Fiction

Death by Cliché

“Where are you taking me, and why can’t I open this door?” -Kevin J. Anderson, New York Times bestselling author of Blood of the Cosmos. 
“I totally didn’t just make up this quote without reading the book.” -Dan Wells, Author of The Devils Only Friend
“I told Bob I would heartily recommend this book, and he said I could have Mister Whiskers back.” -Dan Willis, Coauthor of Dragons of the Confederacy

About Death by Cliché: 

To Sartre, Hell was other people. To the game designer, Hell is the game. 

Damico writes games for a living. When called in to rescue a local roleplaying game demo, Damico is shot in the head by a loony fan. He awakens in a game. A game full of hackneyed tropes and clichéd plots. A game he was there to save, run by the man who murdered him just moments ago. A game that has just become world-swap fantasy. Damico, to his horror, has become the heart of the cliché. 

Set on their quest in a scene that would make Ed Wood blush, Damico discovers a new wrinkle. As a game designer, he is a creative force in this broken place. His presence touches the two-dimensional inhabitants. First a peasant, then a barmaid, then his character’s own father…all come alive. 

But the central question remains. Can Damico escape, or is he trapped in this nightmare? Forever. 

Wait, what? This is a comedy? Ignore all that. Death by Cliché is a heartwarming tale of catastrophic brain damage. Share it with someone you love. Or like. Or anyone at all. Buy the book. 

Based on a true story.

Space Eldritch II: The Haunted Stars

The cold of interstellar space is again closer than you think as eleven authors -- including New York Times bestseller Larry Correia, Nebula winner Eric James Stone, Amazon #1 bestseller Michaelbrent Collings, and multiple Hugo nominee Howard Tayler -- explore what happens when space opera meets Lovecraftian cosmic horror.

Contents: 
A Darklight Call’d on the Long Last Night of the Soul – Michaelbrent Collings 
Dead Waits Dreaming – Larry Correia 
The Implant – Robert J Defendi 
Plague Ship – Steven L. Peck 
From Within the Walls – Steven Diamond 
Space Opera: Episode Two—The Great Old One Strikes Back – Michael R. Collings 
The Queen in Shadow – David J. West 
The Humans in the Walls – Eric James Stone 
Seed – D.J. Butler 
Full Dark – Nathan Shumate 
Fall of the Runewrought – Howard Tayler

Space Eldritch

Startling Stories meets Weird Tales in SPACE ELDRITCH, a volume of seven original novelettes and novellas of Lovecraftian pulp space opera. Featuring work by Brad R. Torgersen (Hugo/Nebula/Campbell nominee), Howard Tayler (multiple Hugo nominee), and Michael R. Collings ( author of over 100 books), plus a foreword by New York Times bestselling author Larry Correia, SPACE ELDRITCH inhabits the intersection between the eternal adventure of the final frontier and the inhuman darkness between the stars.

Contents:

Foreword – Larry Correia
“Arise Thou Niarlat From Thy Rest” – D.J. Butler
“Space Opera” – Michael R. Collings
“The Menace Under Mars” – Nathan Shumate
“Gods in Darkness” – David J. West
“The Shadows of Titan” – Carter Reid and Brad R. Torgersen
“The Fury in the Void” – Robert J Defendi
“Flight of the Runewright” – Howard Tayler

Fire

In this sequel to Ice, third in the series beginning with Ulcer, Shorvan Leonedovich must sift through the fallout from his last hunt. But when he goes to the Witch-Hunters, will they be a help, or will he just make matters worse? What will happen when he strolls into the heart of the cleansing fire?

Buy on RPGNOW.

Ice

In this sequel to Ulcer, Shorvan Leonedovich still reels from the events in his mansion. But when he stumbles on a cult operating in a nearby city, what will he do, and what might he sacrifice to stop them?

Buy on RPGNOW.

Ulcer

Shorvan Leonedovich dedicated his life to the Knights Lonnuso. As a Witch-Hunter, he roamed the world bringing the bright flame of righteousness to the wicked. But what happens when he finds Hell has come to earth where he least expects it, in his very home.

Buy on RPGNOW.

Fiction for When Darkness Comes: This Is Not Happening

What if everything you thought was real was a figment of someone else's imagination? This expansion for the When Darkness Comes... role-playing boardgame focuses on cybernetic/dreamworld themes where players are not limited by the laws of physics and even reality itself can be altered.

