Gabriel's Journey


Steve Umstead - 2011
    Military science-fiction adventure at its best!---GABRIEL'S REDEMPTION, Book OneNorth American Federation Navy Commander Evan Gabriel was dishonorably discharged after losing his covert team on a far off world called Eden. Now, he’s being offered an opportunity to command a new team, on a new world, with a new mission, but the true motives behind the mission are unclear.From the decaying Caribbean to politically-charged South America, from the slums of Mars to a tiny colony on a planet six hundred light years from Earth, Gabriel's Redemption is a near-future military science fiction story of a personal journey seen from the perspective of a soldier who has lost everything; one who desperately needs to redeem himself not only in his government’s eyes, but also his own. Interstellar action and political intrigue mix with one-on-one battles on the surface of a frozen planet in this exciting tale of salvation.Approximately 66,000 words.GABRIEL’S RETURN, Book TwoOn the far-off icebound planet of Poliahu, North American Federation Navy Commander Evan Gabriel suffered the loss of several team members in order to free a native species and save his brother. Now he is being called away on a new mission by a friend in trouble, and by a name from his distant past. He and his surviving team must again travel across the galaxy to the planet where he lost his naval command, and his original team, so many years ago: Eden.Evan Gabriel must face three distinct threats on Eden: the well-armed terrorist group that has been raiding Eden City, the dangerous planet itself, and his own haunting memories of his past.Gabriel's Return continues the epic science fiction/adventure trilogy with characters new and old, devious political intrigue on the moon and Mars, and deadly jungle combat on Eden.Approximately 87,000 wordsGABRIEL’S REVENGE, Book ThreeA missile has no conscience. It is an inanimate steel object: cold, emotionless. But once ignited, it burns white hot inside, and cannot be shut off. Fired in combat, it has but one objective: the total destruction of its intended target. And it will only stop when its objective has been achieved, or it runs out of fuel.Not all missiles are made of steel.North American Federation Navy Commander Evan Gabriel thought it was over. Returning from a mission on the far-off world of Eden, he finds that Mars is in a state of political upheaval. Two major dome cities are now under the control of ambitious and ruthless men backed by the scheming South American Republic. Friends are in trouble, Renay Gesselli is missing, and the future of a world is in flux while rival governments bicker behind closed doors. From the ice-bound planet of Poliahu, to the dangerous jungle world of Eden, and back to his adopted home of Mars, Evan Gabriel has witnessed death follow him. Now, he's turning the tables, and no force would stand in his way.Approximately 80,000 wordsREVIEWS:“The action in this series rocks, complete with super-cool weapons and technology. Umstead takes a complex cast and gives them each a distinct personality that makes the team dynamic just great.” - L. Petersen“I am a huge fan of well-written science fiction, and the Evan Gabriel series hasn't disappointed... layered with dimension and feeling unlike quite a few other sci-fi titles out there.” - N. Holderby“Umstead has created what I can only describe as a Tom Clancy-esque world a few hundred years into the future.” - W.E. Linde

Star Wars Roleplaying Game Saga Edition Core Rulebook


Christopher Perkins - 2007
    Immerse yourself in the excitement of the greatest space fantasy of all time!This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Star Wars: Imperial Sourcebook


Greg Gorden - 1989
    Outnumbered and outgunned, the Rebellion nevertheless burns across a thousand-thousand worlds, flaming into a fire of hope.But the Emperor has ordered this fire extinguished, setting the massive war machine he had constructed into motion.

BattleTech: The Warrior Trilogy


Michael A. Stackpole - 2008
    

Traveller Core Rulebook: Science-Fiction Adventure in the Far Future


Gareth Ryder-Hanrahan - 2008
    Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.

Rifts Conversion Book 2: Pantheons of the Megaverse


C.J. Carella - 1994
    You may think you know all about Zeus, Odin, and Gilgamesh and the other gods of myth and legend, but you'd be wrong! Mythological gods done Rifts style! Dimension spanning beings of inhuman nature and power, impostors, cyborgs, bio-wizards, the Atlas robot, the Gilgamesh clones, The Olympian Club, alien intelligences, interdimensional mercenaries, vampires, devouring monsters, gods of light, gods of darkness, demigods and supernatural fiends - all with a distinctly Rifts flavor.

