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 For Dummies

GURPS For Dummies Author Adam Griffith
ISBN-10 047004361X
Release 2006-06-26
Pages 410
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This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.



Brave New Words

Brave New Words Author Jeff Prucher
ISBN-10 9780195305678
Release 2007-03-21
Pages 342
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The shared language of science fiction is covered in this historical dictionary that shows how science-fiction words and their associated concepts have developed over time and includes more than three thousand terms and an analysis of the influence of science fiction on the English language.



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.



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.



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
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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



The Role Playing Society

The Role Playing Society Author Andrew Byers
ISBN-10 9781476623481
Release 2016-03-31
Pages 320
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Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose origins, characteristics, cultures and player experiences have been well explored. Yet there has been little attention devoted to the meaningful ways RPGs have shaped society at large over the last four decades. RPGs were influential on video game design and have been widely represented in film, television and other media. They have made their mark on other areas of society, as well, including education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.



Conceiving the Heavens

Conceiving the Heavens Author Melissa Scott
ISBN-10 0435070088
Release 1997
Pages 198
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How does one write science fiction so that it is believable and meaningful? Melissa Scott shares her successful techniques and insights.



Cyberia

Cyberia Author Douglas Rushkoff
ISBN-10 UVA:X002452315
Release 1994
Pages 250
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A trip through modern computer culture that examines the cyberpunk movement, the hacker sub-culture, virtual reality, and smart drugs



Marsli

Marsli Author Andy Weir
ISBN-10 6053753904
Release 2015-02-01
Pages 416
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Marsli has been writing in one form or another for most of life. You can find so many inspiration from Marsli also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Marsli book for free.



Plague Ship

Plague Ship Author Andre Norton
ISBN-10
Release 2016-01-19
Pages 116
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PERFUMED PLANET Dane Thorson, Cargo-master-apprentice of the Solar Queen, Galactic Free Trader spacer, Terra registry, stood in the middle of the ship's cramped bather while Rip Shannon, assistant Astrogator and his senior in the Service of Trade by some four years, applied gobs of highly scented paste to the skin between Dane's rather prominent shoulder blades. The small cabin was thickly redolent with spicy odors and Rip sniffed appreciatively. "You're sure going to be about the best smelling Terran who ever set boot on Sargol's soil," his soft slur of speech ended in a rich chuckle. Dane snorted and tried to estimate progress over one shoulder. "The things we have to do for Trade!" his comment carried a hint of present embarrassment. "Get it well in--this stuff's supposed to hold for hours. It'd better. According to Van those Salariki can talk your ears right off your head and say nothing worth hearing. And we have to sit and listen until we get a straight answer out of them. Phew!" He shook his head. In such close quarters the scent, pleasing as it was, was also overpowering. "We would have to pick a world such as this--" Rip's dark fingers halted their circular motion. "Dane," he warned, "don't you go talking against this venture. We got it soft and we're going to be credit-happy--if it works out--"



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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Subject Guide to Books in Print

Subject Guide to Books in Print Author
ISBN-10 STANFORD:36105025888517
Release 2003
Pages
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Subject Guide to Books in Print has been writing in one form or another for most of life. You can find so many inspiration from Subject Guide to Books in Print also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Subject Guide to Books in Print book for free.



Books in Print

Books in Print Author
ISBN-10 UOM:39015049090585
Release 2001
Pages
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Books in print is the major source of information on books currently published and in print in the United States. The database provides the record of forthcoming books, books in-print, and books out-of-print.



Computer Gaming World

Computer Gaming World Author
ISBN-10 UCSD:31822032243594
Release 1993
Pages
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Computer Gaming World has been writing in one form or another for most of life. You can find so many inspiration from Computer Gaming World also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Computer Gaming World book for free.



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.