Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

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

The Afternet


Peter Empringham - 2011
    When the system begins to misfire under the workload, the ill-equipped representatives of God and the Devil tasked with managing the process are given an ultimatum. Fix The Afternet or go back to your previous afterlives. They begin an odyssey through the hordes of souls awaiting judgement and the oblivious living in search of a solution. Rich in comic detail and populated with characters real and imagined from throughout time, their quest is never going to be straightforward…

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

The Complete Masks of Nyarlathotep


Larry DiTillio - 1984
    Horrifying deeds and dangerous sorcery dog those who attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. This new edition is reset and corrected, and features many new illustrations, four new episodes, added keeper support material, and a new version of the lost Australia chapter.

The Star Wars Roleplaying Game


Bill Smith - 1992
    Struggle against the awesome might of the evil galactic Empire, fly faster-than-light starships, trade blaster shots with stormtroopers, fight lightsaber duels against dark Jedi warriors, and tap the mystical powers of the Force. Explore a galaxy of a billion suns, a universe of dire peril, where Rebels fight desperately against Imperial oppression. In the Star Wars roleplaying game you'll face overwhelming odds and impossible challenges — but if you meet them bravely, you will triumph, for the Force is with you always!You've seen the movies. Now live the adventure!The Star Wars roleplaying game features:° Simple rules that keep the action fast, capturing the spirit and excitement of the Star Wars universe.• A solitaire scenario that gets you into the game immediately.• An action-packed starter adventure that pits the players against the fearsome Pirates of Prexiar.• A detailed history of the Star Wars universe to help you design your own chapters of this epic saga.• Newly revised and indexed from Star Wars: The Roleplaying Game, Second Edition.

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.

QualityLand


Marc-Uwe Kling - 2017
    Here, a universal ranking system determines the social advantages and career opportunities of every member of society. An automated matchmaking service knows the best partners for everyone and helps with the break up when your ideal match (frequently) changes. And the foolproof algorithms of the biggest, most successful company in the world, TheShop, know what you want before you do and conveniently deliver to your doorstep before you even order it.In QualityCity, Peter Jobless is a machine scrapper who can't quite bring himself to destroy the imperfect machines sent his way, and has become the unwitting leader of a band of robotic misfits hidden in his home and workplace. One day, Peter receives a product from TheShop he absolutely, positively knows he does not want, and which he decides, at great personal cost, to return. The only problem: doing so means proving the perfect algorithm of TheShop wrong, calling into question the very foundations of QualityLand itself.

Guide to the Technocracy


Phil Brucato - 1999
    We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements that protect and comfort humanity. We decide how tomorrow improves beyond today. If you are ready to shape the world and willing to sacrifice yourself for humanity, you can be one of us.One World, One UnionAll the information needed to run a Technocracy - based Chronicle: Technocracy characters, new Abilities, Devices and Procedures, Technocratic organization and more. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Learn the Union's beliefs and goals, and how it plans to empower all of humanity.

Tales of the Apocalypse Volume 1: A Duck & Cover Collection


Benjamin Wallace - 2016
    From the pages of the best-selling Duck & Cover Adventures comes thirteen stories of those who survived the apocalypse. Some would go on to be heroes, others villains, some were dogs and will stay dogs, but they all must contend with the horrors of the new world and find a way to survive in the wasteland that was America. HOW TO HOST AN INTERVENTION Long before he was a knight in the apocalypse, Tommy was preparing for the end of the world. His friends grew concerned for his well-being and planned to intervene. It wasn’t so much that he was preparing, it was what he was preparing for. GONE TO THE DOGS Fidget and Sasquatch were loyal companions to the end. Now that the end has arrived, they must say goodbye to the only home they’ve ever known. If they can figure out how to open the door. BUNKED UP They took refuge in a homemade bomb shelter when the end of the world began. There they were safe from the bombs and the fallout. But they were never safe from each other. PACK HUNTERS Fidget and Sasquatch are on their own, a situation neither of them are really comfortable with. They decide to join a pack for safety, for food and for friends. Now all they have to do is find one. ANIMAL’S CALLING Before the world ended, Jackson drifted from job to job, never settling on anything that could be called a career path. But with the new world comes new opportunities. This is what he was born to do. LAST BAND OF THE APOCALYPSE Caught between county fair gigs during the apocalypse, the members of a cover band find themselves the last band left in the world. Getting gigs should be easy. Should be. PRISONER’S DILEMMA The Librarian has seen his fair share of “wasteland justice.” Now he’s chained to the floor of a grocery store with a man he must face in court. In a battle to the death. Naturally. ALPHA DOG Sergeant Satan was genetically enhanced to be the world’s best military scout. He was designed to be smarter, faster and more than a match for any dog this side of the apocalypse. Of course, his creators had never met Fidget. THE TRIAL OF HARMEGGEDON They’ve got a new name. They’ve got a new act. And they are ready to rock your face off. Now all the last band in the world needs is a gig. WILLIE AND COY RIDE AGAIN Willie and Coy aren’t the brightest. Or the best looking. Or very likeable. No one would ever accuse them of being hard workers. But the pair have found a way to make an honest living in the apocalypse. If they can get enough people to watch. IN A PERSON PACK Tired of looking for a pack to join, Sasquatch and Fidget reminisce about the joys and delights of life in a people pack. NO QUARTER Deep in the swamp of New Orleans awaits a terror many refuse to believe exists. It’s a monster of myth and rumor so horrible that it could not possibly be real. On the trail of a kidnapped woman, The Librarian must seek out and confront this monster of myth. EVE OF THE APOCALYPSE Man is the true monster. Unless there is a man who is a monster that also makes monsters. Then he’s the truest monster and only a post-apocalyptic nomadic warrior can bring this monster’s monster-making to an end.

Pathfinder Roleplaying Game: NPC Codex


Jason BulmahnJason Nelson - 2012
    You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. 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 the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds

Dr. Identity


D. Harlan Wilson - 2007
    But how does it reflect on your teaching skills when your doppleganger murders the whole class? Follow the Dystopian Duo (Dr. Blah Blah Blah and his robot Dr. Identity) on a killing spree of epic proportions through the irreal postapocalyptic city of Bliptown where time ticks sideways, artificial Bug-Eyed Monsters punish citizens for consumer-capitalist lethargy, and ultraviolence is as essential as a daily multivitamin.

Play Unsafe


Graham Walmsley - 2007
    We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.