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

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Magic User: Reborn in Another World as a Max Level Wizard (Light Novel) Vol. 1


Mikawa Souhei - 2019
    When his real life abruptly ends, he is given a second chance as Geo Margilus, his magic user from the game. The powers, wealth, and enchanted loot that he gathered across endless hours of imaginary adventures are now made real. The catch? He's transported to the world of Sedia, a fantasy realm where evil abounds, and ravenous daemons threaten mankind.

The Art of Ceres: Celestial Legend


Yuu Watase - 2000
    The first English-language collection of works by one of the most popular anime and manga artists, The Art of Ceres collects Yu Watases color and black-and-white illustrations from Ayashi no Ceres, including paintings and designs.

The Demonic King Chases His Wife: The Rebellious Good-for-nothing Miss


苏小暖
    He, the Empire’s imperial highness, Prince Jin, was an emotionless overbearing demonic tyrant with unrivaled talent. Everyone knew that she was a idiotic good-for-nothing and bullied her as they pleased. But only he, the overbearing tyrant with the discerning eye, just wouldn’t let go even if his life depended on it. For the time being, let’s see how the clash of stubborn versus stubborn plays out in this good show of the chaser and the chased.

S.P.Y〜スイムパラダイスヘヨウコソ〜 1


Ayane Ukyou - 2007
    Shortly after joining the swimming club, Nagi finds out that the pool is actually completely overtaken by boys! But in this never-practicing so-called swimming club, Nagi finds something...

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Love is in the Bag, Vol. 1


Ace Vitangcol - 2008
    Unable to do anything but literally stay silent whenever he's around, it's up to Kate's more agressive best friend, Kara Francesco, to step in and get these two lovebirds together--by any means necessary.Chock-full of silly gags, awkward situations, and tingly romance, Love is in the Bag is an atypical love comedy that's sure to brighten your day...and prove that in love, with the right set of friends, it's all in the bag.

Volo's Guide to Cormyr: Forgotten Realms Accessory


Ed Greenwood - 1995
    

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Blue Box Boy


Matthew Waterhouse - 2010
    What starts as a heart-warming story, of a boy growing up with Doctor Who as his trusted friend, engaging the reader memories and nostalgia that will be familiar to any Doctor Who fan, takes a sudden twist when he is thrust into an alien and adult world - cast as Doctor Who’s youngest ever travelling companion - for two of the series’ most inventive seasons. Matthew’s sense of wonder with his dream job and his love for the show are palpable; as is his shock at genuine hostilities between cast and crew members and considerable tensions on set, which are counterpointed with poignant reminders that he is just a boy, and still a fan, who finds himself in the absurd, comic world of minor celebrity.What follows is a story-by-story memoir of his time on the show, peppered with glimpses into Matthew's personal life, tales of conventions, DVD commentaries, and some revealing anecdotes about everyone from fellow actors to Doctor Who’s more high-profile fans.This memoir holds nothing back: written with honesty, warmth, a rapier wit and a good dose self-depreciation, the book is essential reading for any Doctor Who fan. Finally, we get to hear Matthew's side of a story which has been told and embellished and imagined by fans and fellow actors for years. This affectionate and darkly humourous memoir is a record of what it was like to make Doctor Who, and to work for the BBC in early '80s, and is proof that you can take the actor out of Doctor Who, but you can never quite take Doctor Who out of the actor...

GURPS Illuminati: The World is Stranger Than You Think


Nigel Findley - 1995
    -- Ties in with current Hollywood hits...aliens and conspiracy -- Illustrated by award-winning cartoonist and satirist Alexis Gilliland.

Mega Man Megamix, Volume 1


Hitoshi Ariga - 2010
    Wily and the evil the Robot Masters, plus appearances from Dr. Light, Roll, Proto Man, Rush, and many more Mega Man favorites! Also included in each volume are character profiles, sketches, and creator interviews.

Dwellers of the Forbidden City


David Zeb Cook - 1981
    Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!

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