This volume is a comprehensive playbook to the supers genre and to capturing it in your campaign. It is focused on drama and characterization.
"This volume will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own"--Cover.
From the Patriots' raid on the necromancer Joseph Curwen to the Special Forces' assault on Leng in 2007, this unique document reveals the secret and terrible struggle between the United States and the supernatural forces of Cthulhu. In this war, immortal cultists worship other-dimensional entities and plot to raise an army of the dead. Incomprehensible undersea intelligences infiltrate and colonize American seaports, and alien races lurk beneath the ice of Antarctica and high in the mountains of Afghanistan. It is only through constant vigilance and violence that the earth has surived. Also included are threat reports describing the indescribable ? humanity's deadliest foes serving Cthulhu and the other Great Old Ones. Strange times are upon us, the world is changing, and even death may die ? but, until then, the war continues. This product is not associated with the Cthulhu Wars tabletop game by Petersen Games, LLC; PetersenGames.com
Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
The struggle between the First Imperium and the Terran Confederation has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time, Traveller players can explore this rich setting.
"This book is intended for Game Masters and advanced players. It covers physical feats, combat, vehicles and technology, animals and monsters, world design, and Game Mastering"--Cover.
-- Gene Wolfe's science fiction is acclaimed for literary excellence. -- Cover by award-winning science fiction and fantasy artist Don Maitz. -- Includes maps and a comprehensive glossary of the "New Sun" background...a valuable resource for any Wolfe fan, gamer or not!
From out of the bonds of slavery there arose a warrior...a warrior feared across all lands, a warrior whose blade was stained with the blood of thousands - man and beast - who smiled as she killed, with hair as gold as summer sun, eyes as blue as the heavens, and a body which invited only love yet dealt bloody, merciless death to her enemies. This was Raven, Swordsmistress of Chaos. And so she was chosen; a simple girl plucked from the slavepens of Lyand by the sorcerer-priests and schooled in every art of weaponry until no mere man could defeat her - in any form of physical combat. Together with her mysterious companion, Spellbinder, and the great black bird which watched over them, RAVEN set forth to meet her destiny. Her first quest, to find the Skull of Quez and return it to its rightful owner, for only by so doing could she gain the chance to slaughter Karl ir Donwayne - the depraved monster whose tortures she could never forget...