Saturday, September 24, 2011

Thoughts about Idolatry

I just thought of something.  All the paintings of Christ might be hindering us to seek his face.  A picture of Christ is an idolatry because it gets in the way of seeking his face.  We are commanded and privileged to seek his face so that we know without a doubt that he is the Christ.

Images and idols doth make us draw away from him.  I now undersand why he wants to get rid of the Christus statue in the North Visitor's Center and to grind it to dust.  If I were him, I'd be angry at an idealized statue of me too, when I want to reveal myself to my servants so that they know without a doubt.

The statue is idolized because we think it's an awesome thing.  People worship it, they direct their emotions to the Christus.  I understand that it's just a statue, a lifeless rock that is carved in the likeness of the Christ and it deflects the people's devotion away from the Christ.  I asked myself, if I met him face to face and talked with him face to face, would I change?  I would say that no one who has seen his face would not be changed by the experience.

I had a dream that my brother took on the likeness of Christ.  Not his exact face, but a likeness unto the Christ (last night, my youngest brother).  I came away from the dream, with my concerns about him relieved.   My youngest brother will have Yah's name written on his forehead and that he will be taken care of.

As for any Atheists that read my blog, I have learned some interesting things in my philosophy class.  So, my advice is for you to ignore this post and don't comment.  If I hear one: "Are we to believe in unicorns, and fairies now?"  I'll post an article about the Infinite Universe.

Thursday, September 22, 2011

Design Thoughts, BESM d20 skills to Pathfinder

To convert the list of skills in BESM d20 to Pathfinder, you have to start with Pathfinder and then add skills from BESM d20.  BESM d20 skills are in red.

Pathfinder's List:

Computer Use
Controlled Breathing
Disable Device
Escape Artist
Handle Animal
Knowledge (Arcana)
Knowledge (Architecture)
Knowledge (Biological Sciences)
Knowledge (Business)
Knowledge (Cultural Arts)
Knowledge (Domestic Arts)
Knowledge (Dungeoneering)Knowledge (Electronics)
Knowledge (Foreign Culture)
Knowledge (Geography)
Knowledge (History)
Knowledge (Law)
Knowledge (Local)
Knowledge (Mechanics)
Knowledge (Military Sciences)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Occult)
Knowldge (Physical Sciences) 
*Knowledge (Planes)*
Knowledge (Police Sciences)
Knowledge (Religion)
Knowledge (Social Sciences)
Knowledge (Streetwise)
Open Lock 
Power Usage
Sense Motive
Sleight of Hand
Use Magic Device

Combat Skills
Gun Combat
Heavy Weapons
Melee Attack
Melee Defense
Ranged Defense
Special Ranged Attack
Thrown Weapons
Unarmed Attack
Unarmed Defense

The new skills from BESM d20 increase, as they are taken from d20 Modern.  You will notice a few skills have asterisks around them.  This is simply because they are subsumed into other skills.  Heal is subsumed into Medical, and Spellcraft is subsumed into Knowledge (Arcana).  Fly has a question mark because of the Pilot skill.  Should it be subsumed or not?

BESM d20 has a skill called Wilderness Tracking.  This has been subsumed by the Survival skill.   If you notice, there is a skill called Controlled Breathing.  This could work for Autohypnosis.  Also, in Pathfinder Psionics, part of Spellcraft also have been subsumed into Knowledge (Psionics).

Skills are easy.  Feats are the hard part. :)

Wednesday, September 21, 2011

Atlantean Technology, Continued

Atlantean Sonic Pistol: A sonic pistol or gun has several frequencies that can be used for defensive or offensive applications on the battlefield.  The pistol itself consists of a handheld speaker that is 6 in. by 6 in.  It is constructed around a miniature ZPE converter for power.  The pistol itself consists of a handheld speaker that is 6 in. by 6 in.  A device constructed around the converter allows the user to adjust the frequency.  The sonic waves can be concentrated to be comparable to a Glock 17 9mm autoloader pistol.  The spell, Protection from Energy and the like can provide protection from the sonic pistol.

Knockdown Frequency
The sonic pistol delivers an attack that is comparable to the Improved Bull Rush feat on a successful attack.  Range increment: 30 ft.

Stun Frquency
The Sonic Pistol can be calibrated to deliver an attack that stuns your opponent for 1d6 rounds on a successful attack roll.  Range increment: 30 ft.

Suggestion Frequency
The sonic pistol can be technologically built to deliver a powerful suggestion per the spell or telepathic power suggestion (links to the spell).  The suggestion is transmitted directly and only to the person hearing it, and has a DC equal to 19.  Since it's technological and not magical, spell resistance is ignored.  Range Increment: 90 ft.

Hurting Frequency
Damage: 2d6
Critical: 20
Type: Energy (sonic)
Range Increment: 30 ft.
Purchase DC: 18
Notes: Protection from Energy offers a bonus of +4 AC vs. the Sonic Pistol for 10 minutes.


Atlantean Sonic Cannon
A larger version of the Atlantean Sonic pistol is the Sonic Cannon.  It is placed in and on a car, van, or a truck the size of a Hummer 2.  The sonic cannon consists of larger speakers that deliver powerful sonic waves that can be dangerous to buildings.  Although not a weapon of mass destruction like a biological weapon, a chemical weapon, or a nuclear weapon; the Atlantean Sonic Cannon is a sonic application of cannon technology.  It has two frequencies: Suggestion and Destroying.

Mass Suggestion Frequency
The Sonic Cannon can be surreptitiously used to implant a suggestion in a large number of people as per the spell or telepathic power Mass Suggestion (links to the spell).  This effect ignores spell resistance and has a Save DC equal to 26.  Range increment: 300 ft.

