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› Find signed collectible books: 'Aberrant'
Baptized in quantum fires, reborn as incarnate gods, drunk with fame, sacrificed on the altar of power. We are your heroes, your legends, your icons. Beware. Your legacy is our future. [via]
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› Find signed collectible books: 'Angelic Player's Guide'
The Good Guys
Evil, beware! The Heavenly Host is here, terrifying and beautiful, and ready to play.
The Angelic Player's Guide contains everything you ever wanted to know about angels - their history, their laws, the Choirs they belong to and the Superiors they serve . . . even the dark paths that can lead them to a Fall from Grace. In addition to expanded angel descriptions, it provides the players with four new campaign concepts and several ways to run them. Also included are special rules for playing Outcasts and relievers, and a chapter on angelic reproduction. The Angelic Player's Guide even has a step-by-step "Angel Creation Guide" for quickly and easily generating unique angel characters. The Angelic Player's Guide is a companion to the In Nomine roleplaying game.
Watch your step and don't Fall. [via]
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› Find signed collectible books: 'Arms and Equipment Guide'
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› Find signed collectible books: 'Ars Magica'
Ars Magica ("The Art of Magic") is the award-winning roleplaying game that focuses on wizards who are as powerful as the ones we know from legend and literature, and the land of Mythic Europe, where those legends are real. The rules encourage players to develop their characters over long periods of time, and make the covenant, the home base of the characters, as central to the stories as any individual character. Troupe-style roleplaying allows players to take on the roles of different characters in different stories, so that the players have equal access to power even though the characters do not. This new edition is rewritten to improve the rules for existing players, and to be more attractive and accessible to new audiences. [via]

› Find signed collectible books: 'Book of Exalted Deeds'
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› Find signed collectible books: 'Book of Vile Darkness : Dungeons and Dragons Accessory'
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› Find signed collectible books: 'Buffy the Vampire Slayer: Core Rulebook'
"The graveyard is cold and still. Bright moonlight deepens the shadows. The silence is disturbed by a throaty moan. Breaking through the soft, recently packed earth, a claw extends, sharp and grasping. A sickly sweet stench rises with the corpse. Deperate hunger is etched on its cadaverous face- a hunger for your blood."
Now you can join the Slayer's world!
This comprehensive book contains:
* An introduction to roleplaying and the Buffyverse.
* A guide to character creation including the entire original cast for your quick-play pleasure.
* A primer on magic mojo.
* A guide to hotspots in Sunnydale.
* Monsters and five Big Bads.
* Blow by blow details on how to create Buffy roleplaying episodes.
* A guide to Buffy speak to colorize your games.
All this and more is packed with vivid art and screen shots beautifully assembled into this full color book. [via]
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› Find signed collectible books: 'Buffy The Vampire Slayer Roleplaying Game: Core Rulebook'
Buffy the Vampire Slayer Revised Corebook
The graveyard is cold and still. Bright moonlight deepens the shadows. The silence is disturbed by a throaty moan. Breaking through the soft, recently packed earth, a claw extends, sharp and grasping. A sickly sweet stench rises with the corpse. Desperate hunger is etched on it cadaverous face-a hunger for your blood!
Buffy: Alright, I get it. You're evil. Do we have to chat about it all day?
-3.10, Amends
No we don't. It's time to slay. Get ready for action and adventure-Buffy-style.
Now you can join the Slayer's world!
