Battlecorps Anthology, Volume 1: The Corps


Loren L. Coleman - 2008
    1) is a print anthology of 17 short stories previously published via BattleCorps, and an 18th, previously unpublished story (Destiny's Challenge) that continues the story of one of the others.It also includes a Foreword by the editor, Loren L. Coleman, how BattleCorps came into being; an "About the authors" section at the end; and a collection of BattleMech illustrations in the back. StoriesA Race to the End (Loren L. Coleman)Damage Control (Ilsa J. Bick)Eight Nine Three (Steven Mohan Jr.)Isolation's Weight (Randall N. Bills)Destiny's Call (Loren L. Coleman)Poison (Jason M. Hardy)The Immortal Warrior at the Battle of Vorhaven (Kevin Killiany)Ghost of Christmas Present (Michael A. Stackpole)Zeroing In (Robert Thurston)For Want of a Nail (Dan C. Duval)Art of the Deal (Loren L. Coleman)McKenna Station (Kevin Killiany)Echoes in the Void (Randall N. Bills)The Longest Road (Blaine Lee Pardoe)The Back Road (Louisa M. Swann)Commerce Is All (Steven Mohan, Jr.)En Passant (Phaedra M. Weldon)Destiny's Challenge (Loren L. Coleman)

The Man Who Had Everything


Simon R. Green - 2002
    When Owen Deathstalker, unwilling head of his clan, seeks to avoid the perils of the Empire's warring factions, he unexpectedly finds a price on his head. He flees to Mistworld, where he begins to build an unlikely force to topple the throne. With the help of his crew, Deathstalker takes the first step on a far more dangerous journey to claim the role for which he has been destined since before his birth.

Star Wars Roleplaying Game Core Rulebook


Bill Slavicsek - 2000
    Become a Rebel fighting to restore freedom to the galaxy. Join New Republic forces to battle an enemy from beyond the limits of known space. There are millions of exciting adventures awaiting you. What's your story?

Complete Adventurer


Jesse Decker - 2005
    As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone(TM) and Unearthed Arcana(TM). Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon(R) Magazine.

Call of Cthulhu: 7th Edition Quick-Start Rules


Sandy Petersen - 2013
    — one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds

Battletech Technical Readout: 3060


Herbert A. Beas IIBryan Nystul - 1997
    But the Clan forces they face also have new BattleMechs, as well as vehicles constructed with the Clans' vastly superior technology, and some other surprises. Technical Readout: 3060 contains illustrations and complete game statistics for the latest Inner Sphere and Clan BattleMechs, tanks, hovercraft, VTOLS, and more.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

Original Syn


Beth Kander - 2018
    One of the only young Originals left in the world, Ere, knows he might someday be the very last of his kind. But when he meets a beautiful, powerful Syn girl called Ever, he questions everything he’s ever been told about his lifelong enemies.Original Syn is a rich, dangerous world of family secrets, free will, forbidden love, and all of the unexpected peril that arises when aggressive technology meets stubborn humanity.

Tallarn: Ironclad


John French - 2015
    A carpet of armour covers the surface of the toxic planet: Dreadnoughts versus tanks versus Titans. But what secret purpose drives the Iron Warriors onwards to war?This is the biggest armoured conflict in galactic history – there’s a million tanks! However, no one can leave the safety of their claustrophobic war machines for fear of melting into a toxic puddle. While this story supplies plenty of action, what brings the entire might of the Iron Warriors to battle is much more intriguing.Tallarn: Ironclad is presented as a luxurious hardback in a glossy wrap-around jacket. The cover is beautifully embossed with Slaaneshi daemonettes. Included in the pages are unique before-and-after schematics of the doomed world of Tallarn. This edition is signed by the author John French and is individually numbered from a print run of 3,000. It’s a must-have for any Horus Heresy fan.

Down Station


Simon Morden - 2016
    They make their escape through a service tunnel. Reaching a door they step through...and find themselves on a wild shore backed by cliffs and rolling grassland. The way back is blocked. Making their way inland they meet a man dressed in a wolf's cloak and with wolves by his side. He speaks English and has heard of a place called London - other people have arrived here down the ages - all escaping from a London that is burning. None of them have returned. Except one - who travels between the two worlds at will. The group begin a quest to find this one survivor; the one who holds the key to their return and to the safety of London.And as they travel this world, meeting mythical and legendary creatures,split between North and South by a mighty river and bordered by The White City and The Crystal Palace they realise they are in a world defined by all the London's there have ever been.Reminiscent of Michael Moorcock and Julian May this is a grand and sweeping science fantasy built on the ideas, the legends, the memories of every London there has ever been.

Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide


Paul Jaquays - 1990
    We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.

7th Sea (Seventh Sea) Player's Guide 1668


John Wick - 2000
    Players take the roles of heroes bent o­n thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost o­ne hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.

Strike a Pose (Secret World Chronicles)


Mercedes Lackey - 2011
    It was going to be one heck of a photo shoot.

Adaline


Denise Kawaii - 2014
    All of the residents are supposed to be the same. It makes it easier for the Machines to manage each life passing through. But something's different about Boy 1124562. He may look identical to the rest, the way he's supposed to, but when he closes his eyes his mind doesn't go blank like the others. Instead, 1124562 dreams. With the help of a rogue teacher, 1124562 discovers that there's more to Adaline than the Machines controlling him. A hidden world resides in his mind; one he can control simply by using his imagination. But when another Boy suddenly escapes from the pod, all of Adaline begins to hunt for anyone with an anomaly. When 1124562 finds himself trapped in the clutches of a deranged doctor, he realizes just how dangerous being different can be.