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The Ultimate Race Creator 5e

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Would you like to play as an undead T-rex? How about a cyborg pixie? A mimic? A swarm of extra-planar fire squirrels? This is the Ultimate Race Creator, and with it you can play everything, literally EVERYTHING.


The Ultimate Race Creator is a 5e expansion that took the 5e races, gutted them, and then took them carefully apart to see how they ticked. We boiled down the standard races and parsed them out into an easy to use modular points system that allows you to create your own player race in the same amount of time it would take you to roll up a character.

This is it, this is the only book you'll ever need for your player races. We've made and carefully balanced more than 1000 racial traits that completely encompasses everything we could think of. If you can imagine it, you can be it.

And if you're having trouble imagining it, we've come up with quite a bit as well. This book includes 48! new player races built using the Ultimate Race Creator, each one fleshed out with lovingly crafted lore and original artworks by our talented artists including:

  • Ammahko. Ancient statues from the beginning of the world found buried and still compelled to obey their instructions from the ineffable will of the gods of creation. 

  • Anubite. Canine folk from the astral plane, tasked with shepherding spirits to their afterlives and capable of blinking in and out of existence.

  • A.R.M.E.T. Built in a long forgotten age to protect and serve, these amorphous beings become a magical suit of armor for their chosen pilot.

  • Bakuman. These elephantine creatures are nomadic soothsayers and masters of dreams, though to slumber near one is to invite nightmares.

  • Bedeviled. Cursed by their hubris, these practitioners of dark arts now share their body with a fiendish companion, each wrestling for control over their mortal form.  

  • Boggard. A race of tribal cannibalistic toadfolk, once considered mere monsters now making long hopping strides towards civilized life.

  • Centaur. A race of half-men half-horses, long thought lost and scattered, but now making a resurgence in society, delivering their way towards acceptance.

  • Ceraden. Great colonies of these ram-folk sprawl along the mountaintops, residing along sheer cliffs, unreachable by all but the most sure-footed.

  • Damsel. Dragonfly folk that build great insectile hives within the marshlands and places of arcane power, coveting and consuming magical items to fuel the hives. 

  • Deathknit. Undead cobbled together from the fractured souls and piecemeal bodies of the departed, creating a new, if disjointed being.

  • Dracotaur. A militaristic and stubborn draconic tribe, currently carving their territory out of the heart of the jungle and trying to reign in the wilderness.

  • Drakkon. These descendants of the ancient dragons live in tribes among the floating islands, flying down to bring both the benevolence and destruction of their ancestors.

  • Edgewalker. The mostly human great-grandchildren of powerful beings who traversed the planes, these descendants are blessed or cursed with a third eye that sees through the thin veil of reality.

  • Egemo. Winged chameleon folk who were cursed and exiled from the feywild, now they defend the entrances to the feywild from their chaotic influence.

  • Ephemeral. Spells given life, these pixie-like hedonists are entities composed of pure magic, living short, exciting, and often explosive lives.

  • Hasera. A mysterious and xenophobic rabbit-folk who dwell in the dark thorny reaches of the briars and spread the dense brambles far and wide.

  • Helioclops. Monocular mono-horned winged devourers of violet-hued humanoids that have descended from another world intending to join musical arrangements.  

  • Husk. Empty insectile shells bound with the souls of their former occupants, cursed with fragmented memories and the vague duties they held in life.

  • Ilk. Tribal hunters, kin to the stag who lay claim to all the forests of the world and hunt massive prey such as giants and dragons while performing the dance of bells.

  • Jelloid. The results of failed resurrections, these magical oozes must find their own identities within their amorphous forms. 

  • Ketex. Muscular 4-armed titans from deep below the underdark who now strive to build great towers that stretch into the heavens.

  • Koox Collective. Groups of diminutive gremlins that work together to build their tiny machines that all link together into one clanking but cohesive whole.

  • Kuha. Aquatic half-goblins half-sharks that terrorize the seaside, though for some their curiosity overtakes their hunger and they take up the adventuring life.

  • Kylfu. These batfolk build great hanging cities within deep jungle caves, living harmoniously with nature in the lands around them.

  • Lamprin. These lamprey-folk have a terrifying appearance but are unfairly persecuted, leading some to retaliate with kindness and others to retaliate with violence.

  • Langomorph. Often called were-rabbits, these reclusive fey are devotees of the goddess Istyr and are just as capricious. 

  • Loamut.  Scions of the marshlands, these defenders of nature live symbiotically with the plants that sprout from their backs in true harmony with the natural world.

  • Loxodon. Massive zealous elephant warriors who wage an endless crusade against their age old demonic enemies, having long abandoned their peaceful past.

