Book picks similar to
Doctor Who The First Doctor Sourcebook by Cubicle 7 Entertainment Ltd
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Heroes Unlimited
Alex Marciniszyn - 1994
Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.
All Flesh Must Be Eaten
Al Bruno - 2003
In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
Doctor Who: Who Killed Kennedy
David Bishop - 1996
Ranges from Spearhead From Space to just before The Sea Devils.The shocking secret linking a Time Lord and a PresidentPresident John F. Kennedy was assassinated in Dallas, Texas on 22 November, 1963.Now, the publication of this volume reveals frightening new information about the assassination, the real reasons why the President of the United States had to die and an incredible plan to save the man known as JFK!These stunning revelations involve an ultra-secret military force disguised as a minor off-shot of the United Nations and an international terrorist leader who has twice brought the world to the brink of nuclear conflict.For more than three decades the public has been fed lies, half-truths and misinformation. Now -- despite government attempts to halt the publication of this volume -- the complete, shocking story can be told. Read the book they tried to ban!
Dark Heresy RPG: Core Rulebook
Owen Barnes - 2008
You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos. You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia The Dark Heresy core rulebook contains everything you need to start your roleplaying adventure in the Warhammer 40,000 universe.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Mindjammer
Sarah Newton - 2011
It's a time of turmoil, of clashing cultures, as civilizations shudder and collapse before the might of a benevolent empire ten millennia old.In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his special ops team from the Security and Cultural Integrity Instrumentality are on the trail of the Transmigration Heresy. But what they find is something beyond even their imagining - something which could tear the whole Commonality apart!
Pathfinder, Volume 1: Dark Waters Rising
Jim ZubDave Dorman - 2013
The scattered goblin tribes of Varisia are unifying in ways no one has ever seen before. At the heart of this strange evolution is an ancient force of evil looking to establish itself anew in the world of Golarion!Paizo's award-winning fantasy world, fiction line, and tabletop RPG is now the ultimate fantasy comic! With an action-packed story written by Jim Zub (Street Fighter Legends, Skullkickers) and incredibly detailed artwork by newcomer Andrew Huerta, this first volume introduces readers to a richly envisioned fantasy world filled with compelling characters and impressive sights.This collection features:- Issues 1-6 of the hit series by Jim Zub and Andrew Huerta- The exclusive, never-before printed tale, "The Last Mosswood Goblin," by Jim Zub and Ivan Anaya- All 31 beautiful covers by Matteo Scalera, Lucio Parrillo, Erik Jones, Tyler Walpole & Dave Dorman- An introduction by Paizo Publisher Erik Mona- 42 pages of encounters, characters, and world detail for the Pathfinder RPG- An all-new, removable poster-map of the region explored in the comicAnd more!
Can & Can'tankerous
Harlan Ellison - 2015
He crafts enigmas set to entrap you. When Ellison sees where a story is going, he figures—since he’s writing for the smartest readers alive—you do, too. So he stops and turns left. Or right. Or widdershins. Or digs a cave with 200 tunnels.Can & Can’tankerous gathers ten previously uncollected tales from the fifth and sixth decades of Harlan Ellison’s professional writing career: a written-in-the-window endeavor that invites re-reading from the start before you’ve even finished it; a second entry in his (now) ongoing abcedarian sequence; a “lost” pulp tale re-cast as a retro-fable; a melancholy meditation for departed friend and fellow legend, Ray Bradbury; a 2001 revision of a 1956 original; an absurdist ascent toward enlightenment (or its gluten-free substitute); a 200-word exercise in not following the directions as written (with a special introduction by Neil Gaiman that weighs in at four times the word count of its subject); a fantastical lament for a bottom-line world; the 2011 Nebula Award-winning short story; and Ellison’s most recent offering, a fusion of fact and fiction that calls to mind Russ’s frustration and Moorcock’s metaphor while offering a solution to the story’s enigma in plain view.Strokes be damned! Ellison’s still here! HE’s still writing! And with more new books published in the last ten years than any preceding decade of his career, his third act is proving to be the kind other living legends envy.
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
The Beginning
T.A. Walters - 2013
In the story 'First Shift', Hugh Howey said in an interview that Silo 40 had shut itself down and you wouldn't believe what was going on in silo 40.
Don't Rest Your Head
Fred Hicks - 2006
days? Or is it weeks now? It's hard to remember. You've been so busy with... well, whatever it is that's been keeping you awake. Then one night you're walking down the block toward your apartment, when you realize there's a new building on your street. A new building, somehow... in between two buildings that used to be side by side... that's impossible, isn't it? You pause to take a closer look. It's a bar. The sign says "Serious Moonlight", and a bright white moon blinks through the phases from new to full and back again, waxing and waning with the buzz of neon. It's been a stressful week. Or is it month now? It's hard to remember. But you could sure use a drink. So you cross the street and step inside.The citizens of The City welcome you with open arms. After all, you're one of them now. With all the gifts and curses that come with being Awake in a world of sleepers.Just be careful. The Nightmares you've been dodging haven't forgotten about you. They're waiting, just around the corner; waiting for you to nod off- and then they'll have you.They won't wait much longer.Whatever you do... don't rest your head.
Spelljammer: Adventures in Space
Jeff Grubb - 1989
The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances between planets. Graceful elven flitters, stately illithid galleys, deadly beholder tyrants, and the awesome Spelljammer itself carry trade, emissaries, and heroic action throughout all the worlds of the AD&D game.
Arms and Equipment Guide
Eric Cagle - 2003
The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.