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The Last Shepherd


Wilbur Smith - 2018
    Political turmoil during the life of Jesus affected his ministry and caused him deep concern that he was not reaching the people with God’s message of love. Leaders in Palestine had been corrupted with Greek and Roman influence, causing a growing divide between the rich and the poor. Pharisees were fighting the trend by demanding a harsh adherence to Mosaic law laid down in Leviticus, which caused a greater burden on the poor, who could not follow the law of sacrifices for atonement. The people were desperately hoping for the messiah. After Herod Antipas had John the Baptist beheaded, Jesus knew of the real dangers he faced by those in power and by the Pharisees who saw thousands following him as a loss of their influence. After the second year of his ministry, Jesus knew that there were plots to have him killed. As a result, he shifted his ministry into areas away from Galilee and Judea, and he pleaded with people not to call him the messiah, the savior the people had been hoping for. The Last Shepherd is a story of how politics during the life and ministry of Jesus influenced his mission. But the gospels give only two of the events recorded in Luke 13:1–5. This novel records them all.

Bonsai: A beginners guide


Bonsai Empire - 2014
    Our beginners guide contains all the essential information you need in order to succeed. It covers the basic techniques, well illustrated with over a hundred images, and explains everything you need to know in an understandable way. Bonsai Empire is the world's most visited Bonsai website and has provided beginners with quality information for over a decade. We have developed this guide to help you get a taste of this fascinating and living art, and hope you'll enjoy it as much as we do! This book includes: - Over 100 stunning images - Over 80 pages - Explanations of the basic techniques - Care guides on the 10 most popular tree species - Background on the history, definition and styles Walter Pall: "Now here is the ultimate book to lead beginners. I am happy to have been able to contribute to this" Mauro Stemberger "Very clear" and "With great quality drawings and pics"

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.

Basic Roleplaying: The Chaosium RolePlaying system (Basic Roleplaying)


Charlie Krank - 2008
    BASIC ROLEPLAYING is designed to be intuitive and easy to play. While character attributes follow a 3D6 curve, most of the other BASIC ROLEPLAYING mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.

The Alan Wake Files


Clay Steward - 2010
    Clay Steward's gripping journey takes him to a small town in the pacific Northwest where he follows in the tracks of best-selling author Alan Wake and renegade FBI Agent Robert Nightingale. There he travels ever deeper in the woods and ever farther into the heart of darkness to unravel a series of mysterious events that reach hundreds of years into the past and chillingly into the present.

The Black Gate


Michael R. Hicks - 2014
     But Peter Miller, an analyst at the headquarters of the Office of Strategic Services in Washington D.C., learns of a secret Nazi weapons project that may pose a far greater threat: the Black Gate. Sent alone on a perilous mission into the heart of Germany in the guise of an SS officer, Peter discovers that Nazi scientists have recreated an ancient machine that opens a portal to another universe, a gate they believe literally leads to Hell. With the help of Mina Hass, a beautiful woman who is also the lover and confidant of the madman leading the project, Peter must find a way to close the gate forever before the Nazis unwittingly unleash Armageddon…

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.

The Paleblood Hunt


Redgrave
    Redgrave first introduced this document on Reddit and it has since been revised, and finalized. He closely examines the information available to the player in order to build up the hidden story of the game. Both facts and Redgrave's own speculations are provided and a clear distinction is made between the two in order to allow the reader room to disagree with his conclusions and make up their own minds based on the evidence presented.

Once Upon Atari: How I made history by killing an industry


Howard Scott Warshaw - 2020
    

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.

I Want to Thank My Brain for Remembering Me


Jimmy Breslin - 1996
    Two years ago, Breslin was having trouble getting his left eyelid to open and close. This was too peculiar to ignore, so Breslin decided to pay a rare visit to his doctor. As it turned out, the eyelid was a matter of nerves. But extensive testing revealed something unrelated and life-threatening: he had an aneurysm in his brain - a thin, ballooned artery wall that could burst and kill him at any moment unless he opted for a risky surgical procedure. Breslin agreed to the surgery and at age sixty-five, grateful for this miracle (what else could you call it?), began taking stock of his remarkable life.

Howl of the Hearthworld


Aaron Dembski-Bowden - 2015
    Find out how the wolf pack assigned to guard over the most most redoubtable of all the Emperor’s sons, Rogal Dorn, feel about their mission.

Predator: Stalking Shadows


James A. Moore - 2020
    Predator: Stalking Shadows is the bridge between Predator 2 and the current day continuity. U.S. Marine Scott Devlin takes on a new assignment that begins with the clean-up of a Los Angeles combat scene revealing what appears to be alien weapons and tech. His next mission, to an equatorial jungle, seems like an assault on a drug cartel until his team finds human bodies, skinned and suspended from the trees. Justifiably freaked out, Devlin digs deeper and discovers hidden truths, clandestine agencies, savage opponents... and an unexpected ally.

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

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.