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Mercy for Hire Mission Pack 3

Mercy for Hire Mission Pack 3

Author: J.S. Morin

When a hero snaps, the galaxy pays. For years, Esper has been holding in her mind the knowledge of ancient demons. Ever since reading that forbidden tome, a darkness has dwelt, gnawing at the edges of her sanity and wheedling to gain control. When a mission to a blockaded planet goes awry, Esper finally can't hold back the darkness any longer. The darkness within gains an annoying conscience and the body of a powerful wizard. Multiple battles ensue. First, Esper must fight alongside her crew without letting on that she's no longer the Esper they once knew. But also there's an internal struggle going on for control, influence, and the fate of everyone Esper cares about. Who can hold back the darkness when its main enemy takes command of the fight? Mission 9 - Ship With No Name On the planet Meyang, a plague breaks out. Earth Navy enforces a strict blockade. No one in; no one out. But that includes medical personnel. With a humanitarian crisis brewing among the rebels being quarantined, Esper and her crew step in. Launching a daring rescue mission, they break the blockade to save lives. Mission 10 - No More Mr. Nice Girl Esper isn't playing around anymore. When her ship gets...

Mercy for Hire Mission Pack 1

Mercy for Hire Mission Pack 1

Author: J.S. Morin

The galaxy’s worst bounty hunter just might be its most relentless hero. Esper is a vigilante Samaritian with more moral fiber than business sense. Any bounty hunter worth the title knows three rules: Collect half the money up front. Never get emotionally attached. Don’t ask nosy questions. But with a heart of gold and her companion Kubu by her side, Esper sets out to make the galaxy a better place, preferably making enough money to pay for the fuel to get from one job to the next. But just because she’s not cut out to be ruthless doesn’t mean the galaxy is going to eat her alive. After all, Esper is also a wizard. Mission 1: Wayward Saint A runaway teen needs protection and Esper takes the job. But a simple rescue and recovery turns ugly when Esper finds herself in the middle of a custody battle with a vicious pirate who’s hired a bounty hunter of his own. Mission 2: Behind Blue Skies On the run from troubles of her own, Esper tries to lie low on a suspiciously Utopian colony planet. Unable to keep out of other people’s troubles, Esper gets a terrifying look into justice on a world where truth is a matter of who you know. Mission 3: House of the Orion Sun Esper’s...

Mercy for Hire Mission Pack 2

Mercy for Hire Mission Pack 2

Author: J.S. Morin

Almighty Ra looks down not from one sun but from all! Someone has taken an ancient Earth religion and rebranded it for the 26th Century. Multi-stellar, multi-species, the Cult of Ra has an answer for everything... Except a wizard who's sick of them preying on innocent people. Mission 5: Sunshine of Your Cult Still getting used to life without magic, Esper accepts a mission that seems easy enough on the surface. An actor is searching for a kidnapped co-worker. Just two little problems with that. The actor seems intent on tagging along, offering questionable "help" along the way. And his co-star is in the clutches of a deadly cult. Mission 6: Walk Like a Magician Now on a crusade to pull the Cult of Ra out of the galaxy by the roots, Esper and company find a arms manufacturer secretly funding the cult. But when taking on such a formidable foe without magic proves too much, Esper takes drastic measures to even the odds. Mission 7: Hotel Caledonia This could be the break Esper has been waiting for. A mysterious whistleblower looks to take down the Cult of Ra from the inside. He's willing to tell Esper everything. Her rendezvous aboard a luxury cruise ship goes horribly wrong when she...

Galaxy Outlaws Mission Pack 3

Galaxy Outlaws Mission Pack 3

Author: J.S. Morin

Being a criminal kingpin is more work and less fun than everyone makes it seem. Carl Ramsey is the head of his own criminal Syndicate. With a hundred men and women and the resources of a tiny jungle moon at his disposal, life should have gotten easier, not harder. Infighting, politics, and a lack of income to pay everyone begin to tear the syndicate apart from the inside. And the last thing Carl needs is his father stepping in to try to help. Mission 9: Adventure Capital Carl sets out with some new recruits to earn some startup funds for his new syndicate. But when he discovers that his criminal enterprise doesn't have enough criminals to run it, he goes to recruit some old friends. Mission 10: Collusion Course While Carl and the Mobius are stranded, dead in space, Chuck Ramsey steps in to handle the day-to-day operations of the syndicate. Can Carl get his ship repaired and get home while he still has a syndicate left? Mission 11: You, Robot Wizards are all convinced that any thinking robot would be a threat to life as we know it. Robots are paranoid that wizards are out to get them. When the Mobius comes across a robot claiming to be a wizard, they don't know quite what to do...

Black Ocean: Mercy for Hire Mission Pack 4

Black Ocean: Mercy for Hire Mission Pack 4

Author: J.S. Morin

Meet the new boss, daughter of the old boss. It was a possibility she'd never considered and a friend she'd thought long gone. But when Tanny Rucker came to Esper for help overthrowing her father's criminal empire, it was an offer she couldn't refuse. Armed with Tanny's loyalists from her father's syndicate and the magical might Esper brings, the pair embark on a course to rewrite galactic history. To win, they might ruin countless innocent lives and even some of their friends. But convinced they're going to do more good, they press forward with their ambitious plan: to rid the galaxy of the Rucker Syndicate. Mission 13: The Girls Are Back in Town Esper and Tanny join forces to topple the Rucker Syndicate. Their first move, rescuing hostages so that no one can be forced to betray them. Mission 14: Stuck in the Astral With You To undermine the financial power of the Rucker Syndicate, Tanny and Esper go after their largest legitimate business front. Mission 15: Lair of the Dog When Tanny is forced to flee from battle, she brings her crew to the harshest, most unforgiving planet with a breathable atmosphere: Kubu's homeworld. Mission 16: Empathy for the Devil It's the final...

