Symbaroum


Mattias Johnsson - 2015
    Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.

Time Sensitive: A Time Travel Novel


Elyse Douglas - 2019
     “A gripping, intimate story, profoundly human and relentlessly surprising.” —Felicity Jennings In 1968, Charlotte Vance was one of the few women employed by the National Security Agency in Washington, D.C. She put in long hours and was working when a fire started in her home. Her daughters and husband were killed. For fifty years, she has felt responsible for their deaths. In 2018, when a former colleague from the NSA mentions a top secret government agency that is experimenting with time travel, she decides to apply. She discovers that TEMPUS has many secrets. The scientists are mind-bendingly strange and brilliant. She must endure grueling physical, emotional and psychological tests. She fears her age and weak heart might disqualify her. After a difficult time travel journey, Charlotte learns a shocking truth: TEMPUS has hidden motives for sending her. She struggles to change the tragedy of her personal past while also struggling to stop TEMPUS from violently altering history.

Doctor Who: Who-ology


Cavan Scott - 2013
    Packed with facts, figures and stories from the show's entire run, this unique tour of space and time takes you from Totters Lane to Trenzalore, taking in guides to UNIT call signs, details of the inner workings of sonic screwdrivers, and a reliability chart covering every element of the TARDIS. With tables, charts and illustrations dotted throughout, as well as fascinating lists and exhaustive detail, you won't believe the wonders that await. Are you ready? Then read on, you clever boy. And remember.

Doctor Who: Voyager


Steve Parkhouse - 1985
    Classic comic strips from the pages of Doctor Who Magazine!The Sixth Doctor, Peri and their shapeshifting penguin chum Frobisher take a madcap journey through space, time and magical realms in this first volume of their comic strip adventures from the pages of Doctor Who Magazine!This book features the following digitally restored stories, reprinted in their original episodic format for the first time: THE SHAPE SHIFTER, VOYAGER, POLLY THE GLOT, ONCE UPON A TIME LORD, WAR-GAME, FUNHOUSE, KANE'S STORY, ABEL'S STORY, THE WARRIOR'S STORY and FROBISHER'S STORY!Tasked to retrieve a set of stolen starcharts by the awesome and terrifying Voyager, the Doctor must pursue the insane Time Lord Astrolabus across the universe, across world of fantasy and imagination, far-flung planets, and even the pages of a children's storybook.Along the way there are reunions with the eminent Professor Ivan Asimoff and the despicable Dogbolter, a run-in with a sentient house, swordplay with a Draconian Overlord, and even a quick trip to New York!Featuring astonishing artwork from the legendary John Ridgway (Judge Dredd, Hellblazer) plus scripts from Steve Parkhouse (The BoJeffries Saga) and Alan McKenzie (2000 AD).AN ESSENTIAL COLLECTION FOR FANS OF DOCTOR WHO AND CLASSIC BRITISH COMICS!

Doctor Who: The Crimson Horror


Mark Gatiss - 2021
    Something that kills. Bodies are washing up in the canal, their skin a waxy, glowing red… But just what is this crimson horror?Madam Vastra, Jenny and Strax are despatched to investigate the mystery. Strangely reluctant to assist their enquiries is Mrs Winifred Gillyflower, matriarch of ‘Sweetville’, a seemingly utopian workers’ community. Why do all roads lead to the team's old friends Clara and the Doctor?Who is Mrs Gillyflower's mysterious silent partner Mr Sweet? And will the motley gang be in time to defeat the mysterious power that threatens all the world with its poison?

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

Doctor Who: The Witchfinders


Joy Wilkinson - 2021
    Before you die, I want answers.’ The TARDIS lands in the Lancashire village of Bilehurst Cragg in the 17th century, and the Doctor, Ryan, Graham and Yaz soon become embroiled in a witch trial run by the local landowner. Fear stalks the land, and the arrival of King James I only serves to intensify the witch hunt. But the Doctor soon realises there is something more sinister than paranoia and superstition at work. Tendrils of living mud stir in the ground and the dead lurch back to horrifying life as an evil alien presence begins to revive. The Doctor and her friends must save not only the people of Bilehurst Cragg from the wakening forces, but the entire world

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

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.

Rifts Ultimate Edition


David MartinFreddie E. Williams II - 2005
    There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.

Doctor Who: Goth Opera


Paul Cornell - 1994
    The long night is starting. The age of the undead is upon us.’Manchester, 1993. The vampires of Great Britain have received a message: the long-awaited arrival of their evil messiah is imminent. It’s time for a recruitment drive.On holiday in Tasmania with Tegan and the Doctor, Nyssa is attacked by a demonic child. She escapes unharmed - except for two small wounds in her neck.Why are the descendants of the Great Vampire so desperate to obtain the blood of a Time Lord? And what is their connection to a forbidden ancient Gallifreyan cult?

Doctor Who: Summer Falls


James Goss - 2013
    But when she discovers a mysterious painting entitled ‘The Lord of Winter’ in a charity shop, it leads her on an adventure she never could have planned. Kate soon realises the old seacape, painted long ago by an eccentric local artist, is actually a puzzle. And with the help of some bizarre new acquaintances – including a museum curator’s magical cat, a miserable neighbour, and a lonely boy – she plans on solving it.And then, one morning Kate wakes up to a world changed forever. For the Lord of Winter is coming – and Kate has a very important decision to make.

Mindjammer


Sarah Newton - 2011
    It's a time of turmoil, of clashing cultures, as civilizations shudder and collapse before the might of a benevolent empire ten millennia old.In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his special ops team from the Security and Cultural Integrity Instrumentality are on the trail of the Transmigration Heresy. But what they find is something beyond even their imagining - something which could tear the whole Commonality apart!

Classic Battletech: Total Warfare


Randall N. Bills - 2006
    As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.