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Tales from the Loop RPG Starter Set by Nils Hintze
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Classic Battletech: Total Warfare
Randall N. Bills - 2006
As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact
Shadowrun
FanPro - 2005
The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.
Aberrant
Glenn Fabry - 1999
We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.
Night's Black Agents
Kenneth Hite - 2012
Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.
Warhammer 40,000: Rulebook
Adam Troke - 2012
No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Rogue
David Ryker - 2019
The best of the best. And now he's gone Rogue... His entire life, all James 'Red' Maddox has known is war. He was born on a dust rock called Genesis-526, conscripted into the Federation military with thousands of other recruits, and somehow stumbled into the Mech Corps. It was a moment that changed his life. Mech Corps pilots are the best of the best. They sit in the cockpit of iron beasts that tower into the sky, fighting alongside men and women who have been bred for their task since birth. Perfect reaction times. An almost inhuman level of concentration. The courage to throw themselves into the fight day after day, year after year, knowing that their mechs are sent into the crucible of the fight, into the heart of danger—and expected not just to survive, but to win... But Red is getting real tired of putting down rebellions on colony planets he's never heard of. Of pulverizing alien planets before he ever even learns their name. Of losing friends, lovers, and brothers in the service of an empire that doesn't care whether he lives or dies. Every man has his breaking point. And Red just found his...
The Super Olympian: Bloodhound (Shapechanger Tales)
Laer Carroll - 2012
And she has strange powers. What can feed her challenge-addiction now? Fighting crime? There is plenty of it.
Warhammer Fantasy Roleplay 4th Edition Rulebook
Dominic McDowallTS Luikart - 2018
You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.
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.
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.
Shadowrun: Doc Wagon 19
Jennifer Brozek - 2015
Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.
The Alorian Wars: Volume I
Drew Avera - 2017
But, as his ship decimates planet after planet, he finds his sympathies swinging toward their defeated enemies. Sergeant Anki Paro, a Luthian Marine, has been anxiously awaiting the call to deploy. As the last line of defense against the crushing Greshian forces, she hopes the time has finally come for her world to stand against tyranny. However, as her society prepares for imminent destruction, questions of misplaced loyalties lead Anki to wonder if the world she is trying to save has any real intentions of surviving. As Brendle's and Anki's worlds collide, they find themselves in an unlikely alliance to try to stop the full might of the Greshian Empire before there's nothing left to fight for.
A stolen ship, a mission on the line, enemies at every turn...
After four months in hiding, Brendle Quin can't delay his mission any longer. His ship, the Replicade, is held together with failing patches, and he needs to make repairs in a port. Unfortunately, the nearest world with proper facilities is situated deep in Greshian-owned enemy territory. The Greshian colony of Farax is a safe hold for piracy in the region, and none is more vile than Crase Tuin, a man known for trafficking people and weapons across the Alorian Galaxy. He has a reputation as the only pirate never to lose a ship--with the exception of the Replicade. When Crase finds the Replicade, he vows to claim the lives of those who stole her. But Brendle won't go down without a fight.
Nothing has stopped the Greshian Empire's expanse, but all hope isn't lost...
The illusion of peace shrouds a hidden darkness. Just as the crew of the Replicade are getting settled on a seemingly tranquil world, they encounter a young girl with special abilities--and she's being hunted by a secret, powerful organization that will stop at nothing to have her. When Anki and Brendle intervene to help the girl, they are caught in the organization's crosshairs. The crew must make a decision: give into the looming threat of the organization, or die fighting to protect her. Meanwhile, Lieutenant Commander Ilium Gyl has taken command of a Greshian scout ship. A breach in protocol raises questions of his loyalty to the Greshian Empire, leading to a power struggle as a rebellion sparks in a distant sector of the Alorian Galaxy. His ambitions may cripple the Greshian Fleet, or he might just be the empire's savior. The Alorian Wars is a space opera series, filled with political intrigue and shrouded in mystery, is sure to please fans of "The Expanse", "Dark Matter", "Firefly", and "Killjoys". Join the war today!
Delta Green: Agent's Handbook
Dennis Detwiller - 2016
government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.
Serenity Role Playing Game
Jamie Chambers - 2005
The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age