  • Lucern. These twilight guardians are the souls of the stalwart and the devoted bound into their bones to maintain their endless vigils.

  • Lyvhianne. These voyagers escaped temporal war and journeyed far, now they quietly insure the stability of the time stream, as powerful masters of time and space. 

  • Marmorin. These small monkey-folk were brilliant inventors once, now cursed for their arrogance by the gods into simple, jovial remnants of their former glory.

  • Mawhit. Carnivorous plants brought to magical sentience through arcane pollution and propelled by ingenious magical thrones of their own design.

  • Medozan. Massive courts of these jellyfish-folk drifted harmlessly and unnoticed by other races for generations, they rose from the sea to end dumping in their waters, and now to collect the curious and shiny baubles of the surface world.

  • Mustekalan. These octopus-folk live short lives, but try to live them to the fullest. They’re naturally curious, loyal, and fascinated by all things magical. .

  • Obnixian. Born of conflicting power, these half-celestial, half-fiendish beings must control the battle within them through glory in the battle around them.

  • Pixie. Spritely magical fairy folk resembling tiny winged elves, they curiously and playfully explore out from the feywild into the civilized world.

  • Pseudodragon. Diminutive kin to the true dragons, for millennia they’ve been cleverly insinuating themselves into positions of power around the world. 

  • Reaver. Cursed undead, these mortals were denied death by ancient gods and bound to a divine duty they are bound to carry out for eternity.

  • Saguaran. These instinctually secretive cactus-folk emerge from the deserts to share their insights and spread the messages gleaned from centuries of desert meditation.

  • Scoroc. A mad fusion of orc and scorpion, these abominations have been orphaned by their creators, and now make their lives within the ruins of the conquered.

  • Seraphin. Lesser angels manifested by prayer and piety in times of peril but cursed with the moral ambiguity and finality of a mortal life.

  • Serpentfolk. Hedonistic snake kin nobility languishing in palaces hidden deep within the rainforests, and only now due to incursions are they are roused to action.

  • Shrouded. These secretive robed mystics unleash a massive eldritch abomination when the shroud is lifted, though they can’t survive uncontained for long.

  • Sphing. These small aloof sphinx moths lounge about playing with people’s heads until they find a riddle, mystery, or question that drives them towards adventure.

  • Tenko. Keepers of shrines and descendants of the great fox spirit, these demure fox-eared humanoids contain the holy fire of their divine ancestor.

  • Tokagara. These stalwart crystalline beings of law and order are rigid and unwavering, they bring order to the chaos of the earth just as a crystal brings order to the chaos of creation.

  • Valumin. Hot tempered firefly folk whose souls are intertwined with powerful spirits from the plane of fire.

  • Vinuri. Serpentine plant-folk born of druidic power, now endlessly philosophizing as they serve a vast pantheon of gods.

  • Yrd. These refugees of a far-off world are delicate and gentle giants, thinking calming telepathic thoughts while basking in nourishing moonlight.

