Gurps Mysteries

Gurps  Mysteries Author Lisa J. Steele
ISBN-10 1556347618
Release 2008-09-01
Pages 124
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Gurps Mysteries has been writing in one form or another for most of life. You can find so many inspiration from Gurps Mysteries also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Gurps Mysteries 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.



Gurps Arabian Nights

Gurps Arabian Nights Author Phil Masters
ISBN-10 1556342667
Release 1998-01-01
Pages 128
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-- By the top-selling co-author of GURPS Discworld. -- Includes dozens of new magic spells.



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.



No One To Trust A Lexi Carmichael Mystery Book Two

No One To Trust  A Lexi Carmichael Mystery  Book Two Author Julie Moffett
ISBN-10 9781426891731
Release 2011-06-13
Pages
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SWFG: Single, White, Female, Geek. That's me, Lexi Carmichael, a reformed hacker who was gainfully employed by the National Security Agency. But a series of extraordinary events led me to leave government life behind for a fresh start with a brand-new company and an incredibly sexy boss, Finn Shaughnessy. It may not be kosher to have the hots for your boss, but he seems to have the hots for me, too. If only things didn't get so complicated... Darren Greening, a genius researcher from Flow Technologies (our first client!) is missing, and his bosses think I'm involved. And they aren't the only ones—the man who nearly snapped my neck in the parking garage thinks so, too. Now I'm caught in the middle of a complex and dangerous case. I'll have to use all my geek skills and a little help from my friends to solve the mystery of Darren's disappearance before Neck-Snapping-Man makes a return visit... 65,000 words



GURPS in Nomine

GURPS in Nomine Author Elizabeth McCoy
ISBN-10 1556344007
Release 1999-12-01
Pages 224
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GURPS in Nomine has been writing in one form or another for most of life. You can find so many inspiration from GURPS in Nomine also informative, and entertaining. Click DOWNLOAD or Read Online button to get full GURPS in Nomine book for free.



Gurps Illuminati

Gurps Illuminati Author Findley Nigel
ISBN-10 1556342233
Release 1996-01-01
Pages 128
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-- Ties in with current Hollywood hits...aliens and conspiracy! -- Illustrated by award-winning cartoonist and satirist Alexis Gilliland.



Gurps Cthulhupunk

Gurps Cthulhupunk Author Chris W. McCubbin
ISBN-10 1556345615
Release 2002-03-01
Pages
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Gurps Cthulhupunk has been writing in one form or another for most of life. You can find so many inspiration from Gurps Cthulhupunk also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Gurps Cthulhupunk book for free.



                                          Author 南江濤
ISBN-10 OCLC:849792003
Release 2013
Pages
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has been writing in one form or another for most of life. You can find so many inspiration from also informative, and entertaining. Click DOWNLOAD or Read Online button to get full book for free.



GURPS Autoduel

GURPS Autoduel Author Christopher J. Burke
ISBN-10 1556342403
Release 1996-06-02
Pages 128
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-- Brings the best-selling Car Wars background to roleplaying. -- 32 pages longer than the first edition, completely updated.



Conspiracy Theories

Conspiracy Theories Author Mark Fenster
ISBN-10 9780816632428
Release 1999
Pages 282
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JFK, Karl Marx, the Pope, Aristotle Onassis, Queen Elizabeth II, Howard Hughes, Fox Mulder, Bill Clinton -- all have been linked to vastly complicated global (or even galactic) intrigues. In this enlightening tour of conspiracy theories, Mark Fenster guides readers through this shadowy world and analyzes its complex role in American culture and politics. Fenster argues that conspiracy theories are a form of popular political interpretation and contends that understanding how they circulate through mass culture helps us better understand our society as a whole. To that end, he discusses Richard Hofstadter's The Paranoid Style in American Politics, the militia movement, The X-Files, popular Christian apocalyptic thought, and such artifacts of suspicion as The Turner Diaries, the Illuminatus! trilogy, and the novels of Richard Condon. Fenster analyzes the "conspiracy community" of radio shows, magazine and book publishers, Internet resources, and role-playing games that promote these theories. In this world, the very denial of a conspiracy's existence becomes proof that it exists, and the truth is always "out there." He believes conspiracy theory has become a thrill for a bored subculture, one characterized by its members' reinterpretation of "accepted" history, their deep cynicism about contemporary politics, and their longing for a utopian future. Fenster's progressive critique of conspiracy theories both recognizes the secrecy and inequities of power in contemporary politics and economics and works toward effective political engagement. Probing conspiracy theory's tendencies toward scapegoating, racism, and fascism, as well as Hofstadter's centrist acceptance of a postwar American"consensus, " he advocates what conspiracy theory wants but cannot articulate: a more inclusive, engaging political culture.



