Comics & Graphic Novels

Vampire: The Masquerade Vol. 1

Author: Tim Seeley

Publisher: Vault Comics

ISBN:

Category: Comics & Graphic Novels

Page: 176

View: 321

The global best-seller Vampire: The Masquerade comes to comics. When Camarilla enforcer Cecily Bain takes a fledgling vampire under her wing, she's dragged into an vast conspiracy that will topple princes and threaten the very Masquerade. BORN FROM THE WORLD OF THE INTERNATIONALLY BEST-SELLING ROLE PLAYING GAME, VAMPIRE: THE MASQUERADE'S CRITICALLY ACCLAIMED COMICS DEBUT SPINS A GRIPPING AND TRAGIC TALE ABOUT THE BEAST WITHIN US ALL. When Cecily Bain, an enforcer for the Twin Cities' vampiric elite, takes a mysterious new vampire under her wing, she's dragged into an insidious conspiracy. Meanwhile, on the outskirts of the cities, a rebellious found-family of vampire cast-outs investigates a vicious killing. As the unlives of the Kindred twine together and betrayals are unearthed, will Cecily be able to escape and save what's left of her family, or will she be yet another pawn sacrificed to maintain the age-old secret: that vampires exist among the living? Collects #1 to #6 of the ongoing series.

Vampire - The Masquerade 5th Edition

Author: Modiphius Entertainment

Publisher:

ISBN:

Category:

Page:

View: 257

Vampire: The Masquerade is the original and ultimate roleplaying game of personal and political horror. You are a vampire, struggling for survival, supremacy, and your own fading humanityafraid of what you are capable of, and fearful of the inhuman conspiracies that surround you.
Body, Mind & Spirit

The Psychic Vampire Codex

Author: Michelle A Belanger

Publisher: Weiser Books

ISBN:

Category: Body, Mind & Spirit

Page: 304

View: 419

The Psychic Vampire Codex is the first book to examine the phenomenon and experience of modern vampirism completely from the vampire's perspective. Father Sebastiaan, a fellow vampire writes in the foreword that Michelle Belanger's system "introduced a breath of fresh air into the vampire subculture. It freed us to look at ourselves in a new light, and it also helped those outside our community to view us differently. No longer were we parasites or predators . . . we could use our inborn abilities to help people heal." Psychic vampires are people who prey on the vital, human life energies of others. They are not believed to be undead. They are mortal people whose need for energy metaphorically connects them to the life-stealing predators of vampire myth. In The Psychic Vampire Codex, Michelle Belanger, author and psychic vampire, introduces readers to the fascinating system of energy work used by vampires themselves and provides the actual codex text widely used by the vampire community for instruction in feeding and other techniques. Belanger also examines the ethics of vampirism and offers readers methods of protection from vampires. The Psychic Vampire Codex explodes all preconceptions and myths about who and what psychic vampires really are and reveals a vital and profound spiritual tradition based on balance, rebirth, and an integral relationship with the spirit world.
Education

The Vampire Goes to College

Author: Lisa A. Nevárez

Publisher: McFarland

ISBN:

Category: Education

Page: 256

View: 743

"This collection of original essays presents pedagogical tools, methods, and approaches for incorporating the figure of the vampire into the learning environment of the college classroom. The essays foster collaboration and dialogue across different disciplines, and serve as a collective resource for those who would teach the vampire"--

Vampire the Masquerade

Author: Impressions

Publisher:

ISBN:

Category:

Page:

View: 134

Vampire The Masquerade is the original and ultimate roleplaying game of personal and political horror. You are a vampire, struggling for survival, supremacy, and your own fading humanityafraid of what you are capable of, and fearful of the inhuman conspiracies that surround you. As a vampire you suffer the pangs of the Hunger, the relentless and terrible thirst for human blood. If you refuse to deal with it, it will overcome your mind and drive you to terrible acts to slake it. You walk this razor's edge every night. Dark designs, bitter enemies, and strange allies await you in this World of Darkness. The classic that changed roleplaying games forever returns! This fifth edition features a streamlined and modern rules design, beautiful new full-color art, and a rich story experience for players. Powered by the innovative Hunger cycle, the game also includes rules for creating system supported character coteries, Loresheets to directly involve players with their favorite parts of the setting and The Memoriam, a new way to bring the character's detailed backgrounds and expand on them in-session. V5 is a return to Vampire's original vision, moving boldly into the 21st century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight. The terror of the Second Inquisition, the conspiracies behind the Gehenna War, and the rekindling of the War of Ages: these are the building blocks of the modern V5 chronicle.
Social Science

Encyclopedia of the Vampire: The Living Dead in Myth, Legend, and Popular Culture

Author: S. T. Joshi

Publisher: Greenwood

ISBN:

Category: Social Science

Page: 453

View: 994

An exhaustive work covering the full range of topics relating to vampires, including literature, film and television, and folklore. • Nearly 240 A–Z entries on all aspects of vampirism • Photographs and illustrations of vampire films, television shows, and other matters relating to vampires • Brief bibliographies referring the reader to secondary sources on individual entries • A general bibliography of scholarship on vampires
Body, Mind & Spirit

The Vampire Book

Author: J Gordon Melton

Publisher: Visible Ink Press

ISBN:

Category: Body, Mind & Spirit

Page: 944

View: 256

The Ultimate Collection of Vampire Facts and Fiction From Vlad the Impaler to Barnabas Collins to Edward Cullen to Dracula and Bill Compton, renowned religion expert and fearless vampire authority J. Gordon Melton, PhD takes the reader on a vast, alphabetic tour of the psychosexual, macabre world of the blood-sucking undead. Digging deep into the lore, myths, pop culture, and reported realities of vampires and vampire legends from across the globe, The Vampire Book: The Encyclopedia of the Undead exposes everything about the blood thirsty predator. Death and immortality, sexual prowess and surrender, intimacy and alienation, rebellion and temptation. The allure of the vampire is eternal, and The Vampire Book explores it all. The historical, literary, mythological, biographical, and popular aspects of one of the world's most mesmerizing paranormal subject. This vast reference is an alphabetical tour of the psychosexual, macabre world of the soul-sucking undead. In the first fully revised and updated edition in a decade, Dr. J. Gordon Melton (president of the American chapter of the Transylvania Society of Dracula) bites even deeper into vampire lore, myths, reported realities, and legends that come from all around the world. From Transylvania to plague-infested Europe to Nostradamus and from modern literature to movies and TV series, this exhaustive guide furnishes more than 500 essays to quench your thirst for facts, biographies, definitions, and more.
Computers

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

ISBN:

Category: Computers

Page: 688

View: 692

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Performing Arts

The Monster Book

Author: Christopher Golden

Publisher: Simon and Schuster

ISBN:

Category: Performing Arts

Page: 384

View: 762

An official guide to Buffy the Vampire Slayer describes the mythology and influences behind the monsters, ghouls, and characters through interviews with the creators and details of the episodes.

Maximum PC

Author:

Publisher:

ISBN:

Category:

Page: 114

View: 877

Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.