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Legend Of The Five Rings Roleplaying Game
The ''Legend of the Five Rings Roleplaying Game'' is a role-playing game originally written by John Wick and published by Alderac Entertainment Group, under license from Five Rings Publishing Group, in 1997. The game uses the Legend of the Five Rings setting, primarily the nation of Rokugan, which is based on feudal Japan with influences from other East Asian cultures. Like most role-playing games, ''Legend of the Five Rings'' is played by one or more players and a game master, who controls the events that happen during the game as well as the non-player characters (NPCs). ''Legend of the Five Rings'' features many courtiers and other non-combatant character types as valid player characters. In September 2015, AEG and Fantasy Flight Games (FFG) jointly announced that the intellectual property had been sold to FFG. Fantasy Flight Games released a new role-playing game based on the ''Legend of the Five Rings'' setting in October, 2018. Setting The fictional setting of ''Legend o ...
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Brian Yoon
Brian (sometimes spelled Bryan in English) is a male given name of Irish and Breton origin, as well as a surname of Occitan origin. It is common in the English-speaking world. It is possible that the name is derived from an Old Celtic word meaning "high" or "noble". For example, the element ''bre'' means "hill"; which could be transferred to mean "eminence" or "exalted one". The name is quite popular in Ireland, on account of Brian Boru, a 10th-century High King of Ireland. The name was also quite popular in East Anglia during the Middle Ages. This is because the name was introduced to England by Bretons following the Norman Conquest. Bretons also settled in Ireland along with the Normans in the 12th century, and 'their' name was mingled with the 'Irish' version. Also, in the north-west of England, the 'Irish' name was introduced by Scandinavian settlers from Ireland. Within the Gaelic speaking areas of Scotland, the name was at first only used by professional families of Irish or ...
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Non-combatant
Non-combatant is a term of art in the law of war and international humanitarian law to refer to civilians who are not taking a direct part in hostilities; persons, such as combat medics and military chaplains, who are members of the belligerent armed forces but are protected because of their specific duties (as currently described in Protocol I of the Geneva Conventions, adopted in June 1977); combatants who are placed '' hors de combat''; and neutral persons, such as peacekeepers, who are not involved in fighting for one of the belligerents involved in a war. This particular status was first recognized under the Geneva Conventions with the First Geneva Convention of 1864. History Pre-Geneva Conventions The Hague Conventions of 1899 and 1907 were one of the first multi-country treaties to agree on rights for non-combatants. These meetings occurred in 1899 and in 1907. Three treaties were signed and put into effect in 1899, including the treatment of prisoners of war and ...
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Physical Strength
Physical strength is the measure of a human's exertion of force on physical objects. Increasing physical strength is the goal of strength training. Overview An individual's physical strength is determined by two factors: the cross-sectional area of muscle fibers recruited to generate force and the intensity of the recruitment. Individuals with a high proportion of type I slow twitch muscle fibers will be relatively weaker than a similar individual with a high proportion of type II fast twitch fibers, but would have greater endurance. The genetic inheritance of muscle fiber type sets the outermost boundaries of physical strength possible (barring the use of enhancing agents such as testosterone), although the unique position within this envelope is determined by training. Individual muscle fiber ratios can be determined through a muscle biopsy. Other considerations are the ability to recruit muscle fibers for a particular activity, joint angles, and the length of each limb. Fo ...
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Volition (psychology)
Volition or will is the cognitive process by which an individual decides on and commits to a particular course of action. It is defined as purposive striving and is one of the primary human psychological functions. Others include affect (feeling or emotion), motivation (goals and expectations), and cognition (thinking). Volitional processes can be applied consciously or they can be automatized as habits over time. Most modern conceptions of volition address it as a process of conscious action control which becomes automatized (e.g. see Heckhausen and Kuhl; Gollwitzer; Boekaerts and Corno). Overview '' Willpower'' and ''volition'' are colloquial and scientific terms (respectively) for the same process. When a person ''makes up their mind'' to do a thing, that state is termed 'immanent volition'. When we put forth any particular act of choice, that act is called an emanant, executive, or imperative volition. When an immanent or settled state of choice controls or governs a series ...
