Rifts Mercenaries


C.J. Carella - 1994
    Rift Mercenaries is a Rifts source book focusing of Mercenaries

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.

Rifts Ultimate Edition


David MartinFreddie E. Williams II - 2005
    There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

Clanbook: Toreador


Steven C. Brown - 1995
    For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.

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.

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

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.

Clanbook: Brujah Revised


Justin Achilli - 2000
    Whether challenging the tyranny of feudalism or rallying against stagnant institutions, the Brujah take their fight into the modern nights. Whether she is a political dissenter or a common thug, a Brujah wears her emotions on her sleeve, and woe to those who get in her way.Intellectuals and IdealistsAs the second entry in the revised lineup of clanbooks, Brujah 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.

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

Guide to the Technocracy


Phil Brucato - 1999
    We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements that protect and comfort humanity. We decide how tomorrow improves beyond today. If you are ready to shape the world and willing to sacrifice yourself for humanity, you can be one of us.One World, One UnionAll the information needed to run a Technocracy - based Chronicle: Technocracy characters, new Abilities, Devices and Procedures, Technocratic organization and more. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Learn the Union's beliefs and goals, and how it plans to empower all of humanity.

Savage Worlds Explorer's Edition


Shane Lacy Hensley - 2003
    The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!

Sunward: The Inner System


Rob BoyleBrian Cross - 2009
    Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership

Mutants & Masterminds: RPG


Steve Kenson - 2005
    Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!