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Kevin Wilks, a strong-willed child, finds himself unexpectedly immersed in a world of magic and mystery. Gifted with an unwavering spirit, Kevin questions the validity of all he’s taught, seeking evidence to support the claims presented to him. Unbeknownst to Kevin, his older brother, who is three years his senior, is already a part of this enigmatic realm. It is through his brother’s discovery that Kevin learns of his own latent magical abilities. As Kevin enters his senior school, his life takes a dramatic turn when he discovers the existence of this hidden world, and he is thrust into its midst. Despite the initial challenges in comprehending the nature of his new reality, Kevin must learn to embrace it as an integral part of his life. Under the guidance of the master wizard Merlin, Kevin embarks on a series of quests, seeking to uncover a mysterious object of great importance. His determination and unique perspective prove invaluable as he strives to succeed in the tasks set before him. Join Kevin on his extraordinary journey as he navigates the magical world, grows into his own, and becomes a central figure in the captivating saga that bears his name.
Let the adventure begin with this straightforward guide to GURPS! 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.
Urza’s Legacy Unfolds Urza Planeswalker has enlisted the most brilliant minds from across Dominaria to study at his academy on Tolaria. Together they work to bring to life the greatest artifact weapon Urza has ever devised, hoping to use it to defend their home from an imminent Phyrexian invasion. But treachery and tragedy stalk the tiny island, as Urza and his followers seek to manipulate time itself.
One morning Ben Cody was taking a relaxing stroll on the top of a mountain near his home in beautiful Springfield, Vermont. Just a few hours later he was buried under a mountain of trouble and danger. See what happens when a young man joins the family business, and finds that the family business is protecting the world. A magical romp through worlds and gates, with new creatures and dangers around every turn.
Whenever you kill an evil wizard, there are three things you should remember: Kill his bodyguards and sidekicks *as well*; Steal *all* his treasure; Have an escape route planned *in advance*. So ... Second time lucky? A second chance arrives for Cullan and his companions to loot the Tower or Morss - not that they really want to go back there, after what happened last time. Especially with an invading army in the way. Oh, and having to kill the three most well-protected people in a besieged city.
Explores the popular belief that lava rocks taken from the Hawaii Vocanoes National Park bring bad luck.
Vols. 1-7 include music.
Delve into intrigue, penetrate a fortified palace, recruit warriors, sail to a foreign land, experience a foreign culture, battle an evil cult, stumble upon a conspiracy, join a false flag operation, and eliminate traitors. All this and more await you inside this second compilation volume of the the HS&S: WT series, including an exclusive short story that tells of one way how mercenaries can become famous
This collection of fantasy stories contains tales of magic and might, as well as tales of invention and compassion. Also part of this collection are two novellas, one expressing concern for the future of the land while other portrays hope for another. These stories have been previous published in magazines and in self-published collections, as have both novellas. All are gathered in a single volume for the first time.