Still not enough for you? We wanted to make sure that you could play as whatever you wanted, and we found 5e lacking in that respect. This book includes 20 new racial feats, 20 new racial backgrounds, and an assortment of 20 new spells, each linked to magical racial traits or to casters at large.
But I hear you say, "20-30 minutes to make a race? I need one now!" Well we've got you covered! Say hello to the Random Race Creator and the Lore Generator! You can create an entire player race, complete with lore, with just a few (okay a lot) die rolls!
But I hear you say, "I already have my character done, what can this do for me?" Well I'll tell you, we made over 1000 racial traits, that's over 1000 cool abilities just waiting to be turned into Augments, Magic Items, or Curses. We built creators that allow you to graft crab claws and robot arms onto your character, and if that doesn't sound incredible, I don't know what does.
Still not excited? How does Ultimate Pet Creator sound? We have all these lovely racial traits, why not make familiars and animal companions with them? This book gives you everything your ranger needs to ride a mechanical wolf, or for your wizard to have a tiny mimic as a familiar, what more could you possibly want?
I'll tell you what you could possibly want, a bunch of NPCs! We used some of the thousand racial traits to put together 10 NPCs with incredibly interesting lore and full stat blocks. 
This book was a labor of love, crowdfunded by like-minded supporters and brought before the TTRPG community in hopes that we never again have to say "no you can't be that".
Our little team has more than 20 collective years of GM experience and far more play experience. I still remember my first campaign, being so excited with my character idea and so dissapointed when my GM showed me the paltry list of race options. And after more than a decade of my own time as a GM, I've seen that same look of dissapointment in a ton of other players.
No more, no more constrictive box around your creativity. Be anything you can think of, BE EVERYTHING. And we here at LootTheBoss are happy to provide you with that opportunity to adventure as a flying squid, or integrate an electric warthog race into your next commercial RPG project. Have fun creating!
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Rezensionen (10)
Diskussionen (28)
Customer avatar
john W March 02, 2023 1:09 am UTC
So I discovered this book on Kickstarter and I was curious about the gothic and insect race creator options because I was curious about it.
Reply
Customer avatar
Andrew E November 12, 2023 3:33 am UTC
PUBLISHER
Covid and our job situations in covid's fallout knocked our team on our butts and our ability to get all the layout and formatting work done has been reduced to a crawl. We're still getting the component books out, but sadly at a snail's pace.
Customer avatar
Logan F June 14, 2022 7:35 am UTC
PURCHASER
I feel a bit confused with the wording of the Symbiotc trait
"Create your symbiotic creature using the Ultimate Pet Creator as if you were creating a familliar, using 4 RP(this is in addition to your race's RP). 1 is the number of symbiotic creatures you gain upon selecting this trait, for each additional 3 RP you spend when selecting this trait, for each additional 3 RP you spend when selecting this trait the number of symbiotic creatures increases by 1."
It's the bit in parentheses that is tripping me.
Does this mean you spend 4 to get the familliar and then spend another 4 to get the famillar's trait for a total of 8 RP for just one creature and then you spend 3 RP and another 4 for additonal creatures?
Or do you just use the 4 RP to gain the trait to spend on the familliar when you take this trait and for additional familliars you spend another 3 RP?
Reply
Customer avatar
Andrew E July 01, 2022 8:54 pm UTC
PUBLISHER
It's basically saying you get 4RP to spend on your familiar using the pet creator section. And you can spend an additional 3 RP of your race's RP to gain additional familiars.
Customer avatar
isaac P July 26, 2021 4:19 am UTC
PURCHASER
Also what is a climbing speed of 20 and 25 at?
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Customer avatar
isaac P July 26, 2021 4:55 am UTC
PURCHASER
And the swim speeds of 20 and 25?
Customer avatar
isaac P July 26, 2021 4:06 am UTC
PURCHASER
Sorry couldn't edit my post. Another thing, is hunters Instincts, knowledgeable, scoundrel training and infiltrators Instincts which give 2 proficiency picks from their choices supposed to be equal with mental connectivity which only let's you pick one proficiency out of their choices?
And then you have skillful versatility at 4 rp but it does the same as hunters Instincts, knowledgeable, scoundrel training and infiltrators Instincts which give 2 proficiency picks, it just doesn't give you picks to choose from
Customer avatar
isaac P July 25, 2021 8:22 pm UTC
PURCHASER
Question, why isn't there a roar like ability?
Also is there a trait that let's you have a 1st level spell and how much would that be in points, I don't want one that has all those additional tack ons
Also is there examples of the current races from the official books that are made variant?
Customer avatar
isaac P May 22, 2021 10:28 am UTC
PURCHASER
Is this updated for the newer books like tasha?
Also if you have traits from other books how do you assign them points?
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Customer avatar
Andrew E July 14, 2021 6:36 am UTC
PUBLISHER
If you're wanting to break down a race from another book into traits for our book, there's no hard and fast rules but by assuming that a race's features add up to 10 points you can piece it out as best you can.
Customer avatar
Craig E January 02, 2021 7:20 am UTC
PURCHASER
With the release of Tasha's Cauldron of Everything, WotC now admits that racial stat mods are only stereotypes, and players can freely move their stat mods wherever they want (no stacking of the existing mods, though... sorry, humans!). This alteration should be worked into Chapter 3. Essentially, there are only 7 stat bonus options now:

+2 to a single stat (only featured in the custom lineage traits from TCE)
+1 to 2 stats (variant human)
+1 to 3 stats (tritons)
+1 to all stats (basic humans)
+2 to two stats (mountain dwarves)
+2 to one stat and +1 to two others (basic half-elves)
+2 to one stat and +1 to another (all other races)
Customer avatar
Braydon M August 16, 2020 2:36 am UTC
PURCHASER
is this compatible with hook on psionics.
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Customer avatar
Braydon M August 16, 2020 2:45 am UTC
PURCHASER
Here's the link
https://www.dmsguild.com/product/317663/Hooked-on-Psionics
Reply
Customer avatar
Andrew E August 19, 2020 11:05 pm UTC
PUBLISHER
I haven't read "Hooked On Psionics" thoroughly but it doesn't appear to have any rules regarding player race. I don't see any reason why you couldn't use the two books together.
Customer avatar
Derek H July 23, 2020 5:41 pm UTC
PURCHASER
Could those races with more than 10 RP be turned into race classes? I don't mean the Basic race classes, but rather the ones in Savage Species, the 3.0 supplement. Could RP be used to create prestige classes that allow one race to slowly transform into a hybrid of the original and a new one?
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Customer avatar
Andrew E August 01, 2020 7:13 pm UTC
PUBLISHER
That's certainly something you could try out! Maybe say allow a player to gain a "racial prestige" of 10 RP worth of traits instead of a class level when they would level up?
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Customer avatar
Derek H August 02, 2020 1:15 pm UTC
PURCHASER
Not for a single level, but rather say 2 points per level for 5 levels*. That would allow the slow transformation, though it would also mean the GM would need to turn more powerful traits into tiers to build up to their power level. Not difficult, just a little work that could pay off big time if the race becomes important to the setting.

