Ryan “Quicksave” Romano is an eccentric adventurer with a strange power: he can create a save-point in time and redo his life whenever he dies. Arriving in New Rome, the glitzy capital of sin of a rebuilding Europe, he finds the city torn between mega-corporations, sponsored heroes, superpowered criminals, and true monsters. It’s a time of chaos, where potions can grant the power to rule the world and dangers lurk everywhere.
Ryan only sees different routes; and from Hero to Villain, he has to try them all. Only then will he achieve his perfect ending… no matter how many loops it takes.
Some say it's better to live as a villain, than to die as a hero. But why choose, when you can go back in time and try each option?
Ryan "Quicksave" Romano has begun a new time-loop. His goal? To prevent New Rome's destruction at the hands of the vicious Meta-Gang. To do so, our favorite courier must explore both sides of the law: to become a corporate superhero in one loop, and a scenery-chewing supervillain in the next!
But not is all as it seems. What is this heavy secret that the Dynamis corporation keeps hidden from him? Who is this person who seems to remember events from the previous loop? And most importantly, where did his cashmere suit go?
The adventures of an American hacker in Medieval England continue as Martin Banks takes his next step on the journey toward mastering his reality-altering powers and fulfilling his destiny.
A month has passed since Martin helped to defeat the evil programmer Jimmy, and things couldn’t be going better. Except for his love life, that is. Feeling distant and lost, Gwen has journeyed to Atlantis, a tolerant and benevolent kingdom governed by the Sorceresses, and a place known to be a safe haven to all female time-travelers.
Thankfully, Martin and Philip are invited to a summit in Atlantis for all of the leaders of the time-traveler colonies, and now Martin thinks this will be a chance to try again with Gwen. Of course, this is Martin Banks we’re talking about, so murder, mystery, and high intrigue all get in the way of a guy who just wants one more shot to get the girl.
The follow-up to the hilarious Off to Be the Wizard, Scott Meyer’s Spell or High Water proves that no matter what powers you have over time and space, you can’t control rotten luck.
At the gates between worlds... In a war outside of time... He fights for us.
Reclusive college student Jonathan Tibbs wakes in a pool of blood, not a scratch on him. His life is about to undergo a massive shift. A violent and merciless otherworldly enemy unleashes slaughter in the streets, calling out in a language only he understands.
And it is seeking its challenger.
In order to defeat the threat, Jonathan must become a temporal weapon... while remaining completely anonymous. Unfortunately, harnessing off-world powers has its own special challenges...
The Never Hero is the first installment in The Chronicles of Jonathan Tibbs -- a mind-bending, genre crossing, action-adventure trilogy.
Ian Dunai is trapped in the only maze an arch-decemancer can't escape.
Time.
Only 1% of the population is blessed with magic affinity at birth. Fewer still have high enough affinities to rule. Ian’s decemancy eclipses all, granting him ultimate control over Death. He conquers cities with a thought and turns them into ruins with a gesture. But overwhelming power isn’t enough to escape the time loop or reveal its purpose.
When Ian discovers a critical clue that he missed years ago, escape is finally at his fingertips.
Little does he know, he's been stuck on layer one.
Meanwhile, Constantine Lancaster is impressed, and makes an unexpected decision that alters the course of human history. As Micheal races to meet up with Sophia and Shin at the the Soul King's Inheritance, tensions begin to rise across the Second Layer. Old enemies and friends alike must work together as they face off against the World's Strongest in a catastrophic battle that will decide the fate of the Second Layer. And then... it happened. The unthinkable. Micheal finds himself face to face with the worst case scenario.
...
"When fighting against Gods, there's really only one piece of advice I can offer."
One day, six towers appear on Earth. Each one stands hundreds of stories tall, and are invulnerable to all attacks. At the base of each tower is a portal, welcoming in all who dare enter it.
All sorts of magical monsters can be found inside the towers. Even treasure, magic and superhuman strength can be acquired. The problem is that the towers aren't a friendly place. Even worse, the towers sometimes release waves of monsters to attack Earth.
In the year 2083, there are only a hundred survivors. In one last attempt, they challenge the final floor without regard for their lives. By some miracle, they manage to beat the floor at the cost of their lives, leaving only one survivor.
As a reward for clearing the tower, he is granted one wish. He decides to go back in time to before the towers arrived. His goal is simple: prevent humanity from being wiped out.
Some disasters can only be avoided if you know they’re coming...
On Karell, you are either blessed by the gods, granted a unique power and the ability to gain experience and levels, or you are forgotten. Micah Silver was a boy picked for greatness. Chosen by the gods to bear a mythic power, he longed to take his place amongst the heroes and legends he grew up reading about.
Unfortunately, his primary blessing only allows him to travel into the past by sacrificing his class, wealth, and levels--a psychological burden that Micah is reluctant to shoulder. But, even if Micah is unwilling, fate has a way of forcing you to face your destiny... and running away can cost you everything.
Over and over again...
Experience the start of a time-loop LitRPG Series where a reluctant hero is forced to fight against an impossible catastrophe. Using his talents for enchanting items and summoning creatures, he must retrace his steps and grow stronger in a potentially futile effort to prevent tragedy and protect his family.
What if you were thrown into a foreign society, never to see home again? What would you do and could you survive?
A story science fiction in premise, adventure in execution. A cross-genre adventure with elements of science fiction, history, hard science, epic fantasy, time travel, romance, alien contact, and space colonization.
Joe Colsco boarded a flight from San Francisco to Chicago to attend a national chemistry meeting. He would never set foot on Earth again.
On planet Anyar, Joe is found unconscious on a beach of a large island inhabited by humans where the level of technology is similar to Earth circa 1700. He awakes amidst strangers speaking an unintelligible language, and struggles to accept losing his previous life and finding a place in a society with different customs, needing a way to support himself, and not knowing a single soul. His worry about finding a place is assuaged when he finds ways to apply his knowledge of chemistry—as long as he is circumspect in introducing new knowledge not too far in advance of the planet’s technology and being labelled a demon.
As he adjusts, Joe finds that he has be dropped into a developing clash between the people who cared for him, and for whom he develops an affinity, and a military power from elsewhere on the planet, a power with designs on conquest.
Unaware, Joseph Colsco has been poured into a crucible, where time and trials will transform him in ways he could never have imagined.
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