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Gleanings from the company website, this contains a wealth of snippets to add in to adventures set in the Old Margreve forest and round about. To start with there are 20 beautifully-described NPCs, provided to help you bring the place to life. They aren't intended for combat-fodder, if you do want to involve them in a brawl you'll have to provide your own stat-block... but as part of life's rich tapestry, people living and working in the area who might interact with the party, they're excellent. Watch out for Shadow, a black dog belonging to Tsarin the Dirgist. This hound has an uncanny nose for when someone is about to die, and leads his master to the spot so that he can perform a funeral dirge and eulogy for the just-departed. Some say that Shadow's appearance heralds (or even causes) the death... or is it just that he has impeccable timing?
Next up, 25 'reskinned' creatures, that is, the specifically Margreve versions of monsters from the Pathfinder Bestiary and Bonus Bestiary. These just come with descriptions again, but there's an indication as to which monster from the Bestiary you should reference. It's a neat way to put a twist on the creatures you encounter without much effort, and helps make the locale more distinctive.
Along the same theme, there are 15 reskinned spells, which can be used in different ways as you please. It may be that locals use these distinctive variants of spells that the party is used to, or - and this could cause some surprises - it may be that the spells act this way when cast in the Margreve, be it a native or visiting magic-user that casts them! If you decide they are local variants, others may learn them in the usual way... but may find that once they've left the Margreve they don't work as they need local components. Following on from that, there's a Margreve Bloodline that lets sorcerers tap into the ancient powers of the old forest and even become a part of it. If the Margreve is part of your campaign world, a sorcerer may have it - he doesn't even need to be local as long as he's descended from someone who was.
There's also an incantation, a few fascinating local items, and a selection of traits available to anyone who grew up in the area. It's all added flavour, and well worth picking up if you're using the Margreve. The illustrations are rather good - and evocative - too.
Early explorers of distant and far-off lands often define them by the creatures to be found there, so here is a collection of diverse and fascinating beasts to populate the Southlands and terrorise incautious visitors. These creatures are at home, the party are the interlopers, having to deal with the rigors of the setting as well as the actual monsters themselves. A new land with new monsters provides a challenge to players as well as to their characters as both are venturing someplace new. It's also a way to get over the obstacle of a character knowing more about his surroundings (including the monsters) than his player does!
There's a wealth of opportunity for the GM as well. Treat the monsters not as mere cannon-fodder but as a living, breathing part of the world that they inhabit. The ultimate challenge for the characters may well be to engage in combat with the monsters, but what of learning about them first? Observations can be made, legends learned, and so on, enabling the characters to know something about these new creatures before having to fight them... or such observations can be made after the first stunning shock of a combat encounter as the characters regroup, figure out what attacked them and how they can detect and deal with it in the future.
Even if you don't want to use the Southlands in your game, or the plot does not call for the party to go there right now, the odd creature might have strayed elsewhere. You may have a suitable ecological niche for it where your game is currently set, or it may have strayed - perhaps as an exhibit in a menagerie - far from its natural habitat. There's always scope for new monsters....
The Introduction touches on these concepts and then we're off with an array of monsters presented in alphabetic order. Each comes with all the details we have come to expect: a description, complete stat block, notes on lifestyle, habitat and behaviour and a glorious full-colour illustration. Most entries fill a single page, else they fill two, so users of the PDF will be able to print out the pages that they need without extraneous material. There's almost an hundred of them to feast your eyes upon and build adventures around; and there's a table listing them by CR at the back to help you in setting up encounters appropriate to your characters.
Many of the monsters are uniquely suited to the Southlands, both ecologically and in terms of the overall style of the campaign setting. Perhaps a gentle stroll across the desert will be interrupted as two speckled, wickedly pointed legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a rhino... the evocative description provided for the sand spider. Another beast, the subek, is a humanoid crocodile which retains many of the fighting techniques of the animal that is its inspiration such as the 'death roll' of a crocodile dragging its prey underwater to drown, adapting the technique to a land-based grappling manoeuvere.
The giant white apes reflect legends about super-intelligent gorillas found in the depths of Congo rain forests, twisted to suit the Southlands setting yet evoking the same awe and curiousity. The monsters range from pure animal to sentient, from desert dwellers to jungle inhabitants - whatever your needs there is likely something that will suit. Beautifully presented and well-considered, if you are using the Southlands Campaign Setting or have another area occupying the ecological niche of Africa in your world, these creatures will help to bring it to life.
What with Supplement 5-6: The Vehicle Design Handbook and Special Supplement 1: Biotech Vehicles you might have thought that vehicle design was a done deal... but no, here's some more! This book presents three new types of chassis (the ekranoplan, the rocket plane and the ornithopter) and a wealth of new rules for things like vehicle maintenance and design flaws, not to mention lots of other stuff.
We start off with a section of New Chassis Types. There's a brief description of what an ekranoplan actually is - something like an aircraft but relying on ground effect (I think I need to do more research before I understand this!) - and then a whole bunch of variations and features on the theme for you to choose from. Rocket planes (which are capable of lifting off from a standing start rather than belting down a runway) and ornithopters (which flap like birds) are given similar treatment.
Next is a section on Universal Modifications. These may be applied to any vehicle type when you want that feature or effect, and there's quite a lot of them. Perhaps you want to instal a complete command centre in your vehicle (the sort of facilities you need to coordinate rescues or police/military activity), maybe you want a winch or drone racks... or perhaps you want the entire vehicle to be capable of being air-dropped from something even larger. Just reading through the options gives plenty of ideas. Maybe you need to sweep mines or withstand pressure... or just want a touch of luxury.
Not everything works perfectly, of course, so the next section is Quirks and Flaws. Quirks are flavour - like a nasty smell you cannot trace - while flaws can have an in-game effect resulting from poor design or manufacture of the vehicle. If you forsee a lot of hanger time for your creation (or want to avoid it!) head on over to the next section, Maintenance. This provides rules for keeping vehicles in tip-top condition... and what might happen if you don't!
If you want it big, then the section on Designing Ultra-Heavy Vehicles is for you. The Vehicle Handbook was aimed at smaller vehicles, ones on a more personal scale, rather than really enormous ones... yet sometimes that may be what you need. The suggestion here is to build in sections, using the appropriate rules for making heavy vehicles of the appropriate type, and stick them together. This is followed by a section on Weapons, providing even more options for offenseive armament.
The next section covers Vehicles as Robots and Drones. As I write, driverless cars are just about a technical possibility (they're still working on ethical and legal aspects), so in the far future it is likely that virtually any vehicle can be fitted with a robot brain and made autonomous, or operated by a remote controller as a drone. There's even a possibility of a cyborg vehicle, using a sentient brain as controller - something like Anne McCaffrey's brainships - or an artificial intelligence like Keith Laumer's bolos.
Finally, there's a selection of ready-designed vehicles which demonstrate these rules in action, or which can be used in your game straight off. These just scratch at the surface of course, but they give an indication of what is possible. If you enjoy designing vehicles, you'll want to add this book to your resources... and even if you are not a serious gearhead, it provides lots of ideas about vehicle types and capabilities even if you don't want to go through the complete design process.
This short PDF supplement packs a lot in, providing the wherewithall to create 'biotech' vehicles using the standard vehicle design system presented in earlier supplements (originally Supplement 5: Civilian Vehicles and Supplement 6: Military Vehicles, later revised and published as Supplement 5-6: The Vehicle Handbook). As this system concentrated on the end result of your design, rather than the means of accomplishing it, creating compatible living vehicles is not too difficult.
Science-fiction is full of biotech constructs, living creatures which fulfil roles normally occupied by inanimate objects. If you play the 2300AD setting, the Pentapod race uses living starships and vehicles already, or you may want to recreate something you have read about or seen on screen. Used in conjunction with The Vehicle Handbook, you can now do so.
As the vehicle design system is effects-based, most of the work is done using it, and this book highlights the differences due to your design being a biotech one rather than a standard 'rustbucket'. To start with, they are pricey - double the cost of conventional vehicles. You can make most every type of vehicle but its to be noted that they need a 'structure type' as well as the chassis type in the standard design system. Here, you need to decide if the creature is a vertebrate or an invertebrate (i.e. does it have an internal skeleton?). Invertebrate-based vehicles are a little cheaper but they are a bit more vulnerable to damage - a bit odd, ask a cockroach, one of the most durable creatures around and an invertebrate!
Other differences include metabolic type (endothermic or exothermic) and environmental limitations, as well as range and fuel... your biotech vehicle needs to be fed whether or not it's going anywhere! Depending on what they eat, their performance varies - and if your vehicle is a carnivore you will probably have to hunt for it, whilst a photosynthetic vehicle has unlimited range in daylight although it is comparatively slow-moving and may grind to a halt if driven too far at night!
Most biotech vehicles are fairly stupid but some have limited, animal intelligence and can follow simple directions rather than be guided by someone. The supplement also covers defensive capabilities, sensors and even the ability to self-repair when damaged. As for weapons, you can mount normal ones whilst some biotech vehicles have quite novel ones of their own.
Finally, there's a sample biotech vehicle, an airship, to play with. If the idea appeals, however, you'll soon be rooting through novels and films for inspiration - I'm thinking of John Varley's Titan right now, which presented one of Saturn's moons as a construct filled with strange creatures, often filling the roles we'd use machines to fill... It is an interesting concept, and one which will allow you to create some truly alien vehicles, the sort of thing that reminds players that their characters are in an alternate reality.
As soon as a civilisation ventures forth from its original planet, it's going to start building space stations - even we here on Earth have, despite not having developed interplanetary travel yet! In the starfaring community of the far future envisioned by Traveller, it's likely that most inhabited systems will have space stations as well as settlements planetside. Indeed, they may be the main habitations in some systems, for example when the main world is resource-rich but not suitable for major long-term colonisation. They are also good places on which to have adventures!
The first chapter, Space Station Design, dives straight in to present a system for creating space stations with the customary wealth of tables and options to enable you to custom-design the space station that you want. Most are built in the orbit that they will occupy once completed, with components being delivered and bolted together in space. There's a checklist to work through, beginning with the essential decision of whether you wish to have artificial gravity or to spin your station to generate gravity within it. Then you need to decide on a configuration and size, and it goes on from there. An important consideration is the orbit in which it will be situated, which will depend on the use to which it will be put - and also determine what facilities need to be provided. It may also be necessary (or at least prudent) to arm the station.
