Friday, December 2, 2011
Skyrim
Monday, November 14, 2011
The most homoerotic tale ever created in any medium
Monday, November 7, 2011
If google+ was a party...
Monday, October 17, 2011
Sharp blades, silent steps
Thursday, October 13, 2011
Monday, October 10, 2011
Thoughts on Rage
Friday, September 16, 2011
Thursday, September 15, 2011
Wednesday, September 14, 2011
Yaddaheads
Monday, September 12, 2011
Saturday, September 10, 2011
So how was your evening?
Friday, September 9, 2011
This one took me some time...
Thursday, September 8, 2011
Friday, September 2, 2011
Leaky wicks
Wednesday, August 31, 2011
Berbers and lasguns II
Wednesday, August 24, 2011
Berbers and lasguns!
Tuesday, August 23, 2011
Add one disadvantage
Thursday, August 18, 2011
There is only so much space on a USB stick
Tuesday, August 9, 2011
Monday, August 8, 2011
Troy has fallen
Someone was asleep at the wheel.
-Judge Korvanova, LAW Memphis-
Debriefing MISSION TRO-003
Jhat BELLADONNA
Judge Benevol (KIA)
Dean Bishop (at HQM for debriefing)
Grissom Card (at HQM for debriefing)
Makmande (MIA)
José Guanicontez (presumed in Troy)
Luci (MIA)
The following debriefing is based on the testimonials of Dean Bishop, who served as the jhat’s driver and mechanic, and Grissom Card, a soldier, both in the service of LAW for many years. Dean Bishop’s diary served to rectify certain dates.
For a precise mission statement, please refer to MISSION TRO-003 – in summary, a request for military support reached the Tribunal on xx.xx.xxxx from Troy. Although the relationship between this city-state and LAW has been strained for a variety of reasons (see e.g. MISSION TRO-001 and HOU-007), Troy’s rich source of crude oil and its working refinery make it one of the important communities on the Vever. On the other hand, the nature of the threat and the source of the request were very vague. Thus, a small jhat was sent to Troy, not as a direct support force, but rather as an attempt to find out the nature of the threat and to gauge the LBM’s willingness to cut a deal with LAW for their protection. The choice of soldiers was not only based on the nature of this region, but also on the fearsome reputation of two of its members, Luci and Makmande – Judge Benevol wanted to be able to show off some of our finest warriors to underpin his negotiations with Troy’s famously contrary council. JosĂ© Guanicontez was added to the jhat as a designated sniper/fail-safe.
The voyage towards Troy was without incident, until the jhat – employing one lightly armored sedan and two motorcycles – was ambushed about forty clicks from Troy. The assailants were later identified as ferales known as Moonbrothers, and used a highly sophisticated ambush techniques, although most of their armaments were decidedly lotek. It was here that Judge Benevol was killed by a rifleman, and Grissom Card received a grievous wound in the left leg. Although outnumbered, the rest of the jhat was able to drive off the attackers and make their way towards Troy. There – contrary to earlier experiences – they were admitted and even asked to remain in the city as mercenaries by Glosster, one of three members of the ruling council.
The remaining members of the jhat decided to stay in Troy at least until Grissom Card’s leg was healed up, if only to learn more about the city and the ferales threatening it. According to Grissom Card and Dean Bishop, Troy was well defended, boasting a concrete wall, searchlights, and about eighty well-trained shooters, as well as a couple of heavy weapons for wall defense, but had lost all its scouts to the Moonbrothers and was suffering from a water shortage, as the main source of fresh water was removed from the city, about five clicks west. It also became clear that the request for help had not been issued by the council, but by a Merle Purple, a local trader, who voiced bitter disappointment at our response and asked the jhat to keep her involvement a secret, as her actions would have been judged defeatist by the council, leading to her exile, or worse.
After two days in Troy, the jhat had learned much about the council (this knowledge now, sadly, completely useless), but was not able to find out more about the Moonbrothers. The citizens of Troy feared a massive assault by these ferales – basically, the Moonbrothers seemed to be bent on destroying Troy completely, having started their siege about four months earlier. Apart from their tactics and preferred weapons – a steel spear, or dart, flung with the help of a throwing lever – the inhabitants knew next to nothing about their enemies, only that they had brought travel from and to Troy to a complete standstill, that they killed every scout the council had sent out, and that they seemed to mass somewhere in the vicinity of Troy.
