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Vampire Storyteller's Handbook
Justin Achilli - 2000
Elders, ancillae, neonates and... others... prowl the nights. Only one individual knows all the secrets of the World of darkness. And They Must All Be Told The role of the Storyteller is a daunting one, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes a myriad of information, including enigmas best left out of players' hands, to create stories and populate the casts of epic tales. The Vampire Storytellers Handbook revised edition leaves no stone unturned - except those that hide secrets no mortal should know. Vampire Storytellers Handbook includes systems for rare bloodlines, Disciplines and elder vampires* Presents a Vampire FAQ, details for the True Hand, crossovers with other World of Darkness games and other secrets of storytelling* Outlines suggestions for alternate character creatio, historical settings and chronicle creation.
The Collected Stories of H. P. Lovecraft
H.P. Lovecraft - 2011
P. Lovecraft's stories includes 52 short stories and novellas all in one Kindle book. This edition has a fully linked active Table of Contents, with date written for each story and novella on the title pages. Table of ContentsThe Alchemist (1916)The Beast in the Cave (1918)Beyond the Wall of Sleep (1919)Dagon (1919)Memory (1919)The Picture in the House (1919)The White Ship (1919)The Cats of Ulthar (1920)The Doom That Came to Sarnath (1920)Nyarlathotep (1920)Polaris (1920)The Statement of Randolph Carter (1920)The Street (1920)Ex Oblivione (1921)Facts Concerning the Late Arthur Jermyn and His Family (1921)The Nameless City (1921)The Terrible Old Man (1921)The Tree (1921)Celephais (1922)The Music of Erich Zann (1922)The Tomb (1922)Hypnos (1923)The Lurking Fear (1923)I. The Shadow On The ChimneyII. A Passer In The StormIII. What The Red Glare MeantIV. The Horror In The EyesWhat the Moon Brings (1923)In the Vault (1925)He (Weird Tales, 1926)The Moon-Bog (Weird Tales, 1926)The Colour Out of Space (1927)The Horror at Red Hook (Weird Tales, 1927)Pickman's Model (Weird Tales, 1927)Cool Air (1928)The Call of Cthulhu (Weird Tales, 1928)I. The Horror In ClayII. The Tale of Inspector LegrasseIII. The Madness from the SeaThe Dunwich Horror (Weird Tales 1929)The Silver Key (Weird Tales, 1929)The Strange High House in the Mist (Weird Tales, 1931)The Whisperer in the Darkness (Weird Tales, 1931)The Other Gods (1933)The Dreams in the Witch House (Weird Tales, 1933)From Beyond (1934)The Quest of Iranon (1935)The Haunter of the Dark (Weird Tales, 1936)The Shadow out of Time (Astonishing Stories, 1936)The Shunned House (Weird Tales, 1937)The Thing on the Doorstep (Weird Tales, 1937)Azathoth (1938)The Book (1938)The Descendant (1938)The Evil Clergyman (Weird Tales, 1939)The Case of Charles Dexter Ward (Weird Tales, 1941)I. A Result and a PrologueII. An Antecedent and a HorrorIII. A Search and an EvocationIV. A Mutation and a MadnessV. A Nightmare and a CataclysmThe Shadow over Innsmouth (Weird Tales, 1942)The Dream-Quest of Unknown Kadath (The Arkham Sampler, 1948)
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.
Sakura: Intellectual Property
Zachary Hill - 2019
It’s the best possible memorial for Zachary Hill and everything he thought was awesome. Tracy and Genesse did a fantastic job finishing this excellent book filled with samurai robots, evil megacorporations, jetpacks, espionage, hacker battles, anime fights, cyber nukes, bullet bikes—all with a badass, headbanging, horn-throwing, stage-diving soundtrack, blessed by the goddess of heavy metal herself. I loved it.”—Larry Correia, NYT bestselling author of HOUSE OF ASSASSINS “A hard-rocking literary mosh pit about a heavy-metal android who becomes both the hero and villain of a brutal cyberpunk thriller. Sakura is loaded with more computers, guns, music, and hard-edged futurism than any five other books working together, and it gives you both barrels straight to the face. STOP HOGGING ALL THE AWESOME, SAKURA; LET THE REST OF US HAVE SOME.”—Dan Wells, NYT bestselling author of BLUESCREEN “Sakura: Intellectual Property lands like a power chord from a world-class rock opera. From the first chapter, we are card-carrying members of the Sakura fan club. The story is tighter than a lead guitarist’s E string and twice as resonant. Any fan of outstanding science fiction will be rocked. Just press ‘play’ on Sakura.”—Michael Darling, #1 Amazon Bestselling Author of GOT LUCK“ Sakura is a myth-tinted, hard-rock Japanese cyberpunk thriller that starts with a bang and gets louder. Full of mystery, mayhem, guitars, and swagger, recommended for readers who like THINGS THAT ARE AWESOME.”—D.J. Butler, author of WITCHY EYE “Heavy metal with hints of Ghost in the Shell, Do Androids Dream of Electric Sheep?, and the Illuminati. It’s a super fun ride.”—Joe Monson, coeditor of TRACE THE STARS “A cybernetic tour de force starring a plucky heavy-metal heroine—in which we find out if music really can save us all.”—Julie Frost, award-winning author of the PACK DYNAMICS series "A stunning book, and not only because of its fast-paced, action-driven story, thrilling plot twists, gorgeous illustrations, and meticulously crafted playlists that engage the readers’ senses in ways other books never could. What makes this volume so exceptional is its capacity to make the readers interrogate both their own humanity and the personhood of others, to delve deep into the different and surprising aspects of being human and experience the wide spectrum of ways in which we show up in the world: imperfect, flawed, and broken, yes, but also brave, glorious, and alive in more ways than one. This work teaches us that the soul is never lost but may be hiding in the most unexpected of places, patiently waiting to be rediscovered and recognized for what it is: a “spiritual electricity,” as Rilke describes it. This is a book not to be missed.——Dr. Masha Shukovich, multiple award winning author “A high-octane story, fueled by rocket-grade heavy metal. Sakura: Intellectual Property tells a high-tech tale of intrigue, action, and rock and roll. The main character, an android/rock star/Manchurian candidate, is written in vivid 3-D. This book is a page-turner from beginning to end. It reads like a full-stack Marshall amplifier. If I could, I would plug my guitar right into this book and shake down the rafters.” —Craig Nybo, author, musician, and creator of CHOPS: THE OFFICIAL GUIDEBOOK TO AN ALTERNATE ROCK AND ROLL UNIVERSE SAKURA is the most famous android rock star of all time.
