Tuesday, December 29, 2009

Fluxx

[[Edit: This has been done before, unsuprisingly.]]

Hey, couldn't we make a game of super-fluxx with some note-cards?

Pure Fluxx

Players: Three+

Materials: A lot of identical note-cards.

Rules: At the beginning of each turn, the active player draws a card or writes up a card.

(Writing a card has to be approved by at the majority of other players, and puts it into their hand. Each card describe or adds some part of the game.
If the rule contradicts existing rules, the rules conflicted with are put into the discard pile.
A rule can change any part of the game.
If the application of the rules is disputed, they are voted upon by the players, majority interpretation wins.
If the rule allows one or more players to win, then all players must agree upon it.
If parts of the original rules are broken, the broken parts are written on a card and discarded.)

The active player may then play the card from his or her hand.


----
Starting terms:
--
Zones: Pre-defined areas where cards can exist. Individual and universal

Hand: A zone for each player. Any card in a hand is naturally only viewed by the player. The starting rules also have the active player play a card from his hand. Cards are "in hand"

Active: These are the rules, objects, etc., that are in play, and affect all players equally. They are placed in the middle between the players, and can be seen by all players. Cards are "active".

Control: These are the cards that, while active, have special effects relative to their "controller." While on the table and visible to all, they are put directly in front of a player. Cards are "under the control of [player name]"

Library: These are the cards that are hidden from all players in a face-down pile of cards somewhere reachable on the table. The committing the action "Draw a card" refers to putting the top card of the library into your hand without revealing it to everyone else. If someone tries to draw a card when the library is empty, the Recycle Bin is shuffled, and turned into the library. If the recycle bin is also empty, then the player writes up a new card instead.

Recycle bin: These are the cards that have been contradicted by other cards, or otherwise inactive. They are piled face-up, revealed to all players, somewhere not to be confused with the active cards.
--
Card types: These are different sorts of cards, and are handled differently, mechanically. Main types and sub-types.

Static: Maintype. Rules, and other cards that stay in play.

One-time: Maintype. Cards that have an effect, then leave play.

Responsive: Static or one-time cards that may be played whenever the conditions on them are true.

Goal: Cards that allow a player or players to win. Must be approved by all players when written.

--

Actions: Terms that cause a player to do something.

Play: Do what is written on the card being played. Short for a longer action.

Discard: Put the card being discarded into the discard pile.

----

Suggestions: Have fun, don't be a dick, have a meaningful game, use your rules to fix the game. And remember that games are to have fun.

The Prefect

Just finished reading The Prefect by Alastair Reynolds.

This is the third book of his that I have read, the previous two having been Galactic North and Chasm City. Both of those were great, so I decided to pick up another before heading off to Malaysia and Indonesia.


Similar to the other two books, the plot is convoluted and suspenseful, making full utilization of the hard-he-can-manage sci-fi concepts existing in Alastair's world. The Prefect is interesting, exciting, and somewhat gut-wrenching at times (I'm looking at you, Jane).

The Prefect is also escapes on of the most common problems with science fiction: Explaining things. (Fantasy can have this problem if the writer feels like it.)

You see, most characters who grew up in a world generally manage to have it make sense to them. Since we don't live in that world, things don't make sense to us. Therefore, some authors feel they should explain everything. This can be explaining everything, be Explaining Everything, or be EXPLAINING EVERYTHING. However, taking time to explain things causes problem for any sort of narrative: Short essays embedded in the story cause problems.

On the other side, hand-waving everything would really just be fantasy, not science-fiction.

Reynold tends towards giving a name and maybe a short summary, but then having his explanation only exist in what's relevant to the characters, what the characters think about, and what happens.

He also manages to steer clear of anything that expressedly violates the laws of physics, or at least only violate them on a scale that the technology of the setting would be able to reasonably circumvent them. Additionally, and just as important, everything has a relatively sensible and utilitarian design.

Which brings me to the setting. Alastair uses a single setting--Revelation Space--for his novels, and it is pretty darn complex. It's future history, starting in the foreseeable future (far enough to avoid science marching on, and continuing through the imaginable future to the end of the future (Stinking Greenfly...). Unlike the previous two books I read, The Prefect is set in the height of human civilization, on the hub of human civilization, on the orbital habitats utilized by the elite of society. This means that things get very, very exotic, especially due to the freedom loving nature of demarchist rule. Very interesting things are encounters.

I think I'm degressing.

The plot is complicated, but strong, and I approve. The characters are varied and interesting, and I approve*. The setting is gorgeous and well-thought, and I approve.

Really, I approve of the book all around. Very good for those folks who like sci-fi novels that avoid sacrificing being a novel for being sci-fi. Still good for everyone else.


*: The titular Prefect, Tom Dreyfus** is a bit of a canon sue. He is, as referenced by the characters in the story, pretty much the perfect Prefect. Not perfect in always victorious, or hopelessly overpowered, but perfect in a flawless-action sort of way. They do what they can while they can. However, I managed to completely overlook this until some stuff in the story went horribly wrong for the protagonists, and I saw the other characters taking the lead and messing up. When things got better (this is a highly relative term), I was too filled with satisfaction to care.

**: I could help but notice the last name from my historical knowledge. Seems unlikely that he would wind up with the same name. Demerits for contrived naming. On the other hand, it works well.

Wednesday, October 28, 2009

Empowered

I recently had the opportunity to read Empowered, which was not only surprisingly good, but better than I thought (I had heard good things about it). What I expected was, as TvTropes puts it, a "graphic novel series starring a Damsel in Distress-prone heroine named 'Empowered.' Contains heavy deconstruction of the Super Hero genre, with healthy doses of bondage, Fanservice, and comedy."

What I found was... well pretty much what the above says. The fanservice was a bit too pronounced for my taste, and Emp getting trussed up a lot early on wasn't all that sexy because... well, onto the unexpected.

The characters are great. While they all run off of assorted superhero sterotypes, all of them have unique, interesting, strong personalities. Some of them I sympathize with, and root for (Empowered, Ninjette, etc.). Some of them I look up to in awe and admiration (Mindf**k, Maid Man, etc.). Some of them I want to club with a hammer... repeatedly (Captain Havok, most of the jerkass supers, and sometimes Sista Spooky). One of them is terrifying and wrong and scary (and doesn't play by the rules).

This is why Emp getting tied up isn't all that sexy. She might be an idealistically beautiful woman wearing (well-placed) tatters of a skin-adhering body-suit, but it's hard to enjoy the fanservicey nature of her predicament when you care for Emp so much. Thus stripperific bondage =/= sexy. Instead stripperific bondage = feeling sorry for Emp. She's far too sympathetic and complex a character to objectify. Well, I'd rather not objectify her, anyway.

Anyway, concerning the characters, it is important to note that they are not one-sided. Aside from Captain Havok, who enjoys my vehement and eternal contempt, most of the other nasty characters have their own internal problems, and are just expressing them worse than the nicer characters, with their own emotional problems flaws. I can only think of a few characters who are simple, but I would not complain about their purity of essence (Go Maid Man!). Even the minions are hard to objectify.

Which brings me to the next point - the story of the novels doesn't really pertain that much to the actual action. Instead, most of the story deals with characters' feelings. Think Neon Genesis Evangelion, but without the constantly feeling horrible bit. Often the battles are skipped, with Empowered assumably losing and getting captured, and instead there is the emotional abuse from other characters, interaction with and responses from friends, etc.

With that in mind, the story is really about Empowered's personal growth... and boy is there a lot of it. Empowered starts out with freshly shattered dreams to go with a shattered self-esteem, and from there she struggles upwards, with the help of her friends. This is all managed well, with an exception to be noted later.

Empowered also has heavy, heavy Cerebus Syndrome. The first three volumes are fairly comedic, but then the fourth one has heavy drama, and by the end of the fifth one I was outright crying. A well-done romance has something to do with that.

Empowered also gets better. If I had just read the first volume, I would have thought Empowered was pretty decent for what it does, and leave it at that. Fortunately, I had a healthy list of recommendation, and I pushed onward. By the second volume, I was starting to enjoy the tale, and by the third I approved heartily. But the fourth and fifth volumes are why I'm spieling about it. I don't go and write here about just any little comic, you know.

Other things to note:
Mindf**k and Maid Man are new role models for me. Mindf**k gets to hang out with Nausicaa and other characters who influenced my development. Maid Man is an all around good guy.

The setting is fairly interesting, in and of itself. There are Unwritten Rules to behavior, so nothing truly bad happens to Empowered (breaking the unwritten rules by, say, unnecessarily sexually molesting Emp would bring down the wrath of every superhero, which is a decent deterent same with killing her.). The whole way the world is adjusted to the existence of superheroes is rather interesting. A lot of characters, especially the unpowered ones and minions have interesting takes on the superheros and villains. There are a lot of little tidbits about how the world works, that are quite interesting. Emp finds out that all three superheros she is working with all became superheros after contracting super-natural STDs - she finds this coincidence weird, and then finds out that they first met at a super-natural STD support group. Some of the characters previously posed as Witless Minions, manipulating the system to steal their employer's valuables and blame it on the heroes.

