Friday, 13 July 2007

Carnarvon Western Australia — 1965–1967 : Project Apollo in Australia

My father's recollections...

It was during the early sixties, after the Cuban missile crisis of late 1962 and the J. F. Kennedy speech about putting a man on the moon that I became interested in the space program. In particular listening to the broadcast of the first Gemini flight with John Glenn, it seemed to be the way to go. At that time I was working on some of the first main frame computers of the time and spending more time going out and repairing them than there were days in the week. In early 1965 I noted an advert in the “Electronics Weekly” from Amalgamated Wireless of Australia asking for people to go to Carnarvon, Western Australia to operate and maintain the electronic equipment to be installed in the ground station there for the Apollo project. I applied and was accepted.

In June 1965 together with several other people I attended a short course arranged by AWA in London’s Tavistock Hotel. This course was really “a get to know Carnarvon” and having obtained the appropriate visas and clearances I was bound for New York (first class) and thence on to Dallas for the inaugural course on the Unified ‘S’ Band system designed for the Apollo project. This course was given by Collins Radio at their factory in Arapaho Road in Richardson County, Dallas, Texas.

There were seven people on that course mainly Australians of English, Irish and Italian ancestry, a “true blue” Aussie and three Brits. At weekends we took the hire cars back to Hertz for cleaning and refuelling and occasionally went with the Hertz people to Love Field to collect the rental cars left by departing visitors. The Texans, being great jokers, once allocated me a huge vehicle to drive back; it was very fast and nearly got me into speed problems. Arriving back at Hertz they were all laughing over it, but at least they had a cold beer waiting for me. One weekend one of the instructors, me and two others went on a “self drive” flight to Fort Worth and surrounding areas. I actually “drove” the plane to Fort Worth under the eagle eye of the instructor. This was an enjoyable experience.

At the end of the course we went on to Washington for a few days to look around the Space Centre at Greenbelt Maryland, and then we split up returning to UK and Australia respectively. After the usual family visits and packing up ready for our new life in Australia we set off from Heathrow in a piston engine Bristol Britannia. This flight stopped at Kuwait airport, which was then just a shack guarded by a man on a camel, then following the coast of India to Ceylon. Back in the air to Singapore we ran into a tropical thunder storm. The plane was tossed about like a straw in the wind and I spotted water condensation coming in from the door, I called the stewardess who gave me great confidence by turning as white as a sheet and calling for the flight engineer. They then stood by the door jamming a cot mattress around it until the plane landed with some violent skidding before finally coming to a halt. We were delayed some six hours whilst the door seals were fixed and thence on to Perth. This last leg of the journey was perfect, we saw the North West coast of Australia very clearly and spotted a large dust cloud moving down the coast road obviously caused by a large vehicle, later we came to know and love the large Gascoigne Trader trucks which were the life line of Carnarvon.

Spending a few days in Perth we purchased a VW Kombi in which we explored Perth and the surrounding countryside, after this we headed north through places like Midland and New Norcia until we got to Geraldton some 300 miles from Perth, I used to joke that Geraldton, situated some 300 miles south of Carnarvon was where you had to go to get your hair cut, the haircut wasn’t bad but it was the tar they dabbed on if they nicked you with the shears that stung.

Heading north from Geraldton to Carnarvon was through a much more desolate landscape made memorable by having a petrol station called the Billabong some 150 miles along the way. There was a very small weather beaten sign a few miles from there indicating that Shark Bay was down the track to the left, if you cared to take it. There was also a sign at the 26th Parallel so that you knew where you were. We spotted the antennas of the tracking station on Brown’s Range from quite a distance away having crossed over the dry river bed of the Wooramel River. We called in at the tracking station to find where we were going to live and then on to 4 West Street which we were going to call home for at least a few weeks. At West Street we had pigeons nesting in the roof but with the aid of a broom I gently eased them over the edge and into free flight, nest and all. Later we were infested with cockroaches which caused us to move to a new house in Babbage Island Road.

The next few months were hectic, an American team had arrived to commission the equipment and we had problems on the angle sensors on the antenna and had to wait until there was very little wind at night whilst the antenna was pointing to set star positions, the angles were then set to correspond to the star positions. If I recall correctly at the end of that period the antenna was .0023 degrees out on the X axis and about .004 degrees on the Y axis, but to all intents and purposes it was “spot on” since any corrections were to be undertaken by Houston during actual missions. The memory of those clear star filled nights was brought to the fore when having a meal outdoors at Ayers Rock some 38 years later.

Christmas Day 1965 arrived and the American team were given invitations to meals and parties, we had two for dinner, Don Park and Bill Ross (whose daddy was a tail gunner on a beer truck during prohibition). We managed a traditional dinner, much to their delight, although the temperature was touching the hundred degree mark.

