ShannonThomas.Org
31Jul/110

Bobaflex: Rock’n'Roll Saviors

I was born and raised in rock’n’roll. My father couldn’t remember any nursery rhymes, but he knew Kiss and Led Zeppelin lyrics, which he sang to me until I was old enough ride around with him and listen to them on his old cassette deck.

Since that time, I’ve seen many bands and many shows, from AC/DC to ZZ Top, and dozens of heavy hitters in between. I know solid, ass-kicking rock’n’roll when I hear it, and unfortunately nowadays I don’t hear it nearly as often as I’d like.

We live in an age when the radio stations are flooded with pussified watered-down “music” that thrives in the mediocre limbo between rock and pop. It has too much guitar and bass to be pop or hip-hop, but the limp-wristed lead singers and lame-ass lyrics keeps it from being true rock’n’roll.  (I won't call out any bands in particular, because I wouldn't want to seem cold, and I certainly wouldn't want to hinder anyone.)

Then there are bands like Bobaflex.

I’ve seen them numerous times, and they rock hard enough to go up against any other band I’ve ever heard.  I'd put them on the main stage at Ozzfest any day, and laugh when they rocked harder than the rest of the lineup.  Their lyrics make sense have meaning.  Their music finds that primal, instinctual, reptilian brain and strums your brainstem like a string on a bass guitar. Their songs make you want to scream, stomp, dance, fuck, fight, explode, and implode all at once.

These guys have their shit together, and they're the real deal. If you want to hear true all-American rock’n’roll, then pick a show, buy a ticket, and meet me in the mosh pit.

Shaun, Marti, Chris, Jerod, and Tommy: thanks for keeping rock alive and showing people what it's really about.  I'll see you at Bearfest, if not before.

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25Jul/110

Big Changes Are Coming!

In the near future, shannonthomas.org will be shut down, and will be re-launched as http://HereticScribe.com. I am doing this for a number of technical and marketing reasons, and I expect the change to be the best move I've made since moving to WordPress four years ago. You may expect the following:

Content on the new site will be written for entertainment and educational purposes only. There will be no personal daily updates about my life, or blatant propaganda for my book. All articles will pertain to one hobby/interest or another.  The poetry and short stories that were featured on  this site have been removed on  the new site and will soon be released in a compilation on Kindle.

Personal updates and photos will be available on my facebook page. Short updates and random headtrips will be available on my twitter feed. Book news will be posted on the Warlock's Wake facebook page.

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15Jul/110

I’m NOT a Loser 07.15.11

Weight Loss
Weight: 265.0
Weight: 265.5
Net Weight Change : +0.5
Total Weight Loss : 46.0

Notes:
Debauchery finally caught up to me this week, but a half pound is a small price to pay for the excellent weekend and week I've had. I'll lose it plus some more next week. I doubt I'll get down to 260 even, which means I'll miss the goal I had set earlier, but I'm not too worried about it anymore. As long as I maintain net losses for the month, I'm happy.

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8Jul/110

I’m a Loser 07.08.11

Weight Loss
Weight: 267.5
Weight: 265.0
Net Weight Change : -2.5
Total Weight Loss : 46.5

Notes:
This week I discovered two facts: A Bud Light is worth fewer points than a Killian's Irish Red, but regardless of which you drink, it's hard to keep count and even harder to do the math after you've emptied thirteen or fourteen of them into your belly. So... I lost track of my points and just gave up trying to count them sometime around 10PM Saturday night.

I'm not sure how I managed to lose 2.5 pounds considering the insane amount of food and beer I ingested over the last week, but maybe the equally insane amounts of exercise had something to do with it. I fully intend to be very bad this weekend as well, so I'm guessing my debauchery will catch up to me at the scales next week, but I'm thinking it doesn't matter much. I wanted to be down to 260 in time for a book signing on Jully 23rd, but it doesn't look like I'm going to get it lined out in time. I've lost 8.5 pounds in three weeks. It won't kill me to back off and enjoy life just a little bit. And who knows? If I keep swimming, lifting, and biking like I have been, maybe I won't gain a pound. We'll soon see.

I don't want to buy more clothes now, because I still have about 25 pounds I intend to lose, and any clothes I buy today are going to be too big in three months. But the clothes I bought three months ago are falling off of me now.

I've never been much of a clothes horse. I never enjoyed shopping for new things to wear. But when I get down to 240, I'm going to donate all of my current clothes (except for one set, which I'll be wearing) to the Salvation Army. Then I'm buying new stuff all around - shirts, jeans, underwear, socks, slacks, shoes, and a few tailored suits. It may be the the first time I will enjoy clothes shopping in my entire life.

Along similar lines, I have two tattoos I've been designing for years, one for my back and one for my belly and chest. I'm going to get them when I'm finally back in good shape.

Anticipation of these things keeps me motivated.

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1Jul/112

I’m a Loser 07.01.11

Weight Loss
Weight: 270.5
Weight: 267.5
Net Weight Change : -3.0
Total Weight Loss : 44.5

Notes:
I used all of my weight watchers points this week, and then some. But I also exercised my ass off (literally.)

I probably would have lost more, but I haven't slept well; I skipped a gym day, and I've been in class all week which forced me to shorten all of my workouts (and it's so easy to hit the vending machines right outside the classroom while we're on break!) I was hungry all week long no matter how much I ate. I think it was because I increased my exercise.

But even with all that, I still lost three pounds, which puts me firmly below 270 pounds for the first time in nearly a decade.  When I first started losing weight, I had to buy new shirts and pants because the old stuff was just too big.  Since then, I've been washing them in cold water and letting them air-dry because I was worried they'd shrink and I wouldn't fit in them anymore.  However, this past week I've been washing with hot water and drying on high heat, trying to get them to shrink a little bit so they'll fit me better. I don't want to buy new clothes again already!

One final note:  I shaved my 1-mile swim time down  to 37:06.  I'm hoping to finally get under 37:00 next week.  I tried to get there today, and I really thought I had it, but I came in at 37:18.

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25Jun/110

Magic/Gear: Augmentation Spirits (DRAFT)

Augmentation spirits are in a class all of their own, another mystery of the metaplanes that have only recently been discovered by a select few conjurers and enchanters. Some theorize that these spirits are freed ally spirits, but no one really knows for sure. For game purposes, assume that an augmentation spirit is a unique free spirit that is molded and changed by the summoning ritual so that it meets the summoner’s requirements. Augmentation spirits are summoned and bound into mundane items to make them more powerful and to potentially give unawakened people access to magical abilities.

