Monday, 27 August 2007
No sleep for the wicked
grrrr
I did go to bed early so I would have a chance to get some sleep.. did it work? NOOOOOO
They called from work and asked alot of question about how to do when ppl order a pick up...OMG why why why??? all I wanted was to sleep..
Instead I woke up and couldn't sleep in 2-3h after it..
And then when Im finally did get into my nice sleeping mode.. the phone is waking me up again...I give up...
No sleep for the wicked... as always..
Oh btw I do have the day off.... I didnt notise that :(
Sunday, 26 August 2007
Bluescreen hell
And if that wasnt enogh I had bluescreen error of hell...How much you think I could be in msn.. or irc.. or even gaming???
ARRRRRRRRRRRGGGGGGG
But I think.. that maybe its fixed now..
The bad part is that my cash is going out the window and Im now poor like a mouse..or poorer then a mouse.. *cries*
Hate my pc time to time *sniff*
Anyway.. its 10am and I don't have to get up before 11am so im going back to bed now....
cya later o/ (maybe)
Saturday, 25 August 2007
Friday, 24 August 2007
Wohooo 2 DAYS OFF \o/
I sooooo looking forward to be home and get some real sleep.. After i have been down fixing it all i will have to do.. then im going to go home.. Then clean up my appartment.. do the dishes.. wash up.. yeah all things i need to do.. then Im thinking of just head back to bed.. and sleep.. just sleep.. turn all phones off and just sleep...
Then on my 2nd day off I'm going to see some friends and play some rpg.. thats why the VTM text i did spam u with before he heRPG is like something i need... so badley.. i need it.. miss it.. can't get enough of it...Oh btw as ending of this post... I just want to add..
TigerByte; I luvs you and offcourse I miss you ass hell <3
Thursday, 23 August 2007
Guide for VTM Players

The worlds are pretty similar, but there are some changes. Here's a quick cheat-sheet of what's changed so you can get rolling.
What's GoneSome concepts from Vampire: The Masquerade have been removed or drastically altered.
GenerationGeneration isn't used anymore. It's replaced with Blood Potency, which is based on the amount of time you've been awake.
Nature and DemeanorArchetypes have been replaced with Virtue and Vice, which describe two drives for a player: one noble and one sinful.
The Six TraditionsThey've been slimmed down to just three:* Don't break the Masquerade.* Don't make new vampires at all. (This one is broken most often.)* Don't commit diablerie.
The CamarillaThere is no overall society of vampires, like the Camarilla. No Archons, Justicars or Inner Circle. The highest form of government is pretty much the local Prince, who rules supreme over their domain.
What's NewSome new rules and setting concepts have been added.
Blood TiesYou have a connection to your sire, grandsire, siblings, childer and grandchilder. You get a bonus to use many Disciplines against them (but not to resist), and you sometimes get flashes of insight when they are experiencing extreme emotions. Among other things, this means that diablerie becomes much harder.
Blood Potency
Blood Potency starts at 1 when you're embraced, and goes up every 50 years you're awake. You also gain Blood Potency when you diablerize someone who has more than you. It decreases when you're in torpor, at a rate of 1 per 25 years. Someone who just woke up is weakened. Generally, blood potency makes you more powerful, but when it gets very high you lose the ability to drink from animals, and eventually from any mortal at all. Because of this dietary restriction, ancient vampires often find that they need to sleep again.
Torpor
When you go into torpor, you experience weird intense dreams that distort your memory. As a result, you can't be sure of anything that happened before your more recent time in torpor. Also, you grow weaker during torpor. As a result, it's possible to play a very ancient vampire who's not particularly powerful.
MirrorsVampires show up as blurry in mirrors and cameras. With effort, they can briefly seem normal in mirrors and cameras.
Character Groups
In addition to a clan, most characters are members of a covenant.
Covenants
There are societies that share similar philosophies and form social organizations. Most people belong to a covenant.
The covenants are:
The Invictus: old-fashioned political leaders
The Carthian Movement: political revolutionaries
Ordo Dracul: meditating spiritualists seeking personal perfection
The Circle of the Crone: goddess-worshipping blood magicians
The Lancea Sanctum: religious vampires with holy magic
ClansThere are only five clans now. Every clan has a Discipline that's theirs only, and every clan has at least one physical Discipline. Note that clans aren't the main social structures in Vampire: the Requiem. People share more alliance with their Covenant.
Ventrue
Basically the same, but their weakness is they have difficulty resisting Humanity loss.
