Starfinder: Alien Archive


Jason KeeleySteve Kenson - 2017
    What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost

Geist the Sin-Eaters


Alan AlexanderMatthew McFarland - 2009
    With the cold hand that brought you back to the living world, with the dry whispers that still haunt you, with the presence that has nestled in your soul.You've returned to a world where the living cannot see the shades that surround them. You drink rum to the dead, and you eat their remnants and legacies, taking their memories within you. Every night is the carnivale, because every night you walk with ghosts.Death is a door.You are the one with the key.Geist: The Sin-Eaters is the sixth game in the World of Darkness.Geist 1.1 has been fully re-edited to include the latest errata and then developed again to insure that those editing changes fully conform with the themes and intentions of the original design team. This is not a new edition, but an overhaul designed to insure that this version of Geist is everything you need to play the game.

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.

Unearthed Arcana (Dungeons & Dragons)


Andy Collins - 2004
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items. More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

Mage: The Ascension


Phil Brucato - 1995
    From countless ages we have dreamed, from endless worlds we have beckoned, from infinite choices we have suffered. The world chokes under stifling conformity, hopes crumble in the fire of mediocrity, heroes die in the snare of pride. Armageddon is at hand. Reality is a lie. The truth is magic.Open your eyes and Awaken.

Fiendish Codex II: Tyrants of the Nine Hells


Robin D. Laws - 2006
    "Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.

The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    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.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

Spelljammer: Adventures in Space


Jeff Grubb - 1989
    The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances between planets. Graceful elven flitters, stately illithid galleys, deadly beholder tyrants, and the awesome Spelljammer itself carry trade, emissaries, and heroic action throughout all the worlds of the AD&D game.

Star Wars: Force and Destiny Roleplaying Game Core Rulebook


Max Brooke - 2015
    Whatever your path, the Force and Destiny Core Rulebook contains all the information players and Game Masters need to launch a roleplaying campaign set in the Star Wars® universe.The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.The Force and Destiny Core Rulebook features:An introduction to roleplaying in the Star Wars universeClear and concise rules for skill checks, combat, and using the ForceSix careers, eight species, and eighteen specializations for Force-sensitive charactersDetailed background information on galactic geography, politics, and the Jedi and Sith ordersDescriptions and data for numerous starships, vehicles, weapons and other gearA catalogue of NPC adversaries to thwart players during your campaignA complete introductory adventure, Lessons from the PastHelpful advice for GMs about running games of Force and Destiny

Clanbook: Tzimisce Revised


Lucien Soulban - 2001
    The modern nights have caught up with these monsters, however, who have fallen from their place as masters of hoary estates to degenerates bound by the callous whims of the Sabbat.The Flesh-Twisted FiendsAs the next entry in the revised lineup of clanbooks, Tzimisce takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Explorer's Guide to Wildemount


Matthew Mercer - 2020
    The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace--or burn the world to a cinder.Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you'll find new character options, a heroic chronicle to help you craft your character's backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign...- Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world's most popular livestreaming D&D show.- Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria--such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.- Start a Dungeons & Dragons campaign in any of Wildemount's regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system--a way to create character backstories rooted in Wildemount.Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Buffy the Vampire Slayer Core Rulebook


C.J. CarellaAndrew Cairns - 2002
    and more?Buffy the Vampire Slayer is a complete roleplaying game. In it, you will find:• An introduction to roleplaying and the Buffyverse.• A roleplaying guide to all seven season of Buffy the Vampire Slayer.• Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure.• Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes.• The Buffy Unisystem, streamlined for cinematic slayage and sneakage.• A primer on magic mojo, for those who dare.• A guide to the hotspots of Sunnydale.• The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad.• Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series.• A complete Episode to get slaying fast and easy.• A guide to Buffyspeak to add sparkle to your dialogue .

Clanbook: Assamite Revised


Clayton Oliver - 2000
    Once assumed to be mere assassins, the Assamites have thrown off the Camarillas debilitating curse and their mantle of silence. A diverse clan of noble warriors, erudite scholars, learned sorcerers and murderous diablerists, the Assamites have stepped forth to claim their legacy in the Final Nights.The High Price of UndeathAs part of the revised lineup of clanbooks, Assamite takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.