The Contact Episode Two


Albert Sartison - 2014
    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…

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.

We Are Not Prey


Taki Drake - 2016
    This science fiction adventure blends magic and technology with the adventures of Ruth, a normal human, pushed into extraordinary situations. Ruth’s transformation takes her from Earth to worlds and situations of which she never dreamed.

Across the Galactic Pond


Christian Kallias - 2018
    His first mission: save a gazillion lives. When young Kevin has a chance encounter with a dying alien, he discovers not only that humans aren't alone in the universe, but that this encounter propels him into the middle of an intergalactic war. Now at the frontlines of a massive, far far away war, he’s sent to the last remaining ship of the losing side. The crew of the ship? All dead. His mission is simple: he must save the good guys from certain doom. From College reject to War Master, Kevin learns he must adapt quickly or billions will die.

Shall Not Perish


Richard Tongue - 2018
    Her crew a patchwork of veterans near retirement and rookies too green for the rest of the fleet, her commanding officer passed-over twice for her first star. A place where careers go to die. Until, early one morning, she finds herself on the front lines of her third interstellar war, the only ship standing between victory and defeat. Caught in a strange, hostile universe, Old Abe and her crew must fight the battle of their lives, or see freedom and liberty extinguished throughout the galaxy forever...

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.

Hunter: The Vigil


Russell Bailey - 2008
    A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.

Battle Across Worlds


Dean Chalmers - 2015
    Soldiers from two planets unite to face an ancient alien enemy.Captain Jack Chestire has been exiled after a government coup. But this war hero finds a new purpose when he discovers a gate to another planet...Where he becomes a pilot in a squadron of quantum-powered fighters.Their foe is a terrorist organization led by an alien-human hybrid: a warlord who is worshiped as a living goddess. Human courage is pitted against alien technology as the final battle is fought to decide the future of the human race.

The Complete Druid's Handbook


David L. Pulver - 1994
    This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!

D20 Modern Roleplaying Game: Core Rulebook


Bill Slavicsek - 2000
    This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons&reg roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars&reg Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue&reg game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering&reg universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.

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

Expanse series #1-6


James S.A. Corey
    a. corey includes titles:- Leviathan Wakes, Caliban's War, Abaddon's Gate, Cibola Burn, Nemesis Games, Babylon's Ashes. Description:- Leviathan Wakes Humanity has colonised the solar system - Mars, the Moon, the Asteroid Belt and beyond - but the stars are still out of our reach.Jim Holden is an officer on an ice miner making runs from the rings of Saturn to the mining stations of the Belt. Caliban's War While Earth and Mars have stopped shooting each other, the core alliance is shattered. The outer planets and the Belt are uncertain in their new - possibly temporary - autonomy. Abaddon's Gate For generations, the solar system - Mars, the Moon, the Asteroid Belt - was humanity's great frontier. Until now. The alien artefact working through its program under the clouds of Venus has emerged to build a massive structure outside the orbit of Uranus: a gate that leads into a starless dark. Cibola Burn: Book 4 of the Expanse The gates have opened the way to a thousand new worlds and the rush to colonise has begun. Settlers looking for a new life stream out from humanity's home planets. Illus, the first human colony on this vast new frontier, is being born in blood and fire. Nemesis Games: Book 5 of the Expanse A thousand worlds have opened, and the greatest land-rush in human history has begun. As wave after wave of colonists leave, the power structures of the old solar system begin to buckle.Ships are disappearing without a trace. Babylon's Ashes: Book Six of the Expanse The Free Navy - a violent group of Belters in black-market military ships - has crippled the Earth and begun a campaign of piracy and violence among the outer planets. The colony ships heading for the thousand new worlds on the far side of the alien ring gates are easy prey, and no single navy remains strong enough to protect them.

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.

Numenera Corebook


Monte Cook - 2013
    Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called "magic" of the past to create a promising future.