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https://w.atwiki.jp/type74rx-t/pages/273.html
This plugin is compatible with RPG Maker MV and RPG Maker MZ. [CAUTION!] This plugin is not released under MIT license. However, you can use it as usual if you observe the following two items. 1.Do not distribute or sell the plug-in itself without permission from the plug-in author, and do not link directly to the plug-in. 2.If you would like to publish a version of this plugin that has been partially reworked for additional functionality or other reasons, please contact the plugin author. Summary It is possible to set the image, ME, and BGM to be displayed when the game over in the game event settings. Plugin Command for MZ Plugin File RX_T_SettingsGameOverFiles These settings will remain in effect until they are set again. Image File Specifies the image to be displayed when the game over. ME File Specifies the ME to be played when the game over. ME Volume Specifies the volume of the ME specified in the ME file. The setting range is 0 to 100. ME Pitch Specifies the pitch of the ME specified in the ME file. The setting range is 50 to 100, and the unit is "%". ME Pan Specifies the pan of the ME specified in the ME file. The setting range is -100 to 100. BGM File Specifies the BGM to be played when the game over. BGM Volume Specifies the volume of the BGM specified in the BGM file. The setting range is 0 to 100. BGM Pitch Specifies the pitch of the BGM specified in the BGM file. The setting range is 50 to 100, and the unit is "%". BGM Pan Specifies the pan of the ME specified in the ME file. The setting range is -100 to 100. Return to default Return the settings to default. Please set it to "ON" when setting. It will return to the ME set in the database and the image set as the game over image from the beginning. Plugin Command for MV You can set the image, ME, and BGM. An example of how to set is shown below. These settings will remain in effect until they are set again. If BGM and ME are set at the same time, the last setting will take priority. Image File Example If you want to call an image called Gates in the titles1 folder GameOverPics titles1/Gates ME Settings Caution This setting will initialize the BGM settings that were set in the plugin command. Example If you want to set ME to "Mystery" GameOverMe Mystery You can also set the volume, pitch, and pan. Example To set volume to 70, pitch to 75, pan to 20 GameOverMe Mystery,vl70pt75pn20 And you can also set only the ones you want to change among volume, pitch, and pan. Example To set pitch only GameOverMe Mystery,pt110 The setting values are just an example. In this case, the volume and pan are not set, so these values will be set to their default values. BGM Settings Example If you want to set ME to "Mystery" GameOverBgm Dungeon1 You can also set the volume, pitch, and pan. Example To set volume to 85, pitch to 90, pan to -10 GameOverBgm Dungeon1,vl85pt90pn-10 And you can also set only the ones you want to change among volume, pitch, and pan. Example To set pan only GameOverMe Mystery,pn-100 The setting values are just an example. In this case, the volume and pan are not set, so these values will be set to their default values. Return to default Setting as follows will initialize all set values and return to default. It will return to the ME set in the database and the image set as the game over image from the beginning. GameOverDefault Download https //img.atwikiimg.com/www20.atwiki.jp/type74rx-t/attach/272/439/RX_T_SettingsGameOverFiles.zip
https://w.atwiki.jp/boyslovewiki/pages/91.html
ENDLESS KISS 原作 ■原作■ 水月真兎?(著) 甲田イリヤ?(イラスト) ■ストーリー■ ドラマCD ■キャスト■ 石田彰 森川智之 松本保典? 中原茂? ■シリーズ他作品■ ENDLESS RAIN ENDLESS LOVE ENDLESS TIES
https://w.atwiki.jp/takumi-memo/pages/59.html
ConfluenceはSpring(Javaのためのオープンソース・フレームワーク)の周りに作られています。 もしSpringに詳しい場合は、Confluence plugin modules(および、それらが実装しているclass群)が名前によってautowiredされているということだけ知れば良いです。 ゆえに、もしプラグインからConfluenceのコンポーネントにアクセスしたい場合は、実装しているクラスに適切なセッタ・メソッドを含む必要があります。 もしConfluenceのプラグインを書きたいがSpringに関して詳しくない場合は、このページのrestによって、どのようにしてConfluenceとプラグインとの対話をするかについて、充分な情報を得ることができます。 Interacting with Confluence 単純ではないConfluenceのプラグインを書いている場合、情報を検索したり変更したり格納するためにConfluenceアプリケーションと対話をする必要があります。 このドキュメントではこれをどのようにするかについて描写します。 Manager Objects Confluenceの核となるのは、"Manager"オブジェクト群です。 例えば、pageManagerはConfluence pages、spaceManagerはspaces、attachmentManagerはattachmentsといった感じです。 Dependency Injection 伝統的に、コンポーネント・ベースのシステムにおいて、コンポーネントはある種のセントラル・レポジトリから検索されます。 例えば、EJBベースのシステムにおいて、アプリケーション・サーバのJNDIレポジトリからbeanを検索します。 Confluence works the other way round. When a plugin module is instantiated, Confluence determines which components the module needs, and delivers them to it. Confluence determines which components a module needs by reflecting on the module's methods. There are two different mechanisms that are used, based on whether you are using a v1 or v2 plugin. Manager Classes Confluenceには、機能の異なるエリアのための数ダースのManagerが用意されています。 下記の表のリストで、最もよく使われるもののいくつかを紹介します。 Manager class 責任(responsibility) サンプルのメソッド 戻り値 説明 PageManager Pages,blogs Page getPage(long id) BlogPost getBlogPost(long id) List getRecentlyAddedPages(int MaxPosts, Date timeSince, StringSpaceKey) BlogPost findNextBlogPost(String Key, date time) void saveContentEntity() SpaceManager Spaces getSpace() getParsonalSpace()
https://w.atwiki.jp/taiko-wiki/pages/54.html
TITLE Baby God Bless You WAVE Baby God Bless You.tja BPM 85 COURSE 2 LEVEL 5 #START #MEASURE 3/4 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 102020102020, 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 102020102020, 100000000000, 000000000000, #N 101110101110, 101110101110, 101110101110, 101110101110, 202010201010, 200010000000, 202010201010, 200010000000, 202010201010, 202010201010, 201110201110, 201110201110, 200000000000, 000000000000, 500000000000, 000000000080, #GOGOSTART 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 100000000000, 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 100000000000, #GOGOEND 100000000000, 000000001010, 200000001010, 202010201010, 200000001010, 200000002020, 102020102020, #GOGOSTART 101010101010, 101010101010, 101010101010, 101010101010, 101110101110, 101110101110, 101110101110, 101110101110, #GOGOEND 3, #END COURSE 3 LEVEL 7 #SECTION #START #MEASURE 3/4 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 102020102020, 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 102020102020, 100000000000, 000000000000, #BRANCHSTART p, 50, 75 #N 101110101110, 101110101110, 101110101110, 101110101110, 202010201010, 200010000000, 202010201010, 200010000000, 202010201010, 202010201010, 201110201110, 201110201110, 200000000000, 000000000000, 500000000000, 000000000080, #GOGOSTART 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 100000000000, 202010201010, 200010000000, 101020101020, 100020000000, 202010201010, 200010200020, 101020102020, 100000000000, #GOGOEND 100000000000, 000000001010, 200000001010, 202010201010, 200000001010, 200000002020, 102020102020, #GOGOSTART 101010101010, 101010101010, 101010101010, 101010101010, 101110101110, 101110101110, 101110101110, 101110101110, #GOGOEND 3, #END #E 102120102120, 102120102120, 102120102120, 102120102120, 201210201210, 201210000000, 201210201210, 201210000000, 201210201210, 201210201210, 221210221210, 221210221210, 200000000000, 000000000000, 500000000000, 000000000080, #GOGOSTART 201210201210, 201210000000, 102120102120, 102120000000, 201210201210, 201210000000, 102120102120, 100000000000, 201210201210, 201210000000, 102120102120, 102120000000, 201210201210, 201210000000, 102120102120, #GOGOEND 100000000000, 000000001010, 200000001010, 202010201010, 200000001010, 200000002020, 102020102020, #GOGOSTART 102120102120, 102120102120, 102120102120, 102120102120, 112120112120, 112120112120, 112120112120, 112120112120, #GOGOEND 3, #END #M 112120112120, 112120112120, 112120112120, 112120112120, 221210221210, 201210000000, 221210221210, 201210000000, 221210221210, 221210221210, 221212221212, 221221221221, 200000000000, 000000000000, 500000000000, 000000000080, #GOGOSTART 221210221210, 201210000000, 112120112120, 102120000000, 221210221210, 201210200020, 112120112120, 100000000000, 221210221210, 201210000000, 112120112120, 102120000000, 221210221210, 201210200020, 112120112120, #GOGOEND 100000000000, 000000001010, 200000001010, 202010201010, 200000001010, 200000002020, 102020102020, #GOGOSTART 112120112120, 112120112120, 112120112120, 112120112120, 112122112122, 112122112122, 122122122122, 121212121212, #GOGOEND 1, #END
https://w.atwiki.jp/xbox360score/pages/1618.html
Babel Rising 項目数:12 総ポイント:200 難易度:★☆☆☆☆ 製品情報:マーケットプレース 配信日:2012年6月13日 サイズ:320.62MB DL費用:800MSP / 9.99ドル ジャンル:Action Adventure ☆国内未配信 ※2016年1月末、配信終了 コンプまで5時間程度。coop・対戦はローカルのみ。 パッケージではArcade Kinect表示(のちにオレンジ色の通常XBLAタイプの表示に変わりました)だが、Kinectがなくてもプレイおよび実績コンプ可能。 Falling Stone Crush 20 workers with one giant boulder. (Campaign, Survival)1回のgiant boulderでworkerを20人押し潰す(CampaignまたはSurvival)。 10 Great balls of fire Damage 5 tower blocks with one meteor shower. (Campaign, Survival)1回のmeteor showerで5箇所のtower blockを損傷させる(CampaignまたはSurvival)。 10 Holy wave Use a tidal wave that spares cursed jar bearers. (Campaign, Survival)cursed jar bearerに危害を与えないようにtidal waveを使う(CampaignまたはSurvival)。 10 Blown away Use a sand storm to send a worker flying far away. (Campaign, Survival)sand stormを使ってworkerを遠くに吹き飛ばす(CampaignまたはSurvival)。 10 Full house Kill 10000 workers over multiple sessions. (Campaign, Survival)各sessionの累計で10000人のworkerを殺す(CampaignまたはSurvival)。 10 Apocalypse Earn the highest distinction by performing power combos. (Campaign, Survival)power comboを決めて最高ランクの評価を獲得する(CampaignまたはSurvival)。 25 Deity Kill 50 workers. (Campaign, Survival)workerを50人殺す(CampaignまたはSurvival)。 5 Babel Falling Complete the campaign.campaignをクリアする。 25 Cruel god Send 10 maximum difficulty waves to your opponent in a versus multiplayer match.1回のversus multiplayer matchにおいて相手プレイヤーに最高難度の攻撃を10回送り込む。 25 Break the ice Play a coop game and have one player kill 30 workers frozen by the other one.coop gameをプレイし一方のプレイヤーが凍らせたworkerをもう一方のプレイヤーが30人殺す。 10 Cursed! Destroy 15 cursed jars in a single game. (Campaign, Survival)single gameでcursed jarを15個壊す(CampaignまたはSurvival)。 10 Survivor Survive 5 minutes when the tower is almost complete. (Campaign, Survival)towerが完成寸前の状態で5分間持ちこたえる(CampaignまたはSurvival)。 50 Great balls of fire FireのUltimate powerを建設途中の部分に使うと破壊できる。 Holy wave Campaignのlevel 9が解除しやすい。あらかじめ塔を3~4階程度まで建設させておき、 cursed jar bearerが2.5階あたりまで到達したところで威力を上げずにWaterのUltimate powerを使う。 下部に別のcursed jar bearerがいないか確認してから使ったほうがいい。 Blown away 正確には50m飛ばすのが条件。 塔を完成寸前まで建設させておき、頂上付近に到達したworkerにWindのUltimate powerを使えば解除。 Full house 大体これ以外の実績を解除し終わるあたりで解除される。 Cruel god elementはEarthとWater、FireとWind等の組み合わせがコンボを継続させやすい。 相手側は放置でも構わないが、対戦相手がいたほうが長時間対戦できる&高倍率が出しやすいので楽。 最高難度の攻撃を送るには相手側に表示される倍率が×24になればいい。 合計10回なので一回の対戦で達成する必要はないが、リザルトからメニューに戻った時点で 進捗がリセットされてしまうので、解除されるまでRestartを選び続けること。 Break the ice 多少忙しいが、一人二役でも問題なく解除可能。 一方のプレイヤーがWaterのIce Stormで凍らせたworkerを、もう一方のプレイヤーが倒す。 凍っている時間が短いので、出が早いWindのLightning等で倒すと楽。 Survivor SurvivalのGreat Ziggurat(easy)が楽。 完成寸前とは頂上に柱が4本立った状態のこと。
