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Content Module 001: It's Christmas In PizzaTown!
And all the little mini-pizzas are enjoying the extra frost as it gently drifts down upon the snow bank at the back of the freezer. Local time is 8:20 PM, and the Stardate is 58248.3 over 31 nanobleeps. I had Eggnog today, Ham, and many other delightful treats.
The
Family Guy Mafia is coming to a close, and my impending victory is sending cheers throughout Whoville, even though in all likelihood Town is about to lose. Stay tuned for my second humiliating defeat as the unelected, unofficial, and unhappy leader of another defeated townie group. That's two for two!
I'm dead in the
Fillet Royale, and that didn't take bloody long. I politely decided to excuse myself from talking too much in that game, since I wasn't paying attention anyway. A bit disappointing, since I could protect people.
I'm engaged in another sloooowwww mafia down at TWC, and to be honest I'm a bit disappointed by the lack of activity. I expect to be picked off soon because I'm one of the few people still talking.
The
Full Monty is concluded with a smash, my favorite hosted game to-date. The
Golden Rule Mafia I am hosting is plodding along, and is in danger of ending early. However, I consider it a successful experiment, and I cannot wait to share the results with you.
Upcoming projects:
Ship of the Damned: The Voyager
15 players, roleplaying game, mafia-esque but different in nature.
Follows Star Trek: Voyager (television series) Captain Janeway and her crew on a mission with deadly consequences. In development, nearing completion.
Clueless: Murder at Boddy Mansion
12 players, roleplaying game, mafia-esque but with elements from the Clue board game. In development, nearing completion.
Valentines' Day Massacre: The Chainsaw Gang
Mini-mafia?
Unknown number of players. A classic mafia game, few roles, and lots of bloody writeups. For those lovers of old fashioned town versus mafia, and loads of chainsaw-inspired gory bloodshed.
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Current Campaign: Medieval II Total War, Stainless Steel 6.1, The Northern Terror Campaign. (Norway)
Turn 28-ish.
Captured Scandinavia and Lithuania on crusade, made alliances with half the map, returned generals home to govern and prosper... growing for the coming onslaught against Brittania, France, and the Holy Roman Empire.
I am loving the ability to control two armies or more on the field, and I love Norse archers combined with catapults and trebuchets, and lots and lots of Viking axemen parading around the map conquering fortified settlements. Seige battles have become so routine and predictable that I am just enjoying the flaming arrows and rocks making people go boom and splat everywhere.
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Current Chess Games:
Askthepizzaguy Versus Caius
An unusual sort of reversed Queens Gambit game. I am the Black pieces, and both sides have captured one pawn as of the end of turn 4. I have a full pawn center and a bishop developed in exchange for two knights developed for White.
White chose to develop his knight to the rim, which is usually not recommended in the opening. Afterward, another knight move gave Black a captured knight and a queen, for a queen. Black should continue with safe captures and trades to simplify to a favorable ending.
Post-game:
Black either attacked or captured for 13 consecutive moves at the end of the game, in a dazzling combo that left white down two rooks, a knight, and three pawns, with mate in three.
Askthepizzaguy Versus Andres
A Sicilian Defense leading to a structure similar to a Stonewall structure, with Black holding a slight advantage (two knights in a closed game with a Stonewall structure) with possibilities for opening the Queenside against white, and messing up White's Kingside Pawn structure after a possible discovery against the White Queen.
However, this is mostly speculative, as White may respond differently than expected by turn 20.
Askthepizzaguy Versus Kamikhaan
An unusual opening, 1. d3 leads to an interesting pawn thrust by Black.
Black has a pawn structure not friendly to his dark square bishop. However, he has the advantage of two bishops, and White's sole bishop is locked behind same-square pawns. White's development and maneuverability are weakened by turn 6.
Askthepizzaguy versus glyphz
A rare game with white castling long (Queenside) behind pushed pawns. This is typically dangerous for white to do, as his king could become exposed after a series of exchanges. By turn 9, Black is ahead in space and development, and has not committed his King to a side of the board. There is no clear advantage to either side by turn 9.
Askthepizzaguy versus Prince StephenAssen
Your typical Queen's Gambit gets countered by another gambit from Black, this time the king pawn. I am anxious to grab the gambitted pawn, as if Black accepts my Queen's Bishop Pawn in gambit, we trade queens, and Stephen is dangerous with a Queen. I want to neutralize his attacking force and prevent castling. It's only turn 4.
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Ship of the Damned: The Voyager Mafia
Captain Janeway and her crew are trapped in the Delta Quadrant, and the ship must pass through a dangerous region of space to get home. Strange things start happening on board... systems are malfunctioning, controls aren't responding.
