Book picks similar to
Doctor Who RPG: The Gamemaster's Companion by Cubicle 7


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Patrick Troughton: The Biography of the Second Doctor Who


Michael Troughton - 2012
    A prolific actor, he was also a complex and troubled man, constantly wrestling with two lives, one of which he was determined to keep secret. Michael Troughton presents here an entertaining and personal account of his father’s professional and private life. Meticulously researched, he explores Patrick’s childhood, his experiences at sea during World War II and the successful acting career which led to his historic casting as Doctor Who in 1966. Patrick’s Doctor Who years are recalled in vivid detail, from his initial uncertainty about taking on the part through the legendary ‘monster years’, to his troubled final season and three subsequent returns to the role.In this fascinating biography, Patrick’s extraordinary career and his multi-layered personal life are enhanced by the memories of family members, actors, friends and colleagues. Michael peppers the book with revealing extracts from Patrick’s own diaries, and many rare and personal photographs. This book is an honest, affectionate and complete account of Patrick Troughton the actor, and Patrick Troughton the man.

Doctor Who: Time Trips


Cecelia Ahern - 2014
    Kennedy and more. Taking you from ancient Alexandria to nameless planets in the far future, these tales are at turns funny, frightening, moving and thought-provoking - short stories that are bigger on the inside. Time Trips includes: The Anti-Hero (featuring the Second Doctor) by Stella Duffy Salt of the Earth (featuring the Third Doctor) by Trudi Canavan The Loneliness of the Long-Distance Time Traveller (featuring the Third Doctor) by Joanne Harris The Death Pit (featuring the Fourth Doctor) by A.L. Kennedy A Handful of Stardust (featuring the Sixth Doctor) by Jake Arnott The Bog Warrior (featuring the Tenth Doctor) by Cecelia Ahern Keeping Up with the Joneses (featuring the Tenth Doctor) by Nick Harkaway Into the Nowhere (featuring the Eleventh Doctor) by Jenny T. Colgan.

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.

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

Sunward: The Inner System


Rob BoyleBrian Cross - 2009
    Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.

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.

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!

Doctor Who: The Devil Goblins from Neptune


Keith Topping - 1997
    UNIT is up to its ears in alien sightings, reporting of UFOs and threats from other worlds - and for good reason - the devil goblins from Neptune have landed.

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.

The Brilliant Book of Doctor Who 2012


Clayton HickmanDavid Llewellyn - 2011
    The indispensable official guide to Series 6 of Doctor Who!

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.

Doctor Who Mad Libs


Mad Libs - 2014
    Who! This Mad Libs is 48 pages with 21 original stories.

Forbidden Lands Player's Handbook


Tomas Härenstam - 2018
    Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.

Doctor Who: Time and Relative


Kim Newman - 2001
    And with it comes a new, far greater menace: terrifying icy creatures are stalking the streets, bringing death and destruction.The First Doctor and Susan, trapped on Earth until the faulty TARDIS can be repaired, are caught up in the crisis. The Doctor seems to know what is going on, but is uncharacteristically detached and furtive, almost as if he is losing his memory...Susan, isolated from her grandfather and finding it hard to fit in with the human teenagers at Coal Hill School, tries to cope by recording her thoughts in a diary. But she too feels her memory slipping away and her past unravelling. Is she even sure who she is any more...?

Doctor Who: The Dalek Handbook


Steve Tribe - 2011
    This is the comprehensive history of the greatest enemies of the Doctor. Learn about the Daleks origins on the planet Skaro, how a Time Lord intervention altered the course of Dalek history, and how they emerged to wage war on Thals, Mechanoids, Movellans, Draconians, and humans. With design artwork and photographs from five decades of Doctor Who, The Dalek Handbook also reveals the secrets of how they're operated, the development of their iconic look and sound, and their enduring appeal in television, radio, books, comics, and more. Including the full story of the Daleks' centuries-long conflict with the one enemy they fear, the Doctor, The Dalek Handbook is the complete guide to the Daleks - in and out of their casings.