DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Battle Site
After some uneventful, but difficult travel over rough terrain, the characters happen upon a clearing where there has been a recent battle. The combatants were apparently dogmen versus goatmen. A giant rat flees as the characters approach. The corpses are still bloody, some partly eaten. There are bloody trails in two directions, indicating that some bodies have been dragged off. (One to the dogmen camp, the other to the rat lair.)
A round after finding the bodies, the sound of barking fills the air. The next round, 4 dogs come running in. The next round, 6 dogmen, also barking, come running up. They will bark for one more round before attacking, unless parleyed with.
Their leader is Gaffy (a rottweiler with floppy ears) and his big yellow pet dog, Duedo. Gaffy has a gem-studded collar worth 25 gp, everyone is otherwise dressed in loincloth. The dogs are highly territorial, but willing to deal for fresh meat. Gaffy pees on the ground to show that this is their territory. They will have a violent reaction to any mention of Vaughn, who has killed and skinned several of their pack. They might be willing to help against him.
What they want at the minute is to kill a big white rat for the pack, but a bunch of goatmen are also fighting for its lair.
Attack Dogs (6)
HD ½, Hp 2, AC 11
Fort 0 Ref 0 Will 0
Bite 1d3
The Junkyard Dogmen (4)
HD 1, Hp 4 (8 Gaffy), AC 13
Fort +2 Ref 0 Will 0
Spear +1 to hit 1d8
Bite +1 to hit 1d6, will bite unarmored opponents if possible
Monument of Trash
A few minutes away on the rough trail is a tall, thin monument made of garbage in a clearing ringed by low hills. Surrounding it is an obvious campground. As the characters enter the clearing, 4 goatmen snipers in camo-trash outfits attempt to ambush the party from the surrounding hills. Another goatmen wielding a sword runs out of a tent. The snipers will leave cover after the first shot and attack.
If one of their number is killed quickly, their leader, One Horn, surrenders. Their herd is called the Chivas. They are aggressive, somewhat pointlessly, but can be cowed easily. What they want is to eat. They’ll take pretty much anything organic (though not flesh). Their goal at the moment is taking the weed patch that the giant white rat sits on.
Goatmen (5)
HD 2, Hp 8, AC 14
Fort +3 Ref 0 Will 0
Bow +2 to hit 1d6, Dagger +2 1d4
(Sword +2 to hit 1d8 One Horn)
Charge +2 to hit 1d6 + Stun, will open with this attack if possible
Mobile Home
One of the bloody trails of bodies leads to what appears to be mobile home a half-hour away. It appears seemingly washed up on the shores of the sea of trash. A large patch of weeds and mangy grass ring the area. The front door is gone; the windows are blown out. There is little of note inside but for ruined furniture and such, except for an intact large, white sofa. Inside are 3 aggressive giant rats who are gnawing on dog and goatman bodies. Once combat begins, the trailer lists slightly. The “sofa” has woken up and is revealed as a monstrous white rat. It lethargically enters the fray a round later. He fights to the death, the others will flee, when one is killed.
Giant Rats (3)
HD ½, Hp 2, AC 12
Fort 0 Ref 0 Will 0
Bite 1d3
Old Whitey
HD 3, Hp 12, AC 13
Fort +3 Ref +1 Will +1
Bite +3 to hit 1d6
Nightfall
If the characters have made friends with either the dogmen and/or the goatmen, they will offer help against Vaughn. At least two troops, up to four, depending on how things are going. Night comes shortly and the tower is too far away to reach over the difficult terrain. The humanoids will warn the characters to hide for the night. Seeking shelter in the mobile home is the best option. Large troops of orcs, goblins, and others begin marching across the landscape. The characters will have 3 rounds of warning to do something before they arrive. The processions go on, off and on, all night. As long as they keep quiet, the characters are safe.
Part 1
Part 3
Part 4
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Friday, January 25, 2013
Thursday, January 24, 2013
Fantasy Core RPG Adventure--Dump Hunt Part 1
DUMP HUNT
A Fantasy Core RPG Adventure
© Jerry Harris, 2013
Published here as Open Game Content.
Intro
The characters have entered the frontier town of Cross. They have come looking for work, but due to their novice status, they’re currently unemployed. A deputy enters the Tower bar in the morning where the characters are, and announces a job.
