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Everything posted by RushingMountain

  1. Sorry, I've been sick for most of the week. An Uncommon cold.
  2. Fighting off a brutal headcold. Can't think very well. Hoping to be back by this weekend.

  3. I'm also fine with you actually controlling Aston in combat if I'm away from the Internet/not responding in time/holding up posting/unresponsive for any reason. I'd like to control how he's described, but I don't expect that desire to hold up the rest of the game if something unfortunate happens.
  4. Aston's all in favor of heading out to the lumber camp to find Milon, finding someone to guide us there if necessary.
  5. Below is a character stat block, complete with the characters stats still there so you can get a feel for the lay out... Aston Goldworthy Male Halfling Rogue 2 Chaotic Good small humanoid Init +4; Senses Perception +10 (+11 vs. traps) DEFENSE AC: 16, touch 16, flat-footed 11 (+4 Dex) HP: 20 (7d6+14) Fort +4, Ref +9, Will +4 OFFENSE Speed: 20 ft. Melee: Short Sword +6 (1d4/19-20) Melee: Dagger +6 (1d3/19–20) Ranged: Dagger +6 (1d3/19-20) STATISTICS Str 11 Dex 18 Con 13 Int 12 Wis 16 Cha 14 Base Atk: +1; CMB +0; CMD 15 Feats: Dodge, Weapon Finesse (via Rogue Talent) Skills: Acrobatics +11, Appraise +5, Climb +3, Craft (tobacco pipes) +3, Diplomacy +6, Disable Device +7, Knowledge (local) +6, Perception +10 (+11 vs. traps), Profession (Merchant) +5, Sense Motive +7, Sleight of Hand +9 Special Qualities: Traits: Deft Dodger, Helpful Racial Traits: Small, slow, Halfling luck (+1 racial bonus to all saves), Fearless (+2 racial bonus vs. fear, stacks with luck), Keen Senses (+2 racial bonus on perception skill checks (included)), Sure-Footed (+2 racial bonus on Acrobatics and Climb skill checks (included)), Weapon Familiarity: Proficient with slings and and weapon with the word "halfling" in it is treated as a martial weapon. Languages: Common, Halfling, Dwarven Combat Gear: 6 daggers (Concealed, 1 in each boot, 1 in each sleeve, 2 in the small of his back (1 accessible from each side), 1 short sword (obviously visible on the scabbard at his side), halfling studded leather armor, ring of protection +1. Other Gear: Traveler’s outfit, belt pouch with [flint & steel, 22pp, 8gp, 7sp, 5cp, 1 pint oil, 1 sack with (.5lbs tobacco leaf)] Handy Haversack containing [backpack with (bedroll, bullseye lantern, masterwork thieves tools (rolled into the bed roll when near/in town), merchant scales, 1 sack with (1 lb ground pepper), 1 sack with (2lbs tobacco leaf)] Weight Carried (28/57/86): 20.09 (light) Experience: 2,000 / 5,000 DESCRIPTION: Standing an even three feet tall, but weighing thirty-two pounds, Aston is broader across the chest than the average halfling. This is a trait that seems common to his whole village, as are the dark eyes, and the dark hair that easily bleaches in summer sun. He's of a generally friendly nature, but more suspicious of those he doesn't know than his pleasant manner indicates. Biography Aston grew up in small agriculture village about half-way between Falcon's Hollow and Oregent. Because of it's location, it served as a way station that was slightly off the beaten path, conventiently located for travelling merchants looking for a place to stop somewhere slightly off the beaten path. When he was old enough to realize that he didn't have to stay in his village and become a tobacco farmer like his parents, he started trying to help out merchants visiting his village, in the hopes that they would let him go along with them. Eventually, it was enough that a caravan that was a little short-handed offered to bring him on. Being on the road for merchants, he learned to try to always be wary, between bandits, wild animals, and worse that were still in the places between towns in Darkmoon Vale. He also learned how to get along, and become a merchant himself. He doesn't love it, but it gives him a comfortable enough living, and lets him travel as he pleases. He goes home every few months, and gives his parents and siblings some of his earnings as well. Now twenty-four, he has been doing the merchant routes for about three years. In that time, he has managed to get into big enough caravans that he had only suffered through a handful of attacks, but he managed to learn quite a bit from the caravan guards about defending himself. In his last trip down to Oregent, he met Evan, who was looking to join a group going up to Falcon's Hollow. Evan eventually convinced him to come with him to Falcon's Hollow, looking for treasure there. It wasn't something Aston had done before, so he decided to give it a try.
