Resurrection


Scott Nicholson - 2018
     A researcher studying the virus suffers a fever and launches into a bloody killing spree that ends with two police officers dead. A second researcher, Dr. Meg Perriman, has just flown home for the Easter holiday with her family in North Carolina, unknowingly carrying the virus. Within days, the infection spreads across the planet, sparking martial law, chaos, and widespread slaughter as many of the infected turn into flesh-eating zombies. Meg and a few others appear to be immune, however, and the survivors gather in a megachurch called Promiseland that the U.S. government has established as an emergency shelter. The Rev. Cameron Ingram, a charismatic televangelist the president has appointed as the “zombie czar,” believes the catastrophe is a sign of the Biblical apocalypse. When a rash of natural disasters accompany the outbreak and civilization breaks down, people turn to Ingram for salvation in the face of fear and despair. But Meg and her group of friends soon discover Ingram is not what he appears, and they are caught between the devil and the living dead.

Age of Rebellion Roleplaying Game Core Rulebook


Jay Little - 2014
    Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!

Solar Winter (Survival EMP Book 2)


Rob Lopez - 2018
    Rick’s family and friends face a bleak future. Winter’s coming, and with it the greatest test they’ve ever had to face together. With no supplies, and nowhere safe to bug out to, they’re starting from zero. Forgotten skills have to be relearned, and improvised solutions are needed just to stay alive. But time is running out. With each passing week come troubling signs of a more immediate threat than hunger. Dangerous foes lurk nearby, and Rick’s tiny group cannot stay hidden forever. Ready or not, the time will come when they have to fight. Or be annihilated. Solar Winter is Book 2 of an EMP, post-apocalyptic series about family survival and the challenges it entails. Contains moderate language and graphic action scenes.

The Days That Remain


Wayne Wightman - 2014
    Forests and cities have burned, rainfall is erratic, and shortages occur everywhere. Then it gets worse. In just one day, Allen's life turns upside down and everyone and everything is taken away from him, except for his dog. In his trek across an abandoned America to a place of refuge, he meets murderers and heroes, travels through empty cities and blackened forests, and crosses paths with the shadowy 404 group. In a world without the restraints of society, where people can be what they want to be, he meets the vicious, the peculiar, and the strangely beautiful--and his life changes. The Days That Remain is about surviving in a world too new to have an instruction book, where instant decisions can have life or death consequences. It is about the world we may leave to our children. 112,000 words. About Wayne Wightman's Fiction: John Brunner, the legend himself: “Wayne Wightman is agreeable company, both in person and via the printed page. As to the former, I’m afraid you will have to wait the chance to make his acquaintance…. As to the latter, however, now’s your chance.” Orson Scott Card, Hugo and Nebula winner: “[Wayne Wightman is] …one of the names I[‘ve] learned to look for…. He…is a romantic whose stories confess his belief that individuals can be larger than life, that their decisions can change the world around them.” Best Story of the Year 2011 awarded to Wayne Wightman's “Brutal Interlude” by Orson Scott Card's online magazine The Intergalactic Medicine Show. Richard Paul Russo, Philip K. Dick Award winner: “One of Wightman’s great strengths is his willingness to go to the edge. He pulls no punches, whether the story is serious or violent or manic. You can count on him to take you places other writers shy away from.” Lewis Shiner, writer par excellence and editor: “Wayne Wightman… has produced an impressive series of connected stories… full of manic energy, rich in colors and emotions.” Ed Ferman, editor of The Magazine of Fantasy and Science Fiction: “He writes top quality sf and fantasy, humor and horror, and he never forgets to tell a compelling tale.”