Disciplines: Dominate (unique), Animalism, Resilience (like Fortitude)
Nosferatu
They are not necessarily physically ugly. Some, instead, have an aura of evil, an awkward social manner, or a terrible smell to them.
Disciplines: Nightmare (unique, causes fear), Vigor (like Potence), Obfuscate
Gangrel
Their clan weakness changed. They are now more bestial in their thinking, and have some trouble dealing with sophisticated human concepts.
Disciplines: Protean (unique), Animalism, Resilience (like Fortitude)
Daeva (New!)
A lot like Toreador. Their clan weakness is that they are drawn to whatever their Vice is.
Disciplines: Majesty (unique, like Presence), Vigor (like Potence), Celerity
Mekhet (New!)Secret-craving psychics. They have a weakness to fire and sunlight.
Disciplines: Auspex (unique), Celerity, Obfuscate
Bloodlines
Bloodlines are considered offshoots of a particular clan. They have all the Disciplines of the basic clan, and the weakness. They also have a second clan weakness, and a fourth in-clan Discipline.
Vampires can found a new bloodline at Blood Potency 6. They can join a bloodline of the same clan at Blood Potency 4, and can join their sire's bloodline at Blood Potency 2. When they do, they gain a second clan weakness, but they also gain a fourth in-clan Discipline.
For instance, the Toreador are now a Bloodline of the Daeva. A Daeva who joins the Toreador gets all Daeva Disciplines, plus Dominate, but they're fascinated by beauty
Wednesday, 22 August 2007
Storytelling for Assamites
Of course, there are ways to make an Assamite character part of a game without building up for an eventual intra-coterie bloodbath. All of these solutions may not be perfect for all groups, but most Storytellers should be able to find at least one or two acceptable alternatives.
Assamite-Centered Stories
The doors to the Great Hall of Alamut silently swing open, the breeze of their passage swirling about your ankles. Perhaps a hundred of your clanmates are there, standing silent and rock-steady. They're arrayed in two ranks, split evenly to make an aisle straight from the doors to the dais at the far end of the Hall. Halfway down the aisle, the black tiles of the floor bear the ancient sigil of Haqim, inlaid in silver and jade. Along each wall stand three clan elders dressed in the ceremonial robes of the silsila, with Heckler & Koch assault rifles held at port arms and scimitars slung at their sides. At the far end of the aisle is the Black Throne, a squat seat of obsidian with a wooden shaft protruding from the right-hand armrest. The dark figure who sits on the throne meets your eyes and beckons you forward…
The most obvious way to make Assamites work in a story is to make the story focus exclusively on those Assamites and their roles within the clan. In this type of story, all of the player characters are Assamites who (at least nominally) seek a common goal. This objective may be as simple as mutual survival in the face of the Schism or as complex as maintaining a group cover identity while hunting down an amnesiac elder at a Camarilla conclave and returning him to Alamut unharmed.
The most obvious Assamite-centered story focuses, to some degree or another, on matters martial. Let's face it: all diversity aside, the Assamite clan is defined to a certain degree by its members' combat prowess. While there are no secret armies of Assamites training under mountains in Iran, ready to surge forth across the world in a bloody tide, at least a third of the clan is ostensibly dedicated to the professional application of violence in all its forms. It's only logical to craft a story that focuses on the dominant aspect of the clan's identity, whether the characters are a team of expert elder-hunters or a ragged band of Chechen freedom fighters.
There's more to the Assamites than just killing, of course. The clan has long been divided along caste lines, and the interplay between the warriors, sorcerers, and viziers has resulted in some surprising compromises. More recently, the Schism has broken the clan along divisions of belief and allegiance as well as those of caste. A game that focuses on Assamite internal politics opens a vast array of possible outcomes. If such a game is set in the last nights before the Schism, the internal tensions of Alamut provide even more opportunities for drama.
The blood-magicians of the sorcerer caste deal with things even stranger than vampires on a nightly basis. After all, Haqim originally charged them with dealing with demons and infernalists on those formidable adversaries' own turf. Just about any sort of plot that centers on the supernatural would work as well with Assamite sorcerers as it would with Tremere warlocks or Tzimisce kolduns — with, of course, appropriate allowances made for the sorcerers' unique style of blood magic. This would by no means require all of the characters to be sorcerers, nor would non-sorcerers necessarily be secondary to the coterie's magicians. Few serious students of the occult have time to learn all the skills necessary to a successful investigation or political maneuver. Other characters may play supporting roles in the group, but they are by no means reduced to the sorcerers' supporting cast.
