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Ogres and Oubliettes!  I'm betting Spike used to play with Shining Armor.  And I'm bummed we didn't get to see more of the game.
As I've mentioned before, my friends and I have modified the old West End Games Masterbook system for a number of games, including a MLP game.  Here are some of the basics:

ATTRIBUTES

75 Points

Human Average is 8, Maximum is 13. Racial Bonuses and Penalties may change both the Maximum and total points. Attributes are:

Adrenaline: Agility - Full body movement (such as hand to hand or stealth) and initiative.

                Dexterity - manual dexterity and ranged attacks.

                Endurance - resistance to pain and sickness.

                Strength - capacity to lift and carry, as well as inflict damage.

Willpower: Perception - Find, Deduction, and use of various devices.

                Mind - capacity to remember and process information.

Presence: Charisma - ability to influence people, also reflects appearance.

                Spirit - personal strength of will.

Toughness = (2END + STR)/3 round logically.


MOVEMENT RATES (All round logically. May be affected by Powers)

MRG (Running) = (2AGI + STR)/4 Max. 8 Avg. 6

MRS (Swimming) = (2AGI + STR)/6 Max. 5 Avg. 4

MRC (Climbing) = (2STR +AGI)/10 Max. 3 Avg. 2

MRJ (Jumping) = (2STR +AGI)/10 Max. 3 Avg. 2

Lifting = STR Max. 9


SKILL POINTS

Characters receive Scholar ([Native] Culture/History) 3 adds, Hobby Skill 2 adds, Prodigy Skill +3 adds (Max. 6 adds)

Regular Starting PCs: 20 skill adds. Max. 3 adds/skill.

Veteran PCs: 30 skill adds. Max. 5 adds/skill.

Elite PCs: 40 skill adds. Max. 7 adds/skill.

Exceptional PCs: 50 skill adds. Max. 8 adds/skill.

Maximum Skill Adds in any skill is 10 (plus 10 in Specialization).


PONY FORM

DEX-5, STR+3, END+2; recalculate TOU, MRS, MRC, MRJ, MRF; MRG +3


RACIAL PACKAGE (Choose One)

Earth Pony

STR and END +2/15, Lifting Max. 13


Pegasi

Flight (MRF = (2AGI +STR)/3; Max. 13; Avg. 8, Cloud Walking), Weather Control (Magic Trick) 1 add


Unicorn

4 Magic Tricks at 1 add each. May buy these up to the 4 standard magic skills in play.


Note: The following are found in the setting, but are restricted to NPCs or GM permission. Alicorns (NPC only) combine Pegasus and Unicorn packages. Bat Ponies use the Pegasus package, but replace Weather Control with Dark Vision. Crystal Ponies take any package, then add Attractive (1 point advantage) with a 1 point flaw. Griffins combine the Earth Pony and Pegasus packages, replacing weather Control with Natural Weapons (Beak (STR+2/17) and Claws (STR+3/18).
Aquatic Ponies:
Sea Ponies - Earth Pony Analogues, Strongest. 
Mermares - Pegasus Analogues, replace hindquarters with a tail, fastest swimmers, Weather Control replaced with Tide Control.
(Sirens?) - Unicorn Analogue.  [The Sirens/Dazzlings from Rainbow Rocks were of this race.]
[I'm not sure on the Diamond Dog Package, Donkeys will be a variation on Earth Pony, Zebras appear to be something like Unicorns, but with Alchemy tricks only.]


ADVANTAGES AND DISADVANTAGES

All characters may have up to 10 points in Advantages, paid for by an equal number of points in disadvantages.


SKILLS

AGILITY

Acrobatics Tightrope walking, swinging on ropes, gymnastics, Vaulting/Springing, Falling

Dance Ballet, ballroom dancing, square dancing, tap dancing, choreographed dances

Dodge By type of ranged attack (fire combat, missile weapons, energy weapons, etc.)

Flight* Types of maneuvers (speed push, divebombing, gliding, etc.)

Long Jumping Standing broad jump, running long jump

Maneuver Unarmed, armed, balance

Melee Weapons knife, sword, club, axe, florentine fighting, shield defense, improvised weapons

Running Sprinting, long distances

Stealth Concealment, trailing, ambush

Swimming Sprint, long distance

Unarmed Combat Punching, kicking, grappling

DEXTERITY

Escape Artist Types of restraints (such as ropes, chains, handcuffs, straitjacket)

Lock Picking Door locks, padlocks, safes, bank vaults, combination locks

Missile Weapons Bows, slings, crossbows

Prestidigitation Stage magic, card tricks, pick pocketing, concealing items

Thrown Weapons shurikens, throwing knives, rocks, grenades

Vehicles Piloting*

Air Gliders, helicopters, hot-air balloons, zeppelins

Land Bicycle, wagon, carriage, cart, train

Water Raft, sailboat, large craft

STRENGTH

Climbing Rope, wall, mountain, cave

Lifting Weight lifting, load bearing

ENDURANCE

PERCEPTION

Apportation Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Deduction Clue analysis, physical evidence, forensic evidence, researched evidence, deductive reasoning, puzzle solving, forgeries

Divination Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Find Gather evidence, spot ambush, search, reconnoiter

First Aid Fatigue, unconsciousness, wounds

Forgery Banknotes, signatures, passports, licenses, paintings

Gambling Specific games of skill (poker, blackjack, craps), specific games of chance (roulette, horse racing, boxing)

Research None

Scholar* limitations: Archaeology, history, literature, art, arcane lore, comic books, celebrities, any specialized field of knowledge.

specializations: A more specific area of knowledge within a limitation, such as radios for electronics.