Destroying Frequency
The Sonic Waves can be concentrated into a frequency that will vibrate most constructions apart.  The waves will knock down an army of men per the Improved Bull Rush feat.
Damage: 2d6x100
Critical: 20
Type: Energy (sonic)
Range Increment: 300 ft.
Size: Gargantuan
Purchase DC: 35


Firearms:  Atlantis has a large number of firearms.  Rather than make up fire arms with Atlantean names, I suggest that the player pick up a copy of the Weapons Locker for d20 Modern and use the pistols and machine guns in that book for use.  If the Weapons Locker is unavailable, then use the Firearms table in the d20 Modern SRD downloadable from Wizards of the Coast.

Energy Weapons, Other

Other Energy Weapons are not beyond the Atlanteans' capabilities.  However, to stay within the realm of our own possibility, you have to assume that only Ion Cannons and Laser Cannons are currently probable.  Ion Cannons have been developed by Nikolai Tesla, so they aren't beyond 20th Century technology.  Laser cannons, or the Heat Ray, have been in fiction since at least the publication of The War of the Worlds by H.G. Wells.

This is a 'good' use of a 5 million volt electron accelerator.

However, lets go beyond our capability and say that the Atlanteans had at least, energy rifles.

Laser Rifle:  A laser rifle is able to fire a beam of light through Light Amplification by Stimulated Emission of Radiation; that causes heat damage comparable to a Browning M2HB.  The rifle is fully portable, and contains it's own miniature Orgone Converter.  The generator is capable of generating 5 million volts and fires a concentrated beam of light energy.  No backpack required.  Sound is added for effect (chu! :) ).

Damage: 2d12
Critical: 20
Damage Type: Fire
Range Increment: 110 feet
Rate of Fire: One continuous beam
Power Source: Orgonite Energy Clip
Size: Large
Weight: 12 lbs.
Purchase DC: 22

Ion Rifle: An Ion Rifle fires a concentrated beam of electrons at your enemy (beta radiation).   The rifle consists of a miniature particle accelerator, and the high energy electrons causes as much X-Rays and Gamma Rays as a bolt of lightning.  The power source uses the same miniature Orgone Converter as the laser rifle.  Sound is comparable to a crack of thunder, but not deafening.

Damage: 2d8
Critical: 20
Damage Type: Electricity
Range Increment: 110 feet
Rate of Fire: Single
Power Source: Orgonite Energy Clip
Size: Large
Wieght: 13 lbs.
Purchase DC: 24

Gauss Plasma Rifle: A plasma rifle that is lot a like the Ion Rifle, except its much more unwieldy.  It uses magnetism to fire high energy projectiles at your opponent.  The Gauss Plasma Rifle is more dangerous than the Plasma Shotgun.

Damage: 2d12
Critical: 20
Damage Type: Ballistic
Range Increment: 220 ft.
Rate of Fire: Single
Magazine: Linked.
Power source: Orgonite Energy Clip
Size: Huge
Weight: 50 lbs.
Purchase DC: 75

Plasma Shotgun: A weapon capable of firing a packet of high energy ions, like the Ion Rifle.  It's a Guass Plasma Rifle toned down.

Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 30 ft.
Rate of Fire: Single
Power Source: Orgonite Energy Clip
Size: Large
Weight: 8 lbs.
Purchase DC: 17


Vehicles of Peace and Vehicles of War

People laughed at Noah for building a ship that wasn't anywhere near water.  So, the Atlanteans had ships to convey themselves across the water.  They also had cars, trucks, vans, SUVs, and trains.  But none of these depended on the Internal Combustion Engine, while Steam Locomotives would not use coal.  All of these would use ZPE or Orgone Energy converters.  There were jets too.  And this is where we step off the realms of what is Hard Science and go into more realms of Speculative Science.


Atlantean Submarine:  The Atlantean Submarine is much like the Los Angeles class submarine (links to in the U.S. Navy.  It's packing 362 ft. of waterproofed steel, and displaces 6,818 long tons of water when submerged.  Atlantean Submarines are self propelled by Orgone converters through independent crystal matrices.
Speed: 20 Knots (23 mph) on the surface, 20 Knots submerged with 33 Knots capable.
Purchase DC: 90

Atlantean Technology

In my Atlantis Roleplaying Game, in which the adventurers go out and adventure in the Age of Leo, you'll come across tech that is not beyond our current possibilities.  And some tech that is beyond our current possibilities (or too expensive to really develop).   Atlantean technology depends on converting Zero Point Energy, or Orgone Energy --- the energy that is currently around us -- into electrical energy.

Although Stargate: Atlantis shows Atlanteans taking advantage of whole sub-universes in a Zero Point Module it is perfectly within 20th Century technology to make electricity from the air.  This documentary tells how scientists: one within my own hometown. Thomas Henry Moray, of Salt Lake City, had managed to harness Zero Point Energy.

Atlantis used technology that is still within our ability to create.  They tapped Zero Point Energy -- sometimes called Vril Energy, or Orgone Energy.  Energy at the Zero Point is all around us.  There is enough energy in your room to power your city for a while.  And it never runs out.  While Thomas Henry Moray figured out ways to tap ZPE directly, Doctor Whilem Riche created Orgone Accumulators made of organic and metallic materials that were alternated.  These would accumulate and concentrate ZPE which could be used to accelerate healing and give a sense of well being.  With this in mind, lets venture into Atlantean Technology.

Power Production

The Atlanteans of the Age of Leo were able to tap into Free Energy.  It is unknown whether they used petroleum products first or they just went after Zero Point Energy without tapping petroleum from the Earth; but they were able to use free Energy.  They did it with Lemurian Seed Crystals -- or Quartz Crystals that are at least the size of your forearm; using Tesla Coils and probably a manmade substance called Orgonite; since Thomas Moray's technology hasn't been properly explained as the man was hounded when he developed his technology for the rest of his adult life.

The Crystal was set in a base of orgonite, and the Tesla coil was wrapped around it.  The ZPE would accumulate around the crystal and cause it to resonate.  Electrons would accumulate around the coil according to a particular resonance, say 432 hertz or 528 hertz, and transmit as electricity (yes, this sounds far fetched, but it's not impossible to test this claim).  The generators were housed in pyramids, and power was transmitted through the air in order to power the area equal to 5 U.S. States.  And you don't have to be hooked up to the power grid, a small generator could be used to power your home.

