Hell for the Holidays


D.M. Guay - 2019
    The mistletoe is hung. The eggnog is spiked. It’s time to celebrate the merriest, most heart-warming Christmas ever! Or not? No. Definitely, absolutely not. This Christmas won’t be cheerful. It’ll be more like Ash vs Evil Dead meets National Lampoon’s Christmas Vacation. Because the Wallace family’s annual Christmas Eve party is about to skid off the rails. When a truckload of newly minted ghosts mix with the blizzard of the century, the neighborhood snowmen turn into blood-thirsty fiends. Their ghastly quest for revenge draws them to the brightest, loudest, most Christmasy place in the neighborhood: The home of Lloyd Wallace, hapless employee of the 24/7 Demon Mart, a local corner store where the beer cave doubles as the gate to hell. When the possessed snowmen crash a party packed with unpleasant relatives, back-stabbing socialites, one inconsolable cockroach, three badass demon fighters, and too much alcohol, this picture-perfect holiday soon goes straight to hell. This Christmas story is a companion to 24/7 Demon Mart, a humorous dark fantasy and horror-comedy book series for fans of Christopher Moore (The Stupidest Angel), Terry Pratchett, Mark Cain (Circles in Hell), and Heide Goody (Candy Canes and Buckets of Blood / Last Christmas, an Oddjobs short story). Hell for the Holidays can be read at any point in the 24/7 Demon Mart series AFTER The Graveyard Shift: 24/7 Demon Mart #1.

Laws of the Night


Jason Carl - 1999
    However, this volume includes two cloth bookmarks to record important rules, and an extra eight pages of previously lost text from the Book of Nod "TM" itself. An excellent in-game prop

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership

Basic Roleplaying: The Chaosium RolePlaying system (Basic Roleplaying)


Charlie Krank - 2008
    BASIC ROLEPLAYING is designed to be intuitive and easy to play. While character attributes follow a 3D6 curve, most of the other BASIC ROLEPLAYING mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.

Liber Chaotica: Complete edition


Marijan von Staufer - 2005
    They were released one after another in 2003 and 2004.The books are presented in the form of the fictional writings of Richter Kless, a character of the Warhammer world. The authors take the role of an editor who goes through Kless' works, which contains studies, illustrations and excerpts from other fictional sources. The Liber Chaotica also provides background related to the Warhammer 40.000 universe, written as cryptic records of recurring visions Kless suffered. Being an account of the dark secrets and arcane law of the most terible mysteries and hidden truths of the ruinous powers (Warhammer) This book is the most in-depth examination available of the terrible Chaos powers that so threaten the Warhammer Old World, Games Workshop's grim fantasy land. Each of the four Chaos powers is examined in fascinating detail. This volume combines the classic Liber Chaotica series of background books and reveals more secrets on Chaos Undivided, which every Warhammer fan will be desperate to know. Liber Chaotica: Complete edition collecting all previous books into a single volume and including as well as a fifth volume called Liber Undivided was released in 2006.

Pathfinder Roleplaying Game: Mythic Adventures


Jason BulmahnTracy Hurley - 2013
    Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds

Shadowrun: Doc Wagon 19


Jennifer Brozek - 2015
    Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.

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.

Shadowrun


FanPro - 2005
    The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

The Complete Druid's Handbook


David L. Pulver - 1994
    This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!

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.

Dwellers of the Forbidden City


David Zeb Cook - 1981
    Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!

The Color Out Of Space, The Dreams In The Witch House


H.P. Lovecraft - 2016
    Behind everything crouched the brooding, festering horror of the ancient town, and of the moldy, unhallowed garret gable where he wrote and studied and wrestled with figures and formulae when he was not tossing on the meager iron bed. His ears were growing sensitive to a preternatural and intolerable degree, and he had long ago stopped the cheap mantel clock whose ticking had come to seem like a thunder of artillery. At night the subtle stirring of the black city outside, the sinister scurrying of rats in the wormy partitions, and the creaking of hidden timbers in the centuried house, were enough to give him a sense of strident pandemonium. The darkness always teemed with unexplained sound—and yet he sometimes shook with fear lest the noises he heard should subside and allow him to hear certain other fainter noises which he suspected were lurking behind them.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.