Life of a Miner


Jamie McFarlane - 2016
    As grateful as Priloe might be, he can't imagine why Hoffen would give up his family to go careening around the stars, when family is all he's ever wanted.A chance encounter with Silver, Liam's mother, offers Priloe a new life on the family's asteroid mining operation. He seizes the opportunity, not realizing that trouble is just around the corner. Before he has his feet under him, he's dragged into a mystery at an abandoned mining claim.Though just a kid, Priloe has a lifetime of difficult decisions behind him, but those he faces now could well separate him from the family he's desperate to join. When another's life hangs in the balance, he must make a choice, no matter the consequences.Life of a Miner is a quick, enjoyable read that was originally conceived, written, and released on Jamie McFarlane's blog at fickledragon.com.Interview with the AuthorQ - What exactly makes the Privateer Tales series special?A - When I set out to write Privateer Tales, I wanted to create a modern take on the SF books I read as a teenager and that I still love reading today. My focus is, therefore, space opera with a heavy emphasis on starships, pirates, space combat, inter-galactic travel and exciting, sometimes unexpected technology, all with a strong sense of exploration and discovery.Privateer Tales stories have a strong component of evolving relationships between the members of the crew and the people they encounter. Throughout the series, we continually pick up new crew members; some stick around while others are only aboard for a short time.Mostly, I want to feel like I'm right there with my characters - exploring new worlds, interacting with alien species and sailing through the deep dark of space on an important mission.Q - What order should I read the books in?A - While each story is written to be a complete, no-cliffhanger adventure, following the numeric series order will be helpful. We're constantly adding crew, switching ships and discovering new planets and species. There are several shorter stories that are quick reads and focus on specific events outside of our hero's view. The following order is recommended: Rookie Privateer Fool Me Once Parley Big Pete (order is unimportant) Smuggler's Dilemma Out of the Tank Cutpurse Buccaneers A Matter of Honor Give No Quarter Q - So, why should readers give these books a try?A - Privateer Tales stories are a great mix of space opera, exploration, fleet combat, colonization and just plain old action and adventure. Listen to what other readers have said:"The books are well written, highly entertaining, and the plots are both interesting and imaginative." - Amazon Reader"Fun stories, interesting characters, action and best of all, some fun to go with the drama and serious situations. " - Amazon Reader"Good basic science fiction which is hard to come by these days." - Amazon ReaderQ - Can readers try the series before fully committing?A - Sure.

Cornelius Chronicles V02


Michael Moorcock - 1986
    Jerry Cornelius, a time traveler who is able to assume many identities, must prey on others to maintain his image stability.

Spells & Chrome


John HelfersKevin Killiany - 2010
    A world where magic and machines exist side-by-side. Where cybernetics can replace organs or entire limbs with ease, and arcane spells can make the impossible happen. Where the Matrix has become an artificial world of its own, filled with all kinds of pleasure, treasure, and trouble. Where dwarves, elves, orks and trolls walk alongside humans every day. Some work for mega-corporations whose invisible tentacles wrap around every aspect of modern life. Others choose a much less legal career, doing whatever dirty work the corp executives need done—-for a price.Featuring fifteen new stories about the men and women who make their living in the shadows of the Sixth World, Spells & Chrome takes you into the dark and dirty streets of the future. Whether risking their lives to execute a mission for an employer who might be planning to double-cross them anyway, or just doing whatever they need to do to survive another day, shadowrunners use everything they’ve got--cyberware, spells, or a very big gun--to get the job done.

Collision


Peter Cawdron - 2016
    For hundreds of years, the danger of collision has been ignored as mere crackpot theories, until now, and now it's too late. Collision is a short story commissioned by Vanquish Motion Pictures for development in film and television, and is the first in a series of character-rich, mystery-driven science fiction grounded in science fact.

Hall of the Fire Giant King


E. Gary Gygax - 1978
    

11 Science Fiction Stories


Philip K. Dick - 2010
    SpaceshipPiper in the Woods

Veins of the Earth


Patrick Stuart - 2017
    Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.

Dr. Halsey's Journal (Halo: Reach Special Edition Exclusive)


Eric S. Nylund - 2010
    Halsey's personal journal is a booklet co-written by Eric Nylund and is included with the Halo: Reach Limited and Legendary editions. It covers various elements from the Halo universe and is written through the eyes of Catherine Elizabeth Halsey herself.

Codex: Space Marines


Matthew Ward - 1998
    They are barely human at all, but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Organised into small independent armies called Chapters, their unswerving loyalty is to the Emperor of Mankind and no other.This 144-page Warhammer 40,000 Codex contains all the rules you'll need to field a Space Marine army, as well as detailed background information, bestiary, accompanying artwork and 'Eavy Metal showcase.You must possess a copy of Warhammer 40,000 in order to use the contents of this book.

Star Wars: Scum and Villainy: A Star Wars Roleplaying Game Supplement


Wizards of the Coast - 2008
    Take your ship on the dangerous Kessel run, or chase down a bounty and claim your reward. Watch out for the long arm of Imperial law, though, or you may find yourself on a one-way trip to the spice mines.This book provides extensive information on life on the fringe in the Star Wars universe. More than just information for players, this book gives Gamemasters a wide variety of information on bounty hunters, crime syndicates, smugglers, pirates, and criminals of all stripes throughout the Star Wars setting. Covering everything from vile Hutt gangsters to smooth-talking con artists, Scum and Villainy gives both players and Gamemasters everything they need to fit right in at Mos Eisley spaceport.Scum and Villainy brings the Saga Edition rules to the fringes of society, introducing new rules and information on smugglers, bounty hunters, crime lords, and anyone else that walks outside the law.

Beyond Armageddon III: Parallels


Anthony DeCosmo - 2011
    Trevor Stone has survived the invasion of alien armies and creatures, cut off their conduits to Earth, and built a small Empire that has turned the tide of the war, but victory has come at a high personal cost. When Nina Forest disappears, Trevor makes the reckless decision to personally lead a rescue team. What follows is a trip down the proverbial rabbit-hole, one that brings him face to face with the most terrifying monster in a changed world: himself. Parallels is a mature journey to a place where inhibitions are stripped, desires indulged, and where Trevor Stone may be eclipsed by the darkness within.

GURPS Powers


Sean Punch - 2005
    . . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly—two crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaign—or high-powered players—you want GURPS Powers!

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Declination


David Derrico - 2002
    Now, the Confederation's crises are spawned from within, and one brave woman struggles against all odds to keep mankind united amidst a hailstorm of rebellion, war, and moral declination.* * * * *The Lucani Ibron have yet to return, but all is not well within the Alpha Sector. Internal strife, terrorism, and ever-escalating conflicts with several neighboring species have spread the Confederation's resources dangerously thin. Captain Anastasia Mason, together with an eclectic group of humanity's most decorated heroes, struggles to hold the Confederation together against powerful forces that threaten to rip it apart at its very core. Then, at what appears to be mankind’s most desperate hour, an old enemy returns from a ten-year hiatus, casting humanity to the brink of civil war... and outright annihilation.

The Contact Episode One


Albert Sartison - 2013
    The recently discovered technology of remote manipulation gave people the capability of altering the orbit of celestial bodies of planetary size, which laid the foundation of a new era for the human race: the terraforming age. The colonization of space beyond the limits of the Solar System became only a matter of time. Soon after the first successful test, changing the orbit of Mercury, a strange object moving from the depths of space towards the centre of the Solar System entered the field of vision of a telescope at an observatory in Chile…