1 to 6 players
90 minutes

Components:

  • 5 New Scenarios
  • 2 board tiles
  • 24 New encounter disks
  • a self contained GM run adventure and new rules additions

Writers of the Future Volume XIX

or almost 15 years, this widely heralded, award-winning anthology series has been propelling readers into realms beyond time and space, parallel worlds and alternate realities and place at the infinite edges of the imagination. The impetus for these startling voyages has come from the best new writers of speculative fiction--the winners of the internationally acclaimed Writers of the Future Contest.

From Publishers Weekly

The 19th installment in Hubbard's annual contest series contains more top-notch stories than last year's volume and is likely to satisfy science fiction and fantasy aficionados looking for fresh ideas and new twists on old conventions. Luc Reid's marvelous "A Ship That Bends" imagines a world that is literally flat, where seafarers try to maneuver around the edge and onto the other side. Joel Best's "Numbers," in which the essence of life can be boiled down to a single equation, has the detached, bleak feel of a Kubrick nightmare as well as the magnetism of one. Ken Liu's"Gossamer," an elegant twist on the first contact story, asks: what if we finally meet another life form, but have no idea how to communicate with them? The clear winner, however, is Jay Lake's "Into the Gardens of Sweet Night," a quirky meditation on personal freedom and responsibility that follows a cosmos-trotting pug named Wiggles as it leads a young boy on a surreal journey to the supposedly mythical Garden of the title; think William Burroughs meets Men in Black. Some stories are too long-winded like Brandon Butler's vampire tale "A Few Days North of Vienna" and Hubbard's essay on the nature of suspense meanders. Still, this engaging, if over-packed, volume should be required reading for aspiring sci-fi and fantasy writers. 
Copyright 2003 Reed Business Information, Inc.

Fiction for When Darkness Comes

When Darkness Comes is a tile-based board game that combines roleplaying with boardgaming. The first core set, called "The Awakening", deals with the undead (zombies, mummies, vampires, etc).

When Darkness Comes is a tile-based board game that combines roleplaying with boardgaming. The first core set, called "The Awakening", deals with the undead (zombies, mummies, vampires, etc). The objective of the game will depend on the scenario. Some may include finding and defeating a big bad guy, finding a certain object, diffusing a bomb, etc. The characters (pregenerated or created) have 7 attributes with specialized skills. That will determine the amount of dice rolled for a skill check. The mechanic for skill checks is a poker variation instead of using straight high roll. Players try to get 6 high, one pair, 3 straight, 3 of a kind, 4 straight, etc.

The Echoes of Heaven

The Echoes of Heaven is a game world of darkness and peril, where a monolithic church has split into dozens of quarreling factions and holy war looms like a shadow over the lives of people everywhere. Here, strength and brutality win the day and only those with the most faith, honor and courage can stand against the terrible tyranny of those who would enslave everyone with a different belief, a different philosophy, a different race.

Worse, it is a world infected by the very fabric of Hell itself.

The Echoes of Heaven is designed for use in four different games systems. They are the games using the Open Game License and Game System License (for use with the 3rd and 4th editions of the world’s most popular roleplaying game), plus Rolemaster™ (owned by Iron Crown Enterprises), and HARP™ (owned by Iron Crown Enterprises).

The Day Before Apocalypse

(Part 6 in The Moving Shadow.)

An adventure that spans ten thousand years.

This is the way the world ends.

The party has failed. After the events of The Last Hallowed Place, the characters must seek out one of the greatest Holy Relics, but in doing so they must survive the armies of the Demon Queen.

Buy on RPGNOW (Link leads to the multisystem bundle).

Adventure Seed 5: Black Screams

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

A secluded village hides a dangerous secret. Is your party smart enough to survive?

Download for FREE from RPGNOW.

The Quiet Time

This adventure was written for The Echoes of Heaven Campaign Setting, but it can easily fit into any setting with a sufficient degree of magic. In this adventure, the characters will investigate a set of ruins in the wilderness. There, they will have to unravel truth from fiction and find the true evil that lurks in the bones of an ancient keep. But will they find the answer before it’s too late, or will they become the keep’s latest victims?

This adventure involves ancient ruins, lies, red herrings, and a hidden threat. Parties should find an interesting mix of exploring and fighting. The adventure is aimed at 16th level Rolemaster or HARP characters.

The Adventure is contained in Guild Adventurer 3. Buy on RPGNOW.

