Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.

Exalted (Exalted, #1)


Alan Alexander - 2006
    The natural history we know is a lie, a falsehood sold to us by wicked old men who would make the world a dull gray prison and protect us from the dangers inherent to freedom. They would have you believe our planet to be a lonely starship, hurtling through the void of space, barren of magic and in need of a stern hand upon the rudder. Close your mind to their deception. The time before our time was not a time of senseless natural struggle and reptilian rage, but a time of myth and sorcery. It was a time of legend, when heroes walked Creation and wielded the very power of the gods. It was a time before the world was bent, a time before the magic of Creation lessened, a time before the souls of men became the stunted, withered things they are today. This is the story of that time. THIS IS THE STORY OF THE EXALTED.

Secrets of Xen'drik (Eberron Supplement)


Keith Baker - 2006
    and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be rediscovered. But beware! Terrible monsters rule Xen'drik now, and explorers searching for gold or glory often find death instead. Inside this book, you'll find everything you need to adventure in the shattered continent of Xen'drik: * Comprehensive overview of the continent of Xen'drik and the gateway city of Stormreach* New feats, prestige classes, spells, equipment, and magic items* Encounters and magical locations you can drop into your existing campaign* Ready-to-play adventures, monsters, and villains For use with these Dungeons & Dragons(R) products"Player's Handbook(TM) Dungeon Master's Guide(TM) Monster Manual(TM)Eberron"(R)" Campaign Setting"

Warhammer Fantasy Roleplay Rulebook


Green Ronin Publishing - 2005
    Inside this Warhammer Fantasy Roleplay rulebook you'll find a quick system for character creation, a simple yet robust set of rules, a unique career-based system of character advancement and over 100 careers, details on the Empire and the Old World, a complete introductory adventure and a new short story by Dan Abnett.

H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

Scion Hero


John Chambers - 2007
     Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scions—the offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.

Libris Mortis: The Book of the Undead


Andy Collins - 2004
    It includes information on playing undead characters and how to run or battle undead in a fight. There is new information on traditional undead creatures (liches, zombies, and so on), as well as new monsters and information on customizing monsters to any adventure. There are new rules, feats, spells, and prestige classes, as well as ready-to-run undead characters for instant play. Extensive story and campaign elements and flavor information add interest and dimension to playing or fighting undead. The book itself will be designed in prestige format, with heavy use of art throughout, a full-painted cover, and construction from premium materials.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

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.

XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

Return of the Lazy Dungeon Master


Michael Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.

Ghouls: Fatal Addiction


Ronni Radner - 1997
    It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due. ...You Know You Want It! Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too. Ghouls: Fatal Addiction includes:* Rules for creating vassal, independent and revenant characters.* New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave.* Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.

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.

7th Sea Core Rulebook


John WickShen Fei - 2016
    Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Theah from murderous villains.Save the Queen of Avalon from treacherous blackmail!Thwart a dastardly assassination attempt on the Cardinal of Castille!Raid the villainous fleets of Vodacce Merchant Princes!Free the Prince of the Sarmatian Commonwealth from a mysterious curse!Make decisions that alter the very course of Thean history!In 7th Sea, you are a Hero, an icon of Theah ready to live and die for causes that matter. You bravely take on a dozen thugs with swords, knives and guns all on your own. You are the trusted knight, a loyal bodyguard or even an adventuring queen herself.In other words—you are d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d’Aubigney, and the Scarlet Pimpernel all rolled up in one!This is a game of high adventure, mystery and action. This is a game of intrigue and romance.This is 7th Sea.