ADVENTURERS' GUIDE to ROLE PLAYING Oogft T and S\(Agic®VII C)Tte Stor1' an Uneasy Peace Has Fallen Upon Erathia
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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
The Magic Wand Represents the Wandabsolute Will of the Magician
The Magic Wand represents the Wandabsolute will of the magician. This potent magical agic tool can be used for almost any energy-directing purpose, The M tinos which includes healing, the charging of other magical implements, and y Konstan the evocation of benevolent spirits (malevolent entities should be called with B the magic sword, which is explained below). Over the years, several occult orders and magical traditions have each developed specific magic wands for use in their rituals. The Golden Dawn, for example, had a different wand for every officer of the temple (Chief Adept's Wand, Praemonstrator's Wand, etc.), a wand for invoking the element of Fire (described above), and a Lotus Wand that was useful for many types of rituals. As a solitary ceremonial magician, however, you only need to concern yourself with the already explained Fire weapon and one other type of wand, the Magic Wand, which is used for directing energy and willpower. This Magic Wand does not have any particular elemental or astrological correspondences associated with it, therefore it is free of markings, unlike the Golden Dawn Elemental Weapons. The Magic Wand is a universal instrument, and can be used within the context of any magical current or tradition. When charging and consecrating your other magical weapons, this is the instrument you will use to help you direct energy and Divine Light into them. The type of material selected for a Magic Wand's construction is very important. Over the centuries, several different woods have been used and the ones recommended here are used almost universally. -
Author Book(S) Own Read Anderson, Poul the Broken Sword (1954)
Author Book(s) Own Read Anderson, Poul The Broken Sword (1954) The High Crusade (1960) Three Hearts and Three Lions (1953) Bellairs, John The Face in the Frost (1969) Brackett, Leigh * Sea-Kings of Mars and Otherworldly Stories Brown, Fredric * From these Ashes: The Complete Short SF of Fredric Brown Burroughs, Edgar Rice Mars series: A Princess of Mars (1912) The Gods of Mars (1914) The Warlord of Mars (1918) Thuvia, Maid of Mars (1920) The Chessmen of Mars (1922) The Master Mind of Mars (1928) A Fighting Man of Mars (1931) Swords of Mars (1936) Synthetic Men of Mars (1940) Llana of Gathol (1948) John Carter of Mars (1964) Pellucidar series: At the Earth’s Core (1914) Pellucidar (1923) Tanar of Pellucidar (1928) Tarzan at the Earth’s Core (1929) Back to the Stone Age (1937) Land of Terror (1944) Savage Pellucidar (1963) Venus series: Pirates of Venus (1934) Lost on Venus (1935) Carson of Venus (1939) Escape on Venus (1946) The Wizard of Venus (1970) Carter, Lin World’s End series: The Warrior of World’s End (1974) The Enchantress of World’s End (1975) The Immortal of World’s End (1976) The Barbarian of World’s End (1977) The Pirate of World’s End (1978) Giant of World’s End (1969) de Camp, L. Sprague Fallible Fiend (1973) Lest Darkness Fall (1939) de Camp, L. Sprague & Pratt, Fletcher Carnelian Cube (1948) Harold Shea series: The Roaring Trumpet (1940) The Mathematics of Magic (1940) The Castle of Iron (1941) The Wall of Serpents (1953) The Green Magician (1954) Derleth, August * The Trail of Cthulhu (1962) Dunsany, Lord * The King of -
Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham
About the Author Scott Cunningham was born in Royal Oak, Michigan, on June 27, 1956. He learned about Wicca while still in high school and practiced elemental magic for twenty years. He experienced, researched, then wrote about what he learned in his magical training. Scott is credited with writing more than thirty books (both fiction and nonfiction). He passed from this incarnation on March 28, 1993, but his work and his words live on. Llewellyn Publications Woodbury, Minnesota Copyright Information Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham. All rights reserved. No part of this book may be used or reproduced in any matter whatsoever, including Internet usage, without written permission from Llewellyn Publications, except in the form of brief quotations embodied in critical articles and reviews. As the purchaser of this e-book, you are granted the non- exclusive, non-transferable right to access and read the text of this e-book on screen. The text may not be otherwise reproduced, transmitted, downloaded, or recorded on any other storage device in any form or by any means. Any unauthorized usage of the text without express written permission of the publisher is a violation of the author’s copyright and is illegal and punishable by law. First e-book edition © 2013 E-book ISBN: 9780738716657 Revised Edition Sixth Printing, 2012 First edition, thirty-two printings Book design and layout by Joanna Willis Cover design by Kevin R. Brown Cover illustration © by Fiona King Interior illustrations by Llewellyn art department Revised edition editing by Kimberly Nightingale Llewellyn Publications is an imprint of Llewellyn Worldwide Ltd. -
2016 Spring/Summer