Tracking By terrain type (mountain, desert, forest, jungle, urban)

Trick Misdirection, distraction, non-verbal, feint, fast-talk

MIND

Alteration Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Artist* limitations: Painting, sculpting, fashion, music, writing, dance choreography, flower arrangement

specializations: Specific field within a limitation (writing poetry, composing music, watercolor painting, etc.), forgery

Business Stock market, trend prediction, production, management, company analysis

Conjuration Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Craft* limitations: Smith, weaver, potter, tailor, cook, jeweler

Medicine Family medicine, trauma, surgery, specific field of medical study (diseases, drugs, heart, lungs, etc.), alternative styles of medicine (acupuncture, herbal medicine, etc.).

Science* limitations: Biology, chemistry, physics, materials, any applied field of knowledge. specializations: A more specific area of knowledge within a limitation.

Streetwise Specific urban location, street gangs, criminal organizations, survival, black markets

Survival Specific type of terrain or climate (desert, forest, arctic, mountains, urban, etc.)

CHARISMA

Charm Seduction, “making friends”, establishing trust, gaining respect

Disguise Costumes, makeup, impersonations

Performance Art* limitations: Acting, singing, storytelling, public speaking, stand-up comedy, improvisational theater, live-action roleplaying

specializations: Specific field within a limitation (singing opera, interpretive reading, dramatic acting, comedic acting, etc.)

Persuasion Con, bargain, diplomacy, negotiation, interviewing, salesmanship

Taunt Non-verbal, insults, sarcasm

SPIRIT

Faith* limitations: specific religion

Intimidation Interrogation, threats, non-verbal, bullying, against a specific type of target (men, women, students, military recruits, etc.)

Willpower Specific defense: against charisma, ignoring pain, self-control, disbelieving illusions

ARCANE KNOWLEDGES

Essences: Death, Life, Time, True Knowledge/Dimension

Principles: Darkness, Light, Magic

Mixed Forces: Inanimate Forces, Living Forces

Kindred: Aquatic, Avian, Earthly, Elemental, Enchanted, Entity, Folk (Ponies are Folk)

Elements: Air, Earth, Fire, Metal, Plant, Water


ADVANTAGES:

Knowledges:

Alternate Identity:Adds a bonus to all relevant skill checks to conceal Identity

or may be used for multiple IDs                                                                     1-5pts

Contacts:Value indicates number of sources and/or extent of helpfulness

    A bartender or petty criminal                                                                     1pt

    A Priest or Fixer                                                                                      2pt

    A small network of informants                                                                    3pt

    You are a Professional Intel. agent                                                             4pt

Secrets:Minor (one use)                                                                             1pt

    Minor (reusable)                                                                                    2pt

    Valuable, reusable, possibly more than one                                                 3pt

    You are a veteran agent or a Conspiracy leader                                           4pt

Material Gains:

Equipment: Beyond what you could normally start with

    Above average item (non-combat, or weapon with a +1 stat)                         1pt

    Restricted item/greatly superior                                                                 2pt

    Very rare (only a few in existence)                                                             3pt

    Unique item/incredibly powerful                                                                 4pt

Wealth:Upper-middle class (b1000 on hand/b10K available)                                1pt

    Lower-upper Class (b5000 on hand/b100K available)                                     2pt

    Upper class (b10K on hand/b1M available)                                                  3pt

    Upper-upper class (multimillionaire)                                                           4pt

Money Management:You always have money for minor bills                               1pt

Authority: Specify type (Law enforcement, govt., etc.)

    Sgt. or Lt., Knight, Council Pony                                                              1pt

    Captain, Mayor/Baron                                                                            2pt

    Major, Governor/Count/Duke                                                                   3pt

    Colonel, Princess, CEO                                                                           4pt

    Queen                                                                                                5pt

Fame:Local celebrity (City) 15+ in local area                                                 1pt

    Moderate (Province) 15+ most places, 8+ locally                                       2pt

    Superstar, national politician, etc. 8+ in most places                                  3pt

Personality Quirks: (3pts max.)

Healthy Paranoia:+1/level vs stealth/prestidigitation                                     1-3pt

Skepticism:+1/level vs persuasion/trick                                                      1-3pt

Gullible: opposite of Skepticism, but gives +2/level to persuasion/trick              1-3pt

Physical Abilities:

Good Luck: One free up per act                                                               1-3pt

Fast Reflexes: One haste per act per level, AGI+1/level for initiative only         1-3pt

Alert: One free alertness per act, PER+1/level for passive notice                    1-3pt

Intuitive: One free idea per act                                                                1-3pt

Attractive: Charm+3 vs. opposite sex                                                        1pt

Iron Will: Willpower+3                                                                             1pt

Nightvision:half penalties for darkness                                                       1pt

Ambidextrous: (free if DEX 13+)                                                               3pt

Exceptional Lung Capacity:hold your breath for 4 minutes easily                     3pt (2pt for Earth Pony)

Drug Tolerance:End+1/level                                                                     1-3pt

Poison Resistance:End+1/level                                                                 1-3pt

Numbers:

Additional Attribute Point (to 13)                                                             2pt

Increased Attribute Maximum (and additional point)                                     3pt

Additional 3 Skill Adds                                                                           1pt

Difficult Skill which is Normal                                                                   1pt

Magic Trick                                                                                         2pt (1pt for Unicorn)