On day three of their stay, the fit members of the jhat were asked to escort a larger expedition to Troy’s water source. About thirty members of the city-states defenders, led by one Bene van Klyng were sent out to replenish the city’s depleted cisterns with two large tankers. The Moonbrothers seemed to have anticipated such a move, and attacked the party in force. Troy’s defenders suffered heavy losses, including Bene van Klyng, who – according to Dean Bishop – seemed to have been singled out. In this ambush, Dean Bishop was also severely wounded, putting him out of action for several days. The other three members of the jhat appear to have had a devastating effect on the attackers. Regrettably, this left only Grissom Card as a witness for this debriefing, who, in my opinion, is far less observant than Dean Bishop.
While the attack on the water convoy did replenish Troy’s water reserves for the medium term, many of its defenders were now dead or wounded, and their leader had to be replaced by one Frater Lamb. According to Dean Bishop, Frater Lamb seemed to have been more cautious than his predecessor, and more approachable, although less of warrior. Ammunition for the defenders’ firearms also became a problem. Relations between the jhat and Hartheart and Dellon, the other two council members, remained cool – both Dean Bishop and Grissom Card put the blame for this straight on Hartheart, who appears to have been a singularly stubborn and inflexible ruler.
By now, it seemed obvious that the Moonbrothers had amassed an atypically large army and were showing an equally atypical strategic and tactical acumen. But there siege around the city was not total, as a group of a dozen or so Yaddaheads, under the command of one Terata (see MISSION – PTT 021), was able to slip into the city. While the Yaddaheads claimed to have been ambushed as well, the larger part of their group was unharmed. Terata, while on his way to Five Rules and Little Rock to trade medical supplies, drugs and alcohol, was persuaded by Glosster to stay on as mercenaries to bolster the city’s defenses. While there was some initial friction between the more warlike members of the jhat and the Yaddaheads, relations remained positive, even amiable during the whole stay. Makmande, JosĂ© Guanicontez and Luci traded extensively with the Yaddaheads.
About two days later – regrettably, Grissom Card was vague about this – the Moonbrothers staged a massive night assault on the city itself. The assault was preceded by a heavy explosion in Troy’s so-called Stash, the repository of refined fuels, which demolished a length of the protective wall and killed the defenders stationed there. The cause of the explosion remains unknown, although the jhat suspected sabotage: Troy seems to use slave labor in then Stash and the oil well, and a number of these slaves were missing after the attack. Right after the explosion, a large group of Moonbrothers attacked the breach, while their few riflemen shot at the searchlights and the defenders on the wall. According to Grissom Card, the martial qualities of the jhat shined again, with Luci making a fearsome appearance in the breach. The Moonbrothers seemed to retreat after sustaining heavy casualties by all defenders, and Makmande, JosĂ© Guanicontez and Luci made an on-the-spur decision to pursue the attackers, to either find the Moonbrothers’ camp or – in Grissom Card’s words - “to put the fear of god in them”. While they were able to wipe out a group of Moonbrothers via an impromptu ambush and take a prisoner, they were attacked on their way back to the city: Makmande sustained many injuries, and only staid operative due to the massive use of Aesculapin. Nonetheless, the jhat’s training and weapons prevailed once again.
At this point, things looked up for Troy: While the attack had left some more defenders dead or wounded, losses were less than expected for such an attack, and while a part of the wall was destroyed, heavy weaponry from the city’s gate was relocated to the breach. Interrogation of captive Moonbrothers also revealed the location of the ferales’ main camp, and the name of their leader. A woman named Hecate had, as the jhat found out later, united three of the regions fractious feral tribes – Dengue, Fishbone and Brownroots. Boasting “supernatural” powers, she had basically taken over the tribes from their regular chiefs and had, over the course of some years, shaped them into an army bent on destroying Troy. The captive ferales were convinced she was a goddess “coming from darkness, leaving in darkness”, that never slept and could kill with a touch. Regrettably, we have no clue, at the time being, who this individual is, and whether she is still alive and/ or operating in the region around Troy.
Regrettably, it became obvious that the night assault had been only a diversion for a much more dangerous attack on Troy. About half of the citizens fell ill with cholera in the following days, the freshly filled cisterns being the source of the epidemic. As the water was tested thoroughly after being brought from the source, someone seemed to have contaminated the cisterns during the night assault. Troy’s doctor, already working beyond endurance with the many wounded, could only help a fraction of the infected.