https://w.atwiki.jp/leba/pages/27.html
トリキューブ・テールズ (三投物語) 英語版 一般に欧米のTRPGルール本は、子どもたちが読むだろうことを想定してか、ルール以外のうんちくや雑談が多い。この和訳は抄訳として、それらは可能な限り省く。 ライセンス Tricube Tales version 4 © 2019 Richard Woolcock All text released under the CC BY 3.0 license Tricube dice symbol on cover by Lorc, available from https //game-icons.net under the CC BY 3.0 license 準備 GM (ゲームマスター) が1人、世界等の設定を準備しNPC (非プレイヤーキャラ) を担当する。他のプレイヤーは各々1人のPC (プレイヤーキャラ) を担当する。プレイヤーはゲームの世界に応じて会話や行動を通じストーリィを進めていく。 各プレイヤーは3d6、努力 (resolve) トークン3、魅力 (karma) トークン3を持つ (トークンはセッションごとに開始時の状態に戻る)。GMは抗力 (effort) トークンをいくつか用意しておくと良い (訳注 トークンには硬貨を使うのが適当と思われる)。 概要 プレイヤーは、状況が示す4~6の難易度に対し、キャラタイプ (archetype) に応じて1~3個のダイスを振り、少なくともそのうちの1つが難易度以上で成功と見なされる。 奇遇 (perk) は難易度を下げる何らかの特性であり、不遇 (quirk) は難易度を上げる何らかの特性である。奇遇の使用は魅力を1つずつ消費し、不遇の使用は魅力を1つずつ回復する。 キャラ キャラ作成 キャラの作成は、このゲームでは、名前・キャラタイプ・奇遇1・不遇1 (何の特性かを定めておく) を設定することで行う。 キャラタイプ キャラタイプは、気質 (trait) (速さ (agile)、強さ (brawny)、賢さ (crafty) のいずれか1つ) とジョブ (concept) (職種だけでなく、種族やその他の語でも良い) から成る。 道具 プレイヤーの所持する道具はジョブと奇遇から自ずと定まる。特別な利益を与える道具は、それ自体を奇遇として設定する。 成長 キャラは1~3セッションごと (頻度はGMが定める) に成長する。成長するごとに、奇遇または不遇を1つ得る。代わりに魅力または努力トークンを1つ増やしてもよいが (各6個まで)、こちらを連続して行うことはできない。 Game Rules Challenges Gameplay involves overcoming various challenges, each with a difficulty of 4-6 (easy, standard, or hard). Most should be difficulty 5, but the GM may decide that some challenges are easier or harder. Players roll 1-3d6 depending on their archetype. If a die equals or exceeds the difficulty, they succeed—if not, they fail. If they equal or exceed the difficulty on 2-3 dice, it’s an exceptional success. If the player rolls “1” on all of their dice, the result is a critical failure, and this is always *very *bad—the GM should come up with a particularly interesting complication to introduce to the scene! Some challenges require extra effort to overcome. This is represented using effort tokens; each die to equal or beat the difficulty removes a token, and the challenge is defeated once all the tokens are gone. PCs can usually work together to overcome such a challenge, and it will require several rolls; failing any of these rolls will have consequences. Failure Success A challenge has four possible outcomes exceptional success, normal success, normal failure, or critical failure. These results are relative to both the character and the situation, as decided by the GM, and neither the worst-case nor the best-case outcomes should be so extreme that they require suspension of disbelief. A master thief would never believably *fail *to pick a simple lock, but it might take her longer than expected, or lead to a complication. Likewise, an unarmed scholar couldn’t defeat a dozen elite warriors in melee combat—at best, he might make a clean escape. If someone is attempting to translate a magical text, and they have absolutely no background in magic or the language used, then even an *exceptional success *will probably provide them less information than a scholarly mage would obtain on a normal failure! However, there must always be some price for failure—otherwise, the players shouldn’t be rolling! This price is usually obvious—the character might be spotted while trying to sneak past a guard, miss in combat, or fail to climb a tree. The GM could also remove one of the PC’s resolve tokens, or perhaps introduce a complication to the scene. A critical failure is always very bad, no matter how skilled the character, and often represents a stroke of bad luck. If the character would lose one resolve on a normal failure, they should lose two resolve on a critical failure. Narrate the Outcome Don’t simply announce that a character has failed—describe the consequences of their failure, and try to explain what does happen rather than what doesn’t. Instead of saying the character “critically fails to pick a lock,” describe how the tip of the tool snaps off inside the lock. Don’t just say that the character “fails to dodge the attack”—describe how the foe lunges at them and slams a fist into their jaw. Defeat Afflictions Characters are defeated when they run out of resolve, and the victor (player or GM) decides their victim’s fate. Defeated characters gain an affliction appropriate to the situation, such as a broken arm, a phobia, a bruised ego, etc. They recover all of their resolve, but are usually unable to actively participate in the remainder of the scene—they might be unconscious on the ground, fleeing in terror, or just too injured to continue. Afflictions are described by the victor and are treated as temporary quirks (or permanent quirks if caused by a critical failure), except the GM decides when to apply them. A PC with more than three afflictions is retired from play, although they can be brought back if one or more of their afflictions are cured. Death is a matter of narrative. While a player might decide to kill their foe in combat by giving them a fatal affliction, the GM should always warn players if a challenge could result in death. Recovery Certain afflictions (e.g., “fleeing in fear”) are removed automatically at the end of a scene, but others may last hours, days, or longer, at the GM’s discretion. A PC with a suitable perk can spend karma to cure an affliction (e.g., “regeneration” to heal a wound)—but *permanent *afflictions cost *permanent *karma (unless converted into quirks using advances). Opposed Challenges Most challenges consist of PCs working together against external threats, but on occasion, they may wish to oppose each other. If this occurs, both players roll as normal, but each should treat the other’s highest die roll as the difficulty of their own challenge (i.e., highest roll wins). On a tie, the player who matched the difficulty with the most dice achieves a normal success (e.g., 4, 4, 4 is a normal success against 4, 4, 3 or 4, 3, 3). Should the players each roll the same number of matching dice, try to interpret the result in a way that favors both sides equally. If both players roll a critical failure, then each suffers a terrible outcome. NPC Confrontations There may also be situations where two NPCs have a direct confrontation with each other, rather than against PCs. The GM can usually just decide the outcome, but if an unpredictable result is desired, ask the players to roll for the NPCs. Combat Combat and other conflicts can easily be resolved as regular challenges, but if you prefer to have a turn-by-turn exchange of attacks, use these guidelines. NPCs as Challenges The GM assigns foes a difficulty of 4-6, based on their power relative to the PC. Most enemies should be difficulty 5. Each foe also has one or more effort tokens to represent their resolve. If you have a group of similar enemies, such as a horde of goblins, treat them as a single challenge with extra effort tokens. Resolution Turn order should follow the narrative where possible, and players make all the rolls—they roll to attack on their turn, and to defend on their enemy’s turn. As a general rule, players should only make one defense roll each turn. If they are facing multiple foes, make them roll against the most dangerous attacker. Example of Combat A brawny dwarven battle priest and an agile elven ranger encounter a group of goblinoids while exploring some ruins. GM Four goblin archers ready bows, while two hobgoblins draw cudgels. You can attack first if you use ranged attacks. Standard difficulty; you need 5+ to hit. Elf I shoot! [Rolls 5, 3, 2]—one goblin drops dead, my arrow buried in its throat! Dwarf I draw my warhammer, raise my shield, and charge the hobgoblins! GM Okay, but first roll to evade the goblins’ arrows, standard difficulty. Elf [Rolls 1, 6, 5]—I easily dodge aside. Dwarf [Rolls 3, 5]—an arrow gets lodged in my shield, and I carry on charging. GM Okay, you rush the hobgoblins. Make your attack, standard difficulty. Dwarf [Rolls 4, 2, 4]—I use my “berserker” perk to reduce the difficulty to 4, then I smash their skulls as I roar with rage! Elf New turn? [Rolls 5, 4, 4]—I will use my “marksman” perk and kill the remaining goblins with one arrow! Shish kebab! Archetypes A character’s archetype consists of a trait (agile, brawny, or crafty) combined with a concept (usually a profession), and this combination determines how many dice they roll for challenges. Agile characters roll 3d6 for anything related to quickness, dexterity, reflexes, or stealth. They also roll 3d6 for ranged combat (but see “Combat Styles”). Brawny characters roll 3d6 for any challenges based on strength, toughness, stamina, or athletics. They also roll 3d6 for melee combat (but see “Combat Styles”). Crafty characters roll 3d6 when they perform challenges related to charisma, intellect, willpower, or perception. They also roll 3d6 for mental combat (but see “Combat Styles”). When characters lack the appropriate trait for a challenge, they only roll 2d6. If a particular challenge requires special knowledge that falls outside the scope of their concept and perks, then reduce the number of dice they roll by one. Examples A brawny barbarian rolls 3d6 to swing a sword, 2d6 to throw a spear, and 1d6 to pick a lock. An agile elven ranger rolls 3d6 to sneak silently through the forest, 2d6 to spot a hidden enemy, and 1d6 to negotiate a