Book picks similar to
House Davion: The Federated Suns by Boy F. Peterson Jr.
sci-fi
gaming
battletech
science-fiction
Scion Hero
John Chambers - 2007
Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scionsthe offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.
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 .
Pathfinder Roleplaying Game: Core Rulebook
Jason BulmahnDavid Eitelbach - 2009
Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds
Nobilis
R. Sean Borgstrom - 1999
Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
Scrapyard Ship Series Books: 4 - 7
Mark Wayne McGinnis - 2016
Series has nearly 2000 pages of combined lightning-paced action. Readers are describing this series as: A fierce, sparkling and enchanted SciFi tale! Realms of Time (Book 4) Welcome to the fourth installment of the Scrapyard Ship series, Realms of Time. Captain Jason Reynolds and his team are up against a new, and unexpected foe—an adversarial force that has every intention of aligning with the powerful and dreaded Craing Empire. The enemy strikes from Earth’s high orbit, deploying five time-shifting spheres. The spheres are strategically positioned to link-up and set Earth’s clock back 100 years into the past. But when that course of action is interrupted by The Lilly’s crew, the results become far worse. Fluctuating time realms rapidly spread across the globe and threaten to rip the planet apart. Join Jason, Billy, Traveler, Ricket and Dira on their mission as they literally travel to the ends of time to bring Earth back to the twenty-first century. Craing Dominion (Book 5) The Wild Wild Wild ride continues ... Welcome to Craing Dominion, Book 5 of the best-selling Scrapyard Ship series. Truly dark times have come to the Allied forces, the crew of The Lilly, and Earth — we knew they were coming but nothing will have prepared you for this … With the introduction of Craing commander Ot-Mul, there’s a new standard for evil that will not only shape the rest of this series, but Science Fiction literature as a whole. Join Captain Jason Reynolds as he ventures into the proverbial lion’s den in a last ditch effort to even the playing field with the Craing — an empire that has embarked on a pursuit that will guarantee their de facto dominance for millennia to come. The Great Space (Book 6) They knew the day would come—the day when Earth itself would come under direct attack by the Craing. After destroying much of Jhardon and the Mau planet of Carz-Mau, an elite Vanguard fleet of seven Craing dreadnaughts, planet killers, enters Earth’s orbit. Captain Jason Reynolds and the crew aboard his Caldurian ship, The Lilly, are once again pulled into action to fend off what just might be their most ruthless and powerful adversary yet. In an unanticipated turn of events, thousands of molt weevils are unleashed on Earth, swarming insectoid aliens with one intent … kill every man, woman, and child on the surface of the planet. Nan and Mollie must utilize their own cunning and resourcefulness to stay alive long enough to be rescued. Call To Battle (Book 7) Welcome to the final, heart-pounding, episode of the Scrapyard Ship series books. It’s all about to end in one climatic crescendo. The story continues, with Captain Jason Reynolds, and his team: Billy, Rizzo, and the rhino-warrior, Traveler. They must attempt to rescue Ricket and Gaddy, still held captive aboard the impregnable Dreathlor prison barge. Only then, can Jason return to The Lilly, his highly advanced Caldurian vessel … where it all began. The elusive Admiral Ot-Mul, leader of the Craing Drac-Vin forces, has not only survived, but thrived, in the far, outer-reaches of space. With hundreds of thousands of warships under his command, Ot-Mul’s combined fleets are on the move. But, in truth, he cares about little else than making one man suffer … Captain Jason Reynolds. With the approach of an enormous fighting force on the horizon, it’s the last call to battle.
Dungeon Master's Guide Rules Supplement: The Castle Guide
Grant Boucher - 1990
Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.
Planes of Chaos
Wolfgang Baur - 1994
Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.
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.
Apocalypse World
D. Vincent Baker - 2010
In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers and battlebabes carve out what they can and defend it with blood and bullets. Drivers and operators search and scavenge, looking for that opportunity, that one perfect chance. Skinners remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now about what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.And you, who are you? This is what we've got, yes. What are you going to make of it?
