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I have never been able to stay in the market when it got rough. But this book showed me why I need to stay in, even when all the bad news tells me to get out. More important, I learned that if I use a wide allocation of funds, I will actually have less risk. This was a real eye opener for me.
I am very grateful the author took the time to write this book. It will change my entire approach to investing. Now maybe I will actually achieve my objectives. Thanks
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The main rulebook comes with a full set of rules for both the RPG and the tactical combat game, plus a good amount of detail on a likely setting for an RPG (Peace River), and a slightly smaller section on the world as a whole (which is expanded on in the Life on Terra Nova sourcebook that can be purchased separately, and is also excellently written).
Heavy Gear takes place 4000 years in the future, on the colony world of Terra Nova. Heavy Gears are one-man mecha, something between an infantryman and a tank. The planet is divided into two polar leagues separated by a vast desert known as the Badlands, poised on the brink of war after years of uneasy peace. The game has an ongoing storyline that leads from this starting point and is continued with storybooks and through the sourcebooks. The storyline is planned out in advance, which gives it a great leg up on other games.
One note -- the computer games and cartoon should not be used to judge the pen and paper game; the computer games are not really in the best spirit of the game and the cartoon...has nothing to do with the pen and paper game other than the name really.
In addition to the rulebook, you will probably want to hunt down the Life on Terra Nova sourcebook if you plan to run an RPG game (or if you're just interested in reading more about the game world).
On Terra Nova, a planet without oceans divided into two hemispheres by an inhospitable desert girdle, several nations have developped since that time. The southern nations have been subjugated by the Southern Republic, which in turn caused the northern nations to band together for their own protection. Now these two power blocks, armed to the teeth, are gearing up for war once more, with the unhappy inhabitants of the desert Badlands in the middle, seeing their home become a battleground.
And then there's the fascist Earth regime, come back to claim its own...
This is the Rulebook for the Heavy Gear system, Dream Pod 9's most exciting and best game system ever. At the core of it all is a game engine called the "Silhouette" system, a well thought out system of rules equally useful for roleplaying and tactical combat, for simulating space, submarine or ground environments.
HG offers you the opportunity to step into the future and see the world through the eyes of the inhabitants of mankind's new home, wether you want to do classical roleplaying or fast paced mechanical combat, or both at the same time.
The rulebook is very well written and contains lots of examples illustrating the realistic, yet easy to understand and use rules system. Talking of illustrations... those are there as well, *lots* of them, and very well done, too.
But you get more than just a bunch of rules. At the beginning there's a gorgeous colour section showing the planetary system and a world map, followed by a short but thorough introduction to the world of Terra Nova, covering the various nations and regions. There's even a short source book on Peace River, a huge desert city/arcology/weapons factory, allowing you to start playing right away if you wish to.
Of course you get the necessary character creation rules, an exhaustive list of skills, some equipment and weapons, and rules for interaction, skill tests and, of course, combat. You also get archetypes and some animals to populate the wilderness, not to forget the enigmatic desert nomads known as Sand Riders...
Plus you get the complete tactical combat rules, if you like that kind of thing. If you prefer hex-maps or miniature games is entirely left to you. The Silhouette system allows you every imaginable freedom while covering all the necessary aspects.
Some people have called Heavy Gear the heir of Battletech (you know, the combat game with all those giant robots... what serious Heavy Gear fans refer to as "that other game"). Fact is, HG is much, much more.
The trademark of the game is the Gear, a roughly humanoid combat machine of the future - but that 's where the similarity ends. The tactical system is hugely superior to that of BT, allowing for opportunity fire, sensor detection, communication and ECM, while the roleplaying system is not just an afterthought, but an inherent part of the game (if you want to, the main part - if not, it's a nice background. Your choice.)
HG is incredibly detailed (there's a huge range of sourcebooks, covering every imaginable aspect, if you feel like it - but you don't need them if you don't want) and quite realistic, plus it's got an overarcing background story similar to Babylon 5. And there's no need to read through stacks of badly written novels. Conflic is certainly a constand of the HG universe, but the system doesn't force you to concentrate on war, like the other game did, but allows you to explore the future any way you like.