The death toll from cholera amongst the normal citizenry and the further weakening of the city’s defensive capabilities seems to have lead Hartheart, the only councilor to remain healthy, to a fateful decision: a massive attack on the Moonbrothers’ camp with all available men and weapons. He announced this “strike to end the Moonbrothers forever” about a week after the night assault, giving his remaining men only 12 hours to prepare. What happened next points to a deep rift between the council and various citizens of Troy – something already noticeable in Merle Purple’s behavior. Frater Lamb, very unsure of the attack’s chances in view of the Moonbrothers’ numbers, their atypical tactics and high discipline, met the jhat in secret to arrange something that amounted to mutiny. The jhat, which by now had a reputation as exceptional fighters among Troy’s inhabitants, were to be paid to make an assassination attempt on Hecate, before the city’s defenders were on their way. Frater Lamb hoped that the Moonbrothers would dissolve as an army with their leader gone, and he was willing to bet the city’s arsenal on the attempt. He made it clear to the jhat that they had all weapons and ammo of Troy at their disposal, if they used them to infiltrate the camp of the Moonbrothers. While Dean Bishop and Grissom Card were less than sure about this endeavor, the other three reacted “enthusiastically” to this proposal. Subjecting Troy’s armory to what Dean Bishop called “wholesale plunder” and even spiriting away the one remaining LMG from its position in the breach, they denuded the city’s defenses even further – something that might have influenced later events noticeably. After gearing up, the jhat drove to the camp the same night Hearthart declared his intentions.
According to Dean Bishop, the first attempt on Hecate’s life was a “grand, glorious and dismal failure”. He and Grissom Card remained about five clicks from the camp in the armored sedan, now enhanced by the hastily bolted on LMG. Makmande, JosĂ© Guanicontez and Luci entered the camp on Dirtbikes, hoping to make out the leader’s tent, kill her and to escape in the confusion. Regrettably, the camp was not only well organized, but it was populated only by warriors, numbering 300-400 ferales, with no women or children in sight, and large parts of it were situated in caves impervious to prior observation. The attack became bogged down very fast, and the three fighters escaped only through quick thinking and the application of superior firepower. JosĂ© Guanicontez was shot in the leg during the escape, taking another fighter from the jhat. A further foray towards the camp in the early morning, using the sedan and the LMG as a decoy or to force Hecate into the open and neutralize her, was repelled by accurate rifle fire. The jhat retreated to Troy’s water source to discuss their options. At this time, the men were unsure how to proceed further: The Moonbrothers, while having sustained heavy casualties, were not even close to being destroyed as an army, and their tactical discipline made further attacks on their camp suicidal, while the jhat’s combat capabilities eroded steadily.
At this point they became witness to Troy’s attempt to wipe out the Moonbrothers. They noticed two trucks and a jeep, all carrying armed men, leaving Troy at high speed, going towards the ferales’ camp. Deciding to follow the remaining healthy defenders, the jhat was forced to travel slower than the convoy. Thus, they arrived in a position to observe the fighting only after the battle had started. Hartheart seems to have opted for a full-bore assault, relying on the speed of the trucks and his men’s firearms to deal with the masses of ferales awaiting them. According to both witnesses it was a woefully one-sided affair. While Troy’s defenders brought massed rifles and vehicles to the fight, they had no intelligence about the camp’s set-up and its defenses, and Hecate seems to have implemented certain tactics to deal with just such an attack with the means available to her. The jhat became witness to the complete annihilation of Troy’s force – a dearly paid reminder of the dangers of underestimating any highly motivated, highly disciplined opponent because of his inferior gear.
After that, there was not much to do but to warn the city of its imminent destruction, and to evacuate. On its way there, the jhat noticed that the Yaddaheads under Terata’s command had left Troy and made camp about a click from the city. According to Terata, they were waiting to see how the end of the city would play out. Hartheart had ordered the Yaddaheads to accompany his troops on their ill-fated attack, but Terata had refused. After that, Hartheart had them thrown of the city. At the time, it appeared that Terata’s group was waiting for the Moonbrothers’ attack, or for the desperate citizens of Troy to barter for protection. It was after talking to Terata, that Makmande and Luci decided to have a third attempt at killing Hecate: Dean Bishop and Grissom Card were both not sure what drove the men to this course of action, but both characterize Luci as obsessed with personal glory, while Makmande seemed to have been duty-bound to make the attempt.
