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.

Legend of the Five Rings RPG


Rich Wulf - 2005
    For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history

Exalted (Exalted, #1)


Alan Alexander - 2006
    The natural history we know is a lie, a falsehood sold to us by wicked old men who would make the world a dull gray prison and protect us from the dangers inherent to freedom. They would have you believe our planet to be a lonely starship, hurtling through the void of space, barren of magic and in need of a stern hand upon the rudder. Close your mind to their deception. The time before our time was not a time of senseless natural struggle and reptilian rage, but a time of myth and sorcery. It was a time of legend, when heroes walked Creation and wielded the very power of the gods. It was a time before the world was bent, a time before the magic of Creation lessened, a time before the souls of men became the stunted, withered things they are today. This is the story of that time. THIS IS THE STORY OF THE EXALTED.

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

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.

Dark Sun: Campaign Setting


Timothy B. Brown - 1991
    This box contains several booklets:Rules Book - 96 pagesThe Wanderer's Journal - 96 pagesthe adventure 'A Little Knowledge', consisting off:A Little Knowledge - 16 pages fiction written by Jerry OltionSpiral bound Dungeon Master's Book - 24 pagesSpiral bound Player's Aid Cards book - 24 pages

Rifts Conversion Book 2: Pantheons of the Megaverse


C.J. Carella - 1994
    You may think you know all about Zeus, Odin, and Gilgamesh and the other gods of myth and legend, but you'd be wrong! Mythological gods done Rifts style! Dimension spanning beings of inhuman nature and power, impostors, cyborgs, bio-wizards, the Atlas robot, the Gilgamesh clones, The Olympian Club, alien intelligences, interdimensional mercenaries, vampires, devouring monsters, gods of light, gods of darkness, demigods and supernatural fiends - all with a distinctly Rifts flavor.

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.

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

Pathfinder: Core Rulebook


Logan BonnerGiorgio Baroni - 2019
    Advance Your GameThis comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out into a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design, destined to become a legend! The new Pathfinder rules are easier to learn and faster to play, and they offer deeper customization than ever before!This indispensable volume contains the core rules for players and Game Masters, and is your first step on a heroic new journey!The Pathfinder Core Rulebook includes:- More than 600 pages of game rules, advice, character options, treasure, and more for players and Game Masters!- Six heroic player character ancestries, including elf, dwarf, gnome, goblin, halfling, and human, with variant heritages for half-elf and half-orc!- More than 30 backgrounds like bartender, soldier, or apprentice to further immerse yourself in your hero's backstory!- Twelve character classes, including the alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard!- Hundreds and hundreds of spells, class feats, and other exciting abilities to help you customize your character to become the hero YOU envision her to be!- Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!

Amber Diceless Role-Playing: Diceless Role-Playing System


Erick Wujcik - 1991
    * A Complete new role-playing system! * Three complete adventures, including "Throne War," "Battleground on Shadow Earth" and "Into the Abyss!" * Attribute Auction system where players bid against each other, creating a unique family of immortals! * Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! * A mature, demanding, and time-consuming system that puts character development above all else! * Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!

7th Sea (Seventh Sea) Player's Guide 1668


John Wick - 2000
    Players take the roles of heroes bent o­n thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost o­ne hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.

Van Richten's Guide to Ravenloft


Wizards RPG Team - 2021
    No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?Van Richten's Guide to Ravenloft contains everything you need to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life!

The Rise of Tiamat


Alexander Winter - 2014
    The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. • The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.

Candlekeep Mysteries


Graeme BarberSarah Madsen - 2021
    Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.