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The Satanic Rituals Anton Szandor Lavey
The Rites of Lucifer On the altar of the Devil up is down, pleasure is pain, darkness is light, slavery is freedom, and madness is sanity. The Satanic ritual cham- ber is die ideal setting for the entertainment of unspoken thoughts or a veritable palace of perversity. Now one of the Devil's most devoted disciples gives a detailed account of all the traditional Satanic rituals. Here are the actual texts of such forbidden rites as the Black Mass and Satanic Baptisms for both adults and children. The Satanic Rituals Anton Szandor LaVey The ultimate effect of shielding men from the effects of folly is to fill the world with fools. -Herbert Spencer - CONTENTS - INTRODUCTION 11 CONCERNING THE RITUALS 15 THE ORIGINAL PSYCHODRAMA-Le Messe Noir 31 L'AIR EPAIS-The Ceremony of the Stifling Air 54 THE SEVENTH SATANIC STATEMENT- Das Tierdrama 76 THE LAW OF THE TRAPEZOID-Die elektrischen Vorspiele 106 NIGHT ON BALD MOUNTAIN-Homage to Tchort 131 PILGRIMS OF THE AGE OF FIRE- The Statement of Shaitan 151 THE METAPHYSICS OF LOVECRAFT- The Ceremony of the Nine Angles and The Call to Cthulhu 173 THE SATANIC BAPTISMS-Adult Rite and Children's Ceremony 203 THE UNKNOWN KNOWN 219 The Satanic Rituals INTRODUCTION The rituals contained herein represent a degree of candor not usually found in a magical curriculum. They all have one thing in common-homage to the elements truly representative of the other side. The Devil and his works have long assumed many forms. Until recently, to Catholics, Protestants were devils. To Protes- tants, Catholics were devils. -
Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
African Americans, the Civil Rights Movement, and East Germany, 1949-1989
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by eScholarship@BC Friends of Freedom, Allies of Peace: African Americans, the Civil Rights Movement, and East Germany, 1949-1989 Author: Natalia King Rasmussen Persistent link: http://hdl.handle.net/2345/bc-ir:104045 This work is posted on eScholarship@BC, Boston College University Libraries. Boston College Electronic Thesis or Dissertation, 2014 Copyright is held by the author. This work is licensed under a Creative Commons Attribution 4.0 International License. Boston College The Graduate School of Arts and Sciences Department of History FRIENDS OF FREEDOM, ALLIES OF PEACE: AFRICAN AMERICANS, THE CIVIL RIGHTS MOVEMENT, AND EAST GERMANY, 1949-1989 A dissertation by NATALIA KING RASMUSSEN submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy December 2014 © copyright by NATALIA DANETTE KING RASMUSSEN 2014 “Friends of Freedom, Allies of Peace: African Americans, the Civil Rights Movement, and East Germany, 1949-1989” Natalia King Rasmussen Dissertation Advisor: Devin O. Pendas This dissertation examines the relationship between Black America and East Germany from 1949 to 1989, exploring the ways in which two unlikely partners used international solidarity to achieve goals of domestic importance. Despite the growing number of works addressing the black experience in and with Imperial Germany, Nazi Germany, West Germany, and contemporary Germany, few studies have devoted attention to the black experience in and with East Germany. In this work, the outline of this transatlantic relationship is defined, detailing who was involved in the friendship, why they were involved, and what they hoped to gain from this alliance. -
Tropico4 Manual.Pdf
Contents Important Health Warning About Playing Video Games Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain Installation & Activation ...................................................................................... 2 visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed Getting Started ....................................................................................................... 3 condition that can cause these “photosensitive epileptic seizures” while watching video games. Tropico 4: Gold Edition ......................................................................................... 4 These seizures may have a variety of symptoms, including lightheadedness, altered Game Modes ............................................................................................................ 5 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of Starting a Mission .................................................................................................. 7 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Interface .................................................................................................................. 11 Immediately stop playing and consult a doctor if you experience any of -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Samples from His Various Lovers and Had Them Analyzed