legal treaty. A crafty wizard rolls 3d6 to throw a fireball at someone, 2d6 to climb a rope, and 1d6 to swing a greatsword in combat. Combat Styles A character’s preferred combat style (i.e., melee, ranged or mental) is usually based on their trait. However, this can also be changed if another style better suits the character concept. For example, an agile thief might prefer melee weapons, and a crafty gunslinger would most likely use ranged weapons. The character’s combat style must be chosen during character creation, and it cannot be changed later. Note Mental combat includes magic attacks, persuasion, intimidation, etc. Context is Important Crafty characters generally roll 3d6 for social challenges, but that doesn’t mean they’re always better at them. A crafty old witch normally rolls 3d6, but courting a young man falls outside the scope of her concept, so she’d only roll 2d6 in such a situation. Perhaps she also has a “warty nose” quirk—if so, that might well increase the difficulty of the challenge, or add a complication. An agile rake normally rolls 2d6, but courting a young lady is well within the scope of his concept, so he wouldn’t lose a die—and he might have a “charming” perk, which could reduce the difficulty of the challenge. He could even spend a karma token to describe the young lady becoming infatuated with him. But of course, the rake would roll 1d6 to persuade a jilted husband to give him a break, and the crafty old witch would roll 3d6 to convince a young woman to try out her spinning wheel, or take a bite from a juicy red apple. Perks Characters with a relevant perk can ask the GM for insight or clues about one particular situation, receive a temporary benefit (such as special gear or aid from an NPC), overcome obstacles that would generally be impossible for other people (such as using their wings to fly onto a rooftop), and so on. The exact benefits and uses of a perk are always at the GM’s discretion, but a broadly defined perk has a wider scope, therefore a more narrowly defined perk (including any perk that is particularly niche for the setting) should have more impact when it does come into play. If a player wants to use their perk to significantly impact the story, they must spend a karma token to do so. Karma can also be spent to reduce the difficulty of a challenge by 1—make this decision after rolling, and make sure you narrate how the perk gives you an edge. No more than one karma may be spent in this way for each challenge. A Deeper Look If you want to do something that regular people couldn’t even attempt, but which your perk really should allow you to do automatically, you must spend a karma token. For example, using “necromancy” to conjure and interrogate the spirit of a murder victim, or perhaps “investigative intuition” to glean extensive insight into a murder scene. If you want to do something that isn’t normally possible, but which your perk should allow you to at least attempt, you don’t need to spend any karma, but you must still roll. For example using your “superhuman strength” to lift a bus. If a perk allows you to automatically bypass a challenge while others have to roll, you must spend a karma token. For example, using “flight” to fly over a river that everyone else needs to swim across, or throwing lots of money at a problem because you’re “filthy rich.” If the challenge is usually possible for everyone, you can still describe how you use your perk to increase the odds, and may later spend karma to retroactively reduce the difficulty. For example, using your “kangaroo legs” to leap onto a roof, while everyone else has to climb. If you only use a perk to add flavor to the scene (e.g., overcoming a challenge through magic that others could just as easily overcome through skill), you don’t need to spend any karma. For example, you might shoot a firebolt at a foe, while another character shoots an arrow; the difference is just a matter of narrative. Another Perspective Always try to think of perks in terms of overcoming challenges. Players only roll if it’s important to the story, but if they can use a perk to automatically succeed without rolling, it costs karma. Likewise, it costs karma to reduce the difficulty of a challenge—but if a perk gives no other benefit, then it *doesn’t *cost any karma. If a player has no karma, the GM may offer them a complication instead. Related Knowledge Perks generally imply lesser knowledge in any related field. For example, a “car mechanic” would also have some degree of general mechanical knowledge—they might not know much about aircraft, for example, but they’d still have a far better chance of fixing one than someone with no mechanical skills. Similarly, someone with a “swordmaster” perk could apply their martial expertise to other combat situations, a “surgeon” perk also implies general medical training, and so on. Assisting Allies Players can also use perks to assist their friends and allies. For example, a “divine healer” might spend karma to remove a wound affliction from an injured friend, while a “brave commander” might spend karma to inspire a companion, reducing the difficulty of a fear-based challenge. Assisting someone doesn’t change the standard expenditure limit of one karma per challenge; if you spend karma to aid an ally, they cannot also spend their own karma to reduce the difficulty further. Stacking Perks Although it isn’t possible to spend more than one karma per challenge, a PC can still use multiple perks at once—success and failure are relative to the character’s competencies, so the GM should take all applicable perks into account. Likewise, just as the impact of a perk depends on how narrowly defined it is, multiple relevant perks should also have more impact than a single perk. Quirks Players must declare their intent to use a quirk before rolling for a challenge. They should describe their character’s actions in a way that incorporates the quirk, and then increase the challenge difficulty by 1 (this can take it above 6). Players usually recover one karma for using their quirk, but if they succeed at the challenge roll, they may recover one resolve instead (if they wish). Only one quirk can be used for each challenge. Complications The GM can also offer players karma in exchange for a complication. Should the player accept this offer, use their quirks for inspiration—the professor with “bad eyes” may have overlooked a major clue, while the “mean” thug may have insulted the wrong person. Of course, complications can also be based on the situation, or perhaps even archetypes or perks. But when possible, try to tie them to a character’s quirks. Genre Rules Cybernetics Just like mundane gear, cybernetics can either be handled as background flavor or treated as a perk, depending on how much impact you want it to have within the game. An individual with extensive cybernetic augmentation may also wish to take a suitable quirk, to represent the physical and psychological drawbacks of their various implants. Fear Insanity A frequent staple of horror stories, fear should be treated the same way as other challenges crafty characters should roll 3d6, while other characters roll 2d6, and individuals without prior experience or exposure to the particular source of fear (as indicated by their concept and perks) reduce the number of dice they roll by one. Failure on a fear challenge results in the loss of one resolve token—if the character loses all resolve, they generally flee the scene, or receive an appropriate form of mental disorder. Hack-and-Slash If gameplay involves dungeon crawls or lots of monster-bashing, you might wish to assign your NPCs traits and ranks. Traits Foes can have one or more traits Agile, brawny and crafty increase the difficulty of challenges against them that use those traits; clumsy, weak or stupid reduce the difficulty. Shooting an “agile and weak” goblin is difficulty 6, for example, while hitting them in melee is difficulty 4. Ranks PCs start at rank 1, increasing their rank every 4th advance (i.e., at 4, 8, 12, 16 and 20), to a maximum of rank 6. NPCs also have a rank, chosen by the GM. When facing someone of higher rank, increase your challenge difficulties by 1 (even if this takes them above 6). Against a foe of lower rank, reduce them by 1. For opponents ###ranks higher or lower, use the “Power Levels” genre rule. Defeating Monsters As a quick rule of thumb, most monsters require a number of effort tokens equal to their rank to defeat. A “boss” monster should require double that number, and may also be one rank higher than his or her lesser kin—these fearsome foes can represent major antagonists, or the “Big Bad” at the end of an adventure, and the GM should use them sparingly. Trappings The GM must also make common sense judgment calls. A non-magical arrow is unlikely to cause any damage to an iron golem, no matter how skilled the archer, whereas a flaming torch would probably destroy an animated scarecrow in one hit. Equally, the types of attack a foe can make depends on their gear and implied capabilities—a goblin armed with a club can only make melee attacks, but if they have a spear they can choose to throw it, and of course, goblin shamans can make mental attacks using their magic. Example Bestiary Bear Rank 2. Brawny. Dragon Rank 5. Brawny and crafty. Goblin Rank 1. Agile and weak. Golem Rank 3. Brawny and stupid. Kobold Rank 1. Stupid and weak. Lich Rank 4. Crafty. Mummy Rank 3. Clumsy. Ogre Rank 2. Brawny and stupid. Orc Rank 1. Stupid. Skeleton Rank 1. Stupid. Troll Rank 2. Brawny and stupid. Vampire Rank 3. Agile. Wolf Rank 1. Wraith Rank 2. Yeti Rank 2. Brawny. Zombie Rank 1. Clumsy and stupid. Magic Psionics Many fantasy, horror, and even science fiction settings describe characters with supernatural powers such as telekinesis, alchemy, psionics, etc. These arcane gifts can be easily represented as perks. A character with such a perk can do anything a trained person in the setting could achieve with appropriate tools, as long as it thematically fits their type of magic. Spending karma allows the mage to perform even greater feats of magic, overcoming