No Place Like Rome A Lexi Carmichael Mystery Book Three

No Place Like Rome  A Lexi Carmichael Mystery  Book Three Author Julie Moffett
ISBN-10 9781426897498
Release 2013-11-25
Pages
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A Lexi Carmichael Mystery Italy might seem like a long way to go to hide after a disastrous date. But when sexy überhacker Slash (no, that's not his real name) asks me to go with him to Rome on an investigation, the timing is sort of perfect. My messed-up love life becomes the least of my worries, though, after the dead body, the near-kidnapping and the discovery of a top secret encrypted file that even I can't hack. With time running out, there's only one thing to do: call in the legendary Zimmerman twins and my best fluent-in-Italian friend, Basia, to crack the code. Now if only someone could help me solve the mystery of whether Slash is flirting, or if all the kissing is just one of those "when in Rome" things… But when we finally uncover the secret someone would kill to keep, it's up to me to solve the case and save the lives of my best friends. Just another week in the life of geek-girl Lexi Carmichael. Read about Lexi's previous adventures in No One Lives Twice, No One to Trust and No Money Down. 61,000 words



No One Lives Twice A Lexi Carmichael Mystery Book One

No One Lives Twice  A Lexi Carmichael Mystery  Book One Author Julie Moffett
ISBN-10 9781426890499
Release 2010-08-01
Pages
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I'm Lexi Carmichael, geek extraordinaire. I spend my days stopping computer hackers at the National Security Agency. My nights? Those I spend avoiding my mother and eating cereal for dinner. Even though I work for a top-secret agency, I've never been in an exciting car chase, sipped a stirred (not shaken) martini, or shot a poison dart from an umbrella. Until today, that is, when two gun-toting thugs popped up in my life and my best friend disappeared. So, I've enlisted the help of the Zimmerman twins—the reclusive architects of America's most sensitive electronic networks—to help me navigate a bewildering maze of leads to find her. Along the way, my path collides with a sexy government agent and a rich, handsome lawyer, both of whom seem to have the hots for me. Hacking, espionage, sexy spy-men—it's a geek girl's dream come true. If it weren't for those gun-toting thugs... 112,000 words



Bleeding Hearts

Bleeding Hearts Author Susan Wittig Albert
ISBN-10 9781101565957
Release 2007-04-03
Pages 320
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When local football coach and hero Tim Duffy is accused of improper behavior, lawyer-turned-herbalist China Bayles investigates, following a trail of obsession and murder that may lead to her own doorstep.



The Munchkin Book

The Munchkin Book Author James Lowder
ISBN-10 9781939529169
Release 2016-02-23
Pages 216
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With 18 exclusive Munchkin® game rules! By gently – and sometimes not so gently – mocking the fantasy dungeon crawl and the sacred cows of pop culture, the Munchkin card game has stabbed and sneaked and snickered a path to the pinnacle of success. Along the way, it has sold millions of copies, been translated around the world, and spawned more than two dozen sequels and supplements. More fun than a Chainsaw of Bloody Dismemberment and more useful than a Chicken on Your Head, The Munchkin Book is a lighthearted and suitably snarky celebration of all things near and dear to the munchkin heart, featuring exclusive content from: Munchkin’s designer and Steve Jackson Games president Steve Jackson Munchkin’s signature artist John Kovalic (creator of web comic Dork Tower) Steve Jackson Games’ “Munchkin Czar” Andrew Hackard CEO of Steve Jackson Games Phil Reed The Munchkin Book also includes a foreword by New York Times bestselling author and Forgotten Realms creator Ed Greenwood, an introduction by editor James Lowder, and contributions from notable mavens of geek culture, including: Andrew Zimmerman Jones • David M. Ewalt • Jennifer Steen • Joseph Scrimshaw • Randy Scheunemann • Jaym Gates • Dave Banks • Matt Forbeck • Christian Lindke • Bonnie Burton • Colm Lundberg • Liam McIntyre Steve Jackson Games, based in Austin, Texas, has been publishing games, game books, and magazines since 1980. Its best-selling game is Munchkin, with well over 2 million copies of the games and supplements in print worldwide. Other top sellers are GURPS (the Generic Universal RolePlaying System), Zombie Dice, and Illuminati. Past hits have included Car Wars and Toon. Steve’s very first game, Ogre, recently drew almost a million dollars’ worth of Kickstarter support for a super-deluxe edition to be released in 2013.



Encyclopedia of Weird Westerns

Encyclopedia of Weird Westerns Author Paul Green
ISBN-10 9781476624020
Release 2016-02-25
Pages 320
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From automatons to zombies, many elements of fantasy and science fiction have been cross-pollinated with the Western movie genre. In its second edition, this encyclopedia of the Weird Western includes many new entries covering film, television, animation, novels, pulp fiction, short stories, comic books, graphic novels and video and role-playing games. Categories include Weird, Weird Menace, Science Fiction, Space, Steampunk and Romance Westerns.



Teen Library Events

Teen Library Events Author Kirsten Edwards
ISBN-10 0313314829
Release 2002
Pages 166
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For both new and experienced young adult librarians with little time to plan and execute programs for teens, this book does not simply highlight established programs, but provides invaluable blueprints for teen library events. For each month of the calendar year, two or three popular programs--ranging from a poetry contest to a summer job program--are presented with instructions, sample flyers, and checklists, along with instructions for ongoing procedures soliciting teens' opinions, such as a monthly question board and running a Teen Advisory. Includes booktalks and ideas for working with and marketing your programs to schools and the community.