Also interesting is the effect when certain characters break the Unwritten Rules. It's... impressive. And horrific.

I do have issue with a few things, though. Emp's boyfriend is perhaps not the best role model for building self-esteem. While he's a fine guy otherwise, in terms of boyfriendness... he deals with Emp's low self-esteem in a (fanservice-y) way I do not approve of (I'm much more part of the Mindf**k school of romance). Also related is his unrealistic sex with Emp - he apparently follows the hentai school of sex. I suppose part of this is that I gave up on the pornographic aspect of the series, and consequently find the carefully-placed speech bubbles more amusing.

Going on from there, I love the Caged Demonwolf's imagined rendition of Emp's sex with her boyfriend. Which one of the other characters uses for smut, apparently. Heck, the fact that Emp still reads yaoi superhero slash fanfiction (occasionally even starring her teammates) amuses me to no end.

Also, both Emp and her boyfriend are ridiculously/idealistically physically attractive. While the power of body-image issues are profound, I always find Emp's problems a bit strange. That said, they do live in a world where nearly everyone manages a ideal body-shape, with few exceptions, so I suppose it's not that strange? Dunno. I understand why Emp is a Hot Blonde, comercially speaking, and I can see Spookum's problem with her.

Anyway, it is a good series, assuming you are okay with everything-short-of-nudity and occasional objectifying shots. There's good content there. I recommend it.

Thursday, September 24, 2009

Nil's Sinister Objectives

In no particular order:

1. Obliterate the subjective and the unknown.

2. Break the Second Law of Thermodynamics.

3. Create a synthetic life-form with conscious evolution to replace humanity.

Saturday, September 19, 2009

The Shape of Things

So this evening I went out with Rachel to see a play. She needed to write a critical analysis of a play, and I thought it would be nice to go out with her to a play.

So. Play.

The play's name is "The Shape of Things." From here on out there are massive spoilers that pretty much ruin the play, so if you plan on seeing it, go see it. It's pretty good. And stop reading here.

The play starts out with a young lady stepping over the cord to get closer to a statue. The security guard asks there to step back over, and they have a conversation. She's apparently planning on spray-painting a penis on the statue, as the original penis was plastered over with fig leaves, due to complaints about the nudity. She's an art student.

He doesn't really try to stop her, and gets her phone number, and when his shift is up, he heads off and she presumably spraypaints on the statue.

They get together, and start dating. He starts losing weight for her, changes his hair. Two friends of his are introduced, another young lady and her fiancee, said fiancee being the guy's former roommate and best bud.

Over time, he changes more - stops biting his nails, starts wearing contact lenses instead of glasses, dresses differently, and has his nose modified. He keeps a diary of this all - the decreasing weight, and all various changes.

His best bud's fiancee has had a long-time crush on him, and with him getting cuter by the day, she winds up kissing him and going out to the woods (and then implied sex, apparently).

The young lady confesses kissing him to her fiancee, who talks with the guy's girlfriend, who kisses said fiancee to get back at the other two.

She brings up all of this when the young lady, herself, and the guy go get coffee at a Starbucks together. The young lady goes away almost in tears, and the guy is mad at her. He doesn't want to break up with her, and asks what she wants. She asks him to break all contact with them, giving them no explanation, if he wants to stay with her like he says. He agrees.

The next scene is them at the thesis presentation for the artist girl. The guy runs into his former best bud, and the other girl, who have broken up by this point. They all sit separately.

The Artist girl goes to present her thesis work, and it turns out her presentation, her "sculpture thingie" as she previously referred to it, is her boyfriend, who has proposed to her by this point. She has sculpted him from being pathetic and undesirable into being much "better" by society's standards, using the tools of persuasion and desire, though always leaving the choice up to him. She has improved him cosmetically, and modified all of his relationships. Her entire relationship with him over the semester was all a lie to sculpt him into a different person.

He is outraged, and comes to her after the presentation, and they have an argument over the morality of her actions. To her, everything he did was his own choice - he had chosen to lose weight, he had chosen to abandon his friends for her. To him, he thought that she was completely and horribly unethical, in the deceit of the relationship. But in her eyes, the relationship was real - for him. And the choices he had made, he had made honestly, though perhaps a bit misinformed.

He asks of anything was true, and she says that none of it was true. As she leaves, she tells him that one time, while they were sleeping together, one of the things she had said was true (they both know, though the audience doesn't). He goes to the videos of them in bed (part of the exhibition), and finds the part, playing it over and over, biting his nails and munching on the cookies provided at the exhibit, crying as the lights dim and the play ends.

A number of things concerning this. First, the lady considers what she is doing as amoral. Not moral, not immoral, but rather because she was doing art, the normal rules don't apply. Adam, the guy, when he finds out, finds it morally abhorrent.

Second, the question of subjectivity. It's mentioned quite a bit in the play, and comes up quite large in the conclusion, as the art lady and the guy have been living very different versions of life, and have very different views on things. Was his relationship true? - It certainly had effects on his life.

Third, there is a question of value - what is better, and what is worse, and how it matters. the art lady is apparently quite aware how subjective her changes for the "better" are. But, as she notes rather bitterly during the presentation, as he became better-looking and more self-confident, he also started having more questionable behavior. Getting it on with his best friend's fiancee being a major case in point here. Additionally, at the end of the play, the main character says that he liked who he was, even if he wasn't as "good" then as now. His friend, somewhat earlier in the play, remarks on how his friend is acting more like him, and how the ying-yang of the two doesn't work anymore - he liked the guy for being wildly different from himself.

This provoked interesting conversations after the play, of course, but that's for a different time.

I found it very good, provoking me both emotionally and intellectually.

Thursday, September 3, 2009

The government probably isn't listening to your cellphone.

So I recently (in my informatics class) ran across the amount of data that was sent via cell-phones last year (2008). Roughly 15 exabytes.

What is an exabyte? 1000 (or 1024, depending on interpretation) petabytes.

What is a petabyte? 1000 (or 1024, depending on interpretation) terabytes.

What is a terabyte? 1000 (or 1024, depending on interpretation) gigabytes... which is still a billion bytes, each of which is eight bits.

For scale: If they finally convert the library of congress scans into text, the entire Library of Congress (today) would fit on roughly 10 terabytes. Which puts the amount of information conveyed over cell-phones to be one hundred thousand Libraries of Congress.

So can the government go through all that? Sure. Can they go through it in any meaningful way?

Hell no.

Tuesday, September 1, 2009

NEEDS MORE PIG CANNON!

So I went and saw District 9. I recommend it for everyone. It is not perfect, but it is very, very good in several distinct areas.

Social commentary: One way to put District 9 is "Apartheid with Aliens." It doesn't stop here, though - what happens in the movie are a series of situations that happen in many parts of the world. As a Global Studies major, I recognized a lot of the interactions between slum dwellers and the government. Or them and the people exploiting them. Very much a universal message, though most people do their best to ignore slums and/or xenophobia. The whole first third of the movie is paradise for this. Some of the things that happens are truly horrific. I didn't see anything that humans haven't done to other humans.

Carnage/hilarity/crazy-cool: It's a very, very sobering movie, but sometimes... people explode. Or there is the pig cannon (that must become a meme). And there are so many Really Cool Things...

Characterization/character change: Wikus is, perhaps, one of the most interesting characters I have watched. Very interesting choice for a main character. Over the course of the story, there is much character change/rejection-of-change, and even if most of the character change (or lack of change) is Wikus based... it's still great. Not all the characters change, but some a very intense. A particular man who stays seated, for instance.

Paradigm-changing: Most aliens visiting earth have shiney technology, advanced intellect, and tend to generally have halos. District 9 aliens... not so much. You'll have to see it.

Suspenseful: In hindsight, the movie makes a lot of sense. But during the movie, there's a lot of mystery, and I really had no idea where it was going. Stuff goes down, and it puts people on the edge of their seats, straining to watch what happens next. So please avoid plot summaries, please avoid TvTropes - watch the movie first. Like as soon as you can.

So watch District 9. It's a good movie for people who are not children. If you live in the new BHC, talk to me about it - I plan on watching it again in theaters.

Friday, August 7, 2009

Self confidence and London.

I mentioned on the sad blog recently (amid the crushing of my self-esteem) that my self-confidence and self-esteem were at their highest by the end of the London trip.

I was going to elaborate that as a tie-in to a much longer post complaining about how my mother insults me nearly continuously, but I figured that while the majority of the post was negative, that this bit was positive, and shouldn't be on the sad blog.

So why was my self-confidence and self-esteem so high after London? Readers of my sad-blog know that half-way through the trip I was whining about how I felt distanced from both my fellow ASU students and from the general Londoner population (with the merry exceptions of Joefish and Slightfoxing, who were a pleasure to meet).

