Book picks similar to
Pillars of Eternity Guidebook Volume One by Eric Fenstermaker
fantasy
gaming
video-games
rpg
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 flytwo 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 campaignor high-powered playersyou want GURPS Powers!
The Corroded Man
Adam Christopher - 2016
Faced with the possibility that their deadliest foe has returned, Emily and Corvo plunge headlong into a life-and-death race against time. If they fail to learn the truth about this mysterious enemy, the result would be destruction on an unimaginable scale.
Don't Rest Your Head
Fred Hicks - 2006
days? Or is it weeks now? It's hard to remember. You've been so busy with... well, whatever it is that's been keeping you awake. Then one night you're walking down the block toward your apartment, when you realize there's a new building on your street. A new building, somehow... in between two buildings that used to be side by side... that's impossible, isn't it? You pause to take a closer look. It's a bar. The sign says "Serious Moonlight", and a bright white moon blinks through the phases from new to full and back again, waxing and waning with the buzz of neon. It's been a stressful week. Or is it month now? It's hard to remember. But you could sure use a drink. So you cross the street and step inside.The citizens of The City welcome you with open arms. After all, you're one of them now. With all the gifts and curses that come with being Awake in a world of sleepers.Just be careful. The Nightmares you've been dodging haven't forgotten about you. They're waiting, just around the corner; waiting for you to nod off- and then they'll have you.They won't wait much longer.Whatever you do... don't rest your head.
Pokemon Ruby & Sapphire (Prima's Official Strategy Guide)
Elizabeth M. Hollinger - 2003
Defeat Team Aqua and Team Magma! ·Tips for winning the Pokémon Contests ·Locations to all Secret Bases and Battle Towers ·Thorough Pokédex, featuring Ruby and Sapphire Pokémon, with locations, statistics, and skills ·Strategy to win all 2-on-2 battles and beat all enemy Pokémon Trainers ·Complete walkthrough of the vast new Pokémon world, including all cities, towns, streets, and dungeons ·Detailed moves list ·Tips to capturing, evolving, and customizing your Pokémon ·Detailed charts for Technical and Hidden Machines
Infinity Welcomes Careful Drivers
Grant Naylor - 1989
But Lister didn't have a choice. All he remembered was going on a birthday celebration pub crawl through London. When he came to his senses again, with nothing in his pockets but a passport in the name of Emily Berkenstein.So he did the only thing he could. Amazed to discover they would actually hire him, he joined the space corps----and found himself aboard Red Dwarf, a spaceship as big as a small city that, six or seven years from now, would get him back to Earth. What Lister couldn't forsee was that he'd inadvertently signed up for a one--way jaunt three million years into the future---a future which would see him the last living member of the human race, with only a hologram crew mate and a highly evolved cat for company. Of course, that was before the ship broke the light barrier and things began to get really weird...
Edge of the Empire Roleplaying Game Core Rulebook
Jay Little - 2013
The Empire struggles to maintain its grip on the galaxy in the midst of civil war. On the edge of the Empire, scoundrels and smugglers, bounty hunters and bandits, explorers and exiles all scramble for a living.Embark on your own adventures in the Star Wars galaxy with the Star Wars: Edge of the Empire Roleplaying Game. This complete tabletop roleplaying game explores the lawless fringes of the Empire. Flee from Imperial entanglements, double-deal with Hutts and gangsters, and jump to lightspeed in the fastest hunk of junk in the galaxy.This core rulebook includes:• A dynamic dice mechanic that goes beyond success and failure to enhancenarrative gameplay.• Full playable rules for six careers, nineteen specializations, and eightspecies, enabling flexible character creation and development.• Obligation rules to invest player characters in the story of Edge of the Empire.• Starship combat, customizable equipment. Force powers, dangerousadversaries, and much, much more!
Unknown Armies
Greg Stolze - 1999
Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
The Art of Final Fantasy IX
Dan Birlew - 2000
The book includes rarely-seen concept art and detailed pencil sketches, an immense collection of character art, airship and vehicle designs, monsters and unique weapon images, and full-page scenes from the most beautiful cinemas in video game history. Entertaining and informative commentary is provided as well as anecdotal captions relevant to story and events of FINAL FANTASY IX.
The Magician's Apprentice
Trudi Canavan - 2009
Her mother would rather she found a husband. But her life is about to take a very unexpected turn.When the advances of a visiting Sachakan mage get violent, Tessia unconsciously taps unknown reserves of magic to defend herself. Lord Dakon, the local magician, takes Tessia under his wing as an apprentice. The hours are long and the work arduous, but soon and exciting new world opens up to her. There are fine clothes and servants - and, to Tessia's delight - regular trips to the great city of Imardin.However, Tessia is about to discover that her magical gifts bring with them a great deal of responsibility. For a storm is approaching that threatens to tear her world apart.