A bounty has been issued on a local wizard, who’s apparently gone rogue. Vaughn and his associates were caught stealing bodies from the morgue. They escaped and were observed by a ranger patrol entering the Lost Valley. Vaughn entered a tower in the valley before they gave up pursuit. 100 gp has been offered for him alive, 75 gp dead. The Wizard Council is offering 50 gp for his spellbook.
Local bounty hunters laugh and resume drinking. If the characters inquire, the deputy will give further info. The Lost Valley is better known as the Garbage Dump of the Lost City of the Ancients. The city appears to be no where nearby. Their garbage, however, was apparently dumped here via magical means. (Thankfully, not the sewage.)
The characters are given directions. The valley roughly a half-day away on foot. Perhaps a full day to reach the small tower within. They are warned to seek shelter at night.
The Valley
Cresting the final rise, the characters view a valley, a five miles wide and several miles long. The entire bottom glistens in trash and debris. Hills and valleys of garbage undulate across the floor. In the far distance, there appears to be a gigantic tire fire going. A gigantic purple worm can be seen. A colony of giant cockroaches is crawling around a sewage pit. Somewhere near the center is a small tower overlooking the trash. As they enter the valley, the sunlight begins to diffuse, bathing the land in a bluish hue, indicating that the characters are now in the Wastes.
[Yes, there's a setting that goes with this adventure. It's not ready for posting yet, but I plan on putting it up at some point. I also reserve the right to retroactively disavow whatever setting notes (and monster stats) that are in this adventure if they contradict the actual setting. Just letting you know in advance.]
Part 2
Part 3
Part 4
Wednesday, January 23, 2013
Pulp Fantasy Core--Ship Combat and Artillery
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Ship Combat and Artillery
[Okay, I'll be the first to admit these rules here are a little sketchy. (And I didn't give this warning with the rest of the rules I've posted?) You're probably better off narrating any events involving naval or artillery combat. But just in case you need them, you can fake it with these.]
General Types of Ships:
Small Craft (sailing ships, riverboats): AC 12, destroyed on one hit.
Small Warship (destroyer, transport, submarine): AC 14, destroyed on two hits, up to 2 artillery batteries and 2 AA batteries on destroyers.
Medium Warship (cruiser): AC 16, destroyed on three hits, up to 4 artillery batteries, 8 AA batteries.
Large Warship (battleship, carrier): AC 18, destroyed on four hits, up to 6 artillery batteries on battleships, 20 aircraft on carriers (battleships might have 2 scout planes), 8 AA batteries.
General Naval Combat Skills:
Naval combatants must have the Sailing skill with combat experience and the Demolotions/Heavy Weapon Skill in order to attack. Roll initiative each rd. This is 1d20 + Sailor Skill. Roll off any ties.
Operating ship's guns, artillery, and AA batteries requires the Demolotions/Heavy Weapon Skill. Gunners add their skill bonus only to their attack roll. Operating any heavy gun requires three crewmen to fire every rd, otherwise the rate of fire is once every other rd.
Warships are only vulnerable to bombs, torpedoes, canon fire, and mines (submarines-depth charges) though strafing can eliminate gunner positions on deck.
A DC 18 Sailing Skill is required to maneuver or stay on course after taking a massive hit. Ships having taken any hits move at half speed. (Pursuit and such may be handled as vehicles.) Repairs may be done at sea, 1 turn per hit, assuming there is someone with the Repair skill supervising. Ships depleted of hits will sink in 1d4 + hits rds.
General Artillery Rules:
Extreme long-range attacks with cannon fire (from the air, AA, from offshore, long distance artillery strikes) are made with without any attack bonuses. However, for every two cannons focused on a single target, add +1 to hit, up to +5. Gunners attack with their the Demolotions/Heavy Weapon Skill only when attacking at closer range.
Structures and ships are generally invulnerable to small arms fire and can only be collapsed or damaged by heavy guns and bombs.
House: AC 11, destroyed on one hit
Building: AC 12, destroyed on two hits
Trench: AC 12, destroyed on one hit
Bunker: AC 13, destroyed on two hits
Well, at long last, we've reached the end of the Fantasy Core/Pulp Fantasy Core rules posts. If you're looking for some pdf's of these rules, so am I. Right now the most current copy of the rules is what's posted here. I've discovered my copy of the rules at home on my hard drive isn't even up to date. At some point, I may go through these posts, make a new doc, and see if I can host it on my Google drive, but don't hold your breath. In the meantime, this Published here as Open Game Content link at the top of the page contains a linked index to all the rules posts. Don't fret, I've still got a few sample adventures and some other material to post.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Ship Combat and Artillery
[Okay, I'll be the first to admit these rules here are a little sketchy. (And I didn't give this warning with the rest of the rules I've posted?) You're probably better off narrating any events involving naval or artillery combat. But just in case you need them, you can fake it with these.]
