the heroic, important characters are amazing athletes.The pacing was frantic during this volume. We ended the last volume sure that the game was almost at an end, but we had a last-minute turn in Deimon's favor which Oujou then turned around AGAIN, leaving Deimon a second or so on the clock to gain points. It is frankly amazing how much mileage the creators of this manga got out of those fleeting few minutes.And after the game is over, there's an interesting follow-up with Maruko bringing the Deimon and Seibu aces to a secret meeting to push them into forfeiting, claiming that every quarterback facing Hakushu gets a disastrous injury. Now what will they do with this information? Way to keep the momentum going, writers!As usual, the cute in-betweens in this volume were hilarious and sometimes weirdly informative. This time we're taking fan questions and having characters teach you how to do certain moves. Monta's teaching on the Devil Backfire has him advising you to also use Devil Backfire moves to catch shrine offerings (which is a crime) and collect bananas. Ootawara's public nudity offenses are examined, along with a discussion of how to use the low squib kick (ever need to get dog poop off your shoe?), and Hiruma's Hornet's Next move is one he recommends using for cheating in board games and various other nefarious activities. And we have a fun graph of who in the cast can speak "Powerspeak," the grunting language made famous by Komusubi. What powerful characters can speak it? Well, it's no surprise that Ootawara, Banba, Shin, Hebii, and Tetsuma can. But I was a little surprised that they indicated Ikari is on the list, and I laughed when they put Cerberus on there. I was also surprised that the Hah brothers and Agon CAN'T, but I guess they tend to be a tad more articulate in a traditional sense (especially Agon).I wanna read the next one right away but I always take long breaks in between reading manga volumes so I guess I won't be doing that. :P

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