Conjuring Requirements
To conjure an augmentation spirit, a conjurer must have the augmentation meta magic, the spirit’s formula, spirit’s true name, binding materials equal to the force of the spirit, and a previously prepared item for the spirit to inhabit (see "Physical Form - Vessels," below.)

Spirit Formula
As with ally spirits, an augmentation spirit’s formula may be written from scratch by making a Logic + Arcana (Force x 5, 1 day) Extended Test, or it may be granted by a metaplanar quest. This formula must have a physical representation which must be the actual vessel the spirit will inhabit. This means that every vessel must be custom-made, and unless a duplicate item is made, if the vessel is destroyed, the formula is destroyed, which means the spirit is destroyed.

Creating an Augmentation Spirit
The augmentation spirit’s formula incorporates a free spirit’s true name and modifies the spirit’s unique essence, statistics, abilities, and powers to meet the conjurer’s intentions. This formula also dictates how much Karma the conjurer must sacrifice during the summoning ritual before the spirit is invested with these abilities. The following steps will help you calculate the spirit’s Karma cost (as well as its powers and skills).

Choose Force: An augmentation spirit’s base cost equals 8 Karma times the desired rating.
Learn the spirit’s true name (page 107, Street Magic.) This doesn’t affect Karma cost, but the task may be based on the spirit’s Force, and is a requirement for the ritual.
Choose Powers: All augmentation spirits start with the Dual Natured, Sentience, Realistic Form, Aura Masking, Inhabitation, Spirit Pact (Command,) Immunity (Natural Weapons,) and Mind Link (Touch) powers (The Mind Link power requires the spirit’s vessel to be touching the person with whom it wants to establish a mind link.) They also have one additional power per 3 full points of Force, chosen from the list below. Additional powers may be added for 5 Karma each.

Animal Control
Personal domain
Regeneration
Concealment
Guard
Movement
Psychokinesis
Search
Elemental attack (specify type)
Elemental Immunity (specify type)
Enhanced Senses (choose sense)
Magic Guard (counterspelling skill required)

Choose Skills: All skill ratings equal the spirit’s Force. Augmentation spirits start with the Assensing and Spellcasting skills. They may have one additional skill per 3 points of force, chosen from the list below. Additional skills may be purchased for 5 Karma each.

Archery
Blades
Clubs
Exotic Melee Weapon
Exotic Ranged Weapon (elemental attack)
Throwing Weapons
Any Charisma-based Skill
Perception
Tracking
Arcana
Astral Combat
Armorer
First Aid
Counterspelling

Choose Spells: Augmentation spirits start with the Physical Mask (Vessel,) Fix (Vessel,) Fashion (Vessel,) Fashion(Vessel,) and Custom Fit (Vessel) spells (see below for descriptions.) The conjurer may teach the spirit any spell he knows for 3 Karma per spell. If the conjurer doesn’t know the spell, the spirit can still be taught with a spell formula for 5 Karma per spell. Augmentation spirits can only cast spells with a range of "Self" or "Touch," but are very adept at casting these spells, receiving +2 die to resist drain. They may not learn or cast fetish based spells.
Calculate Rating: the spirit’s rating equals its Force+extra powers+extra skills+extra spells. This rating multiplied by two dictates how much Karma is required for some one other than the summoner to enter into a Command pact with the spirit.

Summoning Ritual
Augmentation spirits are summoned as if they were ally spirits, as described on page 104, Street Magic. Once it is successfully summoned and inhabited into its vessel, the summoner has full command of the spirit as if it were in a Command Pact (see below) until the summoner dies or releases the spirit from service.

Personality
As a free spirit, augmentation spirits may have any personality described on pages 92-93, Street Magic, or any other personality the gamemaster desires. As a guideline, these spirits tend to be animus/animae, shadows, or wardens. The conjurer dictates the spirit’s basic personality with the spirit formula. Once freed of the original conjurer, an augmentation spirit will seek to enter Command pacts with individuals that match its personality and goals.

The augmented vessel will usually have a unique name which is never the true name of the spirit, but the spirit may refer to it’s self by a nickname, often based on the item’s name. For instance, if a dagger were named “Diablo’s Toothpick,” the spirit may call itself “Pick.”

Ideally, the spirit and the controller are like-minded and have similar goals, but this is not essential. The spirit should be treated like a contact and should have a well-defined personality of its own. Relationships can evolve and change over time, such that the spirit and controller may become close friends and confidants where the spirit is respected and treated like an equal despite the inherent servitude implied by the Command Pact. Alternately, they may remain purely professional counterparts, or even devolve into a true master/slave relationship where the spirit seeks to be free of its controller by any means available to it.

Attributes
Regardless of the physical form inhabited by the spirit, its mental attributes and Magic are equal to its Force. Its physical attributes will be based on its Force and will be modified according to the composition of the vessel (GM Discretion.) If in doubt, GMs should simply use the spirit's Force for physical attributes as well. In most cases, Body and Reaction will be the only two physical attributes that matter, since Reaction is linked to Initiative and Body is used to determine the physical condition monitor and to resist damage. If the physical form has a barrier rating, it should be increased by half of the spirit’s Force.

The spirit begins play with an Edge attribute equal to the conjuring character’s Edge, rather than its Force.

Astral Form
The spirit can use its aura masking power to make its vessel look like a mundane item when viewed from Astral space. If the masking is penetrated, it will be revealed as a spirit inhabiting a physical form. Its true astral form is up to GM discretion.

Physical Form - Vessels
An augmentation spirit’s vessel is a very special thing. It is the physical representation of the spirit’s formula and incorporates the spirit’s true name. It serves as a true vessel for the spirit. Copies of a spirit’s vessel are rarely made due to construction costs and also due to the power the vessel has over the spirit. This means that destruction of the vessel usually results in the utter destruction of the spirit as well.

Vessels for augmentation spirits must be an item that an be worn or carried by the person in command of the spirit. Melee weapons and armor are the most common forms, but rings, bracelets, clothing, boots, gloves, belts, and even skate boards have been used as vessels. The GM has final authority to decide if a vessel is appropriate, but in general, it must be something that can be worn or easily carried by a metahuman of with average physical attributes.

