Book picks similar to
Transhuman Space: Under Pressure by David Morgan-Mar


gaming
science-fiction
worldbuilding
roleplaying-games

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

Tiberium Wars (Command & Conquer, #1)


Keith R.A. DeCandido - 2005
    -In-depth faction stats and descriptions reveal health, attacks, damage, and defensive values for all units and structures, with data on unit special abilities-Comprehensive control scheme analysis teaches the fundamentals of commanding forces with speed and mastery on both PC and Xbox 360-Step-by-step walkthroughs for all 27 Campaign missions, complete with labeled battlefield maps for each stage-Dedicated multiplayer section provides introductory strategies for C&C beginners and advanced faction-specific tactics for veterans-Quick-reference appendix tables for swift cross-faction unit and structure comparisons-Covers both PC and Xbox 360 versions of Red Alert 3

Shadowrun


FASA Corporation - 1991
    It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

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.

Cityscape (Dungeons & Dragons Supplement, v 3.5)


Ari Marmell - 2006
    The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Shadowrun


FanPro - 2005
    The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Palace of the Silver Princess


Tom Moldvay - 1981
    

Riverworld : The Great Short Fiction of Philip José Farmer


Philip José Farmer - 1987
    

Delta Green: Strange Authorities


John Scott Tynes - 2012
    But he's keeping a secret that may unlock a darker destiny. FINAL REPORT “Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I've prepared for them. May God have mercy on my soul.” MY FATHER’S SON A Delta Green agent with a mysterious past may learn more than he ever wanted to know when his current case leads where he never dared to go. THE DARK ABOVE In the face of madness and horror, two lonely Delta Green agents reach out to each other. Can they really afford such fragile bonds when the secrets of the night surf roll in? THE RULES OF ENGAGEMENT An agent’s disappearance pulls a Delta Green team into a vortex of horror in this novel of personal apocalypse. The secrets they uncover threaten to ignite a war between the Delta Green conspiracy and its bitterest enemy, Majestic-12 — secrets buried within time itself. Foreword by Kenneth Hite.

Waterdeep and the North


Ed Greenwood - 1988
    

Lucky's Marines: The Complete Series


Joshua James - 2020