Clanbook: Gangrel Revised


Brian Campbell - 2000
    The Outlanders have no need for the petty Jyhads and useless sniping of the undead - they are vampires, the highest order of beasts! Now, Clan Gangrel prowls the night unfettered by the traditions of the crumbling Camarilla. They have finally called the night their own.Or Savages Unbound?As the first entry in an ambitious series of revised clanbooks, Gangrel expands upon the clan's appearance in the revised edition of Vampire:All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. Additionally, 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.

Cannibal Gold


Chuck Dixon - 2013
    Now a team of scientists is trapped in a world they were not prepared for and can never return from.Their only hope lies in quartet of former US Army Rangers willing to travel to prehistoric Nevada and face unknown horrors and impossibleodds bring them home from Bad Times. New York Times bestselling author Chuck Dixon presents the first in a new original science fiction series featuring the kind of action, breakneck pacing and suspense that millions of readers around the world have come to expect. Following up on his Kindle sensation series of SEAL Team 6 books, Chuck creates a new cast of characters and a new universe of adventure starting here with Cannibal Gold.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

Wings of Pegasus


Jay Allan - 2019
     A grim, haunted expanse of space, vast lightyears filled with dead, empty worlds. A dark place, the graveyard of an empire…and a frontier where vast riches can be had by those with the courage—and the luck—to survive. But trade in old tech is not for the timid. Prospectors face rival crews, ancient imperial security systems, and the ever-present shadow of the Union’s dread spy agency, Sector Nine, as they plunge forth in search of artifacts worth vast fortunes. Andi Lafarge and the crew of Pegasus are among the elite of the strange brotherhood that ventures forth, seeking the remnants of humanity’s lost past. She and her people will face the deadliest challenges, fight constant battles, and plunge forth into the darkest corners of the lost region of space. Pegasus has a new mission, one far more important than even Andi had her crew realize, a search for ancient technology that could determine the outcome of the next Confederation-Union war. To get it, they must travel to a vast ocean world…and they must find what they seek before Sector Nine does. They will fight, suffer, endure. But they will never fail. Not while Andi Lafarge still draws breath. The Andromeda Chronicles Andromeda Rising Wings of Pegasus Into to Badlands (Coming) Blood on the Stars Book 1 - Duel in the Dark Book 2 - Call to Arms Book 3 - Ruins of Empire Book 4 - Echoes of Glory Book 5 - Cauldron of Fire Book 6 - Dauntless Book 7 - The White Fleet Book 8 - Black Dawn Book 9 - Invasion Book 10 - Nightfall Book 11 - The Grand Alliance Book 12 - The Colossus Book 13 – The Others Book 14 – The Last Stand (Coming)

Delta Green: Countdown


John Tynes - 1999
    As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.

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)

The First Formic War (Earth Unaware, Earth Afire, Earth Awakens)


Orson Scott Card - 2017
    A pulse-pounding tale of first contact gone horribly wrong. Ender’s Game opens in the last desperate days of Earth’s war against the implacable insectoid aliens. We are told early on that the Battle School is training generals for the Third Formic War — the war that will end the war; will save the Earth; will finally defeat the Buggers. This is the story of the First Formic Wars, back when humans thought they were alone in the galaxy. Humanity was slowly making their way out from Earth to the planets and asteroids of the Solar System, exploring and mining and founding colonies. Then a ship’s telescopes pick up a fast-moving object coming in-system, it's hard to know what to make of it. It's massive and moving at a significant fraction of the speed of light.Earth Unaware — When mining ship El Cavador's telescopes pick up a fast-moving object coming in-system, it's hard to know what to make of it. It's massive and moving at a significant fraction of the speed of light. But the ship has other problems. Their systems are old and failing. Worrying about a distant object that might or might not be an alien ship seems…not important.Earth Afire — Victor Delgado beat the alien ship to Earth, but not soon enough to convince skeptical governments that there was a threat. That is, until space stations and ships and colonies went up in sudden flame. And when that happened, only Mazer Rackham and the Mobile Operations Police could organize in time to meet the threat. Earth Awakens — Politics slowed the response on Earth, and on Luna, corporate power struggles seemed more urgent than distant deaths. It's up to Mazer Rackham's squad in China, who have developed a method to destroy the alien landers one by one; and Lem Jukes and his crew on the Moon, who may have the key to destroying the Formic mother ship in orbit. Books by Orson Scott Card The Ender UniverseEnder Quintet#1 Ender’s Game#2 Ender in Exile#3 Speaker for the Dead#4 Xenodice#5 Children of the Mind Ender’s Shadow Quintet #1 Ender’s Shadow#2 Shadow of the Hegemon#3 Shadow Puppets#4 Shadow of the Giant#5 Shadows in Flight The Second Formic War (With Aaron Johnston) #1 The SwarmOther Books in the Ender UniverseChildren of the Fleet A War of Gifts (novella) First Meetings (novella)Other SeriesHomecomingThe MithermagesThe Tales of Alvin MakerAt the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

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

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Deadlands: The Weird West Roleplaying Game


Shane Lacy Hensley - 1996
    The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.

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…

The Green Progression


L.E. Modesitt Jr. - 1991
    When environmental consultant Jack McDarvid's boss is killed in a shootout near the Capitol, McDarvid becomes enmeshed in a diabolical plot behind the scenes of the environmental movement.

King Arthur Pendragon: Epic Roleplaying in Legendary Britain


Greg Stafford - 1985
    Smite bloodthirsty giants, crush treacherous invaders, brave the mysterious lands of faerie, and dabble in Celtic magic. Pendragon is a roleplaying game based on the legends of King Arthur, Lancelot, Guenever, and the Knights of the Round Table. To become a knight of the Round Table you must uphold the chivalric ideals of courage, honesty, fair play, and justice. Armed and armored, you are the law of the land, in a life-or-death struggle to join the fellowship of the Round Table. This book contains everything you need to explore the mysteries and dangers of Arthur's Britain

Elite: The Dark Wheel


Robert Holdstock - 1984
    Written by well-known fantasy author Robert Holdstock it describes the quest of Alex Ryder, a newly-qualified pilot, to exact revenge for his father's death at the hands of a paid assassin. Along the way he is assisted by the enigmatic Rafe Zetter who links him up with a fugitive pilot who also wishes to eliminate the killer of Alex's father, but for her own reasons.All in all, a good story which, though spoiled by a few irritating character traits and a number of typographical errors, sets up the Elite universe in a cohesive manner.It also covers the combat and trading sides of Elite and the general nature of trading between different systems, buying what's cheap on one world and selling it wherever the demand is sufficient to keep the price high.Interestingly, the back of the BBC novella states that a sequel was planned for publication in 1985, but as far as I know this never came to fruition. Later editions of The Dark Wheel, included in the Sinclair Spectrum and Commodore 64 versions amongst others, sported new artwork

Junkers Season Two (Junkers #2)


Benjamin Wallace - 2017
     It was supposed to be a place where every child’s favorite characters came to life. And, it was, until those characters went nuts and started killing everyone. Then it wasn’t so happy. Ten years later Jake and his team of robot reclamation specialists are heading to the island theme park to confront the evil machines, discover Kat’s connection to the disaster and boost the flagging ratings on their reality show, Scrappers. Fearless Monkeynauts, overly friendly Bearberry Bears, feuding Presidents, Dinosty Warriors, fairy tale legends and more populate the abandoned park and only the Junkers are brave enough, or dumb enough, to go for a visit. Join Jake, Hailey, Kat, Savant, Mason and, of course, Glitch as they try to uncover the mystery of what they call The Tragic Kingdom.