any challenge a professional could manage with specialized gear. Always think of magic in terms of the result. It doesn’t matter if the psionicist disintegrates the door, or just causes the lock to spring open—if the goal is to get through the door, they’ve succeeded. But don’t forget, magic is primarily a narrative tool, and it doesn’t change the mechanics. If the GM calls for an agile challenge to open a lock, the mage must still resolve it as an agile challenge, even if they use magic to bypass the door. Magic Limitations If a magic perk is overly broad in scope, the GM should ask the player to choose a limitation. Here are some examples Destructive Your spells cause lots of environmental and collateral damage. Draining Your spells drain you, and may involve blood sacrifices. You spend resolve instead of karma for magic. Focus You require a focus to channel your spells, such as a wand, staff, or holy symbol. If lost or broken, the focus item requires several days to replace. Personal Your magic works on your own body and possessions, but can’t be used directly on others. Ritualistic Your strongest spells take time to cast. You can’t spend any karma unless you’ve a few minutes to prepare. Source Your magic requires a nearby source of suitable energy or matter, you cannot conjure things from thin air. Unsubtle You need to make gestures and incantations to cast spells, making it obvious when you’re using magic. Spell Lists In some settings, spellcasters learn fixed lists of predefined spells. You can easily simulate this in Tricube Tales, by adding some further requirements to those who have taken an arcane perk. Mages can choose three spells during character creation; these determine how and when they can use their magic. Each spell needs to have a name and a limitation—e.g., “fiery bolt (destructive),” “lightning shield (personal),” “illusionary disguise (ritualistic),” etc. You can create more potent spells by giving them additional limitations. This narrows their scope, and the GM should be more flexible when interpreting their effect. Perhaps your “invisibility sphere” is ritualistic and requires a focus, but can be used to conceal the entire party. New spells are learned during play, at the GM’s discretion—perhaps a wizard can learn from scrolls or spellbooks, or maybe the GM awards sorcerers a new spell each time they gain an advance. Mounts Minions Armored knights frequently ride their loyal steeds into battle, while fearsome necromancers raise undead minions to serve them in combat. These helpers can generally be abstracted away much like gear—either handle them as background flavor, describing their actions as part of your challenge rolls, or treat them as a perk if you would like them to provide a mechanical benefit. Non-Human Races Fantasy settings frequently include non-human races, such as elves and dwarves, just as science fiction settings often have alien species. Even many horror settings include supernatural creatures, such as vampires and werewolves. In many cases, the race can simply be part of the archetype—for example, an agile elven ranger, or a brawny dwarven soldier, or a crafty gnome illusionist. Another option is to handle the race as a perk (perhaps an elf can spend one karma to see in pitch darkness or recall ancient elven battle techniques), or even a quirk (maybe the half-orc is treated as an outsider, and has little understanding of human etiquette or culture). If the GM wants character races to be a more influential part of the game, treat them as a separate option chosen during character creation. In this case, the race can be handled (from a game mechanics perspective) as both a perk and a quirk, depending on the needs of the story. Power Levels In a fantasy world, a demigod can easily overpower a normal human. Similarly, a vampire or werewolf in a horror setting would outmatch a mere mortal, a mech pilot would completely outgun regular infantry, and a cosmic superhero could obliterate a street-level superhero. In most cases, these scenarios can be handled using relative interpretations of success and failure, assigning afflictions appropriate to the character and story. An invulnerable alien superhero might not be harmed by bullets, but ricochets could still kill the innocent bystanders he’d sworn to protect, resulting in a loss of resolve. Running out of resolve would still lead to defeat—perhaps he receives a “humiliation” or “despair” affliction, as the gangsters escape from the shootout, leaving the poor superhero to deal with the angry press and a pile of corpses. In other cases, a foe might simply be no threat at all. In this case, there is no need to roll, just narrate the outcome. Sieges Battles Sometimes, combat takes place between armies rather than individuals, each side maintaining its own pool of tokens. The PC commander uses crafty challenges to control their forces and eliminate all of the opposing side’s tokens, with the GM assigning a difficulty to attack or defend based on the relative power and tactical advantages of the two armies. Individual PCs can make a difference in such conflicts, but the risks are great. These heroes can eliminate tokens from the opposing army, but if they fail their defensive challenge rolls, they lose their own resolve tokens. Indirect Battles This approach can also be used for other scenarios, such as a legal battle between two businesses, turf wars between gangs or guilds, cyber warfare between nation states or high-tech organizations, etc. As always, individuals can contribute their efforts, but the risks will be high. Superheroes One quick and easy solution for creating superheroes is to base their concept on their mundane persona and handle their superpowers as perks. Thus you might have an agile journalist with his “spider powers” perk, or some crafty filthy-rich inventor with an “iron power suit” perk. As always, the GM should give narrowly defined perks more impact than broadly defined ones. Overly broad superpowers can also be given limitations in the same way as magic (see “Magic Psionics”). If you’ve decided to base your game on a particular movie or book, you can keep things simple by allowing players to base their concept, perk and quirk on a specific superhero. If the player wants to attempt something the superhero can do in the film or comics, then it would fall within the scope of their archetype, and could be further enhanced as a perk. If the character in the film or comics has any notable flaws or foibles, then those can also be used as a quirk. Power Limitations As with magic, if a superpower is overly broad in scope, then it should be given a limitation. Here are some examples Devices Your abilities are granted by special gadgets or equipment, which can be temporarily disabled or lost. Grounded Most superheroes possess some form of airborne locomotion, such as flight, web-slinging, ice slides, super-leaping, etc. But you are limited to using mundane means of travel. Intimidating Your abilities manifest in a way that can invoke feelings of fear and dread, terrifying the innocent. Negation You can’t use your powers while exposed to a specific substance. Non-Offensive Your powers can’t be used to attack someone directly. Suit-Up You must change your form or appearance to utilize your powers. Unreliable You lack full control over your powers. Whenever you attempt to spend karma on this perk, the GM may introduce a complication instead. Supernaturals When someone is defeated, they gain an affliction. Should a PC be defeated by a supernatural creature’s infectious bite or claws, the GM can assign an appropriate affliction, such as “lycanthropy,” “zombie virus,” “vampirism,” etc. Unlike quirks, which are activated by the player, the GM can decide when and how afflictions are used during play. A newly infected werewolf has no control over their transformation or the carnage they cause—but they could later convert their affliction into a quirk, as they learn to control their condition. Likewise, afflictions give no benefits, but a player can later take supernatural perks such as “preternatural strength” or “rending claws.” If the PC takes a broad perk encompassing a range of abilities, they should also pick a limitation (much like Magic Limitations)—for example, a “werewolf gifts” perk might only apply if the character first shapeshifts into their wolfman form. Removing Afflictions If an affliction isn’t permanent, the GM might offer a story-based way to remove it—perhaps slaying the vampire who bit them reverses their condition, or there’s a cure for the zombie virus. Permanent afflictions can also be removed, but this costs permanent karma. More drastic solutions might also be permitted, such as converting a “zombie virus” affliction into an “amputated leg” quirk (at the usual cost of an advance). Gradual Decline Some conditions offer no benefits at all. While many novels and TV shows depict supernatural creatures as sapient beings, others portray them as mindless beasts driven by rage, instinct, and hunger. Such infections may take the form of a slow decline—victims of a zombie bite might survive hours or even days before they eventually succumb. The GM could even use future afflictions to represent a character’s gradual transformation. Vehicles Whether you’re a pirate captain, a tank driver, a starship commander, a ghostly biker, or a mech pilot, all vehicles can be handled in a similar way. The easiest approach is to treat them like mundane gear, or as perks if they’re particularly powerful. But if the vehicles are a major part of the setting, they can instead be built like characters. Vehicles as Characters Major vehicles start with a concept (but not a trait), a perk and a quirk. They do not have any karma, but they begin with three resolve tokens, and can advance at the GM’s discretion. The driver (or pilot) makes challenge rolls using their own trait, but they can utilize their vehicle’s concept, perks, and quirks as if they were their own. Use the “Power Levels” genre rule for combat between vehicles of significantly different strength—such as a starfighter against a dreadnought.