Once these basics have been determined the next chapter, Station Equipment, comes into play. This looks at the various uses to which the station may be put and the equipment that will have to be installed. Perhaps mining operations are conducted from the station, or - especially if the station is located in an asteroid belt - ore is brought there to be refined. There are likely to be facilities such as shops and entertainment for visitors and residents, docking facilities for visiting ships and maybe even a dockyard for ship repair or construction. Communications and sensor gear will be required and so on.
Now that the station has been constructed and equipped, turn to the Combat and Operations chapter to find out how to run (and defend) your brand-new station. This provides the details you need if there's a combat involving the station itself - generally defensive actions as they are fairly easy to hit but unlikely to mount attacks. In terms of more peaceful operations, space stations work pretty much like starports and you may wish to refer to Supplement 13: Starport Encounters as well as the material here. Due to size limitations, ships wishing to dock may be limited as to how long they can stay or may even have to hang around waiting for a berth to become available.
The next chapter, Space Station Generation, provides tables to aid in determining what stations are present in a given system and what they are doing there. Amred with that information you can then loop back to the first chapter and design those for which you need that level of detail - after all, if your party is not interested in asteroid mining, just knowing that there is a refinery station in the asteroid belt is sufficient, but if their business (or your plot) takes them there, you will need a lot more information about it. This chapter also provides plenty of inspiration about what sort of space stations there may be in a system - from naval bases to commercial operations, Imperial consultates, scout bases, pirate havens and much, much more. I once played in a campaign where an entire sub-sector was embroiled in a war and the party - rather than working for one side or the other as the Referee had intended - set up a 'neutral zone' entertainment facility space station where members of either faction were welcome as long as they left their dispute outside!
Next up, for the budding traders, there's a chapter Maintaining Trade, which actually goes well beyond actual trading to look at the economics of running a space station. It's quite fascinating, and easy to imagine a campaign based around keeping a station operational - cutting deals, dealing with problems and so on. This is followed by a chapter called Docks and Yards which goes into detail about the operation and economics of docking and shipyard facilities. If you run a construction yard, there are two options: build ships to contract or build speculatively and hope someone will purchase them. There's plenty of detail here to facilitate either kind of shipbuilding.
This is followed by Agave, a chapter detailing a complete system in which planets are at best harsh and mostly incapable of supporting life, so most inhabitants live on space stations instead. There's a history and description of the system, notes on military and other significant groups, places of interest to visit - and several Patron Encounters that could lead to a series of adventures here. This chapter ends with notes on several other possibilities if you want a station-rich system... these are just ideas and you'll have to flesh them out for yourself.
Finally, Space Stations is a chapter of ready-made stations that you can drop into your game wherever the need arises. There are descriptions, plans, illustrations and full statistics for an antique station, a research station, a manufacturing station, a trading station, a mining station, a construction station, a fleet station, a defence station, an interdiction station, and an X-boat hub station. The plans are somewhat uninformative and sketchy and the illustrations also leave something to be desired - with each station getting two or three virtually identical ones supposedly showing it from different angles.
The usefulness of this will depend on what's important in your game. In many games, even if you visit a space station there is no need for this level of detail, the Referee can just describe the areas as needed. If you want to base your game on a station though, this material will come in very handy! And, like every system in Traveller, there's the potential for using the design system on its own as a form of 'gearheading'.
This supplement offers up a whole new way of playing Traveller, as well as ways in which to enrich your Traveller universe with a deeper complex history than ever before. To start with, the Introduction provides an overview of the scope of the book and presents a wider definition of a 'dynasty' than the typical concept of a succession of rulers from a single family - here it can refer to any group which gains and retains power from generation to generation, it could be a corporation or an association of like-minded individuals.
The first chapter is Creating the Core Dynasty. This can be done by one of three methods: rolling lots of dice, a point-buy system or by building it around your own group of powerful player-characters. Each dynasty will have rankings in certain characteristics which define what it is and how it behaves, ranging from how cleverly it behaves through how greedy it is and including things like is it militaristic and how popular it is, as well as how much attention it pays to its own history and traditions. If you are going to roll them randomly, each one has a value generated on 2d6. Point-buy makes high values extremely costly. Although it's suggested that the point-buy version is suited to Referees who want to keep a tight control on things, there's no real indication as to how, and a flat 100 points is given as how much you have to play with without any pointers as to how to vary that depending on the outcomes you wish to achieve.
Once you have those basic characteristics, you then need to sort out how that dynasty came to be, choosing things like a power base (the starting point - a noble family may choose an estate as their origin, a corporation may have a headquarters and so on...) and an archtype which determines something about the nature of the dynasty - a religious faith operates somewhat differently from a conglomerate or a military syndicate... or of course you can be traditional and establish a ruling family. You also need to decide (or roll) on how the dynasty is run - a single leader, or some kind of management team, with various options for both. Each choice confers certain bonuses and restraints on the fledgling dynasty. The chapter ends with brief notes on how to adapt the process for when your party of player-characters decides to establish its own dynasty.
The next chapter, Background and Historic Events, enables you to detail how the fledgling dynasty rose to prominence. This covers the first 100 years or so of its existance (but is skipped in the case of player-characters creating their own dynasty, their adventures to this point substitute for 'historic events'). Depending on the sort of dynasty it is, there are tables to roll on to determine what happened, as well as a general table of events that can happen irrespective of the nature of the dynasty being created.
This is followed by Through the Generations, a chapter that talks about what happens to the dynasty's resources and assets as time passes, enabling you to create a rich history of its rise and fall over a considerable period of time. There are optional 'goals' for the dynasty to aim for, quite grandiose and hard to obtain but conferring significant advantage if you manage to achieve them... but penalties are incurred if you fail. There are also threats and obstacles that beset any dynasty to contend with, and decade events that happen like it or not... sometimes a dynasty will fade or even fail completely and vanish from all but the most obscure histories, others will be strengthened or will even grow and flourish on the galactic stage.
The next chapter, Pawns, Schemes and Gambits, continues this theme. This contains a variety of tests and mini-games that model a single dynasty's growth and development as it seeks to influence the galaxy around it. Unlike character actions which are quick, these can take months or years to resolve. It can get quite complex but repays careful study if you want to get the most out of it.
Up until now, we've been discussing a single dynasty pretty much in isolation, but the next chapter - called When Dynasties Clash - goes some way to redress this, with some more mini-games that deal with dynastic interactions. This chapter in particular provides scope for a whole new way of playing Traveller - each player creating and running their own dynasty rather than a single character. It could also provide a meta-game background against which a more traditional campaign involving a party of characters - perhaps in the employ of one of the dynasties involved - is played out. Again it is quite involved mechanically, but the potential is here for some quite epic interactions - hostile takeovers to all-out war and quite a few 'dirty tricks' along the way. Some actions can be resolved quite quickly, others will take months or years before the outcome is known.
Next is Heroes and Villains... for these are not faceless organisations but ones headed by individuals. Whose name rings through the ages as a typical leader of a dynasty, an outstanding paragon who exemplefies its core character or an out-and-out rogue who flew in the face of all its values? In essence this is a specialised variant on character creation, to enable you to generate these notable figures - and perhaps even play them as a critical moment in dynastic history is played out. Special dynastic life event tables are provided, and the character may also use the appropriate ones for the career(s) that he has chosen to pursue. Perhaps these characters could be scions of different dynasties thrown together by some quirk of fate or design... or they might hail from the same dynasty and be in competition to become its next leader. Plenty of potential here for novel campaigns and adventures!
The final chapter, Roleplaying Traveller: Dynasty, looks at a whole raft of ideas about how you can incorporate the material in this book into your game. It includes ideas for adventures, and a collection of ready-made dynasties which serve as good examples or which can pop up as rivals, allies or enemies to your own or player-generated dynasties.
This can be classed as a game-changer: it widens the whole scope of Traveller from the individual character to larger groups which can occupy centre stage or mutter along in the background as you choose. There is plenty of potential here to add an epic dimension to your game... and like most things Traveller, much of it can occupy spare time when you are not actually role-playing if you fancy creating dynasties and using the rules to model their growth, conflict and eventual decline (or triumph) by yourself!
This book takes a look at a long-neglected aspect of Traveller which is, after all, a space exploration game: the creatures that you may encounter on other worlds. If you take the premise that life has developed on multiple planets (which given the sheer number of 'habitable' ones is pretty obvious), that life is not going to be identical wherever you go. Indeed, having exotic (to our eyes) lifeforms is part of the 'otherness' of visiting different planets during the course of your game - and if so inclined you can weave them into your plotline, anything from specimen-collecting or hunting trips to being attacked by some savage beast you didn't even know existed.
When not playing engineers or the ship's chef, I quite often play a 'xenobiologist' whose very reason for being out in the black is to study the flora and fauna on the worlds he visits. If your game is one about exploration or colonisation, you are going to need to know about the creatures on the planets you investigate. Even if your game involves trade, or war, or going for a holiday, it may become important. Robert Heinlein, in his book Tunnel in the Sky gives a wonderful example when a survival instructor says "Beware of the stobor". His students spend ages looking for a stobor before they realise that it's not an actual creature but the concept of an unknown animal that might well be dangerous that they are being warned about!
The introduction begins with a discussion of what an 'animal' is and how animals behave... they are not cute, furry, people! Animals react to circumstances, they are not sentient, and respond to scary situations with a flight or fight response rather than a reasoned one. As general points of animal psychology are discussed, ways in which to make use of them within your game are suggested in a neat and useful manner.