In short, HG is my favorite game of all times. And I've tried out quite a number.
It was money well spent.
The book itself sports quality binding and paper. The printing is clear, legible and easy on the eyes. There is plenty of excellent content, spiced generously with outstanding pen art.
Even if not a fan of Role Playing and Tactical Miniatures Gaming, Sci-Fi fans will enjoy a depiction of a futuristic colony world both at war with imperialistic conquerors and with itself.
It is a stark, hard sci-fi story of human settlers that have braved harsh desert conditions, isolated from the rest of humanity and struggling not only for suvival, but also for cultural identity.
Role Play and Tactical Game Players will also find Heavy Gear to be a refreshing change of pace from the tired Sword and Sorcery Genre. And, they will find this high quality rulebook to be a perfect collectors and players peice in any library.
Enjoy!
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In an introduction chapter he discusses what rock art is and types of rock art. He discusses what rock art means and refers you to other well written books. He also provides lists of emergency equipment, camping equipment and more that you should consider taking as you begin looking at rock art.
In the next chapters he tells where to go to see rock art. He also instructs the reader about the expected behavior, tours to take, and more.
There are directions for taking pictures of rock art and explanations of clothes to wear, weather, and even a few recipes for crockpot cooking... so you can cook while you are looking and come home to a nice meal. Great!
This is a very exciting book. It made me want to jump out of my seat and go looking. The pictures are nice. His enthusiasm is catching and the format is easy to understand. Well worth the money.
Enjoy
"Bel-Ami" is hardly an original premise. How many books written through the years discuss the idea of a rural man heading to the city to make it big? That is exactly what happens with this book in the form of main character Georges Duroy. After a five-year stint in the French army, Duroy moves to Paris to make his fortune. Regrettably, Duroy is languishing in a lowly job as a railroad clerk until he meets his old army buddy Forestier. From this point forward, Georges is on the fast track to success. Forestier gets him a job at a scandal rag named "La Vie Francaise" where Georges rapidly ascends the ranks from lowly reporter to chief editor. Along the way, Duroy engages in all sorts of amorous adventures with women both high and low on the Paris social register. By the time the story ends, Georges is within sight of the highest positions in French society, all accomplished through sheer cunning and social maneuvering.
There are so many themes running through this sordid tale of the decadent Third Republic that it is impossible to adequately describe them all here. The introduction to this Penguin edition, written by translator Douglas Parmee, does a good job of showing how incidents in Maupassant's life appear in the character of Georges Duroy. The protagonist's rural background, his experience in France's North African expeditions, his work as a reporter and the subsequent expose of the seediness of journalism, the numerous affairs, the social positioning, and the philosophical musings on death are all expressions of Maupassant's personality and activities. I do hope, however, that Maupassant was not as big of a cad as Georges Duroy because this character may be one of the biggest jerks in the history of literature.
You cannot help but hate Duroy. He has little self-control except when he realizes that holding off on a conquest might mean self-advancement. Georges takes his mistress to the same theater where he picks up prostitutes, takes money from people without paying them back, corrupts women of high moral standards, sleeps with his boss's wife, seduces his boss's daughter, and physically assaults his mistress. There is just no way to sympathize with this guy, and the fact that he gains riches and fame is particularly galling to anyone with any sense of decency. But that is the message De Maupassant is trying to convey; that the complete decadence of French society during this time allows the likes of Duroy to succeed, and to succeed with a smile. Witness the scene towards the end of the book when Walter, Duroy's boss, grudgingly accedes his daughter to Georges's slimy scheme. "He will go far," says Walter, with more respect for Duroy's distasteful achievement than disdain for his lack of morals.
Another theme in the book, and one that runs through the pages like a 400-pound gorilla, is hypocrisy. The propensities for backstabbing, lying, and blatant disregard for self-realization in "Bel-Ami" is laugh out loud astonishing. These are shallow, manipulative people without a shred of decency, and Maupassant never passes up an opportunity to expose these despicable people. The hypocritical stance of the characters and situations often vie with powerfully descriptive passages of Paris and the French countryside, which are truly beautiful to read and have probably accounted for thousands of tourist trips to that country. The characters in "Bel-Ami" may be of no account morally, but they move and live in an environment of unsurpassed beauty.
