For Plingons, being a skilled warrior is paramount to anything else. Homosexual love between warriors is the noblest form of love, far beyond love for family, Empire, and husband or wife. Marriages between a male and a female warrior are frowned upon, as one spouse should always remain home to take care of the children. The Plingons believe in several gods of war and victory, but the supreme of them all is the First Plingon Emperor, Kickass the Bloodthirsty.
The Fleet commander is the Grand Boss, and is directly responsible to the Empress. All popular first names are also House names. Imperial Guard Points Special Power: Can always have one more weapon hidden about their person, even when naked. Only another Plingon can find them all in a body cavity search. Other cultures usually just call it the Vulgar Way. Yoga on Vulgarus. These days the Church also welcomes non-Vulgar members.
Vulgars see love and sexuality as something embarrassing, and pretend not to possess any feelings or needs at all. When asked about their private lives, they will claim that Vulgars are in heat only once every seven years, and will then perform their ceremony of procreation most clinically.
The human parents of the numerous half-Vulgars around the Galaxy tend to disagree. Why are they smiling? This will possibly never be revealed to any non-Korg. The Korg Commune is simultaneously at war with all other cultures hoping to assimilate them. For astrocartographical reasons, they mostly engage in battle with the P-Fleet. The Korg are born a biological lifeform, with cybernetic parts added during childhood.
The Korg have their sexual needs eliminated with chemistry, and the babies are conceived and birthed in machines onboard Korg Boxes. However, the right chemicals can inspire the Korg into very powerful performances, at least according to P-Fleet porn mags, videos and halludeck programs. The Korg ships are cubic in shape, and are often called simply Korg Boxes.
The ships have no captains, or indeed any ranks, since all Korg are equal, and simply parts of the central hive mind. It is unclear whether a single Korg is an individual or not, or if one simply communicates with the Commune. Thus, a Korg number can be, for example, They dress in scarves, gold jewelry, vests, and caftans, and often act as travelling thieves, peddlers, or money-lenders.
The PR Department of the Ferret Corporation is quick to point out that they have no connection with any possible stereotypes of any ancient Earth cultures. None whatsoever. The very idea is insulting. Then they will try to cheat you out of your money, the little bastards. The creation of sentient androids with posichronic brains is not commercially viable. Yet, some have been created for specific purposes, by the likes of Professor Noony Jansson, Dr.
Lukas Anakinsky, and several private entrepeneurs. Lardassians and Ferrets often employ androids for physical labor, and some are seen in the P-Republic.
The Plingons and the Korg, on the other hand, find androids disgusting. Even so, Ferrets try to maintain good relations with all other cultures, or at least good enough for trading at reasonable prices.
Their only sworn enemy are the Pirates of Torrion. Although many androids are simply used as sex slaves, some also work on starships as crewmembers. Obviously, they can never have emotions towards anybody. The Ferret Corporation roams the space in their Sweatships battling for free trade and slavery.
Android names: Androids are typically given whatever name suits their creator, but some common ones include iBall, Info, Iron Maiden, Laptop, and Robbie. Adaptability Points the Korg ability to adapt to gun settings makes them temporarily invulnerable to damage Ferrets despise love, warmth, and other such emotions, thinking the only worthy goal in life is the acquisition of property. For millennia, Romuclus has been governed by a fourchambered Senate, with a different chamber for each caste.
The casteless have no political power. Or, indeed, any power. Originally Romuclus was an Empire, but the seat of the Emperor has long since been abolished. What counts is not what you know or who you are, but who you know and what you do. The Romuclans have more or less successfully employed similar tactics to foreign policy as well, fighting wars and making loose alliances with the P-Republic, the Lardassians and the Plingons.
When their duties and ambitions permit it, Romuclans are a passionate people. They eat well, smoke the most expensive hallucinatory herbs, and like to hold grand orgies where no desire is too perverse! Although a Romuclan is always willing to lie herself out of a tough spot, and thinks rigid opinions are a sign of political cripples, there is one principle all Romuclans swear by. They hate the Vulgars! A Lardassian will always try to get the dominant position in any situation, be it tactical or social.