Next comes A Walk on the Wild Side, a chapter which provides a comprehensive animal creation system. Based on a series of tables in typical Traveller fashion, it is designed to enable you to create believeable alien animals with little effort, complete with all that you need to use them in play. Animals evolve to fill particular niches, so you need to decide early on in the process what sort of terrain your creature will be found in - this may, of course, be dictated by other aspects of the adventure you are planning. The creature will fall into one of several classifications (avian, reptile, insect, mammal, and so on), and will have appropriate modes of locomotion and behaviours to go along with it. Like many such systems, you can have hours of innocent fun just rolling up animals even if you have no specific use for them right now. Whilst this book is about animals, you do have the option of 'fungals' - now most people lump fungi in with plants rather than animals, but there is certainly biological evidence to view them as a third kingdom, and here they might be able to move around. You can use the same section if you want a few self-mobile plants... why not, this is alien biology we're talking about, after all!
Now, there are lots of interesting things you can do with the animals you create, but this being a role-playing game combat is never far away, so the next chapter is When Animals Attack. It provides numerous tables to allow you to set up animal encounters based on terrain type. Of course, these encounters do not need to involve conflict if that's not what you want. Wherever you plot takes the game, there will be some options for random encounters - or you may choose to set them up in advance as part of your story. This section is also replete with little snippets of ideas and events that add more life to the proceedings - interactions, events and so on, all helping you to create the air of 'otherness' that reminds the players that their characters are not in their home town any more. This is, due to the multitude of options, the largest part of the book.
Finally, The Galactic Menagerie provides an array of ready-designed critters for you to let loose, or at least to serve as examples for your own designs. There are also some charts to allow you to modify creatures depending on the environment in which they are to be found - so you can have a tropic rain forest or open plains version of a given animal, similar enough that the relationship can be discerned but different enough to be distinct... and of course, fitting in with wherever it is that they live.
Overall, this provides a good and comprehensive if mechanistic way to come up with animals to be found on all those worlds that are out there for your Travellers to explore. A few examples of how to take a creature from fiction and slot it in to the system, so that you can generate the essential statistics to use it in your game, would have been a useful addition... and I do wonder what they all taste like and how you cook them!
Role-playing any aspect of war is always a bit tricky, but good opportunities are provided by spies and saboteurs, who operate independently in small groups - just like the average party of characters - and generally get into enough danger and excitement to keep any player happy! Some may find World War 2 just a little bit recent, you may have parents or grandparents who were caught up in it, but if that's not an issue for you and your group the exploits of the Special Operations Executive (SOE) and the Office of Strategic Services (OSS) behind enemy lines in Europe ought to keep you busy.
The Introduction provides some background about the formation of the British SOE and the American OSS, and leads into the first chapter, The War Against Fascist Tyranny, which summarises the events leading up to the war between Nazi Germany and the Allies and then major events of the war in Europe and Africa with the aim of providing a backdrop against which your campaign can be played out. This account runs right through to the final German surrender in 1945, so you can pick your date knowing what happened before it... and what ought to happen next, provided the party's actions don't change anything major, that is. Always the problem when you mess with real history!
Next is The Nations of Europe, which explains the position of each nation - belligerent, conquered, or neutral - as they were in mid-1941, which is when the SOE began clandestine operations. (America did not join the war until the end of 1941, but was already laying groundwork and forming the OSS in anticipation of becoming involved.) There are notes on both offical government positions and those who sympathised with either the Allies or the Nazis, many of whom formed 'resistance' movements. Espionage was, of course, rife with 'neutral' countries such as Portugal being prime targets for both sides.
Then on to the meat of the matter with the chapter SOE and OSS: The Clandestine War. Interestingly both men and women were recruited and participated in missions behind enemy lines, thus leaving it open to players to choose male or female characters without restrictions. This chapter covers training and the dangers that they faced in the field - and how to avoid them. Details of the various organisations arrayed against them are also given - this part in particular lurches a rather ungainly path between what the average SOE/OSS operator would know and bits which are GM-only information.
Background established, we then move on to the all-important Creating a Special Ops Hero. The game uses a custom game mechanic, the One-10 System, in which a single d10 is required for play. Each character has Attributes (Intelligence, Perception, Charisma, Strength, Agility and Stamina) on a 1-5 scale, derived by an elegant mixture of point-buy and die-roll. There are various derived Attributes as well, which you can work out once you have the main ones sorted. Characters are assumed to start at age 21, by which time they will already have got some training and/or experience under their belts. If they want to be older, they will have more skill points to play with. There are no 'character classes' in this system, a character is defined by his skills, from which there is an extensive list to choose using a point-buy system. There's also an option to have a 'tradecraft' package of skills reflecting what is learned in SOE/OSS training. Character background becomes important too, letting you understand which countries the characters is familiar with and which languages he speaks. Modifications can be gained from a system of Qualities and Quirks that is well-designed. Throughout, there are little comments from the author about why he chose to set up the mechanics in particular ways, quite illuminating and evidence of the clear and coherent thought that went into the system. In deciding what your character is like, remember that a fit young male really ought to be in the military, wandering around behind enemy lines posing as a civilian may raise questions from the outset. As an aside, I knew an SOE agent who looked and acted as if he was really stupid - he actually was a very smart man - a wonderful cover for clandestine operations!
Now that you have a character, how is he played? The next chapter, Using Skills and Attributes, explains just that. To resolve any action, you roll 1d10 and add to it applicable Skill Ratings (the skill you are using plus the controlling Attribute and any other modifiers) against a Task Difficulty Level appropriate to what you are attempting - if you exceed it, you have succeeded. Sometimes it is appropriate to use the Attribute alone, if no skill is relevant (or you don't happen to have the right skill but are giving it a go anyway). There are plenty of examples and explanations to make it all clear; along with explanations of the various skills available. A separate chapter covers Combat, Injury and Healing, which often loom large in a game. Combat is played out in rounds, with each participant going in initiative order - initiative is an inherent quality of each character, rather than something you roll when a brawl breaks out. Damage depends on the weapon used, each has a base damage value, but you add however many points your attack total exceeded the Task Difficulty Level (a standard 7) to that, so a spectacularly skillful roll does more damage. Neat. Vehicle chases are also covered here.
This is followed by a chapter on Equipping Your Hero, which most concentrates on weapons and other items useful for conducting clandestine operations... including, of course, that used by Axis forces that might be acquired during the course of a mission. Next is a collection of NPCs in the Common Foes and Allies chapter, all ready for use, and six fully-detailed pre-generated characters for those who want to jump straight in to the last part of the book, an adventure entitled The Spanish General.
This work combines an elegant game mechanic with a coherent and well-presented setting for which you should be able to find inspiration from both history and popular fiction in books and on the screen.
It's surprising how little the Three Musketeers appear in role-playing games - there's really only Flashing Blades from Fantasy Games Unlimited that is actually focussed on them before this one - despite the innumerable films and the odd TV show based on their exploits. So it's good to have the opportunity to swash one's buckle in early 17th century France again.
The Introduction begins with some notes on Alexandre Dumas and the novel The Three Musketeers that began it all, including the interesting point that it actually had some basis in reality! At least, as far as anyone knows, the people on whom Athos, Porthos, Aramis et al. were based are largely undocumented.
Unlike many games, the first part of the book is devoted to setting the scene in considerable detail - the nuts and bolts of the game mechanics (an original system invented by the author) come later. History is all about people so we start with a copious list of Notable Characters, some real and some fictional, but most if not all of them appearing within the pages of the novel itself. Despite the mechanics section coming later, each one is provided with a stat block so if the characters encounter them you have everything you need to bring them to life in the game. The detail is quite extensive, in a game of intrigue the GM might wish to restrict players from reading this section completely.
The next chapter, France in 1625, continues the scene-setting with some historical, political and social information. It also explains the nobility (including how to become one or enter into noble service) and even discusses the French orders of knighthood that were around at the time. Economics and the lower classes are not ignored and a magnificiently-detailed timeline runs in sidebars providing a good overview of recent events. There's also information on religion and justice, and on the provinces of France, complete with some useful maps. Then the vital stuff: duelling and a certain organisation called the King's Musketeers... and their rivals, the Cardinal's Guards, as well as the rest of the French army.
Then comes a look at Paris, likely to be a nodal point in your game irrespective of where individual adventures might take the party. There's an overview, which gives a good general feel to the place, followed by greater details of notable locations, supported by a map - a reproduction of an actual map of 1615, by the way.
For those who want to go further afield, the next chapter Beyond the Borders provides ample details about the lands neighbouring France and their rulers, who were often embroiled in intrigues that might have some impact on our budding Musketeers. There's another useful map that shows the multiplicity of states of the times.
Next we reach the actual rules, beginning with Gallant Heroes, which covers character creation. With a view to at least a measure of historical accuracy, players are enjoined to select skills appropriate to their character's social station and those who wish to play female characters are reminded of the constraints of the time under which ladies operated - and suggests ways in which a female character can operate successfully within them (or circumvent them) so as to have an enjoyable experience and make a worthy contribution to the game without destroying historical accuracy.
So, to the system itself, which as already mentioned is a custom one in which a player need have but one d10 to play. Each character has Attributes (Intelligence, Perception, Charisma, Strength, Agility and Stamina) on a 1-5 scale, derived by an elegant mixture of point-buy and die-roll. There are various derived Attributes as well, which you can work out once you have the main ones sorted. Characters are assumed to start at age 19, by which time they will already have got some training and/or experience under their belts. If they want to be older, they will have more skill points to play with. Things like prosperity rating, social class and even handedness (quite important to a fencer) also have to be determined - either by die roll or by negotiation with the GM. There are no 'character classes' in this system, a character is defined by his skills, from which there is an extensive list to choose using a point-buy system. Modifications can be gained from a system of Qualities and Quirks that is well-designed. Throughout, there are little comments from the author about why he chose to set up the mechanics in particular ways, quite illuminating and evidence of the clear and coherent thought that went into the system.
Now that you have a character, how is he played? The next chapter, Using Skills and Attributes, explains just that. To resolve any action, you roll 1d10 and add to it applicable Skill Ratings (the skill you are using plus the controlling Attribute and any other modifiers) against a Task Difficulty Level appropriate to what you are attempting - if you exceed it, you have succeeded. Sometimes it is appropriate to use the Attribute alone, if no skill is relevant (or you don't happen to have the right skill but are giving it a go anyway). There are plenty of examples and explanations to make it all clear; along with explanations of the various skills available. A separate chapter covers Combat, Injury and Healing, which often loom large in a game. Combat is played out in rounds, with each participant going in initiative order - initiative is an inherent quality of each character, rather than something you roll when a brawl breaks out. Damage depends on the weapon used, each has a base damage value, but you add however many points your attack total exceeded the Task Difficulty Level (a standard 7) to that, so a spectacularly skillful roll does more damage. Neat.
