RPG Scenario: Dead Ship

RPG Scenario: Dead Ship

The following scenario came from a suggestion I made on Reddit a while ago. I decided to keep it and flesh it out a bit. This is meant to be for a Space based game, but could be modified for a Modern game.

The characters are crew members of the EDFR Rainier (Earth Defense Force, Reserve,) a Fast Combat Supply Ship. The FCSS is meant to accompany Naval Combat units and support all their supply needs. It provides fuel, ammunition, and all other supplies a ship in combat could need. In addition it has space to provide some man power transfers, mail deliveries, prisoner transport, and even other live cargo as needed.

The ship itself is heavily automated with redundant systems. In dock the ship is setup to automatically load and store supplies throughout it’s hull. A Fast Combat Supply Ship can also take supplies off of a variety of other transport ships as needed. This allows it to detach itself from the fleet, meet a supply convoy to load up, and then rejoin the fleet.

Supply transfer is partially done via automated lifters that can access any part of the ship as needed. For instance medical supplies will automatically be routed to the medical facilities storage, ammunition will be sent to weapons systems, fresh food will be sent to the galley.

The automated lifters are roughly man sized but can carry a ton each. They will gang up for heavier loads such as missiles and large equipment transfers if the direct connect automated systems are damaged. Anti-gravity propulsion systems allow them to work both in a gravity well and in the vacuum of space. The lifters are unarmed, but have enough armor to withstand minor damage.

The EDFR Rainier is designed to nestle directly against combat ships to minimize potential for enemy damage during combat. Armored cargo ports automatically connect each ship to allow the liters to travel between each. Fuel supply, and large ammunition transfer systems connect automatically through similar heavily armored and protected connections.

While the EDFR Rainier is armed, it’s weapons are purely defensive. These are antimissile, anti-air/fighter, and basic counter-measures. These systems automatically tie into those of whatever ship it is currently servicing to protect both ships while in combat and reloading. The crew of the ship being supplied has complete control of the EDFR Rainier during this time. They can designate priorities on supplies being transferred, initiate and stop transfers, and provide complete defensive needs in combat.

Crew members of the EDFR Rainier are mostly technicians. Their job is to get the Rainier to it’s destination and to service and repair the Rainier’s automated systems. They have basic weapons training, but much of it is out of practice. All crew members are well versed in Zero-G and EVA operations. In a pinch they can help load/unload.


The EDF Keiko Akane is a slightly out of date battleship. By modern standards she is only a destroyer. But sometime in her past she was heavily modified with faster engines and the latest in anti-detection systems. As such she still remains in service as a transport for Special Forces units being deployed directly to combat. The Rainier is sent to supply her while on mission.

As the Rainier approaches the rendezvous location they have to wait a couple of hours, deep in hostile space. Finally they get the automated message from the Keiko Akane, and both ships start the docking procedures. The Keiko Akane sends in it’s “order,” all routine for a ship that has been operating on it’s own for a while, and the Rainier obediently starts fulfilling the order as soon as the docking is done.

Everything is 100% as expected and routine. Until it comes time to undock. The EDF Keiko Akane never sends the final “go ahead and undock” order to the EDFR Rainier. Any automated or manual queries to the Keiko Akane about what the problem is go unanswered. Trying to manually undock is futile, the docking protocol is designed to work during ship to ship combat and is near impossible to break. Until the docking protocol is initiated, both ships will act and perform as one.

After 4.6 hours, the EDF Keiko Akane puts both ships on high alert and in defense mode. After 27 minutes both ships start accelerating quickly and firing weapons. This lasts for 18 minutes and then ceases. 85 minutes later the EDF Keiko Akane puts in another request for ammunition and fuel which the Rainier dutifully carries out. This pattern repeats every 4.6 hours down to the millisecond.

Characters should note that during combat, Fast Combat Transports are programmed to send over their own fuel reserves if necessary.

That will be necessary after this happens 7 more times.

EDF Keiko Akane
Characters can gain access to the Keiko Akane several ways. They can use the cargo ports at the same time as the automated lifters. They can spacewalk over to the ship and break in through personnel ports. Or they can take the Rainier’s Collier over. If either of the last two happen, they will have a chance to notice the damage to the Keiko Akane.

The port side of the Keiko Akane looks untouched. This is the side the Rainier approached from and docked with per the Keiko Akane’s orders during the docking protocol. The starboard side of the ship has been heavily damaged. At least three quarters of it’s weapons systems are destroyed. A large section of the hull looks like it’s been carved away leaving half the ship’s decks open to space. At least one of the ship’s reactors was jettisoned into space after it went critical.

