Traveller Core Rulebook: Science-Fiction Adventure in the Far Future


Gareth Ryder-Hanrahan - 2008
    Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.

The Second Cthulhu Mythos MEGAPACK®


H.P. LovecraftRobert Bloch - 2016
    Included are: Introduction (The Second Cthulhu Mythos Megapack) • essay by Shawn Garrett Dreams of Yith • (1934) • poem by Duane W. Rimel and H. P. Lovecraft Out of the Aeons • short fiction by Hazel Heald and H. P. Lovecraft (variant of Out of the Eons 1935) Fishhead • (1913) • short story by Irvin S. Cobb When Chaugnar Wakes • (1932) • poem by Frank Belknap Long The Mound • (1940) • novella by H. P. Lovecraft and Zealia Bishop The Thing on the Roof • (1932) • short story by Robert E. Howard The Isle of Dark Magic • (1934) • novelette by Hugh B. Cave The Secret in the Tomb • (1935) • short story by Robert Bloch The Horror from the Hills • (1931) • novella by Frank Belknap Long The Terrible Parchment • (1937) • short story by Manly Wade Wellman The Shambler from the Stars • (1935) • short story by Robert Bloch The Diary of Alonzo Typer • (1938) • short story by H. P. Lovecraft and William Lumley Hydra• (1939) • short story by Henry Kuttner The Suicide in the Study • (1935) • short story by Robert Bloch Marmok • (1940) • poem by Emil Petaja The Intruder • (1940) • short story by Emil Petaja Out of the Jar • (1941) • short story by Charles R. Tanner [as by Charles A. Tanner] Skydrift • (1949) • short story by Emil Petaja Anonymous • (1951) • short story by George T. Wetzel Why Abdul Alhazred Went Mad • (1950) • short story by D. R. Smith (variant of Why Abdul Al Hazred Went Mad) Caer Sidhi • (1954) • short story by George T. Wetzel Dead of Night • (1988) • short story by Lin Carter Death of a Damned Good Man • (1991) • short story by Avram Davidson Medusa's Coil • short fiction by Zealia Bishop and H. P. Lovecraft [as by Howard Phillips Lovecraft and Zealia Bishop] Perchance to Dream • (1988) • short story by Lin Carter The Winfield Heritence • short fiction by Lin Carter (variant of The Winfield Heritance 1981) The Challenge from Beyond • (1935) • short story by C. L. Moore and A. Merritt and H. P. Lovecraft and Robert E. Howard and Frank Belknap Long The Last Horror Out of Arkham • (1977) • short story by Darrell Schweitzer If you enjoy this ebook, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see more of the 300+ volumes in this series, covering adventure, historical fiction, mysteries, westerns, ghost stories, science fiction -- and much, much more!

Delta Green: Extraordinary Renditions


Shane Ivey - 2015
     "PAPERCLIP" by Kenneth Hite. "A Spider With Barbed-Wire Legs" by Davide Mana. "Le Pain Maudit" by Jeff C. Carter. "Cracks in the Door" by Jason Mical. "Ganzfeld Gate" by Cody Goodfellow. "Utopia" by David Farnell. "The Perplexing Demise of Stooge Wilson" by David J. Fielding. "Dark" by Daniel Harms."Morning in America" by James Lowder. "Boxes Inside Boxes" and "The Mirror Maze" by Dennis Detwiller. "A Question of Memory" by Greg Stolze. "Pluperfect" by Ray Winninger. "Friendly Advice" by Gareth Ryder-Hanrahan. "Passing the Torch" by Adam Scott Glancy. "The Lucky Ones" by John Scott Tynes. "Syndemic" and an introduction by Shane Ivey. These stories are recommended for mature readers. Excerpted from the introduction: We know a program called Delta Green really existed. You can find a couple of references to it in documents uncovered by Freedom of Information Act requests. Delta Green was a psychological operations unit in World War II, created to take advantage of the bizarre occult beliefs of Axis leaders. The public documents, which may have been released with the name unredacted by mistake, don’t say whether it had any success. The OSS was shut down after the war. Many of its people helped launch the CIA in 1947. We can only speculate whether the OSS’s lessons from Delta Green informed the CIA’s notorious psychological operations in the coming decades.  Conspiracy theorists have done more than speculate. Delta Green came back as a secret project to track down Nazis after the war, they say. Delta Green brought federal agents, spies, and special forces together for missions too secret even for the CIA. Delta Green was the precursor and rival to Majestic-12, the U.S. government conspiracy that allied itself with aliens after Roswell. Delta Green fights otherworldly monsters and evil sorcerers under the cover of the Global War on Terror. Once you climb into the rabbit hole, the fall never ends. In this book we turn up tales from the rabbit hole: Delta Green case histories rendered as short stories. They begin in the Dust Bowl, with a Naval intelligence unit supposedly called “P4” and memories of the abandoned New England town of Innsmouth (another bottomless well of conspiracy theories). They look at the days after World War II when secret agents pursued Nazis all over Europe, the early CIA attempted its first infamous schemes, and anticommunist witch-hunts seized on American terrors back home. They bring us through the Cold War desperation of the Seventies and Eighties, when America was shocked by its own crimes and Delta Green allegedly went underground again. And they come to the present day, and a Delta Green divided after it rebuilt itself in the secret government—but many old outlaws refused to trust the new order.

