Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Rogue Trader: Core Rulebook


Owen Barnes - 2009
    Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.

Everything Is Under Control: Conspiracies, Cults and Cover-ups


Robert Anton Wilson - 1998
    Now this avatar of conspiriology, renowned for his razor wit and progressive philosophy, takes you on a fascinating, eclectic ride through what Wilson has termed the "Cultic Twilight" where conspiracy theories flourish. Everything Is Under Control covers the range of Wilson's kaleidoscopic knowledge, from John Adams to the Voronezh (former Soviet Union) UFO sighting, the Campus Crusade for Cthulhu to the Mothman prophecies, and everything in between. What do the Freemasons, the Kennedys, and Princess Diana have in common? All are at the center of gigantic conspiracy theories with incredibly complex and endlessly multiplying twists, turns, highways and byways. Arranged by alphabetical entries which include cross-references to other entries in the book and also provide addresses to related sites on the Web, this book is truly interactive — you can dip in, read through, or follow one of the URLs from an interesting entry onto the internet.What some famous people say about Robert Anton Wilson:"A dazzling barker hawking tickets to the most thrilling tilt-a-whirls and daring loop-o-planes on the midway to higher consciousness."--Tom Robbins"Wilson managed to reverse every mental polarity in me, as if I had been pulled through infinity."—Philip K. Dick"One of the most important scientific philosophers of his century — scholarly, witty, scientific, hip and hopeful."—Dr. Timothy Leary

Sword Coast Adventurer's Guide


Steve Kenson - 2015
    Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.   The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.   Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide:   · Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.   · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.  · Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.   · Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.   With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come. Look for Sword Coast Adventurer’s Guide to be available on November 3.

Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game


Patrick Chapin
    Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.

Hunt for the Skinwalker: Science Confronts the Unexplained at a Remote Ranch in Utah


Colm A. Kelleher - 2005
    Vanishing and mutilated cattle. Unidentified Flying Objects. The appearance of huge, otherworldly creatures. Invisible objects emitting magnetic fields with the power to spark a cattle stampede. Flying orbs of light with dazzling maneuverability and lethal consequences. For one family, life on the Skinwalker Ranch had become a life under siege by an unknown enemy or enemies. Nothing else could explain the horrors that surrounded them -- perhaps science could. Leading a first-class team of research scientists on a disturbing odyssey into the unknown, Colm Kelleher spent hundreds of days and nights on the Skinwalker property and experienced firsthand many of its haunting mysteries. With investigative reporter George Knapp -- the only journalist allowed to witness and document the team's work -- Kelleher chronicles in superb detail the spectacular happenings the team observed personally, and the theories of modern physics behind the phenomena. Far from the coldly detached findings one might expect, their conclusions are utterly hair-raising in their implications. Opening a door to the unseen world around us, Hunt for the Skinwalker is a clarion call to expand our vision far beyond what we know.

The Habitation of the Blessed


Catherynne M. Valente - 2010
    But what if it were all true? What if there was such a place, and a poor, broken priest once stumbled past its borders, discovering, not a Christian paradise, but a country where everything is possible, immortality is easily had, and the Western world is nothing but a dim and distant dream?Brother Hiob of Luzerne, on missionary work in the Himalayan wilderness on the eve of the eighteenth century, discovers a village guarding a miraculous tree whose branches sprout books instead of fruit. These strange books chronicle the history of the kingdom of Prester John, and Hiob becomes obsessed with the tales they tell. The Habitation of the Blessed recounts the fragmented narratives found within these living volumes, revealing the life of a priest named John, and his rise to power in this country of impossible richness. John's tale weaves together with the confessions of his wife Hagia, a blemmye--a headless creature who carried her face on her chest--as well as the tender, jeweled nursery stories of Imtithal, nanny to the royal family.

Clanbook: Malkavian Revised


Ethan Skemp - 2000
    From emotionless sociopaths to raving lunatics and everything in between, the Malkavians nonetheless command startling insight. Does what they know drive them to madness or does their insanity allow them too peer into a world the rest of us fear to see?The Method of MadnessAs part of the revised lineup of clanbooks, Malkavian takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.

Principia Discordia ● Or ● How I Found Goddess and What I Did to Her When I Found Her: The Magnum Opiate of Malaclypse the Younger


Gregory Hill - 1965
    This legendary underground classic contains absolutely everything worth knowing about absolutely anything. Discordianism is the religion for these screwed-up times, and Principia Discordia reveals it here for your enlightenment, confusion and entertainment.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

The Folklore of Discworld


Terry Pratchett - 2008
    Legends, myths, and fairy tales: our world is made up of the stories we told ourselves about where we came from and how we got here. It is the same on Discworld, except that beings, which on Earth are creatures of the imagination — like vampires, trolls, witches and, possibly, gods — are real, alive and, in some cases kicking, on the Disc.In The Folklore of Discworld, Terry Pratchett teams up with leading British folklorist Jacqueline Simpson to take an irreverent yet illuminating look at the living myths and folklore that are reflected, celebrated and affectionately libelled in the uniquely imaginative universe of Discworld.

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

Legends and Lore: Cyclopedia of Gods and Heroes from Myth and Legend


James M. Ward - 1980
    

Xanathar's Guide to Everything


Wizards of the Coast - 2017
    In addition, you’ll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.Complete rules for more than twenty new subclasses for fifth edition Dungeons & Dragons, including the cavalier, the inquisitive, the horizon walker, and many more. Dozens of new feats and spells, and a system to give your character a unique, randomized backstory. A variety of systems and tools that provide Dungeon Masters new ways to personalize their home games, while also expanding the ways players can engage in organized play and shared world campaigns.Beauty is in the eye of the beholder, but evil is in its heart!The Xanathar…Waterdeep’s most infamous crime lord, and a beholder to boot…You’d be shocked to discover just how much he knows about you…Yes, you… adventurers.

Star Wars: The Roleplaying Game


Greg Costikyan - 1987
    Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.