After bartering with the Yaddaheads for certain performance-enhancing drugs, the jhat left for the camp once again. Luci and Makmande planned to infiltrate the caves, silently this time, and hopefully while the Moonbrothers were celebrating their victory. Even so, the attempt appears suicidal. They had radios on them, and their last transmissions confirmed that the Moonbrothers were indeed feasting, and that Luci and Makmande made good progress. Then, as they rappelled into the caves, their signal vanished. This was the last the remaining three heard of them.
After waiting for a day at the rendezvous point, Dean Bishop, Grissom Card and JosĂ© Guanicontez returned to Troy, the death of Luci and Makmande being as good as confirmed. In their absence, Terata had been able to talk the citizens of Troy, and a recuperating Glosster, into rehiring them as protectors. The much-reduced jhat decided to stay in Troy for another 48 hours before starting their voyage back to Memphis, as JosĂ© Guanicontez’ leg was still hurt. In any event, everyone waited for the final attack of the Moonbrothers. The citizens’ appeared desperate or apathetic, while the Yaddaheads seemed to relish the thought of the coming destruction. If someone bore the jhat ill-will because of their solo attack on the Moonbrothers they kept it to themselves.
As the jhat prepared their sedan for a possibly very dangerous drive, a large number of vehicles and bikes was spotted in the west. As soon as this mass was identified as a host of Yaddaheads, Dean Bishop decided to leave Troy as fast as possible. Grissom Card agreed, while José Guanicontez decided to stay, although his motives remained unclear. While he claimed to remain behind for Luci and Makmande, it is quite possible that he worked for the Yaddaheads the whole time. As the sedan pulled away from Troy, Dean Bishop and Grissom Card both heard shooting from within the walls. Apparently, Terata decided to strike as soon as he was sure that enough of his accomplices were present.
The latest reports by our spies and the railers have confirmed that Troy was taken over by the Yaddaheads. It is suggested that jhat BELLADONNA is broken up, with the survivors receiving recommendation marks. Concerning the protection of Troy, MISSION TRO – 003 was a complete loss, on the other hand, we were able to collect valuable intelligence (see app. 1-4). In conclusion: The jhat performed admirably, if futilely, in the defense of Troy, and the composition of its members made it difficult to attain mission success after the death of Judge Benevol. The debacle of Troy being in the hands of the Yaddaheads is, in the end, the Tribunal’s fault: The buck does stop here. Concerning the Yaddaheads, we recommend an intensified effort concerning deep intelligence, even if this was an opportunistic strike, and not a coup planned well in advance.
It's alright
Saturday, July 30, 2011
Tuesday, July 26, 2011
Caturday in eternity
Monday, July 25, 2011
Google+: Your weird name makes Google nervous
Saturday, July 23, 2011
Sunday, July 17, 2011
Monday, July 11, 2011
Google+: one fucking day
Friday, July 1, 2011
Thursday, June 30, 2011
Taibbi on Bachmann
Wednesday, June 29, 2011
Intimidation 101
This made my day. Players with intimidating characters should always have some of those quotes ready.
Tuesday, June 28, 2011
Scorched earth: What happened next?
Saturday, June 25, 2011
The costs of gaming
I am a gamer, and I spent quite lot of my spare time gaming. And thus, I thought it would be nice to have a look at the costs of my hobby, financial and otherwise, if only to rank it with other pastimes. This list only refers to pen-and-paper, classical table-bound role playing games. Not to WoW (which costs a lot more time, and your immortal soul), not to tabletop games with lots of small plastic soldiers (which can become quite expensive) or collectible card games (ditto), and nothing else (get your mind out of the gutter). Also, it is purely subjective and anecdotal – possibly, it would be cheaper to hunt gold-plated dolphins from a speedboat made from diamonds and supermodels.
Time – This hobby appears quite time-intensive – in fact, this seems to be the reason why most people hang up their dice bags (that and a sore lack of being awesome). If you take you gaming serious, reserve about four hours a week, uninterrupted, mostly on one evening. Add about five to ten full days during your weekends per year for those special occasions where you play your five-year old campaign with the hardened criminals from your student days or one-shots with people who have been reduced to one-shots but still like to roll em bones once or twice a year.
Double that time (at the very least) if you are a game master – while most of the preparation will happen in your unconscious, that copious jungle producing all those neat new species of ideas, you still want to hammer out the details, think about your set-pieces, create maps, hand-outs etc. This can be quite time-intensive, but can be mitigated by spending some cash for pre-made adventures. If you are that kind of person.
The time investment of the players is comparable to…any other serious hobby. If you play any sport semi-competitively, you will have a very similar schedule, with weekly training sessions and competitions on some weekends. Game masters will spend much more time, but then they want to, mostly.
