Book picks similar to
5E: HARDCORE MODE by Hankerin Ferinale
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RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
The Rails 4 Way
Obie Fernandez - 2013
It has conquered developer mindshare at startups and enterprises alike with its focus of simplicity, convention and clean, maintainable code. The latest version, Rails 4, continues the tradition of enhanced performance, security and developer productivity, with improvements that enable professional developers to focus on what matters most: delivering business value quickly and consistently.The Rails™ 4 Way is the only comprehensive, authoritative guide to delivering production-quality code with Rails 4. Pioneering Rails expert Obie Fernandez and his team of leading Rails experts illuminate the entire set of Rails APIs, along with the idioms, design approaches, and libraries that make developing applications with Rails so powerful. Drawing on their unsurpassed experience and track record, they address the real challenges development teams face, showing how to use Rails to maximize your productivity.Using numerous detailed code examples, the author systematically cover Rails key capabilities and subsystems, making this book a reference that you depend on everyday. He presents advanced Rails programming techniques that have been proven effective in day-to-day usage on dozens of production Rails systems and offers important insights into behavior-driven development and production considerations such as scalability. Dive deep into the subtleties of the asset pipeline and other advanced Rails topics such as security and scalability. The Rails 4 Way is your best guide for making Rails do exactly what you want it to do.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Delta Green: Extraordinary Renditions
Shane Ivey - 2015
"PAPERCLIP" by Kenneth Hite. "A Spider With Barbed-Wire Legs" by Davide Mana. "Le Pain Maudit" by Jeff C. Carter. "Cracks in the Door" by Jason Mical. "Ganzfeld Gate" by Cody Goodfellow. "Utopia" by David Farnell. "The Perplexing Demise of Stooge Wilson" by David J. Fielding. "Dark" by Daniel Harms."Morning in America" by James Lowder. "Boxes Inside Boxes" and "The Mirror Maze" by Dennis Detwiller. "A Question of Memory" by Greg Stolze. "Pluperfect" by Ray Winninger. "Friendly Advice" by Gareth Ryder-Hanrahan. "Passing the Torch" by Adam Scott Glancy. "The Lucky Ones" by John Scott Tynes. "Syndemic" and an introduction by Shane Ivey. These stories are recommended for mature readers.
Excerpted from the introduction:
We know a program called Delta Green really existed. You can find a couple of references to it in documents uncovered by Freedom of Information Act requests. Delta Green was a psychological operations unit in World War II, created to take advantage of the bizarre occult beliefs of Axis leaders. The public documents, which may have been released with the name unredacted by mistake, don’t say whether it had any success. The OSS was shut down after the war. Many of its people helped launch the CIA in 1947. We can only speculate whether the OSS’s lessons from Delta Green informed the CIA’s notorious psychological operations in the coming decades. Conspiracy theorists have done more than speculate. Delta Green came back as a secret project to track down Nazis after the war, they say. Delta Green brought federal agents, spies, and special forces together for missions too secret even for the CIA. Delta Green was the precursor and rival to Majestic-12, the U.S. government conspiracy that allied itself with aliens after Roswell. Delta Green fights otherworldly monsters and evil sorcerers under the cover of the Global War on Terror. Once you climb into the rabbit hole, the fall never ends. In this book we turn up tales from the rabbit hole: Delta Green case histories rendered as short stories. They begin in the Dust Bowl, with a Naval intelligence unit supposedly called “P4” and memories of the abandoned New England town of Innsmouth (another bottomless well of conspiracy theories). They look at the days after World War II when secret agents pursued Nazis all over Europe, the early CIA attempted its first infamous schemes, and anticommunist witch-hunts seized on American terrors back home. They bring us through the Cold War desperation of the Seventies and Eighties, when America was shocked by its own crimes and Delta Green allegedly went underground again. And they come to the present day, and a Delta Green divided after it rebuilt itself in the secret government—but many old outlaws refused to trust the new order.
Ironsworn: A Tabletop RPG Of Perilous Quests
Shawn Tomkin - 2018
You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.
