Book picks similar to
Dead Light and other Dark Turns by Alan Bligh
call-of-cthulhu
games
horror
rpg
Starfinder: Alien Archive
Jason KeeleySteve Kenson - 2017
What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost
Kobold Guide to Worldbuilding (Kobold Guides to Game Design)
Janna SilversteinMichael A. Stackpole - 2012
It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.
Out of the Blue Too: More scary and often funny tales from the Royal Air Force and Friends
Ian Cowie - 2015
Foreword by Air Marshal Cliff Spink CB CBE FCMI FRAeS RAF Ret’d. After Amazon charges @£1.60 will go to the Charities When Ian Cowie, Dim Jones and Chris Long set out to produce a compendium of stories of flying in the Royal Air force – Out of the Blue – I doubt they could have anticipated what a successful venture it would be and one that has raised many thousands of pounds for service charities. Well, quite simply, they have done it again. Volume 2 contains another heady mixture of true stories that range from the amazing to the downright scary – all told with a sense of humour that was, and is, the hallmark of that band of people who have had the privilege to fly in the military arena. When I meet friends who shared the same thrills – and spills – of flying high performance aircraft close to the limits in order to get the job done, I think there is common theme to our nostalgia. And that is the “banter” – that irrepressible no holds barred, adrenaline fuelled, exchange between comrades in arms where there is no hiding from even the minor transgression. It is something we all miss but sometimes relive when reunions gather together somewhat greyer and more portly individuals than we were in days of yore. You can now share in these stories in this book which will I am sure give you a fascinating and most amusing insight into flying life in the Royal Air Force. I commend this book to you and please remember that the proceeds go to the charities that support service men and women, and their families, who have given so much for their country. Fasten your seat belts......! Amount going to charity £3.32/$5.43 (at current rate)
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
GURPS Ultra-Tech
David L. Pulver - 2007
It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.
Pathfinder Roleplaying Game: Advanced Class Guide
Jason BulmahnTim Hitchcock - 2014
Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Advanced Class Guide includes:- Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.- Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.- Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.- Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.- An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.... and much, much more!Cover art by Wayne Reynolds
Gumrah: 11 Short Teen Crime Stories
Ira Trivedi - 2016
Ltd this book holds tales revolving around adolescent crime, deceit, treachery and bad judgement. In ‘Soulmate’, a case of sibling rivalry leads to disastrous consequences, while in ‘Heartbreak’, the dark side of the nicest of people is exposed. ‘Naaz’ reveals how cultural differences can sometimes lead to danger and ‘Double MMS’ shows a college girl’s stabs at popularity going horribly awry.Written by bestselling author Ira Trivedi, Gumrah: 11 Short Teen Crime Stories is a must-read, with every story revealing the consequences of wrong choices. Like the show, the message of the book, aimed especially at the younger generation, is: ‘Be aware, be prepared, be safe!’
Twice the Chill: Two SHORT Horror Stories
Rachel A Olson - 2016
Bey had spent his entire life running through the woods and never once saw anything to convince him there were creatures worth fearing. When his littler sister, Chensei, whines about the trip home at night, Bey only mocks her. Until she disappears beyond the treeline. I, PONTIANAK Everyone hates and fears monsters, except for when you’re the monster. I never asked for it, and honestly I can’t say I’ve really enjoyed it. But I am what I am, and I can’t change it. Hell, I can’t even control it. My name used to be Anastasia, and I am a Pontianak.
Dogs in the Vineyard
D. Vincent Baker - 2004
Sometimes, Dog, sometimes you have to cut off the arm to save the life.Does the sinner deserve mercy?Do the wicked deserve judgement?They're in your hands.DOGS IN THE VINEYARDRoleplaying God's Watchdogsin a West that never quite was.
Tome of Beasts
Wolfgang Baur - 2016
Whether you need dungeon vermin or a world-shaking personification of evil, the Tome of Beasts has it!This richly-illustrated, 400+ page supplement for any 5E game includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils, and dangerous flavors of the fey--illustrated by some of the finest artists working in fantasy today.These monsters have been designed so that GMs can use them in their favorite settings for fantasy adventure, whether it's Kobold Press's world of Midgard, one of the classic realms of d20-rolling gaming, or their own homebrew worlds.
GURPS Cyperpunk: High-Tech Low-Life Roleplaying
Lloyd Blankenship - 1990
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Ethan Gilsdorf - 2009
Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.
The Pushcart Prize XXXV: Best of the Small Presses 2011 Edition
Bill Henderson - 2010
This is a communal effort by the Pushcart Press staff, contributing editors, and hundreds of small presses. For this edition distinguished poets Julie Sheehan and Tom Sleigh served as poetry editors. The result is an introduction to a literary world that few readers have access to, where much of today's important new writing is published, far from the commercial influence of the conglomerates. In reviewing last year's edition, Donna Seaman of Booklist commented: "A brimming, vibrant anthology-the perfect introduction to new writers and adventurous new work by established writers . . . extraordinary in its range of voices and subjects. Here is literature to have and to hold." The Pushcart Prize has been chosen for the Ivan Sandrof Lifetime Achievement recognition by the National Book Critics Circle and the Writers for Writers award from Poets Writers / Barnes Noble.
ODD AND CHILLING ENCOUNTERS: True stories of the unknown
R.S. Russo - 2019
From Ouija and demons to visits from angels. Encounters with ghosts, shadow people, skin walkers, aliens and UFO sightings. Warning: This book contains explicit language and is not suitable for children or anyone who is easily offended.
Okinawa Kwaidan, True Japanese Ghost Stories and Hauntings
Ron L. Dutcher - 2013
The stories vary in time, dating back to the 16th century to the present day, but each story has a way of getting under your skin. You will be thinking about these stories long after you have put the book down.Most of the stories are set in Okinawa, Japan's southern tropical islands, where the bloodiest battles of World War II were fought. As you might imagine, several stories focus on the war, the soldiers who fought and the civilians who endured.Some of the stories included are:The Grim ReaperThe truth behind the train responsible for the most suicides in Japan.The Nago NightwalkerSomething dark is lurking along highway 505.Haunting at Bise.What did Company H of the 6th Marines find on their recon mission in 1945? The Wreck of the Indian OakWhat really came ashore during that 1840 Typhoon?And nine more chilling stories."A very good read." Anne Poe Lehr, late cousin of Edgar Allen Poe