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5E: HARDCORE MODE by Hankerin Ferinale
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Thinking Basketball
Ben Taylor - 2016
Explore how certain myths arose while using our own cognition as a window into the game's popular narratives. New basketball concepts are introduced, such as power plays, portability and why the best player shouldn't always shoot. Discover how the box score can be misleading, why "closers" are overrated and how the outcome of a game fundamentally alters our memory. Behavioral economics, traffic paradoxes and other metaphors highlight this thought-provoking insight into the NBA and our own thinking. A must-read for any basketball fan -- you'll never view the sport, and maybe the world, the same again.
Age of Rebellion Roleplaying Game Core Rulebook
Jay Little - 2014
Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!
The Adventure of the Yellow Coat: A classic Sherlock Holmes pastiche
Adela Torres - 2014
Doctor John H. Watson, recently married and with a new practice, hasn't seen his friend Sherlock Holmes in a while. But a strange encounter gives him the perfect excuse to go back to the 221B of Baker Street: an apparently trivial incident that leaves Watson as the owner of a coat of a peculiar colour. Watson tells Holmes the story simply to amuse his friend. Holmes, however, thinks there's more to the incident that meets the eye and Watson will soon have motives to regret that he ever came into the possession of the yellow coat.
Mark of Chaos
Anthony Reynolds - 1999
The dark forces of Chaos are an ever-present threat to the civilized lands of the Empire. Their regular incursions call for mankind to defend its life to the last man if necessary. It is a crucible where heroes are made and legends are born! When a young commander is caught up in this carnage of war, he must prove his honor by tracking down and destroying one of the most feared enemy leaders. With massive promotion alongside the computer game, this thrilling novel is sure to satisfy the battle-hungry appetites of games players and Warhammer fans alike!
The Tao Of Chess: 200 Principles to Transform Your Game and Your Life
Peter Kurzdorfer - 2004
In The Tao of Chess, the author seamlessly blends the wisdom of a time-honoured spiritual quest for truth with 200 principles that will improve anyone's chess game. By following the author's principles, readers not only come to enjoy the game more, they develop a habit of seeking underlying truth - whether in a chess game or a real-life situation.The Tao of Chess is full of conscise advice, such as:Understanding is more important than memoryFortune favors the braveWhen you see a good move, wait and look for a better moveMistakes tend to come in bunchesTrust your intuition; it's usually rightAuthoritative and easy to follow, this book will turn every reader into a master strategist.
Complete Psionic: Mastering the Powers of the Mind
Bruce R. Cordell - 2006
Whether you're playing a devoted psion or psionic warrior, or a member of a psionic race, or are just looking to expand your character's options, this sourcebook has something for you. Players and Dungeon Masters gain access to new combat options, powers, equipment, and prestige classes, as well as exciting new character classes. Complete Psionic also provides new information on psionic organizations, and Dungeon Masters will find material for incorporating psionics into their campaign worlds.
Hammerhal & Other Stories
David Annandale - 2017
A great warhost of Tzaangor beastkin, creatures devoted to Tzeentch, the Architect of Fate, defile the once-verdant lands of Ghyran. All that opposes them are the noble Stormcast Eternals of the Hallowed Knights. Reforged in resplendent sigmarite and wielding the lightning of Azyr, few can stand against these heroes. But Tzeentch's followers are cunning, and as the Hallowed Knights wage bloody war, a second attack on the city of Hammerhal, which the Stormcasts are oath-sword to defend, is coming to pass. Both the warriors without and the hunters within the city must act fast or the truth about the Hexwood will undo everything they have fought so hard to protect.Also within this book is a host of awesome short stories giving you a flavour of the many warring armies that exist within the worlds of Warhammer Age of Sigmar.CONTENTSThe Keys to Ruin by David AnnandaleBeneath the Black Thumb and Great Red by David GuymerHeartwood by Robbie MacNivenAssault on the Mandrake Bastion, Hammerhal and The Prisoner of the Black Sun by Josh ReynoldsVengeance Eternal by Matt Westbrook
Traveller Core Rulebook: Science-Fiction Adventure in the Far Future
Gareth Ryder-Hanrahan - 2008
Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.
Clanbook: Ravnos Revised
Deird're Brooks - 2001
A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
Domains of Dread: Ravenloft Campaign:
Steve Miller - 1997
Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)
Blood Magic: Secrets of Thaumaturgy
Justin Achilli - 2000
Is it the power of summoned demons? An application of the Blood's mystic properties? The will of spirits? Or is it something else altogether? Only those who master its dark secrets can know.Hidden Lore RevealedBlood Magic: Secrets of Thaumaturgy provides the answers to long-asked questions about this most powerful of Kindred Disciplines and explores a gamut of new possibilities. Included in the book are new paths and rituals as well as details on the lesser known but similar arcane practices. What is it about Thaumaturgy that has allowed the Tremere to ascend to prominence in the modern nights? This book examines the answer.Blood Magic: Secrets of Thaumaturgy includes: A complete look at Thaumaturgy, from its dark origins to its modern practice; A wealth of new paths and rituals; Other path and ritual systems like Necromancy and Koldunic Sorcery
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
Halo 2: The Official Guide
Microsoft Corporation - 2004
The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike
Clanbook: Lasombra
Richard Dansky - 1996
Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.