General Types of Ships:
Small Craft (sailing ships, riverboats): AC 12, destroyed on one hit.
Small Warship (destroyer, transport, submarine): AC 14, destroyed on two hits, up to 2 artillery batteries and 2 AA batteries on destroyers.
Medium Warship (cruiser): AC 16, destroyed on three hits, up to 4 artillery batteries, 8 AA batteries.
Large Warship (battleship, carrier): AC 18, destroyed on four hits, up to 6 artillery batteries on battleships, 20 aircraft on carriers (battleships might have 2 scout planes), 8 AA batteries.
General Naval Combat Skills:
Naval combatants must have the Sailing skill with combat experience and the Demolotions/Heavy Weapon Skill in order to attack. Roll initiative each rd. This is 1d20 + Sailor Skill. Roll off any ties.
Operating ship's guns, artillery, and AA batteries requires the Demolotions/Heavy Weapon Skill. Gunners add their skill bonus only to their attack roll. Operating any heavy gun requires three crewmen to fire every rd, otherwise the rate of fire is once every other rd.
Warships are only vulnerable to bombs, torpedoes, canon fire, and mines (submarines-depth charges) though strafing can eliminate gunner positions on deck.
A DC 18 Sailing Skill is required to maneuver or stay on course after taking a massive hit. Ships having taken any hits move at half speed. (Pursuit and such may be handled as vehicles.) Repairs may be done at sea, 1 turn per hit, assuming there is someone with the Repair skill supervising. Ships depleted of hits will sink in 1d4 + hits rds.
General Artillery Rules:
Extreme long-range attacks with cannon fire (from the air, AA, from offshore, long distance artillery strikes) are made with without any attack bonuses. However, for every two cannons focused on a single target, add +1 to hit, up to +5. Gunners attack with their the Demolotions/Heavy Weapon Skill only when attacking at closer range.
Structures and ships are generally invulnerable to small arms fire and can only be collapsed or damaged by heavy guns and bombs.
House: AC 11, destroyed on one hit
Building: AC 12, destroyed on two hits
Trench: AC 12, destroyed on one hit
Bunker: AC 13, destroyed on two hits
Well, at long last, we've reached the end of the Fantasy Core/Pulp Fantasy Core rules posts. If you're looking for some pdf's of these rules, so am I. Right now the most current copy of the rules is what's posted here. I've discovered my copy of the rules at home on my hard drive isn't even up to date. At some point, I may go through these posts, make a new doc, and see if I can host it on my Google drive, but don't hold your breath. In the meantime, this Published here as Open Game Content link at the top of the page contains a linked index to all the rules posts. Don't fret, I've still got a few sample adventures and some other material to post.
An Alternately Conceptualized Battlestar Galactica Continued
So begins the grand sabotage. Across the colonies, technological and human mischief wreck the defense structure. Some of the more militaristic, xenophobic colony worlds are razed, with a few fleeing survivors. Caprica, most populous and advanced of the colonies, is virtually spared however. There are a few decisive strategic strikes, but the populations are mostly untouched. In fact, the biggest civilian losses turn out to be the Quorum, every member dead, except for two.
Baltar is of course one of them. He takes control of the government and through his incredible “negotiating” skills, convinces the Cylons not to destroy Caprica and the rest of the colonies. The colonies and the Cylons quickly enter into a “cooperative” relationship, one of non-aggression and peaceful co-existence. Why the Cylons even aid the people in areas they bombed and help rebuilt them. In short order, almost like the war was all a dream (thanks to generous media support), life returns to near normal (for everybody on planets not exterminated).
The other Quorum survivor is Adama. He is a war veteran and former battlestar commander. Adama is also dogmatically religious and frequently butted heads with Baltar in the court of public opinion. Ironically, Adama’s hardcore views were also keeping him from being president, but his service and public records were so impeccable that his image could never be permanently damaged by Baltar or the media. Adama was on the Galactica on a tour at the time. He was a special target designated by Baltar, but the Cylon task force sent to eliminate him failed and they escaped.
