Book picks similar to
Battlelords of the Twenty-third Century (Battlelords of the Twenty Third Century) by Lawrence R. Sims
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Cold Trap
Jon Waskan - 2014
Inexplicably, the explorer vanishes, and the object along with him. Nearby, the gears spin on a secret device, setting in motion a chain reaction that could avert a civilization-ending cataclysm. Known only to a select few, the machine must be protected.But watching from the shadows, a brilliant sociopath has plans of his own. . .____________________________________________AboutInspired by Crichton, Asimov, and Brown, “Cold Trap” has intense action, political intrigue, a deep central mystery, and a backdrop of science and high-tech gadgetry, a combination that is sure to resonate with fans of contemporary science fiction and techno-thrillers.____________________________________________ReviewsMelinda Hills for Readers' Favorite (5 Stars)"I really enjoyed the story! ... a well written tale of scientific discovery and political/economic maneuvering for world dominance ... Tremendous creativity and an in-depth look at exo-geology - the study of rocks and deposits on the surface of the moon and other 'space rocks' - create a realistic background for action involving the basic human emotions of love, greed, the desire for knowledge and the hunger for power."
Deathwatch Core Rulebook
Ross Watson - 2010
Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!
Nobody (Aggadeh Chronicles #1)
William D. Richards - 2012
But when a skirmish with pirates grows into something more, he finds himself caught up in a series of escalating events that lead him into the mighty Aggadeh Empire, pursued by a murderous pirate hellbent on revenge and possibly connected to the nobility of the empire, joined by two companions of dubious trustworthiness, and a young dragon focused on obtaining the mindstone in Nem's possession.
Jessica Christ Volume 1: The Early Years
H. Claire Taylor - 2017
Lord help her…
NOTE: This volume contains the first three books of the Jessica Christ series, including ...
Book 1: The BeginningBook 2: And It Was GoodBook 3: It's a Miracle!*Plus* the first chapter of Book 4: Nu Alpha Omega The Beginning Jessica McCloud knows first-hand that it’s tough to fit in when you’re God’s only begotten daughter. While she has the power to smite, and she’s privy to most of the juicy gossip in her West Texas town, nobody is knocking on her door with frankincense and myrrh. The Messiah-in-the-making still has to contend with algebra tests, her first crush, and menstrual cramps with the power to spark lightning storms…As if dealing with her overbearing Father and a scheming preacher wasn’t enough, Jessica must face down the demons that lurk around every corner. No matter what she wants from life, everything seems to lead to a final showdown with the devil. The daughter of God has a choice: face the destiny thrust upon her or find some way to forge her own path…And It Was GoodAs she enters the uncharted territory of high school, Jessica McCloud could use a few more friends who believe in her. Of course, that means something entirely different for the daughter of God. After her two-millennia-dead half-brother visits her in a dream and tells her it’s time for her to stop messing around, Jessica begins the hunt to discover what miracles she can perform. And if one of them happens to win the heart of her long-time crush, Greg, then so be it. But when a reporter with a grudge against God catches wind of her first miracle, Jessica stumbles her way through one scandal after another until she wonders if the world wouldn’t be a much happier place with no miracles at all. It's a Miracle! Miracles happen when you least expect them. And if you’re Jessica McCloud, God’s only begotten daughter, they happen when you least want them. Is an uneventful senior year of high school too much for Jessica to hope for?Yes. Yes it is.Instead of focusing on college applications, Jessica must juggle Jimmy’s newest scheme, Eugene’s latest slander, and a gruesome (unpaid) internship at Midland Memorial Hospital. And just when she’s starting to get the hang of it, a serious PR blunder ignites a firestorm of brand new accusations. It would take nothing short of a miracle for Jessica to come out on top this round, and she isn’t holding her breath…
Pathfinder Roleplaying Game: Ultimate Campaign
Jason BulmahnTim Hitchcock - 2013
As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need!Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on 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 a new era.Pathfinder Roleplaying Game: Ultimate Campaign includes:- A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.- Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!- A complete downtime rules system to flesh out those parts of a PC's life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.- New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.- Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.- Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.... and much, much more!Cover art by Wayne Reynolds
Devotion (Ghost Marines Book 3)
Jonathan P. Brazee - 2019
He never knew how soon he and his fellow Raiders would have to prove themselves on the field of battle. After the failed coup to oust the emperor, the Novacks do not fade quietly into the background. They continue a low-grade insurgency, but in doing so, they open the door to other players that bring the entire empire to the brink of destruction. Sergeant a’Hope Hollow must lead a ragtag group of fellow non-humans in an attempt to avert a catastrophe that can wipe out humans forever. Read DEVOTION now.
The Alorian Wars: Volume I
Drew Avera - 2017
But, as his ship decimates planet after planet, he finds his sympathies swinging toward their defeated enemies. Sergeant Anki Paro, a Luthian Marine, has been anxiously awaiting the call to deploy. As the last line of defense against the crushing Greshian forces, she hopes the time has finally come for her world to stand against tyranny. However, as her society prepares for imminent destruction, questions of misplaced loyalties lead Anki to wonder if the world she is trying to save has any real intentions of surviving. As Brendle's and Anki's worlds collide, they find themselves in an unlikely alliance to try to stop the full might of the Greshian Empire before there's nothing left to fight for.