Due to their unique requirements and nature, vessels for augmentation spirits must be custom made and may not incorporate any electronic or electrical components. Firearms do exist as vessels, but they are very rare and do not incorporate any internal smart links, range finders, laser sights, or other electronics. There are no suits of military armor with spirits inside them, and while one might try to build a vibroblade from scratch, the inhabiting process would short-circuit the electronics required to make the blade function.

Vessels must be purely mechanical in nature. For instance, armor could be built with a retractable blade in the forearm, but it would only work if the mechanism employed mechanical manual controls. Neural links will not work. Firearms will only work if they can be mechanically fired (no electronic or remote-control firing.)

Armor must be constructed as a single suit, with all pieces connected. For instance, a character could have a shield or a helmet augmented by a spirit, since they are single pieces, but for an entire suit of armor to be augmented, every single piece must be connected. Armor made of metal plates must use leather, chain mail, or some other flexible material at the joints to connect the pieces into one suit.

Construction: Vessel construction requires the base cost of the mundane counterpart, plus modification costs, multiplied by 2. It also requires one unit of radical reagents per point of spirit Force, and one exotic reagent per 3 points (or portion thereof) of spirit Force. The construction test is an Extended test that will vary based on the vessel’s form and is up to GM discretion.

Once the form is constructed, it must be prepared for inhabitation, requiring an Enchanting + Magic (Object Resistance x 3, 1 day) Extended Test.

An augmentation spirit may not inhabit any sort of magical focus without destroying the enchantment that gives the focus its power.

Spirit Abilities
Augmentation: depending on the form of the physical vessel, an augmentation spirit grants various bonuses.

Melee/Thrown/Projectile Weapons gain half the spirit’s Force (round up) to damage values, and may strike astral targets or other creatures immune to natural weapons. (An augmented bow can hit a spirit, but its mundane arrows cannot. An augmented arrow could hit a spirit even if it were shot from a mundane bow.)
Firearms gain recoil compensation equal to the spirits Force, and if the actual firearm (not its bullets) is used as a weapon, it gains the same benefits as described above.
Armor gains half the spirit’s Force (round up) to both ballistic and impact armor. The armor becomes hardened against normal weapons with a rating equal to twice the spirit’s Force, but this does not stack. If a Force 3 augmentation spirit were to inhabit a custom designed armored jacket (ballistic 8, Impact 6,) the new armor rating would be 10/8 (3/2, rounded up, added to each rating.) The first 6 points of the this rating would count as hardened armor due to the spirit’s Immunity to normal weapons. If a leather jacket were augmented with a Force 3 spirit, the new rating would be 4/4, but since this is less that the hardened armor bestowed by the immunity, the new armor rating is 6/6, all of which counts as hardened armor. Unarmed damage or any melee weapon that is an integral part of the armor gains the weapon benefits as described above.
Other items may gain other bonuses as the GM sees fit.

Tireless guardian: The spirit can be ordered to continually be on the lookout for astral or mundane activity. Regardless of its vessel’s shape, it may perceive the physical world with the standard five meta-human senses, plus any extras senses it may have due to powers or spells. It is also able to perceive Astral space as a dual natured creature.

Unlimited service: The spirits’ controller (The summoner, or anyone who has entered into a Command Pact with the spirit,) may command it to use any of its powers or spells an unlimited number of times. Commanding the spirit is a simple action. The spirit may only use powers or spells it possesses as services. It cannot use any of the other services normally attributed to spirits (aid study, sustain spell, resist drain, etc.)

Vessel Animation: If the physical form has moving mechanical parts (hinges, wheels, pulleys, gears, springs, etc.) the spirit may move them with its own power as long as the vessel is in physical contact with its controller. A suit of augmented armor could put itself onto its commander or even walk around with its unconscious controller inside it. An augmented gun could fire itself or eject a clip, but couldn't aim itself without the use of a levitation or psychokinesis spell. An augmented skateboard could make its wheels roll and steer itself. If a augmentation spirit is not currently bound by a Command Pact, it may move even though it is not in physical contact with a controller. (See any empty suits of armor walking around, lately?)

Modern vehicles cannot be inhabited by augmentation spirits. However, it is conceivable that a vessel could be custom built to allow movement on ground or water. If this movement is accomplished in a similar fashion to an existing animal (humanoid walking, dog running, snake slithering, dolphin swimming, etc,) the GM should consult the movement rates of similar creatures and increase them by 5% per point of spirit Force (or more, if the form is large enough to warrant faster movement than its animal counterpart.) These rates may be increased if the spirit has the Movement power.

If the movement is accomplished via spirit animation of purely mechanical means, such as a bicycle, its maximum “walking” rate should equal it’s Force x 5 meters per turn. Its maximum “running” rate should equal its Force x 10 meters per turn. These rates may be increased if the spirit has the Movement power. Note that, regardless of the nature of the physical form, the controlling metahuman may not steer or otherwise manually "drive" the form, but he may ride it. For instance, even if a bicycle is augmented, the controller may not steer it. The spirit must navigate its own body with its own attributes and needs no piloting skill to do this, since it is its natural form of movement. The controller can tell it, "Turn left here," or "Take me to Helga's House of Pain," and the spirit will comply to the best of its ability, but the controller can't say "Move forward as fast as you can," and then steer the vehicular form himself.

Spellcasting: On command, an augmentation spirit can cast any spell it knows, and may sustain spells that it casts for as long as needed, inferring the standard -2 universal penalty per spell sustained.

Skill use: On command, an augmentation spirit may use any skill it knows on it's commander's behalf, assuming it has the physical means to accomplish the task. For instance, an augmented sword with the Blades skill cannot swing itself unless it uses a psychokinesis or similar spell.

Commanding an Augmentation Spirit
Once summoned and bound to a vessel, an augmentation spirit is obligated to follow commands issued by the conjurer and to serve him to the best of the spirit’s ability until the conjurer dies or relinquishes control of the spirit. Once the spirit is free of its original conjurer, it may enter into a Command Pact with anyone else it chooses, effectively making the new person its controller. The spirit can make no other pacts. The Command Pact involves the following conditions:

The controller may not be in any other pacts with any other spirit and may not make another pact while controlling the augmentation spirit, or the Command Pact is broken.
The controller may summon and bind other spirits, including ally spirits, but may not be willingly possessed by any spirit, (and gains dice equal to the augmentation spirit's force to resist unwilling possession or inhabitation.)
The controller must pay the spirit Karma equal to 2 times its Rating: 2x(Force+extra powers+extra skills+extra spells,) with the expectation that extra Karma will be paid from time to time to ensure the spirit remains happy (game master’s discretion.)
The pact lasts for the lifetime of the controller, or 75 years, whichever is sooner.
The spirit may not use any skill, power, or spell to directly or intentionally harm the controller for the duration of the pact.
The controller cannot command the spirit to use Edge or commit suicide.