Since they look like fat pandas in ill-fitting armor, the attempts are rarely successful. For Lardassians the state is always more important than the individual. The Greater Lardassian Nation is often called a fascist military dictatorship by some liberal hippie cultures, like the Vulgars. The Lardassian Spaceforce are known as fierce fighters in space, yet almost powerless in face-to-face combat.
The Lardassians have often been at war with the Romuclans, but at the moment are committed to war with the P-Republic. Although Lardassians are considered disgusting by all other cultures, they manage to tolerate each other enough to keep the species going. Unfortunately, the sacred three-way marriage is something the state expects of every individual, and divorce is unheard of. This results in almost all Lardassians being stuck in guilt-ridden, unhappy, sexless marriages. Most children are born due to adultery, which is, naturally, punishable by death.
They have green, blue or yellow skin, with hair often in shock pink, orange, blue, purple, silver, white or black. They are typically androgynous, bisexual, and polyamorous, loving and leaving as they please. Consequently, the Torrions have no real sense of family, but children are expected to take care of themselves from a very young age.
Or something. The Torrion pirates are mortal enemies of the Ferret Corporation. Although Torrions are rarely employed in the P-Fleet, they are often found as entertainers, merchants and prostitutes. Combat is divided into rounds. During each round, every Player Character and each Enemy will get a chance to act. The lowest one acts first, then the second lowest one, and so on.
If multiple combatants have the same Clumsiness, Player Characters go first, then Enemies. Once all Player Characters and all Enemies have moved, the round is over, and the next round begins. They get shot first. This is measured by Red Shirt Points. Subtract one Red Shirt Point. When the Away Team runs out of Red Shirts that is, there are 0 points left , they are in real trouble, because the next shot is going to hit one of the Player Characters.
For example, the Korg have Adaptability Points, and when they run out, the Korg can no longer adapt to the gun settings, leaving them vulnerable to attack. Ranged combat How do you know if your character hits anything with her Hand Twinkler? You roll dice. Two six-sided dice 2D6 to be precise. Add to the result any bonuses you might get from your weapon or special talents, and you have your Attack Roll.
The first hits tend to just diminish the rows of Plingon Imperial Guards. One Imperial Guard per hit, no matter how high or low the Damage of the weapon. If it is on Stun, Weakness only goes up by one, but the Enemy is incapacitated. The Enemy can make a Weakness roll, subtracting the Damage of the weapon, to avoid the effect. Some Enemies might have special talents or armor that modifies these rolls. Likewise, some guns might allow you to fire through armor. Check the Items List for information on your gear.
Melee combat Sometimes characters will face the Enemy with karate, a rapier, a Plingon Sado Sword or any number of improvised objects. The Attack Roll is made similarly to Ranged Combat. Roll 2D6 and add Talent or Weapon bonuses. Each hit kills an Imperial Guard. They roll 2D6, add Talent and Weapon bonuses, and hope to get a higher score than their Clumsiness. If they failed, your hit goes through, and then you wound the Enemy.
When the Weakness score reaches 12, the Enemy is incapacitated. Sometimes a talent or a weapon will change these, like armor absorbing some of the damage, or a weapon killing with first blood. When Weakness reaches 15, the Character dies. Additionally, anyone can kill an incapacitated Character if they stand near them. The altered Weakness score is used in all Tests until the Character heals.
You accidentally hit your Captain, or shoot your own Drycoder. You can suggest the worst blunder possible, but the GM will make the final call. Screwing Up your Defense Roll will most likely result in your death, or dropping your weapon, or something like that. If you roll a Triumph when trying to hit somebody, you hit them double well. The hit causes double damage, or somehow hits the original target with full damage, and then another enemy with half damage.
A Triumph in a Defense Roll could help you disarm the Enemy, or maybe rob the Enemy of their next turn. This requires a Clumsiness test from the Medical Officer.
If the test fails, it can be tried again the next day. If it succeeds, the patient is healed Weakness is restored to its normal value , but will need to spend the rest of the day resting.