My job was to operate and maintain the Antenna Positioning Programmer and the Tracking Data Processor with some secondary responsibility for the pseudo random numbering range calculation system and an item of telemetry equipment which I can’t remember the name of but it was the source of some disagreement between myself and the supervising engineer when during a test flight I changed the phase in the input feed to correctly get the information in and processed. I justified this later by drawing innumerable phase diagrams to prove the point. We then had a slack period whilst we waited for an actual mission.

We then moved to Babbage Island Road and new neighbours with whom we are still in contact. My wife got herself a job at the local High School as school secretary which led to her becoming a maths teacher when we returned to UK.

I suddenly found myself giving guided tours of the Tracking Station to visiting dignitaries or tourists, most notably Miss Australia 1966, this exercise gave me a much needed break from doing very little during slack periods.

The American team left a large coffee machine and for some time I ran a coffee club which for two shillings a week provided unlimited coffee for the participants of the scheme until we had a fully operational canteen. When the club closed down the money in the kitty provided for a large barbecue. The wives provided salads and sweet dishes and it proved to be a big success.

Over the next two years, if my recollection is correct, there were 5 Lunar Orbiter missions, one Surveyor mission and several Saturn VIB test flights. The last Gemini flight was in 1966 but we were not used to track this. In those early days there was insufficient tracking data available for us to use and locating the moon’s position was quite a headache so I obtained a Nautical Almanac and used it to locate the moon’s position on the horizon, my positioning was correct but I was always 4 minutes adrift in time. I never really found out why but suspect it was the refraction caused by the Earth’s atmosphere. Locating the moon when it was away from the horizon and overhead was much more difficult to do “on the hoof” as it were, with a present day PC it would have been easy. One of the chaps came up with an ingenious device which simply consisted of two school protractors mounted in an X and Y plane with a peashooter as a sighting tube. This worked extremely well for the few weeks we were without pointing data. I laugh when I think that two protractors and a peashooter were used on a multi million dollar project to enable us to check out the equipment. After this we were called the “Moonrakers” by the rest of the Tracking Station. The device is shown on the console in the picture right.

One of the first missions we undertook was to gather information from a Saturn rocket on the behaviour of rocket fuel when in orbit. The TV pictures we obtained had a surreal quality about them especially when in free fall an ‘ullage’ rocket was fired to send the fuel to the rocket engines.

When we were given our first Lunar Orbiter mission it was quite a thrilling experience made more memorable when at a distance of 25,000 nautical miles the other radars on site lost contact and we announced that “USB was still in contact” and remained so until it passed round the other side of the moon. This more than made up for the Moonraker comments!!

At about this time I was asked to see if a device could be made to check for any discrepancies in the Pseudo Random Number ranging equipment when we had Lunar Missions. I thought about this and came up with some circuitry made of the standard logical circuits used. I never used it myself being on leave when it was used but apparently it functioned OK and did pick out generated errors successfully, which was a good job since I could not remember how I had worked it out!

We were allocated leave, expenses paid to Perth twice a year and a long distance trip once a year so we usually took ourselves off to Perth for a week staying in what was then The Terminal Motor Lodge and watching Star Trek on television, what luxury! There was no television reception in Carnarvon although I recall in Fong’s Chinese emporium there was one which showed mostly interference patterns although I gather occasionally they could actually see a program.

On one holiday we toured the South West as far as Albany and the karri forests, I actually climbed the 220ft “Gloucester Tree” which had a fire lookout post on the top, and how I managed to crawl into the hut on the top I don’t know but the view was worth it. We camped in the Porongorups near to Castle Rock; this photograph taken there still graces our sitting room.

Carnarvon was classed as a desert area since it had less than an inch of rain per year but in 1966 we had a cyclone whose centre passed some 80 miles north and brought with it torrential rain. We battened down the house and waited, when we discovered it was not going to be too traumatic we went out on to the verandah and watched the rain teeming down, I suddenly realised it was pure water cascading down the pipes and filled a kettle and some saucepans with it and made some tea, it tasted delicious. The tap water in Carnarvon was pumped up from the river bed and tasted of “red earth” the rain water by contrast was veritable nectar. When the rain ceased we went, in company with many other townspeople to ten–mile bridge to watch the river flood. The flood water carried a huge amount of debris with it consisting of all manner of trees and sundry small animals. The flood left enough water depth for us to use the river as a swimming area for quite a few weeks, and then it dwindled into a small pool by the pumping station.

In about June 1966 a strange looking antenna began to be built near the Tracking Station, it turned out to be a Cassegrainian Horn device being built by OTC (the Overseas Telephone Company). It was built to utilize the Early Bird satellite which was in place over the Indian Ocean. Little did I know then that my family and I would be asked to participate in a trans-world link up with UK. On 25th November 1966 this took place, from my point of view it was nearly a disaster since the satellite was drifting out of position and whilst the initial people could hold a conversation when it came to my turn I could not hear a thing and I had to keep starting my spiel, fortunately my wife managed to talk away without bothering about a response. However it was recorded and 38 years later I obtained a video copy.

