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(Mongoose) The Narn Regime Fact Book - Out This Week!
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<blockquote data-quote="MongooseMatt" data-source="post: 1535629" data-attributes="member: 16996"><p>Hi guys,</p><p></p><p>This has to be one of the most awaited books in the Babylon 5 RPG line - the Narn Regime is finally here and will be appearing in your local games stores and book shops this week!</p><p></p><p>Written by B5-guru August Hahn, the Narn Regime has to be the best-looking B5 book so far, with a ton of original artwork, shots from the series and maps of all types. If the Narn are your thing, this is the book for you.</p><p></p><p>The book begins with a look at Narn Biology, undertaken by a certain Dr Stephen Franklin, providing detailed information on their genetic makeup, internal structure, exterior (including new optional rules for withstanding close combat attacks), nutrition, lifecycle (with ageing effects), communicable diseases, genetic traits and sub-races - the Dur'Nara and the Mindwalkers. . .</p><p></p><p>The Psychology and Sociology chapter inspects the social customs of the Narn, the Circles of Narn society, and their education and training. The naming conventions of Narn, along with what their names actually mean, are detailed, along with elements of their culture (including Narn opera!), construction of their language, Narn religion (including the lessons of G'Lan and the Book of G'Quan, and what it means to follow these beliefs), making this the most detailed coverage of a Babylon 5 race we have ever attempted.</p><p></p><p>Narn Government and Organisations gives players and GMs alike plenty of hooks for their characters and scenarios, starting with the Kha'Ri and how Narn government actually operates, from the Inner to Ninth Circles. Floorplans of government buildings are provided before the chapter launches into a description of the Narn military. All command ranks, from War Leader to Cho're are covered, along with rank insignia and responsibilities, and particular attention has been paid to the structure of Narn military formations, from fleet to infantry. Other Narn organisations are also detailed, including the Thenta Makur, the Kana Rituk and the Ga'To Jutun. The chapter winds up with a look at how all these organisations changed after the War of Retribution and the bombing of the Narn homeworld.</p><p></p><p>The Narn History chapter provides a backdrop for this race's evolution and expansion into space, starting in their prehistory, through the Crusades of G'Quan, the coming of the Centauri, Contact with Earth, and on into the rise of the Interstellar Alliance.</p><p></p><p>Worlds of the Regime looks at travel in Narn space, how other races are treated, and, of course, every major system dominated by the Narn. Every system comes complete with planetary notes, details on climate, population and major cities, as well as a global map allowing you to set your games in specific locales. In addition to this, the entire Capital city of the homeworld, Veroth, has been mapped, providing a ready example of Narn settlements as well as an exciting location in which to place scenarios.</p><p></p><p>Narn Technology is a huge chapter, jam-packed with details on Narn scientific progress, as well as new 'toys' for players to try their hand at. The approach of Narn markets is covered, along with guidelines on how to trade with the Narn. New weapons include the Agony Whip and a whole array of assault rifles, grenades, PPGs, poisons and general equipment. Ship fans will be pleased with the new array of spacecraft introduced into the RPG, along with the detailed floorplans of the G'Quan cruiser. From the Bin'tak dreadnought to the Var'nic long range destroyer, all the familiar Narn ships are here, along with many ground and air vehicles used by the Narn military and resistance alike.</p><p></p><p>The next chapter, Narn Characters, has a two-fold approach. First, it explains just what it is to be Narn and is essential reading for anyone wanting to play one of these dynamic characters. Second, it provides new rules for using Narn with games, taking into account their own unique culture and approach to tasks. Narn are now able to use certain skills in different ways and there are several new Narn feats, from Darkened Sight and Thick Skinned to Long Suffering and True Enlightenment. Several Narn-only prestige classes are also included, to demonstrate their society and how individuals may be shaped by it. These include the Bin'Loth Bodyguard, Narn Gunrunner, Slayer of Ja'Kur, Ka'Toc Master, Merchant of the Ta'Var Cartel, and Tha'Vrin (a field scientist of the Kana Rituk).</p><p></p><p>Narn Campaigns looks at how to run games using or including members of this race and covers possible themes for GMs to cover, the different eras of play (very important to Narn characters!), smuggling to the Narn resistance (and the penalties of doing so), and how Narn react to other races, whether in their own space or among the aliens.</p><p></p><p>The book winds up with a look at some of the most famous Narn in history, including G'Kar, Na'Toth, Ta'Lon and G'Sten, along with many 'general' NPCs that can be used as the basis of new characters, from Dock Workers to War Leaders.</p><p></p><p>The Narn Regime Fact Book is a 200 page full colour hardback priced at $39.95, and is available from all good games stores and book shops.</p></blockquote><p></p>