The spirit may choose to enter perilous situations or to use Edge on its controller's behalf, but it doesn’t have to. Along the same lines, while an augmentation spirit is bound to follow nearly any command, it can choose to do so in a very literal fashion, or to interpret the command in an unfavorable way. It is not required to intervene on the controller's behalf unless commanded to do so. If the relationship between controller and spirit is amicable and mutually respectful, an augmentation spirit can be a powerful ally. If the relationship is strained or more akin to a master/slave relationship, the spirit can cause a great deal of trouble and harm while still abiding by the terms of the Command Pact. For instance, if a street samurai is knocked unconscious by a blast, but his augmented armor is still conscious, the spirit could choose to retreat on its own power, carrying its unconscious controller inside it. It couldn't choose to abandon the controller, since that action could obviously lead to his harm and would prevent the armor form moving once it was out of physical contact with its controller. But it could choose to remain in the area since it was not specifically commanded to leave, allowing the character to be captured. Even if the character had previously said "If I get knocked out, get me to my safe house," it is entirely up to the spirit to decide what route to take to get to the safe house, which could lead through gang territory, or a Knight Errant check point…

The controller may command the spirit to use any of its abilities, spells, or skills in any way the controller sees fit. These may be short term commands such as "Cast death touch when I shake this man's hand" or longer term commands such as "Alert me anytime you see an astral form that is not summoned by Alex" or "use counterspelling on me and all of my team members that you can see." Commands can be given so that they are repeated under established conditions, such as "Cast and sustain levitation on yourself. When I throw you at something, use the spell to return to my hand,” or “Cast deathtouch on anyone except me who tries to pick you up.” The GM decides how the spirit interprets commands and conditions, based on the spirit's Logic and Intuition, the situation, and its relationship with its controller.

Regardless of what the controller commands the spirit to do, the act of commanding is a simple action, and can be done only via the mental link, which requires touch to establish. The spirit may require a free, simple, complex, or multiple actions to complete the command, depending on what it is told. Even though the spirit is an NPC, its dice rolls can be handled by the player, if the GM wants to free up his brain a little bit.

Damage
Regardless of the shape or dimensions of the spirit's physical form, it has Immunity to normal weapons, which grants the form hardened armor equal to twice the spirit's force. The form's barrier rating is also increased by half of the spirit's force. This is most advantageous to armor forms, but makes any vessel more difficult to damage. They are susceptible to magical damage of all types and also to drain damage they may incur from drain. Weapon foci and dual-natured creatures can bypass the weapon immunity, but some additional protection is still conveyed by the increase in barrier rating.

Targeting
When trying to damage an augmented form, a number of considerations may apply, depending on the circumstances. If the vessel is alone and separate – a jar on a shelf, or a shield on a stand, for example, regular combat rules are used, and the spirit may attempt to dodge (if movement is possible) and resist damage normally (assuming the attack defeats the hardened armor.) Modifiers may apply for the size of the object; a class ring is harder to hit than a ballistic shield.

If the vessel – other than armor/clothing - is held or worn by a character, the attacker must make a called shot, and the character holding or wearing the vessel may attempt to dodge normally. If they fail, the vessel, and possibly the character, are hit and must resist damage.

If the vessel is a set of armor or clothing that covers half or more of the character’s body, a called shot can be used to target a specific part, but in general, it's assumed that the attacker is targeting the character in the armor normally. The target of the attack rolls to dodge normally, and if he fails, he and the spirit rolls to resist damage individually

Astral/spell Damage
Since augmented forms are dual natured, they can be targeted from astral space by spells or astral combat. The same rules apply as specified above, with one exception for full suits of armor/clothing. If a character is wearing a full suit of augmented armor, they are entirely encompassed by the spirit's astral form, granting them astral armor equal to the spirit's force. This protects them against all spells cast against them on the astral plane. On the physical plane, mana spells, single target spells, and touch-based spells receive a negative spellcasting modifier equal to the spirit's force if they are cast at the controller. Physical AOE spells or spells that use a damaging elemental effect function normally.

Mages and augmented items
While wearing any augmented item , a mage cannot astrally project since his astral form cannot escape the spirit's aura, and attempts to astrally perceive receive negative dice modifiers equal to the spirit's force if he is wearing an augmented helmet. A mage in full suit armor reduces his conjuring, binding, banishing, spellcasting, ritual spellcasting, and counterspelling pools by the force of the spirit.

Combat Sequence
Initiative can get a little tricky. All augmentation spirits, regardless of their physical form, get Initiative calculated normally and receive two initiative passes. If it is working on "standing orders" such as "cast heal on me anytime I am wounded," or "cast mana bolt at anyone who walks through that door," it will follow the orders without further intervention from the controller in accordance with its initiative. However, this may mean it has no actions available later in the pass or turn when the controller needs it.

If the spirit has actions available and no orders to use them, it holds its action, waits for a command from its controller and then uses its action as appropriate, and may use it as an interrupt action to execute its orders as soon as it receives them. If the controller is significantly faster than the spirit, he may issue orders that the spirit can't execute until later in the combat phase. This can cause issues in a fast-paced and rapidly changing combat situation, so a super-faster controller may wish to hold his action as well to ensure the orders he gives the spirit are still pertinent when the spirit has a chance to follow them.

It is possible to time attacks in such a way that the character attacks someone, and the spirit uses touch-based spell when the strike hits. In this case, the attacker doesn’t get the +2 bonus for “touch only attacks.” Because the spirit is not in control of its vessel and must try to time the spell casting by anticipating the moment it will hit its target, the spell casting attempt receives a -3 dice penalty.

Armor
Armor inhabited by an augmentation spirit is commonly called “ghost armor.” It is often constructed as a full suit of interconnected pieces, which does not usually include a helmet so that a separate mundane helmet (full of electronics and gadgets) can be used instead. A suit may be made to interface with a specific helmet type so that the suit can be sealed against chemical or airborne attack vectors. A suit may also be built with any armor modification that does not require the use of electronics, but these modifications cannot be added or removed later.