Being an Assamite does not make one immune to the wonder of discovery and exploration, and the clan's "back yard" is home to many of today's most intensely-studied archaeological sites. What might a party of Assamite field researchers find buried in the ruins of Carthage or the tombs of a pharaoh— or in the catacombs of the Second City? The clan itself has undoubtedly lost many treasures over the millennia, and an expedition to recover those might provide unexpected benefits and perils.
As various signature characters prove, Assamite blood does not necessarily harden one's heart against all potential entanglements. Romance, that oft-neglected element of vampire fiction, is no less prevalent among the Assamites than it is among any other Cainite clan, though it may take on slightly different forms. Assamite elders' unnaturally dark skin lends them a touch of the exotic that many individuals may find compelling, and no few Cainites have tried to seduce an Assamite for the prestige that taming such a "dangerous outsider" would bring them. Seduction is also a time-honored tool of the assassin and the spy, and charming one's way into the bed of an adversary has never gone out of style. For a more tragic twist, consider the possibility of a vampiric affair set before the Breaking that involves an Assamite warrior. How will the lovers deal with their inability to share blood, one of the most intimate acts possible for Cainites?
Mixed Stories
The evening started out as light rain, but it developed into a miserable downpour by the time the coterie arrived at the horse farm that the prince of Lexington used for private audiences. Everyone had been to the farm at least once before; no one had enjoyed his experience there. A ghoul secretary showed the party directly to the prince, who was waiting in her office. She wasted no time getting to the point. "Another neonate has disappeared," she said. "This makes four in the past five months. If the pattern holds, we'll find a dry husk of a body in Elysium within a week. Someone in my city is preying on my subjects and thumbing his nose at me and I want the culprit. Dead will do, staked would be preferable." No one asked why she'd picked this particular coterie of neonates to spearhead her investigation. Her reasoning was painfully obvious: the most likely suspect in Lexington was among them. His involvement in the proceedings would either condemn or exonerate him in a matter of nights — and his friends, all previous thorns in the prince's foot, would not escape the fallout were he proven guilty.
Mixed stories, for our purposes, are those in which one or more Assamite characters are featured alongside members of other clans. Such tales are potentially more difficult to craft that Assamite-focused stories, but they can be just as rewarding. The foremost thing that all involved parties must take into account when starting or joining mixed chronicles is character compatibility. Intra-coterie friction is perfectly acceptable, and may add more flavor to character relations than fawning mutual adoration.However, it's too much of a good thing when that friction ignites fires. Storytellers should ensure that players create their characters with room to "play well with others." Besides, the character concept of "Assamite diabolist who's secretly out to kill every other player character, and is working nicely with them until he gets the right opportunity " has already been done to death — the only variations possible on that theme are new ways to piss off fellow players.
Camarilla
Prior to late 1999, most Camarilla vampires only had contact with contracted Assamite assassins (either as the contractor or as the target) and the very rare Dispossessed refugee claiming Caitiff blood to avoid persecution. However, shortly after the Breaking, the Camarilla first encountered Assamites who did not fit the sect's preconceived notions of the "Islamic diabolist assassin." This trickle of nonstandard Assamites became a flood a year later when the Schism shattered the clan.
By most estimates, close to 200 Assamites claimed full Camarilla membership by late 2000, with perhaps twice that number existing under sanctuary in various cities. This makes the Assamites far more common in Camarilla-held territory than any minor bloodline, possibly even more numerous than the Lasombra antitribu, but still far less frequently encountered than members of any of the sect's founding clans.
With such a relatively large presence, the Schismatics were bound to have an effect on Camarilla society, regardless of how they tried to minimize their impact. In fact, most of the sect's newest members have made no such attempt. Indeed, they seem to be intent on gaining acceptance in their new "home," and many Assamites have become as socially and politically active as the suspicion levied against them permits. The Children of Haqim are no less of social creatures than any other vampires, and centuries of relative isolation have given them a hunger for diversity, experience, and simple Cainite contact that may equal the warrior caste's bloodthirst in intensity.
Of course, the Schismatics are far from full acceptance in the Camarilla, despite the best efforts of al-Ashrad and the viziers' foremost ambassadors. Centuries of hatred cannot be overturned with a few eloquent speeches and a handful of tokens of sincerity. For Assamite neonates, this means that their social position is shaky at best. Most Camarilla Cainites view them with some degree of suspicion, whether it be slight distrust or outright blood-feud hatred. The coteries most likely to accept Assamites, particularly those of the warrior caste, are those whose other members are also less than favored in their cities.