In His Name/The Last Hallowed Place

In His Name:

At His word, the world does tremble.

In the Mortal Realm, God's word might arrive distant and thin, but it comes amplified through the throats of countless priests. It is written in the books of a legion of druids. It pounds in the conquering hooves of armies, and shines in the swords of zealots.

The word of God is still heard, and the world still trembles.

The Last Hallowed Place

(Part 5 in The Moving Shadow):

An adventure that spans ten thousand years.

This is the way the world ends.

The party has failed. Morthorn trapped them in an Ulcer and while they escaped, now his trail has long gone cold. Can our heroes find and stop the fallen angel before he brings about his plan and starts the end of the world?

Buy on RPGNOW (Link leads to the multisystem bundle).

Adventure Seed 4b: One Man's Burden

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

Evil can saturate the very land. How much more can saturate the heart of a man?

Download for FREE from RPGNOW.

Adventure Seed 4a: Alone in the Woods

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

When the party comes upon a village, they find it in the grip of an enemy force.  But what is really going on out here, deep in the woods?

Download for FREE from RPGNOW.

The Echoes of Heaven Bestiary/The Tainted Tears

Bestiary

Foul and tainted creatures stalk this way.

Towering Nephilim. Wicked Cambions. Noble Angels and fallen Devils. The legions of Hell. The dreaded Elemental Wraiths. Since the release of The Echoes of Heaven, our products have been filled with hints and descriptions of these creatures. Some of them are familiar. Some of them are new. Look no further, because here you will find the creatures unique to The Echoes of Heaven. 

The Tainted Tears:

(Part 4 in The Moving Shadow.)

An adventure that spans ten thousand years. 

The characters have seen many kinds of Ulcers, but while chasing a great evil across the world, they encounter something more. They've seen great dangers. They've seen great hardship. This time, they'll see something deep and tragic. They'll discover that sometimes the greatest horrors are more subtle, more natural . . . more human.

Buy on RPGNOW (Link leads to the multisystem bundle).

Map Book I

This product contains the maps of the first three sets of source books and adventures for The Echoes of Heaven. Printed in full color, these 44 glossy pages have all the adventure maps and the world maps by region. A must for any campaign in The Echoes of Heaven.

Buy on Lulu.

 

Adventure Seed 3b: The Echoing Hall

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

In the Elven-Dwarven Alliance, the people take great care to maintain relations with those who are of a different race, and so when the threat comes, it's only natural that it would come from within.

Download for FREE from RPGNOW.

Adventure Seed 3a: The Burning Tree

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

In the Elven-Dwarven Alliance, the people take great care to maintain relations with those who are of a different race, and so when the threat comes, it's only natural that it would come from within.

Download for FREE from RPGNOW.

The Lost Kingdom of the Dwarves/On Corrupted Ground

The Lost Kingdom of the Dwarves:

Uzarâg was once the greatest kingdom in Belkanâth. But glory is fleeting.

Uzarâg. The name brings up images of despair, broken dreams, and lost glory. Once the greatest Dwarven nation in Belkanâth, now it’s the seed of evil, the home of the Warlord. It’s a breeding ground for Orcs and the rallying point of armies. From here the Orcs flow, waging war against the Mortals of the world.

Uzarâg is many things to many people, but to the Dwarves, it’s home. 

On Corrupted Ground:

(Part 3 in The Moving Shadow):

An adventure that spans ten thousand years. 

Uzarâg, the home of the Warlord. From here, the most dangerous person in the world has launched attack after attack. The Mortal Realm has survived the Great Fiend, but now a new and terrifying threat has come, and it's somewhere in Uzarâg. Find it before the Warlord does. Find it before it's too late.

Buy on RPGNOW (Link leads to the multisystem bundle).

The Echoes of History

This adventure was written for The Echoes of Heaven Campaign Setting, but it can easily fit into any setting with a sufficient degree of magic (or Undead). In this adventure, the characters will happen upon a ruined garrison fort on the border between two countries. There, they will find themselves magically reliving the events that destroyed the garrison many years ago. If the characters can unravel the tragedy of the garrison’s fall, they can escape. If not, they may be trapped reliving that final battle for all eternity.

This adventure involves ancient ruins, desperate war, and a hidden threat. Parties should find an interesting mix of role-playing and fighting, although the adventure can quickly become hack and slay if that’s the party’s desire. The adventure is aimed at 8th level Rolemaster or HARP characters.