In fact, smaller crystals arranged in certain patterns could become computers, or if it is cheaper to create an integrated circuit, Atlanteans could create integrated circuitry and create computers that are not unlike the computer used to type up this Blog.  Did the Atlanteans have movies and television?  It's quite possible they did and they used them for both good and evil.  Did they have radio?  It's quite possible they did since Radio uses electrical patterns at radio frequencies to transmit information.  Did the Atlanteans have an internet?  If they had computers, they most certainly did have an internet.  Unfortunately, there is no evidence that they had such devices.  Although if the Atlantean Civilization had technology comparable to ours it is not beyond the realm of possibility that they would have movies, television, radio, and the world's largest copying machine.

By Anita Martinz from Klagenfurt, Austria, via Wikimedia Commons

The Atlanteans relied on a substance called Orichalcum.  It's unknown what this substance is, although my Latin dictionary reports that its brass.  Orichalcum is a metal that is not on the periodic table of Elements.  Brass is an alloy of copper and zinc, and in the right proportions could theoretically become the red metal that is orichalcum.  However, Plato could be wrong since the only real example of red copper is cuprous oxide (link to Chemguide UK).

The only other metal that could be strong enough to work, but isn't red at all,  is Titanium.   And there is another problem.  Out of Place Artifacts from the era are made of alloys of the strangest combinations but there has been no examples of prehistoric brass that fit Plato's description.  Probably there are properties of brass that we clearly don't know other than it's uses for decoration.  Perhaps brass was used for orgonite, although makers of orgonite today prefer copper and steel.


It is all possible that Atlanteans used stainless steel and titanium steel to make their weapons of war.    Out of Place Artifacts show that the Atlanteans did have knowledge of these metals and could smelt them and work them.  But if their technology was comparable to ours, they would have sonic energy weapons as hand held lasers and particle beams are so far out of our range (but not impossible).

A weapon that could concentrate and deliver a high energy sonic pulse is not out of range of our technology as long as the generator could be portable and there was a range of frequencies one can choose.  A laser rifle cannot be hand held nor can a particle beam rifle could be hand held.  These were used on vehicle mounts.

While swords were certainly used, a sonic hand-held pistol can concentrate enough force to knock a man down or cause internal damage within the body depending on the resonate frequency

Sonic Pistol  

Thursday, September 15, 2011

Is Roleplaying a Geeky activity?

Quite simply put. . . no, not actually.   Roleplaying is not a geeky activity, it's a social activity.  While you don't see roleplayers getting gold medals during the Olympics, Roleplaying Games harkens back to the Olympian Games and the Pythian Games where stage actors actually competed.

Not there is any competition in playing Dungeons and Dragons anyway.  But the value of roleplaying is the fact that you get to create a character and actually roleplay that character through problems and situations that the gamemaster presents.

So far, in my Pathfinder Game, I have been presenting problems to my players that they would have have to solve.  The problems have been different and provides them with opportunities to solve these problems.  So far, only one character is overpowered (it's our ranger) in regards to the rest of the group.  the GM, me, has been so far unable to defeat her.   Lucky me.

So, if playing roleplaying games is geeky, then lets say that playing football is geeky. Roleplaying is a form of amateur dramatics that harkens back to the Olympian and Pythian Games.  You are put on stage in Hamlet, where you have no script to play -- just that the Director just gives you the problem and have you work it out through Roleplay.

it's a lot like Who's Line Is It Anyway? and similar television shows.  Without the audience. :) 

Wednesday, September 14, 2011

Why Leo? Understanding the Signs of the Zodiac

So, why the Age of Leo for setting a Roleplaying Game?  Why not Virgo the Virgin, or Cancer the Crab, or Pisces the fish? To understand that is to understand precession.  Every 26,000 years or so the Earth wobbles on it's axis.  It goes through a slow wobbling.  1 degree of precession equals 72 years, the approximate age of a human lifetime.

Each Sign is significant to the Age of the Earth.  When the Earth was created and born from the God Star Saturn, like a baby is born from it's Mother, you could say that each age or epoch was counted through that time.  Every Ancient Civilization from the Chinese to the Indians, to the Aztecs and the Romans and even the Israelites look towards a golden age of Myth and Wonder.

The Bible itself has two accounts of Creation, and the Latter-day Saints has three.  One of these accounts was witnessed by humans, the other two accounts were not witnessed by humans except through second hand account -- witnessing the creation by revelation after it had happened.  In ancient records we see that humankind is recorded through the precession of the Zodiac in the Ages of Virgo, Leo, Cancer, Gemini, Taurus, Aries, and Pisces -- with the Age of Aquarius coming up in a few years (next year?).

The Age of Virgo -- 14,000 BC to 12,000 BC.

The Age of Virgo is the Mesolithic Age on the Earth. Many humans recorded what they saw on the caves.  Such as Lascaux Cave in France.  They were realists, depicting what they saw and the hunts that they participated in.

In Eden, the Colony of Elohim was first established. It was a golden age, an age when the Elohim were still Gods, but working to create themselves into mortals by eating of the trees in Eden.  For however long it took them, the transition between the Age of Virgo to the Age of Leo was a powerful Cataclysm. Suddenly the realists of the Mesolithic Age found themselves in the Age of Leo.  This Cataclysm was marked in the Bible as the appearance of two great lights in the sky.  The first to rule the day (the sun) and the second to rule the night (Saturn).

The Age of Leo -- 12,000 BC to 10,000 BC

The Age of Leo is marked by a sky of Wonders.  Adam and his wives were expelled from Eden because one of the wives had relations with something, or someone, vile.  They came out and started a colony.  The Age of Leo, although officially became known as the Neolithic Age, was marked by 2,000 years of invention.