Well, first off, I proved that I could be successful. I survived and (with the exception of what probably was swine flu) stayed healthy. I got kind of down because of not being accepted at my original job placement, and then later being dismissed from my second job placement, but in the third one... things worked out. And that was the last one, too, so that left the strongest impression.

How did things work out? Well, the tasks were readily defined (as opposed to the school, where I had basically no instruction on what to do), and I could do them, so I did them. Turns out that I am a pretty hard worker - all I was doing was mostly mindless busywork, but... hmm...

Did I ever mention why I like fighting games (the Tekken, SSBM, Virtua Fighter sort)? It's not because I am particularly bloodthirsty, or have anywhere near the motor-memory or fine-motor control to be effective at them. Instead, it is a pursuit of perfection. Every time I play, I try to optimise my techniques, fiddle with the balance of what I do, and pursue a state of empty mind (mushin, if you will).

Doing rote tasks at work is much the same, particularly if they are repetitive. Each time I find a website to write down the contact info from, I try to improve on it, given the inefficiencies from last time. Finding out the most likely places to get the appropriate information, figuring out which sites are promising enough to search for other sites via their links... balancing detail and time spent hunting through the website with the benefits of simply going to the next website. With each iteration, I try to improve the rote algorithms of how to react to a website, doing it fast, doing it better.

Additionally, I hunt for other ways of doing things. Better ways. We have a database of email addresses to email out to people, and we would mail 60 at a time - as we selected them off of the worksheet, we looked them over for duplicates, which slowed the selecting. So I went online, as found a series of excel formulas that I could use to eliminate duplicates (shrinking the registry by over a thousand addresses), searching for common email address misspellings (yahooo.com is a common one, as is anything with a double letter, it seems), searching for two addresses put in the same entry, searching for non-email address characters, eliminating all spaces in front or behind words, standardizing everything to lowercase, and even searching for addresses which did not have an @ sign, which required some out-of-the-box usage of excel's tools. All of this was via search functions and excel formulas, meaning that I could apply them quickly on the several-thousand-entry data base.
Naturally, this task was not without the same sort of optimization as everything else. For emailing outwards, I found it was more efficient to open a dozen messages, then copy and paste the same subject line to each one, and correct the message for each one, etc, rather than doing all the changes to each message one message at a time.

This sort of stuff I could take pride in, and my bosses were apparently pleased with it all. Turns out that mindless drudgery is only mindless drudgery if you don't constantly hunt improvements. If I do wind up flipping burgers, I'm pretty sure I could seek to optimise a balance of speed and quality, and spend my mental energies improving my technique.

Not only that, but at work people did appreciate me, did compliment me on doing well, etc.

Onwards to reasons other than work, London was a pretty cool place to be, and I greatly enjoyed the museums and performances, and the sights.

Additionally, while I was in London, I had enough time outside of work to design my own creative stuff. I made at least two game-design blog-posts while I was there (viewable on earlier happy-blogs, specifically the one on designing a new fighting game, and designing a new space piloting game, both of which showcase my desire for horribly complex game design). I started designing a DnD campaign, though that eventually had to pause due to my lack of ability to test the game mechanics I was designing.

Also in London, I got to see Joefish and Slightfoxing, as awesome as previously mentioned.

On a more personal front, I managed to sort out things romanically, and the result was much better than I feared it would be. Down-right good, given the circumstances.

And then, after my internship ended, I went to France, and stated with Bubble B and her family. Turns out everyone likes me. Her family thinks that I am well-mannered, well-raised, kind, trustworthy, and perhaps other descriptions that I cannot think of off the top of my head. And going around Paris with Bubble B was a delightful pleasure, naturally.

And then, as I was coming home, I had a visit to Toshiko to look forward to, as well as Krystalangel coming to visit for a week. Plus DnD on Sundays with Alec, and being in the same timezone as most of my friends.

So I got off the plane pretty happy, pretty hopeful, and pretty confident in my abilities. In fact, while I normally sink into being miserable within the first few hours of interacting with my mother, this time I lasted all the way from getting back Tuesday night until breaking down and crying on the following Friday. (This is still the happy blog. That was a statement showing just how good I was feeling when I got back. The story of that all goes in the sad blog.)

Anyway, that's all I have to say for now. Time to go help mother with whatever she wants me to help her with.

Tuesday, August 4, 2009

Movies on a Plane

I watched three movies on the way over the Atlantic (Traveling from London to Calgary, as it were).

Watchmen was pretty good. My version was censored, so I didn't get to see the vaunted Big Blue Penis. Other than that, I thought it was well done, though I wish that the hero-types didn't occasionally kick people completely accross rooms with... strength they are not supposed to have. Ozymandias, I can see. He's supposed to be the absolute peak of physical conditioning, to the point of being unnatural - the other ones? Not so much. Also, the second Nite Hawk was too slim. C'Mon, he's supposed to be a bit overweight. I liked him like that.

Push was... meh. I have to say that it was a pretty decent movie. It has a complicated plot, the characters are okay, and the special effects are pretty cool. But the thing that really drives me up the wall is how much potencial the setting has. I wouldn't be surprised if there are fan-fics that are better than the movie. Hell, I'd write a fan-fic set in the same setting. Not because the movie was actually good--it's just decent--but because the setting is open to so many possiblities. It's like someone wrote a mediocre plot, with mediocre characters, and then handed the setting creation to someone like me. Someone who was given the needs of the plot, and went crazy with creating a flavorful and world-comprehensive setting.

Coraline was really good. I liked it a lot. Started out a bit slow, but after the first few minutes (I'd mark it as about when she meets the circus man, and then the two old ladies, a bit later) it starts going all kinds of cool. Reminds me of Psychonauts a lot. That's a good thing. You should see the movie.

Saturday, July 11, 2009

Going around.

I went to Portobello Road today, on the recommendation of my co-worker Nadzirah.

It was really interesting, with all kinds of cool stuff. I got presents for a few people, including my dad.

It started raining soon after I got there, but fortunately I had the foresight to bring my umbrella, so I was mostly fine.

After finishing the road (it was closing up by 6pm), I went over to a restuarant Nadzirah had told me to get duck rice at. Good stuff.

I walked home, and it stopped raining. Immediately after, I broke my umbrella - the stick part detached from the umbrella part, which gave me a metal stick to walk around with... and the other part of it. Fortunately, it didn't rain until I got home.

I lied to Hanna about things, after I got home.

I recommend Portobello Road to anyone in London. I also bet it is twice as fun if you have money to blow.

Friday, July 10, 2009

Eddie Izzard

Eddie Izzard has the kind of humor that I would employ, about the topics I would use for it, presented with more make-up than I would use.

Awesome.

Monday, July 6, 2009

Pondering Mechanics for Fighting Game.

For whatever reason, I was thinking about how design a better fighting game. Kinda like virtua fighter, or (with less fantasy) like Tekken.

General tenets.

Basic stuff: Videogame platform based, one on one matches. Characters kept on memory cards. No pre-made characters, though an easy-build system based on a few sliding bars can generate characters with decent move-lists.

Character appearance customizable, naturally.

Character tech-lists customizable - there is a quota of points that you spend on techniques, with all-around better moves costing more. About half to a quarter of the techniques can be bought at one time, assuming lower-cost moves.

Buttons are: Punch, Kick, Grab, Block.
Directional imputs: All directions (hold), all direction (press then release), neutral.

Now on to the funner parts - the guts of the game, the way the mechanics work:

Attack speed types:
Quick:Interrupts when nothing is hit-boxing, killed by hitbox (Beats delayed, good against cancelled attacks and feints)
Strong:Constant hit-box (Beats quick) (balances forward?)
Delayed: Evasion then attack, or just a slower, stronger attack (Beats Strong via priority while hitting before hit-box arrives)

Balance:
(Balance is one of the more special bits of this game)
Balance forward
Balance backward
Balance right
Balance left

Defenses against attacks:
Block: Take percentage of damage, proprotional stun and sometimes break, no other cooldown. Basic blocking only blocks attacks from the front of where the character is standing - vulnerable to circular attacks. Balance can effect damage vs. stun/break ratio.
Parry: Needs timing, takes time to start, static cooldown.
Defensive grab: Needs timing, must match forward or backward balance, auto-hit into grapple or throw.
Interrupt via quick: See earlier triangle.
Dodge: Needs early application, no cooldown, only avoids some types of attacks (duck, sidestep, jump, backstep), heavy balance

Defenses against grabs:
Counterthrow: Throw balancing in the same direction they are balanced to subvert their throw. (note that many throws have balance-backward at some part of their movement, but some balance forward while reaching to grab.)
Hit stun: Throws start attacking, grab, and then throw. The attack motion is the same as the defensive throw, so an off-balancing attack might get eaten by it, but otherwise hits normally. Grab solidifies whether it is a defensive throw, or an offensive throw, reduces hit-stun and knock-back - some attacks may not produce enough hit-stun or knockback to knock them out of the throw, or detach them. Damage is normal. Throw is too late, though if you have already imputted your own counter-throw, that will still implement.
Resist: use the imput-balance to pull away from the thrower's attack balance. Mostly pulling away from the opponent, but some throws just go with that. Does not work if you imputted the wrong throw command. Note this is the benefit of throws to the side, or throws that get behind the opponent. Visually, the throw slows and then breaks.

