Warhammer Fantasy Roleplay


Hogshead Publishing - 1986
    On the surface, it is a civilized and cultured place, where only the occasional conspiracy, assassination, revolution or invasion by orcs, goblins, beastmen, or mutants disrupts the feudal order. Yet a shadow hangs over the world, cast by the corrupting hand of Chaos. From the Imperial court in Altdorf to the pirate-ridden coast of south Tilea, a few heroes strive to hold back the forces of howling Chaos, while it's hidden servants scheme from within to bring the world to it's knees before the Dark Gods." Warhammer FRP is a role-playing game set in the Warhammer world, a background developed by Games Workshop and used in the best-selling Warhammer Fantasy Battles and Warhammer Quest games. The three games are compatible, and characters can be transferred between them with a little fiddling. The Warhammer world is a grim place of perilous adventure. It's a little like Europe at the time of the early Renaissance, with all its corruption, villainy and opportunities for adventure; but this is a world of inhuman races, wizards, mutants, terrifying monsters and the dread shadow of Chaos, which stretches over the entire land. In WFRP, Chaos is not just a force of nature, but a living, malevolent thing supported by demonic princes who will not rest until the entire world has been enslaved or destroyed. It's a dark game with an atmosphere of psychological and visceral horror, and a subtle seam of dark humour at its heart.

Accidental Agent: Behind Enemy Lines with the French Resistance


John Goldsmith - 2017
    Not easily deterred he eventually became a tank driving instructor in the ranks.In 1942 accidental circumstances saw his recruitment into Buckmaster s F Section of the Special Operations Executive. His faultless French and upbringing in Paris were to prove invaluable. Commissioned overnight and after intensive training he was parachuted into France for the first of his three missions.His adventures included crossing the Pyrenees, sabotage, forming his own circuits, being captured by the Gestapo, a daring escape and black-marketeering. In 1944, now a Major, he was advisor to the Maquis in the Mont Ventoux area where they fought the Germans in pitched battles and won.Although this refreshingly modest account does not admit to it, Goldsmith s extraordinary war is best summed up by his DSO, MC, three Croix de Guerre and Legion d honneur.Accidental Agent is as thrilling an account of war behind enemy lines as has ever been written. The author s descriptions of his experiences and the many colorful characters he came across are a joy to read."

User Unfriendly


Vivian Vande Velde - 1990
     The game plugs directly into your brain--no keyboard, no modem, no monitor. And for game hacker Arvin Rizalli and his friends, no cash up front, no questions asked . . . and no hope of rescue when the game goes horribly, deathly wrong.

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.

XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

Then One Day ...: 40 Years of Bookmaking in Nevada


Chris Andrews - 2019
     Growing up under the watchful eye and influence of his Uncle Jack Franzi, legendary Pittsburgh wiseguy and Las Vegas sportsbook pioneer, Chris started booking sports bets in the fifth grade. He followed Uncle Jack to Las Vegas shortly after graduating college in the mid-’70s, landing his first job in the sports book at the Stardust right after the bad-old Frank Rosenthal and Chicago mob regime. Next, he moved to the Barbary Coast where he started handling major action, one time “losing” $250,000 on an eight-hour shift. At age 25, Chris became the youngest sports book director in the business at the Club Cal Neva in Reno. He started to make his mark on the industry, inventing the pleaser and 10-point teaser cards, introducing Super Bowl-style prop bets for Monday Night Football games, and, perhaps most importantly, giving Roxy Roxborough, Las Vegas’ most influential oddsmaker, his first paying job. Then One Day ... delves deeply into the consciousness of a legitimate bookmaker and sports bettor. By the time you finish this memoir, you’ll be an expert in the language and customs of legalized gambling on sporting events, which, now that the Supreme Court has opened the door, is finally set to explode throughout the nation.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Attack of the Flickering Skeletons: More Terrible Old Games You’ve Probably Never Heard Of


Stuart Ashen - 2017
    You will probably wish you still didn’t.YouTube sensation Stuart Ashen is back with his second instalment of terrible old computer games you’ve probably never heard of... because what the world needs right now is to know exactly how bad Domain of the Undead for the Atari 8-bit computers was.Attack of the Flickering Skeletons is even bigger than the original Terrible Old Games You’ve Probably Never Heard Of – this second excavation of gaming’s buried past will not only unearth more appalling excuses for digital entertainment, but also feature guest contributors and several special interest chapters not based around single specific games.These are NOT the games you’ve heard of a million times in YouTube videos. This is a compilation of truly obscure and dreadful games. Dripping with wry humour and featuring the best, worst graphics from the games themselves, this book encapsulates the atrocities produced in the days of tight budgets and low quality controls.These are even more appalling games that leaked from the industry’s tear ducts, taken down from the dusty shelves of history by the man who has somehow made a living by sticking rubbish on a sofa and talking about it.

