Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Monster Manual V (Dungeons & Dragons Supplement)


David NoonanWil Upchurch - 2007
    This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.

Diaspora


Greg Egan - 1997
    Of the discovery of an alien race and of a kink in time that means humanity — whatever form it takes — will never again be threatened by acts of God.

Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons Accessory)


Jason Carl - 2001
    Contains prestige classes, feats, combat tactics, weapons, and a discussion of the role of fighters and monks in the campaign world.

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master's ""Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Warhammer 40,000


Games Workshop - 2017
    No forgiveness. No respite. There is only war.The Dark Millenium takes a horrific toll upon Mankind's realm, for the galaxy is beset by the flames of war. In this nightmare future, Humanity faces utter damnation. The galaxy has split along its length, torn by apocalyptic acts of violence to disgorge the horrors of the warp. Every one of the Imperium's million worlds is beset by Chaos incarnate. Scenting blood, warmongering alien races descend to conquer even as the enemy within rises up, utter disaster stayed only by the daily sacrifice of untold billions. Only the armies of the Immortal Emperor stand between Humanity and midnight-black oblivion. Foremost amongst them are the Space Marines of the Adeptus Astartes, dauntless champions forged anew as the ultimate protectors of Mankind.You can enter this universe of horrors, today, if you dare. But remember this is a a more terrible era than ever before, and there is no peace amongst the stars...The Games Workshop hobby allows you to collect, build, paint and play within worlds of boundless creativity and imagination. Warhammer 40,000 is a tabletop game for two or more players, where you control an army of Citadel Miniatures representing the Imperium of Man or one of its many enemies. As well as telling the story of the Dark Millenium, this books provides all the rules you need to fight a variety of battles in this dystopian setting, and has essential information about collecting, painting and gaming with Citadel Miniatures.(publisher's description)

Blindsight


Peter Watts - 2006
    The heavens have been silent since - until a derelict space probe hears whispers from a distant comet. Something talks out there: but not to us. Who to send to meet the alien, when the alien doesn't want to meet? Send a linguist with multiple-personality disorder, and a biologist so spliced to machinery he can't feel his own flesh. Send a pacifist warrior, and a vampire recalled from the grave by the voodoo of paleogenetics. Send a man with half his mind gone since childhood. Send them to the edge of the solar system, praying you can trust such freaks and monsters with the fate of a world. You fear they may be more alien than the thing they've been sent to find - but you'd give anything for that to be true, if you knew what was waiting for them.

Starfinder: Alien Archive


Jason KeeleySteve Kenson - 2017
    What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost

Manual of the Planes


Jeff Grubb - 2001
    From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. "Manual of the Planes" is your guidebook on a tour of the multiverse. This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. To use this supplement, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master""'s Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Kobold Guide to Worldbuilding (Kobold Guides to Game Design)


Janna SilversteinMichael A. Stackpole - 2012
    It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.