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Deadlands Noir Companion by Kenneth Hite


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Deadlands Reloaded (Savage Worlds; S2P10200)


Shane Lacy Hensley - 2006
    The guns of the Civil War are silent thanks to a tense cease fire between North and South. California is shattered by the Great Quake of '68, a new superfuel called ghost rock is revealed in the flooded channels and buried in the cliff faces that loom above. Powerful Rail Barons strive to be the first to complete a transcontinental railroad, and the Great Rail Wars exact a bloody toll on an American frontier divided between not only the Union and Confederacy, but the Sioux Nation, the Mormon state of Deseret, and the Independent Commonwealth of California. Amid the chaos, fortunes can be made by those bold enough to make their way West. These brave souls have more than plain old human violence to contend with. Something's going on in the West, something downright nasty. Fear stalks the land like a hungry beast, and abominations from man's myths and nightmares haunt the High Plains. Legends tell of ancient and powerful beings that thrive on the fear created by these horrific creatures. All around, the night grows darker and the shadows grow longer as evil twists the land. Arrayed against the forces of darkness are the heroes of the Weird West: Grim gunslingers, spell slinging hucksters, brilliant mad scientists, and wizened Indian shamans stake their souls and fortunes on the battle against the evils of the frontier, and often lay down their very lives for the cause of righteousness and light. And sometimes, death is not the end. Back in the Saddle! Deadlands: The Weird West returns, with the popular Savage Worlds game engine under the hood. Within these pages, you'll find all the rules you need to build a posse of heroes, and all the dirt the Marshal (that's the game master, partner) needs to bury 'em. We've also got a whirlwind tour of the Weird West, complete with a whole passel of nasty varmints and critters to vex adventurous souls. If your posse's the ambitious t

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Surveyor: Book 1 in the Corps of Discovery Series


James S. Peet - 2017
    EXPERIENCE ADVENTURE IN FARAWAY LANDS On worlds where humans never evolved, one organization exists for the sole purpose of exploration – the Corps of Discovery. Using technology to open gateways to parallel Earths, the Corps sends teams out to explore alternate timelines for settlement by Earth’s burgeoning population. Not everyone wants to see new worlds explored, though. The Gaia Liberation Front, a shadowy terrorist organization is bent on stopping humans from expanding into “unsullied worlds.” Bill Clark joins the Corps for adventure, independence from Earth’s ever-growing security state, and to explore new planets. He soon finds himself exploring new worlds with Meri Lewis, daughter of the Corps’ Commandant. Unaware of the GLF’s plans to shut down the gates, Bill and Meri soon learn that adventure means someone else in danger in a faraway land, and they’re definitely on an adventure.

SHARK AMONG THE MINNOWS: BOOK ONE OF THE HUNTER/KILLER SERIES (HUNTER/KILLER SERIES OF THE FIGHTING TOMCATS 1)


M.L. Maki - 2019
    He, and the 128 men on board, depart their home port of Pearl Harbor, Hawaii, on a six-month deployment as part of the USS Carl Vinson battlegroup. The San Francisco, SSN-711, is the state-of-the-art in submarine technology of the U.S. Navy. The Akula class submarine Kasholot, K-322, is the state-of-the-art submarine of the Russian Navy. These two ships, commanded by very different men, are destined to hunt each other in the Cold War game until a science experiment gone wrong takes them back in time to December 19, 1941, and the beginning of World War II.

Truman's War: Vol. Two: The World in Flames Trilogy


Jack Strain - 2015
    Stalin’s War told the story of the build up to war, and now Truman’s War tells the story of two superpowers at war in the devastated landscape of post-war Germany that soon spreads across the globe. The drama opens with a massive series of attacks across a four hundred mile front as Marshal Zhukov’s powerful Red Army launches Operation Stalin’s Revenge against the ill-prepared Allied armies. The American and British armies having never faced such a powerful foe are sent reeling back from the opening attacks as entire units are soon overwhelmed by the advancing Soviet forces. The relatively untried American President is forced to grapple with the realization that the United States is threatened with its most deadly enemy in its history and a choice must be made…fight or retreat across the Atlantic in disgrace. Will President Truman rise to the occasion or instead falter and fail to live up to the exalted legacy of his predecessor. Massive battles in the air, land, and sea break out as Allied forces strike back but at an appalling cost. Massive pitched battles from Hamburg to Pilsen try to stem the Soviet onslaught, but victorious Soviet tanks push hard for the Rhine to secure a swift victory ever mindful they are up against the clock trying to win before American atomic arms can be brought to bear. Heroes emerge while others fall in disgrace unable to stand up to a new type of war, a total war unlike any the Allied armies ever thought possible. Truman’s War tells the story through the lives and actions of numerous historical figures from Truman, Churchill, Eisenhower, Patton, Montgomery, Bradley and countless others while also focusing on the great Soviets figures of the era, Stalin, Zhukov, Khrushchev, Rokossovsky, Chuikov, and others. Plus, numerous lesser known historical figures play their parts and fictional characters are also introduced to play important roles in the drama that plays out page-by-page until we reach the stunning conclusion setting up the third and final volume of the World in Flames trilogy.

