SwitchFlipped is a fast-paced, gritty urban fantasy novel set in the cracks behind what we think of as reality.The love of Jasper's life has been a missing person for the last five years, so he's completely dumbfounded when she wakes him up in the middle of the night and drags him to bed. Twenty-four wild hours later she's gone again, as suddenly as she appeared, without so much as a hint of explanation. Jasper is left without answers, without hope, and without any idea what to do about his current girlfriend.The only clue that Jasper has is a peculiar word, accidentally blurted: "Switchflipped." Compelled to go digging for answers, he is slowly drawn deeper and deeper into the occult underground. Reality, it turns out, is a lot less real than he'd imagined. Jasper finds himself sinking into a lunatic world where people can turn into electricity, where the undead live suburban lives, and where nothing is impossible if you're prepared to pay the price.Thrown into a vicious fight that he didn't seek and doesn't even really understand, Jasper has to look deep into himself to uncover his true nature. When your contemporaries include a woman who's also a building, a miracle-working saint, and one of the secret monarchs of American automobiles, the choice between love and power is harder than ever.
Grim War" is a "Wild Talents" roleplaying game sourcebook of superpowered mutants, nefarious sorcerers, and the ordinary men and women trying to control them all. Written by "Wild Talents" co-authors Greg Stolze and Kenneth Hite, and illustrated by Todd Shearer, "Grim War" introduces a fascinating and weird new system of spirit-summoning magic. Sorcerous characters can wield fantastic power-if they are willing to pay the price. "Grim War" details dozens of bizarre and sometimes terrifying spirits and the harrowing spells required to treat with them. "Grim War" brings the "company rules" of Greg Stolze's "Reign" to the superpowered action of "Wild Talents" (you need "Reign" to use the company rules), allowing players to join, influence or oppose a dozen fully-detailed sorcerous cabals and mutant factions.
You are larger than life, but the war is larger than you."Godlike is a tabletop superhero roleplaying game like no other. No bright spandex, no pulp machismo. In the face of a world on fire, ordinary men and women emerge who possess the Talents their times demand -- but who are still as vulnerable, and ultimately as expendable, as ordinary troops in the foxholes.Backed by a deep alternate history, players take the roles of Talents fighting in the greatest conflict of the Twentieth Century.This is an expanded and edited edition of the classic roleplaying game by Dennis Detwiller and Greg Stolze.
A roleplaying game of angry decisions, ugly ethics, and black city streets. A game of film noir. "A Dirty World" rethinks the One-Roll Engine to focus relentlessly on character. Hard-boiled private eyes, dirty cops and femmes fatale make their hard choices and hide their grubby secrets. "A Dirty World" features... * A unified conflict mechanic, where gunfights, duels of deceit and emotional blackmail not only work the same way, but fuse seamlessly. * "Swift Justice" character development. Instead of tracking and spending points, your character's abilities improve in direct reaction to the game's events. * One-Roll Mysteries, a mechanic to spit out intricate plots with one throw of the dice. * Rules that don't merely support drama, they are drama. Only meaningful choices push your character forward. There is no easy way, by definition.
Judges and JuryDelta Green¿s Task Force T.I. screwed up. They were in Myanmar, deep in the undeveloped hinterlands. The operation went south, people died, and something monstrous escaped¿perhaps with the aid of an agent from the task force.Now they¿re the operation for a new team of agents. The players¿ Agents must hear testimony from the survivors of Task Force T.I., decide exactly what happened and who¿s responsible, and recommend a course of action to Delta Green¿s leaders. The testimony plays out scene by bloody scene. In each flashback, the players temporarily take the roles of the members of Task Force T.I. The players get tips on how to play them based on their individual personalities and prejudices¿and, more importantly, the ways that their teammates remember them behaving. Memories of overwhelming terror are rarely accurate. But memories are all Delta Green has to go on if a further horror is to be prevented.¿The Star Chamber¿ is a complete scenario for Delta Green, the role-playing game of Lovecraftian horror and conspiracy. It features six ¿secondary¿ Agents, ready to play in the flashback scenes. It is playable with the full rules in Delta Green: Agent¿s Handbook, or the quickstart rules in Delta Green: Need to Know, available from Arc Dream Publishing. Learn more at delta-green.com.
Since Biblical times, the get of Caine have prowled the world, hiding from mortals and resigning themselves to the shadows. Throughout the ages, their plans have unfolded and their treacheries have come to fruition. Welcome to the Final Nights--welcome to unlife as a vampire. A collection of essays, character-building options, chronicle suggestions and methods of play, the Vampire Players Guide offers a wealth of information to players and Storytellers on a conversational level. Presented as an aside to Vampire players, this book offers a variety of options and advice to better enhance the Storytelling experience.
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