    May purchase in play for 20SP (10SP for Unicorn)

DISADVANTAGES:

Physical Flaws:

Allergy                                                                                             1pt

Nightblind: Double penalties for darkness (Max +10)                                  1pt

Physical Handicap:Minor - permanent damage to minor body part               1pt

Major - crippled, blind, deaf, etc.                                                         3pt

Advantage Flaw:

Partial:can't be fully used all the time                                                    1pt

Complete:rarely can be fully used                                                         2pt

Negative side effects:use causes problems                                            3pt

Attribute Limitation: per point below 13                                                  2pt

Skill Limitation:3 adds max.                                                                 1pt

    1add max.                                                                                   2pt

    Cannot learn                                                                                3pt

    No Skill specializations                                                                   +1pt

    Always roll unskilled                                                                      +1pt

    Normal Skill which is Difficult                                                          +1pt

Mental Limitations:

Addiction:Regular/Easily found                                                             1pt

    Often/Illegal substance                                                                  2pt

    Near constant/Extremely rare                                                         3pt

Amnesia: Partial                                                                                2pt

    Total 3pt

    Dangerous (what you don't know can kill you)                                 +1pt

Narcolepsy:Fatigue and -2 penalty w/o 10 hours                                  1pt

Poor Concentration:may only gain +2 benefit from taking extra time         2pt

Psychosis:

    Paranoia:your fear distracts you from other things                           1-2pt

    Cynicism:minor-constant complaining                                             1pt

        major-you irritate others easily                                                 2pt

    Gullible: -1/level vs. persuasion/trick                                             1-2pt

    Lying:minor-preferred method of dealing with things                         1pt

        major-you lie constantly, for no reason                                     2pt

    Mentally retarded or ADHD (value equals penalty)                           1-5pt

    Multiple Personality Disorder                                                        2pt

    Phobia/Mania:Suppressible (Willpower DN 5 or -1 vs.)                      1pt

        Moderate (Willpower DN 10 or -2 vs.)                                       2pt

        Strong (Willpower DN 15 or -3 vs.)                                          3pt

Devotion: adherence to something greater than yourself

    Seldom inhibits your actions                                                      1pt

    Comes into play regularly, may inhibit your actions (Willpower+1)     2pt

    Almost always in effect (1LP to ignore, Willpower+3)                     3pt

    Always in effect (may not ignore, Willpower+5)                            4pt

Social Limitations:

Bigotry:You hate some group

    Minor-socially acceptable target (Non-Ponies)                             1pt

    Average-less than acceptable target (Government)                     2pt

    Major-unacceptable target (Earth Ponies)                                 3pt

    Powerful target                                                                     +1pt

    Dangerous level-you will try to provoke a fight                           +1pt

    Suppressible                                                                        -1pt

Criminal:                                                                                 1-2pt

Debt:Easily Repayable                                                               1pt

    Repayment would take some time                                           2pt

    You are an indentured servant                                               3pt

    Cannot be repaid                                                                4pt

Employed:Normal job-takes effort to get away for adventures        1pt

    On Call job (Doctor or Cop)-you are always on call                   2pt

    Slave-you can never get away                                             3pt

Prejudice: Others dislike you

    Look funny (Coat and Mane Clash)                                        1pt

    Minority (Diamond Dog, Zebra)                                             2pt

    Widely disliked group (Nightmare Moon, Discord, other boogie-ponies) 3pt

Dependents:Maximum of 4                                                     2-5pt

Enemy:An individual equal to you                                            1pt

    A small organization (Street Gang)                                      2pt

    A large organization (Lg. Military Unit or Megacorp)                3pt

    An extremely powerful person/group (High Lord or Lt.)            4pt

Pursued:You are wanted by someone for something

    Minor 'offense'                                                                 1pt

    Moderate 'offense'                                                           2pt

    Substantial penalty                                                          3pt

    'Dead or alive'                                                                 4pt

    Fate worse than death                                                     5pt

Reputation:You are known for your misdeeds

    Local celebrity (City) 15+ in local area                                 1pt

    Moderate (Province) 15+ most places, 8+ locally                   2pt

    Superstar, national politician, etc. 8+ in most places              3pt


So I've been meaning to type this up and share it for a while.  Setting material for an alternate region of the world of My Little Pony.  As presented by my OC in her Junior Year History Report.

(Side note: Can anyone tell me how to change fonts in the journal writer?  The teacher's notes in the original document are red, and in a pseudo-cursive font.)

History of the Stirrupean Union

by

Starshine Sable

(Dr. Bone's History 301)


Long ago, after the Great Equestrian Exodus, Stirrup face a long cold winter. When it finally ended, two alicorns ruled kingdoms. In the south, Queen Epona was sovereign of the Roan Empire. And in the north, King Sleipnir commanded the tribes of Skandineighvia.


On Alicorns


There are three known alicorns in the world.

Queen Epona presides over the spring, as well as ruling half of Stirrup. She has powers of fertility, and brings prosperity to all ponies.

Queen Celestia of Equestria presides over the summer. She has the power to raise the sun and moon.

King Sleipnir presides over the fall, and is co-ruler of Stirrup. The Harvest Festival and the Running of the Leaves are both a part of his season.

Legends speak of a fourth alicorn, Celestia's sister, Queen Luna, who ruled winter and the moon.

This is a history report Miss Sable, not mythology.


Imperial Ambitions

Epona, having united all of Itaily, sought to bring all of Stirrup under her leadership. Prance and Andalusia both joined the Roan Empire, gaining the benefits of roads, aqueducts, medicine, and written language.