In general, an Assamite's acceptance in a Camarilla city depends on two factors. The first is the local power structure's publicly stated views on the clan, as lesser Cainites will tend to fall into line with whomever is pulling the strings. A prince who is tolerant and openly extends sanctuary to Schismatics will usually have a city where Assamites are met with curiosity and a tentative eye toward mutually beneficial alliances. On the other hand, a prince who requires all Assamite residents to be two steps toward a Blood Bond with him will set the tone for a city that edges Schismatics into the worst feeding grounds and bars them from most Elysium events.
The second factor is the individual Assamite's degree of threat toward other vampires as those Kindred perceive it. Appearances count for more than realities in such situations. An Assamite who can dance with the local Toreador and debate Balkan politics with the Ventrue is more likely to gain some degree of social standing than one who displays no abilities other than a keen eye for ambush terrain — even if the former is a warrior-caste master assassin who was once a Bedouin noble and the latter is a harmless vizier mathematician with a passion for Tom Clancy novels.
One final note bears particular mention when discussing the Assamite Schismatics' acceptance in the gerontocracy that is the Camarilla. With the Breaking, Assamite warriors are once again susceptible to the Blood Bond — a fact that is not lost on many enterprising Camarilla elders…
Sabbat
As might be expected, the Assamites enjoy a much greater degree of general acceptance in the Sabbat than in the Camarilla. The Assamite antitribu have been with the Sabbat since its inception and have been a valuable part of the sect for centuries. The situation has shifted somewhat in the Final Nights, as many of the Black Hand's senior leadership suddenly departed after the Breaking, leaving gaping holes in the Sabbat's paramilitary power structure that the Camarilla was quick to exploit. However, Sabbat leadership seems to bear the remaining Assamite antitribu little ill will. The reasons for this are twofold. First, the Black Hand is no longer dominated by the Assamite antitribu — many leadership positions are now in the hands of Lasombra, Tzimisce, and Ventrue and Brujah antitribu, and these factions are ironically grateful toward the foolish Assamites for the opportunities that they may never have had otherwise. Second, the Sabbat has enjoyed a recent influx of refugees from Alamut who wanted a third alternative to the options of unlife under Ur-Shulgi's iron fist or playing nicely with the Camarilla.
These individuals, primarily neonates and ancillae, make a good crop of cannon fodder for the Black Hand's renewed assaults on Camarilla cities — they're considerably more skilled in martial matters than the average Sabbat neonate, but they haven't been in the sect long enough to develop extensive social or vinculum ties to vampires who might otherwise serve as their advocates, mentors, or protectors.
The Schism has also given the Sabbat another unexpected boon. For the first time since their split from Alamut, the Assamite antitribu now number a handful of sorcerers among their ranks. For a sect still reeling from the disappearance of the Tremere antitribu, the appearance of any blood magicians is cause for celebration. No viziers have yet been reported in the Sabbat, but any such individuals would surely keep a low profile until they could establish contact with their warrior-caste brethren.
Most Assamite antitribu characters, whether Embraced Sabbat or recently recruited, will be neonates. Combat prowess, while not required, is expected of clan members — nearly all Sabbat vampires will look askance (at best) at an Assamite who can't fight well. The Assamite antitribu do still form the core of the Black Hand, though they are no longer as well-represented in the Hand's upper ranks as they used to be.
Anarchs
Although it's easier to say what anarchs aren't than to say what they are, some generalizations can be drawn. Most anarchs are neonates who have incurred the disfavor of the Kindred Powers That Be, whether deliberately or accidentally. They now exist on the outskirts of vampiric society or in the Anarch Free States, eking out a precarious night-to-night existence and plotting the overthrow of the Dead White Men's network. Such an arrangement lends itself well to those Assamites who no longer want (or never wanted) to pursue any particular faction's agenda. For the anarchs' part, most groups are glad enough of the addition of a new member who knows how to take care of himself — at least, those groups who have never been on the wrong end of an Assamite search-and-destroy contract.
Assamite anarchs tend to be the wildcards of the clan. Most Assamites who don't become Dispossessed immediately after the Embrace grow accustomed to having some sort of support network and to belonging to something larger than themselves. Those who have both the desire and the ability to go anarch, to rebel against all the established Cainite social orders to which they could have claimed allegiance, usually have some catastrophically disillusioning incident in their histories. Oddly enough, several viziers are numbered among the Assamite anarchs, perhaps due to the relative political freedom that anarch affiliation offers.