The Wheel.  Domesticated crops.  Domesticated animals.  Stonemasonry.  Crime and War (Cain slew Able).  Atheism(?) (Cain again). Devilishness (Satan coming among the Children of Adam).  Metallurgy (Cainites).  the building of some Megalithic sites (the Sphinx, Baelbek, possibly Stonehenge).  The first cities (Nod, Jericho, Ain Gazal, Catal Huyuk, etc.).   Adam died(?) during sometime in the middle of the Age of Leo.  During the last half of the Age of Leo, the City of Zion was founded.

Zion is an American Socialist's dream.  No poor among the people of Zion.  They were of one heart, and one mind between one another.  There was no division, no poor or inequality.  Everyone had what they needed.  Sooner than later, the World came against Zion to slay the people -- every man, woman, and child.  Eventually, Zion was taken up into the Heavens. 

Neolithic Artists, however, changed their focus from Realism to Surrealism.  They recorded wheels, etheric sites, and many others.  The Age of Leo came to an end when Zion was taken up, and people reported that Zion had fled.

The Age of Cancer -- 10,000 BC to 8,000 BC

The Age of Cancer is marked by Cataclysm.  During the Age of Cancer, Noah was warned to build an Ark.  During the building of the Ark, people laughed at Noah.

People would say he is crazy.  However, the Earth had filled with violence.  The Earth ranged with people who made war as easily as anyone who can really count.  People were killing each other.

Noah and his 3 sons built the Ark.  They had help from the Giants, but speed wasn't important.  He would spend time warning the people about the Great Flood that is coming.  People would laugh at him and say he's just a crazy old man building the Ark so far away from any water (the people knew about Navigation).  But Noah and his sons continued.  At the end of building of the Ark, Noah shut himself up in the Ark along with baby animals of every kind and seeds of every kind (not species, kinds).

Then the Flood came.  Through the flood, the Earth separated from Saturn and came to it's present orbit over time (some years were counted as 250 days, for instance).  The people were surprised, but they were caught up in their own destruction.

After this, Noah and his children, the animals, and the plants recolonized the world.  Noah's sons colonized the world soon after that.

Sunday, September 11, 2011

Anti-Gravity: used by the Ancients

Our Ancient forefathers were smarter than we give them credit.  Anti-gravity we tend to think of as impossible.  However, magnetic fields can either be strong enough to suspend a frog, or magnetic polarities can be altered.

We know that every time the Earth flips its poles, cooling lava will orient it's magnetic bits towards the North pole.  When the North pole is at Geographical North, the orientation will be towards Geographical North.  When the pole is in Geographical south, the orientation will be towards geographical south.  We are also learning that gravity has nothing to do with mass, but electrical currents.  There were several times in Earth's past when the gravity was smaller than it presently is.

One time is recent, it is said, when the Olympic Games were inducted at Olympia (mythically, it is said, by Herakles). Humans could jump higher and faster during that time circa 800 BC than they could now.  The Olympic Games was inducted to celebrate these seemingly Superhuman feats.

However, how did the Ancients ever build the megalithic structures we find around the world?  The temple at Yonaguni, the Pyramids at Giza, Ba'albek, and many other sites (including Stonehenge)?  Did they just use simple pulleys, A-frames, and other simple tools?  Or did they use the mysterious properties of magnetism and electricity?  How was the Coral Castle built and how did a thin framed man did it with only simple tools?

Simple.  He used magnetic levitation.  We do it expensively in physics labs, however he did it inexpensively, proving that you can create a megalithic structure by simply levitating the blocks and putting it into place.

The Ancients used magnetic levitation to place all the blocks.  Although there were giants in the land, to be sure, magnetic levitation was the main way of lifting multi-ton blocks and placing them precisely.  They did it by changing the magnetic polarity in the stone so it would repel the Earth at a certain rate.  All the ancients had was pulleys, cables (made from copper or iron, depending the availability of these ores), a teepee frame, and ropes.

The applications of Antigravity is endless.  It can revolutionize the construction industry.  One can use magnetic levitation to lift large concrete slabs using cheeper cranes instead of expensive ones designed to last.  You can also use magnetic levitation to lift vehicles.  In fact, this is already happening in the event of the maglev trains found in Germany and Japan.  You can use it for airplanes as well.

Here is a special on the Coral Castle, linked from Youtube, that should explain everything.

Saturday, September 10, 2011

The Order of Enoch, is it Socialist?

So it would seem that many scholars are proclaiming the Christ to be socialist.  These are noteworthy scholars in many Christian universities, even in BYU.   Christ does state many ideas in the New Testament that seem socialistic in nature.  However, do you notice anything about the Master of Masters?

People say he hated the rich.  He actually loved the rich.  If you read his encounter with the Young Rich Man -- he bade the young rich man to sell everything he had and to give to the poor and to become a disciple.  The rich man couldn't, he loved money more than he loved God.  This is exactly the same as Christ asking a certain Mormon to take off his underwear.  Christ was asking the young rich man to give up what he loved the most.

Christ said that it's harder for a Rich man to enter the Kingdom of Heaven for the camel to go through the eye of a needle.  It was this statement that Christ is often quoted for being a socialist.  Why?  Because socialists believe the Rich should pay their fair share so that poverty can go away.   However, if socialists would watch the original movie Sabrina where Bogie describes the reasons why he was creating a plastics plant in Puerto Rico was so that little kids could have shoes and go to school.  He was creating jobs (profit can be either evil or good, depending on how you look at it).

So, lets talk about and compare two systems of Economics.  The Order of Enoch and Marxist Communism.  Now people get these two mixed up, but one has to do with Central Planning and Collectivists calling the shots, the other having to do with the Individual.   They are both as far apart as the geographical poles.

The Order of Enoch will be in blue, Marxist Communism in red.

Property: Privately Owned under the Order of Enoch, except for certain community services.  These would be public utilities that will be operated by co-operation efforts.

Under Marxism, the property is state owned and state regulated.  The state owns your house, your bathroom, your toilet, and your computer.