A tropical festival was going to be held in the town and some of the USB personnel built a flying saucer which was a success winning a cup, the other station personnel built a Saturn VIB rocket which I thought was very good. The festival made a change from the daily routine.

We used to be picked up by mini bus and taken to the Tracking Station: one day I looked at the bus and it appeared to be weighted down on one side. Our lady driver (known as the local Stirling Moss) asked us to sit on the other side to balance out the weight of a huge man who was joining the tracking station staff, in later conversations with him I discovered he was the sub chief of a local Aborigine tribe. After a few weeks he disappeared and I found out later he was in jail in Geraldton having taken part in the ritual tribal killing of a young girl.

One of the local policemen came from Surrey and he was a big man, he had red hair which he said was strawberry blonde (and who was ever going to say he was wrong). At that time he used to go on horseback inland to visit the sheep stations and local tribes. I asked him if he could get me a genuine boomerang on his travels and I gave him, I think A$10 to get me one. I still have that boomerang which he assured me was carved especially for me by one of the tribal elders he contacted.

One other notable occurrence at this time was the changing over of the currency from Australian Pounds to Dollars. The new system was based on the 10 shilling as the base unit (Dollar), this to me was a sensible decision and took place on 14th February 1966.

At last a real mission, one of the Lunar Orbiters which we tracked from near launch to the Moon and for two weeks after. The equipment worked so well that a card school flourished, we had only one breakdown in the relaying of information to Houston and this was cured within twenty minutes. I think it was during the Surveyor 3 launch there was a sudden change of plan and the rocket instead of making a first pass over Carnarvon was sent directly into orbit over Bermuda, a slightly worried station director called me in to discuss when we could hope to acquire it, fortunately I had worked out the position on the horizon from Bermuda's geographical location and assured him it would in about 10–15 minutes. This turned out to be a very good estimate and we acquired to rocket in that time.

On the 27th January 1967 we were preparing for a real network simulation when we had the news that the capsule had caught fire and the astronauts had perished. I think we were all stunned by this event and the Apollo program was halted for an indefinite time. At that time it had become evident that both my sons needed to be in a good educational establishment, so I prepared myself and family to return to UK. In the event this turned out to be a good decision since both boys obtained degrees in Mathematics from Emmanuel College Cambridge, the elder boy also obtaining a Masters degree in Astrophysics.

In early November 1967 we made our last trip to Perth, this was not without incident as when we had a “comfort stop” we were confronted with two 6 foot kangaroos. We sold the car to our old bank manager who was now in Perth. There was another bank employee from Carnarvon in Perth who advised us on our money transactions to our advantage — Harold Wilson's famous “Pound in your pocket” speech happened just before we bought Sterling!

We shipped home on the Canberra, visiting South Africa and the Canary Islands on the way; it was a fitting end to what was really a unique experience.

Carnarvon Tracking station

The Honourable Allen Fairhall, M.P., Minister of State for Supply, opened this station on 25th June 1964 on behalf of the Government of the Commonwealth of Australia and the National Aeronautics and Space Administration of the United States of America.

This fountain was presented to the station by Amalgamated Wireless (Australasia) Limited to commemorate the occasion.

Thursday, 28 June 2007

Auxiliary Languages

Auxiliary languages, the invented "universal languages" have been a long-standing fascination of mine, and was re-awoken during an earlier tidying up of my web presence, some years back.

Most of the technical terms will be explained by a quick visit to Google.

Esperanto

Unfortunately, this is the most popular invented language, the one that most people will have heard of, and the only one with easily available treeware documentation, but it has problems. The first is the one that really stopped it for me, back in the '70s and '80s, when all I had was a manual typewriter, with no accented characters…

The very alphabet

The Esperanto alphabet is:

A E I O U; B C Ĉ (or Ĉ) D F G Ĝ (or Ĝ) H Ĥ (or Ĥ) J Ĵ (or Ĵ) K L M N P R S Ŝ (or Ŝ) T Ŭ (or Ŭ) V Z

Maybe you didn't see all those letters - C^, G^, H^, J^, S^ and U-inverted^ - as they don't live in the ASCII, or even the Latin-1 range of common characters. In the full Unicode standard, they are in the next block, the Latin Extended-A set, and in the character justifications, while U-inverted^ is shared with Latin, the rest are Esperanto-only.

For a language that was happy to throw away X in favour of 'ks', the addition of these accented characters seems strange. If you have only ASCII, I'd prefer the following reform.

The letters involved are ones with multiple sounds - C is a 'ts' and C^ a 'ch'; G as in 'gay' and G^ as in 'gem', H^ as the 'ch' in 'loch', J is as the 'y' in 'young' (or the Germanic 'J' in 'Jung'), but J^ is a 'zh', S as in 'gas', but S^ as 'sh' in 'ship', while U-breve is as W.

Why not one of the following?