Character built, it's time to go shopping with the next chapter Equipping the Adventuring Hero. Money has been abstracted via the concept of a Prosperity Level, so there's little bookkeeping to do - each item has a Cost Rating and only if that exceeds your Prosperity Level do you need to worry, you can then roll to see if you can actually afford it (or try out your Bargaining skill to bring the price down). Weapons, armour, clothing, horses and the cost of living are all covered, and there's enough information about actual cash money for those who want to get into more detail. This is followed by Common Foes and Allies, a collection of 'generic' NPCs to be used as and when required.
The final chapters turn to adventure, with Thrilling Exploits and Escapades, an entire adventure to get your game off to a flying start. If you are eager to jump right in, some pre-generated characters are included. There's plenty of detail and advice on both role-playing NPCs and applying game mechanics to help you get to grips with the system. This is followed by Further Deeds of Daring and Peril, which provides three follow-up adventures to get the campaign rolling. The book rounds up with a note on further adventures, sources of inspiration, useful charts and tables and a character sheet.
This is a well-considered and elegant game that has caught the whole feel of the Three Musketeers well. If you like this particular genre, add this to your collection.
Described as "A Referee's Essential Lifeline", this work is primarily aimed at the referee who doesn't have the time or inclination to prepare detailed adventures or campaigns of their own but who does want something other than a published adventure to run. The Introduction refers rather rudely to 'lazy' referees, but backpedals to include those whose real-world commitments intrude on game prep time as well. Even those who do like creating their own material can benefit - the well-spring of ideas may come up blank or they may need something in a hurry when (as is quite often the case) their carefully-prepared plot does not survive its first encounter with the players!
Two main campaign types are presented: the Automatic and the Semi-Automatic. An Automatic Campaign is almost self-generating, using the tables provided to give the characters things to do and complications to contend with. A Semi-Automatic campaign requires a little more input from the referee. Whatever you decide upon, you'll need a sub-sector to let the party loose in: either roll one up using the rules in the core rulebook or use one of the published ones.
The first section deals with the Automatic Campaign, which is handled via a sort of flowchart. This begins with the characters on a planet, seeking work. Once found, they make any necessary preparations then set off to wherever they need to be - possibly on another planet entirely - to do the job. When they get to their destination, they undertake the task, and then travel back again. At every opportunity, both planetside and travelling, there are options for random events - not necessarily connected to the task at hand - to occur; and once everything's over and done with, the party can rest and relax before the whole cycle begins again. There's a selection of random missions for you to use, or of course you can turn to 760 Patrons or the adventure suggestions in other supplements, depending on what you have available.
The next section, Planetside Events, provides copious events that can take place anything the characters are planetside. Using the above flowchart, they could be job hunting, preparing, travelling or even resting when one of these events occurs. Layered tables provide countless opportunities in both urban and rural settings. A few might be ignored by the party but most demand a response. Naturally, as in any such random system, you are free to choose the option that appeals most if you prefer - or if you really don't like what the dice rolled for you. There's even an option for unleashing a zombie apocalypse, complete with suggestions for alternative names for the 'zombies' as many players may baulk at the term. There are also a series of complications to be used when the party has found (or think they have) the patron or service for which they are looking.
This is followed by a Space Events section, which covers both things that might be encountered when travelling in the black and events that might take place on the ship in which the party is travelling. Again, there's plenty and enough here to make whole adventures of their own from, never mind being incidents occuring when the party is trying to do something else.
This is followed by a Life Events section: there's nothing like making the event personal to one or more members of the party. This is a shorter, but nonetheless potent section of the book. Really devious referees will also make use of characters' backstories to weave people and events from their past into whatever's going on.
The next section, Hooks, is rather interesting. It looks at ways other than a patron encounter to get the adventure rolling by bringing it to them rather than their going out to find it. Something to be used sparingly or players are liable to get fed up with the lack of perceived control they have over their characters' actions.
Then comes Campaign Generation, a detailed discourse on adventure design in general, and about adding depth and complexity to what is going on. It starts off by defining most Traveller adventures as being journeys or exploration. The journey is the classic patron-led adventure where the party has to go somewhere and do something to get paid (or gain some other award), the exploration is generally more character-led as they poke around a location - anything from a single place on a planet to an entire sub-sector - to see what they can find or in pursuit of some other end. All manner of conflicts, complications, time constraints and other things can then be stirred into the mix. It then moves on to discuss tips for referees, such as setting the tone and mood for the adventure. This section's advice is useful for those who like to write their own adventures or those starting with the Automatic Campaign system but wanting to inject a bit more originality into it.
Next is a section on World Building which talks about the creation of cities, villages and wilderness areas from scratch. Samples are provided in an appendix. There's a vast number of options here, many of which set potentials for adventure or provide a dynamic backdrop which may or may not affect what the party is up to but does give the feeling that there's a lot going on irrespective of what they are doing, a good way to build a feeling of reality into your game.
This is followed by a section on Investigation, a popular type of adventure. Whether it's a murder or other crime to solve or something else to uncover, there are some standard processes involved. Unlike the rest of the book, this section is more guidelines than tools for random(ish) generation: if you want to run an investigation you need to know what's really going on and supply appropriate clues to enable the party to find out.
Finally there's a copious collection of random events for just about every situation: things happening during a foot chase, graffiti on a wall, items on a table, random rooms, health events (even characters catch a cold!)... even one for what's on TV! Never be stumped again when the party asks an unexpected question. There are also some sample maps for different locations and a massive Appendix with ready-made examples of places and people to use as you see fit.
This is possibly the most comprehensive GM resource I've seen. Just about every section left me wanting to comment that it would be worth getting the book for that section alone. Whether you really are the lazy or time-strapped referee it's supposedly for or you have plenty of time to create adventures, you'll find this of interest and use as you spawn adventures ready for your next game. Unless you are really good at detail off the cuff, though, do the planning in advance... but this book will make it so much quicker and easier!
This is an exciting new move for Traveller, the addition of 'cyberpunk'-style augmentation to the human (or indeed alien) body. Eminently sensible, too, it is likely that such modifications will be possible by the far future.
The Introduction looks at how the concept has changed over the years, with some of what early cyberpunk authors (in fiction as well as in games) imagined has been modified or even superseded by real-world developments (compare the modern World Wide Web with William Gibson's ideas about computer networks and hacking - or as he called it, decking... I still treasure an autographed copy of one of his books addressing me as a 'fellow decker'!), whilst other things imagined have yet to come to pass. The intention with this book, however, is to re-create some of the 1980s cyberpunk feel, especially in the rules and ideas presented for computing and cyberspace, and to enable some of the wilder comic-book concepts regarding enhancement and augmention when it comes to cybernetics. So the book comes in two parts: cybernetics and cyberspace, and it is up to individual referees to decide which (if any) of the material herein applies in their universe.
First up, Character Creation. This is aimed primarily at those who want their characters to already have cybernetic augmentations perhaps from an early stage in their pre-game career. So it presents a number of careers and options based on a character having cybernetic parts from the outset (or installed as he starts out in his chosen career, anyway) so that by the time he is ready for play the cybernetics really are a part of him. There's everything from super spies to ultimate fighting machines, but also more 'ordinary' characters who may have grown up in a society where cybernetics are the norm and even office workers have augmentations... and a wholly new career of 'cybenet', those who live and breathe the online life. The noble options are quite fun too, and even psions get a look-in.
OK, so vague table entries about enhancement are not enough. The next section, Before the Chrome, addresses that, beginning with a definition of cybernetics as the interface between organic systems and synthetic ones, anything from an artificial limb to full-blown cyborgs, enhancements and augmentations. There are four reasons why a character might have such cybernetics: because they're fashionable, through medical necessity, to serve the needs of a particular task or job, or because he lives in a society where cybernetics are all-pervasive and everybody has them. Such societies are unusual, and unlikely to be found lower that Tech Level 13; but they could be interesting places to visit! However, from TL 8 or so you can get like-for-like cybernetics, say a hand that works almost as well as your meat one did, but from TL 10 and above you will find spare parts that work better than whatever they replace. At TL 13 it is possible to transplant a living brain into a completely artificial body. There's plenty detail here about what you can get, how it's installed and how the Tech Level affects the quality and performance of your new parts. It also talks about traumatic needs - Traveller damage is normally expressed in terms of your Strength, Dexterity and Endurance rather than in actual damage to specific parts of the anatomy - and the disadvantages as well as the advantages of replacing part of your body.
This section ends with a brief note about biotechnology as opposed to mechanical spare parts, and then we move on to chapters looking at specific areas of the body and what you can get: limbs, body and head augmentations, a section on Chrome, Chips and Plug-Ins and finally weapons. If you cannot find what you need here, your imagination is working overtime... in each case, the biotech equivalent is mentioned although the main focus is mechanical. It's very human-centric, so if your Vargr has lost his tail there isn't a specific spare part for him although it should be quite straightforward to work from the examples here to come up with what he needs.
The second, and smaller, part of the book deals with Cyberspace. The significant difference between this and regular computing as you and I know it today is that it provides ways to visualise what is going on out there between your computer and the website or data store that you are accessing. This creates an interactive environment which can, of course, be manipulated... for good or evil depends in the main on your point of view. If you enjoy the 'netrunning' of the cyberpunk genre (for example as done in Cyberpunk, CyberSpace or Shadowrun) then this will be for you. If you are happier with more realistic hacking you may still find some of the mechanics useful even if you do not want the imagery.
