Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

Complete Psionic: Mastering the Powers of the Mind


Bruce R. Cordell - 2006
    Whether you're playing a devoted psion or psionic warrior, or a member of a psionic race, or are just looking to expand your character's options, this sourcebook has something for you. Players and Dungeon Masters gain access to new combat options, powers, equipment, and prestige classes, as well as exciting new character classes. Complete Psionic also provides new information on psionic organizations, and Dungeon Masters will find material for incorporating psionics into their campaign worlds.

The Association Method/Psychological Types


C.G. Jung - 2008
    He has emphasized understanding the psyche through exploring the worlds of dreams, art, mythology, world religion and philosophy. Although he was a theoretical psychologist and practicing clinician, much of his life's work was spent exploring other realms, including Eastern and Western philosophy, alchemy, astrology, sociology, as well as literature and the arts. His most notable ideas include the concept of the Jungian archetype, the collective unconscious, and his theory of synchronicity.

Complete Ninja's Handbook


Aaron Allston - 1995
    This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.

Gehenna: the Final Night


Ari Marmell - 2004
    Legends say the undead descend from Caine, the first murderer portrayed in the Bible, who passed on his curse through his blood. Those same legends speak of a final reckoning, when Caine and his mad children will rise from slumber and consume all the undead. Vampires call this time Gehenna. For the vampire Beckett, a researcher among the undead, it means one last shot at understanding the mysteries of the get of Caine — and at outrunning his own sins. Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness.

Oathbreakers-Storm Rising-Winds of Fate-The Oathbound-The Black Gryphon-The Silver Gryphon-The Oathblood-Winds of Change-By The Sword-The White Gryphon


Mercedes Lackey
    

Ars Magica, Fifth Edition


Jonathan Tweet - 1989
    You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.

Clanbook: Ravnos Revised


Deird're Brooks - 2001
    A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Extinction Trippin'


Mark Tufo - 2016
    Follow along as Michael Talbot, part-time prepper, along with his best friend BT “Big Tiny” and the anti-hero Mrs. Deneaux are pulled into another realm, seemingly spun from the mind of the ever stoned John the Tripper in a desperate bid to right what has gone wrong.

The Guilty - Extended Free Preview


David Baldacci - 2015
    He infiltrates the most hostile countries in the world, defeats our enemies' advanced security measures, and eliminates threats before they ever reach our shores. But now, his skills have left him. Sent overseas on a critical assignment, he fails, unable to pull the trigger. Absent his talents, Robie is a man without a mission, and without a purpose.To recover what he has lost, Robie must confront what he has tried to forget for over twenty years: his own past.THE GUILTYWill Robie escaped his small Gulf Coast hometown of Cantrell, Mississippi after high school, severing all personal ties, and never looked back. Not once. Not until the unimaginable occurs. His father, Dan Robie, has been arrested and charged with murder.Father and son haven't spoken or seen each other since the day Robie left town. In that time, Dan Robie-a local attorney and pillar of the community-has been elected town judge. Despite this, most of Cantrell is aligned against Dan. His guilt is assumed.To make matters worse, Dan has refused to do anything to defend himself. When Robie tries to help, his father responds only with anger and defiance. Could Dan really be guilty? With the equally formidable Jessica Reel at his side, Robie ignores his father's wishes and begins his own desperate investigation into the case. But Robie is now a stranger to his hometown, an outsider, a man who has forsaken his past and his family. His attempts to save his father are met with distrust and skepticism . . . and violence.Unlike the missions Robie undertook in the service of his country, where his target was clearly defined, digging into his father's case only reveals more questions. Robie is drawn into the hidden underside of Cantrell, where he must face the unexpected and possibly deadly consequences of the long-ago choices made by father and son. And this time, there may be no escape for either of them.

Clanbook: Toreador Revised


Heather Grove - 2000
    More than any other Kindred, they feel the damnation of the Embrace, as it extinguishes the flame of creativity for which they long. But what passions inspire the Toreador after they receive the Embrace?The Undead Find Their MuseAs part of the revised lineup of clanbooks, Toreador takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.

Fail Better: Why Baseball Matters


Mark Kingwell - 2017
    " —Naomi Klein"[Mark Kingwell] illuminates on almost every page. " —Los Angeles Times"Kingwell's musings on angling inevitably lead to in-depth essays on the inherent nature of and reasoning for various aspects of fishing, such as casting, killing, patience, and outdoorsmanship. . . . [Catch and Release is] filled with a sense of joy and awe. " —Publishers WeeklyTaking seriously the idea that baseball is a study in failure—a very successful batter manages a hit only three of every ten attempts—Harper's Magazine contributing editor Mark Kingwell explores ways in which the game teaches us lessons on fragility, contingency, and community.Weaving elements of memoir, philosophical reflection, sports writing, and humour, the book serves as an unofficial follow-up to Catch and Release: Trout Fishing and the Meaning of Life, which won over readers by offering an intelligent but accessible look into the deep waters of angling.Never pretentious, always entertaining, Fail Better is set to be the homerun non-fiction title of the spring.Mark Kingwell is a professor of philosophy at the University of Toronto. He is the author or co-author of eighteen books, including the national bestsellers Better Living (1998), The World We Want (2000), Concrete Reveries (2008), and Glenn Gould (2009). In addition to many scholarly articles, his writing has appeared in more than forty mainstream magazines and newspapers. His most recent books are the essay collections Unruly Voices (2012) and Measure Yourself Against the Earth (2015).

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

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!

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.