Mirth & Mayhem Mission Pack 1

Mirth & Mayhem Mission Pack 1

Author: J.S. Morin

The galaxy isn't ready for Mort and Chuck. A traveling con man poses as a vintage comedian, touring the galaxy with his wife and kids in tow. When he picks up a hitchhiking wizard desperate to flee Earth, they become a hilarious mixed family. Crime, comedy, and magical mayhem are in store. Mission 1: Know When to Run A prominent wizard makes a deadly mistake and runs out his welcome on Earth. A shady comedian with a family and his own starship decides that a wizard hitchhiker is a risk worth taking. Despite bounty hunters, crime syndicates, and magical law enforcement on their trail, he just may be right. Mission 2: Low Flyer Sometimes lying low means flying low. Chuck and Mort head to a dusty colony in border space, hoping to let their pursuers lose their trail. But old debts and the hijinks of Chuck's son Brad make sure this is anything but rest and relaxation. Mission 3: The Good Die Young Chuck books a gig on a missionary ship operating outside ARGO space. Surely they have to be beyond the reach of the Convocation here, right? As it turns out, wizards aren't the only threat in the galaxy, and beyond ARGO's smothering law and order, pirates operate with impunity. ...and...

Galaxy Outlaws Mission Pack 2

Galaxy Outlaws Mission Pack 2

Author: J.S. Morin

Just because every job we pull goes supernova doesn’t mean this one will. Captain Carl Ramsey and the crew of the Mobius are constantly on the run from one bad decision to the next. Every time it looks like they might score big, something goes wrong. But no one ever got ahead by quitting, and the only alternative is honest work. There are always more jobs to pull, more schemes to hatch, and more authorities to evade. Mission 5: Alien Racer A race contest turns into a heist when Carl can’t keep his greed in check. But will he be able to pull it off with billions of holovid viewers watching? Mission 6: Retro Version A relaxing getaway on a nostalgic colony sounds like a nice break for the Mobius crew. But easy living and keeping a low profile aren’t in their DNA. Mission 7: Siege of Mortania Mort’s past catches up with him, and the crew of the Mobius are caught in the wizardly crossfire. Mission 8: Moon of Odysseus One of Carl’s old squadron mates has stumbled onto the location of a salvage prize unlike any the Mobius crew has ever seen: a lost Earth Navy battleship. The only problem is the survivors of the crash aren’t too welcoming of visitors. Bonus Short Story:...

Mission Pack 1

Mission Pack 1

Author: J.S. Morin

Science to build a starship. Wizardry to take it past light speed. A crew to give it a soul. The Mobius is a cobbled-together ship with a matching crew. Captain Carl Ramsey is an ex-Earth Navy pilot whose crew won’t let him fly his own ship. The pilot is his ex-wife, the mechanic is a drunk, and the chief of security is from a predatory species. Instead of a star-drive to travel through the astral space between worlds, the ship’s wizard does it by hand. Mission 1: Salvage Trouble A salvage mission turns into a rescue, and no good deed goes unpunished. With two refugees onboard, the Mobius crew is hounded by bounty hunters, border partols, and corporate enforcers. Mission 2: A Smuggler’s Conscience “Don’t open the package.” It’s the smuggler’s credo for good reason. When the Mobius crew takes a peek at their illicit cargo, the entire job takes an about-face. Mission 3: Poets and Piracy The Mobius crew gets caught in a turf war between a pirate fleet and a galactic criminal syndicate. The trick is getting everyone out alive (and maybe getting paid in the process). Mission 4: To Err is Azrin Sometimes you can’t go home again. When a job takes the crew to their...

Galaxy Outlaws Mission Pack 4

Galaxy Outlaws Mission Pack 4

Author: J.S. Morin

It's impossible to outrun your past, no matter how deep you drop in the astral. With the weight of his conscience growing by the mission and a fiancee who makes him want to be a better man, Carl Ramsey decides to try his hand at being one of the good guys. But there's a long line of enemies who won't forget so easily. Mission 13: Mission Inadvisable The Mobius crew gets a job offer so vile they not only turn it down, they set out to stop the secretive crime lord doing the hiring. Along the way, they manage to accidentally double-cross an old friend. Sometimes, no matter what you try, you're destined to be on the wrong side of the law. Mission 14: Moral and Orbital Decay Mort's son is on the run from the Convocation. He's fled to a remote mining station and looking for a quick ride from his father's old crew. But when magic gets out of hand, suddenly everyone's more concerned about stopping the space station from crashing into a planet than finding a fugitive. Mission 15: Planet Hustlers Pirates capture the stunnji homeworld, and Rai Kub's people turn to Carl Ramsey to find a way to convince them to leave. Carl's plan? A lot of fast talking, subterfuge, and the crookedest game of...

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