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Mission01 Mission02 Mission03 Mission04AMission04B Mission05AMission05B Mission06 Mission07 Mission08 Mission09 Mission10AMission10B Mission11AMission11B Mission12 Mission13 Mission14 Mission15 Mission16 Mission17 Mission18 Mission19 Mission20 Mission21 Mission22 Mission23AMission23B Mission24AMission24B Mission25AMission25B Mission26 Mission27 Mission28 Mission29 Mission30 Mission31 Mission32 Mission33 Mission34 Mission35 Mission36 Mission37 Mission38 Mission39 Mission40 Mission41 Mission42 Mission43 Mission44 Mission45 Mission46 Mission47 Mission48 Mission49 Mission50 Mission51 Epilog インターミッション|司令部|格納庫 Mission09|マップ|入手パーツ|味方|敵|一般人 インターミッション 移動可能施設 司令部 傭兵詰所 TEAM MEMBERS レイン(※) / チャンプ / オッドアイ(※) OTHERS ユウジ / ピーター / マット / ガブリエル 格納庫 武器 / パーツ / アイテム追加 闘技場 対戦相手 Were Wolf / Jimmy / Demon.V / Bleaker / Lich / Jango / Hansen / Were Wolf / Jimmy / Demon.V / Bleaker / Lich / Jango / Hansen 賭け金 50 / 100 / 300 / 500 / 800 (※)チャンプと会話すると追加 司令部 会話イベントMission09 市街地強襲作戦 格納庫 ▼ショップ▼ Weapon Grip|Shoulder Parts Computer|Body|Arm L|Arm R|Legs|Back Pack Item Item Weapon ※+1:2周目以降、攻撃力+1、防御力+1 ※+2:3周目以降、攻撃力+2、防御力+2 Grip New 名称 価格 AT DF Hit Range Bullet Weight Type Attribute 備考 +1 +2 回×攻 防 的 射程 弾 重 タイプ 属性 F-1 TONFA F-1ロングトンファ 170 340 510 1×13 - 85 1(1-1) - 5 Fight(格) 衝撃 SIEGE シージュ MG 180 360 540 5× 2 - 78 1(1-1) - 8 Short(近) 貫通 WINEE ウィニー ライフル 190 380 570 1×13 - 76 3(2-3) - 25 Long(遠) 貫通 RIM-3 RIM-3 グレネード 320 640 960 1×13 - 58 4(1-4) - 16 Long(近/遠) 炎熱 IGUCHI T5 イグチ5式 ライフル 180 360 540 1×12 - 75 3(2-3) - 23 Long(遠) 貫通 CEMETERY セメテリー MG 200 400 600 4× 5 - 74 1(1-1) - 10 Short(近) 貫通 New PAP-55 PAP55 MG 220 440 660 4× 6 - 74 1(1-1) - 10 Short(近) 貫通 ZIEGER ズィーガー ライフル 100 200 300 1×10 - 78 3(2-3) - 23 Long(遠) 貫通 GRAVE グレイブ MG 190 380 570 4× 3 - 76 1(1-1) - 10 Short(近) 貫通 New IGUCHI T7 イグチ7式 グレネード 360 720 1080 1×24 - 58 4(1-4) - 18 Long(近/遠) 炎熱 RAPTOR ラプター MG 100 200 300 4× 3 - 62 1(1-1) - 8 Short(近) 貫通 CONGRE コングル ライフル 220 440 660 1×20 - 76 3(2-3) - 27 Long(遠) 貫通 New GLOWTUSK グロウタスク ライフル 240 480 720 1×21 - 76 3(2-3) - 29 Long(遠) 貫通 New D-NAIL ダブル ネイル 300 600 900 1×20 - 90 1(1-1) - 10 Fight(格) 衝撃 ショップ目次へ Shoulder New 名称 価格 AT DF Hit Range Bullet Weight Type Attribute 備考 +1 +2 回×攻 防 的 射程 弾 重 タイプ 属性 WS-Ⅱ WS-Ⅱ シールド 160 320 480 - 4 - - - 6 Shield(盾) - BONE ボーン Mランチャー 360 720 1080 2×14 - 76 5(3-5) 3 24 Long(遠) 炎熱 New WS-20 WS-20 シールド 200 400 600 - 9 - - - 12 Shield(盾) - MGR-IB MGR-IB 340 680 1020 2×12 - 74 5(3-5) 2 20 Long(遠) 炎熱 New GALVADOS ガルヴァドスRランチャー 400 800 1200 3×11 - 76 5(3-5) 3 26 Long(遠) 炎熱 ショップ目次へ|上へ Parts ※+1:2周目以降、防御力+5、内蔵武器・攻撃力+1 Computer New 名称 価格 Fight Short Long Agility 備考 格闘 近 遠 回避 АДС アエス SI-053 160 0 30 2 0 Zera ゼラ ZR-06St 160 8 8 8 8 РНЁНС ロゴス RG-0404 160 14 7 9 2 Licorne リコルヌ AX-7 180 10 10 10 10 Rayon レヨン EL-002 180 2 30 8 0 ОЧРА ピューラ HR-BL 180 14 8 10 8 New Meteor ミーティアVG-15PR 200 6 36 16 16 New Sechvie ゼヒフィーWST-288 200 0 40 8 16 New ЙАРГЗА カルディア KG-A2 200 22 10 10 22 ショップ目次へ Body New 名称 価格 DF HP Engine Weight Int.Weapon 備考 +1 防 HP 出 重 内蔵武器 GALVO ガルボ ボディ 400 800 13 42 130 28 None ZENITH ゼニス ボディ 340 680 11 33 130 24 None ZOLA-3A ゾラ3A ボディ 340 680 11 30 140 22 None GIZEH ギザ ボディ 400 800 13 45 120 30 None HUSKY Mk.Ⅲ ハスキーMk.Ⅲ ボディ 400 800 13 39 140 26 None PABOTTE パボット ボディ 340 680 11 36 120 26 None New PABOTTE Ⅱ パボットⅡ ボディ 460 920 18 54 140 34 None TENDUS テンダス ボディ 300 600 10 27 110 20 None VAPOR ヴェイパー ボディ 450 900 16 48 120 24 None TEMPEST テンペスト ボディ 450 900 20 36 180 32 None New ZIGLE-6B ジグル6B ボディ 460 920 18 42 180 26 None New GALVO SV ガルボSV ボディ 460 920 18 48 160 30 None New HUSKY Mk.Ⅳ ハスキーMk.Ⅳ ボディ 480 960 20 51 165 30 None New VAJE ヴァジェ ボディ 490 980 15 40 190 30 None ショップ目次へ Arm L New 名称 価格 DF HP Hit Weight Int.Weapon 備考 Type AT Hit Attribute +1 防 HP 的 重 内蔵武器 種類 回×攻 的 属性 GALVO ガルボ アーム 200 400 16 25 62 20 ARM PUNCH(格) 5 82 衝撃 ZENITH ゼニス アーム 160 320 14 24 60 18 ARM PUNCH(格) 5 82 衝撃 ZOLA-3A ゾラ3A アーム 160 320 15 22 62 16 ARM PUNCH(格) 4 83 衝撃 GIZEH ギザ アーム 200 400 15 26 61 24 ARM PUNCH(格) 6 81 衝撃 HUSKY Mk.Ⅲ ハスキーMk.Ⅲ アーム 200 400 17 24 63 18 ARM PUNCH(格) 5 83 衝撃 PABOTTE パボット アーム 160 320 13 25 58 20 ARM PUNCH(格) 5 81 衝撃 New PABOTTE Ⅱ パボットⅡ アーム 250 500 23 33 63 25 ARM PUNCH(格) 7 80 衝撃 TENDUS テンダス アーム 150 300 12 22 57 18 ARM PUNCH(格) 4 80 衝撃 VAPOR ヴェイパー アーム 220 - 16 30 70 23 VAPOR MG(近)[×] 4× 3 72 貫通 TEMPEST テンペスト アーム 220 440 22 24 60 26 ARM PUNCH(格) 6 84 衝撃 New ZIGLE-6B ジグル6B アーム 250 500 24 30 66 24 ARM PUNCH(格) 6 84 衝撃 New GALVO SV ガルボSV アーム 250 500 22 36 64 26 ARM PUNCH(格) 7 82 衝撃 New HUSKY Mk.Ⅳ ハスキーMk.Ⅳ アーム 260 520 24 39 65 26 ARM PUNCH(格) 7 82 衝撃 BIZANT Ⅱ ビザントⅡ アーム 740 - 38 150 55 55 BIZANTⅡ MG(近)[×] 8× 6 65 貫通 2周目以降 New VAJE ヴァジェ アーム 270 540 15 28 70 20 ARM PUNCH(格) 5 80 衝撃 ショップ目次へ Arm R New 名称 価格 DF HP Hit Weight Int.Weapon 備考 Type AT Hit Attribute +1 防 HP 的 重 内蔵武器 種類 回×攻 的 属性 GALVO ガルボ アーム 200 400 16 25 62 20 ARM PUNCH(格) 5 82 衝撃 ZENITH ゼニス アーム 160 320 14 24 60 18 ARM PUNCH(格) 5 82 衝撃 ZOLA-3A ゾラ3A アーム 160 320 15 22 62 16 ARM PUNCH(格) 4 83 衝撃 GIZEH ギザ アーム 200 400 15 26 61 24 ARM PUNCH(格) 6 81 衝撃 HUSKY Mk.Ⅲ ハスキーMk.Ⅲ アーム 200 400 17 24 63 18 ARM PUNCH(格) 5 83 衝撃 PABOTTE パボット アーム 160 320 13 25 58 20 ARM PUNCH(格) 5 81 衝撃 New PABOTTE Ⅱ パボットⅡ アーム 250 500 23 33 63 25 ARM PUNCH(格) 7 80 衝撃 TENDUS テンダス アーム 150 300 12 22 57 18 ARM PUNCH(格) 4 80 衝撃 VAPOR ヴェイパー アーム 220 - 16 30 70 23 VAPOR MG(近)[×] 4× 3 72 貫通 TEMPEST テンペスト アーム 220 440 22 24 60 26 ARM PUNCH(格) 6 84 衝撃 New ZIGLE-6B ジグル6B アーム 250 500 24 30 66 24 ARM PUNCH(格) 6 84 衝撃 New GALVO SV ガルボSV アーム 250 500 22 36 64 26 ARM PUNCH(格) 7 82 衝撃 New HUSKY Mk.Ⅳ ハスキーMk.Ⅳ アーム 260 520 24 39 65 26 ARM PUNCH(格) 7 82 衝撃 BIZANT Ⅱ ビザントⅡ アーム 740 - 38 150 55 55 BIZANTⅡ MG(近)[×] 8× 6 65 貫通 2周目以降 New VAJE ヴァジェ アーム 270 540 15 28 70 20 ARM PUNCH(格) 5 80 衝撃 ショップ目次へ Legs New 名称 価格 DF HP Engine Move Weight Type 備考 +1 防 HP 出 移 重 種類 GALVO ガルボ レッグ 280 560 15 32 0 14 22 ノーマル ZENITH ゼニス レッグ 260 520 13 26 0 12 20 ノーマル ZOLA-3A ゾラ3A レッグ 260 520 14 24 0 14 18 ノーマル GIZEH ギザ レッグ 280 560 14 34 0 12 24 ノーマル HUSKY Mk.Ⅲ ハスキーMk.Ⅲ レッグ 280 560 16 30 0 14 20 ノーマル PABOTTE パボット レッグ 260 520 12 27 0 12 22 ノーマル New GAROLE ガロール レッグ 320 640 18 42 10 14 30 タンク TENDUS テンダス レッグ 240 480 10 24 0 12 18 ノーマル VAPOR ヴェイパー レッグ 300 600 18 28 0 16 20 ノーマル TEMPEST テンペスト レッグ 300 600 20 36 0 12 30 ノーマル New ZIGLE-6B ジグル6B レッグ 320 640 22 30 0 16 24 ノーマル New GALVO SV ガルボSV レッグ 320 640 20 36 0 14 26 ノーマル New HUSKY Mk.Ⅳ ハスキーMk.Ⅳ レッグ 340 680 20 39 0 16 26 ノーマル New VAJE ヴァジェ レッグ 340 680 15 32 0 16 22 ノーマル ショップ目次へ Back Pack New 名称 価格 Item Range Engine Weight 備考 アイテム 射程 出 重 New Chipmunk チップマンク 400 0 0 20 10 ショップ目次へ|上へ Item Item New 名称 価格 解説 備考 Repair S リペアS 50 パーツ1部分のHPを50回復 Repair M リペアM 150 パーツ1部分のHPを100回復 New Flash フラッシュグレネード 160 最大3ターン、敵をスタン状態にする Mine マイン 120 ダメージ効果のある地雷を仕掛ける ショップ目次へ|上へ Mission09 Mission09 市街地強襲作戦 勝利条件 デルタの作戦終了 敗北条件 ストーム機の撃墜かデルタの全滅 作戦の報酬 H$4000 出撃機体選択(2周目以降) 必ず出撃 ストーム 選択出撃 レイン / チャンプ / オッドアイ / グレイ 一般人を撃墜すると、修理費用を請求される デルタ隊を撃墜されても修理費用は請求されない2機までなら撃墜されてもゲームオーバーにならない 脱出ポイントCへ到達すると、ミッションクリアとなる全敵を撃墜しても、ミッションクリアとならない マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 市街地「夕」 15% 3 2 3 2 3ターン目にデルタ隊は作戦を開始する(移動し始める) 8ターン目終了後、デルタ隊は目標を確保し、脱出ポイントA(デルタ隊の初期位置)及び敵増援4機(敵9~12)が現れる デルタ隊が脱出ポイントAへ到達すると、デルタ隊は脱出し、脱出ポイントB(チャンプ機の初期位置)及び敵増援2機(敵13~14)が現れる敵増援により、脱出用ヘリ(味方10)は撃墜され、脱出ポイントCが現れる この時点で脱出ポインBにストーム隊(補給車以外)を待機させておくと、ミッションクリアとなる(こちらも参照) 上へ 入手パーツ なし 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name Attribute HP Body Body Attribute Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Legs L. Shoulder Agility Agility Move R. Shoulder 1 Storm WOLF HEAD - 2 Rain BLUE IRIS 3 Champ CLAYMORE 4 Oddeye WILD CAT 