The final section, Patrons, provides a number of potential patrons who can offer a party employment that in some way involves cybernetics. They all come in standard patron encounter format complete with six possible outcomes/twists, roll a D6 or pick whatever takes your fancy. Ideal if you need a quick adventure idea and several do not require the characters themselves to be 'cybered-up' to take the job... so you could even use them as a prelude to introducing material from this book into your game.
Cybernetics won't be for everyone, but if you do like the idea it's one way to make your Traveller universe a lot more than ordinary people who just happen to have access to FTL starships! Certainly worth a look...
Designed to replace Supplement 5: Civilian Vehicles and Supplement 6: Military Vehicles, this work presents a far slicker and more streamlined vehicle design system that can create virtually any planetside vehicle you care to name swiftly and efficiently. The idea is that it should be used for those vehicles that characters can interact with - you can drive a car or a truck, ride a bicycle, and so on - but the more massive ones like air craft carriers, cruise liners and supertankers ought to be regarded as scenery rather than designed to this level of detail. Perhaps not true to the 'gearhead' approach so beloved of Traveller players, but it is a viable option: design to an appropriate level of detail.
The first chapter is entitled Crash Course in Vehicle Design. This provides an overview of the vehicle design system. You start by determining three things: the Tech Level of the proposed vehicle, its chassis type and the number of spaces. The chassis type tells you what sort of vehicle it is, and the number of spaces determines how big it is - each 'space' being sufficient to transport a regular-sized human (or equivalent from an alien race, of course). After that, it is merely a case of applying modifications to describe the precise vehicle you are after. The modifications can, of course, include armour and weapons if you intend it to be a military vehicle.
A template is provided for recording your design, and this is followed by a whole bunch of rules to cover every aspect imaginable - animal-powered vehicles, sailboats, aircraft and more. Each vehicle has a 'shipping size' which is the notional amount of room they need when being transported on a starship. There's an abstraction for calculating the mass of a vehicle for those occasions when it might become important, as it isn't otherwise factored in to the design system.
Next comes more detailed information on each chassis type available, starting with bicycle, rickshaw, wagon and cart which are lumped together as animal/human powered wheeled vehicles. Then you get non-powered boats and ships (rowing boats and sailing ships), balloons, then light ground vehicles (motorbikes, cars and pick-up trucks) and then heavy ground vehicles (trucks and tanks, stuff like that). Trains have their own category, but other ground vehicles can be modified to travel on rails as well. Next are hovercraft, grav vehicles and helicopters, each subdivided into heavy and light versions, and so it goes on... airships, light and heavy aircraft, light and heavy jets, light and heavy aerodynes, and then on to walkers, ships and submersibles.
The next section looks at Adding Armour and Weapons to your vehicle. Everything has a base armour rating (a function of tech level and chassis) but depending on the use to which you want to put it, you might want more. Traveller players being Traveller players, they are also likely to want weapons so there's plenty of detail about different types, how they are mounted and auxillary things like fire control systems... This is followed by a neat section of Universal Modifications, which abstracts out things like wanting an exceptionally fast vehicle for its type and lets you add that without needing to provide a wealth of detail about how. Or you might want an autopilot, or an open top... the possibilities are quite vast. Communications, accommodation and other modifications fit in here as well.
Next comes Battle Dress. If you want to have a massive suit of powered armour, this is where you come to design it in all its glory. There are options for weapons and other systems, defence mechanisms and more.
This is followed by some Vehicle Design Examples to show you the system in action. These explain how they have been derived as well as presenting you with the finished article and, of course, its statistics. There's a good selection here, including old favourites like the air/raft, ranging from low to high tech levels and modes of operation. If you're not inclined to get to grips with the design system, you'll probably find something to suit your needs here. They are roughly grouped by use (civilian or military) and type (aircraft, ground vehicles, etc.), and this is the largest section of the book.
Finally, there are specialised listings of vehicles used by the various Third Imperium races and in specific locations or settings available within Mongoose Traveller. So if you play Judge Dredd, you can have a Lawmaster (if you can get it to work) created using this vehicle design system, along with a range of other iconic vehicles from Mega-City One; likewise there are vehicles specifically designed for Strontium Dog and Hammer's Slammers.
Overall it is an elegant vehicle design system and filled with a wealth of examples this book should prove a useful if not essential resource for all Traveller games.
A mysterious forest, legends about an evil soceress who vanished completely but might now be coming back... is this enough to get your party to go and investigate? If not, perhaps they just happen to be travelling through the forest or have been hired to check the place out - a few hooks such as these are provided but in essence the adventure begins when the party enters the forest, no matter how they got there. Just where the forest might be located is left to you as well - it may even not be in Midgard if you are not using that setting.
A brief Adventure Background lets you know a little about what is going on, and then we're off, beginning with an encounter with a treant with obscure motives, but who could be quite helpful if handled the right way. If the party are there by chance, however, this encounter might prove rather baffling as the treant assumes they know what's going on! Fortunately, if the characters are too puzzled, other forest denizens have been provided who have a good understanding of the situation and are prepared to help out - indeed it's suggested that you use them to keep the plot flowing if it stalls due to the party being unsure about what they ought to be doing.
This is a location-based quest adventure. Each location is described and the events or encounteres associated with them given in detail, along with applicable monster stats. Interestingly, many enounters are with creatures subtly modified from 'book standard' to suit the shadow fey feel, stirges that can hide in shadow and the like. There are some nice illustrations embedded in the text and, in a neat move, they are provided in an 'Art and Maps' appendix if you like to show your players what their characters see.
The assumption is made that the characters will seek to prevent the Dusk Queen (as the evil sorceress terms herself) from making a return to her former power: in this case there's a fine cinematic end-battle to be had. The 'Art and Maps' section not only provides a one-page floor plan of the setting, there's also a full sectional battlemap for those who want to use miniatures or pawns for the climactic brawl. And there's a little hint about things to come in the promise of a sequel to this adventure...
This is a well-presented scenario, a little forced in the assumptions made about what the characters will do perhaps, but enjoyable nevertheless - and if the threat posed is presented well and the eerie menace of the setting played up, successful characters should have a feeling of real accomplishment, of having prevented a genuine menance developing in the area.
However much you may spend your time out in the black, sometimes you need to go planetside and once there you may want to get around. If your purposes are military in nature, or you have a need to protect yourself, this book ought to be of use. It contains a detailed vehicle development system and a selection of pre-made vehicles from which you can choose whatever best suits your purposes.
The vehicle design system takes you step-by-step through the process. All vehicles in this book have been designed using this system, and it is suggested that if you want to use vehicles from the core rulebook you find the versions in here and use them instead. It's identical to the design process presented in Supplement 5: Civilian Vehicles but with a greater emphasis on things like armour and weapons, naturally, and with the numerous examples referring to military vehicles rather than civilian ones. Choices will be limited by Tech Level and by the intended function of the vehicle that you are designing.
If you'd rather pick a pre-made design, there are plenty to choose from, neatly organised into various categories: aircraft, grav vehicles, hybrids (which can operate in more than one terrain type, e.g. amphibious vehicles that can travel on land or in water), land vehicles, walkers, and watercraft. Grav vehicles are available from TL8, most of the others are available from TL1 through TL9-10... at higher levels most people use grav technology wherever they are trying to go. Each vehicle is presented with a brief description, a full set of statistics and in most cases an illustration as well. Naturally, these are fairly generic examples: if you like to use manufacturer names and models in your descriptions you will need to come up with those for yourself.
As you'd expect, these are all vehicles designed for combat - even the motorbike example has machine guns the rider can fire - and so might be of particular interest to mercenary groups equipping themselves for planetside tickets, or to those working out what vehicles may be used by the armed forces (and perhaps law enforcement) on a given planet. Like Supplement 5: Civilian Vehicles it's useful both if the party needs a particular mode of transportation or if you like to put real detail into the vehicles that they encounter during their travels. Sometimes a leather personnel carrier (i.e. your boot) is not enough, with this book you can ride in style to give battle.
Previous supplements have provided an abundance of spacecraft of all sizes, shapes and uses: now it is the turn of planetary transportation. This book presents nearly a hundred vehicles of various kinds that the party might use planetside, and if none is right for your needs there's a vehicle design system to let you create your own. The same system has been used to create the pre-made ones presented here, which include some from the core rulebook which have been done over with this system. It's recommended that you use these rather than the original versions, although the differences are not that great.
The different types of vehicle addressed are aircraft, grav vehicles, hybrid (i.e. multi-terrain) vehicles, land vehicles, walkers and watercraft. Most listings go up to Tech Level 9 or 10, whilst the grav vehicle ones start at TL8 - after all, if you have grav technology, you do not need to be too concerned about the surface over which you are travelling and will only want specialised vehicles for different terrains for sport/leisure use or when you have an extremely specific need best met by other than a grav vehicle.
First of all, however, the design process is laid out in detail. Like most Traveller design processes, it's something you go through step by step making various choices. It's all very clear and leaves you with a clear understanding of how planetside vehicles are defined - thus equipping you to comprehend each of the ones presented later, even if you do not want to create your own. If you do, of course, you now have the tools you need!
The collection of pre-made vehicles follows, each laid out in a standard format which begins with a brief description of its nature, appearance and uses followed by its statistics and usually a sketch. The range is wide, but generic - if you want different makes or brands of motorcycles, say, you will need to modify the single basic one to suit your needs. Familiar standbys like the air/raft appear, as well as vehicles from present and past (even a gypsy-style wagon). Aircraft include dirigibles and helicopters as well as prop-driven and jet aeroplanes, with canoes and submarines rounding out the watercraft section.
You might be questioning the need for such detail - well, it all depends on what you want to do in your game. If planetside transportation becomes significant, you need to know... I still recall a game some 30 years ago which involved a madcap rush across a planet to escape a revolution. All the party could find was an internal combustion land vehicle much like a contemporary car... and all we could muster skillswise was Jack-of-All-Trades 1 and a willingness to try to drive! Yet that low-tech game is still a stand-out memory of all the Traveller games I've ever played, including the scream from one player that brought around the heads of an entire convention hall, and of course the numerous retellings in bars thereafter. You may not be planning anything of that nature, but it illustrates just how wide a range of activities, and resources, a Traveller game can encompass. So even if you don't think you need such detail now, there may come a day... It all adds to the realism of your alternate reality if you can, when necessary, drill down to this level.
And yes, I was the player with J-o-T 1 and more courage than sense.