SCHIFFER MILITARY New Books: 2 Aviation: 28 Naval: 54 Ground Forces: 56 American Civil War: 73 Militaria: 74 Modeling & Collectible Figures: 92 Pin-ups: 94 Transportation: 96 Index: 98 2016 Spring/Summer 2 2016 NEW BOOKS the 23rd waffen ss volunteer panzer grenadier division contents nederland 2016 new books 10 Enter the uavs: the 27th waffen ss the faa and volunteer drones in america grenadier division 7 langemarck 10 harriet quimby: training the right soldiers flying fair lady stuff: the at the doorstep: aircraft that civil war lore 4 produced america's jet 11 pilots 7 project mercury: suppliers to the matterhorn—the america in space confederacy, v. ii operational history series of the us xx bomber 11 command from india 8 and china, 1944–1945 5 project gemini: last ride of the a pictorial history america in space valkyries: the rise of the b-2a series and fall of the spirit stealth wehrmachthelfer- bomber 8 innenkorps during 5 wwii 12 the history of the german u-boat waffen-ss dyess air force base at lorient, camouflage base, 1941 to the france, august 1942– uniforms, vol. 1 present august 1943, vol. 3 13 6 9 german u-boat ace waffen-ss jet city rewind: peter cremer: camouflage the patrols of aviation history uniforms, vol. 2 u-333 in of seattle and the world war ii pacific northwest 13 6 9 2016 NEW BOOKS 3 german military travel papers of the second world war 14 united states american the model 1891 navy helicopter heroes quilts, carcano rifle patches past and present 24 15 19 united states mitchell’s new a collector’s marine corps general atlas guide to the emblems: 1804 to 1860 savage 99 rifle world war i 20 15 25 privateers american ferrer-dalmau: of the revolution: breechloading art, history, and war on the new mobile artillery miniatures jersey coast, 1875–1953 1775–1783 21 26 16 fighting for making leather bombshell: uncle sam: knife sheaths, the pin-up art of buffalo soldiers vol. -
Status Effects Afflicted with Use the Status Screen to Check Your Unit's Stats and Equipment
Introduction 02 Characters 03 Characters 04 Characters 05 Characters 06 Controls 07 BASIC CONTROLS General Controls Directional buttons / left stick Move cursor DUALSHOCK®4 Wireless Controller Layout X button Select item / Skip text C button Cancel selection / Toggle message window visibility Touch pad S button Display backlog SHARE button OPTIONS button l button / L button Switch pages OPTIONS button Skip event Lbutton Rbutton r button + X button High-speed text display button button l r Map Controls T button C button Switch between world map and town map Directional C button T button Display menu buttons X button S button Display entire map S button Battle Controls PS button Directional buttons / left stick Move character Right stick Left/Right: Camera movement, Up/Down: Camera zoom in/out Left stick / L3 button Right stick / R3 button X button Display battle commands / Skip animation for Summon spells or skills C button Switch to free cursor mode T button Reset character position / Display status (when in free cursor mode) S button Change view angle l button / L button Search for targets (during attack) Touch pad button Auto-battle OPTIONS button Start battle Start Menu 08 STARTING THE GAME NEW GAME Select "NEW GAME" to enter the difficulty selection screen. The difficulty setting does not change the story, obtainable items, or character development. Select a difficulty level to start the game. OPTION Choose a setting and use the directional Place the Summon Night 6 disc into your PlayStation®4 console buttons or left stick to change the values and start it. After the opening movie, the title screen will be with left/right movements. -
The King of the Witches: the World of Alex Sanders
This torrent represents a w o rk of LOVE All texts so far gathered, as 'well as all future gatherings aim at e xposing interested students to occ u lt infonnation. Future re leases w ill include submissions fro m users like YOU. For some of us, the time has come to mobilize. If yo u h ave an interest in assisting in this process - w e all h ave strengths to b rin g to the tab le - please email occult.digital.mobilizationiGgmail.com Complacency serves the old gods, By the same author .itcbt~ The Grasshopper Boy i{iug of tbt : Zoo Without Bars The World of Alex Sanders JUNE JOHNS With photographs by JACK SMITH PETER DAVIES LONDON © 1969 byJuneJohns <toutents First published .1969 page Glossary viii Introduction I Chapters I. The Young Initiate 10 2. A Magic Childhood IS 3. The Haunted Hill 23 4. Call Down the Spirits 3° 5. Bewitched 36 6. The Devil to Pay 45 illustrations © 1969 byJack Smith 7. Time ofAtonement 53 8. In. Search ofAngels 64 9. The Unwelcome Apprentice 72 10. Relic of the Past 80 II. Witch Wedding 88 12. King ofthe Witches 96 13. Toil and Trouble l°S 14. Betrayal in the Coven II4 An Interview withAlex Sanders 120 Appendices A. The Book of Shadows 13° B. The Witches' Calendar 142 C. Initiation Ceremonies 145 D. The Magic ofMatter 152 Made and printed in Great Britain by Morrison and Gibb Limited; London and Edinburgh 3JIlustrations The illustrations appear between pages 56-57 and 72-73. Alex Sanders with his crystal Maxine blesses her athame Tarot cards The witches' circle . -
Treasures of Middle Earth