Even if modern materials and fabrication techniques are used, ghost armor is often crafted to resemble medieval armors. Even when it is made in a more contemporary style, it is often difficult to disguise as mundane armor due to the runes and other archaic writings that must be inscribed on the armor, although these inscriptions can be made on the underside of the armor if desired. Ultimately, the final appearance and modification of the armor is up to the designer of the spirit formula.

Weapons
Weapons inhabited by an augmentation spirit are often called “rune sword/hammers/daggers/pistols/monofilament whips,” due to the arcane writings that typically cover the weapon’s exterior. Melee weapons are the most common, but thrown weapons, projectile weapons (i.e. crossbows, compound bows, etc,) and even firearms have been made as vessels for augmentation spirits.

A weapon may serve as a vessel for any Force of spirit and use the stats for the given weapon type. The weapon type and final appearance of the weapon are determined by the designer of the spirit formula.

Weapons Built into Armor
A suit of armor may have weapons built into it. Forearm spurs, finger razors, and bolt launchers are popular choices, but other options exist. These weapons may or may not require an Exotic Weapon skill for the controller or spirit to use the weapon (game master discretion,) and the spirit may or may not have the appropriate skill to use the weapons if it is acting autonomously. The presence of the weapon in the armor does not guarantee the spirit knows how to use it.

Spells
Augmentation Spirits always know the Physical Mask (Vessel,) Custom Fit (Vessel,) Fashion (Vessel,) and Fix (Vessel) spells. They will often know Levitate, Magic Fingers, or Psychokenesis as well, since these spells will allow them to move even if they are not touching their controller.

Custom Fit (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)+2
Part Shapechange, part Fashion, and part Shape spell, this spell allows the spirit to make it’s vessel change in shape to accommodate its current controller. This removes penalties for using weapons of the wrong size, and ensures armor and apparel are custom-fitted to the user. A threshold must be met, equal to 2 for every size category between the current size and the desired size. So a custom fit from micro to giant would require a threshold of 10! (It may be easier to cast the spell multiple times, staging the size a little at a time.) This is not a fast process, requiring the spirit to maintain the spell for a full hour before it becomes permanent. It cannot be used to change the overall shape or form of the weapon or armor, as these are dictated by the spirit formula.

Sizes: Micro / Small / Dwarf / Human, Elf, Orc / Troll / Giant

Fix (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-1
A special version of the Fix spell, this magic allows the spirit to repair damage to its vessel. Any damage not repaired in this way must be fixed by an armorer or artisan and an enchanter (triple the repair costs and double the time required.)

Physical Mask (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-1
A special version of the Physical Mask spell, this magic allows the spirit to make its form appear in any shape/color/style that it or its controller desires. Combined with its aura masking ability, this spell can allow a controller to be protected by substantial armor while appearing to wear only a business suit or a bikini.

Fashion (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-2
A special version of the Fashion spell, this magic allows the spirit to permanently make minor changes to its vessel to suit its controller. The overall shape cannot be changed, but color, texture, and other similar superficial details can be changed.

Karma
Besides the initial Karma that’s invested in the binding or Command Pact, a controller would be wise to supply the spirit with additional Karma as often as possible. This may be Karma the controller contributes personally, or may be Karma that’s negotiated as payment for a run or other service.

Gamemasters should be careful if they allow characters to negotiate for Karma “payments” to be made to the spirit. As a general guide, the Karma should still be factored as part of the character’s cut of the profits, with one point of Karma equaling at least 25,000 nuyen. This Karma can come from any source that the Mr. Johnson arranges, but will often entail some poor slob “willingly” sacrificing some of his life force to avoid more dire repercussions at the hands of Johnson’s employers. Additionally, considering how rare and valuable these items are, it may not be in the PC’s best interest to let a Johnson know that they possess augmented weapons or armor.
Also note that the spirit may have principles or ethics that dictate when, where, how, and from whom it may receive Karma. A shadow spirit may be fine with beating a bum within a millimeter of his life and bargaining for Karma to refrain from killing him. A trickster may barter with the bum and exchange booze for Karma, laughing at the irony of it. An animus may save the bum’s life from gangers and not even accept Karma if it was offered as a reward.
Regardless of the Karma source, the spirit controller cannot dictate how a spirit uses its Karma. Those choices are entirely up to the spirit, but it may choose any improvement options available to a PC, at the listed costs (page 270, SR4):

1.It may raise its attributes separately (which all begin at the Force it had when it went free).
2.It may raise or purchase additional skills.
3.It may initiate as a magician does, though the process grants one additional free spirit power per grade rather than a metamagic technique.
4.It may raise its Force by 1 point at a time at the cost of new Force rating x 10. Raising Force raises all of the spirit’s attributes, skills, and powers that are based on Force.

Acquiring Ghost Armor and Rune Weaponry
Augmented items are extremely rare. The availability and cost is designed to make less powerful items available at character creation, but if a character starts the game with such an item, there should be a good reason within the backstory to explain where the item came from and why the character has it.

Once the game has begun, augmented items should always entail a significant effort and cost for the characters, and should never be obtained by simply calling a fixer, paying some cash, and waiting for the item to fall off a truck. Finding or creating the items should be the subject of a run (or series of runs) and the danger involved should equal the reward. At the very minimum, a PC must find an NPC with the resources to craft the items and summon/bind the spirit. The PC may be required to aid in any aspect of the process (gathering reagents, learning the spirit’s true name, acquiring spell formulae, etc.) The following cost and availability listing are intended to be guidelines only. Individual games may allow for less (or more) restrictive access to these powerful items.

GMs have the final say as to whether an augmented item can be purchased, but as a general guideline, find a comparable item in the equipment listing and increase it’s availability by the Rating of the augmentation spirit (or Rating x 2 after the game starts.) Multiply the base cost by the Ratingx2. At character creation, players must spend BP equal to the Rating of the spirit to enter into the Command Pact with the spirit.

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24Jun/110

I’m a Loser 06.24.11

Weight Loss
Weight: 274.0
Weight: 270.5
Net Weight Change : -3.5
Total Weight Loss : 41.5

Notes:
It was a good week for me. I tracked my points all week, and despite the goody day on Tueday and the employee appreciation day on Wednesday, I lost all of the vacation poundage plus a half pound more. If I can maintain that rate for the next couple of weeks, I will reach my 260 pound goal by July 23. Hell, I might even beat it.