Profits: Your rewards for your accomplishments are retained by you according to the Order of Enoch.  It is retained, "according to his family, according to his circumstances and his desires."  Surpluses are then to be voluntarily donated to the common treasury of the Order (Scriptures paraphrased by me -- and his desires actually reads his wants and his needs).

Under Marxism, you aren't allowed any sort of a reward for your hard work.  The rewards are taken away and doled out to everyone, even if one's lazy.  In other words, you are forced to donate to the common treasury of the People.

Participation: Voluntary under the Order of Enoch.  Each man owns his individual stewardship and may discontinue at any time by withdrawing his stewardship from the order. (See D&C 51:5).

Forced. In a Socialist Amerika, for example, the penalty for attempting to leave the system and flee from the country is death.

The Family: Is made the basic social unit of the Order of Enoch. It's fixed upon family members the reciprocal obligation of looking after their material needs for one another.  The order took over only when the family had failed for some reason. 

Marxists advocate abolition of the family.  They want marriage and familial relations outlawed.  They want children to be raised by the state from "cradle to grave."

Personal Security: Made paramount in the Order.  You will have the right to possess title to all property held in a stewardship permitted to each man to enjoy full independence even to the point of taking his stwardship out of the system if so desired.

The marxists will completely subborn your personal security.  You will comply and work for the state or you will have no place to live and no property of your own.  It's that simple.  Oh wait, under marxism you won't have any personal property.  Sorry about that.

Competition: Encouraged! Each man or woman may attempt to prove himself.  Say you built a plant that creates antigravity vehicles.  Under the Order of Enoch, your friend can build a plant that builds antigravity vehicles cheaper and faster.   And the anti-gravity vehicles they have are of much better quality.  This is competition.  Can you build them faster and cheaper than he can?  Sure!  Will the government step in and impose regulations?  Absolutely not.

 FORBIDDEN under Marxism.  No one can be better than anyone else, the government regulates and centralizes everything so that if you have a better idea or can do it better, you can't do it.

Supervision: Highly decentralized, the Order of Enoch is individualistic.  So, each man is given a wide latitude as to the manner in which he will develop and progress.  The judgement is on the bishop of the Church on the final results. 

Under Marxism, supervision is highly centralized and set up so those who have certain advantages can't get ahead of those who don't. 

Morals and Religion:  These were the Foundation of the Order of Enoch.  Respect for God and his priesthood was paramount of the Order of Enoch.  Respect for other religious beliefs go hand in hand.  Under the Order of Enoch, if you are Wiccan you can be Wiccan.   Accordingly, if you worshipped Buddha or the philosophy of the Jains, you can retain your beliefs.  You can even be a Flat-Earth Atheist in the strongest possible way imaginable.

Marxists believe that "Religion is the opium of the people!"  The notion that Christ came to Earth to save us from our sins and our death is superstitious claptrap.  No, you can't be a Wiccan.  No you can't be a Buddhist.  No, you can't be Muslim.  No, you can't be a Jain.  You can be a Unitarian. 

The reason why so many scholars have confused the Order of Enoch with Communism is because so many people misunderstood the economic order of the Early Christians and have assumed that Christ is now teaching Communism.  Really this is a misconception.  Jesus Christ is an Individualist.  He wants us to work out our own salvation with Him.  Communists and Marxists are Collectivists, they want a short cut for everyone to get back to heaven -- even if they deny heaven in the first place.

Communists say everyone is saved, whether they want to believe or not; do it or not.  For the Individualist, salvation is an Individual, personal responsibility.

Friday, September 9, 2011

Does Random Mutation add to the Genome?

The human body has 42 chromosomes arranged into 23 pairs.

Wheat has 42 chromosomes, arranged into 23 pairs.  Sugar cane has 80 chromosomes, arranged into 40 pairs.  However, the question is, can random mutation and random selection add information to the genome?

This is a question that requires experimentation.  But are we allowed to experiment?  Can we even ask the question first that invites experimentation?  Neo-Evolutionists say that over time, through natural selection of random mutations, we changed ourselves from primordial soup into this -- a living human being.  But the question is the same: can it be proved through experiments that the genome can be added upon by random mutation?

Experiments on evolution must be done in order to prove it.  The Fossil record isn't enough, or the theory isn't theory.  The Scientific Method is a tried and true way of proving any hypothesis as theory.   I would like to challenge any serious Scientist to apply the scientific method into evolving a species into another species by random selection.

The genome of the species to be evolved must be counted: chromosomes must be counted in pairs and then the species must be selected for random mutation.  Careful observations must be made as to whether or not the number of chromosomes has changed.  will the species chosen advance to a higher order of life without the invervention of man?

If an experiment can be successfully done, then Evolution can be proved as a Theory and that random mutation can add to the Chromosome count of a species and change it to a higher order of life. :)  Perhaps its time to work on a new wild grain to make it domestic.  Again. 

Thursday, September 8, 2011

My Rifts Campaign

Alright.  I don't claim that I wrote Rifts, I couldn't write it the way that Kevin has even if I tried.  He put everything in it, including the Kitchen Sink.  So, if I ran around saying that I wrote it, everyone would know that I didn't and I'd look like a fool.

But then I think Siembieda is a fool anyhow for instituting a fanwork ban and a ban on Rules Conversions.  He lives on a planet with an Internet. He lives on a planet with a copy machine so efficient and so undiscriminating that his attempts at preventing everyone from using his world their way makes him look foolish anyhow.  But who's counting?  Putting a trademark on everything in the book is really stupid anyhow since Copyright Law does not cover rules on how to play a game.  (Sorry, Kevin.  But at least you wised up and release PDFs when WotC went DUMB!)

And creates a good case to get rid of Trademark Law.  It's an abuse of the Trademark Law to trademark everything in your game system.  Duh!  Thus here is my version of Rifts. 