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Endurance
Endurance (also related to sufferance, resilience, constitution, fortitude, and hardiness) is the ability of an organism to exert itself and remain active for a long period of time, as well as its ability to resist, withstand, recover from and have immunity to trauma, wounds or fatigue. It is usually used in aerobic or anaerobic exercise. The definition of 'long' varies according to the type of exertion – minutes for high intensity anaerobic exercise, hours or days for low intensity aerobic exercise. Training for endurance can reduce the ability to exert endurance strength unless an individual also undertakes resistance training to counteract this effect. When a person is able to accomplish or withstand a higher amount of effort than their original capabilities their endurance is increasing which to many personnel indicates progress. In looking to improve one's endurance they may slowly increase the amount of repetitions or time spent, if higher repetitions are taken rap ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Oriental Adventures
''Oriental Adventures'' (abbreviated OA) is the title shared by two hardback rulebooks published for different versions of the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. Each version of ''Oriental Adventures'' provides rules for adapting its respective version of ''D&D'' for use in campaign settings based on the Far East, rather than the medieval Europe-setting assumed by most ''D&D'' books. Both versions of ''Oriental Adventures'' include example campaign settings. ''Advanced Dungeons & Dragons'' The original ''Oriental Adventures'' () was written by Gary Gygax, David "Zeb" Cook, and François Marcela-Froideval, and published in 1985 by TSR, Inc. as a 144-page hardcover for use with the ''Advanced Dungeons & Dragons'' (''AD&D'') 1st edition rules. The book was edited by Steve Winter, Mike Breault, Anne Gray, and Thad Russell. The book's cover art was by Jeff Easley, with interior illustrations by Roger Raupp, James Holloway, Easley, and Dave Sutherland. Camp ...
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10-sided Dice
In geometry, a pentagonal trapezohedron or deltohedron is the third in an infinite series of face-transitive polyhedra which are dual polyhedra to the antiprisms. It has ten faces (i.e., it is a decahedron) which are congruent kites. It can be decomposed into two pentagonal pyramids and a pentagonal antiprism in the middle. It can also be decomposed into two pentagonal pyramids and a dodecahedron in the middle. 10-sided dice The pentagonal trapezohedron was patented for use as a gaming die (i.e. "game apparatus") in 1906. These dice are used for role-playing games that use percentile-based skills; however, a twenty-sided die can be labeled with the numbers 0-9 twice to use for percentages instead. Subsequent patents on ten-sided dice have made minor refinements to the basic design by rounding or truncating the edges. This enables the die to tumble so that the outcome is less predictable. One such refinement became notorious at the 1980 Gen Con when the patent was incorrectl ...
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Role-playing Game System
A role-playing game system is a set of game mechanics used in a tabletop role-playing game (TTRPG) to determine the outcome of a character's in-game actions. History By the late 1970s, the Chaosium staff realized that Steve Perrin's ''RuneQuest'' system had the potential to become a "house system", where one set of game mechanics could be used for multiple games; Greg Stafford and Lynn Willis proved that theory by boiling down the RuneQuest rules into the thin 16-page ''Basic Role-Playing'' (1980). Hero Games used their ''Champions'' rules as the basis for their Hero System. The Pacesetter house system centered on a universal "action table" that used one chart to resolve all game actions. Steve Jackson became interested in publishing a new roleplaying system, designed by himself, with three goals: that it be detailed and realistic; logical and well-organized; and adaptable to any setting and any level of play; this system was eventually released as ''GURPS'' (1986). The ''D&D'' ...
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Clan
A clan is a group of people united by actual or perceived kinship and descent. Even if lineage details are unknown, clans may claim descent from founding member or apical ancestor. Clans, in indigenous societies, tend to be endogamous, meaning that their members can marry one another. Clans preceded more centralized forms of community organization and government, and exist in every country. Members may identify with a coat of arms or other symbol to show that they are an . Kinship-based groups may also have a symbolic ancestor, whereby the clan shares a "stipulated" common ancestor who serves as a symbol of the clan's unity. Etymology The English word "clan" is derived from old Irish meaning "children", "offspring", "progeny" or "descendants"; it is not from the word for "family" or "clan" in either Irish or Scottish Gaelic. According to the ''Oxford English Dictionary'', the word "clan" was introduced into English in around 1425, as a descriptive label for the organization ...
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Mythology
Myth is a folklore genre consisting of narratives that play a fundamental role in a society, such as foundational tales or origin myths. Since "myth" is widely used to imply that a story is not objectively true, the identification of a narrative as a myth can be highly controversial. Many adherents of religions view their own religions' stories as truth and so object to their characterization as myth, the way they see the stories of other religions. As such, some scholars label all religious narratives "myths" for practical reasons, such as to avoid depreciating any one tradition because cultures interpret each other differently relative to one another. Other scholars avoid using the term "myth" altogether and instead use different terms like "sacred history", "holy story", or simply "history" to avoid placing pejorative overtones on any sacred narrative. Myths are often endorsed by secular and religious authorities and are closely linked to religion or spirituality. Many soc ...
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