The only problem is syncing all players’ date planners, something many sports teams get done with a minimum of fuss, week in, week out.
Comparable to: Volleyball in a semi-serious team hungry for the local finals
Money – RPGs are potentially very, very cheap compared to any other hobby. I have a sizable collection of rule- and source books, and I use maybe 10% of all the stuff I bought over the years, with about half of it rotting away in moving boxes. I feel that I am luxuriously equipped for following my hobby. Nonetheless, all the money I spent since I started playing pretend with a grimly furrowed brow would not buy me a halfway decent motorcycle, plus paying for said motorcycles upkeep, or a surfing board plus the travel expenses to get to the exciting beaches. It is surely cheaper than a pack-a-day smoking habit. Gamers kvetch about 40.00 Euro rulebooks – 40.00 Euros buy 15 meters of rope and nothing else if you are into climbing up and down mountains. Recently, I splurged 70 Euros on a dice bag which I will probably use for the next twenty years. 70 Euros will get you one measly locomotive, if you are a H0 enthusiast, and a lopsided smile if you are into old paintings or sports cars.
Of course you can spend ludicrous amounts of money on this hobby if you choose to – it will certainly add variety to the hobby and make your job as a game master much easier. But, in contrast to many other hobbies, the economic entry level is laughably low, and costs can remain well within the Spartan boundaries of the pocket money doled out to a teenager growing up in a protestant household.
If you go full austerity, all you need are some sheets of paper, pencils, and some kind of no-cost random number generator. You could probably play RPGs in jail without too much fuss.
Comparable to: Something between chess played with a set made from breadcrumbs and an old mattress, and chess played with heirloom pieces, with a serious library on the subject on stand-by.
Space – Here we come to the first spot where gaming might be more “expensive” than other hobbies. While you just seem to need a table to seat all participants, you also need some privacy. Gaming is not exactly a spectator sport, mostly because the topics discussed appear morbid or even criminal to the casual observer. While you could host a game of Human Occupied Landfill at a open-air pool or a session of Dark Heresy in a public park, this might elicit hostile reactions by other visitors – thus a secluded space is needed. But you don’t need an ocean beach, or a mountain range, to enjoy gaming to the fullest. And while some privacy is surely a good thing, it is not absolutely mandatory – as for some other pastimes.
Comparable to: Learning languages for fun
Natural resources – Gamers sure kill a lot of trees with all their books, and those dice are made from – wait for it – plastics, so when the oil runs out, we will all be flipping coins to find out if we hit that ork.
Health – A real weak spot of the hobby. If you are into gaming and nothing else, you can basically watch your body rot away with each passing week. Many outdoorsy hobbies are much better for your body (until you fall from your bike and get a nice open fracture), and serious gamers tend to be in bad shape. So it is mandatory to get out of the basement some hours each week – you will also find that a well oxygenated game master is a sharp game master.
Comparable to: Watching TV – for fun! No, seriously, gamers should spend some times doing sports.
Friday, June 24, 2011
Edjera
A letter waiting in Holy Flame City
Hello my friend,
I hope this little report on my latest exploits finds you in good health – in any case I am available for that little scheme of yours. But first let me tell you about my last three months.
After the little ruckus in Memphis I accompanied the young benefactor to Refugium, partly out of curiosity, partly because I had the feeling that a sound profit could be had – if not now, then maybe in a few years’ time. We were still after those high-end assassins who impersonated benefactors, and one of their tracks led to the very edge of the Appalachians.
Refugium is much less impressive than it’s portrayal in the stories. It’s basically a big book dump in an old federal prison, tended by some forty hermits – although I must admit that their leader Ling is maybe the sharpest guy I have ever met. Some good trade may be had, but don’t hope for cheap discounts – the “monks” are very good traders.
We did these monks a few favors of a violent nature, and in the course of these actions we found out that one of these assassins (although not the one we hunted) had made himself king of a local tribe. While he was not willing to meet us in person – and I would never walk willingly into his camp – the old silvertongue works well enough via radio and he spilled a few secrets, stuff not fit for paper. We’ll meet soon enough; I’ll get you up to speed then.
