Book picks similar to
War in Heaven by Robert E. Weinberg


fantasy
world-of-darkness
mage-the-ascension
white-wolf

The Complete Masks of Nyarlathotep


Larry DiTillio - 1984
    Horrifying deeds and dangerous sorcery dog those who attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. This new edition is reset and corrected, and features many new illustrations, four new episodes, added keeper support material, and a new version of the lost Australia chapter.

Player's Option: Spells and Magic (Advanced Dungeons & Dragons, First Printing, Rulebook/2163)


Richard Baker - 1995
    Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!

Find Your Own Truth


Robert N. Charrette - 1991
    Only something of great magic would do the trick. It was this quest that took him to a mystical citadel in Australia, where, with the aid of his shadowrunner friends, he recovered the strange artifact he hoped would prove helpful. But instead of anything that even remotely resembled help, an unexpected and ancient terror was released - a terror that erupted into a shadow war for dominion over an awakened earth. And while the evil kept growing, inexorably drawing him into battle, the curse's power over his sister was also growing, bringing her closer and closer to death. Soon a truly desperate Sam realized that the last and only hope for saving his sister was to find the greatest shaman of the Sixth World, former leader of the Great Ghost Dance - a man who may no longer exist . . .

Shadowrun 38: Ragnarock


Stephen Kenson - 2000
    But Talon's not hunting alone. Someone else wants the artifact too -- someone very powerful. And Talon and his team must outwit Germany's most potent megacorporation if they're to have any chance of returning the treasure or any chance of returning at all...

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.

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

Rifts Conversion Book 1


Kevin Siembieda - 1991
    RPG Book

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.

Warhammer 40,000


Games Workshop - 2017
    No forgiveness. No respite. There is only war.The Dark Millenium takes a horrific toll upon Mankind's realm, for the galaxy is beset by the flames of war. In this nightmare future, Humanity faces utter damnation. The galaxy has split along its length, torn by apocalyptic acts of violence to disgorge the horrors of the warp. Every one of the Imperium's million worlds is beset by Chaos incarnate. Scenting blood, warmongering alien races descend to conquer even as the enemy within rises up, utter disaster stayed only by the daily sacrifice of untold billions. Only the armies of the Immortal Emperor stand between Humanity and midnight-black oblivion. Foremost amongst them are the Space Marines of the Adeptus Astartes, dauntless champions forged anew as the ultimate protectors of Mankind.You can enter this universe of horrors, today, if you dare. But remember this is a a more terrible era than ever before, and there is no peace amongst the stars...The Games Workshop hobby allows you to collect, build, paint and play within worlds of boundless creativity and imagination. Warhammer 40,000 is a tabletop game for two or more players, where you control an army of Citadel Miniatures representing the Imperium of Man or one of its many enemies. As well as telling the story of the Dark Millenium, this books provides all the rules you need to fight a variety of battles in this dystopian setting, and has essential information about collecting, painting and gaming with Citadel Miniatures.(publisher's description)

The Market Arcanum


Margaret Dunlap - 2015
     When a mysterious invite arrives in the mail and Father Menchu responds by whisking Sal off to Lichtenstein, the former cop is left on very new ground as she gets more than a glimpse at the broader world of magic users. Unfortunately, they are immediately confronted by a wealthy business man who is less upset about them blowing up his boat two episodes ago, as he is about them stealing his (sludge-demon releasing) book. When the three remaining Team members back in Rome suddenly find themselves under attack, Sal and Menchu are left scrambling for how to help and have to turn to the peculiar techno-cultists whose computers run on seahorses and have a pointed interest in the cop sister of their acquaintance Perry. Welcome to the Market Arcanum. This episode is brought to you by team-writer Margaret Dunlap who shows us that the Society is far from the only fish in the magic-hunting sea—and certainly isn’t the biggest. "Bookburners is sheer enormous fun! Energetic, intense, vivid prose. More soon please." --Naomi Novik, author of Uprooted and the New York Times bestselling Temeraire series "Bookburners is the breathless, hallucinogenic love child of Torchwood, the Librarians, and the Laundry Files. More soon, please." --Ian Tregillis, author of The Mechanical and Bitter Seeds "Bookburners is an exciting new take on urban fantasy. Love the premise, love the characters, love the unique (and sometimes wonderfully disturbing) spin on the dangers of magic!" --Cassandra Rose Clarke, author of The Assassins Curse "Bookburners has everything I want from episodic storytelling - strong writing, a rich premise, and memorable characters that will keep me coming back week after week." --Mike Underwood, author of the Ree Reyes Geekomancy series "Bookburners satisfies my craving for pulpy, demonic chaos with sharp writing, deliciously sinister magic, stellar black humor, and a kick-ass cast. The serialized story perfectly suits a sorcerer’s codex of baddies while the plucky Sal digs for deeper truths in her work with the Black Archives squad." --Lindsay Smith, author of the Sekret Series

Worlds without End


Caroline Spector - 1995
    Spawned in the realm between the worlds, a Horror comes. Defeated in battle centuries before by the elven mage Aina, it walks again, seeking vengeance on the mortal lands. If Aina fails to convince the courts of Tir na nOg and Tir Tairngire of the danger, she will have to face the Horror alone once more, or watch the world end.

Ghostbusters: Displaced Aggression


Scott Lobdell - 2010
    Peter Venkman is trapped in 1886, and his only chance to return to present-day Earth and free all of humanity from the Rule of Kozar'Rai has him teaming with a very unexpected (and very beautiful) ally

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.

Z-WORLD


B.V. Larson - 2010
    Bizarre monsters of blended flesh shamble in the streets. The world has shifted. Guns don't always work anymore, and the dead don't always die. Corpses lie everywhere--and many of them are still dangerous...Gannon is one of the last living humans in Redmoor. Most of the other residents have shifted into something else. "They are coming, Gannon. The flying ones."Do you want to have nightmares? Z-WORLD is a novel of Fantasy and Horror by bestselling author B. V. Larson.

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 .