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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!
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Probability And Statistics For Engineers And Scientists
Ronald E. Walpole - 1978
Offers extensively updated coverage, new problem sets, and chapter-ending material to enhance the book’s relevance to today’s engineers and scientists. Includes new problem sets demonstrating updated applications to engineering as well as biological, physical, and computer science. Emphasizes key ideas as well as the risks and hazards associated with practical application of the material. Includes new material on topics including: difference between discrete and continuous measurements; binary data; quartiles; importance of experimental design; “dummy” variables; rules for expectations and variances of linear functions; Poisson distribution; Weibull and lognormal distributions; central limit theorem, and data plotting. Introduces Bayesian statistics, including its applications to many fields. For those interested in learning more about probability and statistics.
Reading Laurell K. Hamilton
Candace R. Benefiel - 2011
Hamilton was reshaping the image of the vampire with her own take on the vampire mythos in her Anita Blake, Vampire Hunter fantasy novel series. While Hamilton's work draws on traditional vampire and fairy lore, her interpretation of these subjects brought new dimensions to the genres, influencing the direction of urban fantasy over the past two decades.Reading Laurell K. Hamilton focuses upon Hamilton's two bestselling series, the Anita Blake, Vampire Hunter series and the Merry Gentry series. The volume is intended as a resource for leaders of book clubs or discussion groups, containing chapters that examine Hamilton's role in the current vampire literature craze, the themes and characters in her work, and responses to Hamilton on the Internet. The book also provides a brief overview of Hamilton's life.
Oxford Collocations Dictionary for Students of English
Colin McIntosh - 2002
Easy to use- Features a clear page design to help pinpoint the word, sense, and collocation- Groups collocations according to part of speech and meaning- Provides copious example sentences that show the collocations in context- Includes short notes showing restrictions on usage and explains idiomatic combinations- Photocopiable study pages provide a guide to the different types of entries, showing the variety of information the dictionary offers and how to use it.- Usage notes show collocations shared by sets of words such as languages and seasons.
The Unofficial LEGO Technic Builder's Guide
Paweł "Sariel" Kmieć - 2012
Using motors, gears, pneumatics, pulleys, linkages, and more, you can design LEGO models that really move.The Unofficial LEGO Technic Builder's Guide is filled with building tips for creating strong yet elegant machines and mechanisms with the Technic system. Author Pawel "Sairel" Kmiec will teach you the foundations of LEGO Technic building, from simple machines to advanced mechanics, even explaining how to create realistic to-scale models. Sariel, a world-renowned LEGO Technic expert, offers unique insight into mechanical principles like torque, power translation, and gear ratios, all using Technic bricks. You'll learn how to:Create sturdy connections that can withstand serious stressRe-create specialized LEGO pieces like casings and u-joints, and build solutions like Schmidt and Oldham couplings, when no standard piece will doBuild custom differentials, suspensions, transmissions, and steering systemsPick the right motor for the job—and transform its properties to suit your needsCombine studfull and studless building styles for a stunning lookCreate remote-controlled vehicles, lighting systems, motorized compressors, and pneumatic enginesThis beautifully illustrated, full-color book will inspire you with ideas for building amazing machines like tanks with suspended treads, supercars, cranes, bulldozers, and much more. Your Technic adventure starts now!
Dragon Age Inquisition
David Knight - 2014
Also includes 3 digital in-game items.Mobile friendly eGuide access – Digital strategy content optimized for a second screen experience.Multiple play styles presented – Identify tactics, explore hidden caves, defeat monumental creatures, and shape the world around you based on advice for your own style of play and combat.Make the right decision – Your actions and choices will shape a multitude of story outcomes along with the tangible, physical aspects of the world itself. Tough choices define your experience, and even one decision can change the course of what's to come.Be the finest Inquisitor – Choose your class based on recommended character loadouts that take advantage of a unique set of abilities, weaponry, special moves, and even class-reactive story content. Completely control the appearance and abilitiesGet the best out of your team – Connect and communicate with a cast of unique, memorable characters to develop dynamic relationships that will benefit you and your party. Where to go next – Illustrated maps serve as a guide to the next adventure allowing informed exploration of a diverse, visually stunning, and immersive living world.
Halo Mythos: A Guide to the Story of Halo
343 Industries - 2016
The amazing illustrations come from a variety of renowned illustrators, including Jean-Sébastien Rossbach, Leonid Kozienko, Benjamin Carré, Isaac Hannaford, and 343's internal art team, too.For the first time ever, the timeline of the Halo universe is available in one place, charting humanity's battles against alien forces of the Covenant, Forerunners, and the Flood--making this book an absolute must-have for Halo fans.
Advanced Engineering Mathematics
Erwin Kreyszig - 1968
The new edition provides invitations - not requirements - to use technology, as well as new conceptual problems, and new projects that focus on writing and working in teams.
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.
Clanbook: Giovanni Revised
Greg Stolze - 2001
Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself.The Curse of Caine StolenAs the next entry in the revised lineup of clanbooks, Giovanni takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
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....
Volo's Guide to Cormyr: Forgotten Realms Accessory
Ed Greenwood - 1995
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.
Delta Green: Agent's Handbook
Dennis Detwiller - 2016
government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.