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.

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

GURPS Space


Jon F. Zeigler - 2006
    Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

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.

GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

Clanbook: Tremere


Keith Herber - 1995
    they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.

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.

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.

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

Shadowrun


FASA Corporation - 1991
    It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.

Clanbook: Nosferatu


Robert Hatch - 1995
    But what are they plotting in their dark caverns? What schemes are brewing in the nether regions of the night? The Nosferatu watch everyone else, but who watches them?Clanbook: Nosferatu includes:* The history of the clan and its true role in the upheavals of the undead;* 10 sample characters suitable for players and Storytellers; and* the horrfying details of the Nosferatu kingdoms under every city.

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)

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.

The 5 Love Languages/Things I Wish I'd Known Before We Got Married Set


Gary Chapman - 2010
    

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.