Trail of Cthulhu


Kenneth Hite - 2008
    It supports both Pulp (for Indiana Jones, Robert E. Howard, thrilling locations sorts of games) and Purist styles of play(for intellectual horror and cosmic dread). HP Lovecrafts work combined both, sometimes in the same story. It includes a new take on the creatures, cults and gods of the Lovecrafts literature, and addresses their use in gaming. It adds new player backgrounds, and bulk out the GUMSHOE system to give intensive support for sanity, incorporating into the rule set the PCs desire to explore at the risk of going mad. Trail of Cthulhu won two Ennie awards for Best Rules and Best Writing, as well as receiving an honourable mention for Product of the Year.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

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!

Savage Worlds Adventure Edition


Shane Lacy Hensley - 2019
    From the curious campus of East Texas University to the distant, untamed worlds of The Last Parsec.Or forge your own worlds, fully customized with setting specific rules to help you model everything from pulp adventure to sword and sorcery to hard science fiction and everything in between.

Fate Accelerated


Clark Valentine - 2013
    Maybe you’re looking for the ideal pickup roleplaying game. Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.3… 2… 1… GAME ON!

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

Dark Ages Vampire


Mark Rein-Hagen - 2002
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.

GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

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.

Ravenloft


Tracy Hickman - 1983
    Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness.Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself.Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them.Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.

Rifts Sourcebook 2: The Mechanoids


Kevin Siembieda - 1992
    Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages

The Widow Lindley


F. Paul Wilson - 2013
    In response, the distressed mother, who grew up a Quaker and has never seen a gun, steals weapons from the sheriff’s office and tools from a local hardware store. Frantically racing to rescue her stolen daughter, she is surprised to discover she knows how to expertly handle these dangerous, heavy tools. And it suddenly occurs to Karen that not only has her town changed, she has no idea who she is either!

World of Darkness: Armory


Chuck Wendig - 2006
     Nothing. I mean it. It's the golden rule, my man, the golden rule. "Thou shalt SHOOT the CRAZIES in the HEART BEFORE they come bite the heart out of YOU." It's hard times, man. Hard times. Better be prepared. Hafta be Now gimme that duct tape and those tinsnips." —Larry Crenshaw, monster-hunter This book includes: • A broad and detailed listing of every weapon, vehicle or piece of equipment a character might need in the World of Darkness • Optional rules and new Merits that reflect combat styles suitable for the weapons contained within • A hardware companion to Vampire, Werewolf and Mage chronicles 216 page hardcover. For use with the World of Darkness Rulebook.