Star Wars: Force and Destiny Roleplaying Game Core Rulebook


Max Brooke - 2015
    Whatever your path, the Force and Destiny Core Rulebook contains all the information players and Game Masters need to launch a roleplaying campaign set in the Star Wars® universe.The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.The Force and Destiny Core Rulebook features:An introduction to roleplaying in the Star Wars universeClear and concise rules for skill checks, combat, and using the ForceSix careers, eight species, and eighteen specializations for Force-sensitive charactersDetailed background information on galactic geography, politics, and the Jedi and Sith ordersDescriptions and data for numerous starships, vehicles, weapons and other gearA catalogue of NPC adversaries to thwart players during your campaignA complete introductory adventure, Lessons from the PastHelpful advice for GMs about running games of Force and Destiny

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.

Doctor Who: The Eleventh Doctor Archives Omnibus Vol. 1


Tony LeeRichard Rayner - 2015
    Join the Time Lord and his companions as they become entangled in the hunt for Britains most infamous serial killer; encounter fearsome Vikings and troublesome time rifts; and confront giant space squids!

Traveller Core Rulebook: Science-Fiction Adventure in the Far Future


Gareth Ryder-Hanrahan - 2008
    Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Doctor Who: Into the Nowhere


Jenny T. Colgan - 2014
    To the Doctor’s delight and Clara’s astonishment, it really is unknown. It’s a planet the Doctor has never seen. It’s not on any maps, it’s not referenced on any star charts or in the TARDIS data banks. It doesn’t even have a name. What could be so terrible that its existence has been erased?

Hail! Hail!


Harry Turtledove - 2018
     Fresh from Duck Soup (1933), Julius, Leonard, Arthur and Herbert Marx - or as the world knows them, Groucho, Chico, Harpo and Zeppo - are transported by a freak electrical storm to Nacogdoches, Texas in the year 1826. Landing in the midst of the Fredonian Rebellion (the first attempt by settlers in Texas to secede from Mexico) and into the company of the only other Jewish person in town, they are in deep dreck. Falling in with Stephen F. Austin and inadvertently filling his head with knowledge of what is to come, our heroes risk tampering with the future of Texas, and perhaps the entire U.S.A., in their quest to return to their own time. Will they find their way back? Or will they be doomed to live out their lives without indoor plumbing?

Doctor Who: The Macros


Ingrid Pitt - 2010
    Most of the crew are dead, the ship is disintegrating, and the Doctor soon realizes that the problem comes from another dimension…As they attempt to find a way to get the ship home, the Doctor and Peri visit the distant planet Capron and meet its tyrannical ruler Osloo. But the search for a possible solution only creates increasingly dire problems. Osloo's horizons have been widened – and space and time are hers for the taking…

Call of Cthulhu: 7th Edition Quick-Start Rules


Sandy Petersen - 2013
    — one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!

Field Two


Simon Winstanley - 2016
    The 64 years were over: Mankind's extinction was set.The devastation was inevitable: Billions had died.Archive's solution had failed: But it wasn't too late...There was still Time.An emergent symbol now echoes through key moments,influencing the course of human affairs.In a myriad of possible futures,a single mind holds the key.Book Two in the Field series.

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!

Time Split


Patricia Smith - 2011
    His search for the truth soon becomes a fight for survival and a race against evil, with any chance of correcting the timeline slowly slipping away.*** Time Split is also available in paperback. Also by Patricia Smith: Distant Suns, Distant Suns - The Journey Home, Islands - The Epidemic and Nebathan.

Doctor Who: Dark Eyes


Nicholas Briggs - 2012
    to look back from the end of everything... to see how things finally turned out.’The Doctor is looking for hope. But instead, he finds himself on a mission. The Time Lords have uncovered terrifying fragments of an insane plot to destroy the universe. And somehow, at the centre of that plot is one, random female in Earth’s history, Molly O’Sullivan.Soon, the Doctor and Molly find themselves thrown headlong into a series of dangerous and terrifying adventures, with the dreaded Daleks never far behind them.Part One: The Great WarVoluntary Aid Detachment nursing assistant Molly O’Sullivan spends her days facing the horrors of the Great War. Little does she know that a man from another world has arrived, looking for her.But what are the strange sounds coming from the battlefield at night? Where is the glowing gas coming from? And is everyone who they claim to be?Part Two: FugitivesWith the first objective of his mission reached, almost nothing is going to plan for the Doctor. He finds he cannot contact or return to the Time Lord’s home planet, Gallifrey. And just when Molly O’Sullivan thinks she’s escaped one conflict, she finds herself in the thick of another one.What is it that connects the Doctor, the Daleks and the mysterious Ides Scientific Institute?Part Three: Tangled WebSomething happened when Molly O’Sullivan was just two years old, and the Doctor thinks it’s high time they found out exactly what it was.Meanwhile, the Daleks are fully activating their Temporal Chamber. And while the Doctor and Molly get closer and closer to the terrible truth, the nature of reality itself seems to be in question.Part Four. 'X' and the Daleks‘Subject is called Molly O’Sullivan. An inhabitant of Earth. Born Earth year 1891. Has travelled in space and time with Time Lord known as the Doctor.’With Straxus and his TARDIS destroyed, the Doctor and Molly have tracked the mysterious ‘X’ to the planet Srangor. It is here that the truth of the threat to the universe will finally be revealed.What is the Dalek Time Controller’s ultimate plan? What exactly is the space-time projector? Who will survive this epic battle for survival?

Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P


Dale Henson - 1995
    

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds