Book picks similar to
Spider-Man 2: The Game Official Strategy Guide by Doug Walsh
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gaming
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GURPS Cyperpunk: High-Tech Low-Life Roleplaying
Lloyd Blankenship - 1990
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age
Rifts Sourcebook 2: The Mechanoids
Kevin Siembieda - 1992
Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages
Vornheim
Zak S. - 2011
Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.
Classic Battletech: Total Warfare
Randall N. Bills - 2006
As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact
How to Use the Science of Mind: Principle in Practice
Ernest Shurtleff Holmes - 1984
God is not far away, but is within ourselves, other people, and everywhere present. Why then, do we fall prey to unwanted conditions - illness, financial lack, relationship difficulties, loneliness and problems of every kind? Written as a manual for the practical applications of the principles set forth in The Science of Mind, this book takes the original philosophy of "change your thinking, change your life," and explains a clear and definite scientific method of prayer that can help you overcome life's obstacles.
The Madness Within
Steve Lyons - 2011
Their only hope remains with a Librarian on the edge of sanity, a potentially tainted Astartes who they are forced to trust. His psychic abilities can lead them to the daemon, where Estabann and Cordoba can avenge their brothers’ deaths. But is the greatest threat a foul denizen of the warp, or the power contained within a psyker’s mind?
Hacks for Minecrafters: Command Blocks: The Unofficial Guide to Tips and Tricks That Other Guides Won't Teach You
Megan Miller - 2015
As well as clearly explaining the commands and how to use them, this book has tons of fun tricks and projects for making your own custom maps and mini-games. Other tips cover:Giving and getting lootPutting any enchantment on a weaponCustomizing villagersSupercharging mobs with data tagsCreating a massive fireworks displayCombining command blocks to make programsPacked with expert tips, cheats, and hacks on command blocks, including a reference to commands, and block, item, and entity IDs, and exactly how you use them, and with over one hundred screenshots, Hacks for Minecrafters: Command Blocks shows exactly how the experts wield command blocks and make fun modifications to the Minecraft world.
The Year's Top Hard Science Fiction Stories
Allan KasterCraig DeLancey - 2017
In “Vortex,” by Gregory Benford, astronauts find a once thriving microbial lifeform that carpets the caves of Mars dying off. A code monkey tracks down the vain creator of a pernicious software virus that people jack cerebrally in “RedKing,” by Craig DeLancey. In “Number Nine Moon,” by Alex Irvine, illicit scavengers on Mars are on a rescue mission to save themselves after one of their team members dies. A young girl’s thirst for vengeance becomes a struggle for survival when she is swallowed by a gigantic sea creature on an alien planet in “Of the Beast in the Belly,” by C.W. Johnson. In “The Seventh Gamer,” by Gwyneth Jones, a writer immerses herself into a MMORPG community to search for characters being played by real aliens from other worlds. A woman armed with a rifle stalks a herd of cloned wooly mammoths in British Columbia in “Chasing Ivory,” by Ted Kosmatka. In “Fieldwork,” by Shariann Lewitt, a volcanologist struggles with her research on Europa where both her mother and grandmother suffered dire consequences. A daughter pays homage to her mother with mega-engineering projects to deal with climate change over eons in “Seven Birthdays,” by Ken Liu. In “The Visitor from Taured,” by Ian R. MacLeod, a cosmologist in the near future is obsessed with proving his theory of multiverses. The citizens of a small town on a “Jackaroo” planet object to a corporation placing a radio telescope near local alien artifacts in “Something Happened Here, But We’re Not Quite Sure What It Was,” by Paul McAuley. And finally, in “Sixteen Questions for Kamala Chatterjee,” by Alastair Reynolds, a graduate student defends her dissertation on a solar anomaly that threatens humanity.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
Whale Hunt in the Desert: Secrets of a Vegas Superhost
Deke Castleman - 2004
This definitive exposé reveals the shrouded world of ultra-high rollers and the Faustian pacts they forge with their hosts, the casino representatives whose job it is to part them from their fortunes. Private jets, penthouses, personal chefs, show-up money, rebates on losses, and the most beautiful women on Earth—nothing is too excessive. Whale Hunt in the Desert is the only book ever to examine the lifestyles and motivations of this rarest of breeds, as well as the highly guarded inner workings of the most money-oriented culture known to man.
The Lost Pathfinder
Dave Gross - 2010
But when a job gone wrong puts a price on Varian's head, can Radovan hunt down the assassin and save his boss from their enemies—and himself—before it's too late?From fan-favorite author Dave Gross, author of the Pathfinder Tales novel Prince of Wolves, comes a rollicking urban adventure story set in the award-winning world of the Pathfinder campaign setting. Though this short story stands on its own, the further adventures of Radovan and Jeggare can be found in the novel Prince of Wolves, which begins shortly after this story ends.
Warhammer 40,000: Rulebook
Adam Troke - 2012
No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Battletech: Technical Readout 3050. Revised Edition.
Andrew Keith - 1994
It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.