Fate Core System


Leonard Balsera - 2013
     Fate Core is that engine. Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen. Inside, you’ll discover: Easy-to-follow rules for character and world creation. Rock-solid storytelling advice for players and GMs to produce the best play experience. Clearly-defined systems to guide players both new and old. New and improved approaches to character actions, aspects, compels... and more! TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!

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!

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.

Extraordinary Zoology


Howard Tayler - 2013
    His research demands he place himself in peril to directly observe and interact with his subjects, a peril his assistants must endure as well.Bookish Lynus Wesselbaum is the picture of a scholar-in-training whose days are often spent sifting through the vast stacks of tomes within Corvis University. Yet Lynus has earned his place as Professor Pendrake’s senior assistant professor, having accompanied his mentor in the field and survived countless encounters with the most dangerous flora and fauna of western Immoren. Lynus is fortunate to be joined by Edrea Lloryrr, a young but eminently capable Iosan arcanist who also assists Pendrake and brings a unique perspective. When word comes of a new menace plaguing the remote villages around Corvis, both Lynus and Edrea find themselves swept up with Pendrake in an adventure that will force them to confront a primeval force of absolute destruction.

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

Don't Rest Your Head


Fred Hicks - 2006
    days? Or is it weeks now? It's hard to remember. You've been so busy with... well, whatever it is that's been keeping you awake. Then one night you're walking down the block toward your apartment, when you realize there's a new building on your street. A new building, somehow... in between two buildings that used to be side by side... that's impossible, isn't it? You pause to take a closer look. It's a bar. The sign says "Serious Moonlight", and a bright white moon blinks through the phases from new to full and back again, waxing and waning with the buzz of neon. It's been a stressful week. Or is it month now? It's hard to remember. But you could sure use a drink. So you cross the street and step inside.The citizens of The City welcome you with open arms. After all, you're one of them now. With all the gifts and curses that come with being Awake in a world of sleepers.Just be careful. The Nightmares you've been dodging haven't forgotten about you. They're waiting, just around the corner; waiting for you to nod off- and then they'll have you.They won't wait much longer.Whatever you do... don't rest your head.

Pathfinder Roleplaying Game: Ultimate Equipment


Jason BulmahnBrian J. Cortijo - 2012
    Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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.Pathfinder RPG Ultimate Equipment includes:- Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.- Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.- A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.- An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.- New alchemical weapons, tools, and poisons.- Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.- Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.... and much, much more!Cover art by Wayne Reynolds

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.

Fate Accelerated


Clark Valentine - 2013
    Maybe you’re looking for the ideal pickup roleplaying game. Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.3… 2… 1… GAME ON!

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.

D20 Modern Roleplaying Game: Core Rulebook


Bill Slavicsek - 2000
    This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons&reg roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars&reg Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue&reg game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering&reg universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Shadowrun


Catalyst Game Labs - 2007
    Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You're a shadowrunner-a deniable asset, a corporate pawn-using bleeding-edge science and magic to make your meat body and mind betterthan- flfl esh. Stay on the edge, and you may survive another 'run on the mean sprawl streets. The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.