Book picks similar to
Shadowrun by FanPro
rpg
gaming
shadowrun
science-fiction
Ravenloft Campaign Setting:
Bruce Nesmith - 1994
Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.
Pathfinder Campaign Setting: The Inner Sea World Guide
James JacobsJeff Grubb - 2011
Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.Inside this exciting and informative 320-page tome you will find:- Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities- Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign- Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!- An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!- Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!- Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!- A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!Cover art by Wayne Reynolds
D20 Modern Roleplaying Game: Core Rulebook
Bill Slavicsek - 2000
This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons® roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars® Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue® game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering® universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.
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.
Deathwatch Core Rulebook
Ross Watson - 2010
Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!
Monster Manual II: Dungeons & Dragons Accessory
Ed Bonny - 2002
Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign. This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, "Monster Manual II" provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives. To use this supplement, a Dungeon Master also needs the "Player's Handbook" and the "Dungeon Master""'s Guide." A player needs only the "Player's Handbook."
Advanced Dungeons & Dragons Players Handbook
E. Gary Gygax - 1978
To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III
Pathfinder Roleplaying Game: Ultimate Combat
Jason BulmahnColin McComb - 2011
The samurai is an unstoppable armored warrior who lives by a strong code of honor—with or without a master. The gunslinger combines the fighter’s martial prowess with a new grit mechanic that allows her to pull off fantastic acts with a pistol or rifle. All this plus tons of new armor and weapons, a complete treatment of firearms in the Pathfinder RPG, a vast array of martial arts, finishing moves, vehicle combat, duels, and new combat-oriented spells for every spellcasting class in the game!Ultimate Combat includes:- New player character options for 14 Pathfinder RPG base classes, including alchemist discoveries, barbarian rage powers, cavalier orders, combat-cleric archetypes, animal shaman druids, new fighter archetypes like gladiator and armor master, inquisitor archetypes like witch-hunter or spellbreaker, combat-themed magus arcana, monk archetypes based on mastery of martial arts, new paladin archetypes like angelic warrior, ranger archetypes like big game hunter and trapper, new rogue tricks, and wizard archetypes like the gunmage.- The ninja, samurai, and gunslinger, brand-new 20-level alternate classes specially designed to get the most out of combat.- Hundreds of new combat-oriented feats including martial arts feat trees, finishing moves, and combination feats.- In-depth overviews on a variety of combat-related topics, such as armor, Asian weapons, duels, fighting schools, guns, siege weapons, and more.- A complete system covering vehicle combat, including wagons, boats, airships, and more.- Tons of optional combat rules like called shots, armor as damage reduction, and new ways to track character health.…and much, much more!Cover art by Wayne Reynolds
Vampire: The Requiem
Ari Marmell - 2004
Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.Welcome to Undeath Join the revival of the Storytelling tradition. Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice and a complete spread of game systems governing the undead. Hardcover. Requires the World of Darkness rulebook for play.
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.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
Gehenna
Dean Shomshak - 2004
The prophecies of Gehenna were true. The world teeters on the brink of an undead apocalypse, the night when the progenitors of the vampire race rise to consume their childer amid a rain of blood and fire. As the fated Armageddon for the Kindred arises, what can they do? FOR THE DAMNED Drawing the Vampire Line to a close, GEHENNA brings about the conclusion of Vampire's World of Darkness. Featuring a sliding scale which Storytellers can custom-tailer the events of The End to their own chronicles, this book places the final accounting for the curse of Cain in the hands of the players' characters. Part of the Time of Judgement series. Hardcover. See also: Vampire: Gehenna, The Final Night (ISBN 1588468550).
Clanbook: Tremere Revised
Jess Heinig - 2000
Bound not only by the traditions of the Camarilla but by those of her clan, the Tremere must find a place for herself in her own hierarchy and in the deadly world of vampires. Learn the magic of the Tremere and the rigors of earning status in the clan.The Ways of WarlocksAs part of the revised lineup of clanbooks, Tremere 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.
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 .
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!