Shadowrun: Doc Wagon 19


Jennifer Brozek - 2015
    Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.

Doctor Who: The Silent Stars Go By


Dan Abnett - 2011
    With no help from other worlds, they subsist on the food they can grow and that's little enough. But their purpose, their whole life is to maintain the machines that will one day make their world as habitable as old Earth. Life used to be hard. Now as their crops fail, livestock sickens, and the temperature drops, it's becoming impossible. This year's Winter Season Feast won't be the usual celebration. It's not a time for optimism or hope - and it's not a time to welcome unexpected guests. The Doctor, Amy, and Rory find a society breaking apart under the strain. Tensions are mounting, old rivalries are coming to the fore, people are dying...and then the Doctor's old enemies, the Ice Warriors, make their move. With the cold-hearted threat of invasion, the real battle for survival begins. Or does it? The Doctor begins to suspect that behind everything lies a deadlier, and even more chilling danger...

Doctor Who: Love and War


Jacqueline Rayner - 2012
    The Doctor arrives on a trivial mission - to find a book, or so he says - and Ace, wandering around Joycetown, becomes involved with a charismatic Traveller called Jan.But the Doctor is strenuously opposed to the romance. What is he trying to prevent? Is he planning some more deadly game connected with the coffins revered by the mysterious Church of Vacuum and the unusual Arch that marks the location of a secret building below ground?Archaeologist Bernice Summerfield thinks so. Her destiny is inextricably linked with that of the Doctor, but even she may not be able to save Ace from the Time Lord's plans.This time, has the Doctor gone too far?A new adaptation of the Virgin New Adventures novel which introduced Bernice Summerfield.

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.

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.

Pathfinder Roleplaying Game: Mythic Adventures


Jason BulmahnTracy Hurley - 2013
    Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. 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 a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds

Doctor Who: The Shooting Scripts


Russell T. Davies - 2005
    This book collects together the entire shooting scripts for the first series. Seven of the scripts are by Russell T Davies, with the remainder by Steven Moffat, Robert Shearman, Paul Cornell and The League of Gentlemen's Mark Gatiss. Each story contains the essential ingredients of time travel, adventure, and the mixing of the ordinary with the fantastical that have always characterized the series, while at the same time being thoroughly in tune with contemporary culture and society. This is a Doctor Who for an age defined by irony, technology and celebrity, and the shadow cast by 9/11. It is also cinematic, with fast cutting and special effects that will satisfy viewers brought up on contemporary film and television sci-fi. The shooting scripts give a unique insight into how the first series was visualized and acted. Alongside the exciting action sequences and dialogue are hints about the characters' emotions, and evocations of the settings in which their adventures take place.Pacey, atmospheric and thoroughly absorbing, these scripts practically read like novels. Each of the scripts is illustrated with full-colour screen grabs, ensuring the book appeals to broad audience. Introductions by the writers explain the inspirations for the first series and the fascinating process of creating a Doctor Who script. As the one book that ties directly into the first series, this is a must-have self-purchase or gift for all Doctor Who fans.

Fast Forward


Darren Wearmouth - 2016
    And somebody offers the guarantee of a better life in the distant future... Would you take the chance? After recovering from near-fatal injuries sustained on a mission, Luke Porterfield is offered a second opportunity to fight terrorism by a private venture. He is stored in bleeding-edge technology before agreeing to the deal, and wakes to an uncertain fate. In a vastly changed and advanced world, Luke is tasked to defeat a deadly and elusive terrorist group. When his mission unearths a five-decade-long conspiracy, the explosive consequences force him into risking his life to save society. Fast Forward is a thrilling science fiction adventure packed with action, unexpected twists, and technologies destined to be part of our future.

Doctor Who: Dalek


Robert Shearman - 2021
    I watched it happen. I made it happen!’ The Doctor and Rose arrive in an underground vault in Utah in the near future. The vault is filled with alien artefacts. Its billionaire owner, Henry van Statten, even has possession of a living alien creature, a mechanical monster in chains that he has named a Metaltron. Seeking to help the Metaltron, the Doctor is appalled to find it is in fact a Dalek – one that has survived the horrors of the Time War just as he has. And as the Dalek breaks loose, the Doctor is brought back to the brutality and desperation of his darkest hours spent fighting the creatures of Skaro… this time with the Earth as their battlefield.

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership

Doctor Who: The Eight Doctors


Terrance Dicks - 1998
    He knows only that he is called the Doctor - nothing more. But something deep inside tells him to trust the TARDIS, and his hands move over the controls of their own accord.The TARDIS takes him to a strangely familiar junkyard in late-nineties London, where he is flung into a confrontation between local drug-dealers and Samantha Jones, a rebellious teenager from Coal Hill School.But the Doctor soon finds the TARDIS transporting him to various other places in order to recover all his memories - and that involves seeing seven strangely-familiar faces...

World of Darkness: Armory


Chuck Wendig - 2006
     Nothing. I mean it. It's the golden rule, my man, the golden rule. "Thou shalt SHOOT the CRAZIES in the HEART BEFORE they come bite the heart out of YOU." It's hard times, man. Hard times. Better be prepared. Hafta be Now gimme that duct tape and those tinsnips." —Larry Crenshaw, monster-hunter This book includes: • A broad and detailed listing of every weapon, vehicle or piece of equipment a character might need in the World of Darkness • Optional rules and new Merits that reflect combat styles suitable for the weapons contained within • A hardware companion to Vampire, Werewolf and Mage chronicles 216 page hardcover. For use with the World of Darkness Rulebook.

Cyberpunk City Book One: The Machine Killer


D.L. Young - 2020
    He couldn't be more wrong.Forced by a powerful executive to steal a priceless dataset, Maddox uncovers the shocking truth of a secret war between AIs, raging inside the digital universe known as virtual space. Plunged headlong into the deadly conflict, he’ll have to use every trick he’s ever learned—and a few he’s never tried before—if he wants to survive.Sprawling megacities, rogue AIs, black market tech, modded mercenaries, and a pulse-pounding story filled with unexpected twists. If you love gritty, hardcore cyberpunk, you won’t want to miss this series!

Changer


Matt Gemmell - 2016
    DESTINY CAN BE CHANGED.Jutland, Denmark: a billionaire industrialist seizes control of a top-secret project that the European Defence Agency calls Destiny, manipulating it for his own ends.Edinburgh, Scotland: physicist Neil Aldridge’s life is saved by an elite EU special forces team, codenamed KESTREL, drawing him into a race against time to prevent a disaster that will claim millions of lives.As the chase leads to London, Amsterdam and beyond, Aldridge and his allies must battle a ruthless adversary: a trained killer with an unnatural ability, who seeks to hasten the cataclysm.With time running out, Aldridge discovers that he and his enemy share an astonishing secret, which may be the key to salvation — or cause death on an unprecedented scale…

Savage Worlds Explorer's Edition


Shane Lacy Hensley - 2003
    The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!