Agent of the Imperium: A Story of the Traveller Universe


Marc W. Miller - 2015
    In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. He died centuries ago, but they re-activate his recorded personality whenever a new threat appears. When the crisis is over, they expect he will meekly return to oblivion. He has other ideas. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. If you know the Traveller science-fiction role-playing game, then some of this is already familiar; if not, no matter; this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.

Lake Ness: Extinction Is About To Be Redefined


Cherie Mitchell - 2020
    Not quite sure what he's let himself in for, he slowly adjusts to the isolated environment of Lake Ness and the challenges of living with a bunch of often erratic and unpredictable teenagers.However, it's not long before their best-laid plans start to unravel. Some of the kids aren't too good at obeying the rules of the camp, Gerry finds himself dragged back down into memories he's been trying to avoid, and Marnie and Jim have had a falling out. The FBI is also sniffing around and everyone knows that they don't generally like to spend money unless it's money well spent.On top of everything else, there's something large and dangerous living in the lake and as impossible as it sounds, Gerry is starting to think they've discovered some long-extinct aquatic dinosaurs living in this isolated waterway, creatures who are rapidly developing a taste for human flesh. Someone is going to have to step up to be a hero before more lives are lost and it looks like Gerry is that man. Unfortunately, volunteering to be a hero was never one of Gerry's preferred career choices.Lake Ness - extinction is about to be redefined.

New Cthulhu: The Recent Weird


Paula GuranLaird Barron - 2011
    Lovecraft has inspired writers of supernatural fiction, artists, musicians, filmmakers, and gamers. His themes of cosmic indifference, the utter insignificance of humankind, minds invaded by the alien, and the horrors of history—written with a pervasive atmosphere of unexplainable dread—remain not only viable motifs, but are more relevant than ever as we explore the mysteries of a universe in which our planet is infinitesimal and climatic change is overwhelming it. In the early twenty-first century the best supernatural writers no longer imitate Lovecraft, but they are profoundly influenced by the genre and the mythos he created. New Cthulhu: The Recent Weird presents some of the best of this new Lovecraftian fiction—bizarre, subtle, atmospheric, metaphysical, psychological, filled with strange creatures and stranger characters—eldritch, unsettling, evocative, and darkly appealing.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

At the Mountains of Madness: A Graphic Novel


I.N.J. Culbard - 2010
    A scientific expedition embarks for the frozen wasteland of Antarctica. But the secrets they unearth there reveal a past almost beyond human comprehension - and a future too terrible to imagine. By taking scientific fact so seriously, At the Mountains of Madness(1936), H.P Lovecraft's classic take on the "heroic age" of polar exploration, helped to define a new era in 20th-century science fiction. "...and then vague horror began to creep into our souls."

Classic Battletech: Total Warfare


Randall N. Bills - 2006
    As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

Dark Heresy RPG: Core Rulebook


Owen Barnes - 2008
    You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos. You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia The Dark Heresy core rulebook contains everything you need to start your roleplaying adventure in the Warhammer 40,000 universe.

Dark Theatres


Benjamin AdamsGreg Stolze - 2001
    It presents eight new stories of intrigue and horror set against the backdrop of the Cthulhu Mythos of H. P. Lovecraft blended with modern conspiracy theory. Delta Green: Dark Theatres follows two award winning Role Playing Game sourcebooks, a novel and a previous short story anthology.

What Lurks Below


Donald Firesmith - 2015
    But when hundreds of huge holes mysteriously appear overnight in the frozen tundra north of the Arctic Circle, Jack receives an unexpected phone call. An oil company exec hires Jack to investigate, and he picks his climatologist wife and two of their graduate students as his team. Uncharacteristically, Jack also lets Aileen O’Shannon, a bewitchingly beautiful young photojournalist, talk him into coming along as their photographer. When they arrive in the remote oil town of Deadhorse, the exec and a biologist to protect them from wild animals join the team. Their task: to assess the risk of more holes opening under the Trans-Alaska Pipeline and the wells and pipelines that feed it. But they discover a far worse danger lurks below. When it emerges, it threatens to shatter Jack’s unshakable faith in science. And destroy us all…

DEAD: Box Set 2


T.W. Brown - 2013
    Winter is coming... As survivors around the world struggle to get their feet under them in a world overrun by the walking dead, a new problem rears its head. As unstoppable as any horde of zombies, the seasons march on, heedless of the fragility of the human race. The first winter is approaching. Up in the mountains of northeastern Oregon, Steve's band settles in but discover something so horrible that it may destroy them before the weather has a chance. Kevin faces ghosts from his past while struggling to maintain unity among his people. In other parts of this dead world, a team of scientists struggle to devise a cure... A new pharaoh rises in Egypt... Chad learns he will do anything to keep his daughter safe... Juan struggles with the demons of his past that tell him he is unfit to lead...or love... A military unit tries to restore order at any cost... Dead: Winter The first winter has come, and with it, new problems. No longer are the zombies the biggest threat to survival. With the global infrastructure gone, people are forced to do whatever it takes to survive...even the unthinkable. Steve faces his toughest decision yet as he tries to lead his people through one nightmare after another. Kevin risks everything to save one girl and finds himself in the middle of a military fight for power. Juan fights his way home, but soon finds himself leaving the island...at the worst time possible. Two women set out for London...but one has a secret that she is keeping under wraps. One man seeks to be a god as a new exodus occurs in Egypt. A soldier abandons his post, but can he escape his duty? The darkest days have come now that winter has most of the world in its clutches. Dead: Siege & Survival Several months have passed since the dead began to walk. The first winter has taken its toll in more ways than one as humanity continues to struggle to survive. Not every threat to humanity comes form the undead as so many have discovered man's ability to sink into depravity with the absence of law and order. Time and again survivors have fought, run. and regrouped. Yet, there seems to be no respite, and as winter draws on...things become more and more difficult to endure. A new threat seems to materialize even before the last can be dealt with. And if the physical toll was not enough, the hours of isolation and the time left with one's thoughts can become just as destructive. How much more can you take? Dead: Confrontation

Clanbook: Ravnos


Robert Hatch - 1997
    From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.

Clanbook: Ravnos Revised


Deird're Brooks - 2001
    A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos 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.