Welcome to. GHOSTS real-life ghostly phenomena that have their own stats or rules in the game. PLAYING

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Welcome to The Unexplained What you ll find in Strange World NON-FICTION a handbook that teaches you how to conduct real investigations or to use them in your game GEAR 10 Strange World gives you all the investigative gear you need, plus weapons, explosives, and other useful gear In December 2009, Carnivore Games will release The Unexplained: Chronicles of the Foundation for Paranormal Investigation. This 296-page softcover is a complete storytelling game of paranormal investigation. It contains not only the rules for playing the game, but also all the materials needed to accurately play a real paranormal investigator. But this isn t just a story-heavy role-playing game. It s a non-fiction introduction to real paranormal investigation. Fully researched, this book teaches how to conduct ghost hunting investigations, UFO investigations, conduct expeditions to search for evidence of undiscovered creatures, and to understand how modern day mages perform magic. The idea is that if the players know how to really investigate the paranormal, then they can do a great job playing the parts of real investigators. The Unexplained is geared to be a great first game for people who are new to role-playing. First, it uses the Now Playing System rules (an implementation of Fudge), which are easy to learn and play. Second, it includes Quick Start Rules, a cast of read-to-play characters, and a sample adventure that lets people start playing right away. PSYCHICS real-world psychic abilities, balanced to work together. 12 The Unexplained is supported by a full line of supplementary products. The The Unexplained Storyteller s Screen offers character sheets, the character CRYPTIDS bizarre creatures that have really been sighted, with full stats & descriptions. creation questionnaire, and EVP Record Sheets as well as the traditional screen. The FPI Files: Volume 1 is a collection of three moderate sized adventurers that each focus on a different type of paranormal phenomenon. Strange Creatures is a large 10 GHOSTS real-life ghostly phenomena that have their own stats or rules in the game. PLAYING Strange World comes with a complete system that is easy to learn and quick to play, making it great for beginner & experienced players collection of Cryptozoological creatures that have really been sighted in the world. MAGIC A complete magic system that portrays each of the real magical traditions of today in a realistic light. UFOs Complete with alien races and craft, UFOs are fully integrated into the game with stats and rules for investigating sightings.

Ghost Hunting The real-life ghost hunting in The Unexplained adds a unique twist to your supernatural campaigns. APPARITIONS shimmer like a white mist before your eyes, or are only visible on film. But their presence is felt by any who encounter them, and they can affect the real world. They can scratch, bite, and push, and sometimes they can walk through you, putting you in a temporary state of shock! Objects flying about the room seemingly of their own accord, knocking on the walls, and eerie whispers are all symptoms of a POLTERGEIST haunting. Are they noisy, unpredictable and dangerous spirits, or could they be caused by the powerful wild psychic energy or a troubled person? Sometimes a ghost can t be seen. Sometimes they only manifest as areas of intense cold that move from room to room. These COLD SPOTS can be measured and followed, and may even shed some light on the cause of the hauntings. But be careful! Touching them may be far more dangerous than you could imagine! DEMONS haunt homes and people, and can even posses those of weak will or ailing body. Demonic hauntings test the fiber of the characters mettle and pose a strong threat to everyone involved. A house blessing or prayer may remove a demon from a bouse. But if a demon takes possession of your body, then an exorcism may be your only salvation! You see them out of the corner of you eye; shadows moving on their own in your periphery, but hide when you turn to face them. SHADOW PEOPLE can be anywhere, but where they are, a sense of dreadful foreboding lingers, sending chills up your spine and putting you on edge. They are among the most mysterious of all ghostly beings and their true intent and capabilities can only be guessed at and feared.