The Living Will Envy The Dead


Christopher G. Nuttall - 2012
    Unfortunately for Ed’s retirement plans, the long-feared war with Russia turns nuclear and the United States comes under nuclear attack. Trapped in the post-nuclear world, Ed and his town must struggle to survive, facing refugees, bandits, religious fanatics and hard decisions to ensure that some remnant of the United States remains intact…

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

Bad Times Coming


Jerry D. Young - 2012
    YOUNG ROGER KNEW WHAT IT WAS LIKE TO SCRAPE BY. Things had been lean for quite a while and he had been forced to sell off a lot of his family’s things to make ends meet. He even came close to having to sell the land that had been in his family for three generations but fortunately was able to avoid that. Now finally with steady work coming in, he was getting back on his feet and slowly but surely rebuilding his family’s finances. He felt that by living simply and working hard they could position themselves to live a self-sufficient life on the old property and for once, it seemed that his timing couldn’t have been better. There were bad times coming and he would need every bit of time he could get to prepare for what was ahead. ABOUT AUTHOR JERRY D. YOUNG Author Jerry D. Young has been a fixture in the survival and prepping communities for more than twenty years. The author of more than 100 novels and short stories, Jerry’s writing has been a staple for men and women of all ages and from all walks of life that are interested in prepping, survival, and all-around self-sufficiency. Jerry’s books are written with the goal of educating as well as entertaining and generally enjoyed by all who seek to expand their knowledge of prepping and survival topics while enjoying a good book or short story. As daunting as the end of the world, nuclear fallout, World War III, Civil unrest, economic collapse, solar flares, EMP attacks, and other apocalyptic scenarios may be, society has always been interested in the “What If?” of a Post-Apocalyptic World. Jerry’s stories provide interesting and practical perspectives of heroes and villains navigating Post-Apocalyptic scenarios including everything from Mad Max type of events to more relevant plot lines that seem as if they could have come from the headlines of the modern world. Find more about Jerry D. Young at www.CreativeTexts.com.

Rules Compendium: A Game Reference for All Players (4th Edition D&D)


James Wyatt - 2010
    This handy and comprehensive Dungeons and Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons and Dragons Fantasy Roleplaying Game. In addition to providing an overview of the game and how it is played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.

Clanbook: Nosferatu


Robert Hatch - 1995
    But what are they plotting in their dark caverns? What schemes are brewing in the nether regions of the night? The Nosferatu watch everyone else, but who watches them?Clanbook: Nosferatu includes:* The history of the clan and its true role in the upheavals of the undead;* 10 sample characters suitable for players and Storytellers; and* the horrfying details of the Nosferatu kingdoms under every city.

The Country Saga Boxed Set


David Estes - 2015
    In a changed world where the sky bleeds red, winter is hotter than hell and full of sandstorms, and summer's even hotter with raging fires that roam the desert-like country, the Heaters manage to survive, barely. Due to toxic air, life expectancies are so low the only way the tribe can survive is by forcing women to procreate when they turn sixteen and every three years thereafter. It is their duty as Bearers. Fifteen-year-old Siena is a Youngling, soon to be a Bearer, when she starts hearing rumors of another tribe of all women, called the Wild Ones. They are known to kidnap Youngling girls before the Call, the ceremony in which Bearers are given a husband with whom to bear children with. As the desert sands run out on her life's hourglass, Siena must uncover the truth about the Wild Ones while untangling the web of lies and deceit her father has masterfully spun.

Driver 8: A Post-Apocalyptic Novel


G. Michael Hopf - 2017
    Out of the ashes, small pockets of survivors banded together to forge new societies in the few areas not ravaged by the nuclear holocaust. One community has not only risen but thrived. Known as The Collective, they pride themselves on an orderly system of government with a functioning infrastructure. The citizenry owe their success to their founder The Number One, who presides over them with an iron fist. Life in The Collective centers on contribution and purpose. All are assigned responsibilities and if one cannot fulfill them, they are cast out. The most coveted but dangerous responsibility is that of a driver. Drivers ride the lonely and barren roads scavenging and exploring the outer reaches. Over the years only one has emerged as a legend and his name is Driver 8.

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.

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

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 fly—two 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 campaign—or high-powered players—you want GURPS Powers!