Maupassant's knowledge of his own impending death weighs heavily in the story. Two sections highlight his musings on mortality: the monologue of the poet Norbert de Varenne and the death of Forestier. For the author, his slow deterioration from a disease made death a daily reality. What seemed to worry De Maupassant the most about death was not punishment from God but the idea of nothingness and being forgotten by the living. Of course, death makes no impression on Georges Duroy, who experiences only a moderate twinge over the passing of Forestier before making a play for that man's wife in order to improve his social position.
I am elated that I discovered this author. Guy De Maupassant is a brilliant writer whose early death robbed the world of a great talent. Although his short stories are considered some of the best ever written, do not pass by this novel. I have rarely seen an author who can write about mundane, daily situations with as much aplomb (see the scene about the fencing party as a prime example). De Maupassant's masterful abilities make this ordinary plot strikingly original and I will revisit this author again in the future. You should too.
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Finley and Dickstein explain that "we each have, and operate from, a false nature that is a jumble of our memories, conditioning, and some tempermental qualities." That false self responds to everything that happens to us, and its response is usually negative or defensive. We then find "ourselves caught up in the same kinds of situations again and again, and nothing ever seems to be resolved in a new way."
They call the false self an intimate enemy and say that we are our own worst enemies when it comes to finding true happiness.
Their book devoted to learning how to recognize the intimate enemy and "discover how to rise above our own present psychology."
Our false selves blame events outside ourselves for our unhappiness or see neutral events as threats, with the result that we are contantly battling to control external circumstances. Only when we become aware of the "True Self" within do we learn we are a part of a world of truth and light where all battles are non-existent.
The authors use short stories and examples to show how people misunderstand the world around them. They explain how to become aware of the fallacies the false self continually attempts to foist off as truth, and how to determine what is real and what is deceit. They say that "understanding that we are a multiplicity of selves is critical to recognizing, and ultimately defeating, the intimate enemy."
They emphasize self-study as the primary way of overcoming the false self. Self-study involves rousing ourselves from "psychic slumber" and becoming aware of our thoughts and internal actions. They offer specific tips for achieving greater self-awareness.
The Intimate Enemy is for anyone who wants more from life than a daily battle against unseen enemies.
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Presented in a unique and engaging style that one associates with the authors, the numbers come to life with descriptions that hold your interest and leave you wanting more. The level of demonstration is not extremely technical, being well within the range of anyone who has been exposed to the topics of precalculus. Figures are used extensively, giving a visual interpretation of several ways in which the numbers can be used. Many of the numbers covered in the book are named after the person most responsible for making it famous, an aspiration that most mathematicians would no doubt confess to. In some cases, I was previously unaware of the name assigned to the numbers.
When I am in the mood for some light reading in mathematics, my preferred form is some type of listing of the properties of numbers. In this case, I found several hours of enjoyment and recommend it to anyone with similar tastes.
Published in Journal of Recreational Mathematics, reprinted with permission.
His kickboxing record is 22-3 with 19 KOs
His MMA record is 40-11-2 with wins over Masa Funaki, Tito Ortiz, Yuki Kondo, Ryushi Yanigisawa, Minoru Suzuki, and Semmy Schilt. Plus he trashed Kazushi Sakuraba, Ricardo Arona, and Chuck Liddell.
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His theory focuses on two main thinking modes:
1) intellect (d-mode); and
2) intuition (undermind).
He believes that optimal cognition is reached through a balance between these two modes of thinking. One is not better than the other. Thinking modes can be used in effective sequences.
He indicates that many challenging problem solving situations can be tackled through four stages of thinking:
1) Preparation in D-Mode,
2) Incubation in intuitive mode,
3) Illumination in intuitive mode, and
4) Verification in the D-mode.
The above is a good description of the scientific method from a psychological framework. This approach will help you out in both school, and business situations.
investors ... . It has all the information relevant to the world of investments, mutual funds, stocks, bonds, indices ....
All presented in as simple way as possible to the man in the street. Yet in it's own way I would think even the expert money
managers will hate to give this book a miss!