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Men with Balls: The Professional Athlete's Handbook


Drew Magary - 2008
    Because after you have read this book, you, Good Sir, will know how to be a pro athlete. And pro athletes don't need books. Or strong family bonds. Or any of that stupid crap. Not when they have ready access to millions of dollars and scores of smoking hot chicks with questionable judgment. This book will be all you require to cast aside your boring life as some jackass who cruises around bookstores hoping to score grad-school trim. With Men with Balls, you will learn how to: Showboat using classical pantomime techniques Figure out whether or not a stripper actually fancies you Emotionally cope from the emotional fallout of rookie year hazing games Find out which free locker room amphetamines will give you a shot of energy, and which will cause you to run down terrified schoolchildren with your Escalade (NOTE: Some do both) Avoid media scrutiny by directing beat writers and columnists to the nearest hot buffet So grab your balls, bookboy. You're about to become a home-run hitting, steroid-injecting, angry-orgy-having Turbostud. They're gonna need a whole ocean just to wash your jock.

Coma / Abduction


Robin Cook
    Abduction is a high-tech thriller about a mysterious transmission from the bottom of the Atlantic Ocean that will change everything you know about life on Earth. Two great thriller by the master of the medical thriller.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Undercover Connection / Double Entendre


Heather Graham - 2018
    But amid a glamorous South Beach nightclub opening, their key informant is found dead, leaving Jacob and Jasmine the dangerous job of infiltrating the ring. With desire igniting between them, can they set aside their distrust and work together to bring down the brutal mobsters?Double EntendreBret McAllistair’s determination to always get the scoop built his career but destroyed his marriage. So when Bret revives his connection with his estranged wife, Colleen, she thinks he’s after her big story. Being together again stirs up old passions, but Colleen can’t decide if she can trust him…or her own heart.

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 fly—two 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 campaign—or high-powered players—you want GURPS Powers!

Marvel Heroic Roleplaying Basic Game


Cam Banks - 2012
    It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Star Wars: Scum and Villainy: A Star Wars Roleplaying Game Supplement


Wizards of the Coast - 2008
    Take your ship on the dangerous Kessel run, or chase down a bounty and claim your reward. Watch out for the long arm of Imperial law, though, or you may find yourself on a one-way trip to the spice mines.This book provides extensive information on life on the fringe in the Star Wars universe. More than just information for players, this book gives Gamemasters a wide variety of information on bounty hunters, crime syndicates, smugglers, pirates, and criminals of all stripes throughout the Star Wars setting. Covering everything from vile Hutt gangsters to smooth-talking con artists, Scum and Villainy gives both players and Gamemasters everything they need to fit right in at Mos Eisley spaceport.Scum and Villainy brings the Saga Edition rules to the fringes of society, introducing new rules and information on smugglers, bounty hunters, crime lords, and anyone else that walks outside the law.

George R. R. Martin: Short Stories, Volume 1


George R.R. Martin - 2003
    Martin was born September 20, 1948 in Bayonne, New Jersey. He began writing very young, selling monster stories to other neighborhood children for pennies, dramatic readings included. Later he became a comic book fan and collector in high school, and began to write fiction for comic fanzines (amateur fan magazines). Martin's first professional sale was made in 1970 at age 21: "The Hero," sold to Galaxy, published in February, 1971 issue. Other sales followed. Moving on to Hollywood, Martin signed on as a story editor for Twilight Zone at CBS Television in 1986. In 1987 Martin became an Executive Story Consultant for Beauty and the Beast at CBS. In 1988 he became a Producer for Beauty and the Beast, then in 1989 moved up to Co-Supervising Producer. He was Executive Producer for Doorways, a pilot which he wrote for Columbia Pictures Television, which was filmed during 1992-93. Martin's present home is Santa Fe, New Mexico. He is a member of Science Fiction & Fantasy Writers of America (he was South-Central Regional Director 1977-1979, and Vice President 1996-1998), and of Writers' Guild of America, West. Volume 1 of "George R. R. Martin: Short Stories" contains the Hugo, Locus Poll and Nebula Award? Winning "Sandkings," and more excellent short science fiction and fantasy.

Victory Conditions, Part 2


Elizabeth Moon - 2011
    Now Commander Vatta is backlocked and loaded and ready to win the fight against the marauding forces of ruthless space pirate Gammis Turek. For Ky, its not just about liberating the star systems subjugated by Turek and defending the rest of the galaxys freedom. Theres also a score to be settled and payback to be meted out for the obliteration of the Vatta Transport dynasty . . . and the slaughter of Kys family. But the enemy have their own escalation efforts under wayincluding the placement of covert agents among the allies with whom Ky and the surviving Vattas are collaborating in the war effort. And when a spy ring linked to a wealthy businessman is exposed, a cracked pirate code reveals a galaxywide conspiracy fueling the proliferation of Tureks warship fleet. Matching the invaders swelling firepower will mean marshaling an armada of battle-ready ships for Ky to lead into combat. But a violent skirmish leaves Ky reelingand presumed dead by her enemies. Now, as Turek readies an all-out attack on the Nexus systema key conquest that could seal the rest of the galaxys doomKy must rally to the challenge, draw upon every last reserve of her strategic skills, and reach deep if she is to tear from the ashes of tragedy her most decisive victory.

The Flash Book: How to fall hopelessly in love with your flash, and finally start taking the type of images you bought it for in the first place


Scott Kelby - 2017
    Once you own a flash, though, you'll have a lot of questions about how to get it to create the light you need—questions about camera and flash settings, questions about direction, quality, and quantity of light. And in addition to knowing how to use your flash, you need to know which modifiers and triggers you might need, and you need to learn use them quickly.That’s why this book was created: to quickly get you to the technique, the setting, or exactly the right thing you need to do right now to improve your work.Here’s how it works: When you need to know how to do a particular thing, you turn to the chapter where it would be found, find the thing you need to do (it’s easy, each page covers just one single topic), and Scott tells you exactly how to do it just like he was sitting there beside you, using the same casual style as if he were telling a friend. That way, you get back to shooting fast. This isn’t a book of theory, full of confusing jargon and detailed multi-step concepts. This is a book on which button to click, which setting to use, and exactly how and when to use it, so you’re never “stuck” wondering how to use your flash again. This will be your “go to” book that sits within reach any time you’re shooting with flash, and you are going to love having this type of help right at your fingertips.

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.

Unofficial Series List - Michael Connelly - In Order: Harry Bosch, Mickey Haller, and others


This Fangirl - 2014
    It also lists all of his books, including those about other characters, in order of publication date. Why the made-for-kindle reading list : Just a problem-solving tool so we don't have to have a printed list from the author's website lying around or navigate the tiny browser on our kindles to find which book was next in the series. The book # is usually cut off from the titles when browsing the store from the kindle. This is a title list only. In reading order. No portions of the books mentioned have been reproduced here. No copyright infringement is intended. Just to avoid any misunderstandings about copyright, according to the United States Copyright Office, “Copyright law does not protect names, titles, or short phrases or expressions.” (copyright.gov, circular 34). I hope you find this made-for-kindle list as helpful as I do in deciding which of Mr. Connelly's books to purchase and enjoy next.

Rules Compendium: A Game Reference for All Players (4th Edition D&D)


James Wyatt - 2010
    This handy and comprehensive Dungeons and Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons and Dragons Fantasy Roleplaying Game. In addition to providing an overview of the game and how it is played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.