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Core Rulebook
CAPITAL LAUNDRY SERVICES - WHAT NEEDS TO BE CLEANED UP? There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Al-Hazred glimpsed them, John Dee summoned them, HP Lovecraft wrote about them, and Alan Turing mapped the paths from our universe to theirs. The right calculation can call up entities from other, older universes, or invoke their powers. Invisibility? Easy! Animating the dead? Trivial! Binding lesser demons to your will? Easily doable! Opening up the way for the Great Old Ones to come through and eat our brains? Unfortunately, much too easy. That's where the Laundry comes in - it's a branch of the...
Fictional war narratives often employ haunted battlefields, super-soldiers, time travel, the undead and other imaginative elements of science fiction and fantasy. This encyclopedia catalogs appearances of the strange and the supernatural found in the war stories of film, television, novels, short stories, pulp fiction, comic books and video and role-playing games. Categories explore themes of mythology, science fiction, alternative history, superheroes and "Weird War."
RuneQuest Core book
Gloranthan Scenarios for the RuneQuest Roleplaying Game.
The dark empire of Granbretan has conquered much of the world with its twisted science and vast armies, directed by the animal-masked nobles who mark their bestial natures on their faces as well as in their hearts. The small Duchy of the Kamarg, ruled by the noble Count Brass has managed to endure the endless sieges and plots unleashed by Granbretan against that rogue state. The warrior called Hawkmoon was once an assassin sent to kill Count Brass, his hand forced by the fiendish black jewel that sent its foul tendrils burrowing into his brain. But then he discovered his destiny as the Eternal Champion and held the Runestaff, and magic and hope returned to the world! Continuing the Eternal Champion rpg line, the Hawkmoon rpg takes players to our distant future, to a realm where science battles sorcery!
This supplement for the Silver Age Sentinels role-playing game details everything a game master or player could want to know about supervillainy - from cat-burglars and villain teams to world-crushing organizations and galactic tyrants.
A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. Tabletop role-playing games (RPGs) are a perfect fit for library teen services. They not only hold great appeal for teen patrons, but also help build important skills ranging from math and literacy to leadership and dramatics. Role-playing games are cost-effective too. Dragons in the Stacks explains why RPGs are so effective at holding teenagers' attention, identifies their specific benefits, outlines how to select and maintain a RPG collection, and demonstrates how they can enhance teen services and be used in teen programs. Detailed reviews of role-playing games are included as well, with pointers on their strengths, weaknesses, and library applications. Coauthored by an experienced young adult librarian and an adult services librarian, this is the definitive guide to RPGs in the library, and the only one currently available.
The forces of fascism have overwhelmed Europe. Britain fights on desperately, and every man and woman must do what is necessary to avoid defeat. In forgotten corners, darkness stirs. The cycles of the ancient god-things are measured in millennia, but those who serve them plot to take advantage of the chaos of conflict to advance their own schemes. For an unlucky few, the war collides with evils out of time, and they see and learn things that humanity is ill-prepared to encounter. The truly unlucky survive, and come to the attention of a certain spymaster, code letter N, who has plans for them. Pressed into service with British intelligence, they are thrown into a desperate two-front war against the Axis forces and the insidious menace of the Cthulhu Mythos. World War Cthulhu: The Darkest Hour is a World War 2 setting book for Call of Cthulhu from the multi-award-winning team of Dominic McDowall, Gareth Ryder-Hanrahan, Jason Durall, Stuart Boon, Martin Dougherty & Ken Spencer (writers) and Jon Hodgson, Paul Bourne, Scott Neil, Scott Purdy & Steffon Worthington (artists). You'll need a copy of the Call of Cthulhu rules to make full use of this setting.
Big damn heroes. That's you and your crew. Don't matter where you are in the 'Verse or how you aim to pay for those Fruity Oaty bars. Could be you're flyin' a ship held together by spit and duct tape, haulin' cargo that the Feds would consider a mite questionable. Could be you're flyin' a Piao Leong cruiser, doin' righteous work for the Alliance. you and yours are Big Damn Heroes and, as such, you need a Big Damn Heroes Handbook. Which, as it happens, is what you're holdin'. In this book, a partner to the Serenity Role Playing Game, you'll find new Traits such as Ain't Got Time to Bleed and Glory Hound. There's expanded and clarified rules for character and ship combat. More information on Chinese culture in the 'Verse, including the Tongs and new Chao Ji Chinese phrases and proper names. And you say you want to a little business with your old buddy, Badger? You'll find his description and game stats, along with a host of other NPCs-some friendly, some not so much. There's an awful lot more in this very fine book, but we're runnin' out of room to tell you about it, so best you just pick it up. Here's to you and your Big Damn Heroes. Keep flyin'!