Fast And Furious 9 Spanish

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Cecile Lilien

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Aug 3, 2024, 3:27:58 PM8/3/24
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While I was waiting in line to get my blood drawn for my annual physical Tuesday, I noticed a poster about the right to a good faith estimate for non-insured patients. It was in both English and Spanish. In some paragraphs the Spanish took more syllables:

we have watched several movies, that were in Spanish speaking, with English subtitles. I noticed that the words on the screen were short and to the point but the talking was fast and longer. I also noticed the woman in the movie talked with her face and body, her motions spoke without even needed the subtitles. she was spouting fast and furious and loud, but I was reading her without understanding. they do talk louder and also seem to be happier than English speakers.. I was on a call with Asian young man, and he said, Please could you talk a little slower? I am southern drawl to the bone, which means he meant he could not understand me. I was struggling to understand him, but we made it through the conversation, with several repeats. more than several ha ha

Of course we all have heard about the infamous Spanish fly, the aphrodisiac that became legendary in movies and folklore myth in this past century. It may seem like a dated form of Viagra to some, but I assure you that the Spanish fly is alive and well.

It has come to our attention that every Spanish home has at least one resident fly. Restaurants often have two, sometimes with spouses. Unlike Canadian flies, who are large, slow and frankly a bit dumb, the Spanish fly is persistent to a plague, fast and furious, and often, dear I say, amorous. It is always ready for action, making its lustful attack when least expected, flying straight for an open orifice, a trembling nostril, a temptingly bejeweled ear canal or a slightly parted bottom lip. To assure that they will not end up big and dumb, when they cannot find a human partner, they will swiftly turn ot any available fly-mate to assure their lineage.


Goto [ Index ]Pirates of the Spanish Main is a game of romance and adventure on the high seas based on the WizKids collectable strategy game Pirates of the Spanish Main and Pirates of the Crimson Coast. The setting of the game is somewhere in the 18th century, pre-American Revolution, but it shouldnt be confused with a strictly historical game as the authors admit to taking certain liberties with history in order to make Pirates a fun game. Pirates is a standalone game that uses Pinnacles fast, furious, and fun rules from their Savage Worlds role playing game. Anyone interested in playing 18th century buccaneers, privateers, or any other swashbuckling adventurer cruising around the Caribbean cannot go wrong with Pirates of the Spanish Main.

The book is well designed and even includes a helpful table of contents and, something more games should include, a useful index. For the most part the information you need is located in where you would logically expect them to be. There are some exceptions, the rules for character advancement probably should have been located closer to the section on character generation, but instead they arent found under the game rules section located 25 pages after the rules for character generation are presented. It isnt really a serious problem because a quick check of the index or the table of contents will generally lead you to what you are looking for.

I really dig the art used throughout Pirates. It reminds me of the work of artist N.C. Wyeth who is perhaps best remembered for his illustrations of Treasure Island, Robinson Crusoe, Robin Hood, and The Last of the Mohicans and is considered one of the great American illustrators. My favorite picture is located on the back cover and features three scalawags crawling across the deck, the one in the middle with a dagger in his teeth, and they all look like theyre ready for business. One of my least favorite is the picture of a woman on page 200 because its more suited to the cover of a cheesy romance novel then a game revolving on swashbuckling action. On the other hand, what better reason to go on swashbuckling adventures then to win the heart of such a lovely lass? I would have also liked some illustrations of the weapons available in the game. I know what a muskatoon, a blunderbuss, and a marlin spike look like, but a lot of other might not and theyre not illustrated in the equipment section. One last thing about the art, it is very nice to see that there are women and people of African descent represented in the illustrations of buccaneers.

If you are already familiar with the rules to Pinnacles Savage Worlds then by all means skip this part of the review because the rules in Pirates are pretty much the same. For those of you unfamiliar with the rules please continue. Character generation in Pirates is point based with each attribute starts at d4 and players have five points to spread among the five attributes of Agility, Smarts, Spirit, Strength, and Vigor. Agility measures a characters dexterity and quickness, Smarts is how much general knowledge a character possesses as well as mental acuity, Spirit represents wisdom and willpower, Strength is self-explanatory, and Vigor measure physical toughness and the ability to fend off disease or poisons. Attributes can be ranked at d4, d6, d8, d10, and no higher than d12 at character generation.