Notes on offensive throws:
Some throws can be reversed into other throws if resisted.
Throws have much shorter "grab" time if the person is already off-balance in the direction they are being thrown.
Throws have longer "grab" and "throw" times if the person is balanced away, worse if the player resists it.
(The grab is really just an off-balancing movement that preps for the throw.)

Get-up defense:
Grab to pull down - into grapple game
Grab to throw - into throw
Attack from ground
Dodge while rising
Defense while rising

Offense against get-up:
Grab and mount into grapple game
Hit opponent
Respond to get-up choice

Grapple:
Positions:
Guard: Person on top has better striking, bottom has worse, bottom has a 2/3 advantage in throw game
Mount: Person on top has better striking, bottom has worse, equal in throws.
Face-down mount: Person on top has better striking, bottom has none, top has 2/3 advantage in anti-throw game.
Options:
Strike: hit the opponent, varying keys and varying possible throws in response
Throw - Reposition: Shifts to a different position
Throw - Release: Throws the opponent into prone into a specific orientation near the throwing grappler
Strangle-hold/submission-hold: Constant damage. Wiggle/mash to escape, or throw (Each strangle has a throw-release key, but strangles can be shifted into other strangles mid-strangle.) Can strike during strangle, does not release, but works as a wiggle.
Restrain: if successful, negates one button-escape until wiggle-free. Some throws that go into grapples start with a restrain.

Near-Simultaneous grab:
If balance of throws oppose: First wins
If balance of throws same: Second wins.

Player Balance Mechanic:
Balance in one of four directions - forward, backward, right, left.
All created by movement, forward and backward can be created by attacks (can shift during attack
Grabs: Determines which defensive grabs work, and balance on opposed grabs determines winner.
Attacks on hit: More damage if balanced into attack, less stun/chance to interrupt; Less damage if balanced alway attack, more stun/chance to interrupt.
Auto-off: Some attacks (particularly kicks) inducing general off-balance penalties when attacked from any direction.

Attack direction:
Some attacks, particularly circular and retreating attacks, have an attack direction distinct from balance.
Circular: attacks from right or left, beats out side-steppers for either more damage or more stun.
Retreating: Often hits forward (weakly) while balance is backwards.

Hit stuns/status effects:
Attack stun: Recoiling from hit, can't initiate new attacks. Can use control stick to choose forward/backwards/left/right balance.
Induced Off-balance stun: opponent stumbles from attack/throw, balanced in that direction. Leads to better stun/damage, off-balance lasts a bit longer than actual stun. Some quick attacks and defensive-throws only provide off-balance, and minimal damage.
Off-balance collapse: If knocked over while balanced away due to the off-balance, stumble in that direction before falling.
Sensory stun: Variable amount of frame-delay on technique initiation - slowed between 1-X frames: Attacks will still happen, but timing is imprecise.(mostly face attacks)
Winded: Reduction in potency of attacks - priority, damage, stun-produced. May last a bit, reduces faster the less the character does. (Mostly gut attacks)
Gut-blow stun: Produces general off-balance, and auto-ducking.
Crumple stun: Produces general off-balance, auto-ducking, then falling to prone.

Misc. Status mods:
Pumped: Increase attack potency for a bit.
Adrenline surge: Ignore damage for a bit, then take all the damage you would have taken. Post-battle collapse is win, not tie.
Static Crouch: Acts as if automatically balanced opposing attacks: Less stun/push, more damage. Low mobility options. Also avoids high. (Note: This is while crouched - intial duck delay until fully crouched is neutral balance.)
Jump: Acts as if automatically balanced away from attacks: Less damage, more stun/push. Also avoids low. (Blocking in the air... almost garrentteed guard-break. At least there's less damage.)

Special games:
First blood (Lose imput control when damaged, if both players hit, whichever does more damage, if just one, that one loses.)
To knock-down (No damage, first player knocked to the ground loses.)
To Submission (Damage reduces wiggle efficiency but regenerates, first player to hold a submission hold for a specified amount of time wins.)
To Ring-out (Lose when forced off ring.)

Misc Character traits:
Regeneration: While no imput is taken, slow regeneration.
Default static crouch: Instead of holding down to stay crouched, hold up to uncrouch.

Special victories:
Taunt-victory: Three taunts in a row creates victory (forces aggression).
Ring-out: Drive opponent off of ring for victory.

Feints: Most attacks can be stopped before a certain point, some can be delayed (whiffs throws and parries, weak to quick and dodge), some can be converted into other attacks. (Strong against some dodge and quick, weak into strong and throws and parry)

Saturday, July 4, 2009

Helping out.

I got to help out Carolyn and Megan with their luggage (also cleaning up their flat, but that's seperate.

Helped Carolyn carry her massive suitcase down, saw her and her roommate off (both such cool people...).

I helped Megan with her luggage, all the way until she got on the train in the Paddington train station.

Helping people causes me to feel good. ^.^

Friday, July 3, 2009

Paper done, yays.

Paper is done! Woot!

Not sure how good it is, but it is done!

You Fail at Being American Forever

I do, anyway.

Topic of soccer came up in class, and after class, talking to the professor about my experience, I had to use the the disclaimer, "And while I fail at being American forever,..." before pointing out a few things.

So how does one fail at America?
(No particular order.)

Soccer, not football.
Anti-protectionist.
Global citizen.
Not loud, or any other american stereotype.
Not proud of America (much).
Not homo-phobic or particularly racist.
Pro-immigration.
Pro-outsourcing.
Don't drive.
Know world history better than American history.
No distaste for un-democratic government.
Critical of human rights as a concept
Critical of the international human rights regime in general.
Travel a lot.
Believe in different methods of taxation.
Want to overhaul the voting system.
Want to overhaul the electoral system.
Want to overhaul the voter initative system.
Believe that foreign policy should not be for US interests, but rather net gains.
Not terribly materialistic.
Not a follower of popular culture (arguable - this might just be fail at human being)
Want inefficent industries to die, not be held up by subsidies.
No ill-will towards the middle east.
No love for Israel.
Believe in diplomacy, trade, and cultural exchange with "rogue states"
Want world government institutions to have end say in American institutions, particularly courts.

The list goes on.

I blame my parents, I blame the rest of the world, I blame America, and I blame my major.


Sunday, June 28, 2009

Chinatown in London

A few days ago one of my co-workers told me that I should visit the Chinatown here in London. Apparently it was somewhere between Piccadilly Circus and and Leicaster Square. I told her that I would go there that night after work finished and eat dinner there, but when the time came, I was tired, and just trudged back home.

This afternoon, however, I decided to go over to Chinatown, and see how it was. Perhaps eat dinner there (I had slept in late, and not eaten).

I went over to Piccadilly Circus, and found the appropriate road to take. Went east, and found that I was seeing an increasing number of orientals on the streets. Kept going, and found this restuarnt that was serving asian buffet for 6.5 pounds. Considering that just fish, chips, and mushed peas cost more than that, I was impressed.

Took a road in, and found a promenade, complete with chinese-style gateways. Went down the road....

It smelled right. Chinese restuarants, chinese markets... everything has an odor, and this odor provoked all kinds of familiarity. I went through a few markets, and then headed back to the buffet place.

Oh, food! I had not eaten that day yet (it was 5pm or so), so I started eating, and eating... and it was good. The food itself was okay - the sort of stuff that could be expected from a small buffet catering to western tourists. But it was asian food, and there was rice! And vegetables! Tasty vegetables! And meat that had all manner of actual flavor!

So happy. Very good meal, and all for only 7.15 (cost plus service charge).

I then went to the markets, and picked out a number of things. A 6-pack of my favorite Chrysanthemum Tea Drink, a can of Yeo's Sugar Cane juice, a can of Ramboutans in syrup, some dried plum candies, some asian pears, and more. Probably not all that healthy, but enough to make me very happy.

I came back home, and now I am enjoying my Chrysanthemum Tea Drink. Yay!

Saturday, June 27, 2009

People.

People, people...

I'm getting to know my co-workers at Africa Recruit better. I went to lunch with my fellow intern, a young lady from Malaysia. Turns out she's from KL, where I've been most years when my mother visits her family. Very interesting history on how she wound up here.

I wound up talking to DolphinCheddar again. She is coolness. We talked about stuff. About relationships, too. Afterwards, reflecting on her, I realized just how much she has contributed to the things I enjoy. Gunnerkrigg Court, Avatar: The Last Airbender, etc.

(Off-topic: Have you ever seen those "Want to find a date in [your city]?" ads? They always have all these pictures of girls posing half-naked, trying to be sexy. But that doesn't eally appeal to myself or DolphinCheddar, so we thought: instead of posting a picture, and trying to look sexily lewd, the people get to post a sentence, and see who they can attract off of that. Probably wouldn't work, but an interesting thought.)