Elder Sects
It is a common axiom that once a vampire survives to a certain age, she ceases to be a representative of her clan and becomes, instead, a true elder, a vampire concerned with no associations or alliances save those into which she enters for her own benefit. While this is less true for members of clans with rigid internal hierarchies, such as the Assamites, eventually even the staunchest supporter of clan solidarity will examine other options for her route to personal power and survival. Many times, the best of these options will be one of the so-called "Gehenna cults" or another similar organization of like-minded (or similarly paranoid) elders.
Live-Action Roleplaying
LARP situations bear special mention because of their sweeping differences from more conventional forms of play. In most "tabletop" games, characters are usually on the same side, at least nominally, and are working together to reach a common goal or to assist each other in resolving individual objectives. The Storyteller provides faces, voices, and actions for both allies and enemies, thus removing the primary focus of conflict from the players’ characters.
In live-action, however, the most common adversary is another player character. Many live-action games are heavy on political intrigue. Combat is generally less frequent, but also more personal, because of the more directly adversarial nature of the act — if you initiate a fight in live-action, chances are you’re going after another player’s character, not a faceless mook controlled by the Storyteller.
Many live-action Storytellers consider Assamites unsuitable for LARP play. The clan has a reputation as mercenaries and assassins who care little for other Cainites unless they’re sources of employment or targets. While that may be useful for those all-too-frequent mass combats, it’s not all that well-suited to empire building or Elysium politics. To be brutally honest, the situation only gets worse every time a teenager with misplaced aggression tries to bring the next Old Man of the Mountain into a game. The stereotypes (of both Assamite characters and their players) get reinforced, the World’s Greatest Hit Man’s victims get pissed, and the kid doesn’t understand why his character doesn’t get involved in any plots that don’t involve killin’ shit. No one wins. Hell, no one even has that good of a time.
If you’re a LARP Storyteller, consider this your license to take a hammer to those stereotypes. Starting with your more experienced, trusted players, gradually open your game to Assamite character concepts that expand the envelope. Work in some of the intrigue that recent shifts in clan loyalties have engendered in both the Camarilla and the Sabbat. Make the local sheriff, seneschal, or templar wonder about the security of her position — is that new Saracen in town gunning for Status, or does he just want to be left alone?
If you’re a LARP player, consider this your license to take a bulldozer and a half-dozen pissed-off werewolves to those stereotypes. Play a character who’s more than a killing machine and a stack of weapon cards. Use the clan’s current ill-defined position to carve out a nice little power base (never neglect those oh-so-underestimated Influence Backgrounds), then write your own definition for the Assamites’ role in the Cainite world. Make everyone around you uneasy— not because they know you can eat their brains for breakfast, but rather because now they can’t predict what kind of Assamite you are.
Which is just as it should be.
Monday, 20 August 2007
A Workaholic?

1. Do you get more excited about your work than about family or anything else?
2. Are there times when you can charge through your work and other times when you can't?
3. Do you take work with you to bed? On weekends? On vacation?
4. Is work the activity you like to do best and talk about most?
5. Do you work more than 40 hours a week?
6. Do you turn your hobbies into money-making ventures?
7. Do you take complete responsibility for the outcome of your work efforts?
8. Have your family or friends given up expecting you on time?
9. Do you take on extra work because you are concerned that it won't otherwise get done?
10. Do you underestimate how long a project will take and then rush to complete it?
11. Do you believe that it is okay to work long hours if you love what you are doing?
12. Do you get impatient with people who have other priorities besides work?
13. Are you afraid that if you don't work hard you will lose your job or be a failure?
14. Is the future a constant worry for you even when things are going very well?
15. Do you do things energetically and competitively including play?
16. Do you get irritated when people ask you to stop doing your work in order to do something else?
17. Have your long hours hurt your family or other relationships?
18. Do you think about your work while driving, falling asleep or when others are talking?
19. Do you work or read during meals?
20. Do you believe that more money will solve the other problems in your life?
If you answer "yes" to three or more of these questions you may be a workaholic. Relax. You are not alone.
Hell's Kitchen

Hell's Kitchen is one of those reality shows you can't take your eyes off. The Main chef, Gordon Ramsay, is always angry and looks miserable (it is said that he is worse than Simon Cowell), the wannabe chefs look and act like amateurs, and so far every episode shows how bad these people are at cooking and taking orders(with the exception of two or three people).
