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The 10th Science Fiction MEGAPACK
David Gerrold - 2015
From David Gerrold's "The Martian Child" (winner of the Hugo Award, Nebula Award, Locus Award, and HOMer Award) to brand new works published here for the first time by David Gerrold and Lawrence Watt-Evans to modern masterpieces by Pamela Sargent and Jay Lake to classics by E.E. "Doc Smith" and Alan E. Nourse -- we have everything a science fiction fan could want. Almost 1,500 pages of great reading!Fiction:TORQUING VACUUM, by Jay LakeCOLLECTORS, by Pamela SargentVICTORY, by Lester del ReyTHE TREE OF LIFE, by C. L. MooreYE OLDE RESIGNATION, by Rhys HughesFACE TO FACE, by Adrian ColeBEYOND THE THUNDER, by H. B. HickeyCAPTIVES OF THE THIEVE-STAR, by James H. SchmitzTHE DEEPS, by Keith RobertsMADMEN MUSTERED, by Connor Freff CochranEXILE FROM SPACE, by Judith MerrilTHROUGH TIME AND SPACE WITH FERDINAND FEGHOOT: THE CHAIRMAN DANCES, by David GerroldTHE FROZEN PLANET, by Keith LaumerTHE TAIL-TIED KINGS, by Avram DavidsonTHE GRAIN KINGS, by Keith RobertsHIS MASTER'S VOICE, by Randall GarrettBACK TO JULIE, by Richard WilsonBRIGHTSIDE CROSSING, by Alan E. NourseTHE SECRET OF THE SCARAB, by Ron GoulartREINVENTING CARL HOBBS, by James GlassTHE OLD SHILL GAME, by H.B. FyfeNOTES TOWARD A NEW TRAIT AS REVEALED BY CORRELATION AMONG ITEMS OF THE MMMPI, by M. Purrzillo, U. R. A. Ferball, and C. KitirunTHE SLEEPER IS A REBEL, by Bryce WaltonTHE TEACHER FROM MARS, by Eando BinderNIF'S WORLD, by Lawrence Watt-EvansA MAN OBSESSED, by Alan E. NourseFIRST LENSMAN, by E.E. “Doc” SmithREINCARNATE, by Lester del ReyTHE MAN WHO LIVED FOREVER, by R. DeWitt Miller and Anna HungerTHE MARTIAN CHILD, by David GerroldPoetry:I’VE NEVER SEEN, by Hannes Bok (poem)THOUGHT AND SPACE, by Ray BradburyNovel Serial:FIREBIRD, by Tony Rothman (part 1 of 3)If you enjoy this MEGAPACK™, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see the 240+ other entries in this series, including science fiction, fantasy, mysteries, adventure, horror, westerns -- and much, much more!
Pathfinder Roleplaying Game: Bestiary
Jason BulmahnSean K. Reynolds - 2009
Within this tome you'll find fire-breathing dragons and blood-drinking vampires, vile demons and shapechanging werewolves, sadistic goblins and lumbering giants, and so much more! Yet not all the creatures in this book are enemies, for some can serve lucky heroes as allies or advisors, be they summoned angels or capricious nymphs. And it doesn't stop there—with full rules for advancing monsters, adapting monsters to different roles, and designing your own unique creations, you'll never be without a band of hideous minions again!The Pathfinder RPG Bestiary is the must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary includes:- More than 350 different monsters.- Dozens of monstrous variants to modify creatures and keep players on their toesNumerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat.- Extensive rules for creating effective and balanced monsters.- Rules for advancing monsters by hit dice, template, or class level.- Universal monster rules to simplify special attacks, defenses, and qualities like breath weapons, damage reduction, and regeneration.- More than a dozen feats tailored especially for monsters.- Suggestions for monstrous cohorts.- Two dozen additional animal companions.- More than a dozen different wandering monster encounter tables.... and much, much more!Cover art by Wayne Reynolds
Clanbook: Ventrue Revised
Richard Dakan - 2000
Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership
The Obernewtyn Chronicles Omnibus, #1-6
Isobelle Carmody - 2015
It was a time known as the Age of Chaos. In a final explosive flash everything was destroyed. The few who survived banded together and formed a Council for protection. But people like Elspeth-mysteriously born with powerful mental abilities-are feared by the Council and hunted down like animals...to be destroyed.Her only hope for survival to is keep her power hidden. But is secrecy enough against the terrible power of the Council? The Farseekers Since their takeover of Obernewtyn, the secret community of Misfits has flourished, protected by their remoteness. Led by Elspeth Gordie, whose extraordinary powers set her apart even among her Misfit friends, an expedition sets out to rescue a powerful Misfit in a distant part of the Land. Only she knows the enormity of their task. But for her is yet another challenge as she must fulfil her vow to find and dismantle the dormant deathweapons left by the Beforetimers.AshlingThe powerful farseeker Elspeth Gordie is sent to Sutrium, seat of the totalitarian council that rules the Land, to seal an alliance between the secret Misfit community at Obernewtyn and rebel forces. The journey takes her far beyond the borders of the Land, across the sea and into the heart of the mysterious desert region of Sador, where she seeks help to destroy the weaponmachines. But before her dark quest can begin, Elspeth must learn the truth of her dreams: she must understand why the Beforetimers destroyed their world ...The Keeping Place After a kidnapping, Elspeth Gordie and the Misfits are forced to join the rebellion against the oppressive Council, using their extraordinary mind powers. But Elspeth must also seek out clues left by the long-dead seer, Kasanda, vital to her quest to destroy the Beforetime weaponmachines. One clue is lost in the past, forcing Elspeth to travel the Dreamtrails, stalked by a terrifying winged beast, with the cat, Maruman, as her guide and guardian. Only there can she learn more