The Defenders and Three Others
Philip K. Dick - 1950
Dick! Here are "The Defenders," in which mankind has taken refuge beneath the Earth's surface, leaving all-out war to robots ... "Beyond Lies the Wub," in which a highly philosophical Martian creature finds itself on the wrong end of the dinner table ... "The Crystal Crypt," in which the last Terran ship from Mars finds terrorists aboard ... and "Beyond the Door," a most unusual story in which an abusive husband ends up with more than he bargains for!
Agent of the Imperium: A Story of the Traveller Universe
Marc W. Miller - 2015
In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. He died centuries ago, but they re-activate his recorded personality whenever a new threat appears. When the crisis is over, they expect he will meekly return to oblivion. He has other ideas. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. If you know the Traveller science-fiction role-playing game, then some of this is already familiar; if not, no matter; this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.
Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons
Michael Witwer - 2015
Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
Player's Handbook
James Wyatt - 2014
It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?
Typhon Pact: The Khitomer Accords Saga: Plagues of Night, Raise the Dawn, and Brinkmanship
David R. George III - 2012
For almost three years, the Federation and the Klingon Empire, allied under the Khitomer Accords, have contended with the nascent coalition on a predominantly cold-war footing. But as Starfleet rebuilds itself, factions within the Typhon Pact grow restive, concerned about their own inability to develop a quantum slipstream drive to match that of the Federation. Will leaders such as UFP President Bacco and RSE Praetor Kamemor bring about a lasting peace across the Alpha and Beta Quadrants, or will the cold war between the two alliances deepen, and perhaps even lead to an all-out shooting war?
Raise the Dawn
After the disastrous events in the Bajoran system, Captain Benjamin Sisko must confront the consequences of the recent choices he has made in his life. At the same time, the United Federation of Planets and its Khitomer Accords allies have come to the brink of war with the Typhon Pact. While factions within the Pact unsuccessfully used the recent gestures of goodwill—the opening of borders and a joint Federation-Romulan exploratory mission—to develop quantum-slipstream drive, they have not given up their goals. Employing a broad range of assets, from Romulus to Cardassia, from Ab-Tzenketh to Bajor, they embark on a dangerous new plan to acquire the technology they need to take control of the Alpha and Beta Quadrants. While UFP President Bacco and Romulan Praetor Kamemor work feverishly to reestablish peace, Captains Sisko, Jean-Luc Picard, and Ro Laren stand on the front lines of the conflict...even as a new danger threatens the Bajoran wormhole as it once more becomes a flashpoint of galactic history.
Brinkmanship
The Venette Convention has always remained independent, but it is about to become the flashpoint for a tense military standoff between the two power blocs now dominating interstellar space—the United Federation of Planets and the recently formed Typhon Pact. The Venetan government turns to the Typhon Pact’s Tzenkethi Coalition for protection in the new order, and has agreed to allow three of their supply bases for Tzenkethi use. But these bases—if militarized—would put Tzenkethi weapons unacceptably close to Federation, Cardassian, and Ferengi space. While Captain Ezri Dax and the crew of the U.S.S. Aventine are sent to investigate exactly what is happening at one of the Venette bases, Captain Jean-Luc Picard and the U.S.S. Enterprise are assigned to a diplomatic mission sent to the Venette homeworld in order to broker a mutually acceptable resolution. But the Cardassian delegates don’t seem particularly keen on using diplomacy to resolve the situation, which soon spirals out of control toward all-out war. . .
Pathfinder Roleplaying Game: Advanced Player's Guide
Jason BulmahnSean K. Reynolds - 2010
Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 336-page Pathfinder RPG Advanced Player's Guide includes:- Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch.- More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell.- Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger- Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle.- A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards.- New prestige classes like the Master Chymist and the Battle Herald.... and much, much more!Cover art by Wayne Reynolds
Pathfinder Roleplaying Game: Ultimate Equipment
Jason BulmahnBrian J. Cortijo - 2012
Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder RPG Ultimate Equipment includes:- Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.- Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.- A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.- An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.- New alchemical weapons, tools, and poisons.- Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.- Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.... and much, much more!Cover art by Wayne Reynolds
Dark Heresy RPG: Core Rulebook
Owen Barnes - 2008
You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos. You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia The Dark Heresy core rulebook contains everything you need to start your roleplaying adventure in the Warhammer 40,000 universe.
Innocence
Dean Koontz - 2013
She dwells in seclusion, a fugitive from enemies who will do her harm if she is ever found. But the bond between them runs deeper than the tragedies that have scarred their lives. Something more than chance—and nothing less than destiny—has brought them together in a world whose hour of reckoning is fast approaching.
EVE: Source
Ccp Games - 2014
* A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!