Stormbringer: Fantasy Roleplaying in the World of Elric


Ken St. Andre - 1981
    

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.

Wayfinding - Food and Fitness


Hugh Howey - 2015
    This work is the result of those requests. It is full of controversial claims, so be warned. I truly believe that if people follow the handful of principles in this short read, they will improve their health and change their lives.

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

Mission Pack 3: Missions 9-12


J.S. Morin - 2016
     Carl Ramsey is the head of his own criminal Syndicate. With a hundred men and women and the resources of a tiny jungle moon at his disposal, life should have gotten easier, not harder. Infighting, politics, and a lack of income to pay everyone begin to tear the syndicate apart from the inside. And the last thing Carl needs is his father stepping in to try to help. Mission 9: Adventure Capital Carl sets out with some new recruits to earn some startup funds for his new syndicate. But when he discovers that his criminal enterprise doesn't have enough criminals to run it, he goes to recruit some old friends. Mission 10: Collusion Course While Carl and the Mobius are stranded, dead in space, Chuck Ramsey steps in to handle the day-to-day operations of the syndicate. Can Carl get his ship repaired and get home while he still has a syndicate left? Mission 11: You, Robot Wizards are all convinced that any thinking robot would be a threat to life as we know it. Robots are paranoid that wizards are out to get them. When the Mobius comes across a robot claiming to be a wizard, they don't know quite what to do with him. But there's a wizard who does, and he's not planning to play nice. Mission 12: Stowaway to Heaven With the aid of some inside information, the Mobius crew are ready to take on an old nemesis. Their goal: to infiltrate and hijack the Harmony Bay ship Bradbury. Bonus Short Story: Voice of Reason With Carl off being treated like a VIP, a job comes in for the Mobius. Roddy, Archie, and Yomin take on the assignment, but they have to manufacture a convincing impostor of Carl to do it.

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

Planescape Campaign Setting


David Zeb Cook - 1994
    Taken to the Edge "TM" This setting has hot attitude and a hard-edged style. It deals with the multiverse -- all the planes of existence in the AD&D game. So, explore Sigil, the center of everything, and then take your adventures to the next level of reality -- and beyond

Ghost Riders In The Sky


Timothy Zahn - 2020
    With every voyage taking exactly five hours, whether the distance is one light-year or a thousand, the drive allowed humanity to finally escape Earth and reach for the stars.But while the aliens owned the technology, they needed humans to make it practical. Specifically, humans who could temporarily leave their bodies and guide the tunnelships through the void of space.Nathan Skoda is one such navigator. After hundreds of trips, and with hundreds yet to go, all he wants is to finish out his indenture before he succumbs to burnout. So when he’s approached with a plan that might free the navigators from the Meerian chokehold, he decides to check it out.But when the Meerians move to protect their monopoly, Skoda realizes he’s let himself in for more than he bargained for.And he discovers that, dark though his life may be, there’s an even deeper darkness lying beneath the surface.

Rage of Angels


Michael Tinker Pearce - 2014
    Who are they, and why have they come? The survivors soon discover the aliens are here for the one resource they cannot find elsewhere in the solar system- surface biomass. Life itself. The survivors are left to fight a guerrilla war against their technologically superior adversaries in the vain hope of driving them off before they can strip the world of life. But they may be doomed to fail unless they can find a way to strike directly against the aliens, unassailable in their fortress-mothership orbiting high above the earth. With memorable characters, packed with action and bleeding-edge technology ‘Rage of Angels’ is a fresh, up to date and frighteningly plausible addition to the alien invasion genre.

Volo's Guide to Cormyr: Forgotten Realms Accessory


Ed Greenwood - 1995
    

Mutants & Masterminds: RPG


Steve Kenson - 2005
    Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!

Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Starfinder: Core Rulebook


James L. SutterJason Keeley - 2017
    Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost

Halo: Silentium: Book Three of the Forerunner Saga


Greg Bear - 2019
    Chaos rules the final days of the Forerunner empire. The Flood—a horrifying, shape-changing, and unstoppable parasite—has arrived in force, aided by unexpected allies, and internal strife has desperately weakened Forerunner defenses. Facing the imminent collapse of their civilization, the Forerunners known as the Ur-Didact and the Librarian reveal what they know about the relationship between the long-vanished race of the Precursors and the Flood. While the Precursors created many technological species, including those of the Forerunners and humanity itself, the roots of the Flood may be found in an act of enormous barbarity, carried out beyond our galaxy ten million years before. Because of that savagery, a greater evil looms. Only the Ur-Didact and the Librarian—husband and wife pushed into desperate conflict—hold the keys to a solution. As they face the consequences of a mythic tragedy, one of them must now commit the greatest atrocity of all time—a shocking act designed to prevent an insane abomination from dominating the entire galaxy…

Traveller Core Rulebook: Science-Fiction Adventure in the Far Future


Gareth Ryder-Hanrahan - 2008
    Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.