Spells & Chrome


John HelfersKevin Killiany - 2010
    A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks and trolls walk alongside humans every day. Some work for mega-corporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—-for a price.Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & Chrome takes you into the dark and dirty streets of the future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got--cyberware, spells, or a very big gun--to get the job done.

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

King John of Canada


Scott Gardiner - 2007
    A series of minority governments, and endless Quebec referendums (designed to lose narrowly, to keep the money coming) have left Canada almost ungovernable. When the Governor General resigns in disgrace and the House of Windsor implodes in London, a media baron launches the idea of a Canadian king or queen elected by lottery.It starts as a joke — except that the lucky winner, King John, a bright and charismatic guy from Toronto, knows exactly what people want. Soon Quebec is gone, while Toronto’s surprise bid to leave Canada is averted by shifting his official residence, the new seat of power, to the Toronto waterfront. Many good things happen, and the politicians go along for the ride. And the blockades of Native lands are ended for good, after John is heroically wounded keeping the peace at risk to his life.His popularity soars and Canadian morale soars with it. Soon the rest of the world is taking notice of this model leader. In the United States, the blue states look enviously northward. Then Canada’s king, ignoring assassination threats, goes on a formal visit to Washington. . .From the Hardcover edition.

The Vampire Chronicles: The Queen of the Damned, Interview with the Vampire, the Vampire Lestat, etc


Source Wikipedia - 2011
    If you would prefer to read the unedited articles in their old format for free, we have provided a list of the article titles under "chapters" below. Simply go to Wikipedia and use their search form to locate each individual article.)Chapters: The Queen of the Damned, Interview with the Vampire, The Vampire Lestat, Memnoch the Devil, The Tale of the Body Thief, Interview with the Vampire: The Vampire Chronicles, Those Who Must Be Kept, The Vampire Armand, Blood and Gold, Marius de Romanus, Maharet and Mekare, Pandora, Jessica Miriam Reeves, Khayman, Daniel Molloy, Talamasca Caste, Merrick, Blood Canticle, Vittorio the Vampire, Théâtre des Vampires, Merrick Mayfair, Amel, Blackwood Farm, Mona Mayfair, Avicus, Santiago.

The Vampire Player's Guide


Andrew Greenberg - 1991
    A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.

The Legend of Zelda: The Wind Waker - Prima's Official Strategy Guide


Bryan Stratton - 2003
    Become the hero of a brand-new legend! ·Island-by-island tips for every hidden treasure, sidequest, and minigame ·Detailed dungeon maps with every hidden treasure chest revealed ·Checklists of every optional sidequest ·All the tips and tricks you need to defeat every boss and enemy creature ·Complete info on all weapons and itemsâ��including secret ones like the Magic Armor ·Screenshots of all 134 Nintendo Gallery figurines, with all the tips you need to get them

The Familiar


Benjamin E. Sawyer - 2015
    He was not the first.Now a whole town lives in a state of fear.Single parent Emma is worried. Nuisance calls in the early hours. Her daughter, Caitlin’s obsession with an imaginary friend. A man she calls Mr. Pig. Drawings begin to appear all over the house, on windows and place that Caitlin cannot reach. Each drawing telling the tale of Mr. Pig. Of his strange, animal features and his promise to take Caitlin away with him, whilst her mother sleeps…Soon events conspire to make Emma believe that her daughter’s friend may be all too real. She cannot escape the fear, is Caitlin next? From the past has risen a dark evil. The Tall Man is coming. The Familiar. Right hand of vengeance. The devourer of children. Within the walls of a secure hospital is the only person who might be able to stop it…Age old Fear. Brand new terror…..

Birthright


Richard A. Knaak - 2006
    That struggle has now spilled over into Sanctuary -- the world of men. Determined to win mankind over to their respective causes, the forces of good and evil wage a secret war for mortal souls. This is the tale of the Sin War -- the conflict that would forever change the destiny of man. Three thousand years before the darkening of Tristram, Uldyssian, son of Diomedes, was a simple farmer from the village of Seram. Content with his quiet, idyllic life, Uldyssian is shocked as dark events rapidly unfold around him. Mistakenly blamed for the grisly murders of two traveling missionaries, Uldyssian is forced to flee his homeland and set out on a perilous quest to redeem his good name. To his horror, he has begun to manifest strange new powers -- powers no mortal man has ever dreamed of. Now, Uldyssian must grapple with the energies building within him -- lest they consume the last vestiges of his humanity.

Night Terrors III


Theresa DillonPaul Tremblay - 2014
    A wave of sinkholes appears on the anniversary of a rural tragedy, and local residents begin to hear the voices of the dead. A woman encounters a predator from her youth—and a chance to turn the tables. A child’s inner beast takes on a sinister life of its own. An undetectable serial killer raises tensions on a college campus. Experimental physics reveals another world, and it might mean the end of ours. Shrouded in darkness, lurking in the shadows, NIGHT TERRORS III awaits you. The third installment of the chilling Night Terrors anthology series includes stories from Jack Ketchum, Steve Rasnic Tem, Dennis Etchison, Taylor Grant, Eric J. Guignard, Aric Sundquist, Jennifer Brozek, John McNee, Simon McCaffery, Patty Templeton, and many more!

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

The Lord of Always


David Brian - 2018
    But the house sits on a nexus point; a gateway to demonic realms.Amid a turbulence of twisting realities, and facing legions of fallen angels and nightmarish servitors, Frank and Roz become separated. Frank turns to a local pensioner for assistance. But the enigmatic George Smoke is a man who offers more questions than answers.Confronted by dark gods and cosmic abominations, Frank faces a battle for his wife's soul. It seems a fight he is destined to lose... but he must succeed. Saving Roz is the key to everything.

Clan Novel Saga, Volume 1: The Fall of Atlanta


Stewart Wieck - 2003
    Now, the entire epic is represented in four beautiful trade-format volumes. The Clan Novel Saga reorganizes the chapters from all 13 novels (and the Clan Novel Anthology) in strict chronological order, showing the progress of the epic night by night and minute by minute.The Fall of AtlantaVolume One features a variety of prologue material and the dramatic events of June 1999. The vampires of the Sabbat move into the Camarilla city of Atlanta, and the dreaded relic called the Eye of Hazimel makes its appearance on the scene.With a Foreword by Stewart Wieck and an All-New Story by Philippe Boulle

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Dungeon Crawl Classics RPG


Joseph Goodman - 2012
    You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Frostgrave: Fantasy Wargames in the Frozen City


Joseph A. McCullough - 2015
    Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.