Too play in my version of Rifts you will need:
* One Copy of Rifts
* One copy of Rifts World Book 2: Atlantis
* One copy of Macross II: The Roleplaying Game
* One copy of Rifts World Book 14: New West
* One copy of Rifts World Book 3: England
* One Copy of the Macross II Sourcebook with the VF-XX on the cover.
* One copy of Robotech II: The Sentinels RPG

Okay, I think that's everything you'll need.  Since in the Shadow Chronicles, the REF goes out to find Rick Hunter to bring back the SDF-3, you can expect the SDF-3 returning to the world of Robotech Earth.  Doesn't mean that some of the Izacuchi space carriers defolded outside Rifts Earth.  Along with their counterparts in the Macross world.

Players would be members of the REF or the UN Spacy, which merged together as one organization at the Time of Rifts Earth.  They built a new Moon Base which to stage patrols around Earth Space.  The REF and U.N. Spacey will establish bases on the Earth as well to face the new threat -- Atlantis. There are four major bases in North America and one major base in what is now Argentina.  Yes, Mutants in Space is totally ignored and Earth Space is defended by the U.N. Spacey and the REF.

The four bases are located in --
* The Adirondack Mountains.  This is a U.N. Spacy Base.  Here, U.N. Spacy Mecha are manufactured at a secret location.  The base is actually located around Hurricane Mountain.  Mecha produced is the Variable Fighter VF-2JA Atmospheric Fighter and the Valkyrie II VF-2SS Standard Space Fighter.

* The Uinta Mountains in Utah.  The U.N. Spacy took over the old Flaming Gorge Dam and got it operating again.  The base is located outside Vernal, Utah in Dinosaur Country.  Here, in a secret factory, REF Mecha (the Alpha and Beta Fighters -- VAF 6C, VAF 6J, and VAF 6R, along with cyclones) are mass produced and tested over the Salt Lake Desert and the Salt Lake City Radiation Zone.

Salt Lake City suffered two earthquakes within fifteen days of each other before the time of Chaos Earth.  After two megaton bombs fell on the city, wiping out millions, a third Earthquake happened and covered the valley with water from underground.  The People of the Desert don't exist in this campaign.  The REF found the old Dugway Proving Grounds -- used by the USAF for testing production jet fighters -- perfect for testing production Alpha and Beta fighters.

The U.N. Spacy only has a presence in Vernal and Park City.  Beyond this, the code of the New West reigns.  However, the U.N. Spacy has been working to unite the State.  But the State, let alone the region, has been hard to bring law and order to.

* Anchorage, Alaska Base.  Anchorage Alaska was destroyed during the nuclear exchange. 300 years later, the U.N. Spacy has taken the city and built a base here.   Here, the Metal Siren Valkyrie, the VF-XX Zentran Space Fighter, and the Mechanized Robot Infantry (i.e. Destroids) are mass produced.  The better looking part of the base is used as an embassy to deal with Lemuria and Agartha.

* Prince Edward Island base.  The U.N. Spacy has set up a Deployment Base here against Atlantis.  Here, the U.N. Spacy deploys against Atlantis in order to defeat Atlantis.  In order to be more effective, the U.N. Spacy built two Aircraft Carriers designed after the new U.S. Navy Aircraft Carriers dubbed the UNS Enterprise and the UNS Intrepid.  Wierdly, the USS Ticonderoga leaves the Enterprise and the Intrepid alone.

* North Argentine Base.  The U.N. Spacy has set up another base for Staging Operations against Atlantis.  This is the second base where the Enterprise and the Intrepid go to refuel and for repairs.


Player Character Guidelines of the Rifts Earth U.N. Spacy:

Allowed Races

The U.N. Spacy recruits only those races who want to defend the Earth and are able to pilot U.N. Spacy mecha.  The races include:
Human -- see Rifts.
Zentraedi (Zentran and Meltran) Macross II RPG
from Conversion book 1
* Canine: Wolfen
* Elves
* Orcs (especially of the World of Warcraft variety)
* Faerie Folk: Most Faeries are very angry with the Spluggorth (spluggies) taking their people and enslaving them for PPE batteries.  Faerie Folk who work for the REF tend to be --
** Common Faeries
** Green Wood Faeries
** Night-elf Faerie
** Silver Bells Faeries

They make for great reconnaissance for the UN Spacy, and are typically equipped with miniature radios.  An UN Spacy/REF Faerie that signs up are used for reconnaissance and espionage.

* True Atlantean

 Allowed OCCs

Variable Fighter Pilot (Macross II RPG page 96)
REF Military Specialist (Invid Invasion and Robotech II: Sentinels RPG)
REF Biomechanical Engineer
UN Spacy Communications Engineer
REF Cyclone Rider (Infantry)
REF Destroid Pilot 
UN Spacy Field Scientist

Ley Line Walker

Psychic Warrior

OCCS from Atlantis
* Rogue T-Men

Tuesday, September 6, 2011

Technological Revolutions of the Age of Leo

Although I discuss the technology of the Stone Age, there are a couple of technologies from that time that are worth noting. Especially the Agricultural and Domestication revolutions, and the wheel!

Domestication -- was it God or was it You-Know-What?

Scientists say that the Agricultural Revolution occured in the Middle East and then spread to Europe.  The problems with wild cereals and our domestic cereals are often brought up in Television programs about that time in History.  Most notably, Stories from the Stone Age.  How did we get from wild cereals to domesticated wheat and barley?
Corn.  Where is it's ancestral grass?

Simply, we are the victims of a shell game if we are led to believe that humans did a process of selection with the gardens and wheat fields they planted and we somehow got domesticated varieties from their wild predecessors.  What is worse that corn, or maize, ancestral plant has never been located.  And maize depends entirely on humans in order to grow.  This is a scientific fact.  Every botantist knows that maize is a cultigen -- a domesticated species entirely dependent on humans to grow and flourish.

Our scientists have not been able to find the wild variety of maize.  So how can this be if the Agricultural Revolution took place in the Age of Leo? After all, maize is a form of wild grass, much like it's cousins.  So there isn't a good reason why it's ancestral wild grass is extinct.

