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The Book Of Unremitting Horror by Dave Allsop
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GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
The Blood Contract Trilogy
Ron Ripley - 2015
In return, the Blood family dedicated their lives, and their deaths to the protection of the town of Thorne. For many years, the town of Thorne was nothing more than a picturesque New England village. But in modern day, the town is enjoying a boom in real estate development. To satisfy the developers with enough land, the town has decided to break the Blood Contract. And the Bloods are not pleased. Not at all. Now, as Autumn moves ever on towards winter, the Aldermen and the people of Thorne are going to learn that there is a price for ignorance. And it’s higher than they could have ever imagined. The Blood Contract Trilogy Contains: 1. The Blood Contract 2. The Old World 3. Ghost Town
Shadowrun
FanPro - 2005
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.
Friends of the Family (The Colter Saga)
Joel Baker - 2009
To escape, they decide to return to Jesse's childhood home of Haven. On the perilous journey they encounter a deserted genetics lab. That evening the results of a genetic experiment, five massive dogs working as a team, walk into their camp. The dogs finally disappear back into the dark. On a second visit, the dogs become friends of the family. As they near Haven, a sheriffs warning about a brutal gang, triggers a buried childhood memory for Jesse and the gangs involvement in the death of his parents. The gang decides to visit Haven. The Colters set a brutally effective trap. Jesse is severely injured, but survives. Sarah and Jesse, with the help of their friends, build a future and slowly things get better. At the end Jessie is alone and dying. It's his time, and he feels complacent. He's an old man with a bent back and a deep love for Sarah, sitting in a small clearing on the side of a mountain overlooking Haven.
The Pennwood Haunting
S.K. Zurcher - 2016
Even the high cost of tuition can’t damper her enthusiasm. Luck continues to be on her side when she finds the perfect place to live, a beautiful house that is close to campus and within her meager budget.But when Shelly moves into the large Victorian house at 1020 Sycamore Lane, strange things begin to occur. Unexplained noises that wake her up at night and a flowery odor that fills her bedroom at odd times. When she sees a frightening apparition emerge from her basement, she finally concedes that it is not her imagination playing tricks on her. It isn’t long before Shelly realizes her dream of attending Pennwood has become a nightmare. She turns to the only person who can help, Dr. Larry Barnett, Pennwood University’s only parapsychologist. Together they embark on a journey to discover the identity of the spirit haunting Shelly’s house. But as the haunting escalates and events turn violent, it soon becomes apparent that it will take more than Shelly and Dr. Barnett to put the spirits at 1020 Sycamore Lane to rest.
Fifth Harmonic
F. Paul Wilson - 2003
Paul Wilson, the best-selling and acclaimed author of the Repairman Jack series, comes a lightning-paced, whip-smart thriller sure to please both die-hard fans and newcomers to Wilson's spellbinding world. Will Burleigh is a hard-nosed, no-nonsense M.D. totally dedicated to the health and welfare of the patients in his practice. But when he himself is diagnosed with throat cancer, he can't bear the idea of undergoing massive radiation and radical surgery that will leave him permanently disfigured--all with no guarantee he will live at all.Having made peace with his decision to die, Will is nonetheless convinced by a former patient to visit a healer, a mysterious and beautiful woman named Maya who claims she can help him, but only if he opens himself up completely to her and the harmony of the world around him.To find that harmony, she insists, Will must follow her to Mesoamerica, to the home of her people, to search for what she calls the Fifth Harmonic. Will agrees, but he secretly brings along what he calls a "Kevorkian Kit" to give him a quick end in case his rapidly spreading tumor gets the best of him. Maya too, has her secrets, and as Will unravels them, he begins to fear he might have made a terrible mistake.
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!
Marked: An Irish paranormal thriller (The Kerry Horrors Book 1)
B.E. Balfinny - 2017
Set high up a hillside overlooking the ocean, even David, her architect husband, falls in love with it. Determined that they should swap city for country, Dubliner Kate decides to try living her dream. Curiosity draws her to the ancient circle of standing stones at the end of the lane – stones that her elderly neighbour is strangely yet fiercely determined to keep everyone well away from. Little realising the grave danger she faces, Kate visits the stones at sunset and her life is set on a terrifying course that will bring her face to face with an ancient evil. As her dream of the country life rapidly turns into a nightmare, events at the cottage become more and more sinister. Why is the old lady so determined to keep people away? What does the Parish priest know that he isn’t telling her? Will Kate discover the secret to her personal haunting before it’s too late? Set in the ancient and atmospheric surrounds of rural Ireland in the winter time, this paranormal thriller will leave you reluctant to turn out the lights.
Tomb of Annihilation
Christopher Perkins - 2017
Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee. Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
Devil of the Forest
Brennan Beard - 2016
A tale of Bigfoot, bad guys, and one woman’s ride to the brink of utter madness, Devil of the Forest builds with thrills and spills to a climax that will leave you seeing devils everywhere—even the face in the mirror.
Dragonlance Dragons of Winter (Dragonlance)
Clark Valentine - 2007
introduced some revolutionary concepts in the game industry. Never before had the D&D rules been used to tell an epic fantasy tale using full-realized pre-generated characters. It was also the first time that roleplaying adventures would match a story being told in fantasy novels on mass-market shelves. Since MWP began publishing DRAGONLANCE game produts for the revised d20 System, the most often-asked question from fans is "When do we get to see the original modules?" By popular demand, we are presenting all-new versions of the classic adventures. The second in the trilogy, Dragons of Winter, continues the epic War of the Lance. The heroes visit the haunted forests of Silvanesti, the landlocked port city of Tarsis, and the mighty stronghold known as the High Clerist's Tower. The adventures are being completely revised, drawing on twenty years of DRAGONLANCE history, incorporating material most recently featured in the Silver Anniversary edition of the adventures. They will include new character statistics featuring the popular Heroes of the Lance.
Complete Scoundrel
Mike McArtor - 2007
You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.
Adventurer's Vault
Logan Bonner - 2008
Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.