Gas Punk Fiction #1: Operation COLORVISION


Book Description

This series follows Hector Kwon, a Lemurian OSS mercenary whose job is to assassinate the most wicked Nazis/Fascists on earth that the United States government can't control (all to save money to fund his film production company). Issue #1 is about Hector's origin story and Hector getting kidnapped at age nineteen by the Axis, experimented on and physically/sexually tortured by a quasi-homosexual Nazi scientist under the orders of Heinrich Himmler, and creator of the Nazi Party: Jeb Spookgore (aka The Count). After weeks of nonstop torture and malnutrition, Hector devises a plot to murder his way out of Camp Natzweiler-Struthof and get his coldblooded revenge on the Nazi doctor that raped him.




Gas Punk Fiction #2


Book Description

Five years after being brutally raped and tortured by the Nazis in Camp Natzweiler-Struthof: In 1945, Hector Kwon is a jaded 23 year old OSS agent tasked with a deadly seek & destroy mission to assassinate a genocidal warmongering billionaire diplomat known as Yang Cheng. Yang Cheng is a racist megalomaniac geneticist hellbent on taking over the Central Banking System with pedophile blackmail operations. Nevertheless, when Hector's OSS commanding officer Jerry Jonas starts barking sidequest beyond Hector's payroll, ethics, and morality: Hector's resentment for the OSS grows further into disenchantment, as Jerry's sidequest leads Hector into an atrocity exhibition massive enough to permanently destroy the national security of both Allies & Axis powers. This is the second issue of the most controversial comic book series of all time. If you're a fan of G.I. JOE, Johnny Quest, Dragon Ball, and NSFW pulp for adults like Punisher MAX & Sin City; then check out this groundbreaking historical fiction comic book so realistic, breathtakingly violent, vile, and offensive this is the book for you! This historical comic book event is so controversial, Amazon KDP banned and terminated the author's KDP account as of December 19, 2023!




The Official Punk Rock Book of Lists


Book Description

The author's original Book of Lists is a worldwide phenomenon that has sold over 8 million copies. The Punk Book of Lists will feature approx 200 lists - culled from the historical archives and many generated by noteworthy musicians, lists have been put together by film directors, writers, actors, you name it. Punk Rock is cool and the impact has hit every hip person on the planet! Over 50 wicked caricatures of punk rock stars, by noted underground artist Cliff Mott, are peppered generously throughout the book. You don't have to be punk to love the coolest rock 'n' roll toilet-reading, time-wasting masterpiece ever! Absolutely a jewel in the canon of great music books!




Punk Rock: So What?


Book Description

It's now over twenty years since punk pogo-ed its way into our consciousness. Punk Rock So What?brings together a new generation of academics, writers and journalists to provide the first comprehensive assessment of punk and its place in popular music history, culture and myth. The contributors, who include Suzanne Moore, Lucy OBrien, Andy Medhurst, Mark Sinker and Paul Cobley, challenge standard views of punk prevalent since the 1970s. They: * re-situate punk in its historical context, analysing the possible origins of punk in the New York art scene and Manchester clubs as well as in Malcolm McClarens brain * question whether punk deserves its reputation as an anti-fascist, anti-sexist movement which opened up opportunities for women musicians and fans alike. * trace punks long-lasting influence on comics, literature, art and cinema as well as music and fashion, from films such as Sid and Nancy and The Great Rock n Roll Swindle to work by contemporary artists such as Gavin Turk and Sarah Lucas. * discuss the role played by such key figures as Johnny Rotten, Richard Hell, Malcolm McClaren, Mark E. Smith and Viv Albertine. Punk Rock Revisited kicks over the statues of many established beliefs about the meaning of punk, concluding that, if anything, punk was more culturally significant than anybody has yet suggested, but perhaps for different reasons.




The Year's Work in the Punk Bookshelf, Or, Lusty Scripts


Book Description

This is the story of the books punks read and why they read them. The Year's Work in the Punk Bookshelf challenges the stereotype that punk rock is a bastion of violent, drug-addicted, uneducated drop outs. Brian James Schill explores how, for decades, punk and postpunk subculture has absorbed, debated, and reintroduced into popular culture, philosophy, classic literature, poetry, and avant-garde theatre. Connecting punk to not only Hegel, Nietzsche, and Freud, but Dostoevsky, Rimbaud, Henry Miller, Kafka, and Philip K. Dick, this work documents and interprets the subculture's literary history. In detailing the punk bookshelf, Schill contends that punk's literary and intellectual interests can be traced to the sense of shame (whether physical, socioeconomic, cultural, or sexual) its advocates feel in the face of a shameless market economy that not only preoccupied many of punks' favorite writers but generated the entire punk polemic.