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

Investigator Handbook: A Core Game Book for Players


Mike Mason - 2015
    LovecraftWill you stand against the horrors of the night?Whether learned professor, nosy journalist, or hard-hitting detective, investigators need all the help they can get. Let this book be your guide. The Investigator Handbook is an essential player’s aid for the Call of Cthulhu 7th edition roleplaying gameWritten for those who will be playing the roles of investigators, the Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game. What’s more, there’s a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding investigators.No self-respecting investigator of the Cthulhu Mythos should be without it!

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.

The Lakeview Man (The Lakeview Man Series Book 1)


D.A. Roberts - 2020
    Trained to trust his instincts and to pay close attention to detail, his rational brain is at war with what he has seen. Something very strange is happening in rural Sloan County, Missouri. Nothing in his experience has prepared him for anything like this. More disappearances only make the mystery deepen as the Sheriff tries to cover up what's really going on. Clark enlists the aid of other deputies who, like himself, have seen things that don't make sense. Things that aren't real. Or are they?A creature from our primordial nightmares has found its hunting grounds in the rural Ozarks, along the shores of Table Rock Lake. The closer they get to finding the creature, the more pressure they get to stay out of the investigation. Pressure from the sheriff and mysterious F.B.I. Agents who know more than they will admit. Soon, Clark learns that the creature he's been hunting has been hunting him as well. The ultimate battle of man versus beast is about to take place in the Ozarks. Can Clark defeat a beast from out of our nightmares or will the creature claim yet another victim?Can anything stop The Lakeview Man?

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

That Darn Squid God


Nick Pollotta - 2004
    While most of Humanity finds the event fascinating, two British explorers know the horrible truth. The rotating moon is the legendary sign that foreshadows the return of a prehistoric demon, the monstrous destroyer of Atlantis, an unkillable colossus known only as the deadly, dreaded Squid God.Racing around the world, and against the clock, Prof. Einstein and Lord Carstairs battle the fanatical legions of Squid God worshippers in a valiant effort to stop the ghastly rebirthing ceremony and keep the demonic mollusk locked in the stygian depths of its unearthly lair. Authors Nick Pollotta & James Clay have lovingly crafted a splendid Fantasy/Adventure, heavily laced with their classic off-the-wall humor, and sprinkled with a light dusting of parody toward the legendary works of H.P. Lovecraft, H.G. Wells, Jules Verne, Sir Arthur Conan Doyle, and just about everything else from the golden glory days of Victorian England."Rewrites literary history, remodels London worse than the Blitz, and convinces that it is wise never to deny the supremacy of British womanhood! What more can you ask?" --ANALOG

Brian Lumley's Mythos Omnibus Volume 2


Brian Lumley - 1997
    Brain Lumley is the author of Necroscope.

GURPS Space


Jon F. Zeigler - 2006
    Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

Revelations of the Dark Mother


Phil Brucato - 1998
    She is Lilith, the Dark Queen, the Harlot of the Damned. It was she, some whisper, who taught Caine his shadowed gifts. And it is she, the legends continue, who will rise to herald the Final Nights, the great Gehenna.Come, childer, and hear the Dark Mothers tale.Embraces Her Children for the Final NightsA Book of Nod-style tome of vampire myths and history, Revelations of the Dark Mother explores the heretofore ignored legends of Lilith, the Dark Queen. Learn of the hidden Lilith-cults that have existed down through the ages. Discover a new telling of the Vampire creation myth, and guess at what is yet to come in the night.

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.

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!

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!