Hucksters and Hexes


Book Description

Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Hucksters draw their knowledge of magic from cryptic codes scattered throughout Hoyle's Book of Games. This mystical sourcebook reveals Hoyle's innermost secrets, as well as all sorts of new hexes and other arcane lore.




Deadlands Reloaded


Book Description

"The Marshal's Handbook is the setting book for Deadlands Reloaded." -- From back cover




Marshal's Handbook


Book Description

"The Marshal's Handbook is not a complete game. The Weird West Player's Guide is also required to play ..." -- From back cover




Smith and Robards


Book Description

Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Mad Scientists and their weird gizmos are the focus of this jam-packed sourcebook done in the format of a certain famous catalog of yesteryear. Alongside traditional weapons and equipment, player's can find rules for fantastic devices and the madmen (um, geniuses) who create them.




Rascals, Varmints and Critters 2


Book Description

Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. This terrific tome gives Marshals a whole stampede of new abominations to throw at unsuspecting posses. You'll even find profiles on some of the giants of horror, like Dracula, Frankenstein, and Springheel Jack. As if that weren't enough, this 128-page sourcebook also contains rules for lycanthropic and vampiric player characters. -- "Masquerade" our saddle-pillows.




Hexarcana


Book Description

Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Are your huckster's cards a little worn from shuffling? Then this is the book for you! Not only does this spellbook contain new hexes, miracles, and favors, it also presents and expands on the rules for voodoo, martial artists, metal mages, and steam-punk body augmentations from our popular boxed campaign sets.




Deadlands Players' Guide


Book Description

"The Weird West Player's Guide is not a complete game. The Marshal's Handbook is also required to play..." -- From back cover




Gurps Deadlands Hexes


Book Description




Delta Green


Book Description

Thule, The Nazi Atlantis, legendary home of Aryan super-beings who ruled pre-history. Thule was supposed to be a Nazi myth, but when a defector from the SS occult sciences division, the Karotechia, brings proof of Thule's reality, Delta Green's course is clear: the alien city and its technological and occult secrets must be denied to the enemy. But the true masters of Thule are fighting their own war. A traitor from the past endangers their eons-old plan to shape the future. The survival of mankind depends on the fate of Thule; but to destroy Thule or save it? Which choice will save mankind? Born of the federal government's 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency know as Delta Green has battled abominations, alien sorcerers and blasphemous cults. As World War II rages, the SS Karotechia is calling upon the obscene powers of the Cthulhu Mythos to ensure a Nazi victory, meddling in powers they do not understand and cannot hope to control. Now the men and women of Delta Green will be tested to their limits to hold the apocalypse at bay. These are the glory days of Delta Green. It is also humanity's darkest hour. Book jacket.




Grimoires


Book Description

What is a grimoire? The word has a familiar ring to many people, particularly as a consequence of such popular television dramas as Buffy the Vampire Slayer and Charmed. But few people are sure exactly what it means. Put simply, grimoires are books of spells that were first recorded in the Ancient Middle East and which have developed and spread across much of the Western Hemisphere and beyond over the ensuing millennia. At their most benign, they contain charms and remedies for natural and supernatural ailments and advice on contacting spirits to help find treasures and protect from evil. But at their most sinister they provide instructions on how to manipulate people for corrupt purposes and, worst of all, to call up and make a pact with the Devil. Both types have proven remarkably resilient and adaptable and retain much of their relevance and fascination to this day. But the grimoire represents much more than just magic. To understand the history of grimoires is to understand the spread of Christianity, the development of early science, the cultural influence of the print revolution, the growth of literacy, the impact of colonialism, and the expansion of western cultures across the oceans. As this book richly demonstrates, the history of grimoires illuminates many of the most important developments in European history over the last two thousand years.