The Year's Top Hard Science Fiction Stories


Allan KasterCraig DeLancey - 2017
    In “Vortex,” by Gregory Benford, astronauts find a once thriving microbial lifeform that carpets the caves of Mars dying off. A code monkey tracks down the vain creator of a pernicious software virus that people jack cerebrally in “RedKing,” by Craig DeLancey. In “Number Nine Moon,” by Alex Irvine, illicit scavengers on Mars are on a rescue mission to save themselves after one of their team members dies. A young girl’s thirst for vengeance becomes a struggle for survival when she is swallowed by a gigantic sea creature on an alien planet in “Of the Beast in the Belly,” by C.W. Johnson. In “The Seventh Gamer,” by Gwyneth Jones, a writer immerses herself into a MMORPG community to search for characters being played by real aliens from other worlds. A woman armed with a rifle stalks a herd of cloned wooly mammoths in British Columbia in “Chasing Ivory,” by Ted Kosmatka. In “Fieldwork,” by Shariann Lewitt, a volcanologist struggles with her research on Europa where both her mother and grandmother suffered dire consequences. A daughter pays homage to her mother with mega-engineering projects to deal with climate change over eons in “Seven Birthdays,” by Ken Liu. In “The Visitor from Taured,” by Ian R. MacLeod, a cosmologist in the near future is obsessed with proving his theory of multiverses. The citizens of a small town on a “Jackaroo” planet object to a corporation placing a radio telescope near local alien artifacts in “Something Happened Here, But We’re Not Quite Sure What It Was,” by Paul McAuley. And finally, in “Sixteen Questions for Kamala Chatterjee,” by Alastair Reynolds, a graduate student defends her dissertation on a solar anomaly that threatens humanity.

Dungeons & Dragons for Dummies


Bill Slavicsek - 2005
    Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless--but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure.With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through:Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character's power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There's even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

Starfinder: Alien Archive


Jason KeeleySteve Kenson - 2017
    What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost

Age of Rebellion Roleplaying Game Core Rulebook


Jay Little - 2014
    Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!

Frostgrave: Fantasy Wargames in the Frozen City


Joseph A. McCullough - 2015
    Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.

Typhon Pact: The Khitomer Accords Saga: Plagues of Night, Raise the Dawn, and Brinkmanship


David R. George III - 2012
    For almost three years, the Federation and the Klingon Empire, allied under the Khitomer Accords, have contended with the nascent coalition on a predominantly cold-war footing. But as Starfleet rebuilds itself, factions within the Typhon Pact grow restive, concerned about their own inability to develop a quantum slipstream drive to match that of the Federation. Will leaders such as UFP President Bacco and RSE Praetor Kamemor bring about a lasting peace across the Alpha and Beta Quadrants, or will the cold war between the two alliances deepen, and perhaps even lead to an all-out shooting war? Raise the Dawn After the disastrous events in the Bajoran system, Captain Benjamin Sisko must confront the consequences of the recent choices he has made in his life. At the same time, the United Federation of Planets and its Khitomer Accords allies have come to the brink of war with the Typhon Pact. While factions within the Pact unsuccessfully used the recent gestures of goodwill—the opening of borders and a joint Federation-Romulan exploratory mission—to develop quantum-slipstream drive, they have not given up their goals. Employing a broad range of assets, from Romulus to Cardassia, from Ab-Tzenketh to Bajor, they embark on a dangerous new plan to acquire the technology they need to take control of the Alpha and Beta Quadrants. While UFP President Bacco and Romulan Praetor Kamemor work feverishly to reestablish peace, Captains Sisko, Jean-Luc Picard, and Ro Laren stand on the front lines of the conflict...even as a new danger threatens the Bajoran wormhole as it once more becomes a flashpoint of galactic history. Brinkmanship The Venette Convention has always remained independent, but it is about to become the flashpoint for a tense military standoff between the two power blocs now dominating interstellar space—the United Federation of Planets and the recently formed Typhon Pact. The Venetan government turns to the Typhon Pact’s Tzenkethi Coalition for protection in the new order, and has agreed to allow three of their supply bases for Tzenkethi use. But these bases—if militarized—would put Tzenkethi weapons unacceptably close to Federation, Cardassian, and Ferengi space. While Captain Ezri Dax and the crew of the U.S.S. Aventine are sent to investigate exactly what is happening at one of the Venette bases, Captain Jean-Luc Picard and the U.S.S. Enterprise are assigned to a diplomatic mission sent to the Venette homeworld in order to broker a mutually acceptable resolution. But the Cardassian delegates don’t seem particularly keen on using diplomacy to resolve the situation, which soon spirals out of control toward all-out war. . .

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

War of the Spheres


B.V. Larson - 2019
    They crash into an incredibly advanced piece of technology: a massive force-field. Unknown beings have placed a barrier around our star and planets, enclosing us within. We’re locked inside a Great Sphere. Was this invisible obstacle built to imprison us—or to protect us? No one knows the truth, but it soon becomes clear the barrier has leaks. Aliens infiltrate and try to sabotage our efforts to escape our cage. A warship crewed by military people and scientists beta-test an engine designed to pass through the barrier. Chief Gray, a security officer from Control, is assigned to help. His mission is critical: Earth must escape her bonds at all costs, even if it means war with our hostile neighbors. War of the Spheres is a new novel by James Millington and B. V. Larson, a bestselling SF author with over three million copies sold.