The second hole in the puzzle of plant domestication is that we haven't been able to produce another cereal grain from wild grass in the whole history of the world!  Maslin and mullet not withstanding.  So, the question is, how did our ancestors perform such a feat?  Sources say that Cain was a farmer, but how and where did the first and second generation of Adam's seed ever get these cereal crops and where did they come from if they had no prior experience with genetics?  And even if you believe that Adam is a superstitious myth, where did a bunch of Natufians ever get their domestic cereal crops from wild grasses?

You-know-what has to come in the picture somehow.  You can't think that the Natufians ever lacked experience in plant breeding.  They had to have figured it out.  They had to have genetically engineer the grasses if you ignore all the other possibilities.  After all, wild wheat and barley have 7 chromosomes, and this increased to 42 in their domestic varieties -- their genetic code increased by a factor of 6!  Sugar Cane, another grass, had only 10 chromosomes.  But the domesticated variety has it's chromosomal count increased to 80.  This is a factor of 8!  What is going on here?  How did the Natufians ever figure out genetics if they are unsophisticated?  It had to be genetic engineering or the other -- who is regarded as superstition by many scientists.

Animal Domestication

How did we get a dairy cow from this?
How did we get a dog from a wolf?  How did we get a dairy cow from a wild aurochs?  Why are these two animals bred from aggressive stock -- one still living the other made extinct?   After all, a bunch of Natufians are still going to get a wolf if they raise a baby wolf.  And the Europeans are still going to get an aurochs if they raise a baby aurochs.

You have to change whole groups of genes to get Canis lupis familaris from Canis lupis.  Similarly, you have to do the same to get Bos taurus from Bos primigenius primigenius. So how did they accomplish it?  And why are we insulting our intelligence by assuming that the Natufians and the Europeans back in the New Stone Age were a bunch of people that accomplished this by crossbreeding?  You-know-what had to have been accomplished by Natufians and Europeans to produce the docile dairy cow and the familiar dog.

The Wheel
I touched on the wheel beforehand.  So I said it before, and I'll say it again.  The wheel was not invented by the Sumerians!  The Wheel came from the Neolithic Age, not the Sumerians.  Why?  Because there are etheric wheels in cave and primitive art everywhere.  We are fools to ignore the fact that ancient human testimony called for a planetary constellation in our Northern Sky.  All simple machines are pretty easy to figure out from Earth geography.  Except the wheel. 

In ancient times, the Age of Leo was known as the First Time by the Egyptians. A time when three planets were in a great constellation in our Northern Sky.  The Artists did not get their inspiration of the wheel from the nature all around them.  all they had to do was look up.  The artisans only had to look up.

In an inspired act of art imitates nature, Artisans made the wheel after looking up and imitating what they saw by carving wood or stone.  Disbelievers may scoff and say that humans invented the wheel by saying they saw a bone twirl in the air.  This is nonsense, a modern myth inspired by the movie 2001: A Space Odyssey and the same book by Arthur C. Clark.  Arthur C. Clark never did see the ancient cave art of the neolithic times, nor did he come to the conclusion that there was three planets in our sky in a great constellation.  The Wheel was invented during the Age of Leo and not by the Sumerians (who are the descendants of Elam).

Friday, September 2, 2011

Racial Templates during the Age of Leo

Race Relations in the Age of Leo means that there were several different races.  Human DNA, however, was losing information from what it was in the Distant Past.  Since the setting is in the Age of Leo, you can expect that there were several different races during the time of Atlantis.  During the Age of Leo, humans had larger brains, bigger brain cases, and more robust faces.

Races in the Age of Leo pretty much include: Giant humans, Lemurians, Atlanteans,  Half-Atlanteans, and Homo Sapiens. Other races: such as elves, halflings, and such; would be Dimensional Beings or Astronauts from other civilizations beyond the stars.  These are Race templates for use in the game. 


The Humans of Earth are split into four races during the Age of Leo.  Homo gigantes which were a giant human (called Giants in the Earth in the Bible), the Atlanteans, the Caananites, the Khitanni, and Homo sapiens.  Human characters range from scientists, to adventurers, to the occasional (and rare) 21st Century transplant in the form of a high school student.

Human Racial Template
Except for H. gigantes, all humans have the same template in game terms.  In culture, the four human races have different tendencies.  The traits are:
  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (1 point)
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. (0 Points)
  • Normal Speed: Humans have a base speed of 30 feet. (0 points)
  • Bonus Feat: Humans select one extra feat at 1st level. (2 points)
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. (3 points)
  • Languages: Humans begin play speaking The World Wide Language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 
  • Total Value: 6 character points.
  • Final Cost: 0 character points.

Atlanteans, which includes Lemurians, are those people which are descended from the loins of Seth and his wife, and also Eve his mother.  They are a calm, nordic people who are white.  The race of Atlanteans have great longevity, as in the case of Adam, who lived a thousand years before dying. They are inventive, relentless, and scientifically minded.

Physically, they represent the human norm.  About six feet tall and about 150 lbs. in weight.  A mighty people based in the Americas, Atlanteans have spread out forming colonies in Europe, Africa, and parts of Asia.  The largest colonies of Atlantean culture are in Atlantis, Lemuria, and Zion.  The Atlantean genes will live on in the descendants of Shem and his wife, and those Indo-Europeans that favor Japheth.

The Canaanites, despite what others would have you believe, are not the Beasts of the Field.  They are descendants of Cain, some of his brothers, and Lilith -- Adam's third wife.  Their features match those of the African.  Black, impulsive, quick to feel emotion, the Canaanites had founded colonies in Mu and northern Africa.  Although the true Canaanites are smiths and are able to work all manner of metals (the descendants of Cain), the greater Black race have destroyed an entire nation of people who lived in tents. As a result, the colony in North Africa was punished.  Their nation had become cursed to be no longer green.