I talked to Christy a bit, too. Told her about my Westnoth victory. We resolved to play a two-person game together sometime.

I found out that my friend Carolyn is leaving on the 4th of July. She's the person whose personality appeals to me the most here. It's sad to know she is going. She's in Dublin right now, and then we have our internships, and then she goes. Sad.

I saw a paraplegic in a ballet/moderndance performance, over in Greenwich. Watching him dance so gracefully in his wheelchair was rather inspirational. I wonder what drive got him there in life?

Two of my best friends want to date me. Don't know what to do to avoid hurting someone, or hurting both of them... At least I'm highly attracted to both of them, so it's not a matter of getting what I want as well.

One of my flatmates had a bad night last night. Did my best to help. I wonder if that means that we will be more friendly with each other now? I guess everyone leaves in a few weeks, though...

Westnoth

Minor post.

I finished one of the campaigns on The Battle for Westnoth. Victory is mine.

I like the music from the game, so I added that to the long playlist mentioned earlier.

More postings later.

Sunday, June 21, 2009

Romantic Comedies.

I like romantic comedies. I suppose that's a bit weird for a guy, but they are sweet and nice...

Anyway, watched Love Actually last night. It was good, I liked it.

(this has been moved from the Sad Blogg to the appropriate place)

Playlist

My playlist amuses me.

It's got:

Soundtrack of Shadow of the Collossus. (From the album "Roar of the Earth.")
Soundtrack of Princess Mononoke.
Soundtrack from all three Lord of the Rings movies.
Soundtrack of The Legend of Zelda: Ocarina of Time. (As preformed by the Hyrule Symphony.)

So nice to listen to...

Friday, June 19, 2009

I approve...

I approve of the Wellcome Institute. It is good.

I also approve of the book "I Will Need to Break Your Other Leg." It is also good.

I got the Book at the Institute, along with a pen.

Wednesday, June 17, 2009

Voting in cash?

Okay, let's assume I live in a flat that has crappy internet. Not hard for me to imagine, given my current circumstances. Now how much money would it be to hire someone to instead good internet of awesomenes? Some amount, right? A thousand dollars, let's say. Since there are 100 of us or so in this building, that's really only ten dollars per person.

So what about this kind of solution: You get a secure box, paypal account, whatever, and then you put the total cost of the installation onto the box. People put in however much they want to contribute, based on how important better internet is for them. 5 dollars? Ten dollars? Twenty dollars? Then when the money reaches the threshold, install internets with the money, and invest any surplus into a trust which feeds maintainance costs.

Obviously there are some logistical problems, but I really kinda like the idea.


But what if we could implement that better? Say with free money-transfer, digital boxes, etc. Organized. For local government, say - you want a road someplace, you go dedicate money to the fund, when it fills up enough, then it would be made. Only the people who want the road will pay for it, and in the amount that they value it.

Traditional taxation is still important for maintainance money, health/social care, etc., but for initiatives, it seems like a nifty system.

I wonder where all the places in which this sort of thing could be applied...

Job

Job is good in a variety of ways.


First off, I can do it - this is a definite plus. Right now I'm really only doing digital stuff, but I think I'll be able to build up my confidence as a worker, and probably manage... okay. But I am very happy that the instructions and goals are clear. If I know what I'm trying to do, and I know the resources at my disposal, then it's just a matter of optimizing a complex system, no different from, say, winning at MTG.


Second, it seems to be right up my alley, in terms of what SGS teaches. My organization promotes a healthy relationship between African governments and their expatriate diasporas. So all those Tanzanians living abroad send back remittences in their mail... but AfricaRecruit steps in and has the government make a formal process they can do it. How is this useful? Well, if it is properly processed, then you have paperwork of past payments, so if you want to apply for a loan, then you can show your income is steady... including the remittance payments you might be recieving. It also promotes reversing the brain-drain - instead of all the smart people leaving the country to find opprotunities in first world countries, those same people are being attracted back to use their western-trained skills in their country. Or to invest in their former state's industries. All kinds of cool stuff, and exactly the dynamic that SGS is striving to describe.


Third, it's doing a good thing. I am not a fan of giving to charity. I see these people with signs of how your 5 dollars can save a life in Africa, and I don't really care. In fact, I resent such organizations.

Why? Because they are giving people fish, rather than teaching them how to fish. (Metaphorically.)

Don't buy medicines for sick Africans, build a healthcare system that will provide for them and their children and each generation there on. Don't buy food for someone - invest in Africa argriculture. Don't see a disaster happen on the news and send money - invest in disaster prevention/mitigation/recovery governmental organizations. Invest in African companies, invest in African schools, invest in sustainable industries (Avoid mining/drilling, though).

That's what AfricaRecruit is doing - it works with the Diaspora and African governments to help build capacity via foreign direct investment, skill-placement (a very related organization is FindaJobinAfrica.com - they are across the table from where I sit), and mutual assistance. And building capacity is what will bring Africa into the first world, not aid.

I am proud to work for AfricaRecruit, even if I am doing grunt labor.

Tuesday, June 16, 2009

Bad Eggs (MTG)

So I was relaxing after an apparently successful interview, and thought I would make a deck with that new Thopter Foundry card. I thought, hey - maybe I could put it in extended, with Roar of Reclaimation! Then I wondered how to get plenty of artifacts in my graveyard and get the Roar. But I was going to use Etherium Sculptor/Eggs, I probably would need something to get them to go faster, so I found Rings of Brightheath, and went for a "I draw my library, I now have everything I need to win, I win via infinite Conjurer's Bauble recursion." But it turns out that Rings could be used the way I was hoping, so I downgraded the draw engine and found it couldn't draw the whole deck anymore. So I changed the win condition so that I need a combonation of cards, and not an empty library to recur things on. So I came up with Myr Retrievers and Grinding Station and Etherium Sculptor combo.

It's such a horrible idea--the combo uses 5 pieces--but somehow I have been going off anywhere from turn three to turn 8. The mean is about 5, and the mode is 4.

I don't know why it works, but it does. I might buy this deck, actually...

Bad Eggs.
---------------
Qty Name

// Lands
3 Blasted Landscape
4 Crystal Vein
3 Lonely Sandbar
4 Saprazzan Skerry
2 Island

// Artifact Creatures
4 Myr Retriever
4 Etherium Sculptor

//Artifacts
1 Mossfire Egg
4 Skycloud Egg
4 Chromatic Sphere
4 Cloud Key
3 Grinding Station
4 Fabricate
4 Chromatic Star
4 Conjurer's Bauble
4 Darkwater Egg
4 Mishra's Bauble

[New: http://forums.gleemax.com/showthread.php?t=1206519 (The Deck's threat on the Wizards forum. Looking for some advice...)]

Monday, May 25, 2009

Covent Garden

Covent Garden is cool. There were cool little shops and stalls, and lots of street performers. I need to go back there. I might just go there to hang out and watch performances.

Sunday, May 24, 2009

Heh. Cool.

(Open the image in a new tab to avoid formatting)


D&D Home Page - What Monster Are You? - D&D Compendium

Monday, May 4, 2009

Donuts

So today in the last class of Philosophy of Language, we turned in our papers and the professor told us that he would be answering any questions we were wondering about.  If we wanted to leave, then we could - there was going to be no new test-relevant material covered, and people like to leave class after turning in assignments.

A number of people left.

He reminded us that we were free to go.

A few more people left.

He asked us if we were sure wanted to stick around, even when we could leave with no loss.

...And then out came donuts for everyone.

Monday, April 27, 2009

Blanket Fort

There was a majorly cool Blanket Fort in Hayden South last week.  Who was the instigator?  One of the CAs* from Hayden South Second Floor - Rebecca.  How cool is that?  I approve and award her lots of Awesome CA points.  She's the same lady who invited us up to watch house and drink tea in her room (I went, nobody else did).

Here is a video of the Tent Fort in its splendor.

It later grew to this:
*: CA = Community Assistant.  Like an RA, but with a different name.

Friday, April 24, 2009

Drahkimar 1

I thought I'd do a post on some content set in the land of Drahkimar.Just get the content out there, even if the world itself isn't used for all that much.

Be warned, this is all old stuff from my childhood.  I've been building Drahkimar since I started writing (The Legend of Trazin is set in Drahkimar, albeit on the floating continent.


Today's topic is the boundaries of the Dominion.

Vakemia is probably the main setting at the heart of Drahkimar - all the surrounding lands, and the lands surrounding those, were originally answering the question of "what's over that direction?"

The Dominion 'borders' Vakemia on it's west.  It is about twice as large as Vakemia in size, shaped somewhat like a cross between a rectangle and an amoeba.  On the west half, the boundaries are pretty clear:  On the north there are the poisoned lands and the rot-iron mountains.  Unconquered due to it being blighted and mostly worthless.  On the south and southwest there is the Alterrian mountain range (though it continues to diminish the further it goes west, eventually just being foothills and nothing special), as well as the Jurungald.  The mountains are something of an annoyance, as see in the case of the kingdom of Alterria, but most of the border is due to the presence of the Jurungi.  As powerful as the Dominion is, they can barely fight a war on three fronts, let alone on four.

