Gurps Spaceships

Gurps  Spaceships Author Steve Jackson Games
ISBN-10 1556347758
Release 2008-09-01
Pages 69
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Gurps Spaceships has been writing in one form or another for most of life. You can find so many inspiration from Gurps Spaceships also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Gurps Spaceships book for free.



Gurps Supers

Gurps  Supers Author William H. Stoddard
ISBN-10 1556347715
Release 2008-09-01
Pages 150
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This volume is a comprehensive playbook to the supers genre and to capturing it in your campaign. It is focused on drama and characterization.



Gurps Space

Gurps Space Author Jon F. Zeigler
ISBN-10 1556342454
Release 2006
Pages 240
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Gurp s Basic Set

Gurp s Basic Set Author Steve Jackson
ISBN-10 155634127X
Release 1991-01-01
Pages 256
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-- One of the best-selling roleplaying systems for more than a decade, and still getting stronger...currently ranked #3 by Comics Retailer Magazine. -- Winner of both the Origins Award and Gamer's Choice Award for Best Roleplaying Game! -- Written by Steve Jackson, one of the best-known names in roleplaying. GURPS, the Generic Universal RolePlaying System, is the most flexible roleplaying system you can use. One set of rules that works for all genres. Adventure in any world you can think of. It's easy to learn...you can jump right in with quick-start rules, pre-designed characters, and an easy-to-play solo adventure.



Lois McMaster Bujold s Vorkosigan Saga

Lois McMaster Bujold s Vorkosigan Saga Author Genevieve Cogman
ISBN-10 1556345771
Release 2009-07-22
Pages 240
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Lois McMaster Bujold s Vorkosigan Saga has been writing in one form or another for most of life. You can find so many inspiration from Lois McMaster Bujold s Vorkosigan Saga also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Lois McMaster Bujold s Vorkosigan Saga book for free.



Gurps Basic Set

Gurps Basic Set Author Steve Jackson Games
ISBN-10 1556347308
Release 2004
Pages 576
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"This book is intended for Game Masters and advanced players. It covers physical feats, combat, vehicles and technology, animals and monsters, world design, and Game Mastering"--Cover.



The Cthulhu Wars

The Cthulhu Wars Author Kenneth Hite
ISBN-10 9781472807885
Release 2016-05-19
Pages 80
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From the Patriots' raid on the necromancer Joseph Curwen to the Special Forces' assault on Leng in 2007, this unique document reveals the secret and terrible struggle between the United States and the supernatural forces of Cthulhu. In this war, immortal cultists worship other-dimensional entities and plot to raise an army of the dead. Incomprehensible undersea intelligences infiltrate and colonize American seaports, and alien races lurk beneath the ice of Antarctica and high in the mountains of Afghanistan. It is only through constant vigilance and violence that the earth has surived. Also included are threat reports describing the indescribable ? humanity's deadliest foes serving Cthulhu and the other Great Old Ones. Strange times are upon us, the world is changing, and even death may die ? but, until then, the war continues. This product is not associated with the Cthulhu Wars tabletop game by Petersen Games, LLC; PetersenGames.com



GURPS THAUMATOLOGY

GURPS THAUMATOLOGY Author Phil Masters
ISBN-10 1556348096
Release 2016-11-21
Pages 276
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Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.



Gurps Fantasy

Gurps Fantasy Author Steve Jackson Games
ISBN-10 1556345194
Release 2004-10-01
Pages 256
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GURPS Magic

GURPS Magic Author Steve Jackson
ISBN-10 1556342861
Release 1994-02-01
Pages 128
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-- Over 300 new magic spells adaptable to any game. -- Two whole new optional systems of magic! -- Written by system designer Steve Jackson.



Brave New Words

Brave New Words Author Jeff Prucher
ISBN-10 9780199885527
Release 2007-05-07
Pages 384
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Winner of a 2008 Hugo Award, this new paperback takes readers on spectacular tour of the language created by science fiction. From "Stargate" to "Force Field," this dictionary opens a fascinating window into an entire genre, through the words invented by science fiction's most talented writers, critics, and fans. Each entry includes numerous citations of the word's usage, from the earliest known appearance forward. Drawn not only from science fiction novels and stories, citations also come from fanzines, screenplays, comics, songs, and the Internet.



Building Imaginary Worlds

Building Imaginary Worlds Author Mark J.P. Wolf
ISBN-10 9781136220807
Release 2014-03-14
Pages 408
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Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.