Retailer Support We are promoting this product more heavily than any other Carnivore Games product. Our support efforts include: Online promotion via contests, demos, and discussions on paranormal themed forums and sites. Endorsements from real paranormal investigation groups, such as Granite State Paranormal and the East Coast Transcommunication Organization. Interviews on various paranormal themed radio talk shows. Viral marketing through Twitter, Facebook, and MySpace. Banner ads on various paranormal themed web sites, as well as on various gaming web sites. Extensive promotion at select gaming conventions, which has been taking place throughout the product s development. Sales materials available at www.carnivoregames.com. Product Line The Unexplained A storytelling game Features of this new rulebook include: a complete set of rules based on the popular Fudge game engine, a new magic system designed around real-life ceremonial and shamanic magic, a new system for handling 10 real psychic abilities, stats and detailed non-fiction descriptions of 12 cryptid creatures, detailed stats and descriptions of 3 alien races and many types of UFO craft, quick-start rules with a ready-to-run adventure and cast of characters, and an intense and fully researched non-fiction Investigator s Handbook that describes all major aspects of the paranormal. This softcover can supplement other role-playing games or may be used as a complete game unto itself. CVG0200 * 296 pages, softcover * ISBN: 978-0-9749150-2-9 * $29.99 MSRP On sale in December The Unexplained Storyteller s Screen Campaign Accessory The The Unexplained Storyteller s Screen presents a four-paneled illustrated horizontal screen with all of the charts and tables the Storyteller needs to run the game. The enclosed booklet includes lots of supporting character archetypes and Storyteller aids to get you started playing quickly. CVG0201 * 4-panel horizontal screen, with charts and booklet ISBN: 978-0-9749150-3-6 * $15.95 MSRP On sale in January The FPI Files: Volume 1 Adventure Module Three types of paranormal phenomena, three adventures. This book includes three ready to play adventures for The Unexplained. The players investigate the case of a haunted doll that threatens an entire family, chases the mysterious monster of Lake Champlain, and uncovers the mystery of UFO sightings in a small town in Maine. Each adventure is a moderate sized story that includes everything necessary to play the game. Each one presents a real paranormal phenomenon to add a touch of realism to the game. CVG0202 * softcover * ISBN: 978-0-9749150-4-3 * $12.99 MSRP On sale in 2010

Parapsychology Key The Unexplained presents a new system for psychic abilities that accurately represents how the real abilities work for real psychics. CHANNELING: The act of communicating with a spirit by letting it enter your body and speak through your voice. This includes trance channeling, automatic writing, séances, and using the Ouija board. A person who channels is called a medium, and is often sensitive to the presence of spirits and is more likely to see or hear them. CLAIRVOYANCE: A clairvoyant gains knowledge through means outside the normal senses. She has dreams of events taking place somewhere, or has sudden visions. PRECOGNITION: The act of receiving images, visions, or impressions of future events. The psychic with this ability has The Sight and can see into the future. Often, this gift is random and uncontrolled, but on rare occasions, the psychic can call up these visions at need. PSYCHOMETRY: Also called object reading, the psychic can sense emotions that are bound to physical objects. Sometimes he can see a sudden vision of a traumatic event that involved the item or the person bound to the item. This gift usually can t be controlled and called up at will; the psychic must be ready to receive these impressions when they come and to interpret their meaning afterward. TELEPATHY: The ability to read other people s thoughts or emotions. A telepath can read minds, and in some cases, force thoughts into another s mind. In this way, the telepath can communicate psychically with another person. FAITH HEALING: The psychic can lay on hands and heal the injuries of another. Some, who are not religiously motivated, call it psychic healing, while others believe that it is a gift from God; that they are but a channel for God s power to heal. PSYCHOKINESIS: This is the ability to move objects with the mind. A psychokinetic can bend forks, move objects, and even strike people with the force of his mind. Some people believe that poltergeists are psychokinetics who have no idea of their power, and thus have no control over it. ASTRAL PROJECTION: The ability to leave your body and travel ethereally to other places. The psychic can leave her body and drift from one place to another, even to go across town to gather information, or to try and help someone. But watch out! Your body is vulnerable while you are away. Another spirit can enter your body and steal it from you! Selling Points The Unexplained offers a perspective into the supernatural in a way that has never been done before in an RPG, but is very popular in pop culture today. The book is a fully researched non-fiction book about the paranormal and paranormal investigation, and has been said to be a great introduction to ghost hunting by the East Coast Transcommunication Organization, a real ghost hunting group. The game is designed to attract both gamers and non-gamers who are interested in the paranormal.