Rifts Conversion Book 1


Kevin Siembieda - 1991
    RPG Book

Yesterdays War


Gerald Hall - 2017
    When one of his research projects opened a portal into Earth’s past, he had no idea that he would be using it less than a day later to escape a world doomed by a cataclysmic nuclear war. Now, James has had to assume a new identity on an Earth nearly a hundred years before he was even born. His quest is to somehow try to change history and prevent the devastating future war that only happened yesterday for him.

The Hunt for The Red Cardinal


Bradley H. Sinor - 2018
    But the down-timers have too. Cardinal Richelieu cannot decide whether he likes Charleton Heston or Tim Curry better as Cardinal Richelieu. So, when the King is murdered on the way to see his unborn son, and the Cardinal is gravely wounded, who else would the Cardinal’s friends call on but D’Artagnan and the Three Musketeers! The dynamic foursome is charged with saving the Cardinal and getting him out of the reach of evil King Gaston. Even the Cardinal’s robe gets its share of adventures! Will D’Artagnan and his three friends win out and save the Cardinal?

Troika! Numinous Edition


Daniel Sell - 2016
    Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!Inside the book you will find; a full automated character creation system that generates exciting starting points for players to build upon; weighty lists of spells and enemies to encounter; a baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations.Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter

Another Rainy Night


Patrick Goodman - 2013
    Every day blood is spilled. Every place that rain falls, it washes away some of the red that stains the streets.Eliminating every killer in the Sixth World is as impossible as drying up every raindrop in a storm, but Thomas McAllister doesn’t want to get rid of all of them. Just one. He’s been on this killer’s trail for a while, and he knows he’s getting closer. The only question is if he’ll be able to handle getting as close as he’s about to be, or if his blood will join the stream that regularly flows into the gutters of the sprawls.

Repulse: Europe at War 2062-2064


Chris James - 2016
    The climactic engagement of this war, Operation Repulse, took place from August 2063 to February 2064, and was the most significant clash of arms on European soil in four hundred years.

MacArthur's Luck: The race for Berlin is on! (The Fortunes of War)


Steven H. Newton - 2017
    His successor as US Army Chief of Staff, General Douglas MacArthur, flies halfway around the world to butt heads with Josef Stalin and change history.When MacArthur relieves General Dwight D. Eisenhower from command in Europe, the Anglo-Allied advance devolves into a free-for-all as competing armies race for Berlin, and the changes echo across the globe. Here are just a few of the highlights from MacArthur’s Luck:Captain Jackie Robinson leads an armored task force across the Rhine. ...Major Barry Goldwater fire-bombs Tokyo. ...Commander Robert Heinlein struggles to save his wounded ship from kamikazes off Okinawa. ...Field Marshals Georgi Zhukov and Ivan Konev clash on the road to Berlin. ...SS-Obergruppenfuehrer Karl Wolff dares everything to negotiate a separate surrender to the Americans. ...Populated by a cast of realistic characters who will take you inside the American, German, Soviet, and Japanese military machines, and meticulously researched by a well-known military historian, MacArthur’s Luck opens The Fortunes of War series, exploring a world both tantalizingly like our own, but also dramatically different.Half the fun is figuring out what’s real, and what’s not.

Star Wars: Force and Destiny Roleplaying Game Core Rulebook


Max Brooke - 2015
    Whatever your path, the Force and Destiny Core Rulebook contains all the information players and Game Masters need to launch a roleplaying campaign set in the Star Wars® universe.The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.The Force and Destiny Core Rulebook features:An introduction to roleplaying in the Star Wars universeClear and concise rules for skill checks, combat, and using the ForceSix careers, eight species, and eighteen specializations for Force-sensitive charactersDetailed background information on galactic geography, politics, and the Jedi and Sith ordersDescriptions and data for numerous starships, vehicles, weapons and other gearA catalogue of NPC adversaries to thwart players during your campaignA complete introductory adventure, Lessons from the PastHelpful advice for GMs about running games of Force and Destiny

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

Incandescent Guardians (Mythic, #1)


D.R. Rosier - 2020
    A magician to the world at large, wielding the powers of magic, only not. That’s just a part of his cover, and a clever use of his true power.His alter ego is Bob Williams who is a powerful telekinetic that works in the civilian business world, no one knows that he’s truly the infamous Mythic, and keeping the streets of Chicago safe from monsters with powers. Supervillains.He isn’t the only superhero vigilante. With the end of the MTF, heroes were back on the streets, but the rules had changed again. Lawful heroes had to by law, reveal who they were, take off the mask. That was something he and the others he fought alongside of simply could not do. Not when they had families vulnerable to any psychotic supervillain bent on revenge for past slights.Things are about to get a lot more complicated for Bob, as he teams up with two of the other vigilantes, Lady Lightning and Elegant Prodigy. Will they be able to keep their secrets from each other?After all, the government had mind reader supers, it wasn’t safe for even allies to know the true identity of a vigilante, lest they all be caught when one was. Join Bob as he fights to protect Chicago, and the surprises in store for him.Content Warning: Not suitable for children. This is a Superhero Harem story with explicitly mature scenes between a man and a woman, and other mature content. This first book has no harem action, but plenty of explicit sex, and the harem aspects will come in book two and three. You have been warned.