One thing I can tell you, because LAW knows of this, and thus we can be sure it will become common knowledge before the month is over. The assassin was originally after a secret facility from the Long Ago, hidden deep in a train tunnel. This info was kept safe (but indecipherable) to Refugium’s keepers, and our assassin hadn’t found a way to steal this secret, and thus just became a Hanhan warchief instead. After some to and fro (and there might have been some threats), the monks shared this knowledge with the young benefactor, and using some gadget from the assassin’s gear, we were able to pinpoint the position. And some good scav was found. The monks from Refugium and the benefactors are set to make a deal to share the facility as a safehouse and laboratory – the Institute might not be as safe as it was, and thus the benefactors seem to be looking for alternatives, while the monks are probably happy for the top notch health care they will be getting. Regrettably, the lawlita in our group probably reported this news to the tribunal as soon as he found a working radio (anything for a shot at getting his tattoo) so the secret is out.
In any case: While I didn’t exactly make a fortune, I came away with a “palpable plus” as your fetid partner used to say. I’ll be back in Holy Flame at the end of the month – I had my fill of all things LAW, and thus meeting up in Memphis is out of the question. Anyway: After a few months with a constantly doped-up benefactor, his sidekick “the weird kid” and a self-righteous, bullheaded glory seeker from Memphis, it will be a joy to work with professionals again.
best regards & keep your powder dry
Sunday, June 19, 2011
Now in English!
Friday, June 17, 2011
DIY armaments
Thursday, May 26, 2011
Nuclear power and democracy don't mix
Wednesday, May 25, 2011
I post this to gain some karma points
Friday, May 20, 2011
The end times are nigh!
Thursday, May 19, 2011
Biker gangs!
Sunday, May 15, 2011
A requiem to an art form
Saturday, May 14, 2011
And another disadvantage...
If you don’t at first succeed, try, try, try again…But that’s just not you. You show a marked lack of perseverance, and if you fail to solve a problem at a first attempt, you are apt to say “fuck it” and trot off. In game mechanics: If you fail a skill roll outside combat, the disadvantage may become active. In that case, you are not allowed to make any repeated attempts. No second tries at picking that lock, convincing a merchant to lower his price, finding that elusive fence…Some might think that you miss some stick-to-itiveness, but you just see yourself as a realist.
Wednesday, May 11, 2011
Tuesday, May 10, 2011
The Eye and the box
Its is early afternoon when they reach their destination. The drive towards the junkyard was hard on their backs, basically just a rut between the brushes – even with the Conquistador and Zed’s dirtbike it was a tough ride. At one point the pass a column: three old refrigerators placed upon each other, their doors torn off. As they come closer, the explorers see that the refrigerators have been stacked with skulls. “Just a little reminder,” says Mal “the HanHan are ferales, treacherous and cruel. Expect a backstab any time, keep your guns handy.” The young HanHan, tied up in the backseat, fidgets as they pass the marker. Then, the junkyard rose in front of them: Walls of rusted hulks, a whole football field of smashed cars, vans and trucks, detritus discarded by the Long Ago. There seems to be a two-storied building in the middle of this mess, and a huge construction crane next to it. The grisly markers of the HanHan are everywhere: Skulls on rusty poles, scarecrows from bedsprings, bones and mirror shards. People seem to move on the red walls, Zed makes out some women among them, and a lot of men carrying crossbows and spears, clad in metal armor as red as the wrecks.
The explorers have not much time to take note of the scenery: A group of HanHan rises from cover less than thirty paces from their car. The tall warrior is among them: He seems to have earned the honor to talk to the outsiders. He strides towards the Conquistador, while his group keeps a respectful distance, fingering their cutters and spears. The tall warrior knocks against the car door “Free the prisoner”. Without saying a word, Rupert cuts the young man’s bonds and opens the car door. The young HanHan slinks away, towards the group of warriors. They give him sour looks, and Mal suddenly realizes that the prisoner quite probably will not be feted for his happy return, but that there might be harsh punishments in store for a warrior who allowed himself to be captured. The tall warrior waits until the prisoner has reached the group, then he smiles “Good. Now give me the radio”. He says it like it is some kind of strange animal, thinks Dan. Mal hands over one hand-held two-way radio. “I will return with the radio after the talk is over.” “Tell Ghosteye that we are on channel five.” “Yes. Wait for a few minutes.”
A few minutes pass. Mal grins painfully and is about to say something disparaging about ferals in general, as the radio comes to life. Channel five, damn, they know how to use a radio.
“Who is this?” squawks the box. A male voice, somewhere between thirty and forty, dry, self-assured.
