Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

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 fly—two 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 campaign—or high-powered players—you want GURPS Powers!

Drowned by Corn (Kindle Single)


Erika Hayasaki - 2014
    But something went terribly wrong. By day's end, some would be alive. Others would not. A close-knit community would be devastated, forced to endure. This gripping true story centers on what happened to one courageous and flawed young man who survived, and how his life quickly spiraled out of control in the next two years. It is a story about love, unbreakable friendship, and "king" corn. “There are some forty-five thousand items in the average American supermarket and more than a quarter of them now contain corn,” writes Michael Pollan in The Omnivore’s Dilemma. But as international dependence on the highly subsidized crop for cattle feed, corn syrup and ethanol has surged—so have deaths by corn. Based on three years of reporting and interviews with the people involved and thousands of pages of court documents, transcripts, police reports, journalist Erika Hayasaki brings to life (in narrative nonfiction-style) this world of people who risk and sometimes lose their lives for this powerful commodity. Hayasaki, a former national correspondent for the Los Angeles Times, is the author of The Death Class: A True Story About Life (Simon & Schuster 2014), as well as the Kindle Single, Dead or Alive (2012). She is an assistant professor in the Literary Journalism Program at the University of California, Irvine, and a regular contributor to Newsweek and The Atlantic. *Cover design by Kristen RadtkePraise for DROWNED BY CORN:THE CHICAGO TRIBUNE: "The descriptions of the accident are chilling: a blow-by-blow account of the grain pulling the young men under and the dramatic rescue of Will, who survived after being buried past his chest. The piece follows Will as his grief sends him into a downward spiral. "Drowned by Corn" is a gripping narrative of tenderness and horror, friendship and loss." — Megan KirbySAN FRANCISCO CHRONICLE: "Erika Hayasaki’s suspenseful account of the deaths of Paco and Wyatt and the harrowing rescue of Will is the stuff of nightmares. But what elevates this fine work of investigative journalism is her portrayal of Will in the aftermath: his survival guilt, his struggle with alcohol and drugs, his strained relationships and his eventual discovery of a way to endure his and his town’s unspeakable losses." — Porter Shreve

Sunward: The Inner System


Rob BoyleBrian Cross - 2009
    Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.

Guildmasters' Guide to Ravnica


James Wyatt - 2018
    Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence. These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.

Submarine U93


Charles Gilson - 2012
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

Bali: Heaven and Hell


Phil Jarratt - 2014
    Bali: Heaven and Hellis a tale begging to be told - a story of survival in the face of genocide, natural disaster, terrorism, cultural imperialism and corruption on a grand scale. Go behind the smiling face presented to generations of tourists and expats with Phil Jarratt, the award-winning author of over 20 books including Surfing Australia: A Complete History of Surfboard Riding in Australia and That Summer at Boomerang. Phil has first-hand experience of the glorious island at the morning of the world, having spent the past 40 years falling in and out of love with our favourite holiday destination.Jarratt weaves a page-turning story of treachery, deceit, debauchery and wholesale slaughter, set against the idyllic backdrop of a paradise on Earth, then cleverly segues into a modern-day tale of jaw-dropping surf, karma, sexual abandon, and a fusion of East and West that created the modern tourist hot spot.David Hill, Chairman, National Geographic Channels US

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.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

To Air is Human: One Man's Quest to Become the World's Greatest Air Guitarist


Björn Türoque - 2006
     The true story of how mildly successful guitarist and New York Times writer Dan Crane relinquished his instrument and became Björn Türoque (pronounced "b-yorn too-RAWK"), the second greatest air guitarist in the nation. This exploration of the international air guitar sub-culture addresses the issue of dedicating oneself to an invisible art in order to achieve the ultimate goal of "airness"-that is, when air guitar transcends the "real" art that it imitates and becomes an art form in and of itself.

Killing Mother: A Son's Memoir


Robert Wallace - 2017
    This book was not “inspired by actual events,” or “based on a true story,” this is a true story. The pain, tears, soul-shattering grief and amazing triumph are all real. From the years of horrific abuse, through my pain-filled teens and twenties, this book details my thirst for vengeance and the final, miraculous event that changed my life. It is a raw, no holds barred, look at a life filled with tragedy and the demons spawned by a mother’s evil. From the terrible secrets we were forced to keep, to the bodies piling up, my quest to kill the demons of my youth took me down a path I barely survived. This book is the tale of that journey. I’ve bared my soul about all the years spent in darkness and the painful tragedies that fueled my grief. My brother and surviving sisters told me that no one would believe what had happened in that house. They questioned what good could come from unleashing the ghosts of our pasts. This book may shock you, but that is not its purpose. The purpose of this book is to hopefully, inspire you to realize that hope exists even in the most bitter despair. It is both a journey into darkness and a testament to the incredible power of the human soul.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....