If the Medical Officer rolls a Triumph, the patient immediately recovers without needing to rest. If medical help is not available, the damage normally heals by itself with Weakness lowering by one point per day, until it reaches normal. However, if Weakness is already more than 10, you must roll D6 every day.
On a roll of 1, subtract 1 from Weakess. On , nothing happens. On a 5 or 6, add 1 to Weakness. If Weakness ever reaches 15, the Character dies. Each member of the Bridge Crew has a specific function in space combat.
In game terms this means that one player gets to roll for evasive maneuvers, and another one for repairing the ship, or targeting. In these values, the Handle Bonus is already calculated in. Battle Rounds As with melee and armed battles, space battles are played in turns. Here, however, the Crew works in unison, and the turns are based on the functions each officer performs.
Ops allocates power. The Tactical Officer shoots at things. This is the Hit Roll. Roll against Clumsiness, at -5 if firing Light Balls. A successful test means the Ship gets to make the Damage Roll. A failed test means the ship has missed its target. A Triumph results in double damage. A Screw-Up means the weapons systems are failing, no shooting in the next round. The Enemy Pilot makes evasive maneuvers.
If failed, the Damage Roll is made as is. If Triumphant, the Enemy evades the hit entirely, no Damage Roll! If Screwed Up, the Damage Roll is doubled. This is 2D6 plus all the bonuses and minuses of the previous rolls. This is your Damage Result. If the roll was 2, divide the Damage Result by half. The GM then gives a verbal description of what the characters see on the main screen. Ships Each Ship has five values that are important in battle. The latter simply means how many patches of Light Balls the Ship has in its tubes.
Most Role-Playing Games operate under the principle that there are players and there is a Game Master. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM.
The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. Nevertheless, almost half this volume is genre-neutral and should be applicable to science fiction, horror, super heroes, etc. To wrestle with the dragon and win… that is what I shall teach you! Everway is set in a universe or multiverse of different worlds connected by Gates.
Characters are expected to frequently travel between worlds. The backround given is a little sketchy, but adequate given the intended use.
The simple rules for Powers allow characters to take strange and unusual abilities of the sort found in myth, legend or fairy-tale. One of the most interesting innovations is the use of Tarot-like cards for action resolution. The cards are interpreted in a qualitive way rather than representing numbers — using the meaning of the card and the symbolism and images on it as appropriate. The setting is very Byzantine, with a focus on intrigue, elaborate politics, and personal relationships.
As a result the rules are more guidelines than strictures, and became the first widely popular diceless adjudication system. Despite only one supplement, the game was supported for years by an enthusiatic fan base and a number of Amber-specific gaming conventions. This setting book provides new powers and edges, new takes on existing arcane backgrounds, a gazetteer and bestiary of Mutha Oith, and a complete plot point campaign.
GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods.
And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world. Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world.
Beyond espionage, beyond military mayhem, Spycraft 2. It takes the wildly popular Spycraft RPG d20 system to a whole new level: expanding and updating character options, condensing and refining the rules set, and providing the platform for any scenario you can envision! Whether your play style is intimate or epic, freeform or stat-driven, this landmark release contains everything you need to launch into the adventure today!
Mage Character Generation Extensive rules and background for generating and running a Shek-Pvar mage character. This essay sheds light on the history of how Hasbro egregiously ruined the ToyBiz marvel legends action figure line and also elucidates why action figures are so expensive and are no longer affordable to buy. Moreover, the ample benefits of collecting action figures are delineated in this essay. To the dismay of the action figure collector, Hasbro has egregiously decimated the once renowned Marvel Legends Action Figure Line that ToyBiz worked so ineffably hard to build from the ground up.
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Together they scour Asgard for answers. Rumors abound of towns being attacked by a horde of soldiers who cannot be killed. This special series of Marvel Hero books will create amazing memories to treasure for years to come. Bruce Banner was a scientist who specialised in gamma radiation. After an accident, he became the Incredible Hulk! He even joined the Avengers to help defeat Thanos. This book contains many patterns you can crochet marvel universe.
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