Island in a Sea of Stars


Kevin J. Anderson - 2014
    Anderson's The Saga of Shadows: The Dark Between the StarsThis is a slightly edited extract from the first quarter of The Dark Between the Stars, corresponding to chapters 1-2, 6-7, 11-12, 17-19, 22-23, 27-28, 37.

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.

Don't Rest Your Head


Fred Hicks - 2006
    days? Or is it weeks now? It's hard to remember. You've been so busy with... well, whatever it is that's been keeping you awake. Then one night you're walking down the block toward your apartment, when you realize there's a new building on your street. A new building, somehow... in between two buildings that used to be side by side... that's impossible, isn't it? You pause to take a closer look. It's a bar. The sign says "Serious Moonlight", and a bright white moon blinks through the phases from new to full and back again, waxing and waning with the buzz of neon. It's been a stressful week. Or is it month now? It's hard to remember. But you could sure use a drink. So you cross the street and step inside.The citizens of The City welcome you with open arms. After all, you're one of them now. With all the gifts and curses that come with being Awake in a world of sleepers.Just be careful. The Nightmares you've been dodging haven't forgotten about you. They're waiting, just around the corner; waiting for you to nod off- and then they'll have you.They won't wait much longer.Whatever you do... don't rest your head.

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.

Axis Crossing


S.H. Jucha - 2021
    Naiad, the home world, is a frozen ball, but the colonists persevere and expand through wormholes to remote systems.Navigating the time-space anomalies requires Axis-ships. The expensive vessels are constructed by corporations, and remote worlds are claimed by the companies for their valuable ores and gases.The corporations and Naiads are at odds with each other, and their lives are made more complicated by the arrival of strangers in an alien ship.To understand the nature of the unusual vessel coasting toward Beta Two, the director of operations orders the kidnapping of specialists from other mining worlds. Entire families are scooped up, but two siblings, Escher and Allie, evade capture.Hiding deep below the domes’ surfaces, the siblings are befriended by the orphans of miners. The young mickies don’t possess identification chips or cids, which would identify them as citizens.The gang of mickies and the siblings strike a deal to help each other. Each group is determined to reach Naiad. The mickies seek citizen status and freedom, and Escher and Allie want help rescuing their parents.The beleaguered group’s hastily derived plans bury them in criminal complications. When all appears lost, a second alien vessel exits the dark. The hull is similar to the ship at Beta Two, and these strangers seek their enemies.

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.

Eberron Campaign Setting


Keith Baker - 2004
    11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.

Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


James JacobsMichael Kortes - 2012
    An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds

The Ninth Science Fiction Megapack: Classic and Modern Science Fiction


Arthur C. Clarke - 2014
    Clough FOR I AM A JEALOUS PEOPLE! by Lester del Rey LUVVER, by Mack Reynolds FROG LEVEL, by Bud Webster CAPTAINS CONSPIRING AT THEIR MUTINIES, by Jay Lake SHIFTING SEAS, by Stanley G. Weinbaum THROUGH TIME AND SPACE WITH FERDINAND FEGHOOT: 8, by Grendel Briarton ROCK GARDEN, by Kevin O'Donnell, Jr. THE GENOA PASSAGE, by George Zebrowski EIGHT O'CLOCK IN THE MORNING, by Ray Faraday Nelson I AM TOMORROW, by Lester del Rey WHEN THEY COME FROM SPACE, by Mark Clifton THE SEALED SKY, by Cynthia Ward METEOR STRIKE! by Donald E. Westlake WAITING FOR THE COIN TO DROP, by Dean Wesley Smith BEYOND THE DARKNESS, by S. J. Byrne THE SMALLEST GOD, by Lester del Rey THE SCIENCE FICTION ALPHABET, by Allen Glasser CANAL, by Carl Jacobi THE LOCH MOOSE MONSTER, by Janet Kagan MY FAIR PLANET, by Evelyn E. Smith BEFORE EDEN, by Arthur C. Clarke SEQUENCE, by Carl Jacobi PREFERRED RISK, by Frederik Pohl and Lester del Rey INTEVIEW: FREDERIK POHL, conducted by Darrell SchweitzerIf you enjoy this book, search your favorite ebook store for "Wildside Press Megapack" to see the more than 100 other entries in the series, covering science fiction, modern authors, mysteries, westerns, classics, adventure stories, and much, much more!

The Cat's Pajamas and Other Stories


James K. Morrow - 2004
    Other outlandish tales include John Wayne battling cancer using a highly alternative therapy, a gene for integrity being harvested from the brain of an unwilling donor, and the landing of Christopher Columbus in modern-day Manhattan. Included are the Locus and Nebula Award-nominated novelette Auspicious Eggs and several previously unpublished pieces.ContentsIntroduction by Michael Swanwick“Auspicious Eggs”“Come Back, Dr. Sarcophagus”“Director’s Cut”“Fucking Justice”“Isabella of Castile Answers Her Mail”“Martyrs of the Upshot Knothole”“The Cat’s Pajamas”“The Eye That Never Blinks”“The Fate of Nations”“The War of the Worldviews”“The Wisdom of the Skin”“The Zombies of Montrose”

Clanbook: Assamite


Graeme Davis - 1995
    Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen.Clanbook: Assamite includes:* The history of the clan, frmo the First City to the present day;* The clan's treasure, beliefs and internal culture; and* New Skills, Quitus powers and advanced combat rules.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

Commando


James Evans - 2019
     A colony is under invasion. It’s time to send in the Commandos. When the Royal Marines are called to New Bristol, they’re expecting their mission will be just another insurgent hunt. What they face when they arrive is anything but a spot of local trouble though.After a brutal firefight, Lieutenant Warden finds himself leading the remaining Commandos in defence of the colonists. Their enemy has superior numbers, weaponry and armour. They see the colony as a soft target, but they weren’t counting on facing the Royal Marine Space Commandos. Warden must bring the fight to the enemy, and bring it with all the fire and fury he can summon. With only their basic weapon packages and equipment available, it’ll be a tough fight.Can one young Lieutenant and a score of Marines bring an end to the invasion?

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership

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.