I don't know and i really don't care if this reality show is actually real, but it will certainly get your attention. If you haven't seen this show you should try watching it and you may be addicted to it as I am.
Hell's Kitchen RULES \o/
Sunday, 19 August 2007
TGR to Launch Monday 20th August
Total Gaming Radio is a brand new multi genre internet radio station being launched by the Gaming Radio Network group on monday, 20th August 2007.
It's aim is to draw upon the resources of our other station's (Eve Radio, Weathertop Radio and BootyIsland Radio) to create an experienced pool of veteran DJ's to bring you the combined knowledge and experience of many, many games from every conceivable platform and genre.
If you're a fan of MMO's, we'll have that nicely covered.
If you're a console gamer, we'll have our people in place to bring you news, reviews and comment on your favorite games.If you're a casual listener, we'll be in position to educate, enlighten and introduce you to the wonderful world of PC, Console and MMO gaming.
And thats not all ...We'll have discussion chat shows galore, themed competitions for real world merchandise, in game events and giveaways and the best in current chart, dance, rock, r&b and metal the world over on our dedicated automation system.In short, we'll be offering to you, the discerning gamer, the ultimate in news, views, indepth discussion, reviews and music live, 24/7.
We look forward to seeing you August 20th.
__________________
MrBlades
Director
Saturday, 18 August 2007
The current rules and regulations for Perpetual War
Two teams (Lets call them the good guys and the bad guys) wage open warfare against eachother in a single hi-sec system from now until the end of eternity. One team is designated RED TEAM and the other BLUE TEAM.
Each Team has it's corporate headquaters in the same system but different stations and will fly a variety of common craft with the single goal of achieving more death and destruction than it's opponant.Victories will be achieved through dominance of the battlefield and detailed through obtained killmails and posted on two special killboards (one for each team) which will be tallied and totalled each week.At the end of each weeks combat, the team with the highest overall score will "win" that particular round and prizes awarded to the most prolific killers in that team.
There are some more specific ground rules and limitations that all participants will have to follow. Failure to do so will result in expulsion from the corp and penalties levied against the offending team.
Specifics are as follows :
Pilot elegibility
We are aiming to make the war as ballanced as possible and friendly to newer players. All characters who wish to join either Red Team or Blue Team will have to have been created no earlier than 20th July 2006. New characters are suggested (I'd suggest rolling and alt and play with that, it's fun) but anything upto a year old (as detailed above) will be permitted.
A number of ER staff have commented that they are unable to create new alts to participate due to already having an ER DJ character created. It has been decided that existing alts, which have no more than 12 million SP's and are OLDER than the above stipulates can be elegible IF the DJ's in question submit images of the alt they wish to uses's character SP's to verify they are not too powerful. Both myself and Tempest will verify their elegibility before allowing them to join either team, just to make sure that nobody thinks we're fixing it.
Just to clarify, if you see a character that is more than 12 months old participating they will be below 15 million SP's AND an ERDJ alt. So feel free to shoot them more.
Ship elegibility
All Tech 1 ships upto and including tier 2 Battlecruisers are permitted. No Tech 2 ships are permitted with the exception of Tech 2 frigate class vessels. This includes Stealth Bombers, Assault Frigates, Covert Ops etc.Faction vessels are also permitted, as is the use of T2 equipment on your ships.
Battleships are NOT permitted at this stage, although as time goes by they will be introduced.Rules Of EngagementCombat between Teams is only permitted within a single target system. If combat occures between opposing teams outside of the target system, the offender will suffer a penalty to his teams standings and be removed from his corp.
Meta gaming and underhand tactics (such as infiltration) will not be tollerated. The idea is to have cheap and cheerful fun with the pew pew, not sneaking spies into the opponants team to try and gain an advantage. Don't do it, it's ghey.
Alt use for observation and intel purposes is strictly forbidden. Pilots found taking advantage of this will be dismissed from the corp as it's against the spirit of the event.Offensive smack talk, outbursts of anger or frustration aimed at your fellows or the opposing team will not be tollerated. Offenders will be warned first and then dismissed if they do not immediately improve their behaviour.