T M TREASURES OF MIDDLE-EARTH CONTENTS FOREWORD 5.0 CREATORS..............................................................................105 5.1 Eru and the Ainur.............................................................. 105 PART ONE 5.11 The Valar.....................................................................105 1.0 INTRODUCTION........................................................................ 2 5.12 The Maiar....................................................................106 2.0 USING TREASURES OF MIDDLE EARTH............................ 2 5.13 The Istari .....................................................................106 5.2 The Free Peoples ...............................................................107 3.0 GUIDELINES................................................................................ 3 5.21 Dwarves ...................................................................... 107 3.1 Abbreviations........................................................................ 3 5.22 Elves ............................................................................ 109 3.2 Definitions.............................................................................. 3 5.23 Ents .............................................................................. 111 3.3 Converting Statistics ............................................................ 4 5.24 Hobbits........................................................................ 111 3.31 Converting Hits and Bonuses...................................... 4 5.25 -
The Old Kingdom
The Old Kingdom Does the jumper choose the path, or the path the jumper? Welcome to the world of the Old Kingdom. It is a troubled time: the government has collapsed, and anarchy reigns. What's worse, the Dead rise from their graves, both on their own and at the behest of necromancers. Charter Magic, the force that would bring order, is weaker now than it has ever been. And Kerrigor, one of the Greater Dead, has begun to set his schemes into motion. But there is still hope: by your actions, the land may yet be restored. Alternatively, you would rather stay in Ancelstierre to the south, a world of 20thcentury technology where charter and necromancy alike have no place. Or perhaps you would see this world slide even further into darkness, that you yourself might flourish. Regardless, you have 1000 choice points to start you off. You’ll have to survive here for 10 years, so spend them wisely. Backgrounds: Your age is 16 + 2d8. You may alter your age and gender for 100 cp. DropIn (Free): You enter the world as you are, with no added memories of the world. Charter Mage (50 cp): Long ago, order was imposed over chaos. Charter magic is the expression of that order, and you've grown up learning its structure. You may start at Wyverley College. Free Magic Sorcerer (50 cp): When charter magic first entered the world, free magic was driven back, reduced to necromancy alone. With the breaking of two of the Great Charter, and many lesser charter stones, it made its resurgence. -
Soldier Illness and Environment in the War of 1812
The University of Maine DigitalCommons@UMaine Electronic Theses and Dissertations Fogler Library Spring 5-8-2020 "The Men Were Sick of the Place" : Soldier Illness and Environment in the War of 1812 Joseph R. Miller University of Maine, [email protected] Follow this and additional works at: https://digitalcommons.library.umaine.edu/etd Part of the Canadian History Commons, Military History Commons, and the United States History Commons Recommended Citation Miller, Joseph R., ""The Men Were Sick of the Place" : Soldier Illness and Environment in the War of 1812" (2020). Electronic Theses and Dissertations. 3208. https://digitalcommons.library.umaine.edu/etd/3208 This Open-Access Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. “THE MEN WERE SICK OF THE PLACE”: SOLDIER ILLNESS AND ENVIRONMENT IN THE WAR OF 1812 By Joseph R. Miller B.A. North Georgia University, 2003 M.A. University of Maine, 2012 A DISSERTATION Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy (in History) The Graduate School The University of Maine May 2020 Advisory Committee: Scott W. See, Professor Emeritus of History, Co-advisor Jacques Ferland, Associate Professor of History, Co-advisor Liam Riordan, Professor of History Kathryn Shively, Associate Professor of History, Virginia Commonwealth University James Campbell, Professor of Joint, Air War College, Brigadier General (ret) Michael Robbins, Associate Research Professor of Psychology Copyright 2020 Joseph R. -
Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Might and Magic 7 for Blood and Honor
Might and Magic® VII For Blood and HonorTM Player’s Manual Table of Contents Welcome to Might and Magic® VII --------------------------------------------------------3 The Startup Menu ------------------------------------------------------------------------10 Party Creation ------------------------------------------------------------------------------11 Character Statistics and Their Effects --------------------------------------------------12 Class: Skills --------------------------------------------------------------------------------13 Game Screens ------------------------------------------------------------------------------18 Things to Do While Adventuring --------------------------------------------------------26 Dealing with Objects ----------------------------------------------------------------------27 Dealing with Others ----------------------------------------------------------------------29 Towns ----------------------------------------------------------------------------------------30 Combat --------------------------------------------------------------------------------------33 Character Advancement--------------------------------------------------------------------36 Skills ----------------------------------------------------------------------------------------37 Magic System ------------------------------------------------------------------------------42 Spells ----------------------------------------------------------------------------------------44 Appendices ----------------------------------------------------------------------------------59