text:
Dr. Sylvia Santos-Ocampo Angtuaco is an Associate Professor of Pediatric Cardiology at the University of Arkansas for Medical Sciences (UAMS) at Arkansas Children's Hospital.
Dr. Angtuaco, a native of Manila, Philippines, received her BS in Biology, summa cum laude from the University of the Philippines. She obtained her Medical Doctorate at Brown University Program in Medicine in Rhode Island. She completed her internship and residency in Pediatrics at Yale University, Yale-New Haven Hospital. She then trained as a Fellow in Pediatric Cardiology at Washington University School of Medicine at St. Louis Children's Hospital and as a Senior Fellow in Pediatric Cardiology at The Children's Hospital, Boston, Massachusetts.
Dr. Angtuaco has been a member of the Heart Center Team at UAMS/ACH since 1996. She is board certified with the American Board of Pediatrics, its Sub-board of Pediatric Cardiology, and the National Board of Medical Examiners. She is bilingual in English and Filipino/Tagalog. Her clinical interest is in echocardiography, especially 3-D, and is a member of the American Society of Echocardiography and the Society of Pediatric Echocardiography.
Call Us: 501-364-1100 or TDD 501-364-1184

subset: commoncrawl


text:
The Saudi Arabian Monetary Agency (SAMA) said yesterday that the Kingdom is not facing a liquidity problem.
In a statement broadcast on Saudi TV, Deputy Governor Dr. Mohammed Al-Jasser said that SAMA has the capacity and means to deal with any liquidity issues that might arise and stands ready to provide sufficient liquidity if needed.
Al-Jasser noted that the economy has continued to grow and that deposits have increased by 22 percent in the first eight months of 2008 compared to the previous year. He also stressed that deposits in Saudi banks are safe.
The Saudi central bank continues to monitor the situation closely, he added.


text:
Is there any differences, pros or cons between the two? I am going to buy Visual Studio and just want to be sure which one will work the best and have the most support going forward. I I am guessing Visual Studio 2010 but just want to be sure. Oh and will I need the professional version or will standard work fine? Please keep in mind that I am a beginner. Thank you!
Go with 2010. I don't know any reason you'd pick 2008 over 2010 if you're developing with ArcGIS 10.
VS2010 adds support for .Net 4.0, so if you what to use new .Net 4.0 features in other projects choose VS2010. But for ArcGIS 10 projects you are forces to use .Net 3.5, so for those projects it does not matter right now. Place a vote here if you want ArcGIS to use .Net 4.0
VS 2010 so long you use the .net 3.5 framework. Both Standard and Pro will work (although the installer for the ArcObjects SDK check for VS 2008) Only VS 2010 Express is not supported only 2008 Express.
VS 2010 is better in almost all areas. The only advantage I can think of for VS 2008 is that the ArcGIS Mobile Toolbox has not been updated to work with VS 2010. You can still write ArcGIS Mobile apps in 2010, but it will be more difficult without the toolbox.
The only reason I would suggest that you go for VS 2008, is that VS 2008 comes with Microsoft's Document Explorer. This has a dynamic Index.
VS 2010 comes with the new Microsoft Help Viewer. This does not have a Dynamic Index.
Searching for things in the SDK help is a pain, if you have only VS 2010
Ideally you want to use VS 2010 with ArcGIS 10, BUT if you are developing mobile apps using ArcGIS Mobile 10, you will have to use 2008.
Visual Studio 2010 does not support mobile application development for versions of Windows Phone prior to Windows Phone OS 7.0. Mobile application development is still supported in earlier versions of Visual Studio, such as Visual Studio 2008. http://msdn.microsoft.com/en-us/library/sa69he4t.aspx


text:
BATON ROUGE – LSU junior defensive back Jalen Mills was one of 42 players across the nation chosen to the 2014 Lott IMPACT Trophy Watch List, the Pacific Club IMPACT Foundation announced.
Click here for the original story.
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For example: in the story Star Wars, you have the story Darth Vader. In the second movie, a plot twist reveals Darth Vader as Lukes father. At the end of third, he then undergoes _ where he kills the emperor and saves Luke. What is blank? I believe the term is redemption, but is there a different literary term?
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If a character makes up for past bad actions by some outstanding effort, redemption, "the act of redeeming" or "salvation from sin" probably is among the most suitable terms. Repentance, "A feeling of regret or remorse for doing wrong or sinning" is a related term.
Absolution, suggested by Irene, is of similar tone: "An absolving, or setting free from guilt, sin, or penalty; forgiveness of an offense", but of course involves another agent, while one can repent or redeem oneself without aid.
Even within fiction, thoroughgoing changes such as redemption or absolution of a bad person may be hard to believe. To avoid implausibility, authors usually settle for lesser breakthroughs among their characters. A character may have an epiphany, "An illuminating realization or discovery, often resulting in a personal feeling of elation, awe, or wonder" during a story's dénouement. The Characterization article in wikipedia notes:
Dénouement is a term for the portion of the story within which such character changes as you ask about occur. wiktionary cites Henrik Ibsen:
On the same topic, wikipedia comments:
In short, some of the relevant literary terms are epiphany, falling action, dénouement, and catharsis.
By killing the Emperor and saving Luke, Vader has made atonement.
Another term you can use for this situation is absolution.
The verb form for redemption is pretty straightforrwad. Instead of
it should rather be