Mal grabs the radio before the others react “This is Mal Porter. I am with Benefactor Rod, and three friends. We asked for a talk, an honest exchange of info.” -click-
“But you do not want to share the hospitality of my tent” -click-
“We think we all are easier where we are right now. Of course we would all be interested in a little honest face-to-face” he grimaces “but I for one would not come unarmed, and neither would you, or your guys, and that’s just a recipe for trouble, wouldn’t you agree. Anyways, we handed over your warrior, and I think we would both profit from sharing some news. Is it true you killed this visitor hand-to-hand?” -click-
A dry chuckle from the box “Not so fast. I also want to ask a question: How do you know that this visitor was so special?” Mal looks at the others. Rod nods. -click-
But if you hand over the skimmer, your past will truly be past. No more looking over your shoulder. We’ll be going to Oklahoma next, and your old employers will most likely lose interest in this part of the world. The tale about a new, nearly superhuman leader of the HanHan is already out, but there’s nothing we can do about that, and everybody with half a brain will think that’s just stupid rumors – such tales pop up all the time.” -click-
He hands the radio to Mal, and an appliance the size of a lunchbox, blocky, with a small monitor and a key panel. The tall warrior says “Data storage device goes here. Just press Send, here. Ghosteye tells me the machine will do the rest. The data send will appear here.” He points to the monitor. “Ghosteye says you better read fast, or make a photo.” Then he turns and walks away. After a few steps he shouts “And do not come back. You are not welcome.”
Thursday, May 5, 2011
Two new disadvantages...
Blind Spot (-5/ -10/ -15 points)
Denial is a river in Egypt. Certain problems do not appear as problems to you. You share a common conception of reality with the rest of us, but some things which most people would see as quite high on the personal to-do list are just not that important to you – if you notice them at all. Your husband’s drinking, the big lump growing from your neck, that smell coming from the basement – you just act as if that unpleasantness does not exist…or you are very good at rationalizing it away. One could see this as a special kind of delusion, but while a delusion will probably lead to (regrettable) actions, a blind spot never will. Blind spots are mostly linked to other disadvantages or undesirable developments concerning you character. A blind spot for -5 points might concern a lesser problem in your social circle, like an ally with an addiction (“Jack can handle this stuff.”), -10 points deal with something of comparable severity, but now the problem is yours (“I can handle this stuff.”) or a grave threat or harmful development in your life (“Although he is a vampire, he would never attack me – he loves me!”). -15 points blind spots are killers: “I can’t believe the CIA is hunting me – in fact, I won’t.”
Impatient* (-5 points)
You think that everybody is a lame sack of shit. Instead of gawking and dawdling and lollygagging, they should be going on with whatever they are supposed to be doing. You are constantly pushing people to work faster, and your schedules are ambitious, to say the least. Sometimes, your constant niggling “to just get on with it” might lead to some cut corners and thus to tragic results…
You come across as pushy, and thus most people react at -1.
Friday, April 29, 2011
A talk in Bozeman
Justin Lin: Fast Five
Friday, April 15, 2011
What is a manager?
Monday, April 11, 2011
Brutal and Deadly
Friday, April 8, 2011
The War Nerd tries his hand at a daily column
Monday, April 4, 2011
Zack Snyder: Sucker Punch
You can't take it with you
Tuesday, March 29, 2011
Martian landscapes
Sunday, March 20, 2011
He's Russian, so he should know a thing or two about the topic
Friday, March 18, 2011
Security is not what you think it is
2011 shapes up to be quite an interesting year: The – still ongoing – revolutions in North Africa and the Middle East make for a furious first act, followed by a short comic interlude by German ex-defense minister, ex-PhD Guttenberg. Then the large quake in Japan, the tsunami, and now…this.
This leads me to the following observation. Security, as some clever people have remarked, is not an objective state, but simply a statement about risk – of the probability of something breaking down. “Security” just means that the probability of badness happening is low enough that you can live with the consequences of the badness. But the chance of failure will never drop to zero – in any system. Thus, talking about the “absolute safety” of any system is not a technical statement, but an ideological fallacy. This fallacy is mostly based on the assumption that one can cover all angles of a project (and that means all angles, with some kind of godlike vision and understanding), that everyone involved will always do a perfect job because no one will be tired, angry, stupid, proud, distracted, distraught or greedy - ever. In short: The project will be executed by perfect men. Regrettably, one of them is in a chained up in a basement in Johannesburg (for obvious reasons), while the other refuses to speak to people until he has counted all grains of sand on a certain beach in Mexico (also for obvious reasons).