Cyberpunk Style Design: Theoretical Analysis and Practical Exploration


Book Description

In an era of rapid development in digital technology, the Cyberpunk style finds in-creasingly broad applications in various artistic domains, greatly appealing to the younger generation. Compared to the well-developed research on the Cyberpunk lit-erary genre, there is still a lack of a comprehensive theoretical framework for study-ing Cyberpunk style visual imagery, leaving ample room for exploration across inter-disciplinary media expressions. Simultaneously, with the ongoing digitalization and smartification trends in the new energy vehicle industry, the user base for new energy vehicles is becoming younger, with a growing demand for novel driving experiences. Currently, personalized design in new energy vehicles mainly focuses on exterior aesthetics, with limited research on dashboard interface design.




Punk Beyond the Music


Book Description

Punk Beyond the Music: Tracing Mutations and Manifestations of the Punk Virus expands the conversation about punk from a focus on the musical genre to its surrounding cultural manifestations. Focusing on some of the most recurring practices and characteristics of punk culture —DIY, attitude, outsider identities, symbols, and politics—Iain Ellis engages many illustrative examples to investigate punk beyond the music without losing sight of its significance. Early chapters look at arts that have always existed within the punk subculture (writings, visual arts, films, and humor); subsequent sections examine areas rarely recognized as exhibiting punk characteristics (such as education, sports, crafts, and comics). Taken together, the chapters invite readers on an extensive and unpredictable journey through the evolution of punk’s developments and adaptations.




The Big Book of Cyberpunk


Book Description

A genre-defining—and redefining—collection of the boldest, most rebellious, and most prescient speculative fiction, featuring stories from all over the globe. “The sky above the port was the color of television, tuned to a dead channel.” Almost forty years ago, William Gibson wrote the line that began Neuromancer—and a movement that would change the face of science fiction. Award-winning anthologist Jared Shurin brings together over a hundred stories from more than twenty-five countries that both establish and subvert the classic cyberpunk tropes and aesthetic—from gritty, near-future noir to pulse-pounding action. Urban rebels undermine monolithic corporate overlords. Daring heists are conducted through back alleys and the darkest parts of the online world. There’s dangerous new technology, cybernetic enhancements, scheming AI, corporate mercenaries, improbable weapons, and roguish hackers. These tales examine the near-now, extrapolating the most provocative trends into fascinating and plausible futures. We live in an increasingly cyberpunk world—packed with complex technologies and globalized social trends. A world so bizarre that even futurists couldn’t explain it—though many authors in this book have come closer than most. As both an introduction to the genre and the perfect compendium for the lifelong fan, The Big Book of Cyberpunk offers a hundred ways to understand where we are and where we’re going.




Environments in Science Fiction


Book Description

The all-new essays in this book respond to the question, How do spaces in science fiction, both built and unbuilt, help shape the relationships among humans, other animals and their shared environments? Spaces, as well as a sense of place or belonging, play major roles in many science fiction works. This book focuses especially on depictions of the future that include, but move beyond, dystopias and offer us ways to imagine reinventing ourselves and our perspectives; especially our links to and views of new environments. There are ecocritical texts that deal with space/place and science fiction criticism that deals with dystopias but there is no other collection that focuses on the intersection of the two.




The Ultimate RPG Guide Boxed Set


Book Description

Level up your campaign with these interactive activities and instructions for maximizing your storytelling skills so you can enjoy the ultimate RPG experience. Get your next campaign rolling right with The Ultimate RPG Guide Boxed Set. This collection has advice and activities for every step of your adventure so you can make the most of your gaming sessions. This collection includes: The Ultimate Character Backstory Guide: This collection of interactive entries guides you through creating a backstory for your characters, whether you’re building out the story for a character you’re currently playing, creating a new character, or dreaming up someone new for a future campaign. You will find activities to discover exactly how good, neutral, or evil your character is, how they got their mysterious scars, and what other secrets they’re hiding. The Ultimate RPG Gameplay Guide: This guide is a must-have for any beginner player or group, or anyone looking to take their gameplay to the next level! With story-focused advice for pacing, setting, themes, and mood, and tips like how to hold a Session Zero to plan your adventure, how to use improv skills during gameplay, and how to set the scene with music and lighting for interactive gameplay, this book is jam-packed with helpful content to make your game a hit! The Ultimate RPG Game Master’s Worldbuilding Guide: This collection of interactive prompts and activities is perfect for any game master—or aspiring game master—to help build and round out game worlds for your next RPG adventure. With activities to help create worlds for games in the fantasy, horror, and x-punk genres, and a robust intro section with advice, tips, and tricks from expert game master James D’Amato, this book will help you create the best game ever.