In the meantime, Sleipnir united the warring tribes of Skandineighvia. A land so cold, the windigo are still sometimes said to roam there. His ponies crossed the Horse Sea in search of food and other resources their homeland was lacking in. They made extensive efforts in Germaneigh, as well as exploring the Griffin ruled cloud nation of Eagleland.

Roan Legions met Vikings. And war was sure to follow. Until the two rulers discovered they were being manipulated by a strange being. A Draconequus named Discord. Together, the two pony nations were able to drive that strange being out of Stirrup.

The Discordian Accord is not historical fact.


Birth of a Union

Epona and Sleipnir choose to create an alliance. All of Stirrup was united under the shared rule of these two alicorns. In the spring and summer, the capital is in Roan, and the fall and winter sees it moved to Gotland.

Gotland is a region, not a city.


The kingdoms of Andalusia and Prance are ruled by Epona's children. The many principalities, duchies, and counties of Germaneigh are governed by the many children of Sleipnir.

Over time, the Principalities of Glascow, Eagleland, and Tramplevania, along with other small realms, were invited, or requested to join, the Union.


Nations of Stirrup

Principality of Glascow – a small island realm, populated by bovines. They export some very durable fabrics.

Hardly their most significant contribution to Stirrup's economy.

Principality of Eagleland – a cloud bank two hundred eighty two leagues from end to end, that remains just off the northwest coast of Stirrup. Eagleland was initially a land of Griffins, but Skandineighvian Pegasi immigrated prior to the creation of the Union.


Kingdom of Skandineighvia – a peninsula north of the Horse Sea. Homeland of King Sleipnir and what were once fierce viking ponies. Today, they are renowned for their shipbuilding and magic.


Principality of Andalusia – a vast plain, home to some of the strongest Earth Ponies in the world. They can run for days without rest.


Principality of Prance – a beautiful country, rich in agriculture. Pearis is the cultural heart of Stirrup. Art museums, historic architecture, incredible cuisine, and of course, the clothes. The Coat D'Azor, Le Manes, and Mareseille, are some of the most beautiful coastline along the Mediterrarium Sea.


Kingdom of Germaneigh – though it is called a kingdom, it is actually a collection of states ranging from principalities and grand duchies such as Baberryia and Holstein, to counties like Brussels. At the heart of Germaneigh is the Black Forest. A dangerous realm, home to Breezies, Timber Wolves, Parasprites, and Changelings.

There are no such thing as Changelings. Whatever you found on that field trip was not Changelings.


Kingdom of Itaily – The Itailian Horseshoe. Over a thousand years ago, Roan was a city ahead of its time. Magic and technology built a city that would last the ages. Queen Epona conceived of the Roan Legions, the precursor to the modern Earth Pony-Unicorn-Pegasus (EUP) Guards. I understand that Equestria has imitated that invention. With their combination of strength, magic, and flight, and their organization and skills – both military and for construction – they were a force for order that lead to the birth of modern Stirrup.


Eastern Stirrup – a collection of small countries. The largest is Tramplevania, a rough land of mountains and forests, that forms a natural barrier to Horsia. It is from Tramplvania that we get the legends of Bat Ponies.

Near the border with Camelu, is the ancient city of Pegathens. The famous Pegasus leader, Commander Hurricane, reportedly came from here.


Our Neighbors

Stirrup is a continent. It is bordered to the East by Abyssinia. Home to nations including Purrsia, Saddle Arabia, Pachystan, vishnia, the Himallamas, and the Ibex Empire.

South, across the Mediterrarium, is Zebrica. A vast, and largely unexplored continent. Known countries include: Anugypt (an incredibly ancient civilization), Maretania, Whoazambique, Zevera, and Buckswana. Many strange races, including Zebras, live here.

Northeast Stirrup is known as Horsia. Or it was until recently. An Earth Pony named Alfalfa Hoofler recently came to power, and renamed the country the Hooviet Empire. He has made a lot of statements about Unicorns. It is not a safe place for Unicorns to live.

Mr. Hoofler is not the monster you make him out to be. He has guaranteed Stirrup peace in our time.

More detail and less editorializing in your reports.

Stirrup by GreenDragon1970
Stirrup
A rough sketch - with numerous places I missed touching up.  A map of the Stirrupean Union, the continent east of Equestria in the MLP game I'm playing in.  Sadly the map doesn't include enough of Abyssinia to show Japony.

And of course, the puns were the most fun part of this.  Followed closely by the Itailian Horseshoe.
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Star Trek Movies as Ranked by Green Dragon


So the 50th Anniversary is less than 40 days away.  And I've been thinking about it a lot lately.  My big plans involve a RPG adventure set concurrent with the original 5 year mission, based on JMS's treatment proposal for a reboot series. 

I recently read a clickbait list ranking all the Trek movies, and this made me think about my favorites. 

Note: I am not ranking the J.J. Abrams Trek movies.  If you like them, good for you.  To me they don't feel like Star Trek.  And honestly, as far as the studio and everyone involved with these movies don't care if I (and other older fans) watch these movies or not.  We aren't the target audience.  Since I aspire to the philosophy of Infinite Diversity in Infinite Combination, I seek to peacefully co-exist with them. 

Long story short: they don't speak to me, and I'm not ranking them.  A lesser person would just rank them 11 to 13.