  6. Jephron Ross - a human cleric of Sarenrae born of a local family. He thinks the lumber consortium needs to be broken up, or at least that Thuldreen Kreed, the Consortium's representative, is a parasite. So far, Jephron's patron within the church has convinced him that slow change and alleviating what suffering there is will bring about good and stable change. He's not convinced, but he's willing to deal with that, especially since he's aware that there is much he does not know. It doesn't hurt that he's (one of) the priests picked to deal with problems. His hobbies include generally trying to heal the sickest people in the village, and ranting (so far only around sympathetic ears) about the injustices of the lumber cartel. Artemis Fletcher - a human fighter from somewhere far off, Artemis arrived as a guard with a caravan, and never left. Instead, he took up lumberjacking. That was about two years ago. He likes being near forests, although he sometimes get frustrated by how muggy summers can get. Although he's quite good with axes, his preferred weapon his the Glaive-Guisarme. He is generally calme and collected, despite the odd person disparaging him for his odd looks (he has far darker skin than most people in Falcon's Hollow). Aston Goldworthy - a halfling rogue, Aston is a travelling merchant/smuggler, who has brought in things for the people of Falcon's Hollow in the past. He could probably make more money by charging more for what he has smuggled in, but he's pragmatic enough to realize that he can "buy" assistance from the locals if he doesn't aim to make the biggest profit possible. He's always on the lookout for a good chance of getting away with it, he looks for ways to make the resources of the lumber consortium give back to the people that are dependent on it. He suspects that Deldrin Baleson is aware of his activities, and has chosen not to act. He's also known for selling his own handcrafted pipes, and seems to have a source for getting tobacco. I'm really fine with playing any of these characters, or a wizard, if it we need an offensive caster.
  7. For convenience, here are some links: Creation Rules Pathfinder Wiki
  8. Alright. I'm leaning towards a cleric, with outside consideration for wizard or a polearm fighter.
  9. I'm also interested. I'll take a day or three to figure out which characer concept I'm going to go with.
  10. Identity: Geoff Wealks Handle: Rogue Nicknames: Blue-eyes, Occupation: Mechwarrior/Soldier/Pilot Marital Status: Single Known Relatives: none known living Allegiance(s): Aldridge’s Avengers Physical Traits: Weight: 178 lbs Height: 5’11” Apparent age: 30's Age: 26 Gender: Male Eye Color: Cornflower Blue Hair Color: Dirty Blonde, but bleaches to blonde in the outdoors. Handedness: Left Appearance: Blonde haired and blue eyed, Geoff's entire being is almost always in motion, always animated. Virtually the only time he doesn't seem to be a bundle of energy is when he is focused on something delicate. Skills and Personality: Although still young, and relatively inexperienced, Geoff has some skill in the following: piloting vehicles, making people smile, and finding trouble. He has the potential to become a good soldier and an outstanding MechWarrior--if he can learn when to keep himself focused on those goals. Background Born to a retainer of Duke Kelswa's on Tamar, Geoff lead a life that wasn't all that harsh. He managed Although not particularly dumb, he was never inclined to pursue accademics, and was frequently found getting into all manner of trouble, especially once he got into his teens. The trouble was rarely the kind to get anyone hurt, except for the odd practical joke that went a little too far, but between his devilish charm and excess of exuberance, he there were a number of fathers who pre-emptively (and sometimes uselessly) warned him off their daughters when he got to his teens. Part of this may have been due to the fact that Geoff's father--also a mechwarrior--died before Geoff was even born, in a training accident. In an effort to provide discipline in his life, Duke Selvin had him enrolled in the Tamar War Colllege. He progressed in his studies, and showed steady improvement, until the Clan forces attacked. He was still on Tamar when Wolf Clan destroyed the Duke's Atlas, killing the Duke in the process. Ultimately, he made it out of that battle, although he has only flashes of memories and the odd nightmare to remind him of how he did so. His luck lead him to find a place in a guerilla movement against the Wolf Clan in the Tamar pact worlds, which heald out for a few years before being destroyed by the superior Clan forces. Through stealth, cunning, and shear guile, hijack one of the Clan mechs during a Lyran Guard counter strike. He was wounded in this effort and evacuated with the remnants of the attacking force. The Lyran Guards, recognizing that he wasn't the kind who would fit well with the military discipline expected of their forces, but reluctant to waste this boy's potential, pointed him to Jason Aldridge, where he has been part of the company for the last year and a half, learning to respect and in turn earn the respect of his brothers-(and sisters-)in-arms, who are much more capable than the guerrilla forces he had fought with. Somehow, he has managed to keep Lucy, the Clan Loki (prime) he had hijacked, in one piece.
