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Ruthless Game

Page 1

by Christine Feehan




  Table of Contents

  Title Page

  Copyright Page

  Dedication

  Acknowledgements

  CHAPTER 1

  CHAPTER 2

  CHAPTER 3

  CHAPTER 4

  CHAPTER 5

  CHAPTER 6

  CHAPTER 7

  CHAPTER 8

  CHAPTER 9

  CHAPTER 10

  CHAPTER 11

  CHAPTER 12

  CHAPTER 13

  CHAPTER 14

  CHAPTER 15

  CHAPTER 16

  CHAPTER 17

  CHAPTER 18

  CHAPTER 19

  CHAPTER 20

  Teaser chapter

  "CHRISTINE FEEHAN CONTINUES TO AMAZE READERS."

  --The Eternal Night

  STREET GAME

  "Christine Feehan's writing style is exceptional in this work from the GhostWalker series. Her characters are instantly believable and extraordinary, and the action involved will compel readers to devour the book for every last detail."

  --Fresh Fiction

  "Believable, passionate, intense."

  --Night Owl Reviews (Top Pick)

  MURDER GAME

  "A no-holds-barred adventure ... you won't be able to put this page-turner down. Gripping and well-written, Murder Game is all you've come to expect in a GhostWalker tale. Well-done!"

  --Fresh Fiction

  "Refreshing ... fans will enjoy this strong thriller."

  --Midwest Book Review

  PREDATORY GAME

  "Boy, did it deliver! ... This book keeps you rockin' from the get-go. Come along for an intense, sensuous ride with the GhostWalkers, and hold on."

  --Fresh Fiction

  "One of the best in Christine Feehan's ... romantic suspense saga."

  --Midwest Book Review

  "Feehan's at the top of her game with this explosive, scintillating novel."

  --Romantic Times

  DEADLY GAME

  "I loved this one and I'll bet you will too."

  --Fresh Fiction

  "The fastest-paced, most action-packed, gut-wrenching, adrenaline-driven ride I've ever experienced ... If you crave a gripping thriller ... Deadly Game is the rush you've been waiting for."

  --Romance Junkies

  "Wow! ... Made me hungry for more."

  --The Best Reviews

  NIGHT GAME

  "Suspenseful ... captivating."

  --Publishers Weekly

  "Packed with adventure ... Not only is this a thriller, the sensual scenes rival the steaming Bayou. A perfect 10."

  --Romance Reviews Today

  MIND GAME

  "Sultry and suspenseful ... as swift-moving and sexually charged as her best vampire romances. In short, it is an electrifying read."

  --Publishers Weekly

  "Brilliant. The sexual energy ... is electrifying. If you enjoy paranormal romances, this is a must-read."

  --Romance at Heart Magazine

  "Explosive! The sexual chemistry is literally a scorcher."

  --Fallen Angel Reviews

  SHADOW GAME

  "Sensational ... The sultry, spine-tingling kind of read that [Feehan's] fans will adore."

  --Publishers Weekly

  "One of the best current voices in the darker paranormal romance subgenre ... intense, sensual, and mesmerizing."

  --Library Journal

  "[An] erotically charged romance."

  --Booklist

  More praise for the novels of Christine Feehan

  "Just as I begin to think the romance genre has nowhere else to run, I get to read something that takes another giant leap down a totally unknown road. Romance, suspense and intrigue, and the paranormal . . . combined to make one of the most delicious journeys I have had the pleasure of taking in a long, long time ... Definitely something for everyone."

  --Romance and Friends

  "Feehan's newest is a skillful blend of supernatural thrills and romance that is sure to entice readers."

  --Publishers Weekly

  "If you are looking for something that is fun and different, pick up a copy of this book."

  --All About Romance

  "This one is a keeper ... I had a hard time putting [it] down ... Don't miss this book!"

  --New-Age Bookshelf

  "Vibrant characters, suspense-filled plot ... and just the right touch of the supernatural ... a must-read, especially on those dark, rainy nights, when the wind howls its anger at the world. Kudos, Ms. Feehan, you have penned a pageturner--good to the last drop."

  --Romance Reviews Today

  "Christine Feehan is a magnificent storyteller."

  --Romantic Times

  Titles by Christine Feehan

  RUTHLESS GAME

  STREET GAME

  MURDER GAME

  PREDATORY GAME

  DEADLY GAME

  CONSPIRACY GAME

  NIGHT GAME

  MIND GAME

  SHADOW GAME

  HIDDEN CURRENTS

  TURBULENT SEA

  SAFE HARBOR

  DANGEROUS TIDES

  OCEANS OF FIRE

  WILD FIRE

  BURNING WILD

  WILD RAIN

  WATER BOUND

  DARK PERIL

  DARK SLAYER

  DARK CURSE

  DARK HUNGER

  DARK POSSESSION

  DARK CELEBRATION

  DARK DEMON

  DARK SECRET

  DARK DESTINY

  DARK MELODY

  DARK SYMPHONY

  DARK GUARDIAN

  DARK LEGEND

  DARK FIRE

  DARK CHALLENGE

  DARK MAGIC

  DARK GOLD

  DARK DESIRE

  DARK PRINCE

  Anthologies

  HOT BLOODED

  (with Maggie Shayne, Emma Holly, and Angela Knight)

  LOVER BEWARE

  (with Fiona Brand, Katherine Sutcliffe, and Eileen Wilks) FANTASY

  (with Emma Holly, Sabrina Jeffries, and Elda Minger)

  FEVER

  (includes The Awakening and Wild Rain) SEA STORM

  (includes Magic in the Wind and Oceans of Fire)

  THE BERKLEY PUBLISHING GROUP

  Published by the Penguin Group

  Penguin Group (USA) Inc.