The Will to Keep Winning


DAIGO UMEHARA
    Through his play, and through his approach to life, Daigo changes the way people think about the game, and inspires even his enemies to new heights. This is what separates a mere winner from an all-time great."—Seth Killian, Lead Game Designer at Riot Games"Daigo and I started an international journey to showcase Street Fighter competition in 1998. Today, he is the Grand Master of fighting games and true inspiration to players worldwide.”—Alex Valle, CaliPower, Mr. Street Fighter“It’s almost impossible to overstate the significance of The Beast for the practice and culture of gaming; as Bruce Lee was for the Martial Arts, so Daigo Umehara is for Fighting Games.”—Prof. Chris Goto-Jones, Professor of Comparative Philosophy & Political Thought, Leiden University"I’m a professional fighting gamer. I was first crowned World Champion at seventeen in 1998, and I was recognized as “the most successful player in major tournaments of Street Fighter” by Guinness World Records in August 2010.This is my chance to tell you how I became World Champion and share insights as only a multiple time World Champion can. What does it take to win? Why do so many eventually lose their edge? Let me share with you the professional skills necessary to become World Champion and keep winning. These skills will certainly help you to advance, in both the world of eSports and beyond."—Daigo "The Beast" UmeharaIn Daigo “The Beast” Umehara’s first book, the most successful Street Fighter player in history reveals the secrets of becoming-and remaining-a world champion.Daigo’s story of passion and perseverance offers seasoned pros and non-gamers alike an intensely personal view into the world of competitive video gaming, or eSports, starting from years before the term existed.Follow Daigo on his road to pro, beginning with his childhood love of games, his search for communi-ty in the arcades, and his first international victory at age 17 in the 1998 Street Fighter Alpha 3 World Championships against American champion Alex Valle.Get an insider’s account of “EVO Moment #37: The Beast Is Unleashed,” the most famous comeback in fighting game history, against long-time rival Justin Wong in Street Fighter III: 3rd Strike.Hear the real story behind Daigo’s mysterious disappearance from the fighting game scene and detour into the mahjong world, his personal low point, and his triumphant return from retirement in the 2009 EVO Street Fighter IV Grand Finals.Be Like Ryu: Learn from Daigo’s mix of stoic dedication, love for the game, and practice practice practice, as the Japanese master describes how to stay on top while constantly evolving, avoiding complacency, and seeking out new challenges.About the AuthorDAIGO "The Beast" UMEHARA(born 1981, Aomori Prefecture, Japan) was the first Japanese professional gamer, and is listed in Guinness Book as “the most successful player in major tournaments of Street Fighter (Capcom, 1987) at national and international level.” He became World Champion in Street Fighter Alpha 3 in 1998, signed a sponsorship contract with Mad Catz in April 2010 and with Red Bull in May 2016. He is also a Twitch's Global Ambassador.

Flight from the Dark


Joe Dever - 1984
    In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. You swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully - for they can help you succeed in the most fantastic and terrifying journey of your life. The LONE WOLF adventures are a unique interactive fantasy series - each episode can be played separately or you can combine them all to create a fantastic role-playing epic.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

The Last Correspondent


Soraya M. Lane - 2020
    But having risked everything to write, she refuses to be silenced and leaps at the chance to become a correspondent in war-torn France.Already entrenched in the thoroughly male arena of war reporting is feisty American photojournalist Danni Bradford. Together with her best friend and partner, Andy, she is determined to cover the events unfolding in Normandy. And to discover the whereabouts of Andy’s flighty sister, Vogue model Chloe, who has followed a lover into the French Resistance.When trailblazing efforts turn to tragedy, Danni, Ella and Chloe are drawn together, and soon form a formidable team. Each woman is determined to follow her dreams ‘no matter what’, and to make her voice heard over the noise of war.Europe is a perilous place, with danger at every turn. They’ll need to rely on each other if they are to get their stories back, and themselves out alive. Will the adventure and love they find be worth the journey of their lives?

Secrets of Xen'drik (Eberron Supplement)


Keith Baker - 2006
    and More There's an old saying in Stormreach: "Great power rests in the ruins of the past." The shattered cities and vast dungeons of Xen'drik hold the secrets of countless fallen empires. Legends speak of titanic landmarks, sunken treasure vaults, and forgotten places suffused with powerful magic. Beyond the walls of Stormreach, an entire continent waits to be rediscovered. But beware! Terrible monsters rule Xen'drik now, and explorers searching for gold or glory often find death instead. Inside this book, you'll find everything you need to adventure in the shattered continent of Xen'drik: * Comprehensive overview of the continent of Xen'drik and the gateway city of Stormreach* New feats, prestige classes, spells, equipment, and magic items* Encounters and magical locations you can drop into your existing campaign* Ready-to-play adventures, monsters, and villains For use with these Dungeons & Dragons(R) products"Player's Handbook(TM) Dungeon Master's Guide(TM) Monster Manual(TM)Eberron"(R)" Campaign Setting"