The E-Branch Guide To Psionics
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The E-Branch Guide To Psionics
''The E-Branch Guide to Psionics'' is a 1996 role-playing game supplement for Brian Lumley's ''The World of Necroscope'' published by West End Games. Contents ''The E-Branch Guide to Psionics'' is a supplement about the E-Branch, a top-secret organization under the control of the British government that specializes in intelligence operations involving psychic powers. Reception Andy Butcher reviewed ''The E-Branch Guide to Psionics'' for ''Arcane'' magazine, rating it a 5 out of 10 overall. Butcher comments that "Fans of Lumley will be interested to see how the powers, which help maintain ''Necroscopes unique feel, have been implemented in the game. But even then it's hardly required reading for more casual players." Reviews *''Pyramid A pyramid (from el, πυραμίς ') is a structure whose outer surfaces are triangular and converge to a single step at the top, making the shape roughly a pyramid in the geometric sense. The base of a pyramid can be trilateral, quadrila ...
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West End Games
West End Games (WEG) was a company that made Board game, board, Role-playing game, role-playing, and wargaming, war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars: The Roleplaying Game, Star Wars'', ''Paranoia (game), Paranoia'', ''Torg'', ''DC Universe Roleplaying Game, DC Universe'', and ''Junta (game), Junta''. History Scott Palter received a Juris Doctor, JD from Stanford University, Stanford in 1972 and joined the New York State Bar Association, New York State Bar before he began work at the family firm, Bucci Imports. Drawing on this financial connection, Palter was able to found West End Games, named after the bar in which the meeting that finalized its founding occurred: the West End Bar near Columbia University. Initially a producer of board wargames, In 1983, Palter hired Ken Rolston, Eric Goldberg (game designer), Eric Goldberg and Greg Costikyan as game design ...
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An Artist
An, AN, aN, or an may refer to: Businesses and organizations * Airlinair (IATA airline code AN) * Alleanza Nazionale, a former political party in Italy * AnimeNEXT, an annual anime convention located in New Jersey * Anime North, a Canadian anime convention * Ansett Australia, a major Australian airline group that is now defunct (IATA designator AN) * Apalachicola Northern Railroad (reporting mark AN) 1903–2002 ** AN Railway, a successor company, 2002– * Aryan Nations, a white supremacist religious organization * Australian National Railways Commission, an Australian rail operator from 1975 until 1987 * Antonov, a Ukrainian (formerly Soviet) aircraft manufacturing and services company, as a model prefix Entertainment and media * Antv, an Indonesian television network * ''Astronomische Nachrichten'', or ''Astronomical Notes'', an international astronomy journal * ''Avisa Nordland'', a Norwegian newspaper * ''Sweet Bean'' (あん), a 2015 Japanese film also known as ''An'' ...
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Horror Fiction
Horror is a genre of fiction which is intended to frighten, scare, or disgust. Horror is often divided into the sub-genres of psychological horror and supernatural horror, which is in the realm of speculative fiction. Literary historian J. A. Cuddon, in 1984, defined the horror story as "a piece of fiction in prose of variable length... which shocks, or even frightens the reader, or perhaps induces a feeling of repulsion or loathing". Horror intends to create an eerie and frightening atmosphere for the reader. Often the central menace of a work of horror fiction can be interpreted as a metaphor for larger fears of a society. Prevalent elements of the genre include ghosts, demons, vampires, werewolves, ghouls, the Devil, witches, monsters, extraterrestrials, dystopian and post-apocalyptic worlds, serial killers, cannibalism, cults, dark magic, satanism, the macabre, gore and torture. History Before 1000 The horror genre has ancient origins, with roots in folklore ...
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Brian Lumley
Brian Lumley (born 2 December 1937) is an English author of horror fiction. He came to prominence in the 1970s writing in the Cthulhu Mythos created by American writer H. P. Lovecraft but featuring the new character Titus Crow, and went on to greater fame in the 1980s with the best-selling ''Necroscope'' series, initially centered on character Harry Keogh, who can communicate with the spirits of the dead. Biography Born in County Durham, he joined the British Army's Royal Military Police and wrote stories in his spare time before retiring with the rank of Warrant Officer Class 1 in 1980 and becoming a professional writer. In the 1970s he added to H. P. Lovecraft's Cthulhu Mythos cycle of stories, including several tales and a novel featuring the character Titus Crow. Several of his early books were published by Arkham House. Other stories pastiched Lovecraft's Dream Cycle but featured Lumley's original characters David Hero and Eldin the Wanderer. Lumley once explained the di ...
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Necroscope
''Necroscope'' is the title of a series of horror novels by British author Brian Lumley. The term ''necroscope'', as defined in the series, describes someone who can communicate with the dead (coined Deadspeak later in the series). Unlike necromancers, who here extract the knowledge they seek by brutal eviscerations of corpses, a necroscope can communicate with them as equals: peacefully and without any physical interference. The abilities of a necroscope are defined as a type of ESP. Plot summary Harry Keogh (born Harry Snaith), the ''Necroscope'', is born with the ability to speak to the dead. As he grows up and his power manifests itself, he befriends the dead. From them he learns that death is not the end, that although the body dies, the mind goes on and the dead continue to improve and expand in death what they loved in life. From him, the once silent Great Majority learns to communicate amongst themselves, and love him for it. In turn, they offer him their knowledge: ...
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Future Plc
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photography, home, and knowledge. Zillah Byng-Thorne has been CEO since 2014. The company is listed on the London Stock Exchange and is a constituent of the FTSE 250 Index. History 1985–2012 The company was founded as Future Publishing in Somerton, Somerset, England, in 1985 by Chris Anderson with the sole magazine ''Amstrad Action''. An early innovation was the inclusion of free software on magazine covers; they were the first company to do so. It acquired GP Publications so establishing Future US in 1994. From 1995 to 1997, the company published ''Arcane'', a magazine which largely focused on tabletop games. Anderson sold Future to Pearson plc for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and ...
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Pyramid (magazine)
''Pyramid'' was a gaming magazine, publishing articles primarily on role-playing games, but including board games, card games, and other sorts of games. It began life in 1993 as a print publication of Steve Jackson Games for its first 30 issues, though it has been published on the Internet since March 1998. Print issues were bimonthly; the first online version published new articles each week; the second online version is monthly. ''Pyramid'' is headquartered in Austin, Texas. It replaced Steve Jackson Games' previous magazine '' Roleplayer''. ''Pyramid'' features general gaming articles by freelance authors, as well as Designer's Notes by Steve Jackson Games product developers, industry news, cartoons, and gaming product reviews. Although articles tend to concentrate on Steve Jackson Games products such as ''GURPS'', it has published articles on other games such as '' d20 System'', ''Talisman'', ''Nobilis'', ''Hero System'', and has featured various comic strips and single-pa ...
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Role-playing Game Books
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", in the field of psychology, the term is used more loosely in four senses: * To refer to the playing of roles generally such as in a theatre, or educational setting; * To refer to taking a role of a character or person and acting it out with a partner taking someone else's role, often involving different genres of practice; * To refer to a wide range of games including role-playing video game (RPG), play-by-mail games and more; * To refer specifically to role-playing games. Amusement Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts an oppo ...
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