The Adventure is contained in Guild Adventurer 2. Buy on RPGNOW.

Adventure Seed 2: Felrican Nights

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

In the city of Felric's Redoubt, there are many predators, but when a series of vicious wolf attacks plague the night, the characters must race to find the beast befor the next full moon.

Download for FREE from RPGNOW.

The Last Free City/The Festering Earth

The Last Free City:

As Felric's Redoubt goes, the world follows. Felric's Redoubt is crumbling.

Worse, it is a world infected by the very fabric of Hell itself.

City of Secrets. City of Lies. The Land of Freedom. The Land of the Almighty Coin. The Hub of Civilization. All these and more describe the city of Felric's Redoubt. But there is something more. Everyone knows the world will end when the Chaos in the east consumes it. Everyone knows this, but a small band of people hope it. Not because they want to see the world destroyed, but because that will happen in some unknown future.

Felric's Redoubt is a threat now.

The Festering Earth:

(Part 2 in The Moving Shadow):

An adventure that spans ten thousand years.

Felric's Redoubt is one of the biggest cities in the world, but when the bishop is killed by a mysterious and near-invisible serial killer, the city falls into a panic. Someone must go to Felric's Redoubt and brave the politics of church and city long enough to find the mysterious murderer and track him back to his lair.

Buy on RPGNOW (Link leads to the multisystem bundle).

Adventure Seed 1b: To Burn a Witch

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

The Witch-Hunters see themselves as the last defense between the world and a slow descent into Hell. But are their inquisitions and their burnings really justice? When the party finds a group of Witch-Hunters searching a village, they must decide who to help . . . the Witch-Hunters, or the Witch.

Download for FREE from RPGNOW.

Adventure Seed 1a: A Knife in the Dark

It takes 10-15 minutes for an average reader to digest 2500 words. In that amount of time, you could be up and running a game session. All you need are this Adventure Seed, your game's rulebooks, and whatever monster and NPC stats your game provides. That and a few players and you're off and running.

There are many forces at work in the Church. When the party runs afoul a group of thugs, they find themselves in the middle of a web of violence that leads to the most dangerous organization in the world.

Download for FREE from RPGNOW.

The Echoes of Heaven/The Throne of God

The Echoes of Heaven Campaign Setting:

Once Man stood in the full glory of God. Now he must strain to hear even the echoes of Heaven.

The Echoes of Heaven is a game world of infinite possibilities, where the nature of Hell corrupts the Mortal Realm, creating adventure sites both many and varied. Ulcers shape themselves to the minds of the Demon controlling them, the dreams of the former inhabitants, sometimes even the minds of adventurers. In an Ulcer, even the most basic laws of nature can break down, making possible any adventure the GM can envision. Ulcers grow, mature, and devour. Only prompt actions can stop them from becoming permanent, and one day an Ulcer will destroy the world. 

The Throne of God:

An adventure that spans ten thousand years.

The city of Belm is the center of culture, government, and commerce for the Kingdom of Ludremon. But when a young girl disappears just miles outside the city walls at the same time the cathedral's holy relic is stolen, who will dare undertake an adventure that leads into the tattered fringes of reality itself.

Electronic version comes with free Campaign Cartographer Symbols, good for use in CC3.

Buy on RPGNOW (Link leads to the multisystem bundle) or Lulu.

Other Role-Playing Books

Critical Matters

If David hadn't used this book . . . Goliath would have won.

Criticals are great.  Criticals are fun.  Everyone loves getting a crit. However, crits can also be boring.  They're just damage.  Character can't bleed to death or break a bone or lose a limb.  They have no cinematic impact. They can never be spectacular.

No more.

Introducing Critical Matters, a complete Critical Effects system.  We know you like to keep your game moving, but we also know you don't mind leaning forward in anticipation as you wait to see what the critical is.  Would you rather say, "That twenty damage," or would you rather say:

"Blow to collarbone leaves foe with a bruise, a –2 penalty, and the need for strong drink."

"Point slides into upper abdomen, nicking several important organs and arteries. That’s the whole shooting match. Foe has 8 rounds to wonder how bad it is before he dies. Stunned for 7 rounds. Use the last one wisely."

"Neatly remove foe’s head. You have just enough time left in the attack to strike a pose."

"Thunk. Wait for the pain. Wait for it. There it is."

