Book picks similar to
Cyberpunk: The Roleplaying Game of the Dark Future by Mike Pondsmith
rpg
cyberpunk
gaming
science-fiction
Starfish
Peter Watts - 1999
They send a bio-engineered crew--people who have been altered to withstand the pressure and breathe the seawater--down to live and work in this weird, fertile undersea darkness.Unfortunately the only people suitable for long-term employment in these experimental power stations are crazy, some of them in unpleasant ways. How many of them can survive, or will be allowed to survive, while worldwide disaster approaches from below?
Clanbook: Assamite Revised
Clayton Oliver - 2000
Once assumed to be mere assassins, the Assamites have thrown off the Camarillas debilitating curse and their mantle of silence. A diverse clan of noble warriors, erudite scholars, learned sorcerers and murderous diablerists, the Assamites have stepped forth to claim their legacy in the Final Nights.The High Price of UndeathAs part of the revised lineup of clanbooks, Assamite takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
The Eye of Minds
James Dashner - 2013
And like most gamers, he almost spends more time on the VirtNet than in the actual world. The VirtNet offers total mind and body immersion, and it’s addictive. Thanks to technology, anyone with enough money can experience fantasy worlds, risk their life without the chance of death, or just hang around with Virt-friends. And the more hacking skills you have, the more fun. Why bother following the rules when most of them are dumb, anyway?But some rules were made for a reason. Some technology is too dangerous to fool with. And recent reports claim that one gamer is going beyond what any gamer has done before: he’s holding players hostage inside the VirtNet. The effects are horrific—the hostages have all been declared brain-dead. Yet the gamer’s motives are a mystery.The government knows that to catch a hacker, you need a hacker.And they’ve been watching Michael. They want him on their team.But the risk is enormous. If he accepts their challenge, Michael will need to go off the VirtNet grid. There are back alleys and corners in the system human eyes have never seen and predators he can’t even fathom—and there’s the possibility that the line between game and reality will be blurred forever.
Complete Adventurer
Jesse Decker - 2005
As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone(TM) and Unearthed Arcana(TM). Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon(R) Magazine.
Robin's Laws of Good Game Mastering
Robin D. Laws - 2002
Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.
A Scanner Darkly
Philip K. Dick - 1977
It is the most toxic drug ever to find its way on to the streets of LA. It destroys the links between the brain's two hemispheres, causing, first, disorientation and then complete and irreversible brain damage.The undercover narcotics agent who calls himself Bob Arctor is desperate to discover the ultimate source of supply. But to find any kind of lead he has to pose as a user and, inevitably, without realising what is happening, Arctor is soon as addicted as the junkies he works among...
The Book of Atrus
Rand Miller - 1995
Based on the best-selling CD-ROM game, a fantasy novel fills out the lives of the game's characters, tracing the strange apprenticeship of Atrus to his father, Gehn, who wields the power to create worlds.
Dungeons And Dragons Basic Set [Box Set]
John Eric Holmes - 1974
Edited by Eric HolmesThis version of Basic Dungeons and Dragons (the cover reflects the 2nd printing of the "Holmes version" is the followup to the Orignial D&D sets.
Keeping It Real
Justina Robson - 2006
The fabric that kept the universe's different dimensions apart was torn and now, six years later, the people of earth exist in uneasy company with the inhabitants of, amongst others, the elfin, elemental, and demonic realms. Magic is real and can be even more dangerous than technology. Elves are exotic, erotic, dangerous, and really bored with the constant Lord of the Rings references. Elementals are a law unto themselves and demons are best left well to themselves. Special agent Lila Black used to be pretty, but now she's not so sure. Her body is more than half restless carbon and metal alloy machinery, a machine she's barely in control of. It goes into combat mode, enough weapons for a small army springing from within itself, at the merest provocation. As for her heart, well, ever since being drawn into a game by the elfin rockstar Zal (lead singer of The No Shows), who she's been assigned to protect, she's not even sure she can trust that any more either.
Tales of the Dying Earth
Jack Vance - 1998
Jack Vance is one of the most remarkable talents ever to grace the world of science fiction. His unique, stylish voice has been beloved by generations of readers. Some of his enduring classics are the 1950 novel
The Dying Earth
and its sequels, The Eyes of the Overworld, Cugel's Saga, and Rialto the Marvelous.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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 a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
Faiths and Pantheons (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Eric L. Boyd - 2002
Some of those divine powers inspire respect, while others elicit fear. Good or evil, all of them coexist within these pages. Complete information for key gods, along with the powers and abilities granted to their most dedicated followers, and descriptions of supporting deities combine to provide this look at all the gods of the Forgotten Realms campaign setting.Over 115 gods 20 specialty priest prestige classes Maps of four temples This collection details the thirty most important gods in the Forgotten Realms setting and expands upon the profiles of the rest of the deities.To use this accessory, a Dungeon Master also needs the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
King Arthur Pendragon: Epic Roleplaying in Legendary Britain
Greg Stafford - 1985
Smite bloodthirsty giants, crush treacherous invaders, brave the mysterious lands of faerie, and dabble in Celtic magic. Pendragon is a roleplaying game based on the legends of King Arthur, Lancelot, Guenever, and the Knights of the Round Table. To become a knight of the Round Table you must uphold the chivalric ideals of courage, honesty, fair play, and justice. Armed and armored, you are the law of the land, in a life-or-death struggle to join the fellowship of the Round Table. This book contains everything you need to explore the mysteries and dangers of Arthur's Britain
Heir to the Empire
Timothy Zahn - 1991
New challenges to galactic peace have arisen. And Luke Skywalker hears a voice from his past. A voice with a warning. Beware the dark side….The Rebel Alliance has destroyed the Death Star, defeated Darth Vader and the Emperor, and driven the remnants of the old Imperial Starfleet back into barely a quarter of the territory that they once controlled. Leia and Han are married, are expecting Jedi twins, and have shouldered heavy burdens in the government of the new Republic. And Luke Skywalker is the first in a hoped-for new line of Jedi Knights.But thousands of light years away, where a few skirmishes are still taking place, the last of the Emperor's warlords has taken command of the remains of the Imperial fleet. He has made two vital discoveries that could destroy the fragile new Republic—built with such cost to the Rebel Alliance. The tale that emerges is a towering epic of action, invention, mystery, and spectacle on a galactic scale—in short, a story that is worthy of the name Star Wars.
Eon
Greg Bear - 1985
NASA, NATO, and the UN sent explorers to the asteroid's surface...and discovered marvels and mysteries to drive researchers mad.For the Stone was from space--but perhaps not our space; it came from the future-but perhaps not our future; and within the hollowed asteroid was Thistledown. The remains of a vanished civilization. A human--English, Russian, and Chinese-speaking--civilization. Seven vast chambers containing forests, lakes, rivers, hanging cities...And museums describing the Death; the catastrophic war that was about to occur; the horror and the long winter that would follow. But while scientists and politicians bickered about how to use the information to stop the Death, the Stone yielded a secret that made even Earth's survival pale into insignificance.