The Captain and her crew must solve the mystery of what is happening before it is too late... and the Voyager is destroyed.
The vessel has 15 decks, and a vast array of ship systems.
Deck 1
* Bridge- Helm Control Station, Weapon Control Station, Sensor Control Station.
Requires Main Power, Computer Control.
* Captain's Ready room
* Conference lounge
Deck 2
* Mess hall-
Deck 3
* Comm Systems- Comm System Control Station
* Captain's quarters
* Weapons Locker- Hand Phasers (3)
* Crew quarters
Deck 4
* Cargo Bay 1- ENV suit (4)
* Transporter rooms- STS transporter (1), Transporter Control Station.
Requires Main power.
* Crew quarters
Deck 5
* Sickbay- Hypo Spray (5), Medical tricorder (4), Sickbay Holo-emitters
* Holodeck 3- Holo-emitters. Requires Main Power.
* Medical Lab
Deck 6
* Holodeck 2- Holodeck control station, Holo-emitters. Requires Main Power.
* Turbolift Control- Turbolift Control Station. Requires Main Power.
* Crew quarters
Deck 7
* Security- Hand Phasers (1)- Shipwide force field generator
* Brig- Prisoner storage
* Crew quarters
Deck 8
* Science laboratory- Polaron scanners (inoperative)
* Astrometrics- Internal, External, Long-range sensors. Requires Main Power.
* Crew quarters
Deck 9
* Impulse Engines- Impulse drive system and secondary Main power generator.
* Shield Generator- Defensive shield generator. Requires Main Power.
* Crew quarters
Deck 10
* Shuttle Bay 1- ENV suit (4), Delta Flyer (1), Escape Pods (15)
* Torpedo Launcher. Requires Main Power, Computer Control. Requires Torpedoes. (30)
Probes (2)
Deck 11
* Section 20, Main Engineering. Warp Core generator, self-destruct. Repair Kit (10)
Generates Primary Main Power. Requires Computer Control.
Deck 12
* Life support systems. Uses seperate, internal fusion reactor to power itself. Power from this system can be diverted to other systems in an emergency. Every deck has it's own life support which can be enabled or disabled, but all are dependent on the main generator.
Deck 13
* Phaser Banks. Requires Main power. Requires Computer Control.
* Main Computer. Uses internal power source which cannot be diverted. Enables or Disables Computer Control.
Deck 14
* Deflector Control. Requires Main power to use Main Nav Deflector.
* Phaser Locker- (3)
* Landing Gear
Deck 15
* Nacell Tubes. Part of Warp Drive.
* Tractor Emitters. Requires Main power.
* Plasma relay room. Part of Primary Power system.
* Landing Gear
Voyager's systems:
All Decks are equipped with a turbolift that can carry people from one deck to another instantly.
All Decks are outfitted with Jeffreys Tubes so that maintenence can be carried out, and transport between decks is possible when the turbolifts are down. The Jeffreys Tubes take a while to crawl through, so you cannot move more than one deck per turn inside the Tubes.
All Decks are equipped with Life Support systems. Each Deck's Life Support can be damaged and must be repaired individually, or the entire grid can be knocked out and then they all can be repaired simultaneously.
Many systems are regulated by the Main computer. Computer control can be locked out for certain decks, for certain ship's systems, or for the entire ship. You can manually override the main computer at it's location, or enter in the proper command overrides from any computer station, unless the main computer is damaged, then it must be repaired at it's location.
The ship is equipped with Defense shields, and the emitters are on Deck Three. If the shields become damaged, Voyager will be defenseless from spaceborne attack.
The ship is equipped with Phaser banks, and they are located on the fore and aft of Deck seven. The ship requires Phasers or Photon Torpedoes in order to engage in combat with an enemy ship. Phasers are ineffective without external sensors.
The ship is equipped with Photon Torpedoes. The torpedo tubes are located on Deck Eleven. The ship requires weapon systems in order to engage in combat with an enemy ship. Torpedoes are ineffective without external sensors.
The ship is equipped with Transporters, which allow someone to perform a site-to-site transport from one area of the ship to the other, if the main computer is active and the system isn't locked out. The transporters can be accessed remotely from Main Engineering, the Bridge, or on location at the Transporter Room on Deck Seven.
The ship is equipped with internal, external, and long-range sensors, all located on Deck Four: Astrometrics. Each sensor system can be locked out or damaged individually, or the entire system can be disabled or damaged.
The Holosystems on the ship are controlled by the Deck Five holodeck. On Deck Five, holographic characters and environments can be created, and in Sickbay, other holograms such as the Doctor can exist. The Doctor's mobile emitter can be damaged at his location and must be repaired before he can exist anywhere besides Deck Five and Sickbay.
