The Martians


Kim Stanley Robinson - 1999
    As the planet is transformed from an unexplored and forbidding terrain to a troubled image of a re-created Earth, we meet the First Hundred explorers—men and women who are bound together by Earth’s tenuous toehold on Mars. Presenting unforgettable stories of hope and disappointment, of fierce physical and psychological struggles, The Martians is an epic chronicle of a planet that represents one of humanity’s most glorious possibilities.The Martians is a unique collection of previously unpublished fiction, a fascinating addition to Robinson’s oeuvre, and a must for all lovers of the red planet.

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Destination: Void


Frank Herbert - 1966
    An emergency skeleton crew sees only one chance for survival: to create an artificial consciousness in the Earthling's primary computer, which could guide them to their destination . . . or could destroy the human race. Frank Herbert's classic novel that begins the epic Pandora Sequence (written with Bill Ransom), which also includes The Jesus Incident, The Lazarus Effect, and The Ascension Factor.

Northworld Trilogy


David Drake - 1999
    Neither a soul nor a message returned. The fourth time, the Rulers sent a single man: Nils Hansen.Commissioner Hansen had a mind that saw the shortest path to each task's completion and a ruthless determination to do what the task required. The cost - to himself and whoever happened to be in the way - didn't matter. Hanson's Special Units had kept his planet safe from the most sophisticated and violent criminals in the galaxy. Now Hansen was being sent to penetrate a spacetime enigma which had made gods or demons of the first humans to discover it. He would succeed or die.Northworld: a place of slashing violence and mystic transformationNorthworld: a place of treachery and dazzling beautyNorthworld: a place of honor, of faith, and of love.Hansen's iron will and strong arm confront godlike power and godlike cunning while a galaxy trembles for the outcome. And if Hansen dies - he will not die alone!

Again, Dangerous Visions


Harlan EllisonEdward Bryant - 1972
    It was edited by Harlan Ellison, illustrated by Ed Emshwiller. Like its predecessor, Again, Dangerous Visions and the 46 stories within it received many awards. The Word for World Is Forest, by Ursula K. Le Guin, won a Hugo for Best Novella. When It Changed by Joanna Russ won a Nebula Award for Best Short Story. For a 2nd time, Ellison received a special Hugo for editing the anthology. Again, Dangerous Visions was to be followed by a 3rd anthology, The Last Dangerous Visions. At this point, Ellison has said that it will probably never see the light of day.Introduction: An Assault of New Dreamers by Harlan Ellison The Counterpoint of View by John Heidenry Ching Witch! by Ross Rocklynne The Word for World Is Forest by Ursula K. Le Guin For Value Received by Andrew J. Offutt Mathoms from the Time Closet: 1/Robot's Story, 2/Against the Lafayette Escadrille, 3/Loco Parentis by Gene Wolfe Time Travel for Pedestrians by Ray Nelson Christ, Old Student in a New School (poem) by Ray Bradbury King of the Hill by Chad Oliver The 10:00 Report Is Brought to You by... by Edward Bryant The Funeral by Kate Wilhelm Harry the Hare by James B. Hemesath When It Changed by Joanna Russ The Big Space Fuck by Kurt Vonnegut Bounty by T.L. Sherred Still-Life by K.M. O'Donnell (Barry N. Malzberg) Stoned Counsel by H.H. Hollis Monitored Dreams & Strategic Cremations: 1/The Bisquit Position, 2/The Girl with Rapid Eye Movements by Bernard Wolfe With a Finger in My I by David Gerrold In the Barn by Piers Anthony Soundless Evening by Lee Hoffman [█] by Gahan Wilson The Test-Tube Creature, Afterward by Joan Bernott And the Sea Like Mirrors by Gregory Benford Bed Sheets Are White by Evelyn Lief Tissue: At the Fitting Shop & 53rd American Dream by James Sallis Elouise and the Doctors of the Planet Pergamon by Josephine Saxton Chuck Berry, Won't You Please Come Home by Ken McCullough Epiphany for Aliens by David Kerr Eye of the Beholder by Burt K. Filer Moth Race by Richard Hill In re Glover by Leonard Tushnet Zero Gee by Ben Bova A Mouse in the Walls of the Global Village by Dean R. Koontz Getting Along by James Blish & Judith Ann Lawrence Totenbüch by Parra y FiguéredoThings Lost by Thomas M. Disch With the Bentfin Boomer Boys on Little Old New Alabama by Richard A. Lupoff Lamia Mutable by M. John Harrison Last Train to Kankakee by Robin Scott Empire of the Sun by Andrew Weiner Ozymandias by Terry Carr The Milk of Paradise by James Tiptree, Jr.

Tales from the Mos Eisley Cantina


Kevin J. AndersonDave Wolverton - 1995
    Anderson * Doug Beason * M. Shayne Bell * David Bischoff * A.C.Crispin * Kenneth C. Flint * Barbara Hambly * Rebecca Moesta * Daniel KeysMoran * Jerry Oltion * Judith & Garfield Reeves-Stevens * Jennifer Roberson* Kathy Tyers * Tom Veitch & Martha Veitch * Dave Wolverton * TimothyZahn

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

Salvation


Peter F. Hamilton - 2018
    A new technology of linked jump gates has rendered most forms of transporation--including starships--virtually obsolete. Every place on earth, every distant planet mankind has settled, is now merely a step away from any other. And all seems wonderful...until a crashed alien spaceship is found on a newly-located world 89 light years from Earth, harboring seventeen human victims. And of the high-powered team dispatched to investigate the mystery, one is an alien spy...Bursting with tension and big ideas, this standalone series highlights the inventiveness of an author at the top of his game, as the interweaving story lines tell us not only how humanity arrived at this moment, but also the far-future consequences that spin off from it.

Mouse Guard: Roleplaying Game


David Petersen - 2008
    Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

The Mote in God's Eye


Larry Niven - 1974
    Intelligent beings are finally found from the Mote, an isolated star in a thick dust cloud. The bottled-up ancient civilization, at least one million years old, are welcoming, kind, yet evasive, with a dark problem they have not solved in over a million years.

Microscope


Ben Robbins - 2011
    Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That’s normal in Microscope.You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.Mock chronological order.Defy time and space.Build worlds and destroy them.A role-playing game for two to four players. No GM. No prep."Microscope is incredible! A truly brilliant design. Also, the book is extremely well done. Highly recommended."-John Harper, designer of Agon & Danger Patrol"Ben Robbins' Microscope may be the clearest-written game text I've ever read - which is helpful, because it is also one of the most innovative games I've come across in a long time. Microscope engagingly challenges assumptions and upends long-held conventions of play while delivering a singular and satisfying evening of gaming. And "fractal role playing" is no joke - the minute you finish, you'll want to dive back in and explore some interesting sliver of the vast history you just built."-Jason Morningstar, designer of Fiasco"It's been a long time that a game captures my attention like Microscope. Bypass the hype, it's a truly remarkable well-instruction'd game"-Andy Kitkowski, founder of story-games.com

Rifts Mercenaries


C.J. Carella - 1994
    Rift Mercenaries is a Rifts source book focusing of Mercenaries

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

Subject Seven


James A. Moore - 2011
    Now, Subject Seven, the dangerous alter-ego living inside a 16-year-old boy, has escaped the lab and is on a mission. His objective? To seek out others like him and build an army capable of destroying their creators. Hunter, Cody, Gene, Tina, and Kylie: five teenagers leading typical lives, until the day they each receive a call from a mysterious stranger-and learn that their destinies are intertwined. Subject Seven holds the key that connects them all. And a vicious, bloody battle for their lives is just beginning.