Rogue Trader: Core Rulebook


Owen Barnes - 2009
    Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.

Legend of the Five Rings RPG


John Wick - 1997
    The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.

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.

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

Clanbook: Toreador Revised


Heather Grove - 2000
    More than any other Kindred, they feel the damnation of the Embrace, as it extinguishes the flame of creativity for which they long. But what passions inspire the Toreador after they receive the Embrace?The Undead Find Their MuseAs part of the revised lineup of clanbooks, Toreador 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.

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

Magic Item Compendium


Andy Collins - 2007
    Presents over 500 new magic items, including affordable items that no adventurer should be without, as well as more than 750 of the best magic items from previously published D&D game supplements and campaign settings, Dragon magazine articles, and articles posted on the Wizards of the Coast website.Each magic item is presented and catalogued in a new, easy-to-reference format that includes a read-aloud text description of the item.

Clanbook: Assamite


Graeme Davis - 1995
    Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen.Clanbook: Assamite includes:* The history of the clan, frmo the First City to the present day;* The clan's treasure, beliefs and internal culture; and* New Skills, Quitus powers and advanced combat rules.

Clanbook: Lasombra


Richard Dansky - 1996
    Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.

Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)


Bruce R. CordellVance Kovacs - 2003
    In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Mage: The Ascension


Stewart Wieck - 1993
    The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.

Monster Manual 2: A 4th Edition D&D Core Rulebook


Rob HeinsooGreg Bilsland - 2009
    Classic monsters such as centaurs and frost giants make their first 4th edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic levels.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.

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!