Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

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.

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.

7th Sea (Seventh Sea) Player's Guide 1668


John Wick - 2000
    Players take the roles of heroes bent o­n thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost o­ne hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.

Waterdeep and the North


Ed Greenwood - 1988
    

Martial Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2008
    This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

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

Mouse Guard: Roleplaying Game


David Petersen - 2008
    Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.

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!

Sharn: City of Towers


Keith Baker - 2004
    The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.

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.

Symbaroum


Mattias Johnsson - 2015
    Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.

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

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.