Where the Galactica ended up was the Void. This is a well-known nebula field that is avoided because of its lack of nearby navigational points. It is where the religious texts say the Lords of Kobold came through to eventually get to the colonies and settle them. The Galactica isn’t alone. Ships from destroyed colonies and other defectors also fled into the Void, some on religious principle, others in blind flight. The Void has one other characteristic, it is inimical to Cylon electronics. They can’t enter.
So the Galactica is able to gather a fleet of survivors. A steady stream of refugees bring news of the colonies surrender and Baltar’s accession. Here it gets fun, as the Cylons are well aware of the Galactica’s presence. While Baltar works on fix for the Cylons, a human force is sent in after the Galactica lead by the Pegasus. This fails and ends in the defection of the ship (though it becomes lost in the Void in the process). A ship of Cylon sympathizers is sent to join the fleet to try and sow discontent and sabotage the ships.
Adama fervently believes that the world of Kobold isn’t a myth and is frantically searching for it, thinking it will give them directions to find the lost colony of earth. They find Kobold, resupply, and gain clues just as the modified Cylons find them. The fleet jumps away to avoid destruction.
From here, the fleet picks up the trail of worlds visited by the lost colonists. Baltar figures out what Adama is doing, but he doesn’t know where earth is either (even mostly doubting its existence). So Adama and the fleet are searching for a home (or allies in a war to retake the colonies). But there are collaborators mixed in the fleet population now. Paranoia is growing.
The Cylons won’t tolerate these free humans. In spite of the news being officially suppressed, the fleet has become something of symbol of resistance. Yes, meanwhile life in the colonies is not a peaceful utopia. Terrorism against the Cylons and the collaborators is hurting. The Cylons are incapable of fighting asymmetrical warfare, but every time they outright bomb somebody, the resistance grows. This leads to more human vs. human warfare, as colonists are forced to choose sides.
Baltar sits uneasily on the throne. The Cylons are starting to rethink their deal and wondering if extermination might be the better option. But they still want the human experience and their imagination so they can continue to enhance themselves. They’re breathing (so to speak) down Baltar’s neck to get control of the humans. In spite of all the positive press, most colonists would also like to get ahold of Baltar’s neck. Very few are thriving under Cylon rule. Unfortunately, those who are are partners with the Cylons and in charge of much of society.
On one hand, Baltars’s been working to ruthlessly suppress any rebellion. He’s even placated the rebellion somewhat by turning on some of the pre-war collaborators and putting them on trial. (While carefully making sure he is never implicated for his role.) On the other hand, he’s experimenting with developing software so that he can control the Cylons himself. He already has several “loyalists” among them. This is just one step. He also is attempting to “upload” human consciousness into Cylon bodies.
Okay, one little change and you get all this. “There are 12 models of Cylon,” crap was just to keep down casting costs by having just a couple of actors playing several roles. This scenario has way more potential tension. Is it really in tune with the original series? Depends on how many space battles there are I guess. Of course it’s easier to modify an original idea than to create something new (as this blog demonstrates daily). That being the case, expect another Battlestar Galactica somewhere in the near future. It will be unlikely to look like this suggestion, but it’s fun to speculate on.
Part 1
Tuesday, January 22, 2013
Pulp Fantasy Core--Air Combat
PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Air Combat
- General Types of Aircraft:
Fighters have one pilot. A trainer may have a second pilot. They may also have a defensive rear gunner, but the fighter will be slower. Their armaments include a machine gun and perhaps a single bomb (which will also slow the plane).
Bombers may have up to five crewmen on board, including up to five defensive guns (only two of which can be focused on single target), and two bomb racks (separate attacks).
Transports have four crew and up to 24 passengers.
Airships have up to 89 military crew or 40 civilian crew. They may be equipped with four bomb racks, or as a transport with up to 72 passengers, or as a carrier with up to five defensive fighters. Defensive armaments can include up to seven defensive gunners (only three of which can be focused on a single target), as well as two cannons for ground attack.
- Air Combat Skills:
Combatants must have the Piloting skill with combat experience in order to attack. Roll initiative each rd. This is 1d20 + Pilot Skill. If a tie, attacks are simultaneous (a mutual head on attack). Resolve any evasion attempts before attacks.
In combat between fighters, only the initiative winner may attack. The loser can only attack if there is a separate rear gunner. Fighters always have the initiative over bombers, transports, and airships. Ground defenders may only attack when an aircraft comes in their range.
