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Street Samurai Catalog
Tom Dowd - 1990
A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.
The Thackery T. Lambshead Cabinet of Curiosities
Ann VanderMeerChina Miéville - 2011
Lambshead Cabinet of Curiosities. Editors Ann and Jeff Vandermeer have gathered together a spectacular array of exhibits, oddities, images, and stories by some of the most renowned and bestselling writers and artists in speculative and graphic fiction, including Ted Chiang, Mike Mignola (creator of Hellboy), China Miéville, and Michael Moorcock. A spectacularly illustrated anthology of Victorian steampunk devices and the stories behind them, The Thackery T. Lambshead Cabinet of Curiosities is a boldly original, enthrallingly imaginative, and endlessly entertaining entry into a hidden world of weird science and unnatural nature that will appeal equally to fantasy lovers and graphic novel aficionados.
The Stone Man
Luke Smitherd - 2012
until the Stone Man begins to walk, heading silently through the wall of the nearest building, flattening it and killing several people inside as a result.As efforts by the local police - and soon, the government - to halt the Stone Man's inexorable progress prove futile, only three questions are on the watching world's lips:Where has it come from, where is it going, and what does it want?Andy is determined to be the first person to answer those questions; after all, he was there when it arrived. Surely the headaches and visions he's experiencing are proof of a mental connection to The Stone Man? Clearly his dreams of champagne and notoriety are all about to be fulfilled once he uncovers the truth ... and the scoop of a lifetime.In a pursuit that carries him the length of the country and the breadth of the Atlantic, Andy uncovers the jagged pieces of an increasingly terrifying puzzle. As the number of lives lost in the wake of the Stone Man reaches grim figures, the terrible results of Andy's blind determination force him to confront the savagery of human nature.When irresistible forces aren't met by immovable objects, how far is too far? Andy must discover the answer - and find out who he really is - in the shadow of the Stone Man.
Night's Black Agents
Kenneth Hite - 2012
Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.
Corsets & Clockwork: 13 Steampunk Romances
Trisha TelepLesley Livingston - 2011
Young heroes and heroines battle evils with the help of supernatural or super-technological powers, each individual story perfectly balancing historical and fantastical elements. Throw in epic romances that transcend time, and this trendy, engrossing anthology is sure to become another hit for the fast-growing Steampunk genre!This collection features some of the hottest writers in the teen genre, including: Ann Aguirre, Jaclyn Dolamore, Tessa Gratton, Frewin Jones, Caitlin Kittredge, Adrienne Kress, Lesley Livingston, Dru Pagliassotti, Dia Reeves, Michael Scott, Maria V. Snyder, Tiffany Trent, and Kiersten White.
Halo: Cryptum (Forerunner Saga, #1)
Greg Bear - 2011
100,000 years ago, the galaxy was populated by a great variety of beings. But one species--eons beyond all others in both technology and knowledge--achieved dominance. They ruled in peace but met opposition with quick and brutal effectiveness. They were the Forerunners, the keepers of the Mantle, the next stage of life in the Universe's Living Time. And then they vanished. This is their story. Bornstellar Makes Eternal Lasting is a young rebellious Forerunner. He is a Manipular, untried, yet to become part of the adult Forerunner society, where vast knowledge and duty waits. He comes from a family of Builders, the Forerunners' highest and most politically powerful rate. It is the Builders who create the grand technology that facilitates Forerunner dominance over the known universe. It is the Builders who believe they must shoulder the greatest burden of the Mantle, as shepherds and guardians of all life. Bornstellar is marked to become a great Builder just like his father. But this Manipular has other plans. He is obsessed with lost treasures of the past. His reckless passion to seek out the marvelous artifacts left behind by the Precursors, long-vanished superbeings of unknowable power and intent, forces his father's hand. Bornstellar is sent to live among the Miners, where he must come to terms with where his duty truly lies. But powerful forces are at play. Forerunner society is at a major crux. Past threats are once again proving relentless. Dire solutions, machines and strategies never before contemplated, are being called up, and fissures in Forerunner power are leading to chaos. On a Lifeworker's experimental planet, Bornstellar's rebellious course crosses the paths of two humans, and the long lifeline of a great military leader, thus forever changing Bornstellar's destiny ...and the fate of the entire galaxy.
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
Eberron Campaign Setting
Keith Baker - 2004
11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.
Mage: The Ascension
Stewart Wieck - 1993
The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.
Revan
Drew Karpyshyn - 2011
A Jedi who left Coruscant to defeat Mandalorians and returned a disciple of the dark side, bent on destroying the Republic. The Jedi Council gave Revan his life back, but the price of redemption was high. His memories have been erased. All that’s left are nightmares and deep, abiding fear.What exactly happened beyond the Outer Rim? Revan can’t quite remember, yet can’t entirely forget. Somehow he stumbled across a terrible secret that threatens the very existence of the Republic. With no idea what it is, or how to stop it, Revan may very well fail, for he’s never faced a more powerful and diabolic enemy. But only death can stop him from trying.
