Mean Streets


Jim Butcher - 2009
    Green.Kat Richardson’s Greywalker finds herself in too deep when a “simple job” goes bad and Harper Blaine is enmeshed in a tangle of dark secrets and revenge from beyond the grave.For centuries, the being that we know as Noah lived among us. Now he is dead, and fallen-angel-turned-detective Remy Chandler has been hired to find out who killed him in a whodunit by Thomas E. Sniegoski.

Hunter: The Vigil


Russell Bailey - 2008
    A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.

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.

Cursed


J.A. Cipriano - 2016
    Not why I woke up in a dumpster. Not why my right arm is as black as pitch and covered in glowing red tattoos, and certainly not why a vicious death cult is after me.Actually, that last part isn't true. I know why the death cult is after me. It's because I saved that damned girl from them. I didn't know who she was at the time, but I'd have done it anyway. I just don't like it when girls get beat up, call me old fashioned.Still, I can tell she's hiding something behind those devilish eyes, and if I want to find out what it is, I'll have to help her.My name is Mac Brennan. I have no memory, and I'm a werewolf-hunting, hellfire-flinging version of Faust himself.*Book 2: Marked (ASIN: B01D04ULFQ) is on sale for only $3.99!*

The World House


Guy Adams - 2010
    Inside that box is a door. Beyond that door is a house. In some rooms forests grow. In some, prisoners wait. At the top of the house, a prisoner sits behind a locked door waiting for a key to turn. The day that happens, the world will end...

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

Vampire Wars: The von Carstein Trilogy


Steven Savile - 2008
    This three-book saga chronicles their rise and fall in one bumper omnibus edition.

Dungeon Master's Guide Rules Supplement: The Castle Guide


Grant Boucher - 1990
    Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.

Garrett On The Case - Contains Angry Lead Skies; Whispering Nickel Idols - Book Club Edition


Glen Cook - 2005
    If you're cute and female, look me up, my address is in wizard-run TunFaire, where the paranormal plays daily. Look at my partner. Someone stuck a knife in him centuries ago, and hes been sedentary ever since. Dead, but not dumb, if you get my drift. And there's all these supernatural races clogging the streets-elves, trolls, pixies, ogres, dwarves, and some of the strangest are among my friends. Even they bring trouble, and when trouble comes knocking, don't open the door.You think Id learn. Maybe that's why I got roped into the case in Angry Lead Skies. My bulky friend Playmate talked me into protecting Kip Prose, an annoying kid touched by brilliance and a bit of paranormal ability, whom he claimed was being threatened by skinny gray creatures with bulgy black eyes. According to Kip, the attackers weren't after him at all-just trying to get to his friends Lastyr and Noodiss. But before I could get him to explain who they were, Kip was abducted, and the chase began....In Whispering Nickel Idols, trouble came from two sources: a streetwise priestess and her bucket of kittens, part of the ancient prophecy of the cult of A-Lat (curse this god-plagued city!). And a message from Harvester Temisk, mouthpiece of Chodo Contague, kingpin of kingpins, who slumbered in coma-land while his beautiful, psychotic daughter ran the Outfit. Temisk believed someone was deliberately keeping the Boss helpless and wanted me to snoop around. Then Chodo up and vanished. Add to that a mysterious plague of burning deaths and the fact that suddenly everyone was trying to kill me, I had plenty to figure out....

GURPS Space


Jon F. Zeigler - 2006
    Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

Jain Zar: The Storm of Silence


Gav Thorpe - 2017
    Though few in number, they are an ancient race, and their mode of war blends spirituality with a unique mastery of technology. In times of need, the entire eldar race will rouse to war led by terrifying, almost mythological figures – the phoenix lords. Each different in his or her own way, these immortal beings embody the warrior nature of the eldar. Jain Zar – the Storm of Silence – was the first phoenix lord to be recruited by Asurmen, and would prove a swift and deadly fighter, able to harness the rage of her scream to slaughter any who dare oppose her.

Dungeon Masters Guide


E. Gary Gygax - 1979
    There's no need to guess the rules. You'll learn spells, monsters, travel, magic lists and combat rules.

The Art of the Dragonlance Saga


Margaret Weis - 1987
    This god ascended from his mighty throne one day in early 1983 and announced that he had done a survey. And, according to the survey, people who played the DUNGEONS & DRAGONS® game wanted more dragons." And more dragons they got. The prolific and extraordinarily popular writing duo of Margaret Weis and Tracy Hickman produced a veritable treasure trove of books telling of the heroic exploits and dastardly deeds of the denizens of their fantasy world. The Art of the Dragonlance Saga, long out of print, collects all the art from the novels, calendars, and game products that the God of Marketing created. This is an extremely rich collection, with sketches, paintings, drawings, and studies of beloved characters and settings. It is also full of artist's notes, character development, and explanations of the ways in which the books and the art coevolved. A must-have for Dragonlance fans, The Art of the Dragonlance Saga is also wonderful eye candy for all swords and sorcery fans. --Therese Littleton