*Or even less points so that it is a hybrid rather than a half plus whole race, like what 3.X templates created.
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Customer avatar
Andrew E August 11, 2020 10:05 pm UTC
PUBLISHER
We didn't set anything up for that but go for it! That sounds like an excellent and flavorful use of the racial traits.
Customer avatar
Craig E May 17, 2020 5:05 am UTC
PURCHASER
Take note: there's literally no character in the game which isn't proficient with the dagger, dart, sling, and quarterstaff. Literally every class gets each of these weapon proficiencies, and then some. Four of the offensive traits include proficiency in one of these four universal weapons. I recommend making the following exchanges:

Militia's Weapon Training: Trade the sling for either the light crossbow or the shortbow.
Polearm Training: Trade the quarterstaff for the halberd.
Scoundrel's Weapon Training: Trade the dagger for the shortbow.
Shrine Keeper's Weapon Training: Trade the quarterstaff for either calligrapher's supplies or musical instrument (zither).

EDIT: Also, the Noble Weapon Training is obviously supposed to be elf weapons, so it should be longsword, shortsword, longbow, and shortbow.
Customer avatar
Craig E April 19, 2020 4:19 am UTC
PURCHASER
As a suggestion, you might want to create a few examples of people making variants of the stereotypical fantasy races (like the stuff from the PHB). For example, instead of the half-elf getting 2 skills of choice (4 RP) and 3 languages (2 RP), give them wanderlust (2 RP) and cultural ambassador (4 RP). The latter would give them both Common and a racial tongue (Elvish), proficiency with the History skill, and let the wandering half-elf learn languages with a History check with an insanely high DC. With wanderlust, they get +2 bonus to History checks, an extra language, and one musical instrument. The bonus to History could be dropped in favor of letting the half-elf choose a vehicle instead of the instrument (after all, if you're always on the move, it helps immensely to know how to drive a cart or steer a ship!). You could then parse out the languages granted (Common, Elvish, one of choice... thus, identical to the original version), and leave whatever remains as a single merged trait with a new name, such as...See more
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Customer avatar
Andrew E April 28, 2020 1:28 pm UTC
PUBLISHER
We almost made some half-races and subraces as examples, but we were already over 300 pages and overstuffed as it was... But yes! You can totally make new subraces for existing races, I've used it to create "noble goblins" for my own campaign that takes the existing goblin traits and gives them a more Charismatic spin.
Customer avatar
Derek H March 18, 2020 12:12 pm UTC
PURCHASER
You were asking for extreme ideas, here are three:

Mind controlling parasites ala zygoms from AD&D or Tchochar (sp?) from Lords of Madness. A variant would be a living curse.

Speed Buggy, flying carpet or other method of travel for the rest of the party. Either all the time or as a shapeshifter with a long duration.

Bzastra are in the Planescape Monstrous Compendium 3. They are a single mind that forms when two non-sapient species, one kelp and the other a doughnut-like echinoderm, come in close proximity. The mind is magical and dissolves when in a null magic zone or struck by Dispel Magic. In the original the mind is forever gone and a new one forms when magic returns but I think that is too extreme for a PC race.

So how might you create them with the URC?
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Customer avatar
Andrew E April 28, 2020 1:23 pm UTC
PUBLISHER
For zygoms, I'd take the "Infectious" trait alongside the offensive "Spore Strike" trait to create some spreading infectious mushroomy goodness.
For a flying carpet, I'd take one of the large size traits, and the large-sized version of the "Haunted Object" trait, along with a strong flying trait like "Ethereal Flight". It'd be more than 10 RP, but you could pop a negative trait like "Flammable" in there to balance it out.
The Bzastra would be tricky, but you could make it work by using the "Environmental Transformation" trigger, and setting the environment that triggers the transformation to "Anti-Magic Zone". It wouldn't really represent their form before reaching sapience, but you wouldn't want to play as inert kelp anyway.
Those were some good pulls! If you end up putting any of them together, let me know how they play out!
Reply
Customer avatar
Derek H June 03, 2020 1:12 pm UTC
PURCHASER
I shall. Play is difficult these days...