Directly west of west (the Dominion has been conquering west for quite some time), at the current boundaries, is Vakemia.  If you think of the Alterrian mountain range and the poisoned lands as north and south boundaries that both Vakemia and the Dominion share, then Vakemia is at the end of a long corridor, with the Dominion pressing onwards and inwards.  Vakemia proper is only on the west side of Mt. Keres, and the sweep of mountains north from there is what the Twelve Lords once considered the bounds of their territory (Mt. Keres is the highest peak of the Alterrian mountain range, massively triggered by the Apocalypse long, long ago). 

The Dominion has been pressing onwards continually, lead by the Children, and so a few decades ago they started to push around the north end of the Keres mountain range and entered into open war with the western kingdoms of present day Vakemia.  While the armies of the Dominion are one of the best martial fighting forces in Drahkimar, organized and well-trained, Vakemia presented a foe that they had never fought before.  All of the Dominion's other lands and neighbors are mundane, so they are not used to fighting a foe armed with both steel and magic, nor are they used to surviving in a magical land.  Moral is low, and their tactics are relatively ineffective.  This has not kept them from overwhelming several kingdoms, and causing one to retreat out of existence.  Shortly after the present day, a particular charismatic leader leads a revolt in the West Army(similar to legendary China, their are four armies after the four compass directions).


On the eastern side of the Dominion, less is known.  If one were to walk along the north boundary of the Dominion, the rot-iron mountains would be left behind, and later the poisoned lands would end as well.  Continuing onwards, you would eventually come across a rather large inland sea.  Between the poisoned lands and the water, there is near-constant fighting between the northern barbarians and the North Army.  Settlers from the Dominion have been colonizing further and further upwards, following the side of the sea north and then west and the North Army's role is largely to protect them from the more inland-based barbarians.

The sea is not all that wide, and the Dominion has started colonizing on the other side of the sea, crushing their demi-human cousins there.

Following the ocean south, the Dominion expands quite a distance south.  This is the southern thrust of the Dominion, and is, for once, at peace.  The southern thrust is borderned on the east by the inland sea.  The Dominion continues south until it reaches the same river that goes west to support the Northern (Desert) Kingdom.  On the other side of the river is the Southern Empire, and the two are at peace and enjoy a healthy amount of trade.  Following the river west from the inland sea brings you to increasing aridity and eventually the Desert.  Some hardy settlers have colonized westward, but there is decreasing appeal to the land the further west you go.  Following this very, very rough boundary north, it takes you to a smaller lake, where some of the rivers in the Dominion pool before going around south of the Alterria range and going west rather than east.  Going around the west of the lake would bring you into the Jurungald, so going around east keeps you in the Dominion, and links up to the southern boundary of the western Dominion.

And there you have it - the boundaries of the Dominion.

Of the bordering lands, the barbarians up north and the proto-humans to the east (other side of the big sea) were never fleshed out.  Well, I mean I know what the proto-humans are, since they figure in the history of the area, but I don't know how they are in this present day - the people in the area that I deal with are all what I refer to as humans.  (Except the Archipelago, which are Vi'nari by blood.)  (Actually except the Krt'kta, the elves, the elves, and the Jurungi, plus all of the Vakemia demi-races... but all the proto-humans have interbreed with other things.)

Monday, April 20, 2009

DnD quest thread thing.

A few levels back, shortly after we advanced to 8th level and got all our magic things, we assaulted a crypt with a vampire lord and some elemental guardians. Final battle against the vampire had us attacking him with a great number of minions on his side. It also was the infamous encounter where Selnar (my character) got dominated and critted Bryan to death. Anyway, I happened across the Monster Manual's Vampire Lord entry, and it got me thinking...

Here's how I would have had a vampire lord in DnD if I were the DM.

Adventure is for five 6th level PCs, assuming they are fairly strong. Level 7 is also a possiblity.


PCs, being wandering heros and the like, recieve a message from a small town, requesting help. Young men are found dead in the morning with no obvious injuries, and rise against as terrible creatures the next sunset. The towns wants help removing the curse that has been afflicting their town, and has turned to the PCs. He offers to pay money as well.

A DC 20 religion check at this point can determine that the people rising are vampire spawn, folks killed by a vampire lord's bite.

Upon arriving, they are met by the mayor, and who tells them that the previous night he lost his son. If the PCs arrive the same day they were contacted, he sent the message when he found his dead son. If not, then it is unrelated. He asks the PCs to watch the body of his son at sunset. Until then, the PCs can go around the town and gather information (diplomacy checks DC 10 then 15, one to engage the townsfolk interviewed, one to illicit interesting information - checks cover all info-gathering, and each PC has two tries before sunset). Depending on how many of the five characters have success with the interviews:

1 success: Each victim was killed during the night, and rose as a nasty creature when the sun set the next day. Several families were killed by their loved one rising and attacking them while they were waiting to be buried. (PCs get another vampire-spawn religion check if they want, DC 15)
2 successes: The people killed have all were young, healthy, and male. The mortician was killed by one of the spawn. The attacks started two weeks ago.
3 successes: The first victims were found killed on the street. When people stopped going out at night, the attacks abated for several days, then resumed with young men killed in their beds with no sign of entry. Also, three weeks ago, raiders attacked the town and killed a number of people and looted a bit before the town guard and militia grabbed their weapons and belately fought back.
4 successes: Many of the victims attacked were members of the town guard, and some people think it is related. All of the people killed in bed were members of the town guard. The town temple was attacked during the raid, killing the priest and his two assistants. No holy healing was preformed after the raid, and many of the injured died of infected wounds days after the attack. Raiders were orcs. Many of the recent victims were chained and sealed underground in coffins. Of those that were not, four killed their entire families and vanished, while the two others were put down by the dwindling guard, killing two of them in the process. (DC 20 Religion says that the four survivors would have either attacked more people or sought out their maker)
5 successes: The first three men killed in bed were sleazy characters, known for drinking, womanizing, and getting away with it by abusing their power and authority. The other two, including the Mayor's son, were captains of the guard, but not known for abusing their power. The four victims who slew their entire families and escaped were never seen or heard of since, though there were no attacks the nights afterwards.

Other specific questions that could be asked: The town graveyard has had minor ghost problems in the past, but nothing the priest, the local hedge-wizard, and the mortician could not handle.
If the PCs ask about the hedge-wizard, they find out that he is extremely old, and weak. His granddaughter was one of those who died after the raid, and he shut himself up in his house, refusing to speak to anyone, after he was unable to save her. He is of no help, and the townsfolk worry about stirring ghosts.
Raiders were orcs from the nearby mountain range.
Asking about surrounding caves or tombs comes up mostly negative. One small cave held kobolds a decade back, but was too small for medium sized creatures. The towns folk poured oil into it, and set it aflame.
A decade ago, elves settled in the forest. This stopped logging, and the town's economy never truly recovered.
All of these are brought up in conversation, no roll needed - obviously some need prior knowledge to ask the right questions (do not volunteer information).

Insight check (DC15) about the proportions of Town Guards to the total population of young men reveals that only a quarter of the young males are part of the town guard, while over 75% of the victims killed were of the town guard.

Each character can only interview one day's worth of people before sunset, but if any particular characters are willing not to monitor the mayor's son during the night, they can do a second check to gather more information.

Staying with the corpse until sunset has it rise as a level 5 vampire spawn bloodhunter, attacking the PCs in a frenzy - two attacks in the surprise round it awakens, and two each round thereafter.

The mayor is shocked by the change in his son, and goes a bit crazy. If the PCs take more than one round to kill it, or somehow mutilate him with powerful attacks (DM judgement), he is traumatized and will not talk to the PCs.

Shortly after the vampire spawn attacks, there is female screaming that can be heard from the temple, behind which is the graveyard. If the PCs investigate, there are normal screams coming from inside of the temple, and an unearthly scream from behind.

If they PCs try to go in: The temple is locked, but the doors can be busted down with a DC 25 strength check. If the PCs try the windows, they are easy to break, but the PCs take 1 damage from sharp glass and have to climb/wiggle in one at a time. Breaking down the door or window elicits more screams, and an impromptu attack by one of the occupants (+7 (including CA from surprise) charging attack with a 1d6 chair by a monk). Once they realise who came in, the monk and two nuns direct the PCs to the back of the temple. Their is a town guard bracing against the back door, with thuds on the other side from something trying to bash in. As they approach, the door is instead pulled/ripped outwards, and the guard stumbles out into the open, and is attacked and killed by three vampire spawn minions. The PCs can see the three minions, but the female screams are coming from something else out there.