5 Gray 5 --------------- CRUSADER 貫通 51 --- 446 9 200 39 WINEE 貫通 - 2-3 9 200 39 ARM PUNCH 衝撃 - 1-1 10 500 39 WS-20 - - - 9 100 17 --- 6 Attacker 5 --------------- Carrier - 50 --- 416 9 140 -Large Unit-(No Parts) --- 11 670 --- 9 140 --- 9 250 8 --- 7 Faceless(NPC) 11 --------------- ZEARAID 貫通 84 --- - 10 500 48 EMPIRE 貫通 - 2-3 12 1000 48 MOSTRO-24 貫通 - 1-1 10 500 60 WS-14 - - - 12 800 18 WS-14 - - - 8 Attacker(NPC) 6 --------------- ZEARAID 貫通 84 --- - 9 20 48 MOSTRO-24 貫通 - 1-1 11 600 48 MOSTRO-24 貫通 - 1-1 10 300 60 WS-14 - - - 11 600 18 WS-14 - - - 9 Attacker(NPC) 6 --------------- ZEARAID 貫通 84 --- - 9 20 48 MOSTRO-24 貫通 - 1-1 11 600 48 MOSTRO-24 貫通 - 1-1 10 300 60 WS-14 - - - 11 600 18 WS-14 - - - 10 Helicopter(NPC) 5 --------------- Scout Heli - 150 --- - 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 MGR-IB 炎熱 2 3-5 9 250 18 MGR-IB 炎熱 2 3-5 11 Helicopter(NPC) 5 --------------- Scout Heli - 150 --- - 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 MGR-IB 炎熱 2 3-5 9 250 18 MGR-IB 炎熱 2 3-5 上へ 敵 No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name Attribute HP Body Body Attribute Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Legs L. Shoulder Agility Agility Move R. Shoulder 1 Missileer 5 --------------- SAM Launcher - 50 --- 312 9 200 -Large Unit-(No Parts) --- 9 190 --- 11 520 MGR-IB 炎熱 2 3-5 10 300 6 MGR-IB 炎熱 2 3-5 2 Missileer 5 --------------- SAM Launcher - 50 --- 312 9 200 -Large Unit-(No Parts) --- 9 190 --- 11 520 MGR-IB 炎熱 2 3-5 10 300 6 MGR-IB 炎熱 2 3-5 3 Attacker 5 --------------- Armored Car - 50 --- 312 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 --- 9 250 6 --- 4 Attacker 5 --------------- Armored Car - 50 --- 312 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 --- 9 250 6 --- 5 Attacker 5 --------------- GALVO 貫通 42 --- 270 9 140 25 ARM PUNCH 衝撃 - 1-1 11 670 25 GRAVE 貫通 - 1-1 9 140 32 --- 9 250 16 --- 6 Attacker 5 --------------- GALVO 貫通 42 --- 270 9 140 25 ARM PUNCH 衝撃 - 1-1 11 670 25 GRAVE 貫通 - 1-1 9 140 32 --- 9 250 16 --- 7 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 8 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 9 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 10 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 11 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 12 Missileer 5 --------------- ZOLA 衝撃 30 --- 230 9 200 22 ARM PUNCH 衝撃 - 1-1 9 190 22 ARM PUNCH 衝撃 - 1-1 11 520 24 MGR-IB 炎熱 2 3-5 10 300 16 MGR-IB 炎熱 2 3-5 13 Attacker 5 --------------- Scout Heli - 70 --- 450 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 MGR-IB 炎熱 2 3-5 9 250 20 MGR-IB 炎熱 2 3-5 14 Attacker 5 --------------- Scout Heli - 70 --- 450 9 140 -Large Unit-(No Parts) GRAVE 貫通 - 1-1 11 670 --- 9 140 MGR-IB 炎熱 2 3-5 9 250 20 MGR-IB 炎熱 2 3-5 上へ 一般人 No. PILOT MACHINE WEAPON 修理費用 Name Level Skill Name Attribute HP Body Body Attribute Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Legs L. Shoulder Agility Agility Move R. Shoulder 1 Soldier 5 --------------- Carrier - 200 --- 416 9 140 -Large Unit-(No Parts) --- 11 670 --- 9 140 --- 9 250 14 --- 2 Soldier 5 --------------- CALM - 24 --- 253 9 140 19 ARM PUNCH 衝撃 - 1-1 11 670 19 ARM PUNCH 衝撃 - 1-1 9 140 21 --- 9 250 14 --- 上へ
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テュナレ(Tunare) “あらゆるものの母”テュナレは自然と繁茂の女神。ハイエルフ、ウッドエルフ、フェイなどの創造主。 概要 属性: 善 預言者: Eva Corunno thes(ケレティン、46, 93, 78) 伝統的な信者: プリースト、スカウト 信仰クエスト A Time of Growth Those Who Were Lost Imperiled Druid Ring The Priestess of Lesser Faydark Faith 祝福(Blessings) 名称 消費Favor 詳細 Nature s Caress 750 ヒール量+15% Earthmother s Aegis 875 ダメージを受けると15%でヒール(372-559)+炎熱、冷気耐性(+1375) Forest Spirit 1000 ファンペット召喚+アーツ、攻撃スペル成功で5%でグループHoT(192-287) Trueshot 1125 遠隔ダメージのクリティカル率+10%、遠隔スキル+20、矢・投げナイフ召喚 Tunare s Behest 1250 コントロールペット召喚 奇跡(Miracles) 名称 消費Favor 詳細 Life s Restoration 1125 炎熱DoT(1044-1741dmg)アンデット限定 Blessing of Tunare 1312 ヒール量+50% Grove s Entanglement 1500 AE Root・窒息・スロウ、炎熱耐性低下(-1375)Debuff Growth s Replenishment 1687 グループHoT(10%) Tunare s Lifeshield 1875 呪文ダメージ反射(50%)+ストーンスキン(10回まで)
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Use of Underground Facilities to Protect Critical Infrastructures Summary of a Workshop Natl Academy Pr? National Research Council Board on Infrastructure and the Constructed? Richard G. Little? Paul B. Pattak? Wayne A. Schroeder? NatlAcademyPr? NationalResearchCouncilBoardonInfrastructureandtheConstructed? RichardG.Little? PaulB.Pattak? WayneA.Schroeder? ジャンル別? Substores-UnknownASINs-7? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-General? Subjects-History-MilitaryScience? Subjects-Law-CriminalLaw-LawEnforcement? Subjects-Nonfiction-Crime&Criminals-General? Subjects-Nonfiction-CurrentEvents-Poverty-SocialServices&Welfare? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Law-CriminalLaw-LawEnforcement? 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Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-RealEstate-General? Subjects-Professional&Technical-Accounting&Finance-Economics-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Montreal Protocol on Substances That Deplete the Ozone Layer United Nations Environment Programme? United Nations Environment Programme? UnitedNationsEnvironmentProgramme? UnitedNationsEnvironmentProgramme? Substores-UnknownASINs-55? Subjects-Business&Investing-Economics-Statistics? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-HazardousWaste? Subjects-Nonfiction-Economics-Statistics? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-HazardousWaste? Subjects-Professional&Technical-Accounting&Finance-Economics-Statistics? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Sustainability Cri Con Soc Sci Vol1 Routledge? REDCLIFT? Routledge? REDCLIFT? ジャンル別? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Geography? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geography-General? Sustainability Cri Con Soc Sci Vol2 Routledge? REDCLIFT? Routledge? REDCLIFT? ジャンル別? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Geography? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geography-General? Sustainability Cri Con Soc Sci Vol3 Routledge? REDCLIFT? Routledge? REDCLIFT? ジャンル別? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Geography? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geography-General? Sustainability Cri Con Soc Sci Vol4 Routledge? REDCLIFT? Routledge? REDCLIFT? ジャンル別? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Geography? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Geography-General? Nordic Stone United Nations Educational? Olavi Selonen? Veli Suominen? UnitedNationsEducational? OlaviSelonen? VeliSuominen? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Business&Investing-Reference-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-NaturalResources-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-General? Subjects-Science-EarthSciences-General? Subjects-Science-Nature&Ecology-NaturalResources-General? Industry as a Partner for Sustainable Development United Nations Environment Programme? United Nations Environment Programme? UnitedNationsEnvironmentProgramme? UnitedNationsEnvironmentProgramme? Substores-UnknownASINs-55? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Industries&Professions-Oil&Energy? Subjects-Nonfiction-Economics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-Conservation? Subjects-Professional&Technical-Accounting&Finance-Economics-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment-Conservation? Subjects-Science-Technology-RenewableEnergy? Environmental Policy in a Market Economy Selected Papers from the Congress Environmental Policy in a Market Economy Center Agricultural Pub & Document? Frank J. Dietz? Willem J. M. Heijman? CenterAgriculturalPub&Document? FrankJ.Dietz? WillemJ.M.Heijman? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment? Environmental Impact of Economic Incentives for Agricultural Production A Comparative Law Study (Legislative Study (Rome)) Food & Agriculture Org? Mohamed Ali Mekouar? Food&AgricultureOrg? MohamedAliMekouar? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Economics-Agricultural? Subjects-Business&Investing-General? Subjects-Business&Investing-Industries&Professions-Accounting-Taxes-TaxLaw? Subjects-Law-Business-Taxation? Subjects-Law-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Nonfiction-Economics-Agricultural? Subjects-Nonfiction-Law-Business-Taxation? Subjects-Nonfiction-Law-General? Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-Accounting-Taxes-TaxLaw? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-Agricultural? Subjects-Science-AgriculturalSciences-Economics? APELL for Mining (Technical Reports S.) UNEP? United Nations Environment Programme? UNEP? UnitedNationsEnvironmentProgramme? Substores-UnknownASINs-55? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-Conservation? Subjects-Professional&Technical-Accounting&Finance-Economics-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment-Conservation? The Idea of Environmental Welfare Economics (Wageningen Economic Studies) Wageningen Agricultural University? J.J. Krabbe? WageningenAgriculturalUniversity? J.J.Krabbe? Substores-UnknownASINs-55? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Sustainable Use And Management of Natural Resources European Communities? EuropeanCommunities? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Eea Report 1/2006 Using the Market for Cost Effective Environment Policy European Communities? EuropeanCommunities? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources How Much Bioenergy Can Europe Produce Without Harming the Environment? European Communities? EuropeanCommunities? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Chemical-General? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-Pollution-General? Subjects-Engineering-Energy-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Engineering-Chemical-General? Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-Pollution-General? Subjects-Professional&Technical-Engineering-Energy-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Chemistry-ChemicalEngineering? Subjects-Science-General Energy And Environment in the European Union Tracking Progress Towards Integration undefined Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Civil-Environmental-RiskAnalysis&Management? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Engineering-Civil-Environmental-RiskAnalysis&Management? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-General Subjects-Science-Physics-Energy? From Scarcity to Sustainability Futures Studies and the Environment The Role of the Club of Rome Peter Lang Pub Inc? Peter Moll? PeterLangPubInc? PeterMoll? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Industries&Professions-RealEstate-General? Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-NaturalResources-General? Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-RealEstate-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-NaturalResources-General? Balancing Europe for Sustainability International Books,Netherlands? Aktie Strohalm? Aktie Strohalm? Richard Douthwaite? InternationalBooks,Netherlands? AktieStrohalm? AktieStrohalm? RichardDouthwaite? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Conservation-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Environmentally Harmful Subsidies Policy Issues and Challenges Organization for Economic? Oecd? OrganizationforEconomic? Oecd? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment? Subjects-Science-AgriculturalSciences? Climate Policy and Development Flexible Instruments and Developing Countries (Elgar Monographs) Edward Elgar Pub? Axel Michaelowa? Michael Dutschke? EdwardElgarPub? AxelMichaelowa? MichaelDutschke? Subjects-Business&Investing-Economics-Development&Growth? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Government-PublicPolicy? Subjects-Nonfiction-Economics-Development&Growth? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-Weather? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-Development&Growth? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Meteorology-General? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Meteorology-General? Subjects-Science-EarthSciences-Climatology-ClimateChanges? Subjects-Science-EarthSciences-Weather? Subjects-Science-General Use of Economic Instruments in Environmental Policy in Central and Eastern Europe REC (Regional Environment Center for Eastern and C? Jurg Klarer? REC(RegionalEnvironmentCenterforEasternandC? JurgKlarer? Substores-UnknownASINs-56? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment? Economic Development and Environmental Control Balancing Business and Community in an Age of Nimbys and Lulus Quorum Books? John O Looney? QuorumBooks? JohnO Looney? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Business&Investing-Industries&Professions-RealEstate-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Ecology-LivingontheLand? Subjects-Outdoors&Nature-NaturalResources-General? Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-RealEstate-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-NaturalResources-General? Industry as a Partner for Sustainable Development United Nations Environment Programme? United Nations Environment Programme? UnitedNationsEnvironmentProgramme? UnitedNationsEnvironmentProgramme? Substores-UnknownASINs-55? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Industries&Professions-Oil&Energy? Subjects-Engineering-Electrical&Electronics-General? Subjects-Nonfiction-Economics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-Conservation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Accounting&Finance-Economics-General? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment-Conservation? Subjects-Science-Technology-RenewableEnergy? Sustainable Development in Central Asia (Central Asia Research Forum Series) Curzon Pr? Shirin Akiner? Sander Tideman? Jon Hay? CurzonPr? ShirinAkiner? SanderTideman? JonHay? Subjects-Business&Investing-Economics-Development&Growth? Subjects-Business&Investing-Economics-EconomicPolicy&Development? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Industries&Professions-RealEstate-General? Subjects-Nonfiction-SocialSciences-Sociology-General? Subjects-Nonfiction-SocialSciences-SpecialGroups-EthnicStudies? Subjects-Nonfiction-Economics-Development&Growth? Subjects-Nonfiction-Economics-EconomicPolicy&Development? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-NaturalResources-General? Subjects-Professional&Technical-Accounting&Finance-Industries&Professions-RealEstate-General? Subjects-Professional&Technical-Accounting&Finance-Economics-Development&Growth? Subjects-Professional&Technical-Accounting&Finance-Economics-EconomicPolicy&Development? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-NaturalResources-General? Subjects-Science-Technology-RenewableEnergy? The Costs to Ireland of Greenhouse Gas Abatement (Policy Research) Economic & Social Research Institute? J. Fitz Gerald? D. Conniffe? Economic&SocialResearchInstitute? J.FitzGerald? D.Conniffe? Substores-UnknownASINs-16? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Civil-Environmental-General Subjects-Nonfiction-CurrentEvents-Poverty-SocialServices&Welfare? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Water Conflicts in India Routledge India? K.J. Joy? Suhas Paranjape? Biksham Gujja? Vinod Goud? Shruti Vispute? RoutledgeIndia? K.J.Joy? SuhasParanjape? BikshamGujja? VinodGoud? ShrutiVispute? Subjects-Business&Investing-Economics-NaturalResources Subjects-Engineering-Civil-Hydrology? Subjects-Engineering-Civil-Environmental-WaterQuality&Treatment? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Ecology-LivingontheLand? Subjects-Outdoors&Nature-Environment-WaterSupply? Subjects-Professional&Technical-Engineering-Civil-Hydrology? Subjects-Professional&Technical-Engineering-Civil-Environmental-WaterQuality&Treatment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment-WaterSupply? The Emerging Environmental Market REC (Regional Environment Center for Eastern and C? Emil Dzuray? REC(RegionalEnvironmentCenterforEasternandC? EmilDzuray? Substores-UnknownASINs-56? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Competing in the New Environmental Marketplace REC (Regional Environment Center for Eastern and C? REC(RegionalEnvironmentCenterforEasternandC? Substores-UnknownASINs-56? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-Conservation? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Science-Nature&Ecology-Environment-Conservation? The Economics of Waste Resources for the Future? Richard C. Porter? ResourcesfortheFuture? RichardC.Porter? Subjects-Business&Investing-Economics-SustainableDevelopment? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Industries&Professions-General? Subjects-Business&Investing-Management&Leadership-Production&Operations? Subjects-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Nonfiction-Economics-SustainableDevelopment? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Civil-Environmental-SolidWasteManagement? Subjects-Professional&Technical-Accounting&Finance-Economics-SustainableDevelopment? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-Production&Operations? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-General International Environmental Liability and Barriers to Trade Market Access and Biodiversity in the Biosaftey Protocol Edward Elgar Pub? Kareen L. Holtby? Jill E. Hobbs? EdwardElgarPub? KareenL.Holtby? JillE.Hobbs? ジャンル別? Subjects-Business&Investing-Economics-Exports&Imports? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Business&Investing-International-General? Subjects-Nonfiction-Economics-Exports&Imports? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-Exports&Imports? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Business, Pollution Regulation in the 90s (Key Resource) British Library Board? Struan Simpson? Jacqueline Carless? Technology, and Industry British Library. Science? British Library. Science Reference and Information Service? BritishLibraryBoard? StruanSimpson? JacquelineCarless? Technology,andIndustryBritishLibrary.Science? BritishLibrary.ScienceReferenceandInformationService? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-General? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-Pollution-Air? Subjects-Law-EnglishLaw-Financial? Subjects-Nonfiction-CurrentEvents-Poverty-SocialServices&Welfare? Subjects-Nonfiction-Economics-NaturalResources Subjects-Nonfiction-Law-EnglishLaw-Financial? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-Pollution-Air? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Science-EarthSciences-EnvironmentalScience Records of Commissioners of Sewers in Parts of Holland, 1547-1603 (Publications of the Lincoln Record Society) Lincoln Record Society? A. Mary Kirkus? LincolnRecordSociety? A.MaryKirkus? Substores-UnknownASINs-29? Subjects-Business&Investing-Economics-NaturalResources Subjects-History-Europe-Netherlands? Subjects-History-World-Medieval? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Ecology-LivingontheLand? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Planet Management Limits to Growth, Computer Simulation, and the Emergence of Global Spaces (Media Topographies) Northwestern Univ Pr? Fernando Irving Elichirigoity? NorthwesternUnivPr? FernandoIrvingElichirigoity? Subjects-Business&Investing-Biographies&Primers-Policy&CurrentEvents? Subjects-Business&Investing-BusinessLife-Communication-General? Subjects-Business&Investing-Economics-Development&Growth? Subjects-Business&Investing-Economics-International? Subjects-Business&Investing-Economics-EconomicPolicy&Development? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Management&Leadership-Management? Subjects-Nonfiction-Politics-General? Subjects-Nonfiction-Politics-International-Relations? Subjects-Nonfiction-SocialSciences-HumanGeography? Subjects-Nonfiction-SocialSciences-Sociology-Culture? Subjects-Nonfiction-Economics-Development&Growth? Subjects-Nonfiction-Economics-International? Subjects-Nonfiction-Economics-EconomicPolicy&Development? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-International-Economics? Subjects-Professional&Technical-Accounting&Finance-Economics-Development&Growth? Subjects-Professional&Technical-Accounting&Finance-Economics-EconomicPolicy&Development? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-Management? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-Ecology-AnimalEcology? Subjects-Science-Technology-General&Reference Ethnic Discrimination in Global Conservation Goldsmiths, University of London? Larry Lohmann? Goldsmiths,UniversityofLondon? LarryLohmann? Subjects-Business&Investing-Economics-NaturalResources Subjects-History-Americas-UnitedStates-AfricanAmericans-Discrimination&Racism? Subjects-Nonfiction-SocialSciences-Discrimination&Racism? Subjects-Nonfiction-SocialSciences-SpecialGroups-EthnicStudies? Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Forests and Birds Royal Society for the Protection of Birds? Fred Currie? Graham Elliott? Tim Sidaway? D. Powell? RoyalSocietyfortheProtectionofBirds? FredCurrie? GrahamElliott? TimSidaway? D.Powell? Substores-UnknownASINs-63? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Working with Nature Royal Society for the Protection of Birds? Matthew Rayment? Jacqui Cuff? RoyalSocietyfortheProtectionofBirds? MatthewRayment? JacquiCuff? Substores-UnknownASINs-63? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Scrub Management for Conservation in Lowland England (BTO Research Report) British Trust for Ornithology? S.J. Gough? R.J. Fuller? BritishTrustforOrnithology? S.J.Gough? R.J.Fuller? Substores-UnknownASINs-29? Subjects-Business&Investing-Economics-NaturalResources Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Ecology-LivingontheLand? Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources TITLE NOT SUPPLIED Physica-Verlag GmbH & Co? Physica-VerlagGmbH&Co? Subjects-Business&Investing-Economics-NaturalResources Subjects-Business&Investing-Management&Leadership-OperationsResearch? Subjects-Nonfiction-ForeignLanguageNonfiction-German? Subjects-Nonfiction-Economics-NaturalResources Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Accounting&Finance-Economics-NaturalResources Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-BusinessManagement-Management&Leadership-OperationsResearch? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Business&Investing-Economics-NaturalResources 洋書