Book picks similar to
The Eleventh Doctor Sourcebook by Morgan Davie
doctor-who
science-fiction
humble-bundle
gaming
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.
Shadowrun: Doc Wagon 19
Jennifer Brozek - 2015
Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.
Hard Drop
Will van der Vaart - 2013
Their objective is classified, marked only by coordinates leading them into a deserted city at the heart of the fighting. From the beginning, everything possible goes wrong. A missile strike rocks the carrier mid-launch, and only a fraction of the unit reaches the surface alive.Outmanned, outgunned, and scattered, with a hard deadline to orbital bombardment looming, it is up to Drop Commander Tyco Hale to rally his troops and reach their objective. But what they find, hidden deep in the tunneled passages under the city, will change everything about what he fights for and what he believes in. With the unit in tatters and loyalties divided, the choice he makes in the dark will seal all of their fates - and much more besides.
Wilson's War
T.S. Paul - 2016
Athena Lee's Quirky AI. Wilson has his origin story revealed at long last. Discover why he wants a Cat. Ever wonder why Hannibal Lee is afraid of the Farm? Meet lots of new characters and visit a few of our friends. Follow Wilson's adventures as he has fun at the expense of others. Taking advantage of Humans is too easy. Plotting Galaxy Domination is more fun. Prepare to Get down and Get Funky as the Hits just keep on coming!
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!
White Anvil: Sasquatch Onslaught
Matt Betts - 2019
The survivors fight to stay alive and regroup as the terrible storm buries them in snow. Only then do they discover the train also carried another cargo—two cars loaded with biological experiments—genetically-altered sasquatches conditioned to annihilate anything they find. Can the few remaining soldiers team with a pair of sisters and a police constable to fight the relentless beasts, icy temperatures, and escaped prisoners long enough for help to arrive? "... a fresh take on a classic legend, full of suspense and action. This one had me on the edge of my seat and loving the characters." — Michael D. Nadeau, author of The Darkness Returns (A Lythinall novel) Book 1 "Cryptid lovers rejoice, for you have found the author who will lead you to an action-packed adventure that you will ignore family to read." — Jonathan Lazar, Author of Zachariah Lars and the High Elf Mystery “For those of us who grew up on Saturday morning creature features and painstakingly tuned-in to horror hosts using our dented and bent rabbit-ear antennas, Matt Betts delivers all the goods and more. WHITE ANVIL is packed with the excitement and atmosphere, but it also has what so many stories lack: Believable characters behaving rationally as they do their best to survive in the face of unexpected terror. — Dan Stout author of Titanshade “...an action-packed adventure that you don’t want to miss.” — Sara Tantlinger, Bram Stoker Award-winning author of The Devil’s Dreamland
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!
A God in Chains
Matthew Hughes - 2019
Martin
Searching for his stolen past in the Dying Earth. He calls himself Farouche, after a character from legend, but his reality is that his memories and identity were stolen from him by a secret enemy.In a far-future world of wizards and walled cities, he finds himself trailing a wealthy merchant's caravan across a dusty plain. Possessed of a soldier's skills, he hires on with the merchant and begins to build a life. But his efforts to discover his past reveal a dark prospect: was he a participant in a notorious massacre of innocents?Will Farouche come to know the truth? Will he survive the journey across a lawless land to the remote city of Olliphract, ruled by half-mad thaumaturges? And when he finally lays bare the plot in which he has been ensnared, will it be too late?Matthew Hughes delivers another dark fantastical adventure set in a decadent Dying Earth, where men and half-men and even the gods themselves contend for earthly power and unearthly prizes.A God in Chains is a Dying Earth adventure of men, half-men, and gods and is the latest Matthew Hughes' Archonate series novel."Hughes's boldness is admirable" -- New York Review of Science Fiction
About the Author:
Matthew Hughes writes fantasy and space opera, often in a Jack Vance mode. Booklist has called him Vance's "heir apparent."His short fiction has appeared in Asimov's, F&SF, Postscripts, Lightspeed, and Interzone, and invitation-only anthologies including Songs of the Dying Earth, Rogues, Old Mars, Old Venus, The Book of Swords, and The Book of Magic, all edited by George R. R. Martin and/or Gardner Dozois.He has won the Arthur Ellis Award, and has been shortlisted for the Philip K. Dick, Aurora, Nebula, Endeavour (twice), A.E. Van Vogt, and Derringer Awards.He spent more than thirty years as one of Canada's leading speechwriters for political leaders and corporate executives. Since 2007, he has been traveling the world as an itinerant housesitter, has lived in twelve countries, and has no fixed address. Praise:
"Hughes's boldness is admirable" - New York Review of Science Fiction
"Hughes effortlessly renders fantastic worlds and beings believable" - Publishers Weekly
"Heir apparent to Jack Vance" - Booklist
"Criminally underrated" - George R.R. Martin
***
Deathworld and Deathworld 2
Harry Harrison - 2009
For outsiders, Pyrrus usually means a quick and painful death, but DinAlt is fleeing the crooked casino masters of Cassylia - where he just broke the bank. But DinAlt is not prepared for the hellish Pyrrus, where every living thing seems bent on exterminating mankind.In DEATHWORLD 2 (originally published as THE ETHICAL ENGINEER), Jason DinAlt finds himself on a hostile, barbarian planet where technology and civilization have almost disappeared. Using his skills, DinAlt literally reinvents the wheel in his quest to escape and return to his friends on Pyrrus.