Leaving the temple leads to the same encounter that circling it does: one wailing ghost, one trap haunt, and the full 6 formerly-chained vampire spawn. The only difference is that the door (and the guard) stay intact if the PC circle way around (and no glass or monk damage). As the PCs get a good view, they can see one of the vampire spawn pull the door off of a coffin in a shallow pit, and a chained vampire spawn emerges. The other vampire helps it break the chains. (The cinematic spawn is one of the six.)

Vampire spawn killed turn to ash.

A DC 20 perception check during the battle looking around can reveal a shadowy figure on the roof of a near-by building.

Once the two ghosts are killed, or 4 of the spawn, the remaining vampire spawn flee down an alley, but are attacked by the vampire lord (see later) and probably easily destroyed. If the PCs follow, they see the combat if they are in time, if not, they see a shadowy woman crouching over some ashes and letting them fall from between it's fingers. She is wearing a very ordinary blue dress, with a black cloak over it. She makes a stealth check to hide her nature from the PCs, pulling the hood low and hurrying away. Opposed insight checks on players turns can identify her, as does passive insight if she rolls low enough.

She runs away at full speed. If the PCs pursue, she tries to elude them. If they seem to be catching up or trying to attack her or any of them tell each other that she is a vampire, she takes gaseous form, going through a building to elude her pursuers. If they break into the building, she is already gone.

Information PCs get off the bat is that she is female and relatively young, and quite shapely. If they don't know she is a vampire, they consider her quite fast. If they know she's a vampire this should not be relevant. During the encounter, she should take pains to hide her identity, both her nature and her face. Active Insight or perception checks as to who she is always reveal no recognition as if a failure ("You don't recognize her face.") but are relevant for later checks if they score a 15 or higher, as they can describe her better to townsfolk - only the PCs doing the check will get this bonus later on.

The PCs can search onwards once she takes gaseous form or loses them, but automatically fail. The town guard tries to calm people down concerning the screaming and combat heard - people are peering out of their windows, though keeping them closed. The PCs may rest the rest of the night in the major's home, but it is their choice.

The next day, the PCs can go around asking for more evidence. This includes any information they failed to get the prior day, plus asking about the dark lady/vampire they saw.

DC 20 insight checks, 2 complexity, can find information from people who were looking out their windows and saw the chase from different angles. The people living on the alley and chase route know, but if the PCs do not specifically ask them, any person they are interrogating has a 1/6th chance to be an onlooker.

If the PCs saw the face, they can describe it to any townsfolk, and get an answer DC 20 insight.

Either way, the townsfolk recognise the figure as being the deceased granddaughter of the town hedge-wizard. Presumably this leads to a confrontation with the old man.

House is two story, relatively small and normal looking.

Assuming they just knock on the door, he tells them to go away. Diplomacy checks are encouraged, but the door opens when they mention his granddaughter in the diplomacy checks.

If they bust in the door, they find him making soup. He screams and cowers, telling them to not hurt him. He thinks they are raiders, not being up-to-date with their arrival and inquiries around town, and offers them anything they want. No resistance.

Interogating him, skill challenge complexity 5:
Intimidation checks auto-fail, with him turning into a gibbering wreck.
Diplomacy checks are the main work-horse.
Perception checks looking at his wares reveal a mix of implements and other tools, uniformly neutral and good aligned with the exception of a small altar to Orcus on a table in the back room. If this is brought up, it auto-counts as a success.
Perception checks exploring his house reveal a trap-door under a carpet, with a stair-way leading to a basement. If the PCs go down it, the man screams frantically for them not to go down there, giving a multitude of incoherent excuses, from delicate wares to a toxic accident to their being nothing of interest down there. If the PCs continue, they find a steel door. DC 30 to break down, plus the considerable opposed strength checks on the other side by the vampire lady. Whoever is trying to break down the door notices a undead aura eminating from the other side of the door. If they persist, after 5 tries the vampire lady tells them to stop, and tells them that her grandfather knows where the key is, and pleads for them to treat the old man well.

Succeeding the skill challenge has the old man admitting the following story:

When his daughter and his son-in-law died, he raised their daughter as a father. She grew to be a beautiful young woman, and used to flirt with all the young men. He assumed that she would be married off her pick of the possible suitors, but instead she asked him to become part of the local nunnery.
When the raiders attacked, she tried to defend the priest, but was struck down. With the priest dead, and the other nuns busy taking care of the injured town-folk, she was expected to care for herself until they were free. However, her wound from the rusty axe became infected, and her grandfather brought her home to try his own implements. She continued to waste away, and he prayed to the gods for her to be healed. Neither she nor the other victims (under the care of the remaining three nuns) got better, and one by one they wasted away.
He sent a letter to the temple of the Raven Queen in the nearby city (the one the PCs were in), but the reply told him to let her die, that her time had come. Outraged, he cursed the Raven Queen's name, and invoked Orcus to give his daughter the chance the Raven Queen had denied. To his surprise, he was seized by a vision of a magic ritual from Orcus, and the knowledge that the ritual would save his daughter.
He preformed the ritual, but soon afterwards his daughter died. Researching the magic he had preformed, he discovered the ritual was to create a vampire lord from the living. He hurried home and much to his surprise his granddaughter was on her feet, gorging herself on his spell components - the ones that included blood. She saw him and asked him what had he done to her. He replied honestly, and she fled into the basement and slammed the door, horrified at what he had made her into.
He talked with her outside the basement door, and calmed her down. He was willing to give her a nightly supply of his own blood, and she could live in his basement, safe from the prying eyes of others.
He grew weak from giving his blood, and his granddaughter soon began to refuse it, on the basis of it slowly killing him. (If the PCs check, this was around the time the killings began.) His daughter has stayed in the basement ever since.

If the PCs ask him whether he knows about the killings, he will admit he has heard something of them, but note that the metal door is locked from the outside. Other than that, he evades the topic of his grand-daughter being responsible, and denies any possiblity, citing the door.

If the PCs ask him to unlock the door, he will first make them promise not to hurt his grand-daughter, who is still completely innocent in his eyes. He then goes down the stairs and opens it with the magic password, "Myralice."

Upon entering the room, they find the vampire lady sitting placidly on her coffin, non-threateningly. If they approach her threateningly, she raises her hands and tells them she wants to talk. Her grandfather also makes a ruckus about the promise.

The room also contains all manner of alchemical instruments, compotents, ritual components, etc. Not all of it seems to have been used in quite some time. A DC 20 insight check gives the realization that the grandfather, old as he is, is not the original wizard in the family - much of the equipment is for much more complex spellcraft than the kind the hedge-wizard seems capable of.

She asked her grandfather to leave, telling him that she needs to talk to the adventurers privately.

She tells the adventurers that, yes, she has been the one behind the killings. She never wanted to be a vampire, but now that she was, every night she has been filled by an insatable urge to feed. She would smell and hear the fresh blood flowing through their bodies as they walked in the alleys next to the house. One night found she could turn herself into a gas, and used it to seep out onto the street, and she attacked the young man in the alley next to her house. His blood tasted so much more fresh than the old blood provided by her grandfather, and she knew she could not go back to the stale juice of her grandfather. She hunted randomly at first, but when she met and slew the spawns of her creation, she came to realise that with her strength and abilities, she could attack whoever she wanted.

Doubt flickers in her eyes at this point, and instead of continuing the story, she says different stuff:

She tells the PCs that she knows they are here to kill her, and she is willing to let them kill her. To her, this is a false life, and she died two weeks and a half ago - she knows that she is killing people, that that it is wrong, but she cannot help herself. She asked them to do what she could not bring herself to do, and end her life.

She rolls forward off the coffin with surprising grace, and lies down on the ground, face down. She asked the PCs to tell her father whatever story will make him happy... she doesn't know anymore. PCs get one coup de grace, but right before they hit her, she shrieks, turns insubstancial, and sinks into the floor via a drain. DC 15 insight says that leads to the town's river, as seen earlier while information gathering.

If the PCs leave immediately, they can see her in gaseous form, flying swiftly towards the nearby forest. On the road in that direction they can see a caravan of wagons on the road next to the forest - she heads towards that, but passes out of sight due to being semi-transparent.

The PCs have some options now. They can ask around town and gather information about the forest, trading caravans, traits of a vampire (from the folks in the temple, and specifically their books, which have the DMG's vampire template on it (sans the stuff requiring the lady to be 11th level)). Among information gathered about vampires, they will find the Monster Manual blurb about coffins. Forest traits are that is occupied by elves, and a no-go zone for humans, due to the elves and other forest creatures.

The PCs could immediately start to chase the vampire. If this brings them to the caravan (2 hours of fast travel), they will find that the caravan is hiding a raiding party of orcs inside the wagons, with a single, very scared, man driving the oxen pulling the wagon.

This leads to the following encounter:
1 Orc Bloodrager
1 Orc Eye of Gruumsh
6 Orc Warriors (minions!)

