Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)


Alex Brian - 2015
    Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch

Amber Diceless Role-Playing: Diceless Role-Playing System


Erick Wujcik - 1991
    * A Complete new role-playing system! * Three complete adventures, including "Throne War," "Battleground on Shadow Earth" and "Into the Abyss!" * Attribute Auction system where players bid against each other, creating a unique family of immortals! * Enter a universe where Pattern lets you "walk" to any world you can imagine, where Logrus tendrils can reach across infinite dimensions, and where Shape Shifting lets characters sprout wings! * A mature, demanding, and time-consuming system that puts character development above all else! * Over 100 pages of tips on role-playing style and technique with dozens of crystal-clear examples!

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.

Playing with Super Power: Nintendo Super NES Classics


Prima Games - 2017
    The Console A nostalgic celebration and exploration of the Super Nintendo Entertainment System in all its 16-bit glory.The Games Discover everything you've always wanted to know about some of the most beloved SNES games, including the previously unreleased Star Fox 2!The History Learn about the SNES development and the visionaries behind this groundbreaking console.The Legacy An in-depth look at how the SNES has left its mark on the gaming industry, and how its legacy continues.The Memories Featuring a plethora of fan art, music, and more, this book is a love letter to playing with Super Power!Speedrunning Tips Some of the best speedrunners around share their tips and strategies for getting the best times in these beloved classic games.Exclusive Foreword Written by Reggie Fils-Aime, President and COO of Nintendo of America.Paperback version.

Chess Opening Names: The Fascinating & Entertaining History Behind The First Few Moves


Nathan Rose - 2017
    You probably know the names already: the Sicilian Defense, the Ruy Lopez, the French Defense, the Caro-Kann, the Benoni, the London System, the Scandinavian Defense and so on. But most chess players don't know WHY the openings are called what they are. In this entertaining book, bestselling author Nathan Rose lays out the origins of over 50 standard chess openings and their names. The tales are often deeply connected to the lives of the leading chess grandmasters, the historical events taking place at the time, and the critical chess world championship contests. All these stories are collected together in this, the first book dedicated to uncovering them. The names of the chess openings tell the history of chess. You will meet larger than life characters such as Bobby Fischer, Aron Nimzowitsch, Alexander Alekhine, Frank Marshall, Siegbert Tarrasch, Wilhelm Steinitz, and Paul Morphy. Some of these men won their fame in the chess world championship, while some gained wider renown for reasons other than their ability to play chess. You will be agog at Paul Morphy's stunning conquest of Europe and subsequent disappearance, the outrageous antics of Aron Nimzowitsch upon losing a game, and the eccentric names Alexander Alekhine gave his cats. You will also travel through the places and events that defined chess in the early years. As David Shenk showed in "The Immortal Game", the history of chess has often mirrored the history of society. There's the 1972 world chess championship that pitted the Soviet Union's Boris Spassky against America's irascible Bobby Fischer in the "Match of the Century". The 1939 chess olympiad in Argentina which coincided with the outbreak of World War II. The unveiling of the "Mechanical Turk" chess-playing contraption in 18th-century Vienna. And let's not forget the triumph of Deep Blue over Garry Kasparov. Over 50 standard chess openings and variations. The People: Ruy Lopez Philidor Defense Evans Gambit Petrov's Defense Schliemann-Jaenisch Gambit Falkbeer Countergambit Staunton Gambit Anderssen's Opening Morphy's Defense Caro-Kann Defense Bird's Opening Winawer Variation Albin Countergambit Steinitz Variation Chigorin Defense Alapin's Opening Maroczy Bind Tarrasch Defense Marshall Defense Rubinstein Variation Alekhine's Defense Grunfeld Defense Reti Opening Nimzowitsch Defense Najdorf Variation Pirc Defense Torre Attack Grob's Attack Larsen's Opening Benko Gambit Fischer Defense The Places: English Opening Scotch Opening French Defense Dutch Defense Danish Gambit Indian Defense Scandinavian Defense Sicilian Defense Catalan Opening Baltic Opening Slav Defense London System Paris Opening Berlin Defense Vienna Game Budapest Gambit Leningrad Variation Scheveningen Variation The Stories: Dragon Variation Giuoco Piano Benoni Defense Grand Prix Attack Orangutan Opening Fried Liver Attack Impress your friends with superior opening knowledge - withou

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

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.

Godwalker


Greg Stolze - 2005
    Ignorance is no excuse for the cops and creeps and exterminators whose desires shaped the world. Knowledge is a little power, a dangerous thing, to the cross-dressers and risk-takers who understand enough to damage the world more to their liking. They all collude and collide on a driverless ride, each trying to be the one to break the secret heart of the world. But only one can claim the prize of being the cosmos' corrupt ward boss. Only one can be the Godwalker.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

Madness on the Orient Express: 16 Lovecraftian Tales of an Unforgettable Journey


James LowderLucien Soulban - 2014
    They unlock opportunities for wealth and travel, but also create incredible chaos--uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole. A certain path to uncovering unwelcome truths about the universe is to venture beyond our own "placid island of ignorance" and encounter foreign cultures. The Orient Express serves as the perfect vehicle for such excursions, designed as a bridge between West and East. Movement into mystery forms the central action for many stories in this volume. The only limitation placed upon writers for this collection was that their works somehow involve the Orient Express and the Mythos. The last warning whistle has blown, and we are getting underway. Have your tickets at the ready and settle in for a journey across unexpected landscapes to a destination that--well, we'll just let you see for yourself when you arrive. We promise this though: murder will be the least of your problems on this trip aboard the Orient Express!

Pokémon FireRed & LeafGreen (Prima Official Game Guide)


Eric Mylonas - 2004
    Catch 'Em All Over Again -Extensive strategy for new and veteran Pokemaniacs -Massive walkthrough with stats on every enemy -Exclusive maps to help you navigate each area -Detailed battle tactics for dominating your "Pokemon(R) Ruby & Sapphire"--playing friends -Essential PokeDex, featuring stats and how to catch them

Grand Theft Auto V Limited Edition Strategy Guide


Tim Bogenn - 2013
    We provide strategy for every action-packed mission.Learn everything there is to know about the three playable characters, Michael, Franklin, and Trevor. Each character has his own personality, motivations, and skillsets.Mission maps identify key objectives, specify targets, and chart the fastest path to success.Complete coverage of all off-mission activities and sophisticated mini-games.Our maps cover every square mile of this enormous world that’s bigger than Red Dead Redemption, Grand Theft Auto IV, and Grand Theft Auto: San Andreas combined.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.