This next week is going to be very significant for me. If all goes as planned, it will the the week I FINALLY drop under 270 pounds. I've been working towards this for a long time, and I am excited to surpass this personal obstacle.

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23Jun/110

Magic: Tradition: Life Hackers

Like Chaos mages, life hackers believe that mana and the Astral plane comprise the "machine code" that is the "program of reality." They also believe that magic is a force that can be used to alter or hack the code. Unlike Chaos mages, life hackers believe that reality has a master programmer, a mentor spirit they call the "Source."

The Source is the ultimate coder, the master programmer that writes all of the "scripts" that define reality. Communion and contact with the Source allows life hackers to perceive, decipher, and alter this underlying "machine" code, creating alternate effects in reality in the forms of spells and spirits. The Source requires little of its followers. It expects them to learn at every opportunity, to constantly use their skills to test the strength and validity of its code. Every time a life hacker casts a spell or conjures a spirit, he is using hermetic techniques to hack the Source's work. This does not anger the Source, who actually takes pride in those followers who are able to devise new ways to hack (new spells, metamagic, spirits, foci, ect,) or those who can pull off more extravagant hacks to achieve greater effects (more powerful spells, spirts, foci, etc.) without succumbing to "biofeedback" (drain) that always accompanies any hack attempt.

Since the Source is responsible for everything in existence, his followers must focus their time and skills in some areas while neglecting others, but it is up to an individual to decide how to direct their own studies. In game terms, at character creation, a life hacker chooses to get 2 points of bonuses to spell casting and to conjuring, and 2 points of penalties to each. One character may have +2 to combat spells, -2 to illusion spells, +2 to task spirts, and -2 to Guidance spirits. Another character may have +1 to combat spells, +1 to health spells, -1 to illusion spells, -1 to manipulation spells, +1 to guardian spirits, +1 to water spirits, -1 to guidance spirits and -1 to task spirits. Yet another character may have +1 bonus to two types or spells and -2 penalty to one other while having +2 bonus to one spirit type and -1 to 2 others. The only restrictions are that the points must balance out, they cannot be changed after character creation, and penalties cannot be assigned to spirits outside of the tradition (such as fire spirits.)

Life hackers consider Astral Space and metaplanes to be the natural equivalent to the Matrix virtual reality. They use hermetic symbols and equations as the “programming language” that allows them to “hack” the underlying code that comprises all life and reality. If one were to listen to two life hackers discussing their magic, it would sound like a haphazard compilation of arcane magical terms and tech-speak jargon. “I used Gargnak runes and a destiny table to hack his central processor and install my own persona program” is life hacker jargon for “I cast a control thoughts spell on him.”

This perception extends to spirits as well. A life hacker recognizes a free spirit as an independent sentient entity akin to an artificial intelligence in the Matrix. However, they regard the spirits they summon and bind to be more akin to semi-autonomous software like an agent or IC which they can use to augment their own bodies or to change/control the world around them. To a life hacker, a summoned spirit is a deep hack, a persistent rift in the Source Code which the hacker may direct and utilize for a time to indirectly affect the world around him. In practice, this means that life hacker spirits use Possession instead of Materialization.

Since these “spirit programs” are “written” to affect certain types of objects, spirits summoned by life hackers can only possess certain types of objects. In the mind of a life hacker, “code” that is written to “hack” a metahuman will not work to “hack” a dog or a car. There is one exception to this rule: a life hacker may possess himself with any spirit he summons, regardless of its type.

Items or beings possessed by a life hacker spirit may display lines of arcane runes running over their bodies, and their eyes may glow, depending on the force of the possessing spirit. (See "Spotting Spirits, pg 95, Street Magic.)

Combat: Guardian – living or dead metahumans, weapons, armor, homunculi
Detection: Guidance – vehicles, scrying homunculi (crystal balls, ouija boards, mirrors, etc.)
Health: Plants –  plants, alive or dead
Illusion: Beasts – Animals, alive or dead, animal homunculi
Manipulation: Task – living metahumans, drones, homunculi
Watchers – dead animals or metahumans, homunculi

Drain: Willpower + Logic

Initiation Rites (details are coming)

Initiate Grades/Titles
Grade 1: Whistler
Grade 2: Mana Scripter
Grade 3: Assembler
Grade 4: Ley Weaver
Grade 5: Leet Haxor
Grade 6: Reality Hacker
Grade 7: Fate Forger
Grade 8: Master Fate Forger
Grade 9: Grandmaster Fate Forger
Grade 10: Source Forger

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22Jun/110

Gear: Injection Spur

Essence: 0.3
Capacity: [4]
Availability: 12F
Cost: 2200

This is a specialized version of the classic cyberspur that resembles a flanged spike more than the typical blade design. The weapon incorporates low-profile barbed blades affixed around a conical spine and can be used to cut or slice, but it is intended primarily as a puncturing weapon. The spike is hollow, like a giant hypodermic needle, and the spur can be connected to a chemical reservoir or chemical gland. The weapon is used with the Blades skill, and with a successful Called Shot, the wielder may inflict regular damage, and also inject the victim of his attack with one dose of whatever compound is in the chemical reservoir, requiring the victim to resist both the attack and the toxin’s affects.

A glitch with this weapon indicates that the blade has become clogged or jammed in such a way that it cannot inject anything until it is cleared, requiring a Logic+Armorer (4,1 Turn) test. A critical glitch indicates the attacker has managed to inject himself with the toxin and must resist its effects.

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17Jun/110

I’m NOT a Loser 06.07.11

I gained three pounds since my last weigh-in two weeks ago. Considering that I haven't tracked my diet, have barely exercised, and ate/drank like a man scheduled for execution, I guess a three pound gain isn't too bad.

It was this time last year – right after a week down south with my parents – that I got off track and regained all the weight I'd lost (plus some.)

I cannot let that happen this time. I was committed to getting right back into the swing of things when I returned, but I got swimmer's ear from the lake water and had to stay out of the pool all week, and I was up late working on the novel, which meant I woke early enough to get the gym only twice.

I have the swimmer's ear whipped, and I'm tracking my diet again. More importantly, I intend to keep my chunky ass at home for the next few weekends, which means I won't have as many opportunities to break my diet and I should be able to get back into the habit of eating correctly.