  375 Hudson Street, New York, New York 10014, USA

  Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario M4P 2Y3, Canada

  (a division of Pearson Penguin Canada Inc.)

  Penguin Books Ltd., 80 Strand, London WC2R 0RL, England

  Penguin Group Ireland, 25 St. Stephen's Green, Dublin 2, Ireland (a division of Penguin Books Ltd.)

  Penguin Group (Australia), 250 Camberwell Road, Camberwell, Victoria 3124, Australia

  (a division of Pearson Australia Group Pty. Ltd.)

  Penguin Books India Pvt. Ltd., 11 Community Centre, Panchsheel Park, New Delhi--110 017, India

  Penguin Group (NZ), 67 Apollo Drive, Rosedale, North Shore 0632, New Zealand

  (a division of Pearson New Zealand Ltd.)

  Penguin Books (South Africa) (Pty.) Ltd., 24 Sturdee Avenue, Rosebank, Johannesburg 2196,

  South Africa

  Penguin Books Ltd., Registered Offices: 80 Strand, London WC2R 0RL, England

  This is a work of fiction. Names, characters, places, and incidents either are the product of the author's imagination or are used fictitiously, and any resemblance to actual persons, living or dead, business establishments, events, or locales is entirely coincidental. The publisher does not have control over and does not have any responsibility for author or third-party websites or their content.

  RUTHLESS GAME

  A Jove Book / publish
ed by arrangement with the author

  PRINTING HISTORY

  Jove mass-market edition / January 2011

  All rights reserved.

  No part of this book may be reproduced, scanned, or distributed in any printed or electronic form without permission. Please do not participate in or encourage piracy of copyrighted materials in violation of the author's rights. Purchase only authorized editions.

  For information, address: The Berkley Publishing Group,

  a division of Penguin Group (USA) Inc.,

  375 Hudson Street, New York, New York 10014.

  eISBN : 978-1-101-47665-9

  JOVE(r)

  Jove Books are published by The Berkley Publishing Group,

  a division of Penguin Group (USA) Inc.,

  375 Hudson Street, New York, New York 10014.

  JOVE(r) is a registered trademark of Penguin Group (USA) Inc.

  The "J" design is a trademark of Penguin Group (USA) Inc.

  https://us.penguingroup.com

  For Mike and Margo Anthony

  For My Readers

  Be sure to go to https://www.christinefeehan.com/members/ to sign up for my private book announcement list and download the free e-book of Dark Desserts . Join my community and get firsthand news, enter the book discussions, ask your questions, and chat with me. Please feel free to email me at Christine@christine feehan.com. I would love to hear from you.

  Acknowledgments

  As always when writing a book, I have several people to thank: Morey Sparks, for information on weapons; Jack, for answering questions regarding weapons; and of course, Brian Feehan, who always drops everything to work out tough fight scenes. Manda, thank you for going above and beyond, working late nights and weekends when I needed you to get the book finished. Domini, as always, you make the book so much better! I appreciate you all so much!

  The Ghost Walker Symbol Details

  SIGNIFIES shadow

  SIGNIFIES protection against evil forces

  SIGNIFIES the Greek letter psi, which is used by parapsychology researchers to signify ESP or other psychic abilities

  SIGNIFIES qualities of a knight--loyalty, generosity, courage, and honor

  SIGNIFIES shadow knights who protect against evil forces using psychic powers, courage, and honor

  The GhostWalker Creed

  We are the GhostWalkers, we live in the shadows

  The sea, the earth, and the air are our domain

  No fallen comrade will be left behind

  We are loyalty and honor bound

  We are invisible to our enemies

  and we destroy them where we find them

  We believe in justice and we protect our country

  and those unable to protect themselves

  What goes unseen, unheard, and unknown

  are GhostWalkers

  There is honor in the shadows and it is us

  We move in complete silence whether

  in jungle or desert

  We walk among our enemy unseen and unheard

  Striking without sound and scatter to the winds

  before they have knowledge of our existence

  We gather information and wait with endless patience

  for that perfect moment to deliver swift justice

  We are both merciful and merciless

  We are relentless and implacable in our resolve

  We are the GhostWalkers and the night is ours

  CHAPTER 1

  The lone coyote trotted across the desert on the outskirts of the city. Bold, he nosed close to the trash scattered along the edges of the sand. The night air was cool, but the sand was still warm from the hot day's sun. He padded along, nose to the ground, sniffing around the back of a long structure until he came to an alleyway. Someone coughed, and a bottle smashed against the side of the building. The coyote whirled and ran. He'd been shot at many times coming in too close to these particular buildings, but the food was unusually plentiful. Still, he didn't want to take a chance, not when there were so many men walking around so late at night.