"Hack cuts foe’s neck. Doesn’t hit anything too major, but there’s a lot of blood. Foe is dazed for 1 round as he works out that he’s only bleeding every hour."

"Point slices foe’s spine. He collapses, paralyzed from the waist down. He nudges his legs, as if to restart them. Stunned for 1 round, dazed for 3 more. Bleed every round."

"Blow chips off a piece of the foe’s xiphoid process. The foe feels a slight discomfort under his sternum. Foe has 10 rounds of movement until death. Any round when he doesn’t move his chest doesn’t count. Every round where he moves causes increasing discomfort. –1 per round of movement."

"Pound foe in the stomach. Foe seems uninjured but foe receives a –1 penalty next round from the pain. The penalty increases one every round until it hits –10, then it drops one a round every round after that."

"Blow to foe’s spine causes a –2 penalty from the searing pain. If not magically healed, the foe will be able to predict rain."

"Blow is so devastating that foe’s arms are only technically still attached to his body."

Buy on RPGNOW (Link leads to the multisystem bundle) or Lulu.

Rolemaster Quarterly Issues: 4-6

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material.

Buy on Ironcrown.com.

Harper's Bazaar Issues 9-10

Enhance your High Adventure Role Playing game with optional rules and source material.

Out of Print

Spacemaster Datanet Issues 1-8

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.

Buy on Ironcrown.com.

 

 

The Paranoia Game

The Paranoia Game is a Spacemaster adventure for multiple characters of around 5th level. There must be multiple players as well and the more the better. When things break down, the more people the players can distrust, the better.

The Adventure is contained in Guild Adventurer 1. Buy on RPGNOW.

First Steps: Unexplored Worlds Roleplaying Sourcebook

Every adventure begins with one fateful first step... The Stargate links to millions of worlds the SGC has yet to visit. Within this book, your SG team has the chance to discover them. Each of the worlds included in this book is an all-new creation of the AEG team, never-before-seen in any medium, complete with background, history, cultures, characters, and ready-made plotlines. From the explosive TV series comes the hottest role-playing game of 2003! Explore the farthest reaches of the galaxy as a member of the Stargate Command, the U.S. Government's best-kept secret. Engage in pitched battles with the evil Goa'uld, explore alien planets on the far end of the universe, and learn the ancient secrets of the Stargate. Background and mechanics for over an all-new collection of original worlds never before seen on the TV show! Miniature adventures for every world! Advanced rules for world creation, including detailed cultural and plot device options.

Shadowforce Archer: The Shop

The Agenda Is Evolution. The Failsafe Is Extinction. For two years, the Archer Conspiracy has scoured the world, searching for the reason the Shop's gadgeteers broke away from their ranks. Fighting off the villain organization's overtly violent (and seemingly senseless) advances at every turn, agents of the world's shadow communities grapple with the certainty of a master plan they cannot see. Now, they're about to discover the truth in this 128-page sourcebook that lays bare the Shop's innermost workings, its goals, and unexpected motivations, all driven by one horrifying manifest destiny thousands of years in the making! This realization of ancient imperatives and darkest human truth includes . . . Everything you need to create ingenious and destructive Shop threats - or rogue Shop agents working for the Archer Conspiracy! Many new agent options, including two new departments, one new base class (the Scientist), and expanded feat trees. Betrayers' return! Dennis Gray launches the Shop's full-scale assault upon the Archer Conspiracy! Climax episode! The Shop hatches a brutal plan of global proportions and your agents have only one chance to stave off disaster, this time with the lives of literally millions hanging in the balance. The secret history of Dr. Avery Schillingsfield, the infamous Helix, and his ultimate intentions for the Lodge. Gadget design rules! Design a mentalist gadgeteer and construct the ultimate super-science device! Weapons of mass destruction! Complete rules for dozens of different super weapons, from nukes to toxins and more! Two major threats commanded by the Shop, fully fleshed out and integrated into the offical Shadowforce Archer history, including an update of Villain X and his minions, and the Shop's spacefaring Project: Damocles! New domination tools! Shop resources, training, gadgets, and more!

Living Gods: Stargate System Lords

Their names linger from ancient history — Anubis,Cronus, Kali the Destroyer.

They are gods who once walked the Earth as men, ruling with hatred and fear. But now we know the gods' true name - Goa'uld, a parasitic alien race bent on galactic domination.

Thousands of years after they left our planet, we're ready to bring the fight to them.

Now, for the first time, venture into their forbidden empire, and learn the secrets of the System Lords.

The 1960s

The war might have been Cold, but the intrigue is red hot.

Return to the golden age of espionage in this brand new Spycraft setting. Thoroughly researched and highly detailed, this worldbook delves into the knuckle-biting tension of the Cold War. Fight back the tide of nuclear paranoia and take a stand in one of the most unconventional wars the world has ever known.

  • High-Stakes Intrigue: Delve into a murky world of cloak and dagger between escalating superpowers.
  • Customizable Gameplay: Run a superspy campaign against a global menace or branch into the gritty East vs. West struggle in Europe, Russia, the U.S., and abroad. Play a game of political tension or a taut suspense thriller. The choice is yours!
  • New and Modified Agent Options: With a unique spin on the Spycraft base classes, this is a whole new game. Play a rugged agent of the CIA, the KGB, or MI6. Choose from new feats, skills, and backgrounds written just for the 1960s. Requisition period gear, vehicles, and gadgets. Play Spycraft like never before!
  • Relive History or Create Your Own: From the space program to Vietnam to the rise of police action, options are provided for covert and public missions on every scale. Visit swingin' London, scale the Berlin Wall, combat social upheaval in Washington, and unearth frost-shrouded secrets beneath the Kremlin. Whether you want to play news events of the period or a game behind the scenes, this book has everything you need.

Stargate SG-1 Roleplaying Game

The core Stargate SG-1 role-playing book is a hardbound and full-color 488 page volume. The content includes:

  • Summaries of the television show's first six seasons
  • Information on some worlds previously visited by SG-1
  • Information regarding Stargate Command and the Cheyenne Mountain Complex
  • Details on the Goa'uld, including their history, breeding information, types, and common psychology
  • Skills, feats, and gear for character ability development

Details for Game Masters on building worlds to visit, races to encounter, and otherwise constructing adventures in the Stargate setting

Future Law

Gregory watched engines burn.
The gravity had gone out. In zero-G, fires started as a sphere instead of a flame, until the air started to move and they settled on a direction of "up". Their color was bluer too. It was almost pretty.
"I wanted the salvage" the Lieutenant said.
"Evacuate, sire" Gregory said. "If we hadn't lost gravit, we'd already be dead. This thing is going to blow big."
Warrant Officer Gregory Karpov took off as fast as he could.
Gregory headed for the bridge as fast as he could, cursing the zero-G. The ship was going to blow, and it was going soon. Gregory had to get the pirate ship clear of his own crippled craft before all hell broke loose.
"Computer, give me control of this ship." he demanded as pulled off his helmet.
"Authorization?" the computer responded.
Damn those dead pirates and their paranoid souls, Gregory thought. Hopefully they haven't hacked too deeply into the computer. 


Add the power of expanded character development to your sci-fi game with Future Law. Future Law is the ultimate players' guide to Spacemaster, with new professions and character options. Get the most out of your character and feel the power of Spacemaster with this exciting new core book. 

Future Law Includes:

  • New Professions
  • New Training Packages
  • New Skills
  • New Talents
  • Everything You Need to Customize Your Character With Style

Privateers:  Races and Cultures

Alarion looked around him, confirming with his eyes what his instruments told him. 600 Light Horse, moving in a wave through the fire of the guns. 600 Tulgaran Knights of the Horse. Bying for the cause. He turned his attention back to the field of death. the guns were blasting, but they hadn't been prepared for the charge. They were wtill scrambling to battle stations. If they had been ready, the entire charge would have been cut to pieces in seconds.
But they were lazy, undisciplined, and slow. The guns guarding the ground were only partially manned. Maybe ten percent. Almost enough to stop them. But not quite. 600 knights became 550, 550 became 500. Explosions warped the air with their heat distortions and blew Alarion about like a leaf.
One kilometer to go.
He leaned forward, growling with pleasure. Guns to the right of him. guns to the left of him.
He blew throught them, jiggling and dodging like a beast possesed.
500 meters.
The sound of the dying poured though his helmet com.
300 meters.
The guns became more accurate as soldiers manned teir stations.
100 meters.
Alarion thumbed the arming mechanism next to his throttle and and aimed for the base of the wall, below the nearest concentration of guns.
Then came the impact. After that, nothing. 


A must for any Spacemaster game, this book details the races of the Privateers universe. Find out what the races are really like in detail; from culture to physiology to role playing, everything you wanted to know about the: Falanar, the Kagoth, the Oort, the Tulgar, the Valiesans the Xatosians and of course humans. What will our own species be like in the future? 

Who will you be tomorrow?

Blaster Law

Erik stumbled to the side, his numb barely-working fingers fumbling for an energy cell. The laser fire stopped for a moment as his opponents waited for him to show himself. They wouldn't give up their cover. They'd wait for him to move.
After several, agonizing seconds, he managed to slide a new power cell into his blaster. The burns along the left side of his body made the slightest movement agony. His muscles twitched spasmodically, as nerves died. His burned flesh twitched as it cracked and flaked away.
This was bad. He took a deep breath and checked his blaster's setting. there was no room left for tactics. He could make a final charge on continuous fire. If he was really lucky, he might live long enough to kill one of his foes. Maybe two. It was either that or wait for his life to ooze out half a dozen small laser wounds.
Screaming with more bravado than he felt, he swung around the corner, firing wildly. beams of coherent light began seeking him out as he charged headlong, his blaster pulsing in his hand. 


Revel in MORE POWER! Blaster Law is the complete guide to energy weapons and their use in combat. Spacemaster: Privateers has a ton of combat and power, but Blaster Law takes this to the max, expanding directed energy weapons. It uses a tech level system and gives complete weapon creation rules, for use with anything from primitive spacefaring worlds to power weapons invented by worlds on the cutting edge. Blaster Law includes: 

  • 13 Laser Attack tables
  • 13 Blaster Attack tables
  • 10 Plasma Weapon Attack tables
  • 5 Sonic Stunner Attack tables
  • 20 Critical and Fumble tables.

Fire and Ice: The Elemental Companion

"The six Champions stood in a circle, one from each element. They stood quietly, their heads hung low. Slowly, they began to chant. The words started soft, but built in power and intensity. Each Champion began to glow slightly as they filled with power. The elements swelled and rushed to fill them. They vibrated as the chant rose higher still. Finally, their heads rose as one. Their eyes burned, seemingly consumed by the elements."

The hottest and coolest Rolemaster Fantasy Role Playing supplement to hit the streets in years. New spells, new professions, new training packages, and new monsters will add spice and power to any campaign game. Detailed item creation rules add a flavorful twist. But beware the corruption of such power. Find out what your characters can do when they command the elements.

Tech Law:  Vehicle Manual

Havagract reversed the polarity on his drive, rocking forward as the inertial dampers fought to keep up with a sudden blast from his foe. his control panel exploded in a shower of sparks. Not good. All his weapons were redlining, and damage control had failed to reroute power. He had to get far enough away from the planetary atmosphere to kick in the quantum drive.

He brought the craft into a tight orbit. His pursuers might be faster, but all objects orbit at the same rate, and only Havagract would be foolish enough to attemp a close forcedorbit around a gas giant. If he could come out with enough of a lead, he just might make it... 

Inside you will find every type of vehicle a privateer could desire - marine ships, aircraft, ground conveyances, small spacecraft, and even decommissioned gunboats. Take a test drive in a Death Howl II Heavy Fighter, or perhaps in a "Light Horse" Class FAV, or even in a suit of APE Orbital Drop Armor.

Bored with the standard, assembly line models? Try customizing your own state of the art vehicle using complete construction & design guidelines with comprehensive sets of features, quirks, and flaws.

Also included are complete combat rules, 10 attack tables, and 6 critical tables focusing on vehicles, ordnance, and infantry units.

Pilot the best & blast the rest! 

Tech Law - 3 volumes, the perfect tool for customizing technology in your science fiction game. Look for Equipment Manual and Robotics Manual to add even more tech to your game!

Savage Seas for Exalted by White Wolf.

The Life of a Sailor is Jade and Glory

The seas of Creation are a great road on which the riches of a hundred nations and the Realm itself travel. Yet they are also a place of grave danger, full of pirates, reefs and alien and unpredictable spirits of the waves. Many seek their fortunes there but few survive to enjoy them.

His Death Is Blood in the Wine-Dark Sea

Savage Seas is a detailed look at the oceans and sailing technology of the world of Exalted. From the life of a merchant or pirate to ship handling and the hazards of sea travel, everything you need to run a chronicle involving or centered on sea travel is here. Savage Seas also includes descriptions and deck plans for the types of ships commonly used in the world of Exalted, from pirate catamarans to the ancient warships of the First Age.

