Ten Thousand Worlds

Gear

Titles Containing Gear

Fly Me to the Moon

Version 1.0, January 2011

Excerpt:

Proposed as long ago as 1994 CE by Mexican physicist Miguel Alcubierre, this faster-than-light space drive did not become a reality until one was finally forged from dark matter itself … When activated, it wraps the ship in a bubble of space-time that experiences no acceleration, while outside the bubble it warps space in a wave, contracting it ahead of the ship while expanding the space behind it…

PotLuck

Version 1.0, March 2010

Excerpt:

Outsiders who visit Earth sometimes leave behind the odd trinket. Few of these items can be triggered by mere humans; even fewer can be controlled without killing their users or driving them mad; but a very few can actually be reverse-engineered and mated with terrestrial technology.

Movement

Version 1.0, February 2010

Excerpt:

The great flying Crystal Ships of the Sidhe were designed to be strong, to be fast, and to endure all manner of adverse conditions, but despite their honorable showing in the First War of the Falling Stars, they were never meant for combat.

Magic Arsenal

Version 1.0, March 2009

Excerpt:

This weapon, like all the best Wakyambi weapons, is built inside the wielder’s own body and mind. The only outward sign of its existence is a raised silver mark somewhere on his body.

Ten Thousand Worlds

Version 1.03, June 2016

Excerpt:

All players, save one, play the roles of the story’s fictional heroes, the Player Characters (PCs for short), and try to “save the day” as the heroes would. The remaining player, the Game Master (or GM) plays the roles of all the other characters they meet: villains, monsters, everyday people and animals; collectively known as Non Player Characters (NPCs). The GM also acts as referee and sets up every new game session, or chapter in the story. Together, everyone's choices shape a collaborative, interactive tale…

 

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