So without further ado:

9) Nemesis.  This was a terrible movie.  I saw it once in the theater.  But I waited several weeks for a cheap showing.  I've never bought it on home video, and have no plans to.  Those involved wanted this to be the Next Generation's Wrath of Khan and Undiscovered Country.  But TNG didn't really have a Khan.  Q was resolved in All Good Things.  Daimon Bok isn't that interesting.  The Borg didn't have a singular figure until they created them (first Locutus, then the Queen).  The Duras sisters were already dealt with in Generations.  And rather than Tomalok and Sela, they created a brand new villain, with no pre-existing history.  Those two character's should have been in the movie.  Sela was in the script at one point - she became Donatra, because those in charge thought the audience wouldn't be able to follow who she was.
It fails as a TNG WoK.  And thus it is a lackluster send-off compared to Undiscovered Country.

8 ) Tie: Final Frontier and Generations.  I also hate these movies.  I only grudgingly bought them on DVD.  Tackling them in chronological order.
STV:FF - A crisis on Nimbus III a planet in neutral space between the Federation, Klingons and Romulans.  There are plenty of starships on those borders.  Commanded by captains who are up to date on the current political situation in the region.  But Starfleet needs the ex-commandant of the academy to go.  Fine.  Stupid but fine.   He is on Earth.  There should be plenty of ships that actually are spaceworthy to take him.  But no, he is to take a ship where the computer can't handle recording a log entry.  The inertial compensators could easily fail and crush the entire crew to jelly.  The warp drive could explode. 
Things go downhill from there.
Generations - When Captain Picard lost the Stargazer he was court martialed, and grounded for a decade.  Even though he was found to have taken the appropriate actions.  But here the crew performs several acts of incompetence.  Fact: in a couple episodes of TOS, Uhura could detect burst transmissions for enemy spies aboard to nearby ships, and pinpoint them.  Fact: several previous times (including at least once involving the Duras sisters) Geordi was captured, his VISOR taken, and it was bugged.
Geordi is captured by the Duras sisters, and a bug is placed in his VISOR sending realtime signals back to the Klingons.  Riker fails to consider checking this.  Geordi fails to consider checking this.  Worf and Data both fail to detect the ongoing signal.
Then the Klingons attack, and clearly have figured out the shield modulation.  This crew created the concept of modulating the shields to counter the Borg.  But they are incapable of doing it (or even remembering it) here. 
All four of those officers should have faced court martial, and been punished.  Instead three are given their positions back on the next Enterprise, and Worf keeps his new promotion, and transferred to XO on the Defiant
Plus, Kirk's death is so anticlimactic and uninspired.  It is only palatable if you accept the Shatner novels as canon sequels.

7) First Contact.  I know many people love this movie.  It loses me with the premise.  In Metamorphosis we are introduced to Zephram Cochrane of Alpha Centauri.  He is from Alpha Centauri.  Older canon - now discounted by the "official canon" stated that Earth made first contact with the Centaurans, and while the Icarus was on the way home, Cochrane invented warp drive.  For me, I couldn't ignore the jettisoning of an entire Founding Race of the Federation. 
Yeah, its a fanboy attitude, but I refuse to get behind the action horror movie, because of that stupid alteration.

6) Insurrection.  I'm also in the minority in that I kinda like this one.  It felt like a two hour episode of the TNG series.  Which is also what most people see as the fault of the movie.  Not much else to say.

5) Tie: The Motion Picture and Search for Spock.  I like these two.  They are not great.  But they have elements of greatness to them.
ST:TMP - I saw this in the theater.  It was the first new live-action Star Trek in a decade.  And it was the first look at the new Enterprise.  Several elements that are complained about by later audiences forget these facts.  "Why do they spend so much time showing that long slow look at the ship?"  Because it was our first look.  And we wanted to get a good look at the new model.
The long, slow, silent, trip through V'ger.  V'ger's cloud is defined to be several AUs in size.  But most people don't know what an AU is.  (It is the distance between Earth and the sun - 93m miles).  So V'ger is huge.  Like half the size of our solar system.  A few lines explaining that would really have helped.  That scene is the attempt to convey the sheer size of it.  So it is important.  And it is boring.  I watch it in fast forward.  Its not like anyone says a single word for over ten minutes.
The movie could have used a final rewrite.  But there is promise to it.
STIII:tSfS - There are some serious emotional moments in this.  The death of the Enterprise, the resurrection of Spock, the death of David.  The moment where the crew decide to sacrifice everything to save McCoy and (maybe) Spock. 
Not much more to say.

4) Galaxy Quest.  Yeah it isn't technically Trek.  And it is very meta - especially Tim Allen's Not-Shatner.  But it is a great romp.  Lots of fun.

3) The Wrath of Khan.  What do I need to say.  It is a great movie.  Montalban is the best antagonist in the movies.  It is an exciting plot, and there are consequences.  Spock's funeral can still bring tears to my eyes.

2) Undiscovered Country.  The original crew's final mission.  The event promised in the Klingon's first appearance, Errand of Mercy, peace between Klingons and the Federation.  The character's come to terms with this, even as we the audience are coming to terms with the end of the Cold War, and our newfound friendship with Russia.

Everyone on the original cast got some kind of bright moment (though Uhura not knowing Klingon was not the “hilarity ensues” the writers' intended).

1) The Voyage Home.  Pure fun.  Great humor.  Our heroes once again save the day. 
Appearances by both Mark Lenard and Jane Wyatt as Spock's parents. The main cast – except Sulu (George got screwed a lot on the movies) – all got great character moments.

