Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

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. . .

Elixr: The Lost Starship


Joshua James - 2019
    Kill the crew. That was the dying order of the captain of the starship Elixr. The ship followed the order. Then it lost its mind. Two decades later, the last chance to save billions of souls rests with the dead starship's only occupants: a pair of boys raised by a deranged robot. When Elixr crashes on a barren world, they join forces with an impoverished girl living on the edge of society to search for answers. Who are they? Why have they survived? And what could Elixr possibly do to save a world on the precipice of collapse? The more they learn, the greater the stakes become. Soon they are running for their lives from secret societies, deadly creatures, and powerful warlords. As enemies multiply, it seems the secrets of the lost starship may never be discovered. But Elixr is hiding more than secrets. Much more. Fans of fun, action-packed sci-fi will have a blast with Elixr, the first book in The Lost Starship series! Grab your copy NOW!

The Budayeen Cycle: When Gravity Fails, A Fire in the Sun, and The Exile Kiss


George Alec Effinger - 2017
    R. Martin). Praised as “a perfect example of how exciting the subgenre can and should be,” George Alec Effinger’s Budayeen Cycle is a towering and timeless science fiction achievement that continues to amaze, shock, and captivate readers (SF Signal).  When Gravity Fails: Set in a high-tech near future featuring an ascendant Muslim world and divided Western superpowers, this cult classic takes readers into a world with mind- or mood-altering drugs for any purpose, brains enhanced by electronic hardware, and surgically altered bodies. Street hustler Marîd Audran has always prided himself on his independence, free from commitments, connections, and even cybernetic modifications. But when a string of brutal murders lands him on the radar of Friedlander Bey, the most powerful and dangerous man in the decadent Arab ghetto, the Budayeen, Audran is forced to change his loner ways, or risk losing his life . . .  A Fire in the Sun: Once a small-time smuggler, Marîd Audran has, to his chagrin, moved up in the ranks of the criminal underworld to become a lieutenant in Friedlander Bey’s shadowy empire. Tasked with being Bey’s eyes and ears inside local law enforcement, Audran finds himself tracking yet another serial killer through the streets of the Budayeen. And the closer he gets to his target, the more embroiled he becomes in the deadly political machinations hidden behind the city’s façade.  The Exile Kiss: Marîd Audran is finally learning to appreciate the wealth and benefits that come from being on Friedlander Bey’s payroll when a powerful enemy does the unthinkable, and gets both Audran and Bey exiled from the Budayeen. Abandoned in the lifeless and lethal Arabian Desert, Audran and Bey have only one option: survive long enough to exact revenge on the man responsible.

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

Venom


Christian Cantrell - 2011
    Gabriel Kane goes from a struggling architect to one of the most powerful men in the world; Armonía Solorsano -- a young Hispanic girl who grew up in a dilapidated suburban McMansion-turned-tenement -- invents one of the most important and influential pieces of technology in history; a non-profit organization goes from a charity to a decentralized domestic terrorist group; and the greatest democracy in the world finds itself falling into the ever-tightening grip of a dictator.As five people come together with the shared goal of changing the world, they discover that their approaches are fundamentally and irreconcilably at odds. Their partnership becomes a bitter political and high-tech rivalry from which only one of them can emerge.This novella by Christian Cantrell (about 16,000 words) portrays an intersection of politics and technology which is both extremely relevant, and frighteningly feasible.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

The Sheriff


M.R. Forbes - 2020
    Some call him lawman. Some call him madman. Some call him vigilante. Some call him killer. Some call him legend. They all call him Sheriff...This is his story.

Robotech Art 1: From the Animated Series Robotech


Kay Reynolds - 1986
    

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

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.

Ten Sigma


A.W. Wang - 2019
    The struggles span all possibilities: face-offs with knives and clubs, skirmishes as Roman legionaries, pitched WW1 trench warfare, duels with ultra-modern hypersonic weapons, and everything in between. The combatants who live are rewarded with another battle until they reach the unreachable score of ten sigmas. Those who die are expunged from the system, gone forever. The methods, so harsh they go beyond anything possible in the real world, are necessary for the end goal: violent evolution to produce the greatest warriors in all of human history.Who would choose such a fate?Those with no hope.On a wintry night, a government representative presents Mary, who is dying of incurable cancer, with the offer: a second chance at life and for those completing the requirements, a return to the real world in a fresh, healthy body. To save her family from bankrupting medical bills, she accepts.After her consciousness is transferred into the virtual universe of the program, her essence is ripped apart and her memories shattered. She’s reassembled as the perfect killer.As the life-and-death contests begin, she discovers the true nature of what lies ahead. But, she won’t surrender to the impossible and grimly embarks on the journey to return to her family while trying to save her soul.Mature readers only: intense combat, graphic violence, horror elements, some sex, some language.

The Electric Church


Jeff Somers - 2007
    The Church preaches that life is too brief to contemplate the mysteries of the universe: eternity is required. In order to achieve this, the converted become Monks -- cyborgs with human brains, enhanced robotic bodies, and virtually unlimited life spans. Enter Avery Cates, a dangerous criminal known as the best killer-for-hire around. The authorities have a special mission in mind for Cates: assassinate Dennis Squalor. But for Cates, the assignment will be the most dangerous job he's ever undertaken -- and it may well be his last.

Last Contact (Titan Chronicles #3)


Samuel Best - 2021
    The crew’s daring plan might be the only way to save humanity.Meanwhile, a research station in orbit around Venus could hold the key to survival. The scientists on board have been studying an alien creature that may be connected to Earth’s imminent demise—if only they could make contact…The events of Mission One and Deep Black culminate in this thrilling conclusion to the Titan Chronicles.

Lone Wolf


Nigel Findley - 1994
    On one hand, he's about to blow his deep cover in the explosively violent Cripp gang. And on the other, his "friends" at his agency have refused to rescue him. Now assassins from both sides are after him.