  11. I'm running a little behind this week. I hope to have my character info up on Wednesday night at the latest. In the interest of expediency I'll defer picking an NPC until I'm up to speed.
  12. I'd like to be in on this. I'll have to look over the mech options later (I'm at work right now).
  13. I'm just glad you're okay, given the joyful bliss life has brought to you the past few weeks. I hope the job hunt is going well?
  14. fwiw, I am willing to rejig my character concept if it's overlapping anyone else's, or to help fit in with another character's background.
  15. You're welcome. It's partly your fault, too. I heard 'rogue' and 'Maverick', and that clicked with a Dwarven trap disarmer concept I had come up with a ways back. I'm not exactly sure how it will play out, but imagine a Dwarf who dresses up in pinstripe suits and wide-brimmed hats, and is good with a knife. Not with a gun, yet, but I'm not sure if we're using them in this setting. :-) The proposed and in progress character sheet is here and as follows: Bofrin Belgry Player: Kael Alignment: Neutral Good (with neutral tendencies) (yes, I modified that... He can be a ruthless jerk, but he's got a heart of gold. Think Han Solo, only stockier, and not as scruffy looking. Actually, alot more like Lando Calrissian, but stockier, and not as scruffy looking. Race: Dwarf Deity: Abadar (to his family's chagrin) Class: Rogue 5 Male Age 54 4'3'' 175 lbs. Brown hair and blondish-brown beard, both braided, gleaming dark dark brown eyes, and dark (for a dwarf) skin. Str 12 +1 Dex 19 +4 Con 12 +1 Int 14 +2 Wis 10 +0 Cha 11 +0 HP 27 Initiative 4 Speed 20 Base Attack: 3 Fortitude: 2 = base 1 + Con 1 Reflex: 8 = base 4 + Dex 4 +1 vs. traps(Evasion) Willpower: 1 = base 1 + Wis 0 +2 racial vs. poison, spells, and spell-like abilities. Armor Class Normal: 17 =10 + 4 (dex) +2 (Masterwork Leather Armor) +1 (Dodge) * Touch AC: 15 Flat-Footed: 16 * +1 vs. trap attack rolls (rogue), +4 Mobility, +4 vs. Giants, +4 CMD when resisting bull rush or trip while standing ground (racial bonus) Weapons 1. "Claw" (Magic Dagger +1). Attack Bonus Total: +9 = BAB 3 + Dex 4 + Weap. Focus 1 + Enhancement 1 Type: P or S Critical: 19-20/x2 Range: 10' Dmg: 1d4+2 = 1d4 + 1 Enhanc. +1 Str. 2. 6x Master Work Throwing Daggers. Attack Bonus +9 = BAB 3 + Dex 4 + Weap. Focus 1 + Enhancement 1 Type: P or S Critical: 19-20/x2 Range: 10' Dmg: 1d4+1 = 1d4 +1 Str. 3. Common Short Sword (worn looking, when he's trying not to look fancy) Attack Bonus +7 = BAB 3 + Dex 4 Type: P Critical: 19-20/x2 Range: 10' Dmg: 1d6+1 = 1d6 +1 Str. Armor Masterwork Studded Leather Armor AC Bonus: 2 Max Dex Bonus: 6 Check Penalty: 0 Spell Failure: 10% Weight: 15 lbs. Outfit Usually one of the following: Pickpocket's Outfit (Many small pockets grant +2 to conceal small objects) Traveller's Outfit Dilettante's Outfit (Many small pockets grant +2 to conceal small objects) Skills Acrobatics 4 (Dex 4) Appraise 10 (Int 2 + 5 ranks + class trained 3) +2 vs. items with prec. metals/gems (dwarf) Bluff 8 (Cha 0 + ranks 5 + class trained 3) Climb 1 (Str 1) Diplomacy 8 (Cha 0 + ranks 5 + class trained 3) Disable Device 12 (Dex 4 + ranks 5 + class trained 3) +2 vs. traps (rog), +2 vs. stone traps (dwarf rogue favored class) Escape Artist 4 (Dex 4) Kn. Engineering 6 (Int 2 + ranks 4) Perception 8 (Wis 0 + ranks 4) +2 vs. traps (rog), +2 vs. unusual stonework, automatically within 10', incl traps and hidden doors (dwarf), +4 to hear the details of a conversation or find concealed or secret objects, incl. traps and doors (rogue talent), +2 vs. stone traps (dwarf rogue favored class) Prof. Masonry 4 (Wis 0 + ranks 1 + class trained 3) Prof. Gambler 8 (Wis 0 + ranks 5 + class trained 3) Ride 4 (Dex 4) Sense Motive 8 (Wis 0 + ranks 5 + class trained 3) Sleight of Hand 12 (Dex 4 + ranks 5 + class trained 3) Swim 1 (Str 1) Languages: Common, Dwarf. Feats & Rogue Talents F1. Weapon Focus (Dagger): +1 to hit with Daggers F2. Dodge: +1 Dodge bonus to AC F3. Mobility: +4 Dodge bonus to AC against attacks of opportunity. RT1. Finesse Rogue: Use dex bonus instead of str bonus with light weapons, rapier, whip, or spiked chain made for medium creatures on attack rolls. If carrying a shield, its armor check penalty applies to the attack. RT2. Canny Observer: +4 bonus when making a perception check to hear details of a conversation or to find concealed or secret objects (including doors and traps) Special Abilities SA1.Base Speed (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumberance. SA2. Languages Dwarves begin play speaking Common and Dwarven. SA3. Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. SA4. Hardy Dwarves gain a +2 racial bonus on savings throws against poison, spells, and spell-like abilities. SA5. Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. SA6. Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. SA7. Stonecunning Dwarves gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. SA8. Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. SA9. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. SA10. Sneak Attack +3d6; deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. SA11. Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. SA12. Trap Sense +1 At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex savesmade to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. SA13. Evasion If she makes a successfulReflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. SA14. Uncanny Dodge Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. SA15. Favoured Class Dwarven Bonus : Add +1/2 levels on Disable Device checks regarding stone traps and +1/2 levels bonus to trap sense regarding stone traps. Background [All of this is subject to massaging] Bofrin Belgry was the youngest of nine children. He was born prematurely, and was sickly for the first two decades of his life. As a result, he learned that he did not have to work as hard as most dwarves, since he could always blame it on his frailty. In his tweens (that would be the decade from twenty to twenty-nine) of Bofrin’s life, his father arranged for him to become an engineer, since he did not think his son would be able to handle the stress and work of mining or smelting. Fortunately, he had a good memory and a clever mind, and quickly learned the fundamentals of the profession. Besides, he didn’t have to do much actual work, just play with numbers and drawings, and get other people to do the work. His clansdwarves actually were impressed with some of the work he did as he progressed through his apprenticeship. Then in his late threens, he was taken with some other clansdwarves to do work shoring up the walls of a human city near The Wilds. During the six months they were there, they repaired the stonework of the external walls as well as the baron’s castle. During this time, he went out exploring a few times, something none of the other dwarves with him seemed to be remotely interested in. At first he met only humans, and while some of them were quite interesting, for the most part they were mere curiosities. Then he met gnomes and halflings, and was exposed to some of the more colorful establishments of the city, and he was hooked. He learned how to play cards, and several different dice games, as well as how to make money doing it. Eventually, he was caught sneaking away from the dwarven quarters the Baron had set aside in his castle. He was disciplined, and confined to quarters when not working for the remaining three months of the trip, but Bofrin was hooked. He applied his knowledge of mathematics (from his engineering training) to develop mathematics to help him figure out when to bet and when not to, and arranged to spend time gambling with any merchants that happened to be visiting his clan’s holdings to make trades. Eventually, his clan gave up, and encouraged him to visit the human lands that he had been itching to do, and so he did. Bofrin has built up his health to be somewhat more hale and hearty than the typical human, but by dwarven standards, he still looks sickly. He has learned to fight (given his current vocation of gambling), but he much prefers to run when the odds are not overwhelmingly in his favour. He has far more curiosity than the average dwarf, and actually tends to get along better with humans, halflings, and gnomes than with dwarves. Probably more because of his upbringing than anything else, he’s still somewhat cautious of both elves and orcs. He’s also more comfortable with the seamier side of human cities, although he makes it a point not to cheat with anyone who’s not cheating with him. He does still take an interest in his original profession as an engineer, but while it is his first love, it’s not his greatest love. When travelling, Bofrin will often travel as a