Starfinder: Core Rulebook
James L. SutterJason Keeley - 2017
Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost
Unknown Armies
Greg Stolze - 1999
Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
Monsterhearts
Avery Alder - 2012
When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.
The Best of the Best: 20 Years of the Year's Best Science Fiction
Gardner DozoisRobert Reed - 2005
Now, after twenty-one annual collections, comes the ultimate in science fiction anthologies, The Best of the Best: 20 Years of the Year's Best Science Fiction, in which legendary editor Gardner Dozois selects the very best short stories for this landmark collection. Contributors include: * Stephen Baxter * Greg Bear * William Gibson * Terry Bisson * Pat Cadigan * Ted Chiang * John Crowley * Tony Daniel * Greg Egan * Molly Gloss * Eileen Gunn * Joe Haldeman * James Patrick Kelly * John Kessel * Nancy Kress * Ursula K. Le Guin * Ian R. MacLeod * David Marusek * Paul McAuley * Ian McDonald * Maureen F. McHugh * Robert Reed * Mike Resnick * Geoff Ryman * William Sander * Lucius Shepard * Robert Silverberg * Brian Stableford * Bruce Sterling * Charles Stross * Michael Swanwick * Steven Utley * Howard Waldrop * Walter Jon Williams * Connie Willis * Gene WolfeWith work spanning two decades, The Best of the Best stands as one of the ultimate science fiction anthologies ever published.Contents xi • Foreword (The Best of the Best: 20 Years of the Year's Best Science Fiction) • essay by Robert Silverbergxvii • Preface (The Best of the Best: 20 Years of the Year's Best Science Fiction) • essay by Gardner Dozois1 • Blood Music • (1983) • novelette by Greg Bear19 • A Cabin on the Coast • (1984) • shortstory by Gene Wolfe28 • Salvador • (1984) • shortstory by Lucius Shepard42 • Trinity • (1984) • novella by Nancy Kress78 • Flying Saucer Rock and Roll • (1985) • novelette by Howard Waldrop (aka Flying Saucer Rock & Roll)93 • Dinner in Audoghast • (1985) • shortstory by Bruce Sterling103 • Roadside Rescue • (1985) • shortstory by Pat Cadigan109 • Snow • (1985) • shortstory by John Crowley121 • The Winter Market • (1985) • novelette by William Gibson137 • The Pure Product • (1986) • novelette by John Kessel152 • Stable Strategies for Middle Management • (1988) • shortstory by Eileen Gunn162 • Kirinyaga • [Kirinyaga • 2] • (1988) • novelette by Mike Resnick177 • Tales from the Venia Woods • [Roma Eterna] • (1989) • shortstory by Robert Silverberg191 • Bears Discover Fire • (1990) • shortstory by Terry Bisson199 • Even the Queen • (1992) • shortstory by Connie Willis213 • Guest of Honor • (1993) • novelette by Robert Reed238 • None So Blind • (1994) • shortstory by Joe Haldeman246 • Mortimer Gray's History of Death • (1995) • novella by Brian Stableford (aka Mortimer Gray's "History of Death")293 • The Lincoln Train • (1995) • shortstory by Maureen F. McHugh303 • Wang's Carpets • (1995) • novelette by Greg Egan328 • Coming of Age in Karhide • [Hainish] • (1995) • novelette by Ursula K. Le Guin342 • The Dead • (1996) • shortstory by Michael Swanwick352 • Recording Angel • (1996) • shortstory by Ian McDonald363 • A Dry, Quiet War • (1996) • novelette by Tony Daniel380 • The Undiscovered • (1997) • novelette by William Sanders400 • Second Skin • (1997) • shortstory by Paul J. McAuley418 • Story of Your Life • (1998) • novella by Ted Chiang454 • People Came from Earth • (1999) • shortstory by Stephen Baxter464 • The Wedding Album • [Cathy] • (1999) • novella by David Marusek502 • 10 to 16 to 1 • (1999) • novelette by James Patrick Kelly (aka 1016 to 1)520 • Daddy's World • (1999) • novelette by Walter Jon Williams541 • The Real World • [Silurian Tales] • (2000) • shortstory by Steven Utley561 • Have Not Have • (2001) • novelette by Geoff Ryman577 • Lobsters • [Macx Family] • (2001) • novelette by Charles Stross597 • Breathmoss • (2002) • novella by Ian R. MacLeod647 • Lambing Season • (2002) • shortstory by Molly Gloss
Pathfinder Roleplaying Game: NPC Codex
Jason BulmahnJason Nelson - 2012
You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. 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 the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds