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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!
The Tree of Penance: Society Lost, Volume Three (A Post-Apocalyptic Dystopian Thriller)
Steven Bird - 2018
The Tree of Penance is the third installment of the post-apocalyptic and dystopian thrill ride of the Society Lost Series! If you like SHTF, TEOTWAWKI, vigilante justice, prepper, dystopian, post-apocalyptic tales filled with action, adventure, tragedy, and triumph, join former Sheriff Jessie Townsend as his journey takes him across a nation that is a mere shell of its former self after suffering numerous devastating blows from an orchestrated collapse and the attacks that followed. Along the way, Jessie encounters both friend and foe in a world that has become as lawless as the old-west frontier. Join him as he continues his quest in, The Tree of Penance. . Other works from this author include: The Last Layover: The New Homefront, Volume One The Guardians: The New Homefront, Volume Two The Blue Ridge Resistance: The New Homefront, Volume Three The Resolution: The New Homefront, Volume Four Viking One: A New Homefront Novel The Shepherd: Society Lost, Volume One Betrayal: Society Lost, Volume Two Erebus: An Apocalyptic Thriller JET: Dangerous Prey The Edge of Civility
Genesis Plague
Sam Best - 2014
Before further analysis can be made, the volcano wakes, spewing forth an ancient virus which could lead to the deadliest outbreak in the history of the world.Everything changes when Paul and his team realize they are not dealing with a simple virus.It is learning.It is adapting.It is preparing the world for something much, much worse.This is the first book in the New Apocalypse global pandemic thriller series, a unique addition to end of the world, post-apocalyptic horror fiction.
The Burning Sands Trilogy Omnibus
P.R. Adams - 2017
When Reggie Lee joins defense contractor Frontierza, the company's work on advanced hibernation technology for sleeper colony ships seems the perfect career starter. He has the opportunity to lead the first team to test the technology in a month-long cryogenic sleep.But the world Reggie wakes to is nothing like he expects. It's a world where life is cheap and only the strong survive.Pick up this exciting post-apocalyptic trilogy today, and see this new world of Burning Sands.
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
Play Unsafe
Graham Walmsley - 2007
We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
Nuclear Midnight
Robert Cole - 2014
In a matter of hours a mid-summer’s day is turned into a nuclear winter. This is the story of his survival in a world that no longer has rules; where climatic extremes, murder, starvation and disease are commonplace. As the land slowly heals, the survivors scratch together an existence in a contaminated wasteland ravaged by plagues of insects and disease. In this world, through hardship and pain, a new society is forged based on new rules and values moulded from the demands and necessities of life. After years of struggle, the survivors find themselves facing their greatest adversary. One they despised and thought had long disappeared in the first months of the holocaust. Now they must marshal all their resources and strength for one last battle against an enemy bent on their destruction.
Shadowrun
Catalyst Game Labs - 2007
Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You're a shadowrunner-a deniable asset, a corporate pawn-using bleeding-edge science and magic to make your meat body and mind betterthan- flfl esh. Stay on the edge, and you may survive another 'run on the mean sprawl streets. The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books.
Domains of Dread: Ravenloft Campaign:
Steve Miller - 1997
Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)
Dunes Over Danvar Omnibus
Michael Bunker - 2014
The word is out that the legendary city of Danvar has been found, and every diver, brigand, and pirate with a sarfer is racing to find it. But out in the dunes there's only one inarguable fact... The sand don't care, and it never did. Can people change? Two men who meet in the dunes over the lost city of Danvar have to find out if there can ever be such a thing as friendship, honor, and sacrifice in a world full of sand divers, pirates, brigands, and thieves.
Lone Star Odyssey: First Steps
David Wilson - 2019
Occasionally, taking a short term contract job to pay the bills, Talon is marooned in Washington, D.C. when the nation is attacked by a series of false flag operations against our infrastructure and is then devastated by a series of EMP attacks. With every major city burning and the nation’s electrical grid down, civil order has deteriorated to the point of no return, at least for the immediate future. Separated by over 1400 miles from his family, Talon sets out on foot to get home as fast as he can relying on his skills and experience. With only about a week’s worth of supplies in his get home bag, Talon must find supplies as quick as he can and get out of the D.C. Metro area before the chaos overwhelms him. From his first steps he finds out nothing is going to be easy or fast.
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.
Map Runners
Arthur Byrne - 2015
Three years into a twenty year mission to a new solar system, the colony ship Magellan and its ten million residents sent their last pulse message… "Peace with the Navereen is at an end." Trapped in Cargo Bay 37, fighter pilot Fristion Nash and twelve hundred others lived through the Magellan apocalypse. They have survived for a decade under Frank Block's exacting leadership. Now survival isn’t enough. Nash wants answers. Frank Block wants only control and obedience.Praise for Map Runners: “I found the book funny and exciting. I can't wait for the rest of them to come out.”
Solar Storm: Homeward Bound
Vincent Keith - 2017
He'd spent years learning to live in a minimalist and sustainable way. He'd changed careers, and he had a plan. A plan just in case the worst happened. Unfortunately for Jack, he was far from home when disaster struck, when the end of the world as we know it came. Now he is on foot, with winter coming. Jack and his two dogs will need to trek over 750 miles to get home. How do you cope when almost everything you depend upon is lost? When everything you've come to rely on stops working. There was no way to predict a Solar Storm. There was no way to predict its enormous magnitude or the damage that it would do. What do you do when you can't call for help? When transportation stops and the lights go out? How hungry do you have to be to steal, to kill? What will people do when there is no law? Who can you trust? Jack would most likely run out of food before he got home, even if nothing went wrong. But something had already gone wrong, and it was just the beginning. He had choices to make and no information. Every decision was a trade-off. Would he survive if he chose wrong? Jack was about to find out.