Fighters have an AC 18 rating with regards to getting hit in flight (AC 12 if on the ground and stationary). Bombers and transports have an AC 16 in flight. Combatants attack with machine guns (BAB only, no Dex bonus).
If hit by machine gun or AA fire, DC 12 Pilot skill is needed to keep flying, DC 18 on second hit. If the skill check is failed or on a third hit, the aircraft is un-flyable and will go down within 2 rds. With a DC 18 Pilot check, the plane can be crash-landed with everyone walking away. Otherwise, it's a crash that's fatal for everyone on board (or spending XP to survive). Bailing out is also a good option.
Airships have an AC 14, however because of their immense size, attacking pilots must choose which part of the ship they are attacking: Gondola (pilot, gunners, cannon)-Taking out the pilot causes the airship to go out of control, Engines (4 to 6)-Airship stops if all the engines are destroyed, Rudders-No flight control until repaired, and Gunner positions.
The Gas Bag itself is not an effective target unless it is filled with hydrogen and being attacked with incendiary bullets, in which case the whole ship explodes in 2 rds. If the airship is helium filled or being attacked with normal bullets, the internal Fuel Tanks can be targeted to the same effect, however it's essentially a lucky shot into the interior (AC 18).
Boarding a floating airship from another plane can be done with a DC 12 Pilot Check to match speeds. Obviously, this also requires a rope or rope ladder and some means to grapple on to the airship.
Planes may attempt to evade an attack by winning the initiative and then making a DC 12 Pilot Check (DC 18 if the pursued plane is significantly slower). The pursuer can attempt to find the plane the next rd with a DC 12 Pilot Check. If successful, they can attack immediately. If failed, the evading plane has been lost.
- Ground Attack From the Air:
Bombing in this era is woefully inaccurate. The bombardier adds no bonuses to high altitude attack, however most targets are simply obliterated if hit (however, see Ship Combat/Artillery section). A single bomb effects one, specific target, while a bomb rack will effect an entire area (like a city block). AA batteries may attack any aircraft that is high altitude bombing. At lower levels, the bomber regains their Pilot bonus to attack and is immune to AA, but is vulnerable to ground machine guns.
Aircraft engaged in strafing ground targets are immune to AA, but are within range of ground machine guns and even massed rifle fire. Cannon fire at long distance is done without bonuses. Gunners regain the bonus at low altitude, but are again vulnerable to machine gun groundfire.
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
Air Combat
- General Types of Aircraft:
Fighters have one pilot. A trainer may have a second pilot. They may also have a defensive rear gunner, but the fighter will be slower. Their armaments include a machine gun and perhaps a single bomb (which will also slow the plane).
Bombers may have up to five crewmen on board, including up to five defensive guns (only two of which can be focused on single target), and two bomb racks (separate attacks).
Transports have four crew and up to 24 passengers.
Airships have up to 89 military crew or 40 civilian crew. They may be equipped with four bomb racks, or as a transport with up to 72 passengers, or as a carrier with up to five defensive fighters. Defensive armaments can include up to seven defensive gunners (only three of which can be focused on a single target), as well as two cannons for ground attack.
- Air Combat Skills:
Combatants must have the Piloting skill with combat experience in order to attack. Roll initiative each rd. This is 1d20 + Pilot Skill. If a tie, attacks are simultaneous (a mutual head on attack). Resolve any evasion attempts before attacks.
In combat between fighters, only the initiative winner may attack. The loser can only attack if there is a separate rear gunner. Fighters always have the initiative over bombers, transports, and airships. Ground defenders may only attack when an aircraft comes in their range.
Fighters have an AC 18 rating with regards to getting hit in flight (AC 12 if on the ground and stationary). Bombers and transports have an AC 16 in flight. Combatants attack with machine guns (BAB only, no Dex bonus).
If hit by machine gun or AA fire, DC 12 Pilot skill is needed to keep flying, DC 18 on second hit. If the skill check is failed or on a third hit, the aircraft is un-flyable and will go down within 2 rds. With a DC 18 Pilot check, the plane can be crash-landed with everyone walking away. Otherwise, it's a crash that's fatal for everyone on board (or spending XP to survive). Bailing out is also a good option.
