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Macho Women With Guns
''Macho Women with Guns'' (MWWG) is a comedy role-playing game created by Greg Porter and published by Blacksburg Tactical Research Center (BTRC). (A D20 System version of the game is also available from Mongoose Publishing.) Nominally a science-fiction game, it parodies both action films and other role-playing games. Setting ''Macho Women with Guns'' is set in a near-future America where society has collapsed due to the misdeeds of the Reagan administration. Taking advantage of the earthly chaos, Satan has dispatched her female minions, the Batwinged Bimbos From Hell, to rebuild society in a form she approves of. The Vatican has responded to Satan's plans by dispatching its elite group of warrior nuns, The Sisters of Our Lady of Harley-Davidson to combat the bimbos. The two groups of women compete (sometimes violently) to rebuild civilization by vanquishing post-apocalyptic menaces and male chauvinism. Dimensional warps caused by the conflict have opened connections to a s ...
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Greg Porter (game Designer)
Greg Porter is an American game designer who has worked primarily on role-playing games. Career Greg Porter's Blacksburg Tactical Research Center was one of a few game companies active in Blacksburg, Virginia in the 1980s and 1990s. Porter initially came to attention for designing '' TimeLords'' and '' Macho Women with Guns'' RPGs in the late 1980s; he then put his energy into two successive generic RPG systems, ''CORPS'' and ''EABA''. Porter subsequently wrote articles for Hogshead Publishing's ''Inter*action'' magazine. He also did work for Imperium Games, writing about equipment and vehicles for the fourth edition of '' Traveller''. After meeting Ron Edwards and other members of The Forge in 2002, Porter became increasingly involved in the indie role-playing game An indie role-playing game is a role-playing game published outside traditional, "mainstream" means. Varying definitions require that commercial, design, or conceptual elements of the game stay under the co ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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TrueType
TrueType is an outline font standard developed by Apple in the late 1980s as a competitor to Adobe's Type 1 fonts used in PostScript. It has become the most common format for fonts on the classic Mac OS, macOS, and Microsoft Windows operating systems. The primary strength of TrueType was originally that it offered font developers a high degree of control over precisely how their fonts are displayed, right down to particular pixels, at various font sizes. With widely varying rendering technologies in use today, pixel-level control is no longer certain in a TrueType font. History ''TrueType'' was known during its development stage, first by the codename "Bass" and later on by the codename "Royal". The system was developed and eventually released as TrueType with the launch of Mac System 7 in May 1991. The initial TrueType outline fonts, four-weight families of ''Times Roman'', ''Helvetica'', ''Courier'', and the pi font "Symbol" replicated the original PostScript fonts of the A ...
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Miniature Figure (gaming)
In miniature wargaming, players enact simulated battles using scale models called miniature models, which can be anywhere from 2 to 54 mm in height, to represent warriors, vehicles, artillery, buildings, and terrain. These models are colloquially referred to as miniatures or minis. Miniature models are commonly made of metal, plastic, or paper. They are used to augment the visual aspects of a game and track position, facing, and line of sight of characters. Miniatures are typically painted and can be artfully sculpted, making them collectible in their own right. Pre-painted plastic figures, such as ''Clix'' miniatures produced by WizKids and unpainted plastic figures for ''Warhammer'' by Games Workshop, have become popular. The hobby of painting, collecting, and playing with miniatures originated with toy soldiers, though the latter were generally sold pre-painted. Materials Traditionally, miniatures were cast in white metal, an alloy of lead and tin. A small amount of ant ...
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More Excuses To Kill Things
''Macho Women with Guns'' (MWWG) is a comedy role-playing game created by Greg Porter and published by Blacksburg Tactical Research Center (BTRC). (A D20 System version of the game is also available from Mongoose Publishing.) Nominally a science-fiction game, it parodies both action films and other role-playing games. Setting ''Macho Women with Guns'' is set in a near-future America where society has collapsed due to the misdeeds of the Reagan administration. Taking advantage of the earthly chaos, Satan has dispatched her female minions, the Batwinged Bimbos From Hell, to rebuild society in a form she approves of. The Vatican has responded to Satan's plans by dispatching its elite group of warrior nuns, The Sisters of Our Lady of Harley-Davidson to combat the bimbos. The two groups of women compete (sometimes violently) to rebuild civilization by vanquishing post-apocalyptic menaces and male chauvinism. Dimensional warps caused by the conflict have opened connections ...
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Renegade Legion
''Renegade Legion'' is a series of science fiction games that were designed by Sam Lewis, produced by FASA, and published from 1989 to 1993. The line was then licensed to Nightshift games, a spin-off of the garage company Crunchy Frog Enterprises by Paul Arden Lidberg, which published one scenario book, a gaming aid, and three issues of a fanzine-quality periodical before reverting the license. Set in the 69th Century, the series allowed gamers to play out the battles between the " Terran Overlord Government (TOG)", a corrupt galactic empire, and the "Commonwealth", an alliance of humans and aliens. The focus of the plot, like with many strategy games, is to present a long term conflict to enable as many individual situations and environments as possible. Most of Renegade Legion deals with large, military battles to be played on hexagonal grid mapsheets in a turn-based rules system. The Plotline The setting can best fit into the space opera category. The themes involve la ...
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Flow Chart
A flowchart is a type of diagram that represents a workflow or process. A flowchart can also be defined as a diagrammatic representation of an algorithm, a step-by-step approach to solving a task. The flowchart shows the steps as boxes of various kinds, and their order by connecting the boxes with arrows. This diagrammatic representation illustrates a solution model to a given problem. Flowcharts are used in analyzing, designing, documenting or managing a process or program in various fields. * ''Document flowcharts'', showing controls over a document-flow through a system * ''Data flowcharts'', showing controls over a data-flow in a system * ''System flowcharts'', showing controls at a physical or resource level * ''Program flowchart'', showing the controls in a program within a system Notice that every type of flowchart focuses on some kind of control, rather than on the particular flow itself. However, there are some different classifications. For example, Andrew Veronis ...
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Skills
A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of work, some general skills would include time management, teamwork and leadership, self-motivation and others, whereas domain-specific skills would be used only for a certain job. Skill usually requires certain environmental stimuli and situations to assess the level of skill being shown and used. A skill may be called an art when it represents a body of knowledge or branch of learning, as in ''the art of medicine'' or ''the art of war''. Although the arts are also skills, there are many skills that form an art but have no connection to the fine arts. People need a broad range of skills to contribute to the modern economy. A joint ASTD and U.S. Department of Labor study showed that through technology, the workplace is changing, and identif ...
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Attribute (role-playing Games)
An attribute is a piece of data (a "statistic (role-playing games), statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born Property (philosophy), characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a dice pool, set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like ''Fate (role-playing game system), Fate'' do not use attributes at all. The nature of attributes There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to the BBC Cult TV website "''All characters have Attributes — basic physical and mental abilities.''" and in the ''Pathfinder Roleplaying Game'' "''Each character has six ability scores that represent his character's most b ...
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Character Point
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 a ...
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