Stormbringer: Fantasy Roleplaying in the World of Elric


Ken St. Andre - 1981
    

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.

Rifts Sourcebook 2: The Mechanoids


Kevin Siembieda - 1992
    Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages

Steading of the Hill Giant Chief


E. Gary Gygax - 1978
    It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the first of a three-part expedition adventure which also employs DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING).

Toon: The Cartoon Roleplaying Game Deluxe Edition


Greg Costikyan - 1991
    Remember those great Saturday morning cartoons? Now they're back – and you're the star!Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry – you'll bounce back in the next scene, ready for more!This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures – a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again – and lots of brand-new material, including two new Feature Films!Ready to get silly? Get in Toon!

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

Troika! Numinous Edition


Daniel Sell - 2016
    Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!Inside the book you will find; a full automated character creation system that generates exciting starting points for players to build upon; weighty lists of spells and enemies to encounter; a baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations.Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter

Deathwatch Core Rulebook


Ross Watson - 2010
    Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!

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.

Dragon Age RPG Set 1


Chris Pramas - 2010
    Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age

Player's Essentials: Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement


Mike Mearls - 2010
    Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.

Rifts Mercenaries


C.J. Carella - 1994
    Rift Mercenaries is a Rifts source book focusing of Mercenaries

Delta Green: Through a Glass, Darkly


Dennis Detwiller - 2011
    government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green's leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day; but often at a shattering personal cost. "Ten years ago, everything changed. It's time you found out how. It's January 2001.The Delta Green agents code-named Cyrus and Charlie get the call: A young boy dead and buried for years has reappeared, healthy and happy, as if no time at all had passed and the disease that killed him had never been. The family thinks it's a miracle, but Delta Green has seen too many miracles turn to madness. Cyrus and Charlie must discover what horrors lurk behind this one. The mission brings them to the brink of apocalypse -- to the edge of the revelation and destruction of Delta Green -- to secrets and terrors at the heart of reality itself.

Deadlands: The Weird West Roleplaying Game


Shane Lacy Hensley - 1996
    The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.