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Dilemma Resolution Guide 1/02
Star Trek CCG Dilemma Resolution Guide by Kathy McCracken (Major Rakal) This supplemental rules document includes all dilemmas [S/P] A FAST SHIP WOULD BE NICE points if completed. If ship and crew not already “stopped” (or if through the Holodeck Adventures expansion. All Kills one personnel (opponent’s choice). You may opponent did not take control), personnel who originally resolutions are official interpretations of the dilemma substitute a bodyguard or Guard Drone present OR an encounntered the dilemma are now “stopped.” Replace dilemma resolution rules in Glossary 1.7, unless superceded by a empty ship here (moved to opponent’s side of spaceline; under mission to be encountered again. later Current Ruling. commandeered). Opponent chooses one AT/crew member to be killed. You may [S/P] ALIEN PARASITES & REM FATIGUE [5 PT] LEGEND prevent that death by selecting a bodyguard or Guard Drone ALIEN PARASITES: Unless INTEGRITY>32, Away Team (if [S] Space present to be killed instead, or by moving one of your empty ships any) beams back and opponent immediately controls ship [P] Planet at the same location to your non-Borg opponent’s side of the and crew until “stopped.” [S/P] Space/Planet spaceline (opponent commandeers ship). AT/ship and crew are not REM FATIGUE HALLUCINATIONS: Crew or Away Team [Q] Q-dilemma (seeded with Beware of Q) “stopped” and must continue to next dilemma. Discard dilemma. dies at end of your third full turn unless cured by 3 [AU] Alternate Universe (Substituting a ship is not an option with a Borg opponent, because MEDICAL OR docking at outpost. -
CFP: Anthology Collection Focussing on "Star Trek: the Next Generation"
H-Sci-Med-Tech CFP: Anthology Collection focussing on "Star Trek: The Next Generation" Discussion published by peter lee on Thursday, October 15, 2015 Type: Call for Papers Date: November 30, 2015 Subject Fields: American History / Studies, Cultural History / Studies, Film and Film History, Popular Culture Studies, Social History / Studies Star Trek: The Next Generation was far more than a simple reboot of Gene Roddenberry’s original sixties television program. A decade after counterculture’s end, the Watergate scandal and American “malaise,” and now in the waning days of the Reagan Administration, the crew of theEnterprise 1701-D addressed the “next generation” of social, political, and cultural shifts in American society. The television show’s phenomenal success not only spawned four feature films and several television spin-offs, but also changed the face of science-fiction in the twenty-first century. Without Star Trek: The Next Generation, the millennial reboot of Star Trek would have looked vastly different, if it occurred at all. From the moment Captain Jean-Luc Picard walked out of the shadows in “Encounter at Farpoint,” Star Trek: The Next Generation has expanded into the cultural consciousness beyond the confines of television screens. Comic book adaptations, video games, and an “expanded universe” in novels, comic books, and video games have extended Gene Roddenberry’s and his successor’s visions of the future. Terms such as “replicators,” “holodecks,” and “resistance is futile” have entered the public lexicon alongside the old terms “warp drive,” “phasers,” and “beam me up.” This anthology is the first book-length study to considerStar Trek: The Next Generation as an exclusive whole, including the television show, movies, non-continuity extensions, and fandom. -