Pete, Popeye and Olive (Privateer Tales Shorts Book 2)
Jamie McFarlane - 2016
When an opportunity to join the Mechanized Infantry presents itself, Pete is first in line. He knows that he's going to get shot at one way or another, but the idea of sitting in a warm and more importantly, dry mechanized suit appeals to him almost beyond reason. While still training in the jungle, Pete's squad is called out to intervene in a skirmish in a nearby village. Of course, the Marines haven't seen fit to certify his squad with ordnance. The fact that they'll be up against a platoon of squishies doesn't convince him that's it's any better of an idea and things turn quickly to crap when they discover the squishies are protected by grav-tanks. Pete, Popeye and Olive is a fast paced, short-story with plenty of action.
Numenera Corebook
Monte Cook - 2013
Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called "magic" of the past to create a promising future.
Night's Black Agents
Kenneth Hite - 2012
Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.
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.
Simplifying Street Fighter: A New Player's Guide to Preparing for Street Fighter 5
gootecks - 2015
If you're like most players, you struggle with nearly every aspect of the game: offense, defense, execution and combos, and generally having a game plan that is more complex than just mashing buttons at every opportunity. A Road Map Toward Improvement Street Fighter is a game that requires practice, finesse, and knowledge. Unfortunately, most players don't have any guidance on where to begin when learning the game which leads to lots of frustration and losses. This guide is designed to give you a road map for improving your skills so that when SF5 drops you can hit the ground running!Lots of players are under the misconception that since SF5 is a brand new game, there's no point in playing SF4 and improving. While it is true that there will be lots to learn in SF5 such as new engines and characters, this is not a reason not to improve on your Street Fighter fundamentals in the meantime. The Importance of a Solid Foundation Like anything else worth doing in life, developing a foundation of solid fundamentals is the key to improving. Even though SF5 will have brand new characters and mechanics, the core elements of Street Fighter remain the same throughout the franchise. Execution, footsies and space control, combos, punishing, and resource management are important in all Street Fighter games and this guide will show you how to use SF4 to improve on these aspects of your game. Who is gootecks and why should I bother? I've played Street Fighter competitively since 2003, starting with Street Fighter III: 3rd Strike and continuing with Street Fighter 4. I've traveled to compete in tournaments around the world, including places like Japan, Singapore, Australia, Canada, and Europe.A lot of people may know me as the co-host of Excellent Adventures of gootecks & Mike Ross, or perhaps from my work on Cross Counter TV, the entertainment network for fighting game fans.Recently, I've begun training players just like yourself through Cross Counter Training, where players like EG.Justin Wong, EG.K-Brad, Alex Myers are available for helping players of all skill levels improve. Through working with my students, I've developed what I believe to be an extremely effective method of learning how to play Street Fighter. This method is based on the idea of learning one tiny aspect of the game at a time through the eyes of the poster boy of Street Fighter, Ryu. "But Ryu is boring, gootecks!" I know, I know, you think Ryu is boring and everybody plays him and you want to play a cool, flashy character so you can style on people on stage at Evo someday. Unfortunately, you'll need to learn how to walk before you can run and there is no better investment of time as a new player than to learn Ryu in order to build a strong foundation.Taking this time now to develop your fundamentals will serve you well as you transition to Street Fighter 5. Ryu is definitely different in SF5, but the tools and concepts you'll learn in this guide will give you a leg up on the competition when SF5 drops.