TESTIMONIALS FOR JOURNEY TO THE FUTURE “Guy Dauncey has written an imaginative tour de force, blending science, philosophy, and fi ction into a delightful story about how we can and must change the world, resulting in a bright green future.” ~ David R. Boyd, co-chair of Vancouver’s Greenest City initiative and author of The Optimistic Environmentalist “For those of us who have a hard time making sense of the present, much less the future, Guy Dauncey has delivered a most satisfying, visionary, and practical remedy. Woven into story form that engages from the start, his newest work reveals an entirely possible destiny of justice, shared intention, and sustainable everything. As a fusion of Dauncey’s vast experience, knowledge, and prodigious energy, this story is a fascinating portrayal of how we can live if we simply do what we already know can be done. Best of all, it’s thrilling to read!” ~ Mark Lakeman, founder, The City Repair Project, Portland “You really have to read Journey to the Future twice. Once in paper for the great narrative and once electronically where you can click on every footnote for the amazing amount of research and information on which every detail of the narrative is based. By the time the second read is done you will have all the education that you need to go forth and make it happen.” ~ Martin Golder, architect and mediator “To create a better world we must fi rst be able to imagine what such a world would be like. In Journey to the Future, Guy Dauncey embraces that task and presents an ambitious, detailed vision for a greener, fairer and very inviting world.” ~ Andrew MacLeod, author of A Better Place On Earth: The Search for Fairness in Super Unequal British Columbia “Guy Dauncey has done it again. -
Manuel-Tropico-4-Fr.Pdf
A lire avant toute utilisation d’un jeu video par vous-meme ou par votre enfant I. Précautions à prendre dans tous les cas pour l’utilisation d’un jeu vidéo Evitez de jouer si vous êtes fatigué ou si vous manquez de sommeil. Assurez-vous que vous jouez dans une pièce bien éclairée en modérant la luminosité de votre écran. Lorsque vous utilisez un jeu vidéo susceptible d’être connecté à un écran, jouez à bonne distance de cet écran de télévision et aussi loin que le permet le cordon de raccordement. En cours d’utilisation, faites des pauses de dix à quinze minutes toutes les heures. II. Avertissement sur l’épilepsie Certaines personnes sont susceptible de faire des crises d’épilepsie comportant, le cas échéant, des pertes de conscience à la vue, notamment, de certains types de stimulations lumineuses fortes : succession rapide d’images ou répétition de figures géométriques simples, d’éclairs ou d’explosions. Ces personnes s’exposent à des crises lorsqu’elles jouent à certains jeux vidéo comportant de telles stimulations, alors même qu’elles n’ont pas d’antécédent médical ou n’ont jamais été sujettes elles-mêmes à des crises d’épilepsie. Si vous même ou un membre de votre famille avez présenté des symptômes liés à l’épilepsie (crise ou perte de conscience) en présence de stimulations lumineuses, consultez votre médecin avant toute utilisation. Les parents se doivent également d’être particulièrement attentifs à leurs enfants lorsqu’ils jouent avec des jeux vidéo. Si vous-même ou votre enfant présentez un des symptômes suivants : vertige, trouble de la vision, contraction des yeux ou des muscles, trouble de l’orientation, mouvement involontaire ou convulsion, perte momentanée de conscience, il faut cesser immédiatement de jouer et consulter un médecin. -
Playing with People's Lives 1 Playing with People's Lives How City-Builder Games Portray the Public and Their Role in the D
Playing With People’s Lives 1 Playing With People’s Lives How city-builder games portray the public and their role in the decision-making process Senior Honors Thesis, City & Regional Planning Presented in Partial Fulfillment of the Requirements for graduation with honors research distinction in City and Regional Planning in the Knowlton School of Architecture at the Ohio State University By William Plumley The Ohio State University May 2018 Faculty Research Mentor: Professor Tijs van Maasakkers, City and Regional Planning Playing With People’s Lives 2 Abstract – City-builder computer games are an integral part of the city planning profession. Educators structure lessons around playtime to introduce planning concepts, professionals use the games as tools of visualization and public outreach, and the software of planners and decision-makers often takes inspiration from the genre. For the public, city-builders are a source of insight into what planners do, and the digital city’s residents show players what role they play in the urban decision-making process. However, criticisms persist through decades of literature from professionals and educators alike but are rarely explored in depth. Published research also ignores the genre’s diverse offerings in favor of focusing on the bestseller of the moment. This project explores how the public is presented in city-builder games, as individuals and as groups, the role the city plays in their lives, and their ability to express their opinions and participate in the process of planning and governance. To more-broadly evaluate the genre as it exists today, two industry-leading titles receiving the greatest attention by planners, SimCity and Cities: Skylines, were matched up with two less-conventional games with their own unique takes on the genre, Tropico 5 and Urban Empire. -
Song of Swords Beta 1.9.9 Opaque Studios
