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Jade Colossus: Ruins of the Prior Worlds by Bruce R. Cordell
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Commencement Speech To His Nephew's Graduating Class: May 30, 2008, Nice France
Mitch Albom - 2008
On a Friday afternoon, in a small auditorium far from home, Albom created a memorable testament to what we know and what we need to learn. In his passionate, touching and frequently funny address, he warned the class of 2008 of the many things they should watch out for in life, from sushi at airports to religions that advertise in the back of magazines. But he also cautioned them to avoid feeling so special that it led to a superiority complex, and to be wary of speed, which he called "the enemy of your generation." Full of insight and sage humor, Albom's speech is an inspiring call to action that will appeal to people of all ages. Albom will donate all proceeds from the sale of this speech to S.A.Y. Detroit, a non-profit charity he founded which distributes money to homeless shelters in Detroit for brick-and-mortar projects specifically designed to help those most in need.
Rifts Ultimate Edition
David MartinFreddie E. Williams II - 2005
There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
Marvel Heroic Roleplaying Basic Game
Cam Banks - 2012
It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!
Frostgrave: Fantasy Wargames in the Frozen City
Joseph A. McCullough - 2015
Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.
Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter Set
James Wyatt - 2010
Learning the game has never been so easy! Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3. Game components: • 32-page book for players, with rules for character creation and a solo adventure• 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content• 2 sheets of die-cut tokens for characters and monsters• Cardstock character sheets and power cards• Double-sided dungeon map• 6 polyhedral dice
Veins of the Earth
Patrick Stuart - 2017
Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.
Savannah Martin Mysteries Boxed Set 4-6
Jenna Bennett - 2014
But when her perfect husband turns out to be a lying, cheating slimeball - and bad in bed to boot - Savannah kicks the jerk to the curb and embarks on life on her own terms. With a new apartment, a new career, and a brand new outlook on life, she's all set to take the world by storm. If only the world would stop throwing her curveballs... CLOSE TO HOME - book #4 Savannah's late. The kind of late that comes with midnight feedings and the pitter-patter of little feet. And while it's a circumstance that should make everyone happy - now she can finally settle down and marry Todd Satterfield, the way everyone's been hoping and praying! - it isn't Todd's baby. And Rafe, whose baby it is, didn't sign on for fatherhood. Add in the murder of Savannah's sister-in-law Sheila, the trial of Sheila's friend Marley, and the disappearance of Rafe's twelve year old son David - the kid he never knew he had! - and things get complicated fast. And there is worse to come: When Rafe comes back to Nashville to help look for David, and learns that Savannah's pregnant, things do not work out the way Savannah had hoped. In the end, she's left with nothing she wanted and a whole lot of trouble she didn't, and for once, Rafe's not there to save the day. A DONE DEAL - book #5 Silver bells, silver bells... It's Christmas time in Nashville, and all Savannah wants to unwrap on Christmas morning is Rafe Collier. Unfortunately, things don't look so good. He's back in town, but not alone: on his arm is a stunning brunette, just the kind of woman Savannah always suspected was his type. When Alexandra Puckett asks her help in figuring out a way to stop Maybelle Driscoll from marrying Alex's father Steven, Savannah jumps on the chance. It'll give her something to think about other than Rafe and the mysterious Carmen, and anyway, she doesn't like Maybelle much herself. Between investigating Maybelle's past, helping her clients Aislynn and Kylie buy a house, and stalking Carmen and Rafe, Savannah soon has her hands full. And that's before someone starts gunning for her. Suddenly it's not a question of unwrapping anything on Christmas morning anymore; it's a question of whether she'll even survive to see another Christmas. CHANGE OF HEART - book #6 It’s late February, just two months after Savannah Martin and Rafael Collier finally worked things out between them, and Rafe is already sneaking out of bed in the wee hours. Catching fellow realtor Tim Briggs rinsing blood from his hands in the office sink makes for a welcome distraction, and when Tim disappears just as one of his clients is found dead in a nearby park, Savannah throws herself into the investigation with abandon. But even the murder mystery taking place right under her nose can’t completely distract her from worrying about personal problems. Has Rafe changed his mind about their relationship, or is something else going on? And what are the chances of Savannah coming out of this latest debacle with her life – and her heart – intact? *** Contains an excerpt of Savannah Martin Mystery #7, Kickout Clause ***
Limitless, In the Wind, Ruthless
Robert J. Crane - 2016
(Approx. 250,000 words total.) Books included: 1. Limitless 2. In the Wind 3. Ruthless Limitless Two years after the explosive Girl in the Box Series ends, Sienna Nealon is called to London, England, where she is drawn into a murder investigation involving an old friend. Paired up with a young, handsome Detective Inspector, she finds herself in a race against time to unravel the mystery surrounding the murder as victim after victim falls to the careful, clever killer. Soon, Sienna is in a race against time to find the culprit before he sets loose a plan that will show Sienna the limits of her abilities in the most brutal way imaginable. Her death. In the Wind Reed Treston is a man without purpose. His war is over, his friends have left and now he runs a lonely watch with his sister, policing people with powers beyond those of normal humans. When the government intercepts a message that has links to his past, Reed finds himself stirred into action. His path leads him across continents and through countless lies, to a city he has not seen in years – Rome, Italy – and a confrontation with a threat that could destroy a nation. Ruthless When a mission in New York City goes terribly wrong, Sienna Nealon finds herself replaced as head of the government agency in charge of policing people with powers beyond those of a normal human. Marginalized, humiliated, she ponders her place in the world now that her war is over. But it isn't long before another threat rears its ugly head, and Sienna finds herself outmatched and outgunned – against former prisoners bent on executing a scheme which will push Sienna past limits of ruthlessness even she could not imagine. Additional books not included in the set: 4. Grounded 5. Tormented 6. Vengeful 7. Sea Change 8. Painkiller 9. Masks 10. Prisoners (Coming October 11, 2016!)
To Kill a Mocking Bird (A BookCaps Study Guide)
BookCaps - 2011
The perfect companion to Harper Lee's "To Kill a Mockingbird," this study guide contains a chapter by chapter analysis of the book, a summary of the plot, and a guide to major characters and themes.BookCap Study Guides do not contain text from the actual book, and are not meant to be purchased as alternatives to reading the book.
In Search of the Unknown
Mike Carr - 1979
Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
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!
Return of the Eagles
James Follett - 2005
What the British have in store for them and why they were not sent to Canada like all the other prisoners of war is a mystery.
Thirty and a Half Excuses / Falling to Pieces / Twenty Nine and a Half Reasons / Twenty Eight and a Half Wishes
Denise Grover Swank - 1999