"Cómo elegir un DVD" - "How to choose a DVD"; a short pitch for a men's magazine.
"¿Quién le Teme al Lobo Feroz" - "Who's Afraid of the Big Bad Wolf?", an introduction to the Werewolf: the Apocalypse role-playing game for a local magazine called El Vigilante. They didn't pay me, so the complete article is here.
"Derechos de Copyright" - "Copy Rights". Sample from Sputnik magazine for its "Virtual Realidad" section, which muddles the line between reality and fiction in order to probe a concept, which in this case is cloning technology.
"Los 7 Pecados Digitales" - "The Seven Digital Sins". Another Sputnik article, and a cover article at that. A humorous look at the seven capital sins in the Information Age.
"Fama Digital" - "Digital Fame". Yet another Sputnik article, an exploration of the concept of virtual celebrities.
- Terra Verde
A look to South America and the Norça psionic order in year 2122
for the Trinity role-playing game. I wrote the countries of South
America, the biotech and pharmacology chapters, tips for playing in South
America and important characters.
of the Scarred Lands
A short story anthology in the Scarred Lands, the setting
created by Sword & Sorcery Studios for the d20 game. Mi contribution
is the story titled "The River's Flow"..
Tales: Ships of War
A book on warships for fantasy games. It needs Traveller's Tales: Seas of Blood, as it derives from its rules.
A system for fantasy d20 games to create golems, automata
and other magical creations with a life of their own.
A new player character class: the shaman. A lot of shamanic magic, spirits
and the like.
- Ashen Plains of the Abyss
A small description of one of the layers of the Abyss,
where the worst threat is not a demon hordes that populate the ashen dunes,
but the power of Apathy, a great evil that has gone unchallenged.
A very complete collection of options for elf characters, from concepts
and prestige classes to new tricks, magic, and my favourite: an aerial
Elemental magic for D&D. Apart from arcane spells,
the book includes two different ways in which to use the power of the
- City Above the Clouds
A fantasy city that can be included in any game without too much trouble.
A city built in the mountain tops and how its inhabitants have gotten
used to living above the clouds.
Prestige Classes Vol.1
A huge collection of prestige classes. Besides choosing,
clasifying, describing and correcting, I wrote the chapter on how to use
and create prestige classes.
Classes - Exorcist
A new character class for D&D characters: the exorcist, with new
abilities and options for divine magic.
Mage Storyteller's Handbook
My contribution to this book is an essay on how to use
the language of films to run a role-playing session. It was a short, but
fun text to write.
Options for one of the least appreciated classes: the paladin. If follows
the format from this line, presenting character concepts, tricks, magic
and exclusive options for paladins, such as honour codes and sacred weapons.
Machines of 2089
I get to do a lot of collections, apparently. This is a
collection of giant robots for the Armageddon
2089: Total War game. Includes rules to create WarMek workshops
and tips to create new meks.
Arcane: Dragon Magic
The magic that comes from dragons and that any character in the d20 game
can learn to use.
Slayer's Guide to Kobolds
Nobody respects kobolds, but they are amongst the most
curious monsters in the game.
Same as with elves and paladines, but now with gnomes.
d20 (Big Eyes, Small Mouth)
A system for anime role-playing games and its adaptation
to the d20 rules. My contribution was the description of the character
And now it's the half-orc's turn..
Guide to Demons
The most perverse creatures in the D&D monster manual,
and this is a 128-pager too. I'm quite proud of some of the chapters..
One of the books for which I have researched most, especially for the
aerospace combat system and the design of flying vehicles.
Another research-filled book, but this is about infantry
military tactics, espionage techniques and military organization in general..
Book of Adventuring
A book that compiles much of my gaming experience, as it deals with advice
for fantasy adventurers, from organizing a party to how players can use
the Internet to their advantage.
Quintessential Fighter II
The second go at books about classes and races. As this
is the first of the second series, it fell to me to come up with the new
Quintessential Wizard II
And here we go again, but with wizards.
World - Cryptic Alliances & Unknown Enemies
The most fun part to write were the examples of leadership
in the Gamma World.
Quintessential Dwarf II
And once more, but now dealing with dwarves.
The first full game I write, although more than half is
an adaptation of the d20 system SRD. This genre mixes fantasy with Victorian-age
technology, although this game is more about the fantasy.
You could say this was my second game, but I finished my
part of this project on January 2003. We called this "romantic fantasy"
as it is based in fantasy works with a different approach than the traditional
Quintessential Fighter II
And this is my last book for the Quintessential series,
dealing about the bard, one of the classes I've written for that I actually
Artificial Hero's Handbook
This is a PDF book available for purchase from RPGNow (click
on Details to buy it :) ). It's all about designing and advancing a unique
construct race from any genre that might have artificial characters: fantasy,
horror, cyberpunk, space opera, modern fantasy, etc.
Hmmm, can't find my diskette... I'll put something up eventually.
Cover artwork for Mongoos Publishing books used with permission.