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Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. Now you can play a fomor, courtesy of Pentex, Black Dog Game Factory and the Wyrm! For adults only.
Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?
DIVA mysterious league of elite assassins targets ninety-six of the most powerful people in America, and Blaine McCracken must stop them before the murderers bring the country to its knees/divDIV /divDIVThere are ninety-six names on the list. They are those of businessmen, judges, and senators—the nation’s wealthiest and most powerful. And they are all going to die. A man named Takahashi has hired the world’s finest assassins to eliminate these men in secrecy and style, crossing names off the list without raising any suspicion. And they are killing ahead of schedule./divDIV /divDIVBut someone has noticed the pattern of these seemingly unrelated deaths, and she knows enough to call Blaine McCracken. Takahashi didn’t consider the rogue American agent, and that is a grave mistake. His carefully orchestrated vendetta is just the sort of thing that McCracken lives to upset. He has made a career teaching lessons to those who underestimate him, and Takahashi’s league of assassins is next./divDIV /divDIVThis ebook features an illustrated biography of Jon Land including rare photos from the author’s personal collection./div
It begins with a dire call-right before his father disappears and his skyscraper home's doors explode inward. Street Freaks is the kind of thrilling futuristic story only New York Times bestselling author Terry Brooks can tell. "Go into the Red Zone. Go to Street Freaks." his father directs Ashton Collins before the vid feed goes suddenly silent. The Red Zone is the dangerous heart of mega-city Los Angeles; it is a world Ash is forbidden from and one he knows little about. But if he can find Street Freaks, the strangest of aid awaits―human and barely human alike. As Ash is hunted, he must unravel the mystery left behind by his father and discover his role in this new world. Brooks has long been the grandmaster of fantasy. Now he turns his hand to science fiction filled with what his readers love best: complex characters, extraordinary settings, exciting action, and a page-turning story. Through it, Brooks reimagines his bestselling career yet again.
The year is 2111, nine years after an intergalactic war has erupted throughout the Milky Way. In a galaxy filled with interstellar species, the Alliance of Republic Worlds continues to step in the way of the rising Wersillian Legion, a theocratic alliance determined to colonize other worlds. James Stone, a soldier with extraordinary gifts, and his unit of five other members must overcome terrible tragedy and near insurmountable odds to combat the superior forces of the Wersillian Legion. In the midst of battle, James comes across one of the deadliest, most feared individuals the Wersillian Legion has at their disposal: one of the eight Warlords of Virtue. After struggling with hard personal choices, James takes it upon himself to rid the galaxy of this warlord - a monster that will push James harder than he's ever been pushed.
From the author of Her Sky Cowboy comes a sexy new novella about rebellion, redemption, and the healing powers of love and tolerance amid budding global chaos. Doc Blue has never had it easy. Born a Freak, the offspring of a Vic—a native Victorian—and a Mod—a time traveler from the future—he’s lived on the fringes of society, hiding his true identity and preternatural healing abilities from even his closest friends. His brief support of the Freak rebellion has only left him with even more problems, losing him both his job and one of his greatest allies, the Sky Cowboy, Tucker Gentry. So when Tuck’s kid sister, Lily, ends up blinded in an air skirmish on her way from America to England, Doc jumps at the opportunity to be the one to rescue her and use his powers to mend her wounds. Curing Lily proves harder than anticipated, and Doc realizes that to restore her sight he will have to spill his biggest secret and embrace his Freak nature like never before. But, with Lily’s help, Doc may be able to reach the full potential of his abilities, heal Lily’s broken heart, and learn, finally, how to open his. Includes a preview of the next Glorious Victorious Darcys novel, His Clockwork Canary.
Vegans. Skateboarders. Trekkies. The Cult of the Individual is alive and well and expressing itself all over America--and this book proves it. With this enlightening (and sometimes frightening) field guide, you'll delve into the customs, mores, and motivations behind every type of fan, geek, and superfreak, including: Swingers Hackers Dungeon Masters Happening Artists Cryptozoologists Utopians Bohemians Shriners Oenophiles Deadheads From music to food, sports to fashion, there are people who take their "hobbies" to an extreme the rest of us can only imagine. With this book, you'll get a bird's-eye view of these hobbies gone wild--from sea to shining sea!
Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.
'Dividing pop sheep from out-there GOATS with spite and guile, it's part SCUM manifesto, part insane hot or not list.' SUNDAY TIMES The followers - this book is not for you. The salt of the earth - this book is not for you. The worthy - this book is not for you. The ideologists - this book is not for you. Hedonists and bohemians - this book is not for you. The middlebrow - this book is not for you. The highbrow - this book is not for you. Dilettantes - this book is not for you. 1970s middle school RE teachers - this book is not for you. The England football team (women's and men's) - this book is not for you. The litanists - this book is not for you. Gatekeepers - this book is not for you. Gamekeepers - this book is not for you. (Not even for the poachers...) The curators - this book is not for you. The left, the right - this book is not for you. The list-makers - lists are for shoppers not rockers, and this book is not for you. This is not a list - this is a manifesto, and this book is for ... the Freaks. Musician and author Luke Haines embarks on an odyssey through the ages, exploring how the 'freaks' infiltrated modern culture - and almost won the rock 'n' roll wars - only to lose to the rise of Cool Britannia and TV 'talent' shows that turned the strange and the outsiders into fodder for laughter. In this ultimate celebration of freakdom, Haines tells the story of pivotal freaks - including Johnnie Ray, Gene Vincent, Hank Marvin, Syd Barrett, the Incredible String Band and Big Youth - through the prism of rock 'n' roll and explains how freaks infiltrated wider culture through history in the form of the Cathars, the Ranters, Hells Angels and the Yippies. Part memoir, part manifesto, Freaks Out! is a righteous alternate history of rock 'n' roll.