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 poker ever played. The stakes: the fate of a refugee planet.
Mission 16: Eternity or Bust
When your bride-to-be makes a simple request, a smart man makes it happen. When your outlaw fiancee wants her wedding on Earth, where most of the galaxy's top law enforcement agencies are headquartered, it's going to take bribery, back room deals, and ratting out some old associates. But Carl won't be able to live with himself unless he gets his friends out of the jam he puts them in.
Bonus Short Story: For Old Time's Sake
With retirement in full force, the crew of the Mobius take on a decidedly low-key villain: the interlopers who're looking to ruin their gig hustling simulator combat for free meals.
About the Author
I am a creator of worlds and a destroyer of words. As a fantasy writer, my works range from traditional epics to futuristic fantasy with starships. I have worked as an unpaid Little League pitcher, a cashier, a student library aide, a factory grunt, a cubicle drone, and an engineer--there is some overlap in the last two.
Through it all, though, I was always a storyteller. Eventually I started writing books based on the stray stories in my head, and people kept telling me to write more of them. Now, that's all I do for a living.
I enjoy strategy, worldbuilding, and the fantasy author's privilege to make up words. I am a gamer, a joker, and a thinker of sideways thoughts. But I don't dance, can't sing, and my best artistic efforts fall short of your average notebook doodle. When you read my books, you are seeing me at my best.
My ultimate goal is to be both clever and right at the same time. I have it on good authority that I have yet to achieve it.
Visit me at jsmorin.com