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!

Vampire Storyteller's Handbook


Justin Achilli - 2000
    Elders, ancillae, neonates and... others... prowl the nights. Only one individual knows all the secrets of the World of darkness. And They Must All Be Told The role of the Storyteller is a daunting one, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes a myriad of information, including enigmas best left out of players' hands, to create stories and populate the casts of epic tales. The Vampire Storytellers Handbook revised edition leaves no stone unturned - except those that hide secrets no mortal should know. Vampire Storytellers Handbook includes systems for rare bloodlines, Disciplines and elder vampires* Presents a Vampire FAQ, details for the True Hand, crossovers with other World of Darkness games and other secrets of storytelling* Outlines suggestions for alternate character creatio, historical settings and chronicle creation.

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

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

After Lives: Valhalla 1


Chuck Pilgrim - 2021
    At least his wife, his students, and his community thought so. But when he dies to save the life of a stranger, Steve is sent to an afterlife reserved for the truly heroic: Valhalla.But the Norse realm of the dead isn’t anything like he expected. Valhalla is a school, the Gods are teachers, and Steve’s fellow students are his competition in the great games.Then there are the women...Ila, the beautiful but stoic warrior. Molly, the cutie with her heart on her sleeve. Idun, the blonde Goddess bombshell with a soft spot for poetry. And Twyla, the dwarven bartender who’s always brewing up a sexy good time.Now, Steve must find where he belongs. But in a place where everyone is a hero, he’ll learn that his greatest fight is with himself.Join Steve in a HaremLit adventure filled with romance, sexy goddesses, self-doubt, creative uses of a dorm’s common shower, exploding houses, copious amounts of food and beer, dresses that get wet or come off very easily, and plenty of sexy times.Afterlives Valhalla is rated R for adult themes, graphic violence, undefined relationships/harem, and explicit scenes. Reader discretion is advised.

Game of Thrones: A Family History Volume I


History of Thrones - 2016
    With the success of the novels came a widely loved television series. While you might be a loyal fan of the books, the show, or both — do you know all about the history of the leading families? This book aims to thoroughly detail the early history of the houses Targaryen, Stark, and Lannister, including how they first rose to power, and what happened in the years leading up to the beginning of The Game of Thrones story. Of the houses of the Seven Kingdoms, the great houses have the most power. In the past, they were largely royalty, but have sworn to the Iron Throne since then. Of the known world, the great houses are the most powerful throughout all of the different regions in the area. Do you know how the Targaryens first took control of the land of the Seven Kingdoms? Follow the tale of Aegon the Conqueror, and learn how he used his people’s might to force a union of the kingdoms. You will follow the story of the dragons, and find out how they came to be killed off, leaving the Targaryens vying for power with the other houses. Despite their great conquests, they are too among the houses who play the game of thrones, attempting to restore their name to glory. And what of the Starks, who were once the Kings of Winter, ruling over the North. They fought off advances from invaders and remained in power for thousands of years. How did they come to lose their hold over their kingdom, to become only wards? And what happened to turn Lord Eddard away from his caring of the throne? The Lannisters of Casterly Rock were the Kings of the Rock at one time. Ever since the legendary Lann the Clever took it for himself through trickery, they have been rich and powerful. These people of the First Men used marriage and alliances to strengthen their hold over their neighbors. But their insidious tactics worked to bring an Andal to be the ruling Lannister. Find out how they came to be ruled by a dysfunctional family of mistrusting infighters. Here Is A Preview Of What You'll Learn... Game of Thones Family Histories Game of Thrones Lore and History Game of Thrones Character Biographies Character Relationships and alliances Historic Battles Much, much more!Download your copy today! Tags: Game of Thrones, Game of Thrones Books, Game of Thrones Family Histories, Game of Thrones Family History, Game of Thrones Reference, Game of Thrones for Dummies, Game of Thrones Characters, Game of Thrones Houses, History of Thrones, Fire and Ice, Game of Thrones Book, Game of Thrones text, Game of Thrones Study Guide, Game of thrones show, Game of Thrones education

An Insane Love


Bianca - 2018
    From a young child up until his teenage years, Frank struggles to find love and was lucky to find it in Alexandria Ware. While the secretive Frank doesn’t make her privy to his past, he loves Alex in his own way and plans to make her part of his future. Frank is convinced that after five years of being together, Alex is the one for him, but little does he know, she has an agenda of her own. While dealing with Frank’s emotionally unavailable nature, Alex’s love for him is purely conditional and has an expiration date set on whenever her boyfriend is finished stacking his money. Despite her fleeting feelings for Frank, she has no problem using him as an ATM, but when her boyfriend comes up with a plan for the perfect payday for them, will she end up on the wrong side of Frank’s love story? 
While Frank is building with Alex, Taiwan is living in Italy with her sugar daddy of over a decade, Romero Santiago. Being the sugar baby of a well-known cartel leader has its perks, and while Taiwan is enjoying the perks of her lifestyle, she finds herself craving more. As she approaches thirty, expensive trips and shopping trips courtesy of AMEX no longer enthrall her the way they did in her younger years. What Taiwan wants is one of the few things the happily married Romero can’t buy: a family. With a desire to stop sharing someone else’s husband and have one of her own, Taiwan tenders her resignation to a less than pleased Romero. But as a man of means with an endless amount of resources, Romero is able to offer her the deal of a lifetime. The question is, will Taiwan accept?
 Former gang member Rubee Bailey changed her life for the better when she becomes a mother to her daughter, Raylee, and couldn’t have a better father in Bash James. Rubee loves Bash with all her heart, but Bash has some hidden motives of his own when it comes to being with a Bailey. A secret from his pre-Rubee life almost catches up to him, causing him to move differently. When Bash breaks one straw too many, Rubee is sent straight into the arms of another man, with no feelings of remorse. This leaves Rubee asking herself if she’s willing to leave Bash or continue fighting for a lopsided love?

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.

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.

The Lord of Always


David Brian - 2018
    But the house sits on a nexus point; a gateway to demonic realms.Amid a turbulence of twisting realities, and facing legions of fallen angels and nightmarish servitors, Frank and Roz become separated. Frank turns to a local pensioner for assistance. But the enigmatic George Smoke is a man who offers more questions than answers.Confronted by dark gods and cosmic abominations, Frank faces a battle for his wife's soul. It seems a fight he is destined to lose... but he must succeed. Saving Roz is the key to everything.

Articles on Sword of Truth Books, Including: Wizard's First Rule, the Pillars of Creation, Stone of Tears, Naked Empire, Blood of the Fold, Temple of the Winds, Soul of the Fire, Chainfire, Faith of the Fallen, Phantom (Sword of Truth)


Hephaestus Books - 2011
    Hephaestus Books represents a new publishing paradigm, allowing disparate content sources to be curated into cohesive, relevant, and informative books. To date, this content has been curated from Wikipedia articles and images under Creative Commons licensing, although as Hephaestus Books continues to increase in scope and dimension, more licensed and public domain content is being added. We believe books such as this represent a new and exciting lexicon in the sharing of human knowledge. This particular book is a collaboration focused on Sword of Truth books.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Deadlands: The Weird West Roleplaying Game


Shane Lacy Hensley - 1996
    The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.

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!

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.