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Proposed Bylaws! Read this over; modify it according to your desires and judgement; fix typos, fill in blanks, and rephrase (with particular attention to the italicized bits).
Let's keep any actual discussion on the discussion page, since we've got one, instead of marking up the text of the proposed Bylaws with comments or questions.
One thing that should be discussed is the scope of the bylaws. There are good arguments to be made that they should be as small as possible, and limit us as little as possible, within what's legal. That's pretty much the direction we've taken in getting this far; if you have arguments for a more comprehensive set of bylaws let's hear them.
2008-05-20: We hacked them up a bit but became dispirited and halted in the middle. Please help! Save the kittens. Edit the bylaws. In particular the Membership bits are duplicated with varying degrees of specificity. I left a line in between the two sections we were attempting to combine.
Some of the things that need work:
- Name - Current discussion over email seems to be favor Noisebridge or Noise Bridge rather than Noisebridge Research, once it's decided, fix everywhere
- Clarification of what members vote on vs. what powers reside solely with the board. We have some conflicting paragraphs
- Clarification of how voting works. consensus, majority, somewhere in between, related issues
- I think funny is ok, as long as we make sure it doesn't cause enforceability problems, i.e. throwing in a rule that prohibits feeding more than one officer to wild yetis on a full moon is fine, because this language would have no relevance to any situation that doesn't involve feeding plural officers to cryptids. On the other hand, a rule requiring human sacrifice to cthulhu in order to nominate a board member would be a problem, since it has bearing any time someone gets nominated.
- sections need consistent numbering, internal references need to be fixed to point to the correct section numbers.
- many areas can probably be simplified


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I have an text box where I search in an list, to get the values. Then is shows the name in an list box. Now when I press an button named "Make Changes", I would like the values from the list box to be shows in text boxes, on another webpart. There I then can upate the values.
I have looked on "Connectable Webparts", but i cant make it work. Can somebody maybe help me?


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Is there anything in scripture (or even private revelation to the saints) which says that near the end of the world, the world as a whole will come to accept abortion as morally acceptable?
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Nothing specific to abortion, although I wouldn't expect there to be. 2 Timothy 3:1-7 gives us:
Which generally points to people being disobedient, which is probably the closest you'll find. The problem, though, is that people have always been disobedient and rebellious. Before deciding the above fits "today", first try to find a point in history where it wouldn't fit. And indeed, much of this comes down to simply different ethics (meaning: bemoaning people who don't abide the church's edicts) . Moving away from abortion (too divisive to have a constructive discussion), while "modern" values may sometimes seem at odds with Christianity, I for one thinks today's society is heading in a positive direction, not a negative one, with a lot of emphasis on equality and the value of all humans, even (tongue in cheek) those that don't profess and follow Christian beliefs. And even those that do.
Likewise, looking at Luke 21 10-11, 25-26 - we have always been at the mercy of nature. The difference now is that we have much better reporting, measurement and awareness (including awareness of our own harm on the world).
On a more personal note, I don't think obsessing about end of the world prophecy is healthy in a culture. I'd much rather we all got on with living our lives in accordance with our values, and to the greater communal (local and international) good.
So: no, and no.
The idea is based on the following logic:
In Exodus we learn that while Israel resided in Egypt under the oppression of the Pharaoh, God planned to bring a deliverer to His people: Moses. However, when Moses was born, Pharaoh had issued a decree to slay the firstborn sons. Moses was spared from this slaughter by the providence of God, and went on to lead God's people out of Egypt.
In Matthew we learn that Herod sought to prevent the birth of the Christ by slaughtering all male children. Christ was also a Servant of God and a leader to God's people, destined to lead God's elect out of the hand of their enemies.
Some conclude that:
Anyway, take it for what it's worth, but that's the origin.
There is nothing in scripture which makes this statement. As far as private revelation, nothing I know of, however, I do not typically seek out teachings based on private revelation. 2 Peter 1:20-21.
some people think Jesus's words to the weeping women were about abortion.


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Big Book of Motivational Quotes: THGLG: : Kindle Store FREE 8/1 Only! for $0
Hundreds of motivational quotes by famous people that are guaranteed to inspire and delight. No anonymous quotes here and no boring quotes allowed. Here's a few examples:
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man."
- George Bernard Shaw
"I skate to where the puck is going to be, not where it has been."
- Wayne Gretzky
"Your present circumstances don't determine where you can go, they merely determine where you start."
- Nido Qubein
"Great spirits have always encountered violent opposition from mediocre minds. The mediocre mind is incapable of understanding the man who refuses to bow blindly to conventional prejudices and chooses instead to express his opinions courageously and honestly."
- Albert Einstein
Expired: no longer free.


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Greensboro, N.C.- Heading into the final Conference USA series of the season this weekend, Charlotte battled against a tough UNC Greensboro team taking game one 6-1 before falling 13-1 in the night cap. With the doubleheader split, Charlotte improved to 18-25 on the season while the Spartans moved to 21-24 on the season.
Jessie Fennell (Blaine, Tenn./ Grainger HS) led the Niners offensively picking up four hits and plating two runs. Chelsea Lisikatos (Cold Spring, N.Y./ Haldene HS) went 3-6 at the plate with two RBI and two doubles.
Charlotte did all of its damage in the top of the fourth inning of game one putting up six runs on the board and sent 11 Niners to the plate. Samantha Slade (Apex, N.C./ Apex HS) started the inning off with a base knock to right field. Jessica Plemmons (Lexington, N.C./ North Davidson HS) pushed Slade to second on a fielder's choice. Chelsea Ingersoll (Charlotte, N.C./ Butler HS) loaded the bases after being hit by a pitch.
With the bases loaded, Lisikatos doubled in a pair of runs to the right center gap for the first runs of the ball game. Fennell roped a 1-0 pitch back up the middle to score Ingersoll from third. Still with bases loaded, Hayley Lewis (Concord, N.C./ Jay M. Robinson HS) picked up a pair of RBI with a single to right field. Natalie Capone (St. Charles, Ill./ St. Charles North) singled up the middle followed by a Sam Slade double gave the Niners a comfortable 6-0 lead late.
UNCG would get a run back in the bottom of the fifth inning for its only run of the game off back-to-back hits.
The Spartans went on the attack in the night cap posting nine runs before the Niners picked up a hit. UNCG scored four runs in the bottom of the first and five more in the second.
Charlotte's Fennell picked up the team's first hit in the top of the third inning with a base knock to center field.
In the top of the fourth inning, the Niners jumped onto the scoreboard. Lisikatos picked up her second double of the night to start the rally. Back-to-back hits by Courtney Carroll (Clemmons, N.C./ West Forsyth HS) and Fennell plated the first run for the Niners cutting into the deficit, 11-1.
UNCG would post two more runs in the bottom of the third and fourth innings giving the Spartans a 13-1 lead.
Lexi Betancourt (Garner, N.C./ West Johnson HS) picked up the win for the Niners and moved to 17-12 on the season tossing seven innings allowing one run off four hits in game one. Lisikatos picked up the loss, dropping to 0-8 on the season, in the night cap giving up seven runs off five hits in only 1.2 innings. Mackenzie Hauser (Lexington, N.C./ North Davidson HS) pitched in relief allowing six runs off seven hits in the final 2.1 innings.
Charlotte returns home for the final Conference USA series against Marshall on Saturday, April 26. First pitch is scheduled for 12 pm on Saturday.


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What technique(s) can I use to enlarge small digital (raster) image in order to best avoid pixelation? I can print the image and scan at high resolution, but I also want to preserve as close to exact color as I can. I'm happy to hear any technique using any tool or toolset.
I'm sure there are other (better?) alternatives, but S-Spline interpolation creates pretty good-looking images. A quick Google search revealed this tool: PhotoZoom Pro.
Also, here's a lengthy comparison of different interpolation techniques and tools: Digital Photo Interpolation - what is the best image resizing / resampling method?
There are good plugins for that:
I prefer onOne's one. You can try them for some period of time before buying.
Bicubic resize in photoshop works well for me. 110% at a time until it's to the size you require.
The Liquid Rescale plugin for GIMP resizes (smaller, larger, different aspect ratios) images using seam carving which is able to find the least significant lines of a photo and add or remove those lines. Since I don't understand the algorithm very well, I can't explain it, but it essentially lets you resize and/or rescale images without loosing quality.
When scaling in Photoshop, make sure to select "Bicubic Smoother" (best for enlargements). Then you can always run the Unsharp Mask filter over the image to sharpen it up (it will still come out a little blurry).
But honestly if you want to get the best enlargements you can, try the Genuine Fractals plugin (apparently now called "Perfect Resize") from OnOne software. If you are a NAPP member, you get a discount, too.
I've personally had good, usable results over the years using Stairstep Image Size plugin, which AFAIK works with any version of Photoshop.
Taken from the description:
It depends on what you want the image to look like in the end. Do you prefer blurring over "pixelation"? Do you want a balance between the two? Here's a great article at Wikipedia on Image scaling.
What you don't want is to use Nearest Neigbor, because that's the "pixelation" you're talking about.
Paint.NET has Bilinear/Bicubic (Blurred)/Nearest-Neighbor, but if you want other scaling methods, you'll have to look at the other answers.
hqx is good for "Pixel Art", and there's even "Stairstep" which uses the same algorithm in small increments to get the result.