One other idea for you: the carbuncle was a silly little monster from 1e days that had one very unusual trait. It grew gemstones on its head and would shatter them of attacked or otherwise disturbed (so it was a trick for the party to out think for those precious XPs). The value of the stone was variable for each time it was regrown (surprise) but the growth rate was 100 gp/month. I was thinking about a similar trait that could be represented by continually growing tusks, shed gem scales, silver wool, or something else of medium value. I do not think there is anything in the URC that models that.
Customer avatar
Derek H March 14, 2020 2:52 pm UTC
PURCHASER
Did the ephemeral get cut?
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Customer avatar
Andrew E March 14, 2020 7:29 pm UTC
PUBLISHER
Not cut, sorry. We had some last minute problems with it (right before prints) and they'll be back in the next update once we finish off the feyfolk book.
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Customer avatar
Derek H March 15, 2020 12:00 pm UTC
PURCHASER
Okay, bummer for me but nice to see they will be there for future customers.

Speaking of updates, the next print version should have darker page numbers. They are so faint that sometimes, depending on the background, they are very hard to read.
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Customer avatar
Andrew E April 28, 2020 12:58 pm UTC
PUBLISHER
We were worried about that as well, they came out beautifully on our initial artist proof but some of the later prints have been a bit faint. We plan on darkening them in a massive update towards the end of the year.
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Customer avatar
Justin C May 03, 2023 6:03 am UTC
PURCHASER
It's been three years, are they coming back soon?
Customer avatar
Austin B March 02, 2020 8:50 pm UTC
PURCHASER
Hey so I'm trying to make sense of the whole severity thing in the mutations and curse section. Does it relate to the level of rp points used or am I missing something here?
Reply
Customer avatar
Andrew E March 03, 2020 3:37 am UTC
PUBLISHER
You're on the right track, and sorry about that, we didn't explain curses all that well in retrospect. When it says "choose a number" for severity and then to "roll on the correlating table in the random race generator" it is referring to the RP value. Choose a positive number for a beneficial mutation or curse, and choose a negative number for a detrimental one. That section got a little wonky since it's designed mainly for GMs to inflict these changes on players as a random chance, rather than being part of race or character creation. For example, if you wanted to inflict a detrimental "minor curse" on a player, you could choose a severity 1 "-1 RP", roll a d8 to determine the trait category, then roll on the -1 trait table from that category. I hope that helps!
Customer avatar
Craig E January 26, 2020 1:56 pm UTC
PURCHASER
Just a suggestion for 'Sudden Mutation' on page 182: include wording that allows it to be used to upgrade existing racial traits. For example, a tiefling naturally has fire resistance (worth 4 RP, as per 'Fireproof' on page 65). Sudden Mutation could then boost it by another 4 points, strengthening that resistance to immunity.
Reply
Customer avatar
Andrew E March 03, 2020 3:25 am UTC
PUBLISHER
That's a great suggestion! I'll put that in the notes for a planned errata and free bonus pack that'll be coming down the production line eventually.
Customer avatar
Derek H January 13, 2020 2:56 pm UTC
PURCHASER
So is the sort of change in price a good sign?
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Customer avatar
Derek H January 14, 2020 7:21 pm UTC
PURCHASER
Damn, I didn't mean it that way!
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Customer avatar
Andrew E January 15, 2020 4:31 pm UTC
PUBLISHER
Sorry, the sudden price changes there were us messing up while getting the print version ready! Our print file is currently at the printers for validation and it shouldn't be long now!
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Customer avatar
Derek H February 22, 2020 2:23 pm UTC
PURCHASER
So I am guessing the proofs didn't go according to plan. Which sucks but it happens. If you want some suggestions on possible solutions, I do have one publisher you could ask as she had the same issues with one of her releases- Dying Stylishly. Ms. Allen had trouble with the revised version of Wolf-packs and Winter Snow and it took months before she discovered the solution (which I do not remember at the moment unfortunately).
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Customer avatar
Andrew E March 03, 2020 3:26 am UTC
PUBLISHER
It was a long road of problem fixes (a lot of it having to do with the wonky HTML editor we originally used) but we've finally gone to print! The artist proofs look amazing and I'm happy I can finally release the print editions!
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Dieses Produkt wurde am September 14, 2019 in unseren Katalog aufgenommen.
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