A stolen ship, a mission on the line, enemies at every turn...
After four months in hiding, Brendle Quin can't delay his mission any longer. His ship, the Replicade, is held together with failing patches, and he needs to make repairs in a port. Unfortunately, the nearest world with proper facilities is situated deep in Greshian-owned enemy territory. The Greshian colony of Farax is a safe hold for piracy in the region, and none is more vile than Crase Tuin, a man known for trafficking people and weapons across the Alorian Galaxy. He has a reputation as the only pirate never to lose a ship--with the exception of the Replicade. When Crase finds the Replicade, he vows to claim the lives of those who stole her. But Brendle won't go down without a fight.
Nothing has stopped the Greshian Empire's expanse, but all hope isn't lost...
The illusion of peace shrouds a hidden darkness. Just as the crew of the Replicade are getting settled on a seemingly tranquil world, they encounter a young girl with special abilities--and she's being hunted by a secret, powerful organization that will stop at nothing to have her. When Anki and Brendle intervene to help the girl, they are caught in the organization's crosshairs. The crew must make a decision: give into the looming threat of the organization, or die fighting to protect her. Meanwhile, Lieutenant Commander Ilium Gyl has taken command of a Greshian scout ship. A breach in protocol raises questions of his loyalty to the Greshian Empire, leading to a power struggle as a rebellion sparks in a distant sector of the Alorian Galaxy. His ambitions may cripple the Greshian Fleet, or he might just be the empire's savior. The Alorian Wars is a space opera series, filled with political intrigue and shrouded in mystery, is sure to please fans of "The Expanse", "Dark Matter", "Firefly", and "Killjoys". Join the war today!
New World (Course of the Worlds Book 2)
J.A. Hawkings - 2015
The adventures that began at the mysterious spaceship on Callisto continue.Fate will determine the destinies of several characters while introducing new ones, carrying the human race towards a troubling reality that seems to lack answers.Course of the Worlds:Book 1 - The Last SpaceshipBook 2 - New WorldBook 3 - Cosmic Destinies
The Werewolf Player's Guide
Justin AchilliEthan Skemp - 1998
Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.
Still Ain't Dead (The Ex Wife Odyssey Book 1)
J.T. Harrington - 2019
He's used to waking up with hangovers that leave most people curled around a toilet. But that all changes after one drunken night of revelry. Instead of a bathroom floor, he wakes up to find he's been dead for 500 years. And if that ain’t enough, the earth he knew is long gone. Zombies, cataclysmically evil robots, and techno-demons seem to be the least of his problems, as they all pale compared to his crazy immortal ex-wife! Disclaimer: Book has graphic violence, adult language and situations. Recommend reading is 18+ A TRUE ADVENTURER by Munch from Royal Road Rory Quinn literally crashes into a post apocalyptic world, divided between local fiefdoms full of terrible, strange, and also just ordinary people. Where most litrpg-esque characters are brainy nerdy types, Rory fits well into the archetype of the accomplished jock. Full of valuable experience in fucking women, beating up scum, and power dynamics. And of course, playing baseball. Watch him as he murderhobos his way across the former southern united states, violently not giving a shit about the lives of slavers, psychos, and loud mothed amoral narcissists and their followers. Walking into legend with a louisville slugger on his shoulder and a big dick swinging between his legs. ACTION, ADVENTURE WITH COMEDIC RELIEF by Wise_Fool from Royal Road TL:DR Why the hell didnt i read this sooner?! Honestly, I cant be bothered to spend the time on a more in-depth review, cause i wanna get back to reading this. Here's the bottom line up front: good action. dark, casual humor. enjoyable. It's written well. The first chapter was a semi-well-used plotline, but it was written well, preventing me from being bored. It was an odd feeling tbh, wanting to get to the story, but enjoying the filler and background. If you dont have a bit of a wild side to you, then you may not enjoy this as much as others, but with all things ymmv. I personally find this to be great.
The Book of Shadows
Phil Brucato - 1994
We move the Wheel of Creation on its forward course and counter those who would freeze the wheel in its tracks."Now if we could only cooperate, we'd be in business!"- Porthos, Drui'shi Master of the Order of HermesMagickal Lore of the AgesA Book of Shadows is a journal of the Path, a tome of revelations for the followers of magick. In this Book of Shadows, mage players and Storytellers will uncover lost secrets of the Traditions and their rivals. This is a valuable tome for mages everywhere!The Mage Players Guide includes:* New rotes, Talsimans, Abilities, Merits, Flaws, and details about the elusive Ahl-i-Batin;* in-depth truths about the factions of magick and the Path of Ascension;* Expanded rules for magick, foci, familiars and more!
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Robin's Laws of Good Game Mastering
Robin D. Laws - 2002
Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.
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.