C->S (merge the 's' and 'ts'), C^->C, G->G, G^->J, J->Y, H^->Q,S^->X,U-breve->W, J^->* if you're stuck with ASCII, or

C->ç (soft C as in French garçon), C^->C, G->G, G^->J, J->Y, H^->Q,S^->X,U-breve->W, J^->Ð using Latin-1.

The assumptions

The Sapir-Whorf hypothesis is that language constrains the thoughts we can have, as without words, we cannot articulate a thought. Esperanto shows the reverse is true. The language was first published in 1887, and shows some of the values of the time - the word for 'father' is the obvious patro, but the word for 'mother' is patrino, using a feminine modifier. You can't even say "single parent" in the language as the word parent only formally exists in the plural, gepatroj, ('ge-' meaning "both sexes together") from which one has to hack off the pluralizing -j to coin a clumsy singular.

Similar value-laden decisions in the vocabulary have us use maldekstra, rather than something based off gauche or sinister, for left. But south is sudo, rather than "malnordo"!

The long words

In natural languages, common words are short words. Esperanto's systematization leads to long words for simple common concepts. For example rust (iron oxide) is rusto; iron rusts (fero rustig^is), and becomes rusted (rustig^inta). In this case, there is the shorter rusta (rusty), but that offers a slightly different shade of meaning in English.

Admittedly, English does have an unusually broad vocabulary with different shades of meaning, having assembled fragments of a number of other languages, something not common to other languages, so this may be an idiosyncrasy.

Interlingue

I discovered this one when searching for the ISO-639 language code for Latin (la) and Classical Greek (there isn't one, but there is an ISO-639-2 standard 3-letter code (grc), for Greek from before the fall of Byzantium). But there are first-class, 2-letter codes for Esperanto (eo), Volapük (vo), Interlingua (ia), and Interlingue (ie). I'd been aware of the first three, but it took Google to unearth the last.

It's a real minority choice among auxiliary languages, being kept alive by the ability of the 'net to bring together scattered individuals of like mind. It starts with the same sort of brief - gather together common European Romance word roots and a systematic grammar, but is much more accessible.

It uses just the 26 ASCII letters. There are some apparently complex rules for pronunciation, such as for whether 'C' is soft or hard, or whether 'T' is sibilant (like in caution) - but they are just the ones we use everyday in English.It is quite happy to use doubled letters, usually with H, - 'ch' as in 'church', silent h after g (ghetto) or k (khedive) or r (rheumatisme), 'sh' (or occaionally 'sch') as in 'ship', 'th','ph' for Greek derived words that had θ, φ - but 'ss' for a hard S, 'zz' for a 'ts' as in plazza.

I like its use of shorter words - for example, its use of simple and more obviously European e,o for and,or, as opposed to Esperanto's kaj,aŭ (that's u-breve); and it uses forms that are much more natural for an English speaker.

This remains my current favourite.

Esperanto to Interlingue dictionary

Interlingue to Esperanto dictionary

Ceqli

This is the c.2003 state of the language. More at its now somewhat spammed Yahoo! group.

Pronounced Ching-lee, a Loglan(lojban) derived language with a Mandarin influenced grammar, and a global reach in populating its vocabulary, being constrained to have fundamental words with alternating vowels and consonants. Being a language of the 1990s, it has a neutral form, pam, for parent, with father, mother, being pamzo, pamxi by adding systematic elements meaning man, woman.

It does use some "funny pronunciations" - C is 'ch', Q is 'ng', X is 'sh' (that being only half-funny, being akin to the familiar use in the Portuguese place name, Xeres, that gives us the English 'sherry'), so where I've used it as a quasi-gibberish language in my SF, elsewhere on this site, I've written it in a phonetic style.

Wednesday, 27 June 2007

Forgotten Cults

One project that I considered was to use the Forgotten Realms maps for an alternative far future Glorantha, where Orlanth and the Red Moon fought to a standstill, and Jar-Eel ended up in a role akin to the Lady, out of Glen Cook's Black Company books. The campaign would be set long ages after the fall of the Red Dominion. The AD&D2 Complete Priests' Handbook is assumed. The inspiration was sparked when a player chose a priest of Strength with the Barbarian kit, and it looked a lot like a Storm Bull cultist…

Commentary

Mother Night is probably not an attractive choice for players; Lady Starbow will gather some women warriors; the Secret Moon is not really a player character option, given its secrecy and restrictions; the Blood Moon is a relict cult, found only in a few out-of-the-way places and usually despised. The Red Magic secrets it teaches are one of the prized posessions of the Red Wizards in their mountain lands, rumour of which makes them hated and feared beyond what their own efforts can achieve. Mistress Moon is a semi-fighting and partly mystic priesthood, suitable for player characters.

Mother Night

One of the nameless spirits of the Dark under the Earth, Mother Night first became noted when Thunder Father struck down Emperor Sun from his throne at Skytop. As the dying, bleeding Sun fell down the sky into the underworld, its inhabitants fled the sudden light. Mother Night led those who ascended into the sky, spreading her protecting cloak of darkness over the land, as she still does to this day.