Inside these lustrous covers, you will find:
An introduction to roleplaying and the Buffyverse
A roleplaying guide to all seven season of Buffy the Vampire Slayer
Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure
Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes
The Buffy Unisystem, streamlined for cinematic slayage and sneakage
A primer on magic mojo, for those who dare
A guide to the hotspots of Sunnydale
The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad
Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series
A complete Episode to get slaying fast and easy
A guide to Buffyspeak to add sparkle to your dialogue [via]
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a roleplaying game based on the works of H. P. Lovecraft, in which ordinary people are confronted by the terrifying beings and forces of the Cthulhu Mythos. Players portray investigators of things unknown and unspeakable. Except for dice, everything needed for play is included in this book. [via]
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a horror roleplaying game using the Basic Roleplaying system and based upon the writings of Howard Phillips Lovecraft and a few others. Lovecraft wrote during the 1920s and 1930s, and he became a cult figure before dying in 1937. Since then his stature as an author has grown, and now he is generally recognized as the major American horror-story writer of the twentieth century. [via]
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› Find signed collectible books: 'Call of Cthulhu'
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› Find signed collectible books: 'Complete Adventurer: A Guide To Skillful Characters Of All Classes'
The essential sourcebook for any D&D character looking to build adventuring skills.
Complete Adventurer" serves primarily as a player resource focused on adventuring skills for characters of any class. As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.
AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone" and Unearthed Arcana". Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon® Magazine. [via]
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› Find signed collectible books: 'Complete Arcane: A Player's Guide to Arcane Magic for All Classes'
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› Find signed collectible books: 'Complete Divine: A Player's Guide to Divine Magic for all Classes'
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› Find signed collectible books: 'Conan: The Roleplaying Game'
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› Find signed collectible books: 'Cyberpunk: The Roleplaying Game of the Dark Future'
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› Find signed collectible books: 'D20 Modern Roleplaying Game : D20 Core Rulebook'
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› Find signed collectible books: 'The Deadlands Roleplaying Game'
The year is 1876, but the history is not our own. 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. [via]
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› Find signed collectible books: 'Defenders of the Faith: A Guidebook to Clerics and Paladins'
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› Find signed collectible books: 'Discworld Roleplaying Game: Adventures on the Back of the Turtle'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide v.3.5'
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› Find signed collectible books: 'Dungeons & Dragons Complete Warrior: A Player's Guide to Combat for All Classes'
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The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians and gnome monks are now possible. THACO, negative armour class, funky saving throws, inflated ability scores, heat-based infravision and just about every other needlessly complex rule has been reworked into a faster, more consistent and fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customised characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf and elf, or relative size differences between creatures or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
The illustrative changes may be too radical a departure from AD&D tradition for some, but the other modifications are definite improvements. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who's played D&D since its inception, then welcome to then new era. You won't want to go back. --Mike Fehlauer, Amazon.com [via]
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› Find signed collectible books: 'Dungeons & Dragons Player's Handbook: Core Rulebook 1'
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› Find signed collectible books: 'Dungeons & Dragons Unearthed Arcana'
Andy Collins's most recent credits include the Epic Level Handbook, Draconomicon, Complete Warrior, and contributing to the D&D Player's Handbook v.3.5.Jesse Decker has written numerous articles in relation to the D&D game, and his most recent credit is the D&D Arms and Equipment Guide.David Noonan's most recent credits include the D&D accessories Stronghold Builder's Guidebook, Hero Builder's Guidebook, Complete Warrior, and the Urban Arcanaª Campaign Setting.Rich Redman's most recent credits include contributing to Deities and Demigods, Defenders of the Faith, Monster Manual II, Savage Species, and the D&D Arms and Equipment Guide. [via]
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› Find signed collectible books: 'Eberron Campaign Setting'
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› Find signed collectible books: 'Encyclopaedia Divine: Shamans'
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› Find signed collectible books: 'Epic Level Handbook'
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› Find signed collectible books: 'Expanded Psionics Handbook'
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› Find signed collectible books: 'Feng Shui: Action Movie Roleplaying'
The true power of Feng Shui is known only to a few...
...too bad they all want you dead.
Bad guys are coming out of the woodwork to wage the secret war. Powerful eunuch sorcerers from ancient China. Modern-day conspiracy masterminds. Cyber-demonic scientists from the future.
They've almost won: Portals through time lay bare a secret history of our world, a history that changes like the breeze and can erase you without you even knowing it.