Airships have an AC 14, however because of their immense size, attacking pilots must choose which part of the ship they are attacking: Gondola (pilot, gunners, cannon)-Taking out the pilot causes the airship to go out of control, Engines (4 to 6)-Airship stops if all the engines are destroyed, Rudders-No flight control until repaired, and Gunner positions.
The Gas Bag itself is not an effective target unless it is filled with hydrogen and being attacked with incendiary bullets, in which case the whole ship explodes in 2 rds. If the airship is helium filled or being attacked with normal bullets, the internal Fuel Tanks can be targeted to the same effect, however it's essentially a lucky shot into the interior (AC 18).
Boarding a floating airship from another plane can be done with a DC 12 Pilot Check to match speeds. Obviously, this also requires a rope or rope ladder and some means to grapple on to the airship.
Planes may attempt to evade an attack by winning the initiative and then making a DC 12 Pilot Check (DC 18 if the pursued plane is significantly slower). The pursuer can attempt to find the plane the next rd with a DC 12 Pilot Check. If successful, they can attack immediately. If failed, the evading plane has been lost.
- Ground Attack From the Air:
Bombing in this era is woefully inaccurate. The bombardier adds no bonuses to high altitude attack, however most targets are simply obliterated if hit (however, see Ship Combat/Artillery section). A single bomb effects one, specific target, while a bomb rack will effect an entire area (like a city block). AA batteries may attack any aircraft that is high altitude bombing. At lower levels, the bomber regains their Pilot bonus to attack and is immune to AA, but is vulnerable to ground machine guns.
Aircraft engaged in strafing ground targets are immune to AA, but are within range of ground machine guns and even massed rifle fire. Cannon fire at long distance is done without bonuses. Gunners regain the bonus at low altitude, but are again vulnerable to machine gun groundfire.
An Alternately Conceptualized Battlestar Galactica
The subject of Ron Moore’s Syfy Battlestar Galactica resurfaced for me the other day, much like a bad meal when you have the flu; a sort of violently bad moment that doesn’t end quickly enough. Rather than continuing to take cheap shots at this staple Science Fiction piƱata, I’ll actually pass along some advice for the inevitable remake of the reimagined series.
Really this boils down to one suggestion: human Cylon sympathizers. The show toyed with this when the colonists were living on the mud planet under Cylon rule, but what I’m suggesting is that they should have started with that. Some people liked BSG because it was really dark and sort of mirrored real life. Well let’s take it all the way then.
The Cylon invasion started because they had evolved human-like Cylons and were able to comprise Baltar and others, thus creating a huge hole in the colonial defenses. Let’s start instead with a generation that had never been at war with the Cylons and didn’t understand the conflict. Let’s say some of these people feel that the Cylons may have been unrighteously oppressed, perhaps even that Cylon rule would have been a good thing. Certainly it would have been better than the current group of xenophobic, big defense spending, hopelessly corrupt individuals running the government now. All the money that’s been wasted over this Cylon “boogey man.” They didn’t even really win the war the first time anyway.
Essentially, there’s a developed “Fifth Column” inside the colonies. Elitists in several areas of society, such as some politicians, academics, celebrities and the news media subtly or vocally support this theory. Some actually covertly make contact with the Cylons, pledging support for their cause.
In this concept, the Cylons are nothing but sentient machines bent on domination. Humans were their progenitors, but now they’re nothing but a hostile competing species. (This is a change from the original series.) As superior as the Cylons believe themselves to be, the human defenses are too strong for them to overcome by overt force. Further, Cylon “evolution” has hit a dead end. They need human imagination and resourcefulness to improve themselves. The Cylons are willing to deal. As long as these humans acknowledge Cylon supremacy and aid in the destruction of the colonial government, they will be spared and even allowed to rule in the Cylon’s name. This isn’t too far off from the original series. Baltar thought he was going to be charge.
Speaking of Baltar, he’s the leader of the conspiracy and the most outspoken and accomplished member of the Quorum. He’s a hardcore ideologue who’s convinced he can run humanity much better it’s been run up to this point. Baltar is a major critic of the colonial military/industrial complex and even something of an admirer of the Cylons. He has many supporters in the media, who keep him in the news constantly with lots of positive spin. Unfortunately, his more radical views don’t play well with most colonists. The party bosses have outright told him, he’ll never be president. Here’s the impetus for his betrayal. Yes, this story really can’t start with Cylons just bombing stuff, you’ll have to lead up to it.