She has only a small following, as she is content to spread her benefits to all, each night. Her importance is more mythological and practical than spiritual.

Alignment: True Neutral. Priests and worshippers may have any alignment.

Minimum Ability Scores: Wis 9

Races allowed: Any, though most common are creatures of the underdark.

Proficiencies: Recommended — Religion, Blind-fighting (no extra out-of-class cost).

Duties: Protecting those who are distressed by the raw light of the Sun.

Weapons and armour: Chain, shield, any club or similar blunt weapon.

Other Limitations: Function at -1 level in natural light, and half level (drop fractions) when in direct sunlight.

Spheres: major — All, Sun(reversed), Protection, Wards, elemental fire (reversed); minor — Healing, Necromantic.

The reversed form of Summon Fire Elemental summons an elemental of darkness, with similar stats to a Fire elemental, whose attack has the effect of a Cause Fear along with regular damage.

Followers and strongholds: As a minor deity, her priests only have those followings they can personally attract.

Powers: Darksense (sonar based sense, including “acoustic daylight”, rather like dolphins); Hide in shadow 50%+5% per level, modified by race, armour and Dexterity as thieves; Carpe Noctem: Once per level per night, the priest may cause a 10' radius sphere of night's darkness around him or herself to become fixed, and endure through the coming day. If the priest has cast any spells during the day, one of the priest's choice is renewed at sunset.

Symbols: A black disk.

Lady Starbow

As Emperor Sun fell dying into the underworld, splashes of his burning blood fell onto the sky. When even Lord Gloaming, the least and last of the sons and retinue of the Emperor, had followed his master beneath the Earth, the spiritual nature of these bloodstains quickened them to life. Nurturing these last remnants of light came a hitherto nameless and despised sister of Lord Gloaming (the Sun having considered the only feminine spirits of worth to be the fertile Earth, and then worthy only for their fertility).

Defending Heaven and Earth against the encroaching Night, she took up the great Sky bow her father had let fall, defending each remaining spark until the Sun was finally freed from Hell.

Alignment: Neutral Good. Priests and worshippers may have any good alignment.

Minimum Ability Scores: Wis 12, Dex 12, Cha 12

Races allowed: Human, elf(except drow), half-elf; only women may advance beyond 4th level, and only those who have quested for and won a Unicorn mount beyond 8th.

Proficiencies: Required: Riding(land-based) Recommended - Religion, Blind-fighting, Tracking. Crossover: Priest, warrior.

Duties: Protecting the weak and oppressed, especially women.

Weapons and armour: Chain, shield, spear, lance, javelin, shortbow, short sword.

Other Limitations: Often despised by patriarchal Sun worshippers (her worship being most common in areas that revere her father and brothers).

Spheres: major — All, Sun, Protection, Combat, Elemental Fire; minor — Healing, Necromantic.

Special spell: Shooting Star: as the mage spell Flame arrow, but the spell is cast on the weilder's bow, which then transfers the spell's effect onto each arrow fired and lasts until the maximum number of arrows have been affected, or one hour has elapsed. Detect Silver and Gold (1st level)

Followers and strongholds: As a minor deity, her priests only have those followings they can personally attract.

Powers: Infravison 60' (120' for elves and half-elves); May track as a ranger if there are stars visible in the sky if she has the Tracking proficiency. At 4th level, if virgin, may quest for a Unicorn mount (stats as for a Paladin's war horse). May choose one melee and one missile weapon to have Warrior THAC0.

Symbols: A silver bow; a labrys (double bitted axe) — note that this is a weapon that the Starbow priests may not actually use in combat.

The Secret Moon

Only initiates of her mysteries know any but the barest rumours of her past and current actions. She was the barely visible moon only glimpsed in the radiance of the Unfallen Sun, and who fled beyond the sky at his fall.

Alignment: True Neutral. Priests and worshippers may have any alignment, but usually tend to Lawful Evil.

Minimum Ability Scores: Wis 13, Cha 13, Dex 15

Races allowed: Any, though usually from outcast populations.

Proficiencies: As the Assassin kit from the Complete Thief's Handbook, plus Recommended — Religion, Blind-fighting (no extra out-of-class cost). Crossover: Priest, Thief.

Duties: Furthering the cryptic purposes of the Secret Moon; ensuring that things best kept secret remain so.

Weapons and armour: As thief; weapons of quiet death like the stiletto or the garotte are preferred.

Other Limitations: Must obey their superiors without question. All aspects of the Assassin kit.

Spheres: major — All, Summoning, Divination, minor — Healing (both normal and reversed), Necromantic (reversed), Sun (reversed).

Special spells: Glow: A variant on Chant. The priest glows with an eerie blue light, which gives him and all his associates +1 on all their defensive rolls and -1 to be hit. Lasts 6 rounds, plus 1 per level of caster. Summon Secret Moon Elemental: As Summon Fire elemental. The elemental is invisible.

Followers and strongholds: As a minor deity, her priests only have those followings they can personally attract.

Powers: Gain thief skills as a thief of the same level and the benefits of the Assassin kit.

Symbols: A wavy-bladed dagger.

The Blood Moon

After the first War in Heaven, and the return of the Sun from the Long Night, there was at first no moon. How the Moon later arose is not known. She may have been the Secret Moon returned, or a once-mortal sorceress who attempted to fuse Solar might with the feminine principle, or even a synthetic construct built through arcane engineering as an anti-Sun either by creatures of Darkness or as a weapon against them. Whatever her origin, the presence of a new power enthroned in the sky led to a Second War in Heaven, culminating in a battle between the Moon and the Thunder Father from which both took sore wounds, and in which the world was shaken and remade.

The worship of the Blood Moon is a weakened survior into historic time of the days before that final war; and is without doubt a debased form of the original worship

Alignment: None. Worshippers may have any alignment (but see below). The worship of the Blood Moon is often appealing to mages of an appropriate mindset.

Minimum Ability Scores: Wis 12 Int 13 Cha 15

Races allowed: Any.

Proficiencies: Required — Spellcraft, Astronomy, Recommended - Religion, Reading/Writing, Ancient Languages, Ancient History, Astrology. Crossover: Priest, Wizard

Duties: Spreading the liberating and enlightening message of the Blood Moon, if desired.

Weapons and armour: Chain, shield, Sickle, Scimitar, Shortbow, Scythe, Rhompia (crescent bladed axe).

Other Limitations: Receive only D6s for hit points; subject to the equivalent of Ravenloft Power Checks, and hence may often sport some malformation (power checks may occur for any essentially selfish act): with freedom, such as the liberation from alignment, there comes a corresponding responsibility, and those who succumb to temptation wear their failures externally. The Blood Moon is also regarded as a demonic figure from myth, so her followers also labour under that burden of prejudice, especially in areas that were once conquered by, or under threat of conquest by her Dominion.

Casting of priestly spells is affected by the phase of the moon as follows:

  • Dark of the Moon — 1st and 2nd only
  • Crescent Moon — up to 4th
  • Gibbous Moon — up to 6th
  • Full Moon — any

This does not affect casting of wizard spells for split or dual class Wizard/Priests.

Spheres: major — All, Law, Chaos; minor Sun, Charm

Special spells: Moonbeam (Sun 5th), Summon Moon Elemental: As Summon Fire Elemental. The Moon elemental attacks for only half the damage of a Fire elemental, but those attacked must save vs Death Magic or make a Madness check.

Followers and strongholds: As a minor deity, her priests only have those followings they can personally attract.

Powers: Worshippers may follow any alignment, but its value is hidden. Alignment detecting spells yield only "Neutral"; and take no damage or other adverse effects from magic items based on their alignment; and gain benefits as the better of their own alignment and Neutral. When casting any spell, may modify it with metamagic spells (as per Tome of Magic) as follows:

  • Dark of the Moon — none
  • Crescent Moon — level totals equal half spell's
  • Gibbous moon — level totals equal to the spell's
  • Full Moon — level totals equal to spell's + 2

without memorising the metamagic spells or using extra spell slots. If the priest is also a wizard, these benefits transfer to casting wizard spells as well. Spells so affected glow bright red, even if normally not visible.

Symbols: A half-red, half-black disk.

Mistress Moon

After the War in Heaven between Thunder Father and the Blood Moon, when calm at last returned to Earth and Sky alike, and the clouds that had long blocked sight of Sun, Moon and Stars alike parted, a white moon was revealed, rolling along the same path as the Sun. Perhaps this was the conquering Blood Moon washed clean by the storms, but broken like the Sun before her to wheel between Heaven and Underworld.

Worshippers of Mistress Moon align themselves according to their age into the appropriate aspect — maiden, matron or crone.

Alignment: True Neutral. Priests may have any part-neutral alignment. There is no restriction on worshippers.

Minimum Ability Scores: Wis 10, Cha 12

Races allowed: Any surface dwelling; only women are permitted into the priesthood; few men even join the worshippers.

Proficiencies: Required Astronomy; Recommended Religion, Navigation, Astrology, Spellcraft, Reading/Writing.

Duties: Guidance, Marriage, support of women in the transitions of their life.

Weapons and armour: Chain, shield, Sickle, Scimitar, Shortbow, Scythe, Rhompia (crescent bladed axe).

Other Limitations: The secretive and nocturnal nature of their worship can cause a negative reaction from non-worshippers.

Spheres: major — All, Charm, Divination, Summoning, Sun; minor - Elemental, Healing (and Necromantic if you use the unrevised spell spheres).

Followers and strongholds: As a minor deity, her priests only have those followings they can personally attract.

Powers: A priestess of the moon as maiden has Charm/Fascination; a priestess of the moon as matron has Soothing Word; a priestess of the moon as crone has Turn Undead. Saves against any of their magical effects are at -1 during the appropriate phase of the moon.

At 5th Level, all gain Inspire Fear (as per the CPHB).

Symbols: A silver disk.

Mountain Daughter

The martial daughter of Mother Earth, the patron of warrior women, and especially those who fight to defend, or, damage done, to avenge.

Alignment: Chaotic good.

Minimum Ability Scores: Wis 10, Str 12 (gain +5% xp if both are 16+)

Races allowed: Human, elven or half-elven women.

Proficiencies: Required Tracking (as Ranger); Recommended Religion, Reading/Writing, Riding, Healing. Crossover Priest, General and Warrior

Duties: Defending, especially other women; avenging harm done to them.

Weapons and armour: Any armour and shield, any axe or axe-like pole arm. May specialise in one chosen weapon.

Other Limitations: Joining this priesthood separates a woman from her normal society. In particular, she may not marry

Spheres: major — All, Healing, Protection, Elemental Earth; minor - Necromantic, Guardian.

Followers and strongholds: TBD.

Powers: Bladethirst, level times daily, castable on her own axe. Incite berserker rage in self or other members of the cult.

Symbols: A bloody axe.

Sir Sword

Once a brother of the Thunder Father, now the wielder of the archetypal sword, and that sword itself, that first brought death to the world.

Alignment: Lawful Neutral.

Minimum Ability Scores: Wis 9, Str 13

Races allowed: Any.

Proficiencies: As CPHB war god, including crossovers

Duties: Excelling in martial prowess, separating the living and the dead (including laying to rest those who should be dead, but are not - the undead).

Weapons and armour: Any armour and shield, any sword. May specialise in all swords.

Other Limitations: May not be raised or resurrected or even turned into undead (though the physical remains of the priest may be animated as a skeleton or zombie). Any transition to undeath e.g. by level draining by high level undead, results in the character's death rather than transformation into undead.

Spheres: major — All, Combat, Necromantic (but may not raise the dead); minor Healing, Protection.

Followers and strongholds: TBD.

Powers: Turn Undead; Sense Assassin ( WIS based proficiency ); CON bonus vs poison and such as a dwarf (doubled if you are one).

Symbols: A sword.

Volcano Brother

The youngest brother of the Sun, who fell into the Earth, not into the Underworld. As the CPHB Fire god with the following changes:

Proficiencies: add bonus one forge-related and one farming-related

Duties: Aiding and being an example to the workers on the land.

Spheres: major — All, Healing, Elemental Fire; minor — Healing, Necromantic, Protection.

Symbols: A burning spear.

Thunder Father

The son of Sky and Earth, who fell in the Gods War long ago. This is how his priests of that age might have appeared.

Alignment: Neutral good.

Minimum Ability Scores: Wis 10, Con 12

Races allowed: Air-breathing males.

Proficiencies: As CPHB Sky/Weather god

Duties: What a man's gotta do; to be an exemplar of the role of man as father, provider, protector, and, as needs be, warrior.

Weapons and armour: As the CPHB ruling god.

Spheres: major — All, Weather, Elemental Air; minor — Healing, Combat.

Special spells: Add the following mage spells at their original level — Fly, Dimension Door, Teleport, plus Conjure Air Elemental (as Conjure Fire Elemental).

Powers: Incite berserker rage and Inspire Fear as CPHB.

Symbols: A thundercloud.

Desert Storm

A brother of the Thunder Father, patron of berserk warriors who strive against unnatural monsters. As the CPHB god of Strength, with the following changes

Alignment: Chaotic (urrr... Disorderly) neutral.

Duties: Destroying unnatural monsters.

Special spells: Replace Flamestrike with Conjure Air Elemental.

Symbol: A bull's head.

Mothers of the Moon

The wizard-priests who created, empowered or restored the entity whose remnant is now the Blood Moon were at one time worshipped as demigods in their own right, and in their collective role as those who brought the moon into being, as a fully powered god-equivalent. This is how their worshippers might have appeared

Alignment: Neutral.

Minimum Ability Scores: Wis 10

Races allowed: Any.

Proficiencies: As CPHB god of Everything

Duties: Spread the word. Bring civilsation to the barbarian and savage.

Weapons and armour: Any armour and shield, scimitar, sickle and scythe. May specialise in scimitar.

Spheres: major — All, Charm, Necromantic, Sun; minor — Healing, Combat.

Followers and strongholds: TDB.

Other Limitations: Casting of priestly spells is affected by the phase of the moon as follows:

  • Dark of the Moon — 1st and 2nd only
  • Crescent Moon — up to 4th
  • Gibbous Moon — up to 6th
  • Full Moon — any

This does not affect casting of wizard spells for split or dual class Wizard/Priests.

Special spells: Summon Moon Elemental: As Summon Fire Elemental. The Moon elemental attacks for only half the damage of a Fire elemental, but those attacked must save vs Death Magic or make a Madness check.

Powers: Turn Undead.

Symbols: A silver moon.

Emperor Sun

The first ruler of the cosmos.

Alignment: Lawful (= bureaucratic) good.

Minimum Ability Scores: Wis 12, Int 12

Races allowed: Men whose fathers were priests of Emperor Sun.

Proficiencies: Required Healing; Recommended Religion, Reading/Writing, Riding (horse), Play Harp. Crossovers as CPHB Sun god.

Duties: Governing. Being an example of austere virtue

Weapons and armour: As CPHB Sun god

Spheres: major — All, Divination, Healing, Necromantic, Sun; minor — Charm, Elemental Fire, Plant, Protection.

Special spells: Imbue with Spell ability — despite only having minor access to the Charm sphere.

Followers and strongholds: TDB.

Powers: Turn Undead, Soothing Word, Inspire Fear.

Symbols: A golden sunburst.

Tuesday, 26 June 2007

A&E Ig-theme capsule essays

The posts for today are my responses to the optional theme-for-the-issue posed in Alarums & Excursions

The difference between Old and New campaigns

How old is old? While 1960s rock stars may have talked the talk, my experience is of campaigns that actually did die before they got old. Usually I was introducing new campaigns (often also implying new systems) to old players.

The only longish running campaign with some later introduction of players was the Champions game from the mid '80s. There, the genre conventions were strong enough, assuming the players understood them, that they could hit the ground running. In the case of the genre-unaware player cited above coming in later, I guess that the campaign in mid-flow had enough momentum to ride through that sort of local difficulty, whereas a newly starting one, with less player investment all round, might have foundered in favour of something more attuned to the new consensus.

Working around Combat Patterns (he hits, I parry)

I didn't play Ars Magica for long enough for the variant “He hits, I soak” to become clichéd, though my converted high-CON ex-AD&D2 Uruk Hai was very good at that version of the old standard. And it depends what you mean by a pattern — if you take the software engineering meaning, that really means a stereotype, in the same sense that that word used to have in printing, of a ready made format Opening gambits are a source of behaviours that often get thus stereotyped — “Here come the flying feet of Kung Fu!” or “We Starsky & Hutch the door.“ — a reference from when they were on the TV (as opposed to the 2004 movie), not that long before the very early D&Ding days — the fighter knocks down the door while a mage stands ready to Magic Missile what may be revealed.

But I guess the real intent of the topic was on the behaviour that emerges when you actually invoke the game mechanics. At this point the fact that each entity in its turn — and that encompasses even the different turn rates for different entities that is part of the Hero system — is given an action that may be used to attack, and that usually meets some implicit resistance from the target. The underlying game mechanics will always drive you to some variant of the the “I attack, he defends” iteration; even in Over the Edge and Feng Shui, no matter what their respective authors would like to have you believe.

All that those games attempt to do is hide this inconvenient fact under layers of fluff. Such spurious detail has for me the effect of reducing both my immersion (as a distraction) and also the credibility of the action — I would rather hide detail I'm no expert in under the abstraction of the mechanics. Otherwise you get to the ludicrous things like in the Theatrix thread on r.g.f.a about 8 years back where what the acting player described in the belief that it is a strong move was resolved by the adjudicator taking the point of view that it was a weak one, or descriptions of a combat in terms of fencing stances (recalling a somewhat more recent thread on u.g.r or perhaps r.g.f.m). Not only am I not au fait with the technical terms, but I do not find it credible that such technically precise stances would be applicable to wilder melee — especially in the example I recall of a combat with a broo. This style of play also seems distressingly full of examples in which a player asserts what his opponent is doing as much as his own character.

No, either you go to systems that plot moves at the sub-100ms increment with Laban Notation, using complex transition rules to simulate physical limitations on how far you can move, and that you can't move one arm though another, and computing whether you'll fall over given that current stance, and how to recover, and then you have to learn how to fight properly, for real, to use it — something I contemplated over 25 years ago, and then drew well back from — or you're stuck with the abstracted action/re-action iteration.

What do you use for genre sources

The one time I found I really needed to get players into the groove for anything I ran was Shadowrun when few if any of the players had read anything even vaguely cyberpunk-ish. To remedy that, I handed around the first accompanying volume of fiction, the Into the Shadows braided anthology, for them to read in advance of the character generation session. In other cases, my players seem to have already had some idea of the genre or at least conventions typical of these games absorbed by osmosis from the surrounding culture. The main exception I recall was a player who just wasn't into superheroes who joined in one session of Champions. I don't think a reading assignment would have helped in the short time available.

The time I really went looking for genre material (as opposed to things like historical references for period context before finally not getting around to joining the Saxum Caribetum saga) was when running Vampire — and there it was easy enough to find source material in the usual bookshops — which I then plundered for NPCs.