Strongholds & Followers
Matthew Colville - 2018
Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.
The Beast Within
Stewart WieckBill Bridges - 2000
The Kindred Move Among UsNot merely mad beasts of lonely hunters, the vampires of the World of Darkness who call themselves The Kindred because of the blood that elementally binds them together, are dangerously organized and cunning. They hide behind a plan they call the Masquerade so that they do not draw the attention or ire of mortals, and the society this masquerade obscures is as rich with wonders and as rife with conflict as any ever known among men.This collection of stories concerning the Kindred of the World of Darkness serves as both an introduction to their nature and an expose of the danger they pose. Collected within this second edition are favourites of the first edition, including stories by S.P. Somtow and Mathew J. Costello, as well as two all-new stories from Gherbod Flemming and Eric Griffin, two authors of the bestselling Vampire Clan Novel series.
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.
Clanbook: Tremere Revised
Jess Heinig - 2000
Bound not only by the traditions of the Camarilla but by those of her clan, the Tremere must find a place for herself in her own hierarchy and in the deadly world of vampires. Learn the magic of the Tremere and the rigors of earning status in the clan.The Ways of WarlocksAs part of the revised lineup of clanbooks, Tremere takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
The Book of Nod
Sam Chupp - 1993
Others have heard tales, but know better than to believe them. The wise speak of The Book of Nod, but none have seen this fabled book of ancient lore.These are their tales...Their stories begin with the Chronicle of Caine and the earliest nights of the vampire. The Chronicles of Shadows reveals Caine's hidden teachings. Finally, the Chronicle of Secrets unveils the deepest mysteries of the Damned, including the coming of dread Gehenna.
Sunward: The Inner System
Rob BoyleBrian Cross - 2009
Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.
The Complete Psionics Handbook
Steve Winter - 1991
The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.
Microscope
Ben Robbins - 2011
Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That’s normal in Microscope.You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.Mock chronological order.Defy time and space.Build worlds and destroy them.A role-playing game for two to four players. No GM. No prep."Microscope is incredible! A truly brilliant design. Also, the book is extremely well done. Highly recommended."-John Harper, designer of Agon & Danger Patrol"Ben Robbins' Microscope may be the clearest-written game text I've ever read - which is helpful, because it is also one of the most innovative games I've come across in a long time. Microscope engagingly challenges assumptions and upends long-held conventions of play while delivering a singular and satisfying evening of gaming. And "fractal role playing" is no joke - the minute you finish, you'll want to dive back in and explore some interesting sliver of the vast history you just built."-Jason Morningstar, designer of Fiasco"It's been a long time that a game captures my attention like Microscope. Bypass the hype, it's a truly remarkable well-instruction'd game"-Andy Kitkowski, founder of story-games.com
GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
Codex: Space Marines
Matthew Ward - 1998
They are barely human at all, but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Organised into small independent armies called Chapters, their unswerving loyalty is to the Emperor of Mankind and no other.This 144-page Warhammer 40,000 Codex contains all the rules you'll need to field a Space Marine army, as well as detailed background information, bestiary, accompanying artwork and 'Eavy Metal showcase.You must possess a copy of Warhammer 40,000 in order to use the contents of this book.
Fate Accelerated
Clark Valentine - 2013
Maybe you’re looking for the ideal pickup roleplaying game. Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.3… 2… 1… GAME ON!
Ravenloft Core Rulebook
John W. Mangrum - 2001
A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.
Simplifying Street Fighter: A New Player's Guide to Preparing for Street Fighter 5
gootecks - 2015
If you're like most players, you struggle with nearly every aspect of the game: offense, defense, execution and combos, and generally having a game plan that is more complex than just mashing buttons at every opportunity. A Road Map Toward Improvement Street Fighter is a game that requires practice, finesse, and knowledge. Unfortunately, most players don't have any guidance on where to begin when learning the game which leads to lots of frustration and losses. This guide is designed to give you a road map for improving your skills so that when SF5 drops you can hit the ground running!Lots of players are under the misconception that since SF5 is a brand new game, there's no point in playing SF4 and improving. While it is true that there will be lots to learn in SF5 such as new engines and characters, this is not a reason not to improve on your Street Fighter fundamentals in the meantime. The Importance of a Solid Foundation Like anything else worth doing in life, developing a foundation of solid fundamentals is the key to improving. Even though SF5 will have brand new characters and mechanics, the core elements of Street Fighter remain the same throughout the franchise. Execution, footsies and space control, combos, punishing, and resource management are important in all Street Fighter games and this guide will show you how to use SF4 to improve on these aspects of your game. Who is gootecks and why should I bother? I've played Street Fighter competitively since 2003, starting with Street Fighter III: 3rd Strike and continuing with Street Fighter 4. I've traveled to compete in tournaments around the world, including places like Japan, Singapore, Australia, Canada, and Europe.A lot of people may know me as the co-host of Excellent Adventures of gootecks & Mike Ross, or perhaps from my work on Cross Counter TV, the entertainment network for fighting game fans.Recently, I've begun training players just like yourself through Cross Counter Training, where players like EG.Justin Wong, EG.K-Brad, Alex Myers are available for helping players of all skill levels improve. Through working with my students, I've developed what I believe to be an extremely effective method of learning how to play Street Fighter. This method is based on the idea of learning one tiny aspect of the game at a time through the eyes of the poster boy of Street Fighter, Ryu. "But Ryu is boring, gootecks!" I know, I know, you think Ryu is boring and everybody plays him and you want to play a cool, flashy character so you can style on people on stage at Evo someday. Unfortunately, you'll need to learn how to walk before you can run and there is no better investment of time as a new player than to learn Ryu in order to build a strong foundation.Taking this time now to develop your fundamentals will serve you well as you transition to Street Fighter 5. Ryu is definitely different in SF5, but the tools and concepts you'll learn in this guide will give you a leg up on the competition when SF5 drops.
WarCraft Archive (WORLD OF WARCRAFT)
Blizzard Entertainment - 2006