The Canaanites also have the distinction of creating the first instance of Organized Crime.  Cain and his brothers created the first secret organization in which Cain planned and executed the first murder.  Canaanites resemble the people of Kush.  They are dark skinned, ranging from brown to black.  They were the first city builders, building the city of Nod near the land of Mu.  They range from 5 ft tall to about 6 ft 5 inches tall.  The Canaanite genes will live on in the descendants of Ham, more specifically in those who would settle in India and sub-Saharan Africa.

The Egyptians, as we know them, favor their father Ham over the Canaanite, Egyptian princess he married.  They will be white, with red hair and maybe a little blonde.  However, they will be cursed according to the Priesthood.

The Khitanni
The Khitanni are the seed of Sarah, Adam's second wife.  They have formed colonies in Asia, specifically Xian and Shan-gri-La as well as what we call China.  They are an industrious people, able to copy most anything anyone puts out.  They are also mystical, having beliefs in circular philosophies.

The Khitanni have yellow skin and distinct facial features.  Their eyes are slits, they have black, straight hair, and they are about five feet six inches tall to about five feet eleven inches tall.
The Khitanni genes will live on in those Indo-Europeans who favor Japheth's wife and the Hittites.  Eventually, colonies in Asia after the great flood will become present day China.  To this day, the Chinese honor Noah in the form of a goddess named Nu-Wa.

H. Sapiens

H. Sapiens represents a mixture of these races and the "Beasts of the Field" spoken of in the Bible.  They will make up the Heathen Nations spread throughout the world.  H. Sapiens are the cave men, the stone age cultures of hunter gathers and farmers during the Age of Leo located in Europe and the Middle East.  H. Sapiens include the Natufian culture as well as the Hunter Gatherers of Europe, Prehistoric Europeans.  H. Sapiens evolved from monkey stock that may have been tinkered with to spur evolution (there are 250 genes in the human genome that cannot be accounted for).

Life is brutish and short for these people.  However, they do produce fair daughters which attract men of the other races, above.  H. Sapiens are characterized by their height, which varies between 3 feet (dwarves), to about seven feet tall.  H. Sapiens are as smart, and as industrious as we are.  H. sapiens genes live on in the RH Factor in the blood of most humans today, meaning that somewhere in the line of patriarchs there were intermixing with the "Beasts of the Field."

Homo Gigantes

Giant Humans, H. Gigantes, are a genetically engineered race by Atlantean or Khitanni design.  Purposefully created, they are large of stature by doubling the human genome.  H. Gigantes have 84 chromosomes instead of the usual 42.  Giant humans were used to help build megalithic monuments including Baalbek.  Giant humans may be of H. Sapiens stock instead of the stock of the other three races.  These Giants are engineered to stand 12 feet to 20 feet tall.

Little is known about the Giants in the days of the Age of Leo.  It is known that some of them became men of great renown, as the heroes of old.  We have only skeletons and pictures of excavations, though, to prove that they exist.  Called the Nephilim in the bible, they are not the product of Angels mating with the children of Men.  Rather, they are genetically engineered purposefully to have 84 chromosomes.   Question is, do the giants live on?  Well, in the case of Goliath they did, although Goliath was only a dwarf -- nine feet tall -- compared to his mother and father and siblings.  Which means someone did genetic experiments after the flood.

Giant Racial Template:
  • Of Large stature: Giants are of large stature (about double that of humans) and have the Giant subtype. (3 Character Points) 
  • +2 to one Ability Score:  Giants are the result of doubling the human chromosome.  So they are still human in every way possible. (1 point) 
  • Increased Speed: Giant humans have a speed of 50 feet. (Point cost: 2) 
  • Bonus Feat: Giant humans also select one extra feet at 1st level (2 points) 
  • Languages: Giants begin by speaking the World Wide Language.  Giants with high intelligence scores may choose any language they want.  
  • Total value: 8 points 
  • Final Cost: 2

For GMs who want a really weird game, their could have been other races that could exist in your game.  Races such as elves, shapechangers, dwarves, and halflings are not at all impossible in a game based on pure fantasy.

Dragon Folk

Dragon folk have the reptilian features of dragons with a humanoid frame.  Appearing to be the descendants of a great Dragon God, the dragon folk have crossed into Earth either by dimensional gate crossing or by more fanciful means.

The Dragon folk have colonies in Europe, South Africa, and possibly Mu.  Dragonfolk stand about six feet tall and range from golden in color to a rich red brown.  They are mystics and warriors, capable of learning the Wizardly arts and the arts of the blade.  There are no Dragon Folk fossils that have been found.

Dragon Folk Template:
  • Ability Scores: +2 strength (1 Character Point), +2 Charisma (1 character point) 
  • Base Movement: Dragon Folk move at 30 feet.  (0 Character Point) 
  • Dragon Skilled: The Dragon Folk are highly skilled, and have one rank of Highly Skilled (1 point)  
  • Dragon Training: Dragon Folk have one rank of Attack Combat Mastery (3 points) 
  • Dragon Breath: Dragon folk have a special attack that is freezing, acidic, fiery, plasmatic, or poisonous.  (damage 1d8, Flare, Spreading, Short Range, Toxic) (4 points) 
  • Languages: Dragon Folk start out knowing Draconic.  They can learn the World Wide Language also. (0 points) 
  • Total Value: 9 points. 
  • Final Cost: 3 Character Points.


dwarf by ~shonensan on deviantART

Dwarves are from another world in another dimension.  They are a stoic race that are found in colonies in Eastern Europe. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves
on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf. If there are any Dwarven fossils, they would be no different from that of a small human's.

Dwarf Racial Template:
  • +2 Constitution (+1 point), +2 Wisdom (+1 point), –2 Charisma (-1 point): Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. (0 points)
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 point)
  • Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision) (+1 point).
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. (+2 points)
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. (+1 point)
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (+1 point)
  • Stability: Dwarves receive one rank in Defense Combat Mastery. (2 points)
  • 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. (0 point)
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (0 point)
  • Total Value: 6 character points
  • Final Cost: 0 Character Points

NEXT: More races of Atlantis favoring the fantastic side.
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