7th Sea (Seventh Sea) Player's Guide 1668


John Wick - 2000
    Players take the roles of heroes bent o­n thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost o­ne hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.

Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

Guide to the Technocracy


Phil Brucato - 1999
    We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements that protect and comfort humanity. We decide how tomorrow improves beyond today. If you are ready to shape the world and willing to sacrifice yourself for humanity, you can be one of us.One World, One UnionAll the information needed to run a Technocracy - based Chronicle: Technocracy characters, new Abilities, Devices and Procedures, Technocratic organization and more. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Learn the Union's beliefs and goals, and how it plans to empower all of humanity.

The Complete Books


Charles Fort - 1941
    His research appeared in four books: The Book of the Damned, New Lands, Lo!, and Wild Talents.In these four volumes Fort organized and commented on a wild host of phenomena: flying saucers seen in the sky before the invention of aircraft, flying wheels, strange noises in the sky; correlations between volcanic activity and atmospheric phenomena; falls of red snow; falls of frogs, fishes, worms, shells, jellies; finding of "thunderbolts"; discrepancies in the schedules of comets, sightings on Mars and the moon; infra-Mercurian planets; inexplicable footprints in snowfields; flat earth phenomena, disruptions of gravity; poltergeist phenomena; stigmata; surviving fossil animals; the Jersey devil; Kaspar Hauser; spontaneous combustion; and similar weird effects.While Charles Ford never actually explained the phenomena, beyond making vague hints of an organic universe and neo-Hegelianism, through the years his following has grown. At first his work was picked up by literary men such as Theodore Dreiser, Booth Tarkington, Clarence Darrow, Havelock Ellis, and Oliver Wendell Holmes. Later, "Fortean themes" influenced the development of science fiction, and today his work remains the great predecessor to all extraterrestrial speculations.

Ars Magica, Fifth Edition


Jonathan Tweet - 1989
    You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.

Monster Manual


Mike Mearls - 2014
    This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. • The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. • An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. • Created as part of a massive public playtest involving more than 170,000 fans of the game.

Nobilis


R. Sean Borgstrom - 1999
    Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.

Call of Cthulhu: Horror Roleplaying


Sandy Petersen - 2005
    CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.

Clanbook: Followers of Set Revised


Dean Shomshak - 2001
    The Followers of Set are scattered all over the world, seducing mortals into cults and enslaving other Kindred through their own vices. Yet the Setites do not exist for excess alone: They gather secrets from the darkness that spawned them, secrets that can be yours for a price.Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Setite takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

The Resurrectionist: The Lost Work of Dr. Spencer Black


E.B. Hudspeth - 2013
    A city of gas lamps, cobblestone streets, and horse-drawn carriages—and home to the controversial surgeon Dr. Spencer Black. The son of a grave robber, young Dr. Black studies at Philadelphia’s esteemed Academy of Medicine, where he develops an unconventional hypothesis: What if the world’s most celebrated mythological beasts—mermaids, minotaurs, and satyrs—were in fact the evolutionary ancestors of humankind?  The Resurrectionist offers two extraordinary books in one. The first is a fictional biography of Dr. Spencer Black, from a childhood spent exhuming corpses through his medical training, his travels with carnivals, and the mysterious disappearance at the end of his life. The second book is Black’s magnum opus: The Codex Extinct Animalia, a Gray’s Anatomy for mythological beasts—dragons, centaurs, Pegasus, Cerberus—all rendered in meticulously detailed anatomical illustrations. You need only look at these images to realize they are the work of a madman. The Resurrectionist tells his story.

The Secret History of the World


Jonathan Black - 2007
    From the esoteric account of the evolution of the species to the occult roots of science, from the secrets of the Flood to the esoteric motives behind American foreign policy, here is a narrative history that shows the basic facts of human existence on this planet can be viewed from a very different angle. Everything in this history is upside down, inside out and the other way around.At the heart of "The Secret History of the World" is the belief that we can reach an altered state of consciousness in which we can see things about the way the world works that are hidden from us in our everyday, commonsensical consciousness. This history shows that by using secret techniques, people such as Leonardo da Vinci, Isaac Newton and George Washington have worked themselves into this altered state - and been able to access supernatural levels of intelligence. There have been many books on the subject, but, extraordinarily, no-one has really listened to what the secret societies themselves say. The author has been helped in his researches by his friendship with a man who is an initiate of more than one secret society, and in one case an initiate of the highest level.

Cryptozoology A to Z: The Encyclopedia of Loch Monsters, Sasquatch, Chupacabras & Other Authentic Mysteries of Nature


Loren L. Coleman - 1999
    Recently, tales of these "monsters" have been corroborated by an increase in sightings, and out of these legends a new science has been born: cryptozoology -- the study of hidden animals.Cryptozoology A to Z, the first encyclopedia of its kind, contains nearly two hundred entries, including cryptids (the name given to these unusual beasts), new animal finds, and the explorers and scientists who search for them. Loren Coleman, one of the world's leading cryptozoologists, teams up with Jerome Clark, editor and author of several encyclopedias, to provide these definitive descriptions and many never-before-published drawings and photographs from eyewitnesses' detailed accounts. Full of insights into the methods of these scientists, exciting tales of discovery, and the history and evolution of this field, Cryptozoology A to Z is the most complete reference ever of the newest zoological science.

Role-Playing Mastery


E. Gary Gygax - 1987
    You'll learn to:* create your ideal character* improve group dynamics * help your group accomplish its goals * assess your opponents* build a more exciting campaign * and much more!~ There are even tips on how to take pieces from different game systems and combine them into an entirely new game that's perfect for you and your group. Everything you need is here to take you from good to better to best!

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

Marvel Heroic Roleplaying Basic Game


Cam Banks - 2012
    It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!