The Cthulhu Wars

The Cthulhu Wars Author Kenneth Hite
ISBN-10 9781472807892
Release 2016-05-19
Pages 80
Download Link Click Here

From the Patriots' raid on the necromancer Joseph Curwen to the Special Forces' assault on Leng in 2007, this unique document reveals the secret and terrible struggle between the United States and the supernatural forces of Cthulhu. In this war, immortal cultists worship other-dimensional entities and plot to raise an army of the dead. Incomprehensible undersea intelligences infiltrate and colonize American seaports, and alien races lurk beneath the ice of Antarctica and high in the mountains of Afghanistan. It is only through constant vigilance and violence that the earth has surived. Also included are threat reports describing the indescribable ? humanity's deadliest foes serving Cthulhu and the other Great Old Ones. Strange times are upon us, the world is changing, and even death may die ? but, until then, the war continues. This product is not associated with the Cthulhu Wars tabletop game by Petersen Games, LLC; PetersenGames.com



Fantasy Roleplaying Gamer s Bible

Fantasy Roleplaying Gamer s Bible Author Sean Patrick Fannon
ISBN-10 0967442907
Release 1999
Pages 258
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Drachenv ter

Drachenv  ter Author Tom Hillenbrand
ISBN-10 9783741855580
Release 2016-10-07
Pages
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Level, Erfahrungspunkte, Lebensenergie: Wo kommen diese in fast jedem Computerspiel auftauchenden Konzepte eigentlich her? Die Antwort lautet: Sie stammen aus drei kleinen braunen Büchlein, die 1974 in den USA veröffentlicht wurden. In ihnen befanden sich die Regeln für "Dungeons & Dragons" (D&D), das erste Fantasy-Rollenspiel. Alles was danach kam, von "The Bard’s Tale" bis "World of Warcraft", hat seinen Ursprung in diesen sogenannten Pen&Paper-Rollenspielen, die man mit Papier, Bleistift und Würfeln spielte. Viele derer, die man heute als Generation C64 oder als Nerds bezeichnet, saßen in den Siebzigern und Achtzigern mit Freunden um den Küchentisch und durchstreiften als Zwerge oder Elfen Verliese voller Monster. Der Einfluss von Rollenspielen auf die Populärkultur ist immens: Sie tauchen in Dutzenden Filmen und Büchern auf, "Simpsons"- Erfinder Matt Groening und die Schauspieler Vin Diesel, Robin Williams oder Mike Myers sind ebenso erklärte D&D-Fans wie der Schriftsteller George R. R. Martin, Technikpionier Elon Musk oder Comedystar Steven Colbert. Zum vierzigjährigen Jubiläum von "Dungeons & Dragons" zeichnen die Autoren Konrad Lischka und Tom Hillenbrand die Geschichte der Fantasy-Rollenspiele in diesem aufwendig produzierten Buch nach. Über vier Jahre haben die beiden dazu recherchiert und mit Dutzenden Veteranen aus der weltweiten Spieleszene gesprochen, darunter Richard Garriott, Designer der "Ultima"- Computerspiele, Steve Jackson, Miterfinder des interaktiven Buchs ("Der Hexenmeister vom flammenden Berg"), Ian Livingstone ("Warhammer", "Tomb Raider") und Werner Fuchs, dem Macher des erfolgreichsten deutschen Rollenspiels "Das Schwarze Auge". Zusätzlich haben die Autoren Dutzende alte Fotos ausgegraben, darunter viele verschollene und nie zuvor gezeigte Bilder aus den Anfängen des Rollenspiels.



Nazi Moonbase

Nazi Moonbase Author Graeme Davis
ISBN-10 9781472814937
Release 2016-04-21
Pages 80
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In the dying days of World War II, Nazi Germany spent increasingly large amounts of its dwindling manufacturing capability on the construction of a small fleet of flying saucers capable of travel beyond the atmosphere. While these saucers were too few in number to affect the eventual outcome of the war, they did allow for a small, but fanatical Nazi group to escape Germany, first to Antarctica, and then on to the moon! For the first time, the history of the Nazi space program has been revealed - with a focus on the design, construction, and layout of the moonbase. Using detailed maps, the entire moonbase is reconstructed, noting the locations of various important features, such as weapon emplacements, the Vril generator, the air recyclers and water extractors. The book also covers the various attempt by the allies to overcome this last Nazi stronghold through both subterfuge and outright battle.



The Nazi Occult

The Nazi Occult Author Kenneth Hite
ISBN-10 9781782009337
Release 2013-06-20
Pages 80
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In the dark dungeons beneath Nazi Germany, teams of occult experts delved into ancient and forbidden lore, searching for lost secrets of power. This book tells the complete history of the Nazi occult programs, from their quests for the Ark of the Covenant, the Spear of Destiny, and the Holy Grail, through their experiments with lycanthrope and zero-point energy. It also includes information on the shadow war fought in the dying days of the Reich as the Nazis deployed strange flying saucers that battled to save their final stronghold in the Antarctic. For years, the Allied governments worked to keep this information from reaching the public, and sought to discredit those few who dared to seek the truth. Now, using a combination of photography and artwork reconstructions, the true story of the most secret battles of World War II can finally be told.