If the scared man survives the fight (he runs away, but can be killed by misjudged AOE effects, etc. He will tell you that one of the orcs was found dead an hour or two ago, causing an uproar. The PCs can find the corpse and cut off its head and otherwise mutilate it to avoid its rebirth as a vampire spawn. The dead orc looks very similar to the Bloodrager - a brother, perhaps. Each dead orc has an axe (aside from the Eye, but the orc killed by the vampire is missing his axe and his armor. History/insight check says that orcs are buried in their armor with their weapons, but his are entirely missing.
Further enquiry with the man reveals that the warrior wandered off of the trail and over a hill, then never came back. Insight check if the party researched vampires says it probably was the victim of Dominating Gaze.

Orcish loot is in the wagon as well - the only treasure interesting to the PCs is the gold, unless severed fingers and shrunken skulls are their thing.

The road is very close to the forest at this point. DC 25 nature check can trail the trail of the vampire from over the hill (the man can point it out) into the forest.


Entering the forest is uneventful, but after a few minutes of walking, two unarmed elves come out of nowhere and tell the part to turn back or face violence. They are very terse in their choice of words (or lack of works).

Diplomacy checks auto-fail - the two elves are firm in their insistance that you leave.
Intimidate automatically provokes combat.
Insight versus bluff reveals that one or two of them (depending on check successes) are dryads.

After 10 minute of negotiation, or a time seeming like that, two dire wolves and a normal-looking wolf arrive. At this point the Dryads demand the party leaves, and if they do not, they attack.

If the party tries to intimidate them, they shed their elf disguises and attack. They fight with hit and run tactics via tree stride (the forest is thick enough when generated that no two trees have more than three squares between them), always retreating towards the same direction, parallel to the edge of the forest. If the PCs retreat, they chase continue to hound them with hit-and-run attacks.

Depending on how long the diplomacy took, in 1 to 5 rounds the rest of their group arrives. In total:

2 Dryads
2 Dire Wolves
1 Werewolf

If the combat takes more than 10 rounds, elves arrive en masse and demand that both parties stop fighting. The remaining forest-folk back off (werewolf continues regeneration), elves care for the fallen (both sides).

(If they left the forest, an elf runner appears shortly after they leave, and invites them inside - they meet the full forest company.)

Their leader asked the party what relationship they have with the deadly girl who has intruded into the forest, and has been picking off elves. Insight check or guesswork concludes that the girl is drinking lots of blood to make up for the lack of a coffin. Conversation concerning PC aims occurs, with the elves finding out what they can about vampires. Elf runners are dispatched to behead the dead elves.

The Elves ask the PCs to come to the elf camp with them. On the way, they find a dead elf runner, largely drained of blood. His tunic is ripped open, and cuts on his chest spell "murderer."

If the PCs ask the Elves about them seizing the forest and not allowing humans to enter, they evade the topic.

All the characters of the forest so far gather in the large elf-camp for protection, save for the dire wolves, who patrol around. The night passes without disturbance.

The next day, the PCs and Elves try to figure out how to hunt the Vampire. If the PCs do not come up with a plan, the elves suggest that the vampire might be hiding in one of the caves. They refuse to go in, but lead the humans to the entrance.

The cave goes down quite a bit (full darkness - use sunrods etc), and a DC 15 insight check by anyone who has been in a mine before recognises it as a mine. Several of the mine shafts (going straight down) give off bad vibes, and sending a light down or exploring it reveals a multitude of human bones at the bottom, with some remains of clothes (belt buckles, buttons, etc.).

At the very end of the main mining tunnel, there is the dead body of a elf maiden. Again, the clothes (dress in this case) has been ripped open, and words written on the chest: "Fools."

Nothing else of interest is in the mine, though sleazy sorts could loot the body for a pair of fine elven footpads (+1 stealth).

Upon immerging from the mine, the dead bodies of elves lay all around the clearing near the mine-shaft, and the vampire is sitting on a tree, only slightly wounded. She is wearing leather armor now, and has an axe resting on one slender shoulder. Her chin and neck and clothes are drenched with blood.

"Do you think this was wrong of me to do? I don't think so."

If the PCs tell her that it was wrong:

"No it's not. Elves kill humans, now I kill elves. I could kill humans too, but that would make me no better than these creatures."

DC 15 diplomacy on why reveals:

"My father was a logger, back before the elves came. He used to chop firewood for the house and for market. One day, the elves moved in, claimed the forest like it was theirs. Dad told us that he didn't think that a little bit of logging mattered, and if it did, he was sure he could sort it out with the elves. He went to the forest, and didn't come back that night. The next day, my mother went to the forest. She came in peace. She didn't come back later. You've seen the burial the elves gave my parents. Killed and dumped down a mine-shaft. I should have come here right away, never killed those wicked men in the town."

If it comes up, she will admit that she can't tell right from wrong anymore, not in her heart, but she remembers what she thought before she died.

If the PCs ask about the wicked men in town, she looks away and states that they deserved it.

After that question, or any failed diplomacy check, or any attempt to attack her, she leaves via gaseous form. Almost immediately, the two dryads treestride out of the tree she was standing on, and one claws her ineffectively while the other leaps and stabs her with a small dagger. She immediately reverts to her natural female form, and falls from the tree (20 feet) with the dryad on top of her. She strikes back in midair with her axe, and the dryad lands under her and her axe, the axe chopping through her completely.

Encounter:
1 Vampire Lady
Ally: 1 Dryad.

The Vampire spends the first round trying to pull the axe from the dryad's wooden body - players automatically get initative all before her. If they hit her before she her turn starts, she instead grabs a spear from a nearby dead elf, and fights with that.

She starts at -15 health, and once she become bloodied (without a blood drain and second wind), she will attempt to flee by foot. Foot speed is slowed down by the heavy forest as people have to navigate around trees. The dryad, having treestride, will do her best to teleport in front of the vampire and force an OA. Vampire will attack the Dryad until the party catches up and damages her, in which case she will continue to run. If the dryad dies, it's up to the party to catch up with the Vampire and stop her, with their less than perfect foot speed.

If the vampire is killed, she looks peaceful and whispers 'thanks' to the PCs, and crumbles to dust.

For her to get away, she must be out of LOS to make successful stealth check, and then starts moving slowly. If no member the party can find her in five minutes, she regains gaseous form and is gone.

Failure grants half-XP. Going back to the original battle-site finds a +2 Shapeshifter's Sorrow dagger on the dead Dryad, and a few other magic items on the elves. Footpads can be looted from each of the shoes.

Going back to the town with the news of the dead vampire and the dead elves is greatly welcomed. If the PCs killed the vampire, they get twice the original amount offered - the original payment plus another of the same amount for the elves being dead.
If the PCs did not kill the Vampire, they can still bluff the mayor into paying them the full amount.
If they do not bluff, they gain half the amount (whe original amount offered) for driving the vampire away.
If they fail the bluff, they don't get any of the reward for the vampire.

Vindictive vampire lady, if still living (escaped), can return in other adventures later on, as a templated vampire of level appropriate for the PCs at that time. Probably 2-weapon ranger, given her personality.

It's implied that the men from the town guard abused her at some point - the thread is: her being young and attractive, her sudden choice to become a nun, her uncomfortableness (as a vampire, no less) with talking about the men, and her comment that they deserved to die. It could be speculated that the two town guard captains, which not participating themselves, turned a blind eye of their fellows' misbehavior.

Personality notes - she lost her soul to Orcus when she became a vampire, and can no longer to the things people do with soul. Like have morals. She does miss being a human, however, and tries to act like it, even if she doesn't feel like it. Tries to be nice to her grandfather, as that's what she would have done if she were alive, same with her choice of victims - she certainly remembers wanting certain people to die. Her killing her vampire spawn has to do with her not wanting messiness, or hurting the families she used to care for as a nun. Basically, she is an unfeeling, hateful bitch who tries her best to fake the human thing.

Notes: Myralice is the name of the vampire lady's mother, and the hedge-wizard's daughter. Come up with your own name for the vampire lady.

All the elves of that tribe, every man, woman, and child, die - the ones in the camp are killed after the PCs and the leaders go off to the mine. The ones that went with the PCs are killed while the PCs are in the mine. The Dryads were busy with the werewolf - they were getting the knife he had in his lair. Once they got it (it's a spoil from someone who tried to kill the werewolf), the Dryads treestrided the whole way. The werewolf is unaccounted for after the quest, as are his friends. There may be other tribes in the forest, but the town doesn't know that. The orc raiders indicate an orc presence in the nearby mountain, and they might invade if they think the elves are weak.

Future threads and other notes:

Other elf tribes, if they exist, may be pissed off at the PCs for accepting money on the thing, or even assume that the PCs killed the tribe for the town. Elite elf hunters could hunt after the party, etc.

The hedge-wizard may or may not kill himself after learning that his granddaughter was killed. He's largely harmless, though, if he is upset with the PCs.

Bonus adventure is if the PCs did not properly dispose of the dead elves - they rise again as Vampire Spawn, all of them.


So that's how I would deal with incorporating Vampires into the story if I were DM.