There's only one things standing between these monstrous powers and complete control of all of human history: you and your buddies.
But you aren't just anyone.
You're secret warriors -- a group of butt-kicking, kung-fu fighting, spell-chucking, pistol-packing badasses. It's up to you to save the world, or die trying.
Feng Shui is the Hong Kong martial arts action-movie roleplaying game. It contains all of the rules necessary for play.
Feng Shui was originally published by Daedalus Entertainment in 1996, and Atlas Games is pleased to bring this best-selling game back into print. The Atlas Games edition features the same text as the original in a new format including new artwork, layout, and a hardcover binding. [via]
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› Find signed collectible books: 'Forgotten Realms'
Dark perils and great deeds await.Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The Forgotten Realms Campaign Setting presents the most comprehensive fantasy world ever described!This book contains all the details you need to play Dungeons & Dragons adventures in the Forgotten Realms setting: A new full-color poster map of Faerûn. Dozens of new races, feats, and prestige classes for your characters. The Faerûnian pantheon, including over 100 deities and powers. Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign. The Forgotten Realms Campaign Setting is fully updated and redesigned for the new edition of the D&D game. To make full use of this book, you also need the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. [via]
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› Find signed collectible books: 'Gurp's Basic Set'
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› Find signed collectible books: 'Gurps Basic Set Campaigns'
With GURPS, you can be anyone you want - an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II - plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting - there isn't some game-altering metaplot - but it's there if you want it.) [via]
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› Find signed collectible books: 'Gurps Basic Set: Characters'
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› Find signed collectible books: 'Gurps Compendium I: The Indispensible Companion for All Gurps Players'
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› Find signed collectible books: 'Gurps Compendium II: Campaigns and Combat'
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› Find signed collectible books: 'Gurps Discworld'
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› Find signed collectible books: 'Gurps Discworld'
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› Find signed collectible books: 'Gurps Grimoire'
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› Find signed collectible books: 'Gurps Magic'
A complete world of magic that can be used in any game and with any type of magic. Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine. [via]
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› Find signed collectible books: 'Gurps Magic'
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› Find signed collectible books: 'GURPS Martial Arts: Exotic Combat Systems from All Cultures'
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› Find signed collectible books: 'Gurps Martial Arts: Exotic Combat Systems from All Cultures'
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› Find signed collectible books: 'Gurps Psionics'
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› Find signed collectible books: 'Gurps Religion: Gods, Priestly Powers and Cosmic Truths'
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› Find signed collectible books: 'Gurps Spirits: Denizens of the Otherworld'
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› Find signed collectible books: 'Gurps Time Travel: Adventures Across Time and Dimension'
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› Find signed collectible books: 'Gurps Ultra-Tech'
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› Find signed collectible books: 'Gurps Ultra-tech'
Weapons, Vehicles, and Gadgets
GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond.
GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:
Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs. [via]
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› Find signed collectible books: 'Hol'
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› Find signed collectible books: 'Hol, Human Occupied Landfill'
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› Find signed collectible books: 'Hong Kong Action Theatre'
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› Find signed collectible books: 'In Nomine Ethereal Player's Guide'
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› Find signed collectible books: 'In Nomine Infernal Player's Guide'
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› Find signed collectible books: 'Libris Mortis: The Book Of The Undead'
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› Find signed collectible books: 'Magic of Faerun'
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› Find signed collectible books: 'Manual of the Planes'
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› Find signed collectible books: 'Manual of the Planes'
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› Find signed collectible books: 'Monster Compendium'
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› Find signed collectible books: 'Monster Manual'
Over 200 creeps, critters and creatures to keep players on their toes. From Aboleths to Zombies, the third edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first-time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their third-edition campaigns. [via]
› Find signed collectible books: 'Monster Manual: Core Rulebook III'
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› Find signed collectible books: 'Monster Manual II'
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› Find signed collectible books: 'Oriental Adventures'
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› Find signed collectible books: 'Over the Edge'
Devious secret agents, subtle alien invasions, ancient conspiracies, the secret of human nature, drooling psychopaths, weird science, a quick but painful death -- who knows what you may find when you play Over the Edge? For the first time, the surreal undercurrents of fiction, cinema, and television have come to roleplaying, and Over the Edge is the game that can take you where you've never been before.
