Solar Express


L.E. Modesitt Jr. - 2015
    E. Modesitt, Jr.You can’t militarize space. This one rule has led to decades of peaceful development of space programs worldwide. However, increasing resource scarcity and a changing climate on Earth’s surface is causing some interested parties to militarize, namely India, the North American Union, and the Sinese Federation. The discovery of a strange artifact by Dr. Alayna Wong precipitates a crisis. What appears to be a hitherto undiscovered comet is soon revealed to be an alien structure on a cometary trajectory toward the sun. Now there is a race between countries to see who can study and control the artifact dubbed the "Solar Express" before it perhaps destroys itself. Leading the way for the North American Union is Alayna’s friend, Captain Christopher Tavoian, one of the first shuttle pilots to be trained for combat in space. But, as the alien craft gets closer to its destination, it begins to alter the surface of the sun in strange new ways, ways that could lead Alayna to revolutionary discoveries—provided Chris can prevent war from breaking out as he navigates among the escalating tensions between nations.

Eclipse Phase: The Roleplaying Game of Transhuman Conspiracy and Horror


Rob BoyleTobias Wolter - 2009
    Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond.

Time of Thin Blood


Sarah Roark - 1999
    Elders' blood, passed from one childe to the next for generations, no longer holds the potency it once had. Too many childer have been Embraced in the Final Nights - and reckoning must come for these illegitimate vampires. If it does not, the world may end.Gehenna will soon be upon youThe Time of Thin Blood allows players to portray the hunted childer of high-generation vampires. In addition, the Final Nights are upon us, and this book offers Storytellers a glimpse at one of the first events in the unfolding Gehenna. Rich in story and character content, The Time of Thin Blood is he first step toward the world's ultimate demise ... or salvation.The Time of This Blood includes:* Rules for creating 14th- and 15th-generation vampires - and their children* A wealth ofsetting material that allows Storytellers to bring the Final Nights into play

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!

The Reflection Crack'd


Graham McNeill - 2012
    While the warriors of the Legion descend into debauchery, Fulgrim's closest allies notice that their primarch has changed, and plot to purge the Phoenician of the daemonic influence which is clouding his judgement.This story is also available in The Primarchs, Book XX of the Horus Heresy series.

Pack


Lilith Saintcrow - 2014
    Unfortunately, she’s going to find out that’s not quite enough…

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.

The X-Wing Series: Star Wars 9-Book Bundle: Rogue Squardon, Wedge's Gamble, The Krytos Trap, The Bacta War, Wraith Squadron, Iron Fist, Solo Command, Isard's Revenge, Starfighters of Adumar


Michael A. Stackpole - 2012
    Through nine thrilling novels, this handy eBook bundle features the action, the intrigue, and the entire evolving story of these unique space corps—units that are comprised of a diverse group of pilots determined to fight the good fight. This bundle includes the following titles:  ROGUE SQUADRONWEDGE’S GAMBLETHE KRYTOS TRAPTHE BACTA WARWRAITH SQUADRONIRON FISTSOLO COMMANDISARD’S REVENGESTARFIGHTERS OF ADUMAR

They Who Fell


Kevin Kneupper - 2014
    That an army of angels sought to seize the throne, and were cast down into the pits of Hell in punishment. Those are the affairs of angels, and everything would have been fine if they’d kept them to themselves. But there’s been another uprising, and another Fall. Cast down to Earth, the rebel angels ravaged the globe in an orgy of sin and violence as they indulged in their newfound freedoms. Their new home is the Perch, a black, towering monstrosity that blights what’s left of the New York City skyline. Life inside the Perch means you watch your tongue, if you’re a servant. Jana has lived there since she was a child, and now she’s found herself thrust into the middle of angelic politics. Some of them want to torture her, just for the fun of it. Others say they want to protect her. And Rhamiel, a charismatic and powerful angel with one of the few faces that wasn’t burnt and scarred by the Fall, is relentlessly pursuing her affections.Life outside can be just as dangerous. Strange things fell with the angels and wander the countrysides. The roads are filled with Vichies, cringing humans who’ve thrown their lot in with their oppressors and won’t hesitate to take advantage of the weak. But some are still fighting, including William Holt. He leads a small cell of fighters, searching for a way to strike back against the angels without getting themselves killed in the process. And all around, the fallen angels inflict their savageries on the dwindling remains of humanity, enjoying every vice they’d been forbidden during their long centuries of service.They Who Fell is the first book in a trilogy.

Clanbook: Setites


Richard Watts - 1995
    I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Hammerhal & Other Stories


David Annandale - 2017
    A great warhost of Tzaangor beastkin, creatures devoted to Tzeentch, the Architect of Fate, defile the once-verdant lands of Ghyran. All that opposes them are the noble Stormcast Eternals of the Hallowed Knights. Reforged in resplendent sigmarite and wielding the lightning of Azyr, few can stand against these heroes. But Tzeentch's followers are cunning, and as the Hallowed Knights wage bloody war, a second attack on the city of Hammerhal, which the Stormcasts are oath-sword to defend, is coming to pass. Both the warriors without and the hunters within the city must act fast or the truth about the Hexwood will undo everything they have fought so hard to protect.Also within this book is a host of awesome short stories giving you a flavour of the many warring armies that exist within the worlds of Warhammer Age of Sigmar.CONTENTSThe Keys to Ruin by David AnnandaleBeneath the Black Thumb and Great Red by David GuymerHeartwood by Robbie MacNivenAssault on the Mandrake Bastion, Hammerhal and The Prisoner of the Black Sun by Josh ReynoldsVengeance Eternal by Matt Westbrook

Pathfinder Campaign Setting: The Inner Sea World Guide


James JacobsJeff Grubb - 2011
    Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.Inside this exciting and informative 320-page tome you will find:- Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities- Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign- Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!- An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!- Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!- Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!- A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!Cover art by Wayne Reynolds

White Plume Mountain


Lawrence Schick - 1979
    WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...

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!