https://rpggeek.com/rpgitem/59831/darkness-light-vorlon-and-shadow-fact-book
From the back of the book: Intelligent life is ancient in this universe. Before the Earth and the Sun congealed out of space dust, there were races travelling between the stars in shining ships. Living beings heard the echoes of the Big Bang reverberate off the cosmic spheres. Alien voices sang as the stars of this galaxy were born. These beings eventually found life developing on a hundred worlds. Not wanting to be alone, they nurtured this burgeoning life. Slowly, over millennia, more sentient beings evolved and took their first steps towards the stars. These races would become the Vorlon and the Shadows. Unfathomable years later, they would be as gods to the Younger Races. One embodies the principle of chaos. The other purports the rule of order. Darkness and Light, each as terrible and powerful as the other, locked in an aeon-old struggle for dominance of the galaxy. Inside You Will Find History & Technology: Full histories of both races, told from both sides of the moral divide, and the fantastic details of their technological advances - and how they work. First One Servants: All the many types of Vorlon and Shadow Agent are detailed within, along with their major client races, such as the Drakh, the Ru'Harus, the Ascori, and the Zener. Characters: Full rules on playing a Vorlon or Shadow character! Realms: From the Vorlon Empire to the Shadow Dominion, all the major client worlds of both races are reviewed. 'Snowball': A deadly adventure that pits Player Characters against an insidious Shadow plot destined to throw a race into chaos...
https://warehouse23.com/products/gurps-classic-in-nomine
Angels Are Real So are demons. They're among us right now. Heaven and Hell are locked in a battle, and humanity is caught in the crossfire. This is the GURPS adaptation of In Nomine, the award-winning game of the war between Heaven and Hell. Players can take the part of angels, serving an Archangel . . . infernal lacke
https://rpggeek.com/rpgitem/63636/mutants-orbit
"Mutants in Orbit is a Palladium Books Adventure and sourcebook for After the Bomb & Rifts developed by James Wallis and Kevin Siembieda. The original copyright came into existence in 1988 and is owned by Kevin Siembieda. The book deals with life of the space colonies After the Bomb. The setting is on the same time scale as the After the Bomb and Rifts, only from the space colonies' point of view, but is in no way limited to that use. Publisher Blurb: This 120 page sourcebook is divided into two sections, one for After the Bomb and another for Rifts. The startling answer to the questions of what lays within Earth's orbit, on the moon and Mars. A.R.C.H.I.E. Seven, the Cyberworks corporation, CAN Republic, Virtual Reality defense system, three new Glitter Boys, the steel dragon, bots, killer satellites, mutants, monsters and more!" Source: Wikipedia, "Mutants_in_Orbit," available under the CC-BY-SA License.
https://www.imdb.com/title/tt1543920/
1h 30m | G
https://rpggeek.com/rpg/728/after-bomb
" "After The Bomb is a role-playing game published by Palladium Books in 2001. It uses the Palladium's Megaversal system, and features mutant animals, anthropomorphic or otherwise, in a post-apocalyptic setting. The storyline of After The Bomb introduces a post-apocalyptic setting, centered around the eastern United States, where most of the area is populated by the mutated animals that form the majority of society." This "After the Bomb" game was created after Palladium ceased having a license for the TMNT game, which had an After the Bomb expansion/setting. This is the successor of that, but without any licensed content." Source: Wikipedia, "After_The_Bomb", available under the CC-BY-SA License.
https://rpggeek.com/rpgitem/44049/palladium-fantasy-role-playing-game
A massive core rule book and campaign world setting for an original High Fantasy RPG. The 336pg softback book is packed with densely written, highly detailed information for a complex world of combat, magic, gods, demons, wolves and everything you could possibly need. Experienced D&D players will find lots of familiar ideas and be able to slip into the palladium World easily. Inexperienced players may find the depth daunting, but all you need to play is in this book, character creation, combat, magic and so on. Publisher Blurb: The Second Edition Palladium Fantasy RPG is a dramatically revised and updated second edition of the original fantasy game rules - the first significant revision since its release in 1983. Kevin Siembieda has personally wrote the comprehensive second edition, and had this to say: "The fantasy RPG is the game that launched my company and has been its cornerstone for over a decade. The fans love this game as much as I do, so the second edition will be true to the original, but more fun and detailed than ever before. Not only will it be completely compatible with Rifts and all of our other RPG’s, but it will be the Rifts of fantasy gaming - epic fantasy adventure in a unique world, and offering possibilities that are limited only by the player’s imagination!" The emphasis on the Second Edition will be on making the game better than ever, with clean, entertaining descriptions, exciting concepts, quick playability, and a better presentation of information and ideas. The end result will be the first step into the bold and dangerous world of high fantasy. A world of magic and conflict. A world dominated by a human civilization built on the bones of the non-humans who reigned before them. A world of unparalleled heroic adventure filled with magic, inhuman creatures and intrigue! The Palladium World is one of epic fantasy. A world torn in conflict with the non-human barbaric races, creatures of magic and supernatural forces. Non-Human playing characters provide a host of unusual creatures as regular characters. They include the feared changeling who can assume the shape and appearance of any humanoid. The giant races of troll, ogre and wolfen. The small and agile goblin, kobold, gnome and the mighty dwarf, as well as elf, human, and dozens of "optional" creatures found in both the Palladium RPG and Monsters & Animals. The skill system embellishes characters with knowledge and abilities that make him or her more than a simple fighter or mage. Combat is realistic, with strikes, parries, dodges and considerations for shields and armour. Yet it remains extremely quick and playable. An Experience System in which characters are rewarded for acts of ingenuity, ideas, cunning, discretion, trickery and bravery. Not hack and slash. Magic: Over 300 spells, plus elemental magic, circles, symbols and runes are yours to command. The most original forms of magic found only in the Palladium RPG are the Diabolist and Summoner. The Diabolist casts no spells, instead he uses the nearly forgotten magic of wards (mystic symbols) and circles of power. The Summoner too, is versed in the mystic arts of magic circle making, but his is a far more dangerous and often malevolent power, for he dares to summon and command creatures of magic. The wizard, warlock, priest and other more traditional characters also break away from their more common game molds, with a vast array of spells and abilities that make them truly unique. The Second Edition will Feature: The addition of the S.D.C. system along with hit points. An emphasis on characters and role-playing. More world information and history. Clearer rules and information. More skills (and less clumsy charts). More equipment and world information. New cover and new, great artwork by Siembieda, Martin, Post, and McKenna. The same great Occupational Character Classes and Racial Character Classes like the Long Bowman, Paladin, Diabolist, Mind Mage, Assassin, Changeling, Wolfen, Ogre, Elf, Faerie Folk, and others. Plus a few new one The same great magic system, but modified to the P.P.E. system. The same great psionics powers and I.S.P. system. The same quick playing combat and balanced game system. Over 20 Character Classes plus a dozen different player races (like the Wolfen, Changeling, elf, etc.) Wizard O.C.C. with over 300 spells. Diabolist O.C.C. with 60 wards and 50 magic circles. Rune weapons, magic items, curses and more. A unique world of heroic adventure and magic. And for long-time fans, the changes, although significant, will NOT make the old edition RPG and sourcebooks completely obsolete. With a little modification, the new and old material can be made completely compatible! No stupid changes, we promise. Now suitable for use with Rifts, Heroes Unlimited, and the entire Megaverse. Fast playing combat, powerful magic, and loads of fun.
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