To the Stars and Back: Space Opera to Cyberpunk 5 Book Box Set
C.F. Barnes - 2015
If you like fun, adventure, and interesting tech, you’ll be sure to love something within this collection. Comprising three full length novels, and two novellas, these stories will keep you entertained for many hours. Warning: Readers might not want to come back to the real world after adventuring through these stories. Hollow Space: Venture Forced to hyperjump during a brutal ambush, Sara Lorelle, navigator of the the last human colony ship, discovers they’ve jumped to somewhere that shouldn’t exist. Trapped inside a pocket universe known only as Hollow Space, where technology inexplicably fails, Sara and her crew have to face the lethal politics of their only destination: Haven—a decrepit space station, home to hostile aliens and rival factions that soon sees the Venture crew up to their necks in trouble. With their only hope placed in Tairon Cauder, a reckless scoundrel, they will battle impossible species, confront their fears, and uncover ancient and terrible secrets. In a place where those who shoot first live the longest, the Venture crew will have to push their limits if they are to save themselves and the human race from extinction. Hollow Space: Shadowkill Kina wants to be an assassin—to join the mysterious Wraiths and secure her future on the space station of Haven. A place where it’s kill or be killed and career options are limited. But Haven is not your granddad’s space station. It’s rotten to the core and every scumbag is out for one thing only: themselves. With just her two daggers for protection, Kina is thrown into the darkness to confront a pack of bounty hunters eager to end her ambitions—and life. Code Breakers: Alpha In a post-apocalyptic future, humanity survives within a single domed city run by a shadowy benefactor known only as The Family. Each week the death lottery claims more lives and Gerry Cardle, head of the lottery, inexplicably finds himself the next on the list. Something's wrong with the system. A deadly artificial intelligence has breached security. Gerry has just 7 days to live. Forced off the grid, Gerry has to do the unthinkable: willingly leave the city. What he finds in the abandoned lands will shatter his perception of what it means to be human. Everything he had been told before was a lie. Code Breakers: Beta The fanatical Red Widows sweep destruction across the abandoned lands. Their aggression threatens to destroy the city Gerry had risked his life to save. Petal, the woman Gerry has come to love is dying. The despotic cabal, The Family, demand he brings her to them, but she's missing, running from the Widows, searching for the truth of her origins before it's too late. When their paths cross, Petal and Gerry will hold the fate of humankind in their hands—if they can survive the malevolent digital entity that stalks them from the shadows. The Daedalus Code When agents Phaedra and Aegeus of New Crete's Intelligent Data Enforcement Agency are tasked to find five missing Artificial Intelligence students, their single lead takes them to a notorious hacker known as 'The Cretian.' With his help, they uncover a terrible truth: Ariadne, one of the students, is involved with a rogue AI program called The Daedalus Project. The AI is out of control, people are going missing, and a great swathe of the world’s data is being secured within its digital labyrinth.
Fiendish Codex II: Tyrants of the Nine Hells
Robin D. Laws - 2006
"Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.
Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game
Patrick Chapin
Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.
Cyberpunk: The Roleplaying Game of the Dark Future
Mike Pondsmith - 1988
On the street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party as fashion-model beautiful techies rub biosculpt jobs with battle armored road warriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The future never looked so bad. But you can change it. You’ve got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You’re wired in, cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and the coolest can go. Cyberpunk: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this box, [sic] you’ll find everything you need to tackle the mean streets of the 2000’s = in a game system that combines the best in realistic action and playability. Compatible with Cyberpunk 1.0
Draconomicon: The Book of Dragons
Andy Collins - 2003
It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.
Mason's Rats: 3 Short Stories
Neal Asher - 1999
But he soon learns that rats in suits are even worse. What do you do when rats invade your barn? Kill them or negotiate? Mason finds out the hard way that force does not always work! An allegory of war and violence? A statement on the arms race? Neal Asher’s work takes Orwell’s Animal Farm into a grimly humorous future where evolution is outrunning humanity. You may never trust a rat again! “I’ve never read anything like MASON’S RATS before … it’s sharp, funny and highly inventive. There’s more fun in this one slim volume than in many a full-length novel!” – Stephen Gallagher