GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

Delta Green: Countdown


John Tynes - 1999
    As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.

Passport to Magonia: On UFOs, Folklore, and Parallel Worlds


Jacques F. Vallée - 1969
    That long-out-of-print book--which discussed the most interesting reports of more than 1,000 apparently reliable witnessess--has become an underground classic and is now being reissued.

Appendix N: The Literary History of Dungeons & Dragons


Jeffro Johnson - 2017
    It is a deep intellectual dive into the literature of science fiction's past that will fascinate any serious role-playing gamer. Author Jeffro Johnson, an expert role-playing gamer, accomplished Dungeon Master and three-time Hugo Award Finalist, critically reviews every single work listed by Gygax in the famous appendix, and in doing so, draws a series of intelligent conclusions about the literary gap between past and present that are surprisingly relevant to current events, not only in the fantastic world of role-playing, but the real world in which the players live.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

Player's Handbook


James Wyatt - 2014
    It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?

Deadlands: The Weird West Roleplaying Game


Shane Lacy Hensley - 1996
    The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.

The 12th Planet


Zecharia Sitchin - 1976
    Over the years, startling evidence has been uncovered, challenging established notions of the origins of life on Earth - evidence that suggests the evidence of an advanced group of extraterrestrials who once inhabited our world.The first book of the revolutionary Earth Chronicles series offers indisputable documentary evidence of the existence of the mysterious planet of Nibiru and tells why its astronauts came to Earth eons ago to fashion mankind in their image.The product of more than thirty years of meticulous research, The 12th Planet treats as fact, not myth, the tales of Creation, the Deluge, the Tower of Babel, and the Nefilim who married the daughters of man.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Star Wars: Imperial Sourcebook


Greg Gorden - 1989
    Outnumbered and outgunned, the Rebellion nevertheless burns across a thousand-thousand worlds, flaming into a fire of hope.But the Emperor has ordered this fire extinguished, setting the massive war machine he had constructed into motion.

The Morning of the Magicians


Louis Pauwels - 1960
    Nor is it a collection of bizarre facts, though the Angel of the Bizarre might well find himself at home in it. It is not a scientific contribution, a vehicle for an exotic teaching, a testament, a document, a fable. It is simply an account - at times figurative, at times factual - of a first excursion into some as yet scarcely explored realms of consciousness. The Morning of the Magicians is a classic of radical literature, a book that has challenged assumptions and conventional knowledge for decades. It has shaken the foundations of beliefs all over the world and may be the most influential book published in the twentieth century. Louis Pauwels and Jacques Bergier spent years searching "through all the regions of consciousness, to the frontiers of science and tradition" and opened their minds to any fact or theory that went beyond the frontier of current theories. The result is this remarkable work, and the stream of possibilities that it contains: Do mutants exist, are they a future form of man? Does extrasensory perception reveal that human consciousness has advanced beyond its currently accepted limits? What connects the ancient art of alchemy and modern atomic physics?

Chariots of The Gods


Erich von Däniken - 1999
    This world-famous bestseller has withstood the test of time, inspiring countless books and films, including the author's own popular sequel, The Eyes of the Sphinx. But here is where it all began--von Daniken's startling theories of our earliest encounters with alien worlds, based upon his lifelong studies of ancient ruins, lost cities, potential spaceports, and a myriad of hard scientific facts that point to extraterrestrial intervention in human history. Most incredible of all, however, is von Daniken's theory that we ourselves are the descendants of these galactic pioneers--and the archeological discoveries that prove it... * An alien astronaut preserved in a pyramid * Thousand-year-old spaceflight navigation charts * Computer astronomy from Incan and Egyptian ruins * A map of the land beneath the ice cap of Antarctica * A giant spaceport discovered in the Andes Includes remarkable photos that document mankind's first contact with aliens at the dawn of civilization.

Amber Diceless Role-Playing: Diceless Role-Playing System


Erick Wujcik - 1991
    * A Complete new role-playing system! * Three complete adventures, including "Throne War," "Battleground on Shadow Earth" and "Into the Abyss!" * Attribute Auction system where players bid against each other, creating a unique family of immortals! * Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! * A mature, demanding, and time-consuming system that puts character development above all else! * Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!