Best of all, no villain, and not a single shot fired. TNG tried that – Insurrection – didn't work out very well.

deviantID

GreenDragon1970
Lynn Huston
I've been drawing character sketches for my RPG characters for about 20 years. I've uploaded a few so some online friends can see my meager efforts.
My style - if I can claim to have one - is based on observing how John Bryne and Jim Lee comic art looked, and trying to emulate their techniques. I do an original in pencil, photocopy it, then use colored pencils to produce the finished work. Most of my stuff takes about 2-4 hours. Though particularly detailed stuff, like the few with backgrounds, took more like 6-8 hours.
As I've mentioned before, my friends and I have modified the old West End Games Masterbook system for a number of games, including a MLP game.  Here are some of the basics:

ATTRIBUTES

75 Points

Human Average is 8, Maximum is 13. Racial Bonuses and Penalties may change both the Maximum and total points. Attributes are:

Adrenaline: Agility - Full body movement (such as hand to hand or stealth) and initiative.

                Dexterity - manual dexterity and ranged attacks.

                Endurance - resistance to pain and sickness.

                Strength - capacity to lift and carry, as well as inflict damage.

Willpower: Perception - Find, Deduction, and use of various devices.

                Mind - capacity to remember and process information.

Presence: Charisma - ability to influence people, also reflects appearance.

                Spirit - personal strength of will.

Toughness = (2END + STR)/3 round logically.


MOVEMENT RATES (All round logically. May be affected by Powers)

MRG (Running) = (2AGI + STR)/4 Max. 8 Avg. 6

MRS (Swimming) = (2AGI + STR)/6 Max. 5 Avg. 4

MRC (Climbing) = (2STR +AGI)/10 Max. 3 Avg. 2

MRJ (Jumping) = (2STR +AGI)/10 Max. 3 Avg. 2

Lifting = STR Max. 9


SKILL POINTS

Characters receive Scholar ([Native] Culture/History) 3 adds, Hobby Skill 2 adds, Prodigy Skill +3 adds (Max. 6 adds)

Regular Starting PCs: 20 skill adds. Max. 3 adds/skill.

Veteran PCs: 30 skill adds. Max. 5 adds/skill.

Elite PCs: 40 skill adds. Max. 7 adds/skill.

Exceptional PCs: 50 skill adds. Max. 8 adds/skill.

Maximum Skill Adds in any skill is 10 (plus 10 in Specialization).


PONY FORM

DEX-5, STR+3, END+2; recalculate TOU, MRS, MRC, MRJ, MRF; MRG +3


RACIAL PACKAGE (Choose One)

Earth Pony

STR and END +2/15, Lifting Max. 13


Pegasi

Flight (MRF = (2AGI +STR)/3; Max. 13; Avg. 8, Cloud Walking), Weather Control (Magic Trick) 1 add


Unicorn

4 Magic Tricks at 1 add each. May buy these up to the 4 standard magic skills in play.


Note: The following are found in the setting, but are restricted to NPCs or GM permission. Alicorns (NPC only) combine Pegasus and Unicorn packages. Bat Ponies use the Pegasus package, but replace Weather Control with Dark Vision. Crystal Ponies take any package, then add Attractive (1 point advantage) with a 1 point flaw. Griffins combine the Earth Pony and Pegasus packages, replacing weather Control with Natural Weapons (Beak (STR+2/17) and Claws (STR+3/18).
Aquatic Ponies:
Sea Ponies - Earth Pony Analogues, Strongest. 
Mermares - Pegasus Analogues, replace hindquarters with a tail, fastest swimmers, Weather Control replaced with Tide Control.
(Sirens?) - Unicorn Analogue.  [The Sirens/Dazzlings from Rainbow Rocks were of this race.]
[I'm not sure on the Diamond Dog Package, Donkeys will be a variation on Earth Pony, Zebras appear to be something like Unicorns, but with Alchemy tricks only.]


ADVANTAGES AND DISADVANTAGES

All characters may have up to 10 points in Advantages, paid for by an equal number of points in disadvantages.


SKILLS

AGILITY

Acrobatics Tightrope walking, swinging on ropes, gymnastics, Vaulting/Springing, Falling

Dance Ballet, ballroom dancing, square dancing, tap dancing, choreographed dances

Dodge By type of ranged attack (fire combat, missile weapons, energy weapons, etc.)

Flight* Types of maneuvers (speed push, divebombing, gliding, etc.)

Long Jumping Standing broad jump, running long jump

Maneuver Unarmed, armed, balance

Melee Weapons knife, sword, club, axe, florentine fighting, shield defense, improvised weapons

Running Sprinting, long distances

Stealth Concealment, trailing, ambush

Swimming Sprint, long distance

Unarmed Combat Punching, kicking, grappling

DEXTERITY

Escape Artist Types of restraints (such as ropes, chains, handcuffs, straitjacket)

Lock Picking Door locks, padlocks, safes, bank vaults, combination locks

Missile Weapons Bows, slings, crossbows

Prestidigitation Stage magic, card tricks, pick pocketing, concealing items

Thrown Weapons shurikens, throwing knives, rocks, grenades

Vehicles Piloting*

Air Gliders, helicopters, hot-air balloons, zeppelins

Land Bicycle, wagon, carriage, cart, train

Water Raft, sailboat, large craft

STRENGTH

Climbing Rope, wall, mountain, cave

Lifting Weight lifting, load bearing

ENDURANCE

PERCEPTION

Apportation Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Deduction Clue analysis, physical evidence, forensic evidence, researched evidence, deductive reasoning, puzzle solving, forgeries

Divination Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Find Gather evidence, spot ambush, search, reconnoiter

First Aid Fatigue, unconsciousness, wounds

Forgery Banknotes, signatures, passports, licenses, paintings

Gambling Specific games of skill (poker, blackjack, craps), specific games of chance (roulette, horse racing, boxing)

Research None

Scholar* limitations: Archaeology, history, literature, art, arcane lore, comic books, celebrities, any specialized field of knowledge.

specializations: A more specific area of knowledge within a limitation, such as radios for electronics.

