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Nightlife - Stellar Games

Expendables ~ A.C.E. Agents!

BROWSE MY NIGHTLIFE ITEMS CURRENTLY IN STOCK



NightLife : The Role-Playing Game of Urban Horror
"In the Big Apple. New York City, the most exciting place on earth. The city that never sleeps, packed with more places to go, more things to do, and more people to feed on than anywhere else.
Above the law, above society, above everyone's judgement but your own. You are the ultimate predator. Intelligence combined with powers far beyond that of normal humans means you can go where you want, do what you want, and answer to nobody.
You'll never grow old, and you'll never die. Night after night, year after year, decade after decade. You'll watch normal human lives flit by in an eyeblink. That is, unless you run afoul of an enemy, and you've got plenty of those. All of humanity would destroy you if they knew what you were. Monstrous beings, worse than any possible nightmare, will hunt you as prey. And the most deadly foe is your own Kin, the other immortal beings who, like you, pose as human while they live the... Nightlife."

1990, 1991, 1992 ... 80 pages (1st Ed.); 96 pages (2nd ed.); 256 pages (3rd ed.) ... Stellar Games 0300

1st edition at Amazon
2nd and 3rd editions at Amazon




NightLife Reference Screen and City Planner's Accessories
• Reference Screen: A three page fold out screen, with tables to help the City Planner find Edges, Weapons, Humanity, and more!

• Character Records: Complete four page character records for each race of Kin! Edges, Flaws, and Skills included on each record! A must for Players and City Planners alike.

• Adventures: A complete mini-adventure, plus adventure ideas and encounters for your campaign!

1991 ... Stellar Games 0306

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Magic: Sorcerers, Witches, Cults, and Organizations (Nightlife)
"Magick don't come easy, sometimes it hurts, sometimes it's easier to just shoot'em. There was somebody who said, "There ain't no such thing as a free lunch, TANSTAAFL," wise man. But hey! When the spells start poppin' and the herds start droppin', there's nothin' can beat it!
• More Street Gangs!
• Secrets of Target Alpha!
• New Factions!
• Terrifying New Monsters!
• The Sorcerer - A new PC!
• New Info on Elder Kin!"

1990 ... 96 pages ... Stellar Games 0310

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In the Musical Vein
"In the Musical Vein where the dead folks jam. Where the best resurrection bands bombard the crowd with the hottest sounds around. The place where it all begins.
Don't be caught steppin too slow or you may be the next Kin to disappear without trace. Is it Alpha? Is it a rival Faction. Or is it something even worse?
Make the amps scream in rage the way you will when you find out what your enemies are up to. Their fates will soon be in your hands.
• Details of the NIGHTLIFE music scene!
• Hunting System with Prey Encounters!
• Research results on the dreaded Pox!
• New Races!
• New Enemies!
• New Factions!"

1991 ... 96 pages ... Stellar Games 0320

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America After Dark
"KIN ACTIVITY IN THESE GREAT AMERICAN CITIES • CHICAGO • CLEVELAND • HOUSTON • WASHINGTON D.C. • NEW YORK • OLDS-CAMP, PENNSYLVANIA • NEW GANGS • NEW RACES • NEW NPC'S • A COMPLETE ADVENTURE • AND MORE!"

1993 ... 96 pages ... Stellar Games 0330

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Kinrise
"THE KIN DURING NUCLEAR WINTER • THE FALL OF A NEW NIGHT...
• WITCHES AND COVENS • CEREMONIAL MAGIC • NEW SPELLS • THE SIDHE • SIDHE CULTURE AND MAGIC •
• NEW ENEMIES • NEW GANGS • NEW RACES • NEW NPC'S"

1992 ... 96 pages ... Stellar Games 0340

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NightMoves
"A complete adventure ... New gangs ... New NPCs"

1993 ... 96 pages ... Stellar Games 0350

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Expendables

Expendables: A Complete Role Playing System
"Extensive background information. A rich history and background of the Expendables universe has been created for your use, including information on the First and Second Galactic Empires, The Company, human colonies, Free Traders, pirates, and much, much more.
• A wide range of skill choices. Over ninety skills and five major job classifications are described in the Expendables manual.
• Planetary and Creature Generators. Instructions and Data Sheets are provided to aid you in the creation of new and wondrous planets.
• A personal combat system whose flexibility is unique in the gaming world.
• Rules and information included for vehicular and space combat.
• The Whole Company Catalog. Over 300 items are listed and explained in the catalog sections of the Expendables manual.
• Some help in getting started. Included in the Expendables manual are selections showing an example of play, sections delineating how scenarios are designed, and a complete starter scenario with hints that will help you in writing your own.
• More fun. Expendables is designed to give the GM and players the maximum flexibility in character and scenario concept. Expendables is designed to let you experience the worlds of your own imagination."

1990 ... 88 pages ... Stellar Games 0200

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A.C.E. Agents!

A.C.E. (ACE) Agents!
"WHAT IS IT LIKE TO BE IN A.C.E.?

Being in A.C.E. is like being on the front line of a war fought by escapees from a costume party. You get to cany lots of firepower, use it to blow away massive amounts of private and public property, and then the public cheers you for it.

A.C.E. Agents! is an adventure game set in a universe of spies, counterspies, running battles, high technology, and intrigue. As an A.C.E. Agent, you'll battle P.Y.T.H.O.N., a group of evil criminals out to dominate the world. The only things standing between P.Y.T.H.O.N. and world domination are you, your fellow A.C.E. Agents, and the fact that the Elite Council of P.Y.T.H.O.N. can't decide what the acronym of their name stands for.
So buy this game, join A.C.E., and save the world!

A.C.E. Agents! features:
•A rich background, set in a slightly warped universe where America's elite anti-terrorist force (A.C.E.) goes public and supports itself by merchandising toys, video games, comic books, and every other imaginable product.
•Dozens of weapon choices, from .22 caliber pistols to 100mm plasma cannons.
•A straightforward combat system, with flexible rules to allow the greatest range of role playing.
•Optional Rules to allow the Mission Coordinator to set the level of game complexity.
•Innovative Agent Generation and Advancement System. An Agent becomes more powerful by learning Skills and improving his public image.
•Guidelines on writing and running Missions.

A.C.E. Agents!
Alpha Commandoes Echelon
America's Defense Against Techno-Terrorism"

1992 ... Steve Savage ... 160 pages ... SG 0500

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A.C.E. (ACE) Supers!
"Welcome to A.C.E., the Alpha Commandos Echelon, America's front line against techno-terrorism! A game of superspies and technoadventure, and now, of SuperAgents.
A game where your press releases are as important as your Super Powers. Fight the arch enemy of A.C.E., P.Y.T.H.O.N. The only things standing between P.Y.T.H.O.N.'s Supers and world domination are the A.C.E. SuperAgents and the fact that the Elite Council of P.Y.T.H.O.N. can't agree on what the acronym of their name stands for.
Join A.C.E., become a SuperAgent, and kick some P.Y.T.H.O.N. butt!
A.C.E. Supers is a Supplement and Sourcebook for the A.C.E. Agents! role playing system
from Stellar Games, Inc."

1993 ... Steve Savage ... 128 pages ... SG 0510

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