The Ship is equipped with a security grid, which allows Security to know the location of everyone on board, assuming internal sensors are operating. The Security grid also allows officers to create defensive force fields to contain hostile aliens or intruders, or protect vital systems with a force field. The force field can be disabled at it's location by skilled officers, or the security grid can be knocked out. The Security grid also powers the Brig security field, so if the grid is down, no one can be contained inside the Brig as a prisoner or stopped with force fields.
The Ship is equipped with a main navigational deflector, which allows near-light and faster-than-light travel to be possible. With the deflector dish inoperative, the ship is reduced to using maneuvering thrusters.
The ship has Airlocks which allow the shuttle bays and cargo bays to be accessed from the outside of the ship. Every deck is also equipped with an Airlock, and if the hatch is blown, life support becomes inoperative and that deck is exposed to space. Life support can be restored with an integrity field, which is part of the security grid. If the security grid fails, then any deck with a blown airlock is rendered uninhabitable for most of the crew. Decks without life support can be accessed by anyone wearing an environmental suit, which is located in the cargo bays and shuttle bays. Airlocks cannot be disabled.
The ship is equipped with a warp core, located in main engineering. This warp core allows faster-than-light travel and powers the entire ship, though there are backup power systems. The ship is equipped with warp nacells, which allow faster than light travel. These are the warp engines themselves. They are located on Deck Thirteen, nacell tubes.
The ship is equipped with impulse reactor and engines, which is the backup power system and sub-light speed drive system. This is located on Deck Seven.
The ship is equipped with a communications system which allows the comm badges to work. Ship's status reports require either a fully functioning comm system or functioning internal sensors. Status reports from the comm system can only be given by individuals who are awake and on the deck in question. Internal sensors can give a status report much quicker and more accurately.
The ship is equipped with a multi-phasic tractor beam emitter. This emitter allows Voyager to lock onto enemy ships whose shields are down, or too weak to overpower the tractor beam. Voyager can also lock on to any object in space which is not larger than Voyager itself.
The ship is equipped with a self-destruct mechanism which causes the Warp Core to overload. This is located in Main Engineering and can only be accessed by Captain Janeway, or Chakotay and Tuvok combined.
Starship Voyager Systems
Helm Navigational Controls-
Weapon Systems-
Sensor Systems-
-----Internal-
-----External-
-----Astrometrics (Long Range)-
Comm Systems-
Transporter Systems-
Airlocks (each deck)-
Sickbay Systems-
Holodeck Systems-
Turbolifts-
Security Systems-
-----Shipwide Structural Integrity Fields-
-----(each deck)-
-----Shipwide Force Fields-
-----(each deck)-
-----Brig Power-
Impulse Systems-
-----Secondary Power System-
-----Impulse Drive-
Shield Generator-
Torpedo Launcher-
Main Engineering-
-----Warp Core, Primary Power-
-----Self-Destruct System-
Life Support Systems-
-----Generator-
-----(each deck)-
Phaser Banks-
Main Computer Core-
-----Helm Control-
-----Weapon Control-
-----Sensor Control-
-----Transporter Lockout-
-----Holodeck Overrides-
-----Turbolift Lockout-
-----Astrometrics-
-----Impulse Drive Lockout-
-----Life Support Override-
-----Deflector Lockout-
-----Tractor Override-
-----Security Field Overrides- (Requires Command Code: Janeway, Chakotay, Tuvok)
-----Shield Override- (Requires Command Code: Janeway, Chakotay, Tuvok)
-----Self-Destruct Override- (Requires Command Code: Janeway, Chakotay, Tuvok)
Main Navigational Deflector-
Warp Nacells-
Tractor Beam-
Plasma Relays-
Hull Integrity-
Shield Integrity-
Field Integrity-
Core Integrity-
Doctor's Mobile Emitter-
STS Transporter-
Delta Flyer-
-----Engines-
-----Weapons-
-----Shields-
-----Life Support-
-----Escape Transporter-
-----Computer-
Captain Katheryn Janeway (Captain)
Commander Chakotay (Commander)
Lieutenant Commander Tuvok (Chief Tactical Officer)
Lieutenant B'elanna Torres (Chief Engineer)
Lieutenant Tom Paris (Helmsman, Medic)
Lt. Carey (Assistant Chief Engineer)
Lt. Ayala (Operations Officer)
Lt. Andrews (Security Officer)
Lt. Nicoletti (Engineering Officer)
En. Kim (Chief Operations Officer)
En. Wildman (Science Officer)
En. Vorik (Engineering Officer)
Neelix (Ambassador, Cook)
Seven of Nine (Chief Astrometrics Officer)
Emergency Medical Holographic Program (Doctor)
And so forth. Good preview, eh?
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