In most circumstances, perceiving a risk which is "close enough to zero" as "equal to zero" can be quite useful, even necessary. This shift enables us to leave the house, to cross streets, buy groceries, ride bikes without worrying too much, even if the risk of badness happening are far from zero. But if the consequences of badness happening approach some kind of absoluteness themselves (this country is closed to humans until further notice) it is time to have a hard look at the fallacy of "close to zero equals zero" - and those who try to sell it to us.
Wednesday, March 9, 2011
Is it safe to come out now?
Monday, March 7, 2011
Some new GURPS disadvantages
I built some new characters during the weekend, and again I felt the pull of certain disad-combos: "Just take Bloodlust, Curious and Impulsive and you're good to go." More variety might be nice. While many disadvantages can be modeled by compulsive behaviors, I think that some closer definitions for certain kinds of attitude might be useful. With that in mind, I sat down and penned some new disads for my favorite game system. They will also be posted in the scorched earth materials, because these bad boys are now house official.
Aggressive* (-15 points)
You seek out conflict for its own sake. You are only happy in a fight – whether with words, fists or guns depends on your cultural background. You are not automatically a bully: You seek opponents, not victims. But if no worthy antagonists are around, you’ll do your best (or worst) to create some. But whoever you are: You only feel alive in a fight. You’ll never lack enemies, but your life will never be boring – it is like being a trickster, but tends to hurt a lot more. Roll every day, unless you’re still hurting from your last fight in some physical or abstract manner.
Dogmatic* (-5 points)
You are right, you know it and you have let the whole world know. This compulsive behavior afflicts religious people, scientists working in obscure fields, computer security people and probably everyone who was always selected last for a softball team in school. If you know somebody is wrong or does miss some information about a problem - even if it is completely trivial – you will tell him. This includes nobles and managers far above your station, belligerent drunks and murderous psychopaths teetering on the brink of a killing spree. Most people react to you at -1, even if they do profit from your information.
In Need of Harmony* (-5 points)
You cannot stand disputes. All that arguing makes your stomach hurt, so you keep your counsel and just go with the proposition of the leader – or the loudest member of the group. This is true even if you have a marvelous, foolproof plan worked out. This is basically the opposite of stubbornness. Some people think you are a pushover and react at -1, others like your soft-spoken, pliable nature.
Moral Coward* (-5 points)
“It is curious - curious that physical courage should be so common in the world, and moral courage so rare”. You would never endanger your social standing or your career. You’d rather look on while a village is torched than risk your chance at making colonel by speaking up. You keep your mouth shut while your company dumps carcinogenic waste in a playground for blind orphans, because you would be fired, and you can’t bear the thought of what the neighbors would say then. You will happily risk life and limb at various occasions, but being looked down upon…being an outsider…would be too much to bear. The disadvantage is rather cheap, as it will get you into hot water only very rarely.
Perfectionist* (-5 points)
Good is not good enough. In long term projects, especially those with an aesthetic component, you always look for a more elegant solution, something that has that certain je ne sais quoi. “Workable” or “quite alright” are insults to your sense of perfection. In game terms, you will retry a skill roll for any test if you are not at least -1 under your effective skill – unless someone stops you in time. This only applies to non-combat tests with no clear solution. While a lock is open when it is open, a text can always be rewritten, a mule can be re-packed, a thesis can undergo many, many changes until it finally captures the pure essence of your research…
Slipshod* (-5 points)
You hate to work too hard, and you know that a barely working solution is often good enough. Like the perfectionist disadvantage, slipshod only applies to non-combat tests with no clear solution or success, like writing, forgery, some kinds of research, building something or creating art. If the disadvantage becomes active, the GM makes your respective success rolls in secret. If you fail by a margin of 2 or less, he will tell you that you succeeded – your character thinks that his solution might be sloppy, but still “good enough”. Of course, most other people will be of a different opinion, or your work might just fall apart at an inopportune moment. Many people, especially professionals in the field insulted by your slapdash effort, react to slipshod work at -1 or worse.
Absolutist* (-5 points)
You tend to see people in black and white. Your friends are faultless beings of pure light, while your antagonists (and exes, and former employers) should all be lined up against a wall and shot. The psychological term for your attitude is “splitting”, and it means that if your opinion about someone changes due to some development or other, it will change by 180 degrees. While some of your allies like your unquestioning support, your absolute swings in opinion will disconcert many people – and by all means those who were shuffled from your good to your bad side.