h[YnabXcamZ\g Song of Swords Beta 1.9.9 (MICRO UPDATE) from Opaque Studios LATEXified Revision - Alpha version 0.2.0 April 1, 2017 © Zachary Irwin,James Lacombe, 2015. All Rights Reserved h[YnabXcamZ\g h [a\ g Beta Rules for Song of Swords Roleplaying Game Lead Designer: James “Rome” Lacombe Executive Designer, Producer: Zachary T. Irwin Supplementary Design Team: Daniel Leiendecker, Forrest Phanton, Taylor Davis Art Director: Taylor Davis Cover Art: Kenneth Solis Book Art: Darren Tan, Frankie Perez, Duc Pham, Taylor Davis, Kassandra Swager Additional Development: Justin Hazen, Travis Mitchell, Alex Gann, Nicholas Henry, Alan Baird and The Five Cells, Dusan Nadimakovic CEO: Zachary T. Irwin All contents copyright © 2012-2015 by Zachary T. Irwin, James T. Lacombe. All rights reserved. This book is dedicated to Daniel Paris. Special thanks to our families, friends, teachers, Bret Sweet, Sherri Paris, Kenneth Solis, Charlie Krank, Nicholas Nacario, and our fans met on /tg/ and other places, everyone else, everyone else’s grandmother, the moon, God, any other deities you might care to name except Moloch because he’s a tool, Thomas Sowell, Zeljko Raznatovic’s pet tiger, Lu Bu, Mr. Rogers, Margaret Thatcher, G.K. Chesterton, Thomas Aquinas, Hidetaka Suehiro and Andrew Jackson If you can think of anyone else we didn’t name, write it in. We even left a space. opaquegames.com facebook.com/OpaqueIndustries opaque.freeforums.net Kickstarter is live! XcamZ\g g f i Contents 1 Introduction 1 1.1 What is Song of Swords?......................................... 3 1.2 What is a Roleplaying Game?...................................... 4 1.3 Basic Mechanics Explained....................................... -
Gamesretail.Biz, Your Weekly Look at the Key Analysis, News and Data Sources for the Retail Sector, Brought to You by Gamesindustry.Biz and Eurogamer.Net
Brought to you by Every week: The UK games market in less than ten minutes Issue 8: 28th July - 3rd August WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ... we look at how the top publishers have lined up against each other in terms of the traffic they've generated on Eurogamer.net - and how they've done it. Plus, we hear from Ubisoft creative director Michael de Plater, and round up all the week's sales data, need-to-know information, key online prices, jobs and release dates - plus what Eurogamer readers are most looking forward to. Top 3 Publisher Traffic in 2009 ANALYSIS: PUBLISHER SHARE IN 2009 24% A F 22% In this week's analysis we're looking at B G 20% publisher share of traffic to Eurogamer.net and 18% identifying the key drivers. In the first graph is 16% D a comparison over time of the top 3 performers 14% - EA, Activision Blizzard and Capcom. C 12% Point A reflects Capcom's highest traffic 10% E percentage of 2009 to date with a retrospective 8% on the Street Fighter franchise and the review of Percentage of Total Hits on Eurogamer.net 6% Street Fighter IV. Both articles combined in the 4% middle of February, which goes to show the 2% impact a release outside of the normal busy 0% periods can have on generating buzz. Point B Jul Feb Mar Apr May Jun Jan '09 is the Resident Evil IV review, underlining that Capcom Activision Electronic Arts idea further, while Point C demonstrates the interest around Flock! Publisher Share of Eurogamer.net traffic in 2009 12% Points D and E in early May refer to a retrospective on EA's Black and a review of 11% Activision's X-Men Origins: Wolverine 10% respectively, while Point F combines a number 9% of high-ranking articles for EA, including a 8% retrospective on Burnout Paradise and a news 7% story in which Criterion claims that nobody 6% has yet "maxed out" the next-gen consoles. -
Tirikelu Chaizel Hiorutesh (Status 4) Is from the Red Flower Clanhouse in Section 142)
TIRIKÉLU Role-playing in the Land of the Petal Throne by Dave Morris Tirikélu Acknowledgements I’ve enjoyed thousands of hours with friends in the world of Tékumel. I’d like to thank them all, but especially those who have played and helped to shape these rules, namely: David Bailey, Gail Baker, Dermot Bolton, Patrick Brady, Robert Dale, Tim Harford, Nick Henfrey, Oliver Johnson, Ian Marsh, Roz Morris, Mark Pawelek, Frazer Payne, Gavin Reid, Mark Smith, Duncan Taylor, Mark Wilkinson and particularly, for having to contributed to this volume: Jack Bramah, Mark Wigoder Daniels, Steve Foster, Paul Mason, and Jamie Thomson Special thanks to Michael Watts for permission to use his illustration of the Temple of Hriháyal in Jakalla in the front matter and of the priest of Sárku and the Tinalíya for the cover of the print-on-demand edition. Other material There’s still no better top-level introduction to the world of Tékumel than Empire of the Petal Throne. But having read EPT you’re going to want more. And that’s why your next purchase should be the Tékumel Sourcebook. Try to get the Different Worlds edition if you can, as the original Gamescience printing is a crime against typography, but the main thing is to get hold of it. Every page contains enough ideas to fuel a campaign. My favourite history of Tsólyanu is Deeds of the Ever-Glorious. It’s a great read, packed with incidents and anecdotes that will add flavour to your characters’ conversations. More history books should be written this way.