Witch World Saga 1-3: The Original Three Books


Andre Norton - 2017
     Witch World The first book in the classic Witch World saga by beloved fantasy and science fiction author Andre Norton. Simon Tregarth, a man on the run, escapes from our world into another, where magic still has power. He finds new purpose in the service of Estcarp, whose witches use their ancient knowledge of magic to protect their home. But a new threat is rising: the mysterious Kolder, who possess powers and technology unlike anything known in the Witch World. It will take Simon and the forces of Estcarp all their might, their courage, and their magic to drive back the insurmountable enemy. Web of the Witch World Fantasy and science fiction Grand Master Andre Norton’s Witch World saga continues in Web of the Witch World. After repulsing the Kolder, the land of Estcarp is safe, until a sudden disappearance sends Simon Tregarth and his allies on a quest to stop an enigmatic new danger. Though the Kolder were defeated before, they rise again with a vengeance, and their plot is even more sinister than before. From Karsten in the south to the swamps of Tor to the Kolder’s impenetrable stronghold and beyond, Simon must fight to stop the invaders of his adopted home once and for all. Year of the Unicorn Year Of the Unicorn returns to Andre Norton’s Witch World with a tale of adventure and magic. The orphan Gillan grew up in an abbey in High Hallack, always knowing she was different and never feeling at home. When the lords of High Hallack pledge twelve brides to the Were Riders in exchange for their protection, Gillan is faced with an opportunity few would consider: to take the place of one of the twelve chosen women and go off to parts unknown to marry one of these strange wild men. But Gillan leaps at the chance to leave the only home she has ever known in the hopes of finding something she was meant to do. And her rare gift to see through illusions that fool others will prove vital in a journey where nothing is as it seems.

Dark Apostle


Anthony Reynolds - 2007
    After brutally enslaving the population, they set them to work building a monstrous, kilometres-high tower. What is the Word Bearers' vile purpose, and can they achieve it before the Imperial forces arrive to reclaim the planet?

Legend of the Five Rings RPG


Rich Wulf - 2005
    For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history

Archangel Down


C. Gockel - 2015
    They’re wrong.Commander Noa Sato plans a peaceful leave on her home planet Luddeccea ... but winds up interrogated and imprisoned for her involvement in the Archangel Project. A project she knows nothing about.Professor James Sinclair wakes in the snow, not remembering the past twenty four hours, or knowing why he is being pursued. The only thing he knows is that he has to find Commander Sato, a woman he’s never met.A military officer from the colonies and a civilian from Old Earth, they couldn’t have less in common. But they have to work together to save the lives of millions—and their own.Every step of the way they are haunted by the final words of a secret transmission:The archangel is down.

Mephiston: Blood of Sanguinius


Darius Hinks - 2017
    Only the Lord of Death himself, Blood Angels Chief Librarian Mephiston, has any hope of discerning the fate of this once pious world. After enacting a powerful blood ritual, Mephiston and an honour guard of his fellow Blood Angels reach the stricken shrine world to find it seized by religious civil war. Each faction fights for dominance of a potent artefact, the Blade Petrific, said to be wrought by the Emperor Himself. Yet there is more at work here than a mere ideological schism, for Mephiston believes Divinatus Prime could offer answers to how he became the Lord of Death, he who resisted the Black Rage, and possibly even a way to end the curse of ‘the Flaw’ in all Blood Angels.Read by Richard Reed.

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.

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

Deathwing


Neil JonesGav Thorpe - 1980
    It includes work by blistering talents such as Ian Watson, Storm Constantine, Dan Abnett, Charles Stross, William King, Neil McIntosh, Gav Thorpe and Graham McNeill.Deathwing, a Warhammer 40,000 anthology, is a gripping collection of the darkest science fiction stories set in the stark and brutal universe of Warhammer 40,000, stretching from the exploits of the lethal agents of the Officio Assassinorum to the babbling of incarcerated lunatics, their minds broken by the insanity of Chaos. The Deathwing are the secretive inner circle of the most vigilant and zealous of the Emperor's warriors, the Dark Angels. They alone bear the truth of the hidden shame that taints them and each one of their fellows, and their ancient disgrace is just one in a galaxy of mysteries. In the nightmare future of the 41st Millennium, humanity must fight for survival againt a myriad heretical alien races – but the most dangerous enemies of all are the former champions of mankind, now corrupted by the foul taint of Chaos!Contents: 8Deathwing [Warhammer 40,000] (1990) / novella by Bryan Ansell, William King *Devil's Marauders [Warhammer 40,000] (1990) / novelette by William King *Pestilence [Warhammer 40,000] (2001) / novelette by Dan Abnett *Lacrymata [Warhammer 40,000] (1990) / novelette by Storm Constantine *The Alien Beast Within [Inquisition War] (1990) / novelette by Ian Watson *Seed of Doubt [Warhammer 40,000] (1990) / novelette by Neil McIntosh *Suffer Not the Unclean to Live [Warhammer 40,000] (2001) / novelette by Gav Thorpe *Warped Stars [Inquisition War] (1990) / novella by Ian Watson * Monastery of Death [Warhammer 40,000] (1990) / novelette by Charles Stross * Unforgiven [Warhammer 40,000] (2001) / short story by Graham McNeill.

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

BioShock: Rapture


John Shirley - 2011
    FDR's New Deal has redefined American politics. Taxes are at an all-time high. The bombing of Hiroshima and Nagasaki has brought a fear of total annihilation. The rise of secret government agencies and sanctions on business has many watching their backs. America's sense of freedom is diminishing . . . and many are desperate to take that freedom back.Among them is a great dreamer, an immigrant who pulled himself from the depths of poverty to become one of the wealthiest and admired men in the world. That man is Andrew Ryan, and he believed that great men and women deserve better. And so he set out to create the impossible, a utopia free from government, censorship, and moral restrictions on science--where what you give is what you get. He created Rapture---the shining city below the sea.But as we all know, this utopia suffered a great tragedy. This is the story of how it all came to be . . .and how it all ended.

Rifts Ultimate Edition


David MartinFreddie E. Williams II - 2005
    There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.

Shadowrun


FASA Corporation - 1991
    It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.

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.

The Amplified Trilogy: The Amplified Books 1-3


Lauren M. Flauding - 2017
    Includes The Amplified, The Dissenters, and The Restrainers.

SNAFU: Black Ops


Geoff BrownSeth Skorkowsky - 2016
    The very sharpest edge of any military throughout history. Now, they face their greatest challenge yet. Undead, mutations, monsters, all the things no-one ever believed could happen are here in the pages of SNAFU: Black Ops. Read tales from existing bestselling series by Jonathan Maberry, Nicholas Sansbury Smith, Hank Schwaeble, John O'Brien, and James Lovegrove, along with some of your SNAFU favourites in this collection of the very best stories by the very best writers of military horror. Full list of contributors: Jonathan Mayberry & Bryan Thomas Schmidt (A Joe Ledger/Rot & Ruin crossover novella) RPL Johnson Richard Lee Byers James A Moore & Charles R Rutledge Alan Baxter Christine Morgan John O'Brien (A New World novella) Tim Marquitz & J M Martin Kirsten Cross Hank Schwaeble (A Jake Hatcher novella) Seth Skorkowsky Lovegrove & Sharps (A Pantheon series novella) Nicholas Sansbury Smith (An Extinction Cycle novella)