If they board the ship they will find signs of battle. The red alert signal comes up at the 4.6 hour mark and continues until the acceleration and firing cycle quits. Ship readouts show that most systems are functioning somewhat but she has been so heavily damaged that it’ll be cheaper to build a new ship. Every fire door has been closed. Many compartments are full of radiation or worse. The forward computer room is completely gone as is a major portion of crew quarters, the galley, the forward missile bays, and half the ships sensors.

The computer is still somewhat operational. It does suffer from a multitude of glitches and reports that the galley is ready to serve food anytime they wish. It shows both that the life boats were launched and that they are still onboard. It is as helpful as it can be, but that is not much. It continually warns them away from the Secondary Computer room to the aft of the ship due to immense radiation.

The compartment has been sealed due to a massive radiation link from the jettisoned engine from the nearby compartment. In addition to the automatic seals, the former crew attempted to erect additional protective barriers. The radiation levels are so high even someone in a protective suit will become so radiated that they’ll be dead within a week. Scans of nearby corridors back this up by showing they too have lethal levels of radiation.

No remains are left on the ship, but signs of personnel abound. Pools of blood from wounded and killed have been hastily wiped up. The surgery shows sign of heavy use. Consoles and chairs are smashed from where bodies hit them. Equipment is strewn about after use or ripped from it’s storage by impact. Any weapons found are fully loaded and functional.

Eventually the characters will figure out how to get to the secondary computer room as it’s obvious that a glitch is causing the problems. When they do get there, they’ll find that it’s been gutted by the same thing the caused the engine to go critical.

At this point, the computer goes silent. All the while, the countdown towards the next rearming cycle continues.

Possible Scenariors
The “computer” is actually a sentient being that accidentally ran into the ship, causing the massive damage. It’s mental capacity is pretty low, but it somehow managed to merge with the ship’s A.I. systems.

There is actually a third computer system on the ship. It’s much smaller, and was meant to only control the engine systems. The crew desperately pressed it into service to replace the two main systems. But it’s hopelessly underpowered and is suffering a number of minor glitches.

The EDF Keiko Akane’s mission failed. To make matters worse, it’s victorious opponent just showed up to take possession of the remains of the ship.

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How To: Merge several WordPress sites into WordPress MU

How To: Merge several WordPress sites into WordPress Multisite*

* (while moving hosts at the same time.)

One of the great things about WordPress is the ability to run one instance of WordPress, but run multiple different blogs under it. This has several advantages, the first is that all sites can be upgraded at once from a central control panel. The second and bigger advantage is that the total amount of resources needed to run WordPress Multisite (also known as WordPress MU) vs. Multiple WordPress installs is much smaller.

The first step is your initial setup at your host. It’s best if you find one that is familiar with Wordress MU just in case you have issue. This is mostly a matter of preference, but I just recently moved over to iWFHosting from another host that I had used for six years. These instructions reflect that move.

The first step was to get a “throw away” domain name. I love Namecheap.com for this reason. You don’t have to have a throw away domain, but it will help keep your sites from being down at all.

This domain is used for the initial install on your host and will be the “location” where you install WordPress for the first time. Once your host is setup, go into CPanel and install WordPress. This should be automatic and will only take a few minutes in most cases. You should try to install WordPress at the root of the domain, don’t have anything like /blog or /worpdress. Otherwise there will be problems later on.

Once you get the notice that WordPress is installed, follow the “create a network” instructions.

The next step is to compile all of your themes and plugins. I took a screen shot of the admin screen on each site so that I knew what site was running which plugins and which theme. Likely there will be a bit of overlap between the two! After compiling these themes together, upload them to /wp-content.

Setup each Site under the Sites button. Essentially these will initially be setup as directories under the “main” domain. So you’ll have http://MainSite.com/Site2, http://MainSite.com/Site3, etc. To keep this simple for me, my site2 was the full domain name minus the .com part. This way I could look at it easily and now what site I was working with.

Plugin and Theme activation is a bit weird. You can force a specific plugin or theme to be active on all sites “network wide” using the Network Enable option. Or , installed themes can be activated on a per site level. I did a combination of both. Performance plugins were Network activated along with Adsense and Google Analytiscs, while plugins that perform specific action were on a per site level as need. This allowed me help keep resource usage at a minimum.

Themes can be activated Network wide, or per a blog. BUT, you have to go into Sites -> Site name -> Edit -> Theme Tab to enable themes on a per site basis. I did this to keep things thin, and also to keep from enabling the wrong theme for the new site. Note that if you make any edits in the theme (such as hardcoding site name, or hardcoded links to a commerce solution) it will be running on all sites that use that theme. So it might make sense to make sure that each site uses a completely different theme.

Export (Settings -> Tools -> Export) your blog. Do everything, unless you want to take this chance to remove stuff such as comments or users. I tried to use a variety of backup plugins but they all had issues or were a pain in the behind to setup. Export is simple and takes seconds even on a large site.

Install the WordPress Import Plugin. Settings -> Tools -> Import -> WordPress. It’s one click there and installs Network wide.

In WordPress MU, click on Sites -> New Site Name -> Dashboard. This puts you into the dashboard for the site and at this point should be very familiar. Import the file you exported from above. Click the box to Include images. This will take some time and doesn’t give you any kind of timer. On some site it may time out. I read all kinds of ways to tweak this, none of which actually worked.

The best way for me was to note the number of images and posts on the old site. I then opened two tabs in my browser to the New Site. One tab was the import process, the other was opened to the Media files page. The import process started moving media files first, but will fail on most anything that is not an image. So note the failures as you will need to move them manually – usually this is because they’re too large in size. I believe the limit is 10mb. I would then refresh the media page every five minutes and make sure the number was rising . If it stopped for a few minutes, I simply went back to the import tab and hit refresh on the page, then clicked “send.” This starts the Import process over, BUT it skips everything that has already been downloaded! It took me about two hours to move 4gb of images and another three hours to move 1000 posts and about 5000 comments. I probably refreshed the import page about every hour.

Once the import is done, I setup the new site. Enabled required plugins on a per site level, configured adsense and Google Analytics, then made sure everything (except the domain name) worked like I wanted it too. In my case this was pretty much copy the old site exactly and set it up the same way. This only took me about five to ten minutes per a site because I wasn’t doing anything crazy. Make sure you tweak things like your permalinks, site name and tagline, Widgets, etc. Note that whatever your site name is, that will show up under the “My Sites” Button. So you want to be a little different in the site names.

Now is the time to move your domain name. Go to your DNS Provider and switch the DNS from the old host to the new one. If your host is also your DNS provider, you may have to transfer the domain name over. I personally keep DNS at my Domain registar so I can move from host to host easier. On your new host you “Park” the rest of your domains. If you’re in CPanel there should be an option to Park Domains.

In your main site, WordPress MU Dashboard, install the Plugin “WordPress MU Domain Mapping.” It must be network enabled. Go to Settings -> Domain Mapping. In the Server IP address put in the IP address of the server where your files are hosted. OR just put in the CNAME (usually your first domain name.) After that change the Domain Name here on a per site level. I also change the path here to be blank.

Go to Sites -> All sites. Hover the mouse over the new site that you want to map to a specific domain. Look at your status bar of the web browser to see where that link goes to. At the very end of that link is an id=x, where x is a number. Remember that number.

Go to Settings -> Domains. Site ID is the number you noted from step 14. Domain is the fully qualified domain name. So enter www.mainsite.com.

At this point you are done. If you do it this way you will have no downtime when transferring from the old host to the new one. I used the same Google Analytics code, so there was not even a drop in stats. As DNS updates it will automatically go from the old site to the new site.

I found that some of the links for posts got messed up, installing the Broken Links plugin helped identify these broken links.

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How To: Check Shutter Actuations on Olympus Evolt Cameras

How To: Check Shutter Actuations on Olympus Evolt Cameras

These directions look a little weird, but trust me, they do work.

1.) Power camera on

2.) Open the CF door (trust me!)

3.) Press “play”+”OK” at same time. If that doesn’t work, try “menu” + “OK”

4.) Press the following buttons in order: “Up” “Down” “Left” “Right” on the dial

5.) Fully press the shutter release button

6.) Press “Up” on the dial

7.) Press “Right” to page 2

Page2 displays the following information (mine shows two more lines then this.)
R: 00XXXXXX mean shutter release count – this is the shutter actuation count
S: 00XXXXXX unknown
M: 00XXXXXX pixel map count
U: 00XXXXXX ultrasonic wave count

It’s crazy, but it works!

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Guild Wars 2 Champion Trains

Guild Wars 2 Champion Trains are no doubt contrary to the developer’s wishes on how Guild Wars 2 should be played. But from the players’ viewpoint, they’re a quick way to level characters, get nice loot, get karma, and get Daily and Monthly Achievements out of the way.

Below is a list of Champion Trains with waypoints. If you know of any that are NOT on this list, or have a correction, please comment below.

Queensdale Champion Train (Levels 1-17)
As of June 2014 all the Champions except the Champion Rotting Ancient Oakheart were changed to Veterans or Elites to discourage Champion Trains in starting zones.

Lornar’s Pass Champion Train (Levels 25-40)
While Lornar’s Pass has a lot of champions, they do not spawn predictably at this time. If you have a pattern for them, please post in the comments below. Thank you!

1.) Frostmaw [Stonescatter Waypoint]
Head north towards [Bearstone Shrine]. He spawns in the flat area to the east.

2.) Champion Ice Wurm [Durmand Priory Waypoint]
Head immediately south, take stairs down to bottom of hill. Turn north and enter caverns. Follow caves to [Posternus Caverns] point of interest.

3.) Lord Ignius [Vanjir's Stead Waypoint]
Head directly south into Venison Pass

4.) Champion Steam Commander[Pinnacle Enclave Waypoint]
He actually originates at another location, but frequently ends up right at this waypoint .

5.) Champion Troll [Durmand Priory Waypoint]
Wanders the caves below the Durmand Priory north of [Posternus Caverns] point of interest.

6.) Champion Ettin [Vanjir's Stead Waypoint]
Head north towards the heart, then turn right. Go up in the hills, follow path generally south to Vista.

Harathi Hinterlands Champion Train (Levels 35-45)

Timberline Falls Champion Train (Levels 50-60)
– Ram

Iron Marches Champion Train (Levels 50-60)
1.) Champion Drakin Cinderspire (Fire Shaman and Minions) [Gladefall Waypoint]
Head southeast over the bridge then curve around to the Northwest. The champion is at the North end of the Scorchlands. There is a break in the wall just south of the Scorchlands Vista that can be jumped through. Kill all the Ember and Fire Elemental Minions in the area before attacking the Shaman, do this three times.

2.) Champion Branded Devourer [Gladefall Waypoint] or [Grostogg's Kraal Waypoint]
Head north into The Infestation. Located in the middle area

3.) Champion Victurus the Shattered [Viper's Run Waypoint]
Roams through Crystalwept Groves with an entourage of branded creatures.

4.) Bria [Hellion Waypoint]
Head south to Bria’s Manor

Sparkfly Fen Champion Train (Levels 55-65)

Frostgorge Sound Champion Train (Levels 70-80)

Guild Wars 2 Champion Train

1.) Wurm [Dimotiki Waypoint]
Jump off the ice flow and starting swimming down and slightly to the North East. The Wurm at the bottom of a chasm in the sea.

2.) Drake [Skyheight Steading Waypoint]
Head north out the gates and angle slightly west around the cliff. The Drake will spawn in a nest area straight ahead.

2A.) Quaggen
Will spawn near the Drake to the North East. Has a long spawn time, so it only appears about every five rotations.

3.) Troll [Earthshake Waypoint]
Head slightly Northwest, jump the fissure to stay on top. Keep heading west until you get to an open area full of trolls. Jump down, the Troll spawns on top of the rock out cropping. There is also a Chest on the north side of the rock out cropping.

4.) “Trio” [Drakkar Waypoint]
The Trio has a long spawn time and will come up about every second or third rotation through the other Champions. It consists of three Champs. If all three can be killed within the time limit (currently ten minutes,) then an extra chest is given as a reward.

Malchor’s Leap Champion Train (75-80)

Cursed Shore Champion Train (Level 80)

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Downtown Disney, Anaheim, California

Downtown Disney, Anaheim, California

Somewhere in the past couple of decades, Disney added something called Downtown Disney. The California version of this is a bit better than the Florida version in my opinion. Not because it’s larger, or it has better stores, restaurants and “gift shops.” No, because it’s better integrated into the larger Disney conglomerate. Downtown Disney is easily accessible from both the Magic Kingdom and California Adventure theme parks and from the multitude of Disney Hotels nearby.

Where as at Downtown Disney Orlando, one must either drive or take the monorail from the various parks. Granted, there are more dining options. A plethora of entertainment options in itself populate Disney Downtown Orlando, along with plenty of shopping and eating options. But, the fifteen minute ride slash drive to Downtown Disney in Orlando makes it less of a destination.

Downtown Disney, Anaheim, California
A picture of some monorails shadowing the pool area outside one of the Disney Hotels.

Lego Dragon at Downtown Disney
In Lego, one of the most iconic Disney movie moments.

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