Machineries of Joy


Ray Bradbury - 1964
    The Machineries of Joy • (1962)The One Who Waits • (1949) Tyrannosaurus Rex • (1962) The Vacation • (1963)The Drummer Boy of Shiloh • (1960)Boys! Raise Giant Mushrooms in Your Cellar! • (1962)Almost the End of the World • (1957)Perhaps We Are Going Away • (1962) And the Sailor, Home from the Sea • (1960) El Dia de Muerte • (1947)The Illustrated Woman • (1961)Some Live Like Lazarus • (1960) A Miracle of Rare Device • (1961)And So Died Riabouchinska • (1953)The Beggar on O'Connell Bridge • (1961) Death and the Maiden • (1960)A Flight of Ravens • (1952)The Best of All Possible Worlds • (1960) The Lifework of Juan Diaz • (1963)To the Chicago Abyss • (1963)The Anthem Sprinters • (1963)

XCOM 2: Resurrection


Greg Keyes - 2015
    Woefully outgunned, XCOM’s only hope is to outsmart and outmaneuver the enemy by turning the aliens’ power against them. Making clever use of game elements, XCOM 2: Resurrection details the strategy and costs of war in a compelling narrative sure to delight sci-fi aficionados and fans of the game series.

Spellfire


Ed Greenwood - 1987
    It is the most sought-after magical power in all Faerun. And it is in the reluctant hands of Shandril of Highmoon, a young, orphaned kitchen-lass. Now she's on the run from half of the evil sorcerers in the land, not to mention their relentless minions. But with the help of a handsome young wizard, some rough-and-tumble Knights of Myth Drannor, and a certain old mage of Shadowdale, she just might manage to stay alive. At least until tomorrow. An all-new expanded version of Ed Greenwood's classic tale, including a new forward by the author. One of Ed Greenwood's most popular novels, Spellfire is being rereleased in an all-new trade paperback edition. This version has been completely reedited and contains added text and material that bring new excitement to the story. This edition also features new cover art and is classified as the first title in the brand-new Forgotten Realms series Shandril's Saga.

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.

First King of Shannara


Terry Brooks - 1996
    If the peoples of the Four Lands are to escape eternal subjugation, they must unite. But they need a weapon, something so powerful that the evil Magic of Brona will fail before its might.

Mage: The Ascension


Stewart Wieck - 1993
    The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.

Cradle


Arthur C. Clarke - 1987
    After launch it mysteriously disappears. If it reaches civilian areas they'll be in big trouble. Carol Dawson, a journalist, is alerted by an unusual sight of whales in the Miami area & decides to write about it. Armed with equipment provided by her friend, Dr. Dale Michaels from the Miami Oceanographic Institute, she goes to investigate the rumors of a missing missile that could be behind the mysterious whale behavior. She hires the services of Nick Williams & Jefferson Troy, boat owners, so she can get to the Mexican Gulf to investigate. They find an unknown artifact. They have doubts about its nature, hoping it's part of a lost treasure. Old friends of Williams & Troy notice their discovery & want to steal it. In the story's background, the authors describe a submarine snake civilization on a planet called Canthor, & how they struggled to stay alive despite threats to their ecosystem. It's revealed that the artifact is actually a cradle that contains seeds with altered superhumans extracted from Earth millions of years ago & altered so they could live with other species--including the submarine snakes--on Earth. The spaceship that carries the cradle is manned by robots/cyborgs & has hidden itself on the ocean floor to make repairs. Dawson, Williams & Troy are asked to gather materials so the ship can be repaired & return to its mission. The ship...

Fade To Black


Nyx Smith - 1994
    Rico and his team sort through a complex maze of corruption and corporate intrigue in Newark, a city that has become an overcrowded urban horror in the year 2055.

There Is No Darkness


Joe Haldeman - 1983
    Carl is well over two metres tall and weighs-in at 180 kilograms. Now Carl has won a scholarship to Starschool. He'll spend a year on this touring school, visiting sixteen of the colonized planets. This will be the experience of a lifetime. It's tough enough for Carl as the poor scholarship student among the rich kids. His problems get worse when they arrive at Earth. Carl finds himself in urgent need of big money and, since he's a pretty tough guy, becomes a paid fighter. He has to fight dangerous and deadly human and animal opponents. His fellow students, B'oosa, Miko, Alegria and Francisco "Pancho" Bolivar, get caught up in his exploits. And then there are the aliens.

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.

Decision at Thunder Rift


William H. Keith Jr. - 1986
    The great Houses, whose territories spanned the stars, used BattleMechs to smash each other into rubble.Grayson Death Carlyle had been training to be a MechWarrior since he was ten years old, but his graduation came sooner than expected. With his friends and family dead and his father's regiment destroyed, young Grayson finds himself stranded on a world turned hostile. And now he must learn the hardest lesson of all: it takes more than a BattleMech to make a MechWarrior.To claim the title of MechWarrior all he has to do is capture one of those giant killing machines by himself.If it doesn't kill him first.

Powers That Be


Anne McCaffrey - 1993
    Unauthorized genetically engineered species had been spotted. Geologic survey teams sent to locate newly detected mineral deposits were either coming up empty - or disappearing altogether. And the locals weren't talking - especially not to the company bent on exploiting the planet.Disabled combat veteran Yanaba Maddock seemed to the company to be the ideal spy: the frailty that made her no further use to the military would be a perfect blind to allow her to get close to the Petaybean natives. But miraculously, with her relocation to the arctic planet came a return of Yana's health and strength. And the more she got to know they people of Petaybee, the more determined she became to protect her new home.For something strange and wonderful truly was happening on Petaybee. Something worth fighting for, or even dying for - but, especially, something worthy living for...

Castle Amber (Château d' Amberville)


Tom Moldvay - 1981
    you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?

Night of the Eye


Mary L. Kirchoff - 1994
    On the eve of Guerrand DiThon's political marriage to a rival family, the young noble is visited by a strange, powerful mage who knows more about him than he does himself. Seduced by promises of wizardly might, Guerrand slips away beneath the triple moons and journeys for the Tower of Wayreth. No one thinks he will survive the deadly trek to the tower, but he does. It's only then that Guerrand realizes that he has made many enemies in his journey. One of these foes would not only see Guerrand dead, but the three orders of sorcery destroyed with him.

The Time Trilogy


Madeleine L'Engle - 1963
    Whatsit, Mrs. Who and Mrs. Which send Meg and Charles Wallace through time and space to rescue their father on the planet Camazotz, accompanied by their new friend Calvin. Along the way, the three children learn about the "Black Thing", a cloud of evil that shadows many planets, including Earth. They encounter a Brain named IT, which controls the minds of people.A Wind in the DoorMeg, Calvin and the disagreeable school principal Mr. Jenkins have to travel inside one of Charles Wallace's mitochondria to save him from a deadly disease, part of a cosmic battle against the evil Echthroi and the forces of "Unnaming".A Swiftly Tilting PlanetCharles Wallace must save the world from nuclear war by going back in time and changing might-have-beens, accompanied in spirit (through kything) by Meg at home.alibris.com and wikipedia