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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!
Eberron Campaign Guide: A 4th Edition D&D Supplement
James WyattScott Fitzgerald Gray - 2009
This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.
Dark Sun Campaign Setting: A 4th Edition D&D Supplement
Richard Baker - 2010
Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The
Dark Sun
Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.
Chronicles of Nick, Books 1-3
Sherrilyn Kenyon - 2016
Being a teenager can be tough – and that’s even before you add all the werewolves, vampires, and paranormal goings-on that complicate Nick Gautier’s life. But when the world is in jeopardy, Nick has to take charge if he wants to keep his friends, and himself, safe from harm…and somehow find the time to do his homework too…InfinityAt fourteen, Nick Gautier thinks he knows everything about the world around him.. . .until he is sucked into the realm of the Dark-Hunters: immortal demon slayers who risk everything to save humanity. InvincibleNick wakes up to find himself enslaved to a world of shapeshifters and demons out to claim his soul. But more than that, he's being groomed by the darkest of powers and if he doesn't learn how to raise the dead by the end of the week, he will become one of them...InfamousNick is on the brink of becoming either the greatest hero mankind has ever known, or he'll be the one who ends the world. With enemies new and old gathering forces, he will have to call on every part of himself to fight or he'll lose everyone he cares about.
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!
Walter Mosley's Easy Rawlins Mysteries
Walter Mosley - 2001
This outstanding five-volume set brings Rawlins to life and takes the listener into the intricate soul of a singular man. The earthy voice of actor Paul Winfield is the perfect match for the street smart, world weary Rawlins. The set includes:A Red Death—Rawlins is forced to cut a deal with the FBI to get a corrupt, racist IRS agent off his back. However, Easy finds himself a prime suspect.Devil in a Blue Dress—It seems simple enough...there’s good money if Easy can find Daphne Monet, a blond beauty known to frequent jazz clubs, but the case is much more than it appears to be. A White Butterfly—The serial killing of three black bar girls doesn’t cause a stir until a white coed is similarly killed. The L.A.P.D. calls on Rawlins to go to places they can’t. Black Betty—Easy hunts for a sensuous woman who leaves a trail of murder and mayhem in her wake, and is plunged into the depths of America’s racial dilemmas and the mysteries of human character.A Little Yellow Dog—Easy takes a nice quiet job. Unfortunately, a teacher, two corpses, suspicious police, and a little yellow dog ring the bell on his peaceful existence.
Stolen Secrets
J.S. Donovan - 2018
After creating her latest masterpiece, Ellie's entire world is flipped upside down. What caused her to paint the bloodied stranger? Ellie didn’t know, but days later a woman of the painting’s exact likeness is found dead. Obsessed with finding answers, Ellie quickly becomes the next target of a mysterious killer hunting artists throughout the city of Northampton, Massachusetts. The Secret Letter A mysterious chain letter is only the beginning to an inescapable nightmare. Homicide Detective Michael Dobson has seen many things in his long years on the force, but nothing can prepare him for a series of murders linked through the same mysterious chain letter mailed to the victims before their untimely demise. The answers lie in the victims’ pasts, leading Dobson and his rookie partner on a serpentine quest through the dark recesses of vengeance and betrayal. Can he stop the killer in time, or will a brutal fate await all who have made the killer’s list?
La má del rei
George R.R. Martin - 1986
When the cyborg arrives, she senses a worthy and dangerous opponent--one that's been dead for 800 years...
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.
Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game
Patrick Chapin
Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
Diablo III: Morbed
Micky Neilson - 2014
Joining together with a wizard, a druid, a necromancer, and a crusader, Morbed has arrived at a remote island to track down an elusive vagabond andreclaim valuable items pilfered from the city of Westmarch.But there is something loose on the island, something that has killed and is very close to killing again. In order to leave the island alive, Morbed will be forced to confront not only the terrifying creature that stalks the forests, but the darkest corners of his own spirit as well.
Deadlands: The Weird West Roleplaying Game
Shane Lacy Hensley - 1996
The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash