In a galaxy of cutthroat companies, shadowy clans and a million agendas, spy agency RIM barely wields enough control to keep order. Maximus Black is RIM’s star cadet. But he has a problem. One of RIM’s best agents, Anneke Longshadow, knows there’s a mole in the organisation. And Maximus has a lot to hide.
NAMED ONE OF THE BEST BOOKS OF THE YEAR BY NPR • A gripping science fiction saga about three students from a school for those with extraordinary powers, from the award-winning author of The Best of All Possible Worlds “A smart science fictional fable as inventive and involving as it is finally vital.”—Tordotcom On the verge of adulthood, Rafi attends the Lyceum, a school for the psionically gifted. Rafi possesses mental abilities that might benefit people . . . or control them. Some wish to help Rafi wield his powers responsibly; others see him as a threat to be contained. Rafi’s only freedom at the Lyceum is Wallrunning: a game of speed and agility played on vast vertical surfaces riddled with variable gravity fields. Serendipity and Ntenman are also students at the Lyceum, but unlike Rafi, they come from communities where such abilities are valued. Serendipity finds the Lyceum as much a prison as a school, and she yearns for a meaningful life beyond its gates. Ntenman, with his quick tongue, quicker mind, and a willingness to bend if not break the rules, has no problem fitting in. But he too has his reasons for wanting to escape. Now the three friends are about to experience a moment of violent change as seething tensions between rival star-faring civilizations come to a head. For Serendipity, this change will challenge her ideas of community and self. For Ntenman, it will open new opportunities and new dangers. And for Rafi, given a chance to train with some of the best Wallrunners in the galaxy, it will lead to the discovery that there is more to Wallrunning than he ever suspected . . . and more to himself than he ever dreamed. Includes two bonus short stories “There is a weight and grace to [Lord’s] prose that put me in mind of pewter jewelry.”—NPR “This novel is a satisfying exercise in being off-balance, a visceral lesson in how to fall forward and catch yourself in an amazing new place.”—The Seattle Times
Will Destroy the Galaxy for Cash is the follow up tale to Will Save the Galaxy for Food from the mind of writer Yahtzee Croshaw (Mogworld, Jam, Differently Morphous). With the age of heroic star pilots and galactic villains completely killed by quantum teleportation, the ex-star pilot currently named Dashford Pierce is struggling to find his identity in a changing universe. Then, a face from his past returns and makes him an offer he can't refuse: take part in just one small, slightly illegal, heist, and not only will he have the means to start the new life he craves, but also save his childhood hero from certain death. What could go wrong? If you need to ask--you don't know Dashford Pierce. Before long, Pierce is surrounded by peril, and forced to partner with the very same supervillains he'd spent his heroic career thwarting. But when he's confronted by the uncomfortable truth that star pilots might not have been the force for good, they had intended to be, he begins to wonder if the villains hadn't had the right idea all along...
A not-quite epic science fiction adventure about a down-on-his luck galactic pilot caught in a cross-galaxy struggle for survival! Space travel just isn't what it used to be. With the invention of Quantum Teleportation, space heroes aren't needed anymore. When one particularly unlucky ex-adventurer masquerades as famous pilot and hate figure Jacques McKeown, he's sucked into an ever-deepening corporate and political intrigue. Between space pirates, adorable deadly creatures, and a missing fortune in royalties, saving the universe was never this difficult! From the creator of Mogworld and Jam! Benjamin Richard "Yahtzee" Croshaw is a British-Australian comedic writer, video game journalist, author, and video game developer. He is perhaps best known for his acerbic video game review series, Zero Punctuation, for The Escapist.
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators – smugglers, relic hunters, freedom fighters, and mercenaries – roam the dead stars in small ships, scratching out a living any way they can. In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions – recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!
For more than eighty years, The New Yorker has been home to some of the toughest, wisest, funniest, and most moving sportswriting around. The Only Game in Town is a classic collection from a magazine with a deep bench, including such authors as Roger Angell, John Updike, Don DeLillo, and John McPhee. Hall of Famer Ring Lardner is here, bemoaning the lowering of standards for baseball achievement—in 1930. John Cheever pens a story about a boy’s troubled relationship with his father and the national pastime. From Lance Armstrong to bullfighter Sidney Franklin, from the Chinese Olympics to the U.S. Open, the greatest plays and players, past and present, are all covered in The Only Game in Town. At The New Yorker, it’s not whether you win or lose—it’s how you write about the game. Including: “The Web of the Game” by Roger Angell “Ahab and Nemesis” by A. J . Liebling “Hub Fans Bid Kid Adieu” by John Updike “The Only Games in Town” by Anthony Lane “Race Track” by Bill Barich “A Sense of Where You Are” by John McPhee “El Único Matador” by Lillian Ross “Net Worth” by Henry Louis Gates, Jr. “The Long Ride” by Michael Specter “Born Slippy” by John Seabrook “The Chosen One” by David Owen “Legend of a Sport” by Alva Johnston “A Man-Child in Lotusland” by Rebecca Mead “Dangerous Game” by Nick Paumgarten “The Running Novelist” by Haruki Murakami “Back to the Basement” by Nancy Franklin “Playing Doc’s Games” by William Finnegan “Last of the Metrozoids” by Adam Gopnik “The Sandy Frazier Dream Team” by Ian Frazier “Br’er Rabbit Ball” by Ring Lardner “The Greens of Ireland” by Herbert Warren Wind “Tennis Personalities” by Martin Amis “Project Knuckleball” by Ben McGrath “Game Plan” by Don DeLillo “The Art of Failure” by Malcolm Gladwell “Swimming with Sharks” by Charles Sprawson “The National Pastime” by John Cheever “SNO” by Calvin Trillin “Musher” by Susan Orlean “Home and Away” by Peter Hessler “No Obstacles” by Alec Wikinson “A Stud’s Life” by Kevin Conley
In this newest novel of the Company series, a time-traveling botanist is stranded 150,000 years in the past. Grieving for the lover she lost twice, Mendoza meets a reincarnation of her love again.
The Hitchhiker's Guide to the Galaxy provides an excellent way of looking at some intriguing issues in philosophy, from vegetarianism and Artificial Intelligence to God, space and time. This is an entertaining yet thought provoking volume for students, philosophers and fans of The Hitchhiker's series.