merchant or a mercenary guard with a caravan between cities. Travelling merchants who know him will often take him on as a companion, because he is willing to travel for food and passage, and he has shown his skill both with a weapon and with fixing the odd piece of broken equipment (although he’s no cartwright, sometimes engineering, lumber, and some strong backs can be useful in helping to fix a broken wagon wheel, for instance). Bofrin is also resourceful enough to act as a courier when he makes such trips, carrying messages between houses in different cities. He will also sometimes supplement that with smuggling, and often will have trade goods of some sort on him. Bofrin may have contacts in merchant houses or other groups that have interest in multiple cities. He also should have contacts amongst smaller travelling merchants and gamblers, and possibly some criminals.
  16. If you're still looking for characters, I'd like to play a Dwarven Gambler (obviously rogue). Seeing as you've already got about eight who have expressed interest, though, I can appreciate that you might decline.
  17. If you're in the U.S., Amazon has it for around $14. It's one of my go-to games for beer-and-pretzels nights.
  18. Designer: Matt Leacock Players: 2-4 Playtime: 30 to 60 minutes Kael's Scoring: Production Value: 9 - thick cardboard stock tiles, beautiful plastic artifact tokens, and a tin box to carry it all in. Randomness: High Replayability: 8 - The board layout is random, as are player roles. Beginner Appeal: 9 - Straightforward and constrained rules allow for meaningful choices without being overwhelmed. Hardcore Appeal: 4 - Very random in some respects, luck is a dominating factor of the game. Premise: The players are a modern day treasure hunting team, seeking to retrieve some powerful artifacts stored by The Ancients on an island. Of course, The Ancients defended the artifacts well, lest they fall into the wrong hands. Configuration: The board is composed of twenty-four square tiles. Eight of these tiles represent "temples", where treasure cards can be cashed in for an artifact (two temples are available for each type of artifact). Six of the tiles indicate starting points, one for each of the player roles. The landing pad is also the escape point from the island. There are three decks: The treasure deck, which contains treasure cards (5 for each of the four treasures), water rising cards (3), instant action cards (sandbags (2) and airlift (3)). The flood draw pile (a.k.a. the flood deck), which contains one card for each tile on the board. The role deck, which contains one card for each of the six roles. There is also a flood level indicator. The decks are shuffled. Each player is dealt a role card and two treasure cards. The board is laid out (roughly in a cross), and each player places their pawn on the tile indicated as the starting position for that player's role. Six flood cards are then drawn, and the tile corresponding to each flood card is turned over, to indicate it is flooded. Production Value: The board tiles are made of thick cardboard stock, the artifacts are represented with spiffy three dimensional tokens, and the box is actually made of tin, rather than cardboard. Mechanics: Each turn, each player takes up to three actions, draws two cards from the treasure deck, and then draws a number of cards from the flood draw equal to the current flood level. Actions consist of the player shoring up an adjacent tile (flipping it from flooded back to dry), moving his or her pawn from one tile to another, giving one treasure card to another player if both players have their pawns on the same square, or cashing in treasure cards for an artifact if that player has four matching treasure cards, and that player's pawn is on one of the two temples corresponding to the artifact the treasure cards are for. The player then draws two cards from the treasure deck. If the player has more than five cards at the end of the draw phase, that player discards down to five cards. Sandbags and airlifts may be played at any time without taking an action, so they may be useful to save. Sandbags shore up any one tile on the board, and airlift moves any number of pawns from one tile to any other single tile. An airlift is also needed at the end of the game to win. For each water rising card the player draws, the flood level is raised by one step on the