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 E. E. 'Doc' Smith Omnibus


E.E. "Doc" Smith - 2007
    Then the enemies are forced to become allies when everyone becomes lost in an unfamiliar region of the galaxy and must fight their way back through primative planets and against alien fleets. As always with Smith, romance and action are equally mixed. The Seaton is forced back into action to stop a menace that threatens every civilized planet in the galaxy, but to do it he must create the greatest starship ever conceived. Finally read Triplanetary, the story that helped launch the Lensmen series. A brainy man and heroic woman fight against ruthless space pirates for life and love.

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Star Wars: Force and Destiny Roleplaying Game Core Rulebook


Max Brooke - 2015
    Whatever your path, the Force and Destiny Core Rulebook contains all the information players and Game Masters need to launch a roleplaying campaign set in the Star Wars® universe.The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.The Force and Destiny Core Rulebook features:An introduction to roleplaying in the Star Wars universeClear and concise rules for skill checks, combat, and using the ForceSix careers, eight species, and eighteen specializations for Force-sensitive charactersDetailed background information on galactic geography, politics, and the Jedi and Sith ordersDescriptions and data for numerous starships, vehicles, weapons and other gearA catalogue of NPC adversaries to thwart players during your campaignA complete introductory adventure, Lessons from the PastHelpful advice for GMs about running games of Force and Destiny

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.

Dungeon Master's Screen: A 4th Edition D&D Accessory


Wizards of the Coast - 2008
    Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.

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.

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.

The Lost Gunboat Captain


J.D. Oppenheim - 2017
     Alone in the cold black with 36 hours of oxygen. Jolo Vargas, Federation Gunboat Captain, is trapped in a runaway escape pod zooming towards Federation space. But will he be dead before he gets there? He's in a tight spot. But he's a war hero, just the type of man who could work his way out of this jam. But there's just one little problem. He doesn't remember who he is. Will he find out his identity and his place in the universe, or will he run out of air on the edge of Fed space?

Echo of Tomorrow: Book One


Rob Buckman - 2014
    They say that vengeance is a dish best served cold, but to the men and woman who went with him over the border to deliver that vengeance, it was dish served hot, and out of the barrel of a gun and cannon, and from the air. Yet in victory came defeat as he found three hundred years later in the world he woke up in. One far different from the one he'd left behind when he went into cold sleep. Now he had to find a place in this strange new world, one without the means to wage war against an alien race raping the planet of its young people. First, he had to build an army, navy and air force from scratch while fending off attacks from the aliens and the secret government that wanted to put him and his men back into cold sleep or the grave.

On Station: Galactic Council Realm


J. Clifton Slater - 2015
    In the Military, if you screw up, you either get busted or promoted. Sergeant Phelan Oscar Piran, formally of the Galactic Council Marine Corps, discovers that both can happen. If it wasn't difficult enough trouble being the oldest Ensign in the Galactic Council Navy, call sign J-Pop, the Druids have plans for him. He's not a Druid, having failed the Ritual, but his parents are Druids. ‘On Station’ is an adventure encompassing a Galactic Empire, Space Cats, Martial Arts, Marines, Navy Aviators and the unfolding story of the Galactic Council Realm. ‘On Station’ is the 1st book in the series with ‘On Duty’ and ‘On Guard’ continuing the story of Phelan Oscar Piran and the Galactic Council Realm.

The Ninth


Benjamin Schramm - 2014
    In the fallout of the devastation, a boy is found in the wreckage of a fortress from the Great War. The strongest of the Weavers, ones who can sense emotions in others, is dispatched to monitor the child. As the boy matures it becomes evident there is a dangerous power within him. Relocated to an academy on the edge of the Commonwealth, Brent is put to the test to determine if he is the greatest threat humanity has ever encountered. As his every move is observed and scrutinized he’ll have to face the exams of instructors, attempts on his life, and the wrath of the young Weavers.

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!

Fugitive Marines: Books 1-4


David Ryker - 2019
    Four action-packed books in one box set! The last world war is over. But humanity's fight for survival is only just beginning… In the dying days of the Trade Wars, Earth lay in ruins. Her cities burned, her fields smoldered and her people starved. Yet whilst the politicians squabbled, one squad of Jarheads did their duty. Heroes to a man (and woman), Quinn's Marines followed orders, even the deep black, secret peace mission kind. And it got them locked away. For good. For the Marines, peace meant a life sentence breaking rocks on Uranus' most distant moon. But when a meteor strike unleashes an alien intelligence bent on taking over the human race, only the Jarheads can save it. The only problem is their prison is two and a half billion kilometers from Earth on a good day. Oh, and their fellow inmates want them dead... Hey, nobody ever said saving the world would be easy. Fugitive Marines 1-4 contains: Breakout Wanted Lockdown Uprising

Robotech: The Role-Playing Game


Kevin Siembieda - 1986