I'm behind schedule as far as where I wanted to be in terms of overall weight loss, but I won’t let that discourage me. I have roughly five weeks until my first book signing event, and if I can get down to 260 by then, I'll still have 20 pounds to go before I reach my goal, but I'll also be content with the progress I've made.

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Filed under: Blog, Fitness No Comments
27May/110

I’m a Loser 05.27.11

I had another stagnant week where I didn't track my diet or exercise. I lifted weights and swam a mile every day, but I ate pretty much whatever I wanted. The end result? I lost one pound. Memorial Day weekend is another eating/drinking holiday, and my mouth waters at the mere thought of grilled steaks, juicy brats and hotdogs, strawberry shortcake, and BEER. However, I am trying to kick out of my funk and have been tracking my diet and exercise again since yesterday. I hope to be relatively good this weekend. I'm going to try to lose 4.5 this week so I can hit 270 and have lost 10 pounds for the month of May. I think I can do it, but we'll just have to see. A few months ago, a 4.5 pound loss would have been easy, but it's getting harder now that I have less to lose and I'm getting tired of denying myself the foods I want.

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Filed under: Blog, Fitness No Comments
20May/110

I’m NOT a Loser 05.20.11

I didn't do enough exercise this week to bother tracking it. I totally blew out my left calf either Monday or Tuesday morning, and I've been limping around ever since.

I also didn't track my diet.

I broke even for the week, neither gaining nor losing.

I've had a rough week. My calf has hurt all week, and I've gotten soaked while limping to or from work every day this week. If this goddamned rain doesn't dry up soon I'm going to lose my mind.

The breakup with Tasha hit me harder this week too. I'm doing OK, I guess, but I haven't been sleeping well, and I've been drinking much more than usual, and I think I'm depressed because I can't seem to give a fuck about much of anything.

My tattoo is healed enough for me to return to the pool, and I can barely wait. Next week will be better in every respect.

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Filed under: Blog, Fitness No Comments
13May/112

I’m a Loser 05.13.11

Weight Loss

04.05.11 Weight: 278
05.12.11 Weight: 275.5

Net Weight Change : 2.5
Total Weight Loss : 36.5

Stats, 05.05.11 - 05.011.11

Allowed WW Food Points: 448
Earned WW Activity Pts: 26
WW Food Points Eaten: 349
WW Points Remaining: 125
Daily Calorie Target: 1780
Average Daily Calories*:2076

Notes:

If you've been tracking my progress, you'll see my activity points are low this week when compared to past weeks. This is due mostly to the fresh tattoo which limits the ranges of exercises available, but also because I've stopped counting points for walking at work and stretching after workouts. WW says these activities are worth the points, but I can't justify counting them when such activities are as easy as breathing.

I ran or walked almost every day this week, with some pushups, crunches, pull-ups, jump rope, and mountain climbers thrown in for good measure, but I injured my left calf Wednesday night, and that forced me to switch to mountain biking until the bad weather put an end to that too. I'm trying to maintain a healthy level of exercise, in spite of circumstances arrayed against me, but I am getting frustrated. I will be glad when I can get back into the pool and weight room becasue at this rate, by the time the tattoo heals, I'll be too lamed up do anything except finger flutterkicks and face crunches.

I have one more week before this tattoo is healed enough for me to return to my regulary scheduled exercise. My bitching notwithstanding, I'm glad for the break and also for the chance to devise a decent workout that I can use when I go on vacation this summer. I was doing pretty well last year until I took a week away from my regular life, after which I didn't get back into fitness and exercise for six months. I regained every damned pound, plus some. This year I will not let that happen.

Even without exercising as much, I lost 2.5 pounds. I did really, really well with my diet this week. My doctor has asked me to use MyFitnessPal on my phone because it tracks calorie and nutrient intake. It means that I have to put my diet into two trackers (MFP and Weight Watcher's,) but I don't mind, because the MFP has awesome search capabilities to find food nutrition values, which I can use to calculate Points for foods that are not in WW's database (which is not very comprehensive at all.) Also, WW counts zero points for most fruits and veggies, but MFP still counts those calories, so if I try to meet the calorie goals in MFP, I come in 14-20 points under my allowed daily WW points. I'm pleased with the results so far, but I know that I'll have to abandon the calorie counting when I get back into the gym heavily, because I can't lift weights and also subsist on the pittance of food I eat when I try to hit my calorie goals.

*Adjusted for deductions earned for aerobic exercise.

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Filed under: Blog, Fitness 2 Comments
13May/110

Rules: New Initiation Costs & Options

In previous editions of Shadowrun rules, a magician or adept automatically gained a point of Magic when they initiated.  In SR4 rules, Initiation grants the character the option of increasing their Magic at a rate of  the new rating x 5 Karma - which is on top of the Initiation costs of  10+(grade x 3) Karma.  Considering mages, especially initiated mages, can burn through Karma like a kid eating cotton candy, I feel this rule and these formulas are utter bullshit.

However, I concede that an increase in the Magic attribute represents a substantial bonus to a magician's power, and when one factors metamagic into the mix, it is clear that Initiation cannot be easy or cheap.  However, a player may want to gain access to metamagic, or improve current metamagic without increasing his Magic attribute.  Therefore I am altering  the Initiation rules to allow cheaper advancement and more flexibility in the options.

Full Initiation: The character pays Karma equal to (Current Magic + New Initiate Grade) x 3 Karma to gain a new point of Magic, access to the metaplanes, a metamagical technique, and an Intitiate grade.  Ordeals and initiatory groups  may be used to reduce the Karma costs per the normal rules.  Grade 1 Initiation must be a full initiation.

Once a character is a Grade 1 initiate, he may opt to continue with full initiations, or he may decide to do some full initiations after mixing in some of the following options:

Grade Initiation: A Character pays 10+(New Initate Grade) Karma to learn a new metamagical technique and increase his initiate grade (thus improving any metamagic that is linked to Grade.)  No Magic attribute is earned, but the grade increase does factor into future Full Initiations.  Ordeals and initiatory groups  may be used to reduce the Karma costs per the normal rules.  Also, per the normal rules, an initiate's grade cannot exceed his Magic attribute.

Metamagical Technique: An initiate may learn a new metamagical technique without initiating, as discussed on page 52 of Street magic.  These techniques cost 10 Karma per technique, which may NOT be decreased by ordeals and initiatory groups.  An initiate's metamagical techniques cannot exceed his Magic+Initiatory Grade in number.

