Book picks similar to
Offworlders by Chris P. Wolf
roleplaying
rpg-and-games
rpg-books
science-fiction
Cthulhu by Gaslight: Horror Roleplaying in 1890s England
William A. Barton - 1986
Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.
Forbidden Lands Player's Handbook
Tomas Härenstam - 2018
Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.
Fostering Faust: Compilation: Rebirth
Randi Darren - 2019
Please read all the way through.)) Alex is dead. Dead, and apparently with a one way ticket to a place that only the worst of the worst go. All for a simple choice he made about a product his company owned. Damned for all time. Luckily for him, he’s about to be given a chance. Another choice to make. He can instead, return to the land of the living, though his soul would belong to another. Except the world he’s being sent to, isn’t the same one he came from. It’s not even a similar period in time, but from something long past in history. The dark ages. And part of the deal to live again, is to make pacts with others. Pacts that would bind others in secrecy. That they could never speak of what they'd done. Deals for anything, and everything. From things as simple as a meal, to their very lives. How much would you give of yourself to live on in the world is an easy question. The better question, is how much would you take from others? If Alex wants to keep living, to keep his soul from being sent to the darkest corner of hell, he’ll have to ask himself that question. Daily. Warning: This novel explores dark subjects, and what people will give up of themselves, and each other, to get what they want. The main character is written as a real person in a tough situation, and will not make choices that line up with societal and cultural norms. It contains adult themes and moral ambiguities. As with my previous work, explicit scenes are found within. It has violence and a harem relationship. This is the Omnibus edition of the 1st Fostering Faust Trilogy. It contains all three books of the first trilogy. Only the description of the first book has been included to prevent spoilers from occurring. (Product Page for Book 1: https://www.amazon.com/gp/product/B07...) (Product Page for Book 2: https://www.amazon.com/gp/product/B07...) (Product Page for Book 3: https://www.amazon.com/gp/product/B07...)
Mage: The Ascension
Phil Brucato - 1995
From countless ages we have dreamed, from endless worlds we have beckoned, from infinite choices we have suffered. The world chokes under stifling conformity, hopes crumble in the fire of mediocrity, heroes die in the snare of pride. Armageddon is at hand. Reality is a lie. The truth is magic.Open your eyes and Awaken.
Monster of the Week
Michael Sands - 2012
There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.
Ironsworn: A Tabletop RPG Of Perilous Quests
Shawn Tomkin - 2018
You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?
Sunward: The Inner System
Rob BoyleBrian Cross - 2009
Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.
Clanbook: Gangrel
Brad Freeman - 1995
Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.
Strongholds & Followers
Matthew Colville - 2018
Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.
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.
GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
Fortress of Solitude / The Devil Genghis
Kenneth Robeson - 1938
In this issue, he confronts "The Devil Genghis", a mad genius armed with incredible scientific inventions stolen from Doc Savage's "Fortress of Solitude". This volume reprints both appearances of Doc Savage's greatest enemy, the diabolical John Sunlight, and features the classic pulp cover art, along with the original interior illustrations by Paul Orban.
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
GURPS Illuminati: The World is Stranger Than You Think
Nigel Findley - 1995
-- Ties in with current Hollywood hits...aliens and conspiracy -- Illustrated by award-winning cartoonist and satirist Alexis Gilliland.
Wings of the Seraph
Sarah Hawke - 2018
Welcome to the Far Rim.” I spent my entire childhood dreaming about flying starships, and a few years ago that fantasy finally became a reality. I have a fast ship, a reliable partner, and a cute alien girl in almost every port in the sector. Life is good. Or was, until I met her. My heart nearly stopped the first time I laid eyes on her. She is a Velothi Succubus, a genetically engineered concubine whose body and personality are attuned to the needs of a specific person—in this case, a human male who isn’t me. Her long legs, her silky blue skin, her faintly-glowing eyes…I’ve never seen anything like her before. And if I want to score the biggest payday of my life, all I need to do is deliver her into the harem of a scumbag pirate on the other side the sector. Oh, and of course I’ll forfeit my payment if I so much as lay a finger on her during the trip, even though she clearly wants me every bit as much as I want her. What could possibly go wrong? WINGS OF THE SERAPH is an action-packed erotic sci-fi adventure filled with daring chases, heart-pounding space battles, and plenty of explicit sex (31,000 words).Publisher's Note: this book is part of the anthology Wings of the Seraph: The Complete Series . The second edition (released 10/2020) includes many editorial improvements.