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Any deals on Airbrush equipment? Referred brand that holds up for an Artist?
2 Answers answer
I've always liked paasche. Never could afford my own, but used a friend's.
I've also heard good things about the 'makeup' airbrushes. You should look on craigslist for one to play with before spending money on a new one.
How much do you have to spend is always the next question.
Is this for a hobby, maybe an hour a month? Or a real gig, doing maybe 40 to 60 hours a week?
Are you doing canvas? Cars? Caricatures at the fairground?
We need more input!


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There are tons of programms that help you keep stuff organized, but I have many computers and I need a web app to do that.
I tried Evernote and right now I'm using Microsoft OneNote, the cool thing about the latest is that I can have my files in my SkyDrive storage and access them from anywhere without the need of the program installed on the computer.
Can anyone recommend other options?
EDIT: I don't mean getting files in sync or anything like that, I just want a place to keep track of stuff (like a ToDo list), links I want to read in the near future and stuff like that.
EDIT 2: this is an old question but I just wanted to add that I've been using Trello for a while now and it's been very helpful.


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Lighting & Sound Design
To create exactly the right ambience for your reception, light and sound are essential setting components. Our design members are experts who can transform your space into whatever dramatic effect you are dreaming of--from glamorous and formal, to bubbly and whimsical. Their years of experience mean that on the big day, you and your guests will be truly dazzled.
While we are hard at work researching the best local vendors in your area, please check out our awesome Destination vendors who provide this type of service.
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A Spanish Tapas Feast with Aatxe
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Westwood College Hosts Free Gaming Event
Westwood College is once again bringing together some of the interactive entertainment industrys most accomplished professionals to share their experiences in launching a gaming career, what theyve learned along the way and to discuss the future of the gamingprofession.
This is a full-day event that is free and open to the public. In addition to an afternoon of featured speakers, attendees can play video games and participate in game tournaments. More importantly, attendees will have the opportunity to meet and interact with an impressive list of video game legends.
Space is limited so register now for Westwood Colleges Third Annual Gathering of Video Game Legends
For more information and to register, visit www.Westwood.edu/Gaming
Saturday, June 25, 2011
10 a.m. 4 p.m. PST
Event Schedule:
10:00 a.m. 3:00 p.m.
Demos and video game tournaments
11:30 a.m. - 3:00 p.m.
Legends keynote sessions and panel discussions
3:00 p.m. 4:00 p.m.
5th Annual Westwood College 2D Game Development Competition Awards Ceremony
Westwood College - Anaheim Campus
1551 S. Douglass Road
Anaheim, Calif. 92806
(Across from the Honda Center)
· Harvard Bonin, Senior Producer at Sony Computer Entertainment
· Kevin Brown, Art Development Manager, Sony Computer Entertainment America
· Rusty Buchert, Executive Producer, WhiteMoon Dreams
· John Cooney, Head of Game Development, Armor Games
· Noah Dudley, CCO, Realities Unlimited
· Cecil Kim, Lead Concept Artist, Sony Computer Entertainment
· Dave Fargo Kosak, Game Designer, Blizzard Entertainment
· Tina Kowalewski, Director of External Development, Sony Computer Entertainment America
· Justin Lloyd, Chief Evolutionary Officer and founder, Infinite Monkey Factory
· Daniel McNeely, Team Member, Armor Games
· David Perry, Chief Executive Officer, Gaikai, Inc.
· Bill Roper, Game Designer and Bullet Proof Radio host
· John Say, Founder, Say Design
· Tommy Tallarico, Co-Founder, Video Games Live
· Feargus Urquhart, Chief Executive Officer and Co-Founder, Obsidian Entertainment
· Voldi Way, Tyrannical Overlord and Founder, Way Forward
· Ru Weerasuriya, Vice President of Creative Development and co-founder, Ready at Dawn Studios
Junior Member
Re: Westwood College Hosts Free Gaming Event
Hi, I've just joined the forum and looking to find some useful stuff here but I just wanted to say I was there and it was a really great experience for me!
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Sweet Strawberry Recipes (Slide 1)
(Slide 1 of 30) Start at the beginning | View recipes as list
Recipe: Strawberry Shortcake
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Strawberry Shortcake
Besides succulent fresh, ripe strawberries, the key to a great strawberry shortcake lies in the qual…View slide
Green Salad with Strawberri…
This lively salad captures the essence of early summer with ripe strawberries, chives and baby spina…View slide
Strawberry Sherbet
Buttermilk gives this sherbet tanginess and complements the fresh sweet strawberries. If you prefer …View slide
Strawberry Cream
This chilled strawberry dessert gets creaminess and a touch of tanginess from reduced-fat sour cream…View slide
Strawberry-Orange Muffins
We love the combination of strawberry and orange in this sweet breakfast muffin with a streusel topp…View slide
Strawberry Bruschetta
Astoundingly good for minimal effort, this makes an indulgent weekend breakfast or anyday dessert. A…View slide
Citrus-Infused Strawberries
A touch of lemon juice and Grand Marnier add zippy citrus notes to fresh strawberries. Serve with a …View slide
Strawberry Rhubarb Pie
Rhubarb and strawberries go hand in hand, and what better way to honor the combination than in this …View slide
Strawberries Dipped in Choc…
A quick and healthy way to satisfy your chocolate craving.…View slide
Strawberry & Cream Cheese S…
Sliced strawberries and reduced-fat cream cheese come together in a sandwich for this quick and heal…View slide
Strawberry Ice Cream Soda
Revisit your childhood while sipping one of these delicious treats on your front porch on a hot summ…View slide
Meringue-Topped Strawberrie…
Poaching brings out the flavorful strawberry and rhubarb juices with minimal effort. An airy meringu…View slide
Duck & Strawberry Salad wit…
Strawberries provide a sweet counterpoint to rich duck breasts. Here, they meet in a quick salad for…View slide
Grilled Chicken Salad with …
Balsamic vinegar, strawberries and black pepper are a classic Italian trio: spicy and sweet, refined…View slide
Fruit-Filled Crepes
This dessert or special brunch dish is great for entertaining because it can be made in advance and …View slide
Strawberry Topping
Macerating sliced strawberries in a little sugar creates a flavorful fruity syrup that soaks delicio…View slide
Strawberry, Melon & Avocado…
Nutty and slightly sweet sherry vinegar is a natural partner for strawberries. This composed salad m…View slide
Strawberry-Banana Smoothie …
Turn a strawberry-banana smoothie, or your favorite blended concoction, into freezer pops for a cool…View slide
Strawberry Coolers
A batch of this good-for-you refresher turns a lazy summer afternoon into a party, with appeal for t…View slide
Chilled Strawberry-Rhubarb …
Sweet strawberries and tart rhubarb are whirled together in this chilled soup. Serve it as a starter…View slide
Wake-Up Smoothie
With a stash of berries in your freezer, you can jump-start your day with this nutritious, tasty smo…View slide
Strawberry-Rhubarb Upside-D…
This strawberry and rhubarb upside-down cake recipe highlights how delicious strawberries and rhubar…View slide
Vanilla Strawberries with L…
Simple and perfect, this strawberry-and-ricotta dessert recipe dresses up the basic combination of s…View slide
Intense Strawberry Preserves
This strawberry preserve recipe is made in small batches, to reduce the amount of time the fruit is …View slide
Strawberry & Brie Bites
Strawberries, Brie cheese, fresh basil and balsamic vinegar come together in this addictive one-bite…View slide
Muffin-Tin Strawberry Short…
Skip rolling and cutting dough and use your muffin tin in this healthy strawberry shortcake recipe. …View slide
Strawberry-Almond Smoothie
Almond milk, tofu and strawberries combine in this simple and satisfying smoothie.…View slide
Strawberry Fruit Salad
This summer berry fruit salad recipe makes enough for a crowd. Serve with granola and yogurt at brun…View slide
Strawberry-Banana Protein S…
Greek yogurt and nut butter boost protein, and ground flaxseed adds omega-3s in this fresh fruit smo…View slide


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I recently installed AwesomeWM, everything was going fine til I tried to edit the rc.lua. It wouldn't let me save from AwesomeWM so I opened up Unity and saved it from there and when I tried to log back into Awesome it just keeps throwing me back to the lightdm login screen.
I have tried
sudo apt-get remove awesomeand then reinstalling it. I have tried getting a working rc.lua from google and neither of these work.
I don't really know what to do. It just keeps throwing me back to the login box, unity and 2d are both working fine. Very strange inded.