Book picks similar to
Qelong by Kenneth Hite


rpg
gaming
role-playing-games
asian

Shadowrun Fifth Edition


Catalyst Game Labs - 2013
    With rules for characters creation , magic combat, Matrix hacking, rigging and more. You have everything you need to face the challenges of the Sixth World

Pathfinder Roleplaying Game: Bestiary 3


Jason BulmahnF. Wesley Schneider - 2011
    Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory.The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. 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 bestselling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary 3 includes:- More than 300 different monsters.- Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa.- Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures.- New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more.- New familiars, animal companions, and other allies.- Challenges for any adventure and every level of play.- Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting.- Hosts of new templates and variants.- Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify special attacks, defenses, and qualities.... and much, much more!Cover art by Wayne Reynolds

Monster Manual II: Dungeons & Dragons Accessory


Ed Bonny - 2002
    Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign. This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, "Monster Manual II" provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives. To use this supplement, a Dungeon Master also needs the "Player's Handbook" and the "Dungeon Master""'s Guide." A player needs only the "Player's Handbook."

Dark Sun: Campaign Setting


Timothy B. Brown - 1991
    This box contains several booklets:Rules Book - 96 pagesThe Wanderer's Journal - 96 pagesthe adventure 'A Little Knowledge', consisting off:A Little Knowledge - 16 pages fiction written by Jerry OltionSpiral bound Dungeon Master's Book - 24 pagesSpiral bound Player's Aid Cards book - 24 pages

Changeling: The Lost


Ethan SkempTravis Stout - 2007
    Now you have found your way back through the Thorns, to a home that is no longer yours. You are Lost. Find yourself.The Core Rulebook for Changeling: The Lost• A rulebook for playing the changelings, those humans changed by durance in Faerie to something more than human• A vivid imagining of the fae beings and places that hide unseen in the World of Darkness• Provides new player types and antagonists for crossover chronicles as well as chronicles focusing on changelings aloneChangeling: The Lost is the fifth game in the World of Darkness.

Draconomicon: The Book of Dragons


Andy Collins - 2003
    It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

Delta Green: Extraordinary Renditions


Shane Ivey - 2015
     "PAPERCLIP" by Kenneth Hite. "A Spider With Barbed-Wire Legs" by Davide Mana. "Le Pain Maudit" by Jeff C. Carter. "Cracks in the Door" by Jason Mical. "Ganzfeld Gate" by Cody Goodfellow. "Utopia" by David Farnell. "The Perplexing Demise of Stooge Wilson" by David J. Fielding. "Dark" by Daniel Harms."Morning in America" by James Lowder. "Boxes Inside Boxes" and "The Mirror Maze" by Dennis Detwiller. "A Question of Memory" by Greg Stolze. "Pluperfect" by Ray Winninger. "Friendly Advice" by Gareth Ryder-Hanrahan. "Passing the Torch" by Adam Scott Glancy. "The Lucky Ones" by John Scott Tynes. "Syndemic" and an introduction by Shane Ivey. These stories are recommended for mature readers. Excerpted from the introduction: We know a program called Delta Green really existed. You can find a couple of references to it in documents uncovered by Freedom of Information Act requests. Delta Green was a psychological operations unit in World War II, created to take advantage of the bizarre occult beliefs of Axis leaders. The public documents, which may have been released with the name unredacted by mistake, don’t say whether it had any success. The OSS was shut down after the war. Many of its people helped launch the CIA in 1947. We can only speculate whether the OSS’s lessons from Delta Green informed the CIA’s notorious psychological operations in the coming decades.  Conspiracy theorists have done more than speculate. Delta Green came back as a secret project to track down Nazis after the war, they say. Delta Green brought federal agents, spies, and special forces together for missions too secret even for the CIA. Delta Green was the precursor and rival to Majestic-12, the U.S. government conspiracy that allied itself with aliens after Roswell. Delta Green fights otherworldly monsters and evil sorcerers under the cover of the Global War on Terror. Once you climb into the rabbit hole, the fall never ends. In this book we turn up tales from the rabbit hole: Delta Green case histories rendered as short stories. They begin in the Dust Bowl, with a Naval intelligence unit supposedly called “P4” and memories of the abandoned New England town of Innsmouth (another bottomless well of conspiracy theories). They look at the days after World War II when secret agents pursued Nazis all over Europe, the early CIA attempted its first infamous schemes, and anticommunist witch-hunts seized on American terrors back home. They bring us through the Cold War desperation of the Seventies and Eighties, when America was shocked by its own crimes and Delta Green allegedly went underground again. And they come to the present day, and a Delta Green divided after it rebuilt itself in the secret government—but many old outlaws refused to trust the new order.