First Blood: The Battle of the Kasserine Pass, 1943
Charles Whiting - 1984
In the slaughter that ensued, Rommel left behind a shaken, confused, and deeply shamed American army and a nearly collapsed Allied front. This is the full story of that massacre of youthful innocents. 31 photos. 262 pp.
Toon: The Cartoon Roleplaying Game Deluxe Edition
Greg Costikyan - 1991
Remember those great Saturday morning cartoons? Now they're back – and you're the star!Toon lets you be a rabbit, duck, mouse, moose, woodpecker, wombat, crocodile, caveman . . . whatever you want.In Toon, anything can happen, and nobody ever gets killed. Been punched? Blown up? Steamrollered? Don't worry – you'll bounce back in the next scene, ready for more!This book includes quick, simple rules, plenty of silly charts and tables, and lots of cartoon adventures – a joker's dozen! This edition of Toon includes all the material from the original version, plus everything from Toon Silly Stuff, Son of Toon, and Toon Strikes Again – and lots of brand-new material, including two new Feature Films!Ready to get silly? Get in Toon!
Play Dirty
John Wick - 2006
It was seen by some as revolutionary and dismissed by others as outright dangerous.Collected here for the first time are all eleven episodes including "Hit 'em Where it Hurts" (the Gaming Outpost article that served as a prelude to the mayhem that was to come), a new introduction closing statements by the author.
Madness on the Orient Express: 16 Lovecraftian Tales of an Unforgettable Journey
James LowderLucien Soulban - 2014
They unlock opportunities for wealth and travel, but also create incredible chaos--uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole. A certain path to uncovering unwelcome truths about the universe is to venture beyond our own "placid island of ignorance" and encounter foreign cultures. The Orient Express serves as the perfect vehicle for such excursions, designed as a bridge between West and East. Movement into mystery forms the central action for many stories in this volume. The only limitation placed upon writers for this collection was that their works somehow involve the Orient Express and the Mythos. The last warning whistle has blown, and we are getting underway. Have your tickets at the ready and settle in for a journey across unexpected landscapes to a destination that--well, we'll just let you see for yourself when you arrive. We promise this though: murder will be the least of your problems on this trip aboard the Orient Express!
The Grandmaster: Magnus Carlsen and the Match That Made Chess Great Again
Brin-Jonathan Butler - 2018
But they weren’t there to protest. They were there to watch the World Chess Championship between Norway's Magnus Carlsen and Russia's Sergey Karjakin—what by the time it was over would be front-page news and thought by many the greatest finish in chess history. The story lines were riveting. The championship hadn’t been hosted in New York City, the de facto world capital of the sport, in more than two decades. With both Carlsen and Karjakin just 25 years old, the tournament organizers were billing it as a battle of the millennials—the first time the championship had been waged among the generation that grew up playing chess primarily against computers. And perhaps most intriguing were all the geopolitical connections to the match. Originally from Crimea, Karjakin had recently repatriated to Russia under the direct assistance of Putin. Carlsen, meanwhile, had expressed admiration for Donald Trump, and his first move of the tournament he played with a smirk what's called a Trompowsky Attack. Then there was the Russian leader of the World Chess Federation being barred from attending due to US sanctions, and chess fanatic and Trump adviser Peter Thiel being called on to make the honorary first move in sudden death. That the tournament required sudden death was a shock. Oddsmakers had given Carlsen, the defending champion, an 80% chance of winning. It would take everything he had to retain his title. In doing so, he would firmly make his case to be considered the greatest player chess has ever seen. Author Brin-Jonathan Butler was granted unique access to the two-and-half-week tournament and watched every move. In The Grandmaster, he aims to do for Magnus Carlsen what Norman Mailer did for Muhammed Ali in The Fight, John McPhee did for Arthur Ashe in Levels of the Game, and David Foster Wallace did for Roger Federer in his famous New York Times Magazine profile. Butler captures one of the world’s greatest sportsmen at the height of their powers, and attempts to decipher the secret to that greatness.
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 Complete Druid's Handbook
David L. Pulver - 1994
This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995