Tracking By terrain type (mountain, desert, forest, jungle, urban)

Trick Misdirection, distraction, non-verbal, feint, fast-talk

MIND

Alteration Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Artist* limitations: Painting, sculpting, fashion, music, writing, dance choreography, flower arrangement

specializations: Specific field within a limitation (writing poetry, composing music, watercolor painting, etc.), forgery

Business Stock market, trend prediction, production, management, company analysis

Conjuration Magic Essences, Principles, Mixed Forces, Kindred, Elements, Magic Trick

Craft* limitations: Smith, weaver, potter, tailor, cook, jeweler

Medicine Family medicine, trauma, surgery, specific field of medical study (diseases, drugs, heart, lungs, etc.), alternative styles of medicine (acupuncture, herbal medicine, etc.).

Science* limitations: Biology, chemistry, physics, materials, any applied field of knowledge. specializations: A more specific area of knowledge within a limitation.

Streetwise Specific urban location, street gangs, criminal organizations, survival, black markets

Survival Specific type of terrain or climate (desert, forest, arctic, mountains, urban, etc.)

CHARISMA

Charm Seduction, “making friends”, establishing trust, gaining respect

Disguise Costumes, makeup, impersonations

Performance Art* limitations: Acting, singing, storytelling, public speaking, stand-up comedy, improvisational theater, live-action roleplaying

specializations: Specific field within a limitation (singing opera, interpretive reading, dramatic acting, comedic acting, etc.)

Persuasion Con, bargain, diplomacy, negotiation, interviewing, salesmanship

Taunt Non-verbal, insults, sarcasm

SPIRIT

Faith* limitations: specific religion

Intimidation Interrogation, threats, non-verbal, bullying, against a specific type of target (men, women, students, military recruits, etc.)

Willpower Specific defense: against charisma, ignoring pain, self-control, disbelieving illusions

ARCANE KNOWLEDGES

Essences: Death, Life, Time, True Knowledge/Dimension

Principles: Darkness, Light, Magic

Mixed Forces: Inanimate Forces, Living Forces

Kindred: Aquatic, Avian, Earthly, Elemental, Enchanted, Entity, Folk (Ponies are Folk)

Elements: Air, Earth, Fire, Metal, Plant, Water


ADVANTAGES:

Knowledges:

Alternate Identity:Adds a bonus to all relevant skill checks to conceal Identity

or may be used for multiple IDs                                                                     1-5pts

Contacts:Value indicates number of sources and/or extent of helpfulness

    A bartender or petty criminal                                                                     1pt

    A Priest or Fixer                                                                                      2pt

    A small network of informants                                                                    3pt

    You are a Professional Intel. agent                                                             4pt

Secrets:Minor (one use)                                                                             1pt

    Minor (reusable)                                                                                    2pt

    Valuable, reusable, possibly more than one                                                 3pt

    You are a veteran agent or a Conspiracy leader                                           4pt

Material Gains:

Equipment: Beyond what you could normally start with

    Above average item (non-combat, or weapon with a +1 stat)                         1pt

    Restricted item/greatly superior                                                                 2pt

    Very rare (only a few in existence)                                                             3pt

    Unique item/incredibly powerful                                                                 4pt

Wealth:Upper-middle class (b1000 on hand/b10K available)                                1pt

    Lower-upper Class (b5000 on hand/b100K available)                                     2pt

    Upper class (b10K on hand/b1M available)                                                  3pt

    Upper-upper class (multimillionaire)                                                           4pt

Money Management:You always have money for minor bills                               1pt

Authority: Specify type (Law enforcement, govt., etc.)

    Sgt. or Lt., Knight, Council Pony                                                              1pt

    Captain, Mayor/Baron                                                                            2pt

    Major, Governor/Count/Duke                                                                   3pt

    Colonel, Princess, CEO                                                                           4pt

    Queen                                                                                                5pt

Fame:Local celebrity (City) 15+ in local area                                                 1pt

    Moderate (Province) 15+ most places, 8+ locally                                       2pt

    Superstar, national politician, etc. 8+ in most places                                  3pt

Personality Quirks: (3pts max.)

Healthy Paranoia:+1/level vs stealth/prestidigitation                                     1-3pt

Skepticism:+1/level vs persuasion/trick                                                      1-3pt

Gullible: opposite of Skepticism, but gives +2/level to persuasion/trick              1-3pt

Physical Abilities:

Good Luck: One free up per act                                                               1-3pt

Fast Reflexes: One haste per act per level, AGI+1/level for initiative only         1-3pt

Alert: One free alertness per act, PER+1/level for passive notice                    1-3pt

Intuitive: One free idea per act                                                                1-3pt

Attractive: Charm+3 vs. opposite sex                                                        1pt

Iron Will: Willpower+3                                                                             1pt

Nightvision:half penalties for darkness                                                       1pt

Ambidextrous: (free if DEX 13+)                                                               3pt

Exceptional Lung Capacity:hold your breath for 4 minutes easily                     3pt (2pt for Earth Pony)