  The coyote reluctantly slunk away from the banquet, edged out to a pile of boulders, and hunched down, waiting for things to settle a little more before he made another try. In the distant desert, he heard a muffled sound, like the beating of large wings, and he turned his head toward the sky, cowering closer to the rock.

  The helicopter came in fast and low, running without lights and in eerie silence. Ropes dropped from the open doors, and five men descended fast and, in one smooth, coordinated motion, began sprinting across the desert with unprecedented speed. Seconds later the helicopter was gone, and the coyote surged to his feet, ready to run as the men, nothing more than shadows, raced toward him. There was no sound, not even the thud of boots on sand. The wind carried their scents, and as they approached, their bodies were more defined, appearing as a single dark entity with ten glowing eyes.

  The coyote took a few steps one way and then, as the men split apart, running no more than two feet from one another in perfect unison, he stepped in the other direction, whirled, tail down, and then stopped, confused. The men rushed by like the wind, not so much as hesitating, yet those strange eyes flashed over the animal as he cowered, obviously seeing him, although he was in the darker shadow of the rocks.

  Javier, you're on. Just take a look. Hear what I'm saying? A look. No one dies yet. Mack McKinley, leader of GhostWalker Team Three, sent his first man into the hot zone. The unique GhostWalker unit he led had no need of radios. They were all telepathic.

  I'm hurt, boss. Laughter spilled into Mack's mind. Why would you ever think someone might die?

  Mack sent Javier Enderman a stern warning look. Javier could see easily in the darkness, even when he chose not to. He looked like a kid with his dark black eyes and innocent, boyish face--one of his greatest assets. Everyone always underestimated him, if they ever actually saw him.

  Urban warfare was a unique art. Every citizen in a hot zone could potentially be innocent--or an enemy. It took special men and women with nerves of steel to be able to function in such a high-stress situation. His GhostWalker unit was comprised of such individuals, all highly trained and with very special, unique psychic gifts.

  Mack and the others dropped to their bellies, disappearing into the sand just feet from the first building at the edge of the city. Javier jogged with absolute confidence right up to the structure and into the alley. As he got closer to the buildings, his solid form simply disappeared, blending completely with his surroundings.

  I think our informant is on to something. We've got a major force here, Mack, Javier reported. Guns on the roof, stairways, tucked in the alleys. I see several at the windows in the building across the street. Big op here.

  Can you find a way to blend in without having to kill anyone? We aren't supposed to be here. Get in, get out with the package, and no one the wiser.

  Javier sighed heavily. You know, boss, you're maligning my character. Of course I can find a way to blend. No faith.

  Mack's gut tightened. Javier was an accomplished assassin despite his youthful, innocent appearance. He was highly skilled with explosives and a maniac when it came to computers. Highly intelligent, he followed one person, and that was Mack. Javier could usually find a group of teens and simply join them, but the kids in this part of the city were most likely paid to report strangers. He refrained from telling Javier to be careful, knowing the man wouldn't appreciate his caution, but they'd been raised on the streets together. Javier was more than a teammate--he was family, and Mack looked after family.

  These men had followed him into hell, and Mack felt responsible for them. They had all thought psychic enhancement was an exciting program, one that would allow them the best ability to save lives and serve their country--and maybe it would have been, had it not been run by a madman who had not only enhanced their psychic abilities but had also changed their DNA, adding the animal enhancements he thought would make them all supersoldiers.

  Th
ere was Gideon Carpenter, a man who would be their savior in any crisis. He had eyes like a hawk, could shoot the wings off a fly with hands as steady as a rock. He would protect them from great distances, and so far, Mack had never known him to miss. Before he could get into position, they would need to have information and the rooftop of his choice cleared.

  Ethan Myers lay on his belly, eyes locked on the structures ahead, his body streamlined for climbing. The man could go up a building like a spider, clear the rooftop, and be gone before anyone ever knew he'd been there. He waited, coiled to react, as steady as they came.

  Mack glanced to the man on his right. Kane Cannon was the fifth man making up their team of rescuers. Kane had always been with him, from the streets of Chicago, college, every type of Special Forces training available to them as well as the GhostWalker experiments and additional field training. Kane always guarded his back, and he knew exactly what Mack was thinking. He shifted his weight subtly, telling Mack he was ready. He was invaluable, a man who literally could see through walls and into buildings. He could lay out the position of the enemy in seconds.

  Our informant should be in the third apartment, bottom floor, corner building, Mack sent telepathically to his team. You're up, Kane. Make certain she's alone. Sergeant Major is sure the information could not have been obtained by anyone other than a GhostWalker. This is an unknown and could be a trap.

  Kane shoved upward with his hands, and his feet went smoothly under him in a practiced move. He ran low, muscles warm and fluid, sending him across the open feet of desert to the entrance of the alley Javier had gone through. Smells assailed him: urine and alcohol mixed with cooked meat. He slipped inside the dark shadow of the alley and instantly became part of it. He moved, shrouded in silence, knife in hand, as he approached the street.

 

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