of the Beforetimer Misfits and their enemy, Govamen. Gradually Elspeth realises that her quest is intimately linked to the Misfits' refuge Obernewtyn - its past and its future...The Stone Key There was a great crash and wood splintered . . . I had a brief glimpse of a group of Herder priests, bald and robed, peering at me, and then the sundered remnants of the locker door were torn aside and a rough hand reached in to haul me out by the hair. A Hedra captain stared into my face with eyes that burned with a fanatical fire above a thin nose and a lipless slash of a mouth. . .'You will die in great pain and very slowly, mutant,' said the Hedra master.When Farseeker Guildmistress Elspeth Gordie sets out from Obernewtyn to travel to Sutrium at the end of Wintertime, she quickly learns that not everyone welcomes the changes brought about by the rebellion. Capture by an old and vicious enemy, she is drawn into the heart of the Herder Faction, where she learns of a terrible plot to destroy the west coast.To stop it, Elspeth must risk everything, knowing that if she dies, she will never complete her quest to find the weaponmachines that destroyed the Beforetime.But if she succeeds, her journey will lead her to the last of the signs left for her by the seer Kasanda . . .The SendingIt came to me then, like a chilly draught from an unseen gap, that I had always known in my deepest heart that it would be like this, a slipping away from a life full of people I had come to love, in a place I had helped to shape, in a land I had helped to free.The time has come at last for Elspeth Gordie to leave the Land on her quest to find and stop the computermachine Sentinel from unleashing the deadly Balance of Terror arsenal. But before she can embark on her journey, she must find a lost key. And although she has long prepared for this day, nothing is as she anticipated.Elspeth's search will take her where she never thought to go, and bestow upon her stranger companions than any she ever imagined. It will lead her far from her destination to those she believed lost forever.And it will test her, as she has never been tested before . . .
Mutants & Masterminds: RPG
Steve Kenson - 2005
Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!
The Final Compliance of Sixty-Three Fourteen
Guy Haley - 2014
With the Sons of Horus already at battle readiness over Sixty-Three Fourteen, a grim decision must be made...Witness the brutal methods of re-conquest enacted by the Warmaster and the Traitor Legions as the war for humanity wages on. This Quick Read is a fascinating look at the changes the war has wrought in Horus and the way he is viewed by the Imperium’s defenders.
The First Golden Age of Science Fiction MEGAPACK ®: Winston K. Marks
Winston K. Marks - 2014
Winston K. Marks (1915-1979) is one such unjustly forgotten author.Included here are 12 science fiction stories, published between 1953 and 1959, representing some of his best work:THE WATER EATER (1953)UNBEGOTTEN CHILD (1953)…SO THEY BAKED A CAKE (1954)BACKLASH (1954)TABBY (1954)BREEDER REACTION (1954)FORSYTE'S RETREAT (1954)MATE IN TWO MOVES (1954)THE TEST COLONY (1954)BROWN JOHN’S BODY (1955)THE MIND DIGGER (1958)THE DEADLY DAUGHTERS (1958)If you enjoy this book, search your favorite ebook store for "Wildside Press Megapack" to see the more than 100 other entries in the series, covering science fiction, modern authors, mysteries, westerns, classics, adventure stories, and much, much more!
Judge Dredd: Dredd VS. Death (Judge Dredd (Graphic Novels))
John Wagner - 2005
Meet Judge Dredd's ultimate nemesis; his name is Judge Death, and Dredd can't kill him because he's already dead! When Death comes to Mega-City One, it will take all of Dredd's ingenuity, not to mention the help of Psi-Judge Cassandra Anderson, to stop him! Suggested For Mature Readers.
Hunter: The Vigil
Russell Bailey - 2008
A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.
Dirk Gently's Holistic Detective Agency
James Goss - 2016
In Dirk Gently's Holistic Detective Agency, Dirk finds himself on the trail of a gruesome murderer who is somehow involved with the works of Coleridge, quantum physics, and the enigmatic study of the Cambridge Professor of Chronology. Ultimately, the stakes of the case are far greater than a single murder, but go to the fate of life on Earth. Confused? Don't be - everything is connected.
Pathfinder Roleplaying Game: NPC Codex
Jason BulmahnJason Nelson - 2012
You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds
Ed Greenwood Presents Elminster's Forgotten Realms: A Dungeons & Dragons Supplement
Ed Greenwood - 2012
Through the alter ego of Elminster, Archmage of Shadowdale, Ed Greenwood presents the Realms as a setting where companies of crazed adventurers are born and have rich lives, and where they get to call the shots. In this book, Ed presents a world where friendships are forged, endless intrigues unfold, and heroes wage war against the monstrous inhabitants of famous dungeons and untamed wildernesses.For the FORGOTTEN REALMS fan, this book provides a rare glimpse into the setting as imagined by its creator, with new information on its visible and clandestine rulers, various merchant and trade princes, the churches and mercenary companies of the Realms, renown magic-users and secret societies, adventuring companies, and the web of alliances and enmities that connect them. The book is aimed at all Forgotten Realms enthusiasts, including players of every edition of the DUNGEONS & DRAGONS game.
All Flesh Must Be Eaten
Al Bruno - 2003
In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.