flood level indicator, all drawn flood cards are shuffled and put back on top of the flood draw. The current player then draws a number of flood cards indicated by the flood level indicator. The tile corresponding to each of these cards is flipped from dry to flooded, or if already flooded is removed from the game, along with the flood card. Roles: The roles available are: The pilot, who may move to any tile on the board as one of his actions per turn The engineer, who may shore up any two flooded tiles adjacent to his position The diver, who may use one action to move through any continuous area of flooded and sunken tiles to another unflooded square adjacent to that area The navigator, who may move any one pawn two squares for one action The explorer, who may move and shore up diagonally rather than just in the four cardinal directions; and The messenger, who may give a card in his or her hand to any other player, regardless of pawn position. Game End: The players win if the manage to cash all four treasures and return to the landing pad to be airlifted out. Evaluation: This is a good casual game, as it does not require significant thought at easier difficulties. Hardcore strategic players will quickly find the game frustrating because of the randomness. The rules are simple enough and the actions constrained enough that new players can easily get a handle for it. It's a good gateway game to get new players into board games. Domineering players can make the game less enjoyable for shy players or those lacking confidence in their choices. Getting multiple water rising cards early in the first round makes the game substantially more difficult. The game gets more difficult with more players, because the treasure cards are spread out over more hands; on the flip side, more players allow for more role combinations, which can make the game substantially easier. The diver role is the only role that gets better as the game progresses. At higher difficulties, the engineer seems to be mandatory, due to the rate of flooding. I play this game from time to time, but, being a semi-hardcore strategic player, I feel like it needs an expansion to help mitigate the randomness of flooding, which is why I didn't give it an outstanding hardcore score.
  19. Lusungu considered the answers she had been given, especially that last one, and mulled them over for a few minutes, watching thoughtfully as the other two females of the group discussed "fully functional systems. Then she looked at Chance and Gakusha, contemplatively. Finally, she simply raised her arm to squeeze Ditra Fifty-five's shoulder. "In some ways we are all human."
  20. At the risk of sounding like a conspiracy theorist: That was apparently for the take down of MegaUpload, which pretty much illustrated that the Media-Entertainment complex doesn't need SOPA/PIPA to get the US.gov to take care of piracy. Something needed to be done about them, but all legitimate users of that website also suffered. In contrast, when Universal performed an unwarranted takedown request against MegaUpload on YouTube, they had to go through proper procedural channels. I'm a tad surprised some elements of Anonymous didn't start this up after this kid: he's being extradited from the UK to face US prosecution for actions he performed in the UK. (For the record, I would completely support his prosecution under UK law, since his site didn't really have a legitimate use). I'm pro-copyright (and pro-intellectual property in general) but roughly as it was originally envisioned, as incentive to creators, and not as an incentive to control our culture, the genes of organisms (including humans) or mathematical algorithms (which are just mental processes)--none of which were permitted until lobby groups started giving politicians golden parachutes, on the one hand, and publicly threaten politicians who don't stay bought, on the other. The deeper problems are, American Media (yes, big 'M' media), is owned by the very people that want to pass these laws, and they will spin it the way they see fit, and the system is incentivized on several levels to reward politicians for catering to the lobbyists who reward them the most. Here endeth the rant.
  21. Now that I've mostly disintered myself from work, I'm going on vacation! If I don't have Internets, I'll see you in a week.

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