From time to time, a general RTB (return to base) order may be issued by either team captains. This will be done in agreement with both team captains and will usually only be called if there are excessive periods of long term station camping that is making it difficult, if not impossible, for the camped stations inhabitants to get into space to fight. The idea here is to promote conflict without making it a turkey shoot or have long periods of inactivity due to being camped. When the RTB is ordered, both teams will immediately return to base and dock until the the all clear is announced. AFK members stuck inside the opposing teams base will have until the all clear is announced to wake up and get home unmollested.
Anyone attacking an opposing team while the RTB is in effect will have their team penalised.All kills and losses must be posted as soon as you dock/get a couple of minutes peace. There is no excuse for not posting them. If you don't post a loss or a kill, we will know about it. Every monday both boards will be audited and compared with our records. If they don't match up, the teams responsible will be penalised for each missing kill/loss not posted, as detailed below.
Noobship / 5 pts
Shuttle / 5 pts
Frigate / 50 pts
Industrial / 20 pts
Destroyer / 60 pts
Cruiser / 100 pts
Capsule / 5 pts
Interceptor / 60 pts
Assault Frigate / 80 pts
Covert Ops / 80 pts
Battlecruiser / 250 pts
Once tallied, these points will be removed from the weeks totals and the corp with the most kill points will be declared the winner of that round.
Under normal circumstances, points are totalled from 12:00am Monday through to 11.59pm sunday. All times are gmt.It is in everybodys best interests to post all their kills/losses immediately. If certain individuals fail to comply frequently, they will be named and shamed (on Eve Radio no less) and kicked from the corp for being slack.
DONT LET THIS HAPPEN TO YOU!
Killboards can be found at :-http://redkills.eve-radio.comhttp://bluekills.eve-radio.com
Other than that, anything goes. Please note, ammendments may be made occasionally to maintain some semblance of ballance as well as drastic changes that will effect the way the war is waged.
Suggestions
There are a few things suggested below that may enrich the experience and promote good clean pew pew.Discourage campingAlthough it's a valid tactic for keeping your opponants pinned down, it's unlikely you will get a fight out of them if you both outnumber them or use superior ships and sit at close range waiting for them to undock and get owned. Camp with fewer ships or sit at range so you can get clear if you suddenly find the entire mass undocking to engage you. Better yet, split your forces into multiple gangs/wings so you can quickly call on support if you find yourselves needing it. Prolonged camping will mean an RTB is called, forcing both teams to return to their bases until such time as the all clear is sounded.
Don't bring a nuke to a knife fightWhile it is permitted to use superior ships to beat the living hell out of your opponants, you're much less likely to get them to commit to a fight if your death machine can easily chew through them. Surprise ganks are one thing but an actual battle is unlikely to occure when the inferior team is massively outnumbered or out gunned. No matter what could possibly happen in an encounter, people are not going to throw their ships away on the off chance they can inflict damage before they are all wiped out.
As the adage goes, if you want a fight, bring ballanced numbers. If you don't want to fight, bring overwhelming numbers.Roaming GangsIf there are a good number of people online, it's a good idea to set up roaming gangs. A blob is one thing, but people generally prefer not to fight like this is they can help it. A few smaller gangs, roaming around the system looking for targets is much more interesting than bringing two blobs together for a mashfest. Small gangs mean you can engage a superior force and call in support as needed. It also means that the opposing team can also call in support to ballance things.
Avoid flying soloWhile it is nice to have the freedom to fly around when the mood takes you, solo pilots are vulnerable to ganks. Ganked pilots are bitter and their CEO's dont enjoy reminding them over and over that there is saftey in numbers.
Scouting is fine, providing your attached to a gang who can warp in and save your bacon if you run into trouble. Show no mercyIf you have an oppurtunity to kill your enemy - do so. But don't do it if in doing so you end up taking unballanced losses. The killboards will not thank you at the end of the week when scores are tallied up.Voice CommsVoice comms are permitted for organisation but it is prefered if you don't use them. Reason is as soon as people start utilising voice comms, ego's get involved and sooner rather than later people can start bitching at eachother for whatever reason and it stops being fun and turns into just another alliance blob war. We really don't want that to happen. Keeping an eye on instructions in your current gang channel should suffice, if you're not waging a blob war. A Word On LogisticsNeither teams will be providing ISK, ships or modules to start. This is because we are poor and lazy. Bring your own gear to the combat zone to start, although as time goes by and money becomes available, both teams will make available T1 ships and mods. It is suggested that participants use an alt to ferry their gear in or get private contractors to bring their stuff as entry to the system could be dangerous and as soon as you're in Keproh, you're a valid target.Don't use implants unless you can offord to repalce them easily. People can and will be podded. Frequently.