[QUOTE="MongooseMatt, post: 1535629, member: 16996"] Hi guys, This has to be one of the most awaited books in the Babylon 5 RPG line - the Narn Regime is finally here and will be appearing in your local games stores and book shops this week! Written by B5-guru August Hahn, the Narn Regime has to be the best-looking B5 book so far, with a ton of original artwork, shots from the series and maps of all types. If the Narn are your thing, this is the book for you. The book begins with a look at Narn Biology, undertaken by a certain Dr Stephen Franklin, providing detailed information on their genetic makeup, internal structure, exterior (including new optional rules for withstanding close combat attacks), nutrition, lifecycle (with ageing effects), communicable diseases, genetic traits and sub-races - the Dur'Nara and the Mindwalkers. . . The Psychology and Sociology chapter inspects the social customs of the Narn, the Circles of Narn society, and their education and training. The naming conventions of Narn, along with what their names actually mean, are detailed, along with elements of their culture (including Narn opera!), construction of their language, Narn religion (including the lessons of G'Lan and the Book of G'Quan, and what it means to follow these beliefs), making this the most detailed coverage of a Babylon 5 race we have ever attempted. Narn Government and Organisations gives players and GMs alike plenty of hooks for their characters and scenarios, starting with the Kha'Ri and how Narn government actually operates, from the Inner to Ninth Circles. Floorplans of government buildings are provided before the chapter launches into a description of the Narn military. All command ranks, from War Leader to Cho're are covered, along with rank insignia and responsibilities, and particular attention has been paid to the structure of Narn military formations, from fleet to infantry. Other Narn organisations are also detailed, including the Thenta Makur, the Kana Rituk and the Ga'To Jutun. The chapter winds up with a look at how all these organisations changed after the War of Retribution and the bombing of the Narn homeworld. The Narn History chapter provides a backdrop for this race's evolution and expansion into space, starting in their prehistory, through the Crusades of G'Quan, the coming of the Centauri, Contact with Earth, and on into the rise of the Interstellar Alliance. Worlds of the Regime looks at travel in Narn space, how other races are treated, and, of course, every major system dominated by the Narn. Every system comes complete with planetary notes, details on climate, population and major cities, as well as a global map allowing you to set your games in specific locales. In addition to this, the entire Capital city of the homeworld, Veroth, has been mapped, providing a ready example of Narn settlements as well as an exciting location in which to place scenarios. Narn Technology is a huge chapter, jam-packed with details on Narn scientific progress, as well as new 'toys' for players to try their hand at. The approach of Narn markets is covered, along with guidelines on how to trade with the Narn. New weapons include the Agony Whip and a whole array of assault rifles, grenades, PPGs, poisons and general equipment. Ship fans will be pleased with the new array of spacecraft introduced into the RPG, along with the detailed floorplans of the G'Quan cruiser. From the Bin'tak dreadnought to the Var'nic long range destroyer, all the familiar Narn ships are here, along with many ground and air vehicles used by the Narn military and resistance alike. The next chapter, Narn Characters, has a two-fold approach. First, it explains just what it is to be Narn and is essential reading for anyone wanting to play one of these dynamic characters. Second, it provides new rules for using Narn with games, taking into account their own unique culture and approach to tasks. Narn are now able to use certain skills in different ways and there are several new Narn feats, from Darkened Sight and Thick Skinned to Long Suffering and True Enlightenment. Several Narn-only prestige classes are also included, to demonstrate their society and how individuals may be shaped by it. These include the Bin'Loth Bodyguard, Narn Gunrunner, Slayer of Ja'Kur, Ka'Toc Master, Merchant of the Ta'Var Cartel, and Tha'Vrin (a field scientist of the Kana Rituk). Narn Campaigns looks at how to run games using or including members of this race and covers possible themes for GMs to cover, the different eras of play (very important to Narn characters!), smuggling to the Narn resistance (and the penalties of doing so), and how Narn react to other races, whether in their own space or among the aliens. The book winds up with a look at some of the most famous Narn in history, including G'Kar, Na'Toth, Ta'Lon and G'Sten, along with many 'general' NPCs that can be used as the basis of new characters, from Dock Workers to War Leaders. The Narn Regime Fact Book is a 200 page full colour hardback priced at $39.95, and is available from all good games stores and book shops. [/QUOTE]
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