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12May/111

Magic: Spell: Weapon Aura

Type: P          Range: Caster       Duration: S        DV:(F/2)-1

This spell is identical to the Elemental Aura spell (pg 173, Street Magic,) except it affects only a melee weapon that is touching the caster.

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Filed under: Magic, Shadowrun V4 1 Comment
10May/110

Gear: Armor Mod: Anti-laser Field

This is modification for military armor.  While active, the user is encased in a powerful electromagnetic field that is calibrated to disperse light.  While the shield is active, when the wearer is hit with a  damaging light effect (including elemental manipulations,) he may use full impact armor instead of half.

The shield uses the same power packs as Ares laser weapons, and it may not be attached to external power sources, as a failsafe to prevent the unit from burning out.  Activating/deactivating the shield is a free action as long as the wearer is linked to the suit via a datajack or commlink.  Manual activation/deactivation requires a simple action. The shield burns two charges per combat turn.  Swapping energy cells requires a full combat turn.

Capacity: [8]
Availability: 16R
Cost: 10,000

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9May/110

Gear: Rapid-fire Laser Arm

This full cyberarm has a shoulder and elbow joint, but no wrist or hand.  Instead, it terminates in a three-barreled laser cannon that is based on the Ares line of laser weaponry.  This model combines numerous laser emitters and capacitor arrays to achieve a higher rate of fire.  However, the technology is immature and not as efficient as the models on which it is based.

As long as the unit is fired in semi automatic mode, it functions just like an Ares Redline laser pistol, with no adverse effects.  It can also fire a three-round burst as a simple action or a six-round burst as a complex action (using standard burst-fire rules)  These bursts generate no recoil.  However, a three-round burst uses four charges, and a six-round burst uses ten charges.   The arm is equipped with internal charge packs, resulting in a total charge capacity of 50.  The arm may not be attached to an exterior battery pack, but if equipped on a drone, power may be diverted from the drone's internal power source.  Every ten charges expended in this fashion reduces the drone operation time by 1 hour.  The internal batteries recharge at a rate of 1 charge per minute when attached to their charging unit.

When firing in burst mode, a minor glitch results in the unit grounding out and dissipating any remaining charges (this also applies to the drone's power if charges are being drawn from it.)  The weapon (or possibly the drone) will be inoperable until it is recharged.  If  a critical glitch is rolled while using bursts, the power still grounds out, but instead of harmlessly dissipating, it grounds out through the unit that the arm is attached to, causing electrical damage equal to the (remaining charges/5)P damage (round up.)  This damage is resisted with Body only.

Damage: 5P
AP: -half
Mode: SA/BF
Ammo: 50 charges
Availability: 36F
Cost: 50,000

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7May/110

Magic: Adept Ability: Push

Adept Ability: 0.5 Push (adept power, requires distance strike)

A variant of Distance Strike, this power allows an adept to throw out a telekinetic push that is very effective at knocking people down or knocking objects over.  It requires a free action to for the adept to focus his will.  Afterward, the adept uses distance strike normally, but adds half of his strength (round up) for the purpose of calculating knockdown.

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6May/110

I’m a Loser 05.06.11

Weight Loss

04.28.11 Weight: 280
05.05.11 Weight: 278

Net Weight Change : -2
Total Weight Loss : -34

Weight Watcher Stats, 04.28.11 – 05.04.11

Allowed Food Points: 448
Earned Activity Pts: 80
Food Points Eaten: 386
Points Remaining: 142

Notes:

After a month of being in a rut, slightly depressed, not exercising, and eating pretty much whatever I wanted, I am finally back on track. I exercised every day, even if it wasn't the hard workouts in the morning. I did something every day. I even jogged twice. I haven't ran in so long that I can't remember the last time I did it. It's been at least four or five years ago. I hurt all over as a result, but it feels great!

I was also very good with my diet, and when it was all said and done, I lost two pounds. I was hoping for a bigger loss, but it is my first week back on track, so if I can keep it up, maybe it will catch up with me next week, and I'll drop four or five.

I have even more incentive to stick to my diet and exercise regiment, because this week I was diagnosed with insulin resistance, a precursor to Type 2 Diabetes. The doctor says we've caught it early enough that there's a very good chance that I can turn the tide and avoid diabetes. Better yet, I am already doing almost everything text-book perfect to help myself. He told me to extend my aerobic workouts from 30 to 40 minutes, eat more complex carbohydrates, and stay away from simple carbs as if they were cyanide.

I'm not worried. I just need to make minor adjustments to my workouts and diet, and I should be fine. One of the reasons I started running again was that after this weekend I will be out of the pool for a few weeks due to a tattoo that I'm getting altered. So I need to fall back onto something else for a little while, but I think I have all the bases covered.

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Filed under: Blog, Fitness No Comments
5May/110

Gear: Shield Gauntlet

This gauntlet uses a collapsible fan design constructed of high-strength platisteel alloys to create a medium sized shield that can fold up and lay along  the forearm when not in use.  It requires a simple action to deploy and may be used with weapon/shield fighting styles and maneuvers.  If worn as a standalone gauntlet, it comes with a matching armored forearm guard for the other arm, and the two combined act as Secure tech Forearm guards.  If it is installed into suit armor or a cyber arm (requires a lower or full cyber arm,), the system requires 4 points of capacity.

Standalone Gauntlets
Ballistic/Impact: 2/5
Availability: 6R
Cost: 1000

Armor/cyber Modification
Ballistic/Impact: 2/4
Capacity: 4
Availability: 6R
Cost: 2000

Shield Modifications

For an additional fee, either type of shield gauntlet may be built with the following modification.  Each mod increases the cost by the listed amount and increases the availability by 2.

Chemical protection, fire resistance, nonconductivity: a shield gauntlet may receive one these armor modifications, up to Rating (3)  per the prices and rules on SR4 pg 327.

Taser: 500 nuyen; the deployed shield functions just like a taser shield as described in SR4 pg 327.

Serrated edge: 500 nuyen; the outer edge of the shield is a laser-sharpened serrated edge.  This allows a properly trained character to perform a slice attack with the shield.

Vibro: 1000 nuyen; used in conjunction with the serrated edge modification, this mod allows the entire shield to vibrate as a vibrosword does, increasing damage +1 by and granting armor penetration of -2.

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