Over the Edge Features:
Freeform Character Creation: Define your character the way you want to, without the limits of skill lists, random rolls, and artificial limitations. The rules favor character development over mechanics.
Open Setting: Anything goes on the chaotic island of Al Amarja. If it troubles your dreams, if it scares you, if you hope it isn't true, it's waiting for you Over the Edge. Players can never be sure what they're up against, who is on their side, and why.
Focus on the Story: Easy, open-ended mechanics allow you to spend more time developing your character and your plots, instead of crunching numbers. The GM's chapters include numerous story ideas and plenty advice for better gamemastering.
Easy To Get Started: Three beginning adventures introduce the GM and players to the wild world of Al Amarja and make the first sessions easy to run.
New in the Second Edition:
The mother of all charts: what each Al Amarjan conspiracy thinks of all the other ones.
Updated references include all supplements published before this edition.
Plus Improved layout and graphic appearance. [via]
› Find signed collectible books: 'Player's Handbook: Core Rulebook I'
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
[via]
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› Find signed collectible books: 'Psionics Handbook'
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› Find signed collectible books: 'The Quintessential Dwarf'
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› Find signed collectible books: 'The Quintessential Elf'
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› Find signed collectible books: 'The Quintessential Psychic Warrior'
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› Find signed collectible books: 'The Quintessential Witch'
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› Find signed collectible books: 'The Quintessential Wizard'
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› Find signed collectible books: 'Races of Stone'
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› Find signed collectible books: 'Savage Species: Playing Monstrous Characters'
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› Find signed collectible books: 'Serenity Role Playing Game'
Here's How It Is... The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film! [via]
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› Find signed collectible books: 'Shadowrun'
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› Find signed collectible books: 'Shadowrun'
The Shadows Have Evolved
The year is 2070. The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible. [via]More editions of Shadowrun:

› Find signed collectible books: 'Shadowrun: 25000'
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› Find signed collectible books: 'The Slayer's Guide to Dragons'
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![[???]: Star Wars: Aliens & Creatures 30 Postcards [???]: Star Wars: Aliens & Creatures 30 Postcards](http://ecx.images-amazon.com/images/P/0874311810.01._SL160_SCLZZZZZZZ__.jpg)
This is the classic, 1996 copyright, D6 version of the Star Wars Roleplaying game. *Important: there are two different versions of the second edition. The 1992 version DOES NOT contain the latest/final version of the rules.* If you are interested in giving this game a try, you can do so as both a player and a GM with this one book. This one book contains pretty much everything both the player and the GM need to play. It begins with a "Player Section" that covers everything the player needs to know about creating and playing a character. The rest of the book is for the GM. There is also a starter adventure that pits the players against the fearsome Pirates of Prexiar and a detailed history of the Star Wars universe to help GMs design their own chapters of this epic saga. [via]
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![[???]: Temple of Doom [???]: Temple of Doom](http://ecx.images-amazon.com/images/P/0874314356.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Tome and Blood: A Guidebook to Wizards and Sorcerers'
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› Find signed collectible books: 'Transhuman Space'
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› Find signed collectible books: 'Transhuman Space'
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› Find signed collectible books: 'Unknown Armies: A Roleplaying Game of Power And Consequences'
What will you risk to change the world?
The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass!
We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the
GM wants them to know.
But the beats don't stop there:
Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns.
* New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing.
* Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment.
* More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen.
* Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy).
* Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior).
* More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues.
* New cover art and design, new interior art and design, and a hardcover binding to keep this game in line. [via]
More editions of Unknown Armies: A Roleplaying Game of Power And Consequences:
