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Friday, April 30, 2010

Fantasy Trek Summary of Events Stardate 0410.30

Quick Start Play:




If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.



It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (BCH) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is

because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few

necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. The latest is "Fifty Points" (details below)



Games in Play:



"Fifty Points"



Fifty Points is sort of on hold for the week, as I'm coming to realize that it's sort of hit a boredom threshold. The setup is fine, but having only a short time each day to play, it is taking way too long to bring in some of the more interesting elements into play. So look for things to change. I'm thinking of bringing in civilian traffic, and dangerous convoys. We'll see.



"Head to Head Sector Assault"



Here are the rules for anyone who doesn't remember:



The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer, then sufficiently defend the systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn: (1d6: 4-6)) or by docking at shipyard for one turn. The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Enemy forces may be encountered in all open spaces (even between two conquered and held systems). Roll for encounter (2/6 chance), Roll for size of enemy fleet (use same method as in-system combat).



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through the Yahoo Group or a comment on the blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Turns 10 through 12

Both sides have started to chip away at the economic resources of the other, at the same time that they march towards each other and what I think is going to be an ugly fight. What will make the initial difference, I think, will be the combination of convoy hunting and initial random fleet encounters. As a side loses too many convoys, they'll most likely find themselves quickly overwhelmed. And of course, the roll of the dice as a fleet pulls into a new system.



Turn 10)

(0410.10)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 3/3 Contact? Contact: 4 FCA's. *won toss KSY1 KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek vs FCA USS Karakorum FCA USS Kabul FCA USS Sacramento FCA USS Toronto. FCA USS Karakorum FCA USS Kabul FCA USS Sacramento FCA USS Toronto destroyed. No damage to Klingons.



System 5: FSY1 random attack? Contact: 3 KCA's. FSY1 vs KCA IKS Koroth KCA IKS Kuge KCA IKS D'natu BortaS. *won toss KCA IKS Koroth KCA IKS Kuge KCA IKS D'natu BortaS destroyed. No damage to FSY1



Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn arrive in open space. Search for convoy turn 2? Contact: KFr1-5 w/1 KCA. *won toss FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KFr1-5 KCA IKS BetleH. KFr1-5 KCA IKS BetleH destroyed. No damage to Feds. Klingon random fleet disadvantage at -1.



Turn 11)

(0410.16)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1constructs KCA IKS Kandido complete. KF2 departs for open space.



System 5: FSY1 idle



Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn depart for System 4.



Turn 12)

(0410.16)

System 1: KSY1 idle



Open Space: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) arrive. Search for convoy turn 1. Contact: FFr1-5 w/1FCA escort. *won toss. KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido vs FFr1-5, FCA USS Intrepid. FFr1-5, FCA USS Intrepid destroyed. No damage to Klingons. Federation random fleet disadvantage at -1.



System 5: FSY1 idle



System 4: FF2 (FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn) arrive. Contact: 1 KCA *won toss. FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS RaptaH. KCA IKS RaptaH destroyed. No damage to Feds.



Command College:



What Are Your Orders, Captain?



"Old Wounds" TNG Era



Coded signals have begun to come in on a frequency not used by the Empire for almost a hundred years. You've been ordered to investigate in the once hotly contested Donatu system. You find one of an increasing number of sleeper agents, planted in one-time hotspots in the conflict between the Federation and the Empire. Normally, these agents have been debriefed and released into the Empire. In this case, however, you have a dilemma. The agent in question was a senior officer, possibly behind the intelligence failure that some speculate was at least partially responsible for the military debacle that was the battle of Donatu Five. But years have done much to heal the wounds of that defeat, and the High Council has allowed the controversy to die.



If the agent that might be at the heart of the matter comes back in from the cold, back from the dead, as far as many are concerned, the controversy will rise again. Powerful families, seeking to protect ugly secrets, will obstruct the investigation, and relations with the Federation, already strained, may suffer with the reopening of this old wound. On the other hand, honor demands a full accounting of the truth, and the Empire may even gain an advantage over future potential enemies by examining the failures of the past.



You are the Commander of the ship and the mission. The agent's return, in fact his life, is in your hands. What are your orders, Captain?



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"... a system that works..."



(Post TNG Era)



Traitor. That is what they called me on the Altair Queen as I left Federation space for the last time. On Qo'noS, they call me 'urwi' tera'ngan. Human traitor. On both worlds, there are few words or expressions worse. A decorated hero. A veteran of two Borg incursions. A veteran of conflict with Romulan splinter groups and Klingon warriors. A family name that has helped to defend Earth since before there was a Federation. A Stiles. So how could a Stiles be labeled a traitor by friend and enemy alike? By living. By surviving and coming home to a world that defined itself by its peaceful ideals, and a system that works through freedom and self-determination, but had also seen enough of war to last several lifetimes. Did I make things worse when I came home? Did I have trouble turning off the soldier inside of me? Yes. A long succession of counselors told me I'd have trouble, and how they thought I should deal with it. But none of their suggestions silenced the alarms that went off in my head when someone walked in the room, or got rid of the shakes that I went to sleep with every night.



None of that made me do what labeled me a traitor. What did that was being forced to take refuge in the Vulcan compound in San Francisco because nobody else could look at me and not see a loved one who hadn't made it home. Only the Vulcans could look at me and see just another human soldier. And they couldn't keep me there forever. Funny, the Klingons laugh at me, spit at my feet, call me 'urwi' tera'ngan, but they let me live on their world and somehow, strangely, they make me feel like I belong.



For next week. write a 100+ word log entry including the phrase "...do it the old-fashioned way...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



There has been more administrative work than anything else done this week. I'm starting to provide a separate place to read all of "Captain's Log" challenges, for those of you who just want to read. I finished the May calender image in the middle of an Enterprise marathon, and I'm starting to come up with ideas for June and July. Fifty Points is on hiatus. I'm also waiting for my pre-ordered copy of "Children of Kings" to show up. What does that have to do with Fantasy Trek? Well, it is generally accepted that Pike's Enterprise was different from Kirk's. It would be interesting to see if any substantive differences show up, maybe substantive enough to start a Pre-TOS era. I am also reading my way through the "Vanguard" series. Book three, "Reap the Wirlwind", was not only exciting and well written. It also provided an origin story of sorts for the Tholians. The fourth is called "Open Secrets". No doubt referring to all of the secrets revealed at the end of the third. But first I'm reading Arthur C Clarke's "Rendezvous With Rama".

Friday, April 23, 2010

Poetry "Love Means Giving Your Blessings Away"

love means giving your blessings away, knowing that they'll always come back

love means giving your blessings away, for the blessings you'll attract

love means giving your blessings away, and ending up rich

love means giving your blessings away, for life's a tapestry, and love's a stitch.

Tuesday, April 20, 2010

Miss Ginny's Diary April 20th 2010

Hello there and it has been a couple of weeks since HM and I have written my diary. Things have been a little crazy here. My sister ShooShoo and I have been fighting a bit and now we don’t talk. I don’t like being woken up with noise and I don’t like her sniffing at me when I am asleep. Right now it is early evening and HM said she would write my diary for me if I wanted. Grandma Carrie has joined us. She looks frail but she is also able to jump about on the boxes and stacker bins that HM is trying to sort out. HM was hoping to leave before it gets to hot in the desert south west and it is starting to do this. HM thought she would get us a couple of new traveling cages – that will be nice as long as she puts my favorite blankie in them. The weather is ok now where we are going and it is not to cold for us to travel. There are sirens about tonight and they are noisy and ShooShoo hisses at them when they pass. She has also taken to hissing at our neighbor and he is a quiet man who just grins at her. She and HM got into it about this. So my sister hissed at HM and so HM hissed back. It looked a bit odd that a human hissed a cat. I think HD thinks we are quite crazy. He may be right?! HM has been busy and a little depressed. She has been tired and as she said watching to much late night TV. The household has got a sewing machine and HM was happy about this. It is interesting to watch it. I didn’t like the noise at first. HM said it is old but in good working order and she is going to make us some little traveling coats out of some old blankies. I did ask for a pink one way back but I don’t think it will get this color because HM does not want to cut up the one pink-colored blankie that we have. HM likes to cook and we have had some nice chicken lately. I like fish and am waiting till we get to our new home and HM and HD go fishing and bring us back some yummy food. HM just asked me why I am not playing much with my sister. Well she has gone over to playing mostly with GAD and I like to hang around with HM in the kitchen. She put a pic of me in her cooking column this past week. If you want to have a look at it you can go to House Abukoff’s blog site and check out the latest cooking column. It is windy here tonight and going to be cold tomorrow. The weather is changing all the time. It was very hot last weekend and now we have another storm coming in. Where we are going has storms of all kinds and HM said they will have to get a bed on legs so that we can run under it if we get a little nervous. HD brought us home some Scooby snacks from the supermarket recently. I love them so much they are so yummy. HM says we can’t live on them all the time. We have to have a balanced diet whatever that means.

This is HM now – Ginny just went chasing a plastic bottle top into the bathroom. Here is a pic of her that was taken recently. She was in the middle of cleaning her paws. She is my great pride and joy. She may be a little prissy but she really is a sweetheart. Take care out there folks. Bye :)






Monday, April 19, 2010

Headlines From the Edge: "New Jersey Housecat Beats Obama in Theoretical Head-to-Head Matchup"

Desperate Debbie, a New Jersey tabby has beaten President Obama in a theoretical presidential matchup, according to a recent poll held in Old Bridge, New Jersey last weekend. According to the unscientific poll of one thousand respondents, Desperate Debbie garnered 65% percent of the votes against Obama's 12%. The remaining 23% expressed more interest in what flavor of Friskie's moist catfood would be served at the theoretical inauguration. A White House spokesman responded by pointing out that wild excesses in the catfood industry in the eight years of the Bush administration had skewed the results, while Desperate Debbie yawned, then rolled over and went to sleep.

Sunday, April 18, 2010

Poetry "Immortal Beloved"

You who have inspired the notes to spring forth from my tortured heart in centuries long past...

your face, new in life just today-
look upon me with disinterest
because your soul has slept for a thousand years,

and you have forgotten
while I have waited and walked alone
and sung dissonant and discordant songs

-a scream of dispair pierces the night-

waiting with the eternal patience of sure and certain love-
and you no longer know me.
My young face lined and aged

because I have waited in vain.
lips that have given and received such passion-
closed to me now
and forever
sweet delicate ears
once so attuned to my voice

promise of forever broken

immortal beloved no more

Poetry: "Snowflake"

Crystalline Pure
gently flutters and twists and dances
through frozen air
of varying density.

Unique
perfection
that falls unfettered to a snowblind world
of muffled beauty.
Pretty girl
catch me on your tongue
only before I sway and swing and circle
to within reach
I'm crushed by a boot.

Poetry: "Solo"

What is she doing now sleeping

laughing
crying
living without me

Poetry: "Nutshell"

In our tiny little nutshell,

I am often struck by the distance between us...
How far you seem when you leave the room to make coffee...
and how close you are when the phone rings for me at work

Poetry: "Renewed"

I know that he comes back.
Through the miles he travels each day,
he comes home to me.

My heart. My mind. My hands. My body.
Renewed.
Refreshed.
Re-loved every day.

Remarried today.

Poetry: "Reciprocity"

Take

give

love

live


near

miss

touch

kiss


talk

lips

dance

hips


swoon

sway

don't go

away

Poetry: Bound

I cannot stretch my arm
without touching you

I cannot breath
without smelling you

I cannot look
without seeing you

I do not breath without your breath
or love without your heart

Saturday, April 17, 2010

Kate’s Cooking: CARROT CANDY AND DRIED TOMATOES

Greetings folks and the cooking column has been on a hiatus for a couple of weeks. We are still here in the desert southwest and the heat is starting up again and I had hoped we would be out of here up north on the great northern prairies by now. I was all set to grow a garden for the northern growing season. My farming cousins are all doing this and I am green with envy. Never mind, we will get there. Talking of growing things, carrots and tomatoes are two of the easiest things to grow. Tomatoes are truly wonderful nowadays for the variety you are able to grow and how you are able to grow them. They are so very good for you health wise. Dried powdered tomatoes are so useful in the kitchen and easy to make. Carrots are another wonderful vegetable and one of the most useful. I especially like carrots juiced – the taste is sublime. Carrot candy is a fun thing to make and both the things today can be made by the young folk – under supervision of course. My grandmother was really into teaching us to cook and prepare a meal as early as she thought we could understand things. She maintained that when you chose to leave the family home, then you should be able to cook reasonably well. So, here then are then is Carrot Candy and Dried Powdered Tomato, both of which Grandma might have questioned!!


CARROT CANDY

1 lb peeled carrots - grated
2 cups sugar
1 teaspoon ginger (ground)
¼ cup (approx.) ground almonds
1 cup nuts – own choice – chopped fairly small

Grate carrots on a fine grater. Put in a heavy based saucepan with the sugar and cook over a gentle heat. Stir until the sugar has dissolved and cook very slowly, stirring frequently until the carrot has absorbed all the moisture and the mix is quite thick. Add the ginger and nuts, stirring well and scraping the sides of the pot. Test a little on a saucer or plate and if it sets, quickly stir in the nuts. Remove from the saucepan and spread quickly on a damp board or on a flat surface. When cool mark into square pieces if you want and break when cold. If you don’t mark the candy and choose to break when cold, then you might have some quite weird shapes. Allow to dry well before storing in an airtight container. This is quite yummy.

DRIED (POWDERED) TOMATOES

On a large baking tray, put thinly sliced tomatoes in a single layer (enough to cover the tray) and put in a fairly low-heated oven for several hours. When thoroughly dry, remove and crush by whatever method you like. I like to put dried vegetables in a plastic bread bag and roll them with my wooden French rolling pin. Put the crushed tomatoes in a sieve and with the back of a spoon push them through the sieve and store in an airtight container. They make a wonderful seasoning and if you don’t want to put a traditional pasta sauce on top of pasta, then a little olive oil, the dried tomato powder and a few fresh herbs, finely chopped, some finely chopped garlic or garlic chives, make a nice and tasty alternative to traditional sauce. The tomato powder is nice added to mayonnaise to.

Well I hope this finds you all well and safe. Take care out there – life seems to be difficult for quite a lot of folk. Do the best you can and I will talk to you again soon. Happy cooking to you.

Here is a pic of my kitchen supervisor – her name is Ginny. She is quite bossy! Cheers, Kate.

Friday, April 16, 2010

Kapact's Rant: CNN's Anderson Cooper on Tea Bagging

When the earthquake hit Haiti, I talked about how impressed I was with Anderson Cooper. I won't retract that, because he did what he did, and it was good. But I've been watching Mr Cooper, as he allegedly 'keeps them honest'. And I just have to ask... where is your brain, sir? You sat there and listened to someone describe Barack Obama as center-left, and you kept a straight face. Good golly. Are we both living on the same planet? Are you from some Bizarro political reality where left is right and stupid is smart and what you call objectivity is in fact objectivity? But then, you are a bit of a study in contradiction... actually hypocracy is really what you're all about. Something I'm sure that you'd like to put behind you (difficult, since you played such a large part in popularizing it) is this liberal fun of calling Tea Party members tea-baggers. Here is the sequence of events:


MSNBC's David Shuster, filling in for Keith Olbermann on his April 13 2009 broadcast had fun referring to the Tea Party tax-protester as "teabaggers" (Urbandictionary.com describes teabagging as when a man places his testicles "onto someone's face, or into their mouth.")

Here is the text of what he said:

"For most Americans, Wednesday, April 15th will be Tax Day, but in our fourth story tonight: It's going to be teabagging day for the right-wing and they're going nuts for it. Thousands of them whipped out the festivities early this past weekend, and while the parties are officially toothless, the teabaggers are full-throated about their goals.

"They want to give President Obama a strong tongue-lashing and lick government spending - spending they did not oppose when they were under presidents Bush and Reagan. They oppose Mr. Obama's tax rates - which will be lower for most of them -- and they oppose the tax increases Mr. Obama is imposing on the rich, whose taxes will skyrocket to a rate about 10 percent less than it was under Reagan. That's teabagging in a nut shell."

And that is MSNBC and liberal 'journalism' in a nutshell.

Of course, that's just the sort of sparkling journalistic high-brow integrity that people have come to expect from the poorly drawn tabloid/comic book that is MSNBC. And what we should expect from someone who plays second fiddle to Keith Olbermann. I mean, that's like the piece of mysterious dirt that a stray cat decides is too disgusting to eat. But then, so is MSNBC.

So in 'keeping them honest', Mr Cooper picks up that ball.

Cooper had CNN's senior political analyst David Gergen and chief business correspondent Ali Velshi on to comment on President Obama's economic speech at Georgetown University. Cooper had asked Gergen about the Republicans' "positioning" in response to the speech. The analyst touted how the GOP was "in disarray" and that they "have not yet come up with a compelling alternative, one that has gained popular recognition." Cooper replied, "Tea-bagging. They've got tea-bagging."

Gergen went on to say, "Well, they've got the tea-bagging. But there was an interesting Politico survey -- it was out today that said that, you know, the president -- the trust level in the president on economic issues is extremely high, and, you know, and everybody else in the administration is well below him. But the Republicans are a little below that. So, Republicans have got a way -- they still haven't found their voice, Anderson. They're still -- this happens to a minority party after it's lost a couple of bad elections, but they're searching for their voice."

Cooper demonstrated his integrity and maturity by making this 'keeping them honest' remark, "It's hard to talk when you're tea-bagging," which Gergen responded to with laughter.

Now, Mr Cooper, I don't expect anything said on MSNBC to spread very far. But CNN is a global organization, the fact is, for better or for worse, people watch it and listen to it. And they listen to you. How about growing up?

Wednesday, April 14, 2010

Fantasy Trek Summary of Events Stardate 0410.14

(Sorry for the huge gap. RL has been more of a test than usual, and over-exhausting to boot. All you hordes of rabid fans must be going crazy :)...)



Quick Start Play:



If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.



It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (BCH) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is

because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few

necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. The latest is "Fifty Points" (details below)



Games in Play:



"Fifty Points" (see Dev notes for rules)

Turns 47 through 50



Yet another slow week for Fifty Points, as work elsewhere takes precedence. Rules were developed for planetary bombardment, and the Klingons used it to take their first planet. And the usual Klingon sense of delicacy and subtle precision has rendered the planet untouchable for five turns :) And the USS Gallipoli has found evidence of that civilian yacht being destroyed near the Fed exit from the corridor. I have to say, this campaign has a worryingly slow pace right now. Here are the turn logs:



Turn 47)

0310.30

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 compltes construct FCA1 (3/3) No contact (v,10). FDD USS Gallipoli at (AA,11): Scans detect wreckage of Fed civilian yacht. See log.

Kingons: KBF on station Planet Red 16. Planetary bombardment KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) vs Planet Red 16 (t,18) Bombardment complete. KSY1 Construct KCA1 (3/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 complete. Construct duranium refinery (2/2) (af,14)



Turn 48)

0310.30

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 begins construct FCA2 (1/3) No contact (v,10). FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 1/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (1/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete Construct RFr (1/1) (af,14)





Turn 49)

0410.04

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 continues construct FCA2 (2/3) No contact (v,10). FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 2/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (2/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr complete (af,14)



Turn 50)

0410.04

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 continues construct FCA2 (3/3) contact? Contact 5 pirate craft (v,10) (0410.04) FSY1 FDN USS Tiberius FCA USS Independence FCA USS Archer FDD USS Entebbe vs Independent Destroyer Independent Light Cruiser1 Independent Light Cruiser2 Independent Freighter1 Independent Freighter2. Pirates destroyed. Feds undamaged. FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 3/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (3/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 1/5 (af,14)



"Head to Head Sector Assault"



Here are the rules for anyone who doesn't remember:



The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer, then sufficiently defend the systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn: (1d6: 4-6)) or by docking at shipyard for one turn. The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Enemy forces may be encountered in all open spaces (even between two conquered and held systems). Roll for encounter (2/6 chance), Roll for size of enemy fleet (use same method as in-system combat).



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through the Yahoo Group or a comment on the blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Turns 6 through 9

The bloody shambles of the first five rounds have forced both sides to rebuild, and rebuild some more. In the end of all that, the Feds have the edge, by a turn or two. A bit surprising, and the Klingon commander needs to be looking over the horizon while he waits for the Kandido to finish construction. But the Feds have had the edge before and lost. So we'll wait and see.



Turn 6)

(0310.31)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 2/3 Contact? No contact.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 2/3 contact? Contact: No contact



Turn 7)

(0310.31)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 3/3 Contact? Contact: 6 FCA's *won toss. (0310.31) KSY1 KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Constitution FCA USS Alexander Hamilton FCA USS Thomas Jefferson FCA USS Dublin FCA USS Nelson FCA USS San Francisco destroyed. No damage to Klingons.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 3/3 contact? Contact: 3 KCA's won toss (0310.31) FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS Ketha KCA IKS ToQ KCA IKS kIS'leQ. KCA IKS Ketha KCA IKS ToQ KCA IKS kIS'leQ destroyed. Feds undamaged.



Turn 8)

(0410.10)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 1/3 Contact? No contact.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn depart for open space. FSY1 complete.



Turn 9)

(0410.10)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 2/3 Contact? No contact.



System 5: FSY1 complete.



Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn arrive in open space. Search for conoy? No contact.







Command College:



What Are Your Orders, Captain?



(TNG Era) "Omega Dilemma"



Federation troops working side by side with Klingons to clear pirate-infested planets in the Triangle Zone happen upon a disturbing find on an uncharted planet. Colonel Jeb Saunders has discovered a large source of the Omega Particle buried deep underground. Colonel Saunders knows that standard orders regarding the Omega Particle require that a special team be brought in immediately, superceding all other orders and concerns, due to its unparalleled power and its potential for destruction. The Omega Directive even supercedes Prime Directive considerations. In this case, however, Colonel Saunders is concerned that the Klingon forces he is working with will undoubtedly detect the Omega Particle and attempt to take it for their own uses. At the same time, the alliance with the Klingons could suffer if they discover that he is working to conceal the powerful discovery.



"What Are Your Orders, Captain?" will return next week



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"...the hidden dangers of diversity..."



(Mirror TOS/AOS)



Even as Vulcan knew that our logic and physical superiority made us the natural rulers of the galaxy, we also knew to listen to others. It is illogical to assume that every answer, every piece of wisdom must come from a Vulcan. The concept of IDIC, Infinite Diversity in Infinite Combinations made us what we are. But I failed to anticipate the hidden dangers of diversity. There are obviously those viewpoints, even valid, logical viewpoints that are too dangerous to be allowed.



Chasing the Emperor Tiberius back in time was, in and of itself, dangerous, and full of incalculable variables. But the alternative was even more dangerous. As a result of the influence that a mirror James Kirk had on me, the Terran Empire is in shambles, Vulcan is a slave planet, and Earth has been rendered uninhabitable. The Klingon/Cardassian Alliance has now swallowed up the territory once held by the Empire, and is making inroads into Romulan space. All this because I listened to the words of an honorable man. And because I didn't kill the James Tiberius Kirk from my universe. Now he knows that I am the cause of this destruction, the architect of this tragic affair as a Klingon poet once said, and he is determined to destroy Vulcan in an attempt to stop me from being born. Tiberius does not understand quantum temporal mechanics. This will not save his Empire, nor will it destroy my Vulcan. But again, the words of the Mirror Kirk come to mind. The illogic of waste. Tiberius must die.



For next week. write a 100+ word log entry including the phrase "...a system that works...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



Long time no summary. There is an April calender image up, and I've got an idea for May. And I am now the proud papa of a brand new bouncing baby Blackberry... with no connectivity. The palm m505 looks to be headed for StoVoKor, and a replacement needs to be waiting in the wings. The Blackberry, a 7310e is not a bad device, but certainly a challenge. It's not the easiest to write with, and I've yet to figure out how to get any text off of it. Anybody reading this who has advice, please sing out. As usual, as Fifty Points crawls along, the rules change. Here is the latest incarnation:



Objectives:



Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.



Three powers must establish economic/material support locally.



After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.



Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.



Winning power must unite at least two sectors in order to win.



Winning power must achieve 17 experience points.



Winning power must win at least 5 heavy combat engagements



Sector Victory Conditions:



Military: 2/3 (12/17) systems conquered-see rules below.

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat.



At least ten 100+ word logs required from each power.



Rules



Shipyards:

Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns (without diplomatic cooperation) to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active). In systems with diplomatic cooperation, three heavy cruisers take two turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).



Shipyards require one freighter shipment of duranium and one freighter shipment of dilithium to build one carrier, three heavy cruisers or five destroyers. In pirate affected systems, all construction periods are subject to random pirate attack (2/6 chances) every other turn



Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn

1 freighter= 1 turn

1 construction ship= 1 turn



Construction ships build at this rate:

1 defsat= 1 turn

1 dilithium refinery= 2 turns

1 duranium refinery= 2 turns



Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued). Five turns required to mine a freighter full of ore, and five turns to refine it.



Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being subject to pirate attack increase. (see ROE)



ROE (Rules of Engagement)



Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge



Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)



During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)

Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system



Every system has 1/5 chance of being dominated by pirate activity upon first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)



Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.



Despite ROE, each power will have to use disadvantage to gain access to system at least twice



Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.

Default pirate craft will be determined by 1d6 roll:



Klingons:

1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship



Federation:

1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship



Romulans

1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship



Klingons and Romulans can employ privateers that can be customized.



Capturing enemy ships:

Capture attempts/hit and run attacks can only be used during heavy combat.



System Conquest:

To conquer a system, you must conquer one controlling planet, including any defense.



System Defense:

When conquering non-aligned systems, roll 2d6 to determine defense rating.



roll=result

2=1

3=2

4=3

5=4

6=5

7=6

8=7

9=8

10=9

11=10

12=reroll



Systems have defense ratings of 1 through 10.



1= No installations

No ships permanently assigned

2= No installations

Less than six ships (Destroyer class) permanently assigned

3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned

10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers permanently assigned



Planets have 100 defending teams. To conquer a planet, you must defeat it in simple combat and boarding party action. Note on Planetary Bombardment: Once planetary defenses are defeated, 100 defending teams may be destroyed with planetary bombardment at the rate of 1 defender per 4 points damage. However, if you use bombardment to defeat 50 or more teams, planet will be uninhabitable (and cannot be officially claimed and utilized) for five turns. After 3 volleys, there is a 1/6 chance of defenders showing up (random rules for fleet). After 5 volleys, 2/6 chance. After 7 volleys, 4/6 chance. After 9 volleys, automatic defenders.



System Negotiation:

On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation. Same rules apply for subterfuge.

Sunday, April 4, 2010

Chatter With Kate: SCHOOL BULLYING – WHAT A GREAT SHAME THIS IS HAPPENING


I have been listening, with great distress, to the events taking place in Massachusetts recently about school bullying resulting in the subsequent death of a young Irish lass. When I heard that she had been taken home to Ireland and buried near the ocean she loved, I cried. I was standing in my kitchen, working at the bench and the tears just ran down my cheeks. I am of Irish heritage and perhaps the joint ancestry came to the fore in this. I simply don’t understand what is going on in schools today. I was at this level of schooling a long time ago and to be sure there were kids in school who were a ‘perfect pain’. But the level of bullying simply wasn’t there. Punishments were dished out and so were leather straps. Teasing was not unusual at school but I sometimes wonder that in this modern age, if we have gone over the top with what we give kids and all the political correctness about not being able to give them a good caning if they don’t behave (in the case of boys). There are folk who do go over the top with punishments and beat their children in an unnecessary way. I truly believe that discipline is lacking. We had school officers who kept an eye on things – there was never campus police and kids never thought of bringing guns to school or drugs for that matter. Life was economically hard as it is today and I think folk were too busy working and making ends meet to get into to much trouble. There were little ‘clicky groups’ when I went to school but nothing like it is today. And nothing at all like the retribution that seems to be going on between the young people now. It is very sad because there are some truly good kids about and the few spoilt ones are making it all seem bad for those ones who want to do good. As for the school administrators in the school involved in this debacle and very sad situation, they need to be disciplined themselves – their behaviour was appalling. I say this taking into account that the stupidity of political correctness has not helped them. I hope that things can be learnt from this sad business. I noted that in the aftermath of the Massachusetts situation, another young man took his own life for the same reason – unreasonable bullying. Come on school administrators, parents and students. Get together and sort this out. There are many folk willing to help you and let them do this. To the students who reported the bullying, don’t feel that what you did was wasted. You tried and we thank you for your efforts. God Bless you and the young lady’s family and the family of the other young man.


Go safely out there folks and bless you all. Kate.

Miss Ginny's Diary April 4th 2010

Meow to you from me, Miss Ginny. It is a nice Saturday evening and most of us are asleep. HM is doing my writing for me and watching a movie as well. I am not sure how she does it but she says that women can multi-task very well. I don’t know what this means. My sister ShooShoo and I are still not getting on very well. She prefers to play with GAD (Great Aunt Daisy) these days and that’s fine because I have had a few games with my cat mother, Lapper. No one plays with Lapper very much and we had a great chasing game today. The wind is making a howling noise outside the window. HM says it sounds like a coyote. I know what coyote dogs look like. We had a big scare a few days ago. HM was outside on the balcony with Grandma Carrie as she likes to go out and roll around for a while. HM could see something flying down the street towards them and it turned out to be a huge black vulture. As the vulture flew past them at rooftop level, it turned and looked at Grandma Carrie and stopped its flight and settled on power lines and looked down at both of them. HM picked up GC and put her inside straight away and then went out and had loud words at the vulture. We have seen a few vultures lately which are unusual in the town. HM says that each animal, bird and fish has its place in nature but vultures are not something she wants around her and GC. GC is doing quite well right now – she gave us all another scare recently as she has what HM calls one of her ‘frail days’. She can get around okay and climbs around inside very well. I like to leap and jump and HD says that I will never be a fat cat because I am always on the move when I am awake. HM says I could do with a bit more fat around me as she thinks I am to thin. I have got a nice cane laundry basked to sleep in with my special blankie. HD says I am spoilt. Sometimes HM calls me No. 6 as I was the last born of Lapper’s 6 kittens. HM often talks about the kittens that we left behind when we returned to America. HD reminds her that our animal doctor there found really good farm homes for them. We pray for them frequently and hope that they may remember us in their thoughts. My sister is stretched out on a chair with her head out flat in front and all her legs tucked in and her tail as well. It looks a bit strange but at least she is quiet as HM just said. During last week our vacuum cleaner decided to cease working as HM put it. She said we did not need the expense of a new one right now and so we got one at an auction. HD says it looks like something out of Star Trek. I don’t like the noise of these cleaners; in fact, I don’t like noise at all. When HD and HM are laughing at something, I always make a point of going across and telling them about it. I usually go eyeball to eyeball with HD and meow loudly at HM. She says I am prissy but cute. Grandma has joined us here on the big bed. She is cleaning all her paws and picking at her claws. HM cant stand the noise of the claw cleaning. She says it sounds like a fingernail on a blackboard.

The picture this week is my sister ShooShoo, hanging down over one of the stacker bins watching HM. She does sit in strange ways as I said earlier. Sometimes we have our differences but my sister is my best friend and I am happy that she is with me.

Take care and be well and many meows to you. Bye for now from me, Miss Ginny.