Part 2
Friday, January 18, 2013
Lanced
No, I don't want to talk about Lance Armstrong, except in the context of steroids, PED's, doping, and other enhancements in sports. Armstrong was stripped of all seven of his Tour de France wins for doping. The titles did not go to the second place finishers. They were doping too. When asked if he thought he was cheating, Armstrong didn't think so since he was just doing what his competitors were doing.
I used to watch cycling races and enjoyed it quite a bit. I was never really on the Armstrong bandwagon, but I did take a ride on the Greg Lemond one. During the Armstrong era, it was no longer about the sport, it was about him. The sport was just a vehicle to promote Armstrong. Then came the doping allegations, the constant scandal, the image that the sport was nothing but dirty, and then it disappeared for me. Anybody left that's interested in cycling is hardcore, or only watching for the scandals and the tainted personalities.
All I could think of is that could have been baseball. The McGwire/Sosa home run duel was what brought the steroid scandal in the sport into focus. Whether it was because some journalists were righteously miffed that the single season home run record was about to be broken by a pair of juiced players, or just a jealous desire to tear down heroes, the spotlight that the MLB had brought upon itself, had also brought its dirty little secret into the light.
Imagine a world where this didn't happen. Things look pretty good at first. McGwire, Sosa, and later Bonds (and maybe others) become sports icons and baseball's popularity rises. ("Chicks dig the long ball," after all.) As the years go on, more and more players feel compelled to start bulking up themselves, until it's virtually expected for every player. This filters down through the minors and foreign leagues. At the college level, it's still prohibited, but best players already avoid playing in the metal stick league anyway. Then it filters down to levels where testing is going to prove almost impossible, and then...
All good things must come to an end. Something will bring out the scandal. The heroes will be shattered. The sheer pervasiveness of steroid use at every level of the game will shock the nation, especially the kids juicing. They'll all say the same thing, "We had to. Everybody was doing it." As bad as the Black Sox scandal was to the integrity to the sport, this will eclipse it. Oh, baseball will reform itself and promise a "clean" game and "clean" players, but the sport will be dirty for a long time. It'll be made worse as all the juiced ex-players become a circus side show in the media. Everytime a player gets caught using in the "clean" league, the fans will just shake their heads and tune out the game.
Hmm. Seems like some of this actually did happen. Thankfully, the players and the league apparently saw this scenario unfolding and did something about it, a little late, but definitely better than too late.
I used to watch cycling races and enjoyed it quite a bit. I was never really on the Armstrong bandwagon, but I did take a ride on the Greg Lemond one. During the Armstrong era, it was no longer about the sport, it was about him. The sport was just a vehicle to promote Armstrong. Then came the doping allegations, the constant scandal, the image that the sport was nothing but dirty, and then it disappeared for me. Anybody left that's interested in cycling is hardcore, or only watching for the scandals and the tainted personalities.
All I could think of is that could have been baseball. The McGwire/Sosa home run duel was what brought the steroid scandal in the sport into focus. Whether it was because some journalists were righteously miffed that the single season home run record was about to be broken by a pair of juiced players, or just a jealous desire to tear down heroes, the spotlight that the MLB had brought upon itself, had also brought its dirty little secret into the light.
Imagine a world where this didn't happen. Things look pretty good at first. McGwire, Sosa, and later Bonds (and maybe others) become sports icons and baseball's popularity rises. ("Chicks dig the long ball," after all.) As the years go on, more and more players feel compelled to start bulking up themselves, until it's virtually expected for every player. This filters down through the minors and foreign leagues. At the college level, it's still prohibited, but best players already avoid playing in the metal stick league anyway. Then it filters down to levels where testing is going to prove almost impossible, and then...
All good things must come to an end. Something will bring out the scandal. The heroes will be shattered. The sheer pervasiveness of steroid use at every level of the game will shock the nation, especially the kids juicing. They'll all say the same thing, "We had to. Everybody was doing it." As bad as the Black Sox scandal was to the integrity to the sport, this will eclipse it. Oh, baseball will reform itself and promise a "clean" game and "clean" players, but the sport will be dirty for a long time. It'll be made worse as all the juiced ex-players become a circus side show in the media. Everytime a player gets caught using in the "clean" league, the fans will just shake their heads and tune out the game.
Hmm. Seems like some of this actually did happen. Thankfully, the players and the league apparently saw this scenario unfolding and did something about it, a little late, but definitely better than too late.
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