Drug Tolerance:End+1/level                                                                     1-3pt

Poison Resistance:End+1/level                                                                 1-3pt

Numbers:

Additional Attribute Point (to 13)                                                             2pt

Increased Attribute Maximum (and additional point)                                     3pt

Additional 3 Skill Adds                                                                           1pt

Difficult Skill which is Normal                                                                   1pt

Magic Trick                                                                                         2pt (1pt for Unicorn)

    May purchase in play for 20SP (10SP for Unicorn)

DISADVANTAGES:

Physical Flaws:

Allergy                                                                                             1pt

Nightblind: Double penalties for darkness (Max +10)                                  1pt

Physical Handicap:Minor - permanent damage to minor body part               1pt

Major - crippled, blind, deaf, etc.                                                         3pt

Advantage Flaw:

Partial:can't be fully used all the time                                                    1pt

Complete:rarely can be fully used                                                         2pt

Negative side effects:use causes problems                                            3pt

Attribute Limitation: per point below 13                                                  2pt

Skill Limitation:3 adds max.                                                                 1pt

    1add max.                                                                                   2pt

    Cannot learn                                                                                3pt

    No Skill specializations                                                                   +1pt

    Always roll unskilled                                                                      +1pt

    Normal Skill which is Difficult                                                          +1pt

Mental Limitations:

Addiction:Regular/Easily found                                                             1pt

    Often/Illegal substance                                                                  2pt

    Near constant/Extremely rare                                                         3pt

Amnesia: Partial                                                                                2pt

    Total 3pt

    Dangerous (what you don't know can kill you)                                 +1pt

Narcolepsy:Fatigue and -2 penalty w/o 10 hours                                  1pt

Poor Concentration:may only gain +2 benefit from taking extra time         2pt

Psychosis:

    Paranoia:your fear distracts you from other things                           1-2pt

    Cynicism:minor-constant complaining                                             1pt

        major-you irritate others easily                                                 2pt

    Gullible: -1/level vs. persuasion/trick                                             1-2pt

    Lying:minor-preferred method of dealing with things                         1pt

        major-you lie constantly, for no reason                                     2pt

    Mentally retarded or ADHD (value equals penalty)                           1-5pt

    Multiple Personality Disorder                                                        2pt

    Phobia/Mania:Suppressible (Willpower DN 5 or -1 vs.)                      1pt

        Moderate (Willpower DN 10 or -2 vs.)                                       2pt

        Strong (Willpower DN 15 or -3 vs.)                                          3pt

Devotion: adherence to something greater than yourself

    Seldom inhibits your actions                                                      1pt

    Comes into play regularly, may inhibit your actions (Willpower+1)     2pt

    Almost always in effect (1LP to ignore, Willpower+3)                     3pt

    Always in effect (may not ignore, Willpower+5)                            4pt

Social Limitations:

Bigotry:You hate some group

    Minor-socially acceptable target (Non-Ponies)                             1pt

    Average-less than acceptable target (Government)                     2pt

    Major-unacceptable target (Earth Ponies)                                 3pt

    Powerful target                                                                     +1pt

    Dangerous level-you will try to provoke a fight                           +1pt

    Suppressible                                                                        -1pt

Criminal:                                                                                 1-2pt

Debt:Easily Repayable                                                               1pt

    Repayment would take some time                                           2pt

    You are an indentured servant                                               3pt

    Cannot be repaid                                                                4pt

Employed:Normal job-takes effort to get away for adventures        1pt

    On Call job (Doctor or Cop)-you are always on call                   2pt

    Slave-you can never get away                                             3pt

Prejudice: Others dislike you

    Look funny (Coat and Mane Clash)                                        1pt

    Minority (Diamond Dog, Zebra)                                             2pt

    Widely disliked group (Nightmare Moon, Discord, other boogie-ponies) 3pt

Dependents:Maximum of 4                                                     2-5pt

Enemy:An individual equal to you                                            1pt

    A small organization (Street Gang)                                      2pt

    A large organization (Lg. Military Unit or Megacorp)                3pt

    An extremely powerful person/group (High Lord or Lt.)            4pt

Pursued:You are wanted by someone for something

    Minor 'offense'                                                                 1pt

    Moderate 'offense'                                                           2pt

    Substantial penalty                                                          3pt

    'Dead or alive'                                                                 4pt

    Fate worse than death                                                     5pt

Reputation:You are known for your misdeeds

    Local celebrity (City) 15+ in local area                                 1pt

    Moderate (Province) 15+ most places, 8+ locally                   2pt

    Superstar, national politician, etc. 8+ in most places              3pt


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:iconsecteur-x7:
Secteur-X7 Featured By Owner Jun 20, 2015
Thank you very much for the watch !
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:iconnchill:
nchill Featured By Owner Oct 10, 2014
Thanks for the watch.
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:icongospodinp:
GospodinP Featured By Owner Feb 26, 2014  Hobbyist Writer
Many thanks for the :+devwatch: on :icontoreans:!
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:iconsoolz:
Soolz Featured By Owner Feb 9, 2014
Thanks for the watch.
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:icongreendragon1970:
GreenDragon1970 Featured By Owner Feb 9, 2014
You're welcome, thanks for the art.
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:iconjadenova:
jadenova Featured By Owner Jan 29, 2014
Thanks for the watch.
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:icongreendragon1970:
GreenDragon1970 Featured By Owner Feb 9, 2014
You're welcome, thanks for the art.
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