Next, the player must select his characters starting skills and they have 15 points to distribute among the 23 available skills in Pirates. Each skill is linked to an attribute, for example Shooting and Fighting are linked to Agility while Knowledge and Taunt are linked to Smarts, but that link is only used to determine how many character points it cost for the skill. For the most part skills are very broadly defined in Pirates. The Fighting skill covers everything from boxing and knife fighting to the use of a sword. The Shooting skill covers crossbows, musket rifles, pistols, and even the cannons used aboard ship. Lockpicking is a particularly useful skill that covers the picking of locks, pick pocketing, and even slight of hand tricks. Other skills, such as Climbing and Swimming, have fairly narrow applications. Its by no means a fatal flaw, but players certainly get more bang for their buck out of certain skills, why spend 3 points on Swim to do one thing when they can spend the same on Lockpicking and do three different things? It would have made a little more sense to require a Strength or Agility roll when someone wanted to swim or climb.

Part of the philosophy behind the Savage Worlds rules that is used in Pirates is to keep things simple. If a skill does not get used all that often then the creators reasoned that maybe it should not be a skill in the first place. However, there is a need to cover what a character should reasonably know about the game world, so players are permitted to make common knowledge rolls based on their Smarts. This is reasonable, but many new Game Masters may have a hard time figuring out what should be common knowledge and what should be represented by the Knowledge skill. To further complicate things, the GM is encouraged to add or subtract modifiers to any common knowledge roll based on the background of the character in question. This might lead to a few headaches for GMs who are new to the system or role playing in general.

Since it is a point based game they simply could not do without Edges and Hindrances also known as Advantages and Disadvantages in other systems. For those of you familiar with the d20 system, Edges are a lot like Feats in that they give characters bonuses to skill rolls or allowing him to perform special combat maneuvers. Each player character automatically starts with a free Edge, and for the most part the Edges are well balanced, but I have some concern about the Ladies Fencing Academy. Male opponents of any woman who attended the Ladies Fencing Academy receive a -2 on their Fighting rolls. That might not sound like a lot but in Pirates its pretty darn good.

You cannot have advantages without disadvantages, well not in this game anyway, and this is where Hindrances come into play. There are mental of physical handicaps that give players a few extra points to spend on their characters for skills, attributes, or Edges. The big problem with some of the Hindrances is that they do not have any mechanical effect on the game. A character who is Delusional or Cautious does not suffer any penalty though they get points for it anyway. I suppose its up to the Game Master to determine how this affects game play but I prefer it if the penalties are made clear in the rules. One thing I found curious was that there was no Hindrance for having a hook for a hand. They include One Eye and even One Leg (it assumes you get a peg leg) but they forgot to include the hooked hand in the holy trinity of piratical accoutrements. Ah well, nobodys perfect.

There are two kinds of characters in Pirates. Wildcards are player characters or important NPCs while Extras are unimportant NPCs. Wildcards differ from Extras because they can suffer multiple wounds before incapacitation and they are permitted to roll a Wild Die when making a trait test. To make a trait test the Wild Card rolls either his attribute or his skill, rolls his Wild Die which is a d6, keeping whichever die roll is higher, and if he rolls a 4 or higher then whatever basic task he was attempting is successful. example. Fork Tongue Fannie is trying to ply some information out of a local bartender about the whereabouts of the Dread Pirate Roberts. The bartender is neutral towards Fannie and is unlikely to divulge the information to her because hes afraid of the Dread Pirate Roberts. So Fannie decides to use her Persuasion skill in order to improve his disposition towards him. She rolls her Persuasion skill of d8 and her Wild Die of d6 and gets a 7 and a 3 respectively. She keeps the 7 and since all she needed was a 4 she successful increased the bartenders goodwill towards her and he is now willing to share what information he has

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