Tech Law:  Robotics Manual

AE ErrorMemory failurecorrection onlineRunning diagnostic O ...The unot that called itself Peter dove for cover as a blast scorched the earth where he had been standing. This was bad. He loaded another energy cell into his weapon. His Lat. He was in trouble. Perhaps if he...

AE ADFAFailed|Rebot|Memory failure|Diagnostic O TePer r5lled t8...

...one side as the smoke cleared. A grenade. That looked like a grenade. He checked his weapon. Full power cell. He checked his others. There were none. What had happened to the rest? Maybe...

AE Interrupt|Damage to sensory calibrationAim offEnd interrupt O
...Mitchell cursed as the diagnostic flashed in his molecutronic brain. Perhaps God didn't smile on androids 

Inside you will find every personal enhancement a privateer could desire - cybernetics, exoskeletons, biotech, implants, neuralware, and more. Treat yourself to a dermal weave, biohydralic joints, razor nails, or even an adrenal boost.

Tired of retreading the same old flesh and blood characters? Try out your own state of the art android or robot. Customize yourself with complete character generation guidelines with a myriad of templates, options, and flaws.
Also included are 8 attack tables, complete repair & malfunction rules, and 13 critical tables focusing on androids and robots. Steel yourself for action! Long live tchnology! Power to the androids. 

Tech Law - 3 volumes, the perfect tool for customizing technology in your science fiction game. Look for Equipment Manual and Vehicle Manual to add even more tech to your game!

Tech Law:  Equipment Manual

The cat pounced again, and Christian swung his sword. The monoblade clashed with the cat's hazzok, throwing Christian to one side and bruising his shoulder as 250kg barreled through where he used to be standing.

Christian scrambled back to his feet, just in time. He didn't know why the cat was after him, but when a Falar wanted you dead, you usually died. He swung again as the cat charged. This time several supports cracked and the scaffolding slid to a bit of an angle. Not good. The cat was crazy. What was he thinking?

It didn't matter. Christian didn't need to think like a cat. He needed to think like a monkey. What could a monkey do that a cat couldn't? 

This Equipment Manual provides everything an enterprising privateer can carry - and more! Picture yourself in kinetic armor with a needler in one hand, a monosword in the other hand, and a sniping plasma-carbine with holo-sights on your back. How about adding on a thruster pack, a medscanner, a sneak suit, and a velocity shield? Going camping? Try anti-glare lenses, a vapor canteen, and an environment tent. With the right connections, you might even be able to load up with professional and military grade gear.

Also included are 5 critical tables, 16 attack tables, complete tech level benchmarks, and guidelines for construction & design, malfunction & repair, and breakage.

Outfit yourself for adventure! Dress for the kill! Equip to the max! 

3 volumes, the perfect tool for customizing technology in your science fiction game. Look for Vehicle Manual and Robotics Manual to add even more tech to your game!

Spacemaster:  Privateers

The panel exploded in a glowing crash of sparks. Mrralff cursed violently, waiting for the diagnostics to flicker across his screen. He breathed a sigh of relief. Nothing was damaged that did not have a redundant system.

Their relative velocities had carried Mrralff and his enemy far apart. It would take a
moment for the Jeronan to pull his craft back into a firing position. but only a moment. The computer was still fighting to orient after the torpedo impact. His father, when training him to fly, had been very clear on the matter "Recover the tumble within 3 seconds or I'll beat you until you're unconscious." His ISC flight instructor had been more helpful. "When your gimbals are out and you dont 't have time to tackle roll, pitch and yawl one at a time, just pick a point in the sky fly toward it. Easier said than done. 


Spacemaster Privateers is the perfect way to start your adventures with the ultimate science fiction role playing system. In the dynamic Privateers setting. you and your players play a part in the last, desperate gamble to win a war against an evil driven
by insanity.

Everything you need to play combat-- character creation, a complete setting, starships. and even psychic powers can be found in the pages of this one book!

Once you're up and running. other Spacemaster support books add even more flavor, detail, and action to your game.

The wonders of the future can be yours today!

Older Credits

1999 -- Published numerous articles, adventure and columns in Masters of Roleplaying magazine under various pseudonyms.

1996 -- Received Special Mention from the UPC Novella Awards in Barcelona, Spain. For novella: A Wrinkle in Space-Time.

1994 -- Published short story The Eighth Day in Beyond and Then Some magazine.