There are no medical services in Keproh, so pick a system nearby to send your clone to when you burst open.
__________________
MrBlades
Director
Friday, 17 August 2007
A day off
Omg I have a day off and it is teh best evva....
I have been sleeping all day and then been down town and had a great time at a cafe talking whit friends...
Okay the day didn't start to good.. The person that should start at 06.00am forgot she should be at work.. So I had to work to she got there... like 2h overtime wohooo...
Now i have been home and just relaxed.. its awesome...
Just loving it... Have not anything else to say...
Wednesday, 15 August 2007
An erotic night
As I gave in to her every demand
Her skin like milk and body so cold
My soul once mine has now been sold
Her eyes they glowed in the pitch black room
With a smile on her face to seal my doom
Her nails so sharp she scraped down my chest
My blood then trickled onto her breasts
We shared our blood in the passion and fire
A taste so sweet that we both now desire
I can see her face in every candle flame
All I ask is to know her name
I knew right then we were meant to be
because the girl I loved was cursed like me
For she hates the morning and loves the night
Our lust increase's by the fires light
She hunts like an animal as she stalks her prey
For the victim she gets will never see another day
She fed on the innocent and her feelings were blind
Until she confronted another of her kind It was
I she had met and with no regret
We pierced each other to start the bloodlet
Our wounds so deep the blood would not stop
We kept our lips locked and enjoyed every drop
A whole new world that she didn't see
We now share together for all eternity
by goth_pet
Still at work
Right now i just sitting and listen to music and relaxing a bit... I so can't wait until next person comes so I can go home. My bed and my pillows are screaming my name. I really looking forward to come home and go to bed.. Im thinking of maybe put in the "murder city" in my dvd and watch it and fall asleep like 10min into the movie.
I finally got the 2nd part of it.. got 1st cd last week.. it was like 1st part of 2.. wtf where is the other cd.. lol anyway was down fetching the 2nd cd now... oh sorry 2nd DVD disk.. *mumbel* he he anyway i got the 2nd one yesterday..
No fun see half a movie.. Im sitting in irc and bugging some ppl to have someone to talk to.. but otherwise im sooooo alone here *sniff sniff*
So what more? hmm *thinks* i funno.. im bored..
BBL going to fetch some coffee... *walks off*
SummerHunny update
Tuesday, 14 August 2007
2 Years DJing
Just wanted to tell you this.. he he
I just LOVE it :D
Monday, 13 August 2007
Meeting?!

There is some drivers that is quitting now under this month and some are thinking of add a car or two more to make the balance become better, but is this is a good thing or not.
I am sitting here most of the night and trying to help them out with alot of thier questions they have.
Am I the infodesk here? I guess so...
Anyway the most of the ppl in the office around here is coming back this week so I hope they will sort a meeting out or something so all the drivers and the ppl that need to get the right answer for the right questions and... yeah what evva.. its not my job anyway.. I just saying we need it.. hope the rest understand it too...
Sunday, 12 August 2007
Heroes is teh b3st

Each episode reveals new answers and questions and progresses the story and/or the characters. There is an overall arc of the first season that revolves around stopping an explosion of immense proportions that happens in the future. That arc is initially carried by two characters, Hiro Nakamura and Isaac Mendez, where the former saw the act in the future and the latter painted it from his visions.
The first four episodes of the first season primarily revolved around characters discovering their powers, dealing with the issues of normal life and coping with the consequences of their discovery.
At the end of the fourth episode, a smaller arc began with the message "Save the cheerleader, save the world", which is tied to the explosion already foreseen. By the end of that arc, the characters slowly discovered their abilities and the existence of others like them, and some of them even began to realize the need to come together to prevent a catastrophe.
As characters progress through the first season learning of others similar to them, the plot turns to the question of how the explosion seen in Hiro's trip to the future and Isaac's paintings will occur and what role the various characters will play to stop it or cause it.
Recurring elements
Three elements appear repeatedly throughout the series: the helix, the scar and the eclipse. The scar appears to be man-made, but the circumstances surrounding the helix – its meaning and its manifestations – are a slowly-unraveling mystery.
The helix
The helix is a symbol that appears quite frequently throughout the series. The helix symbol consists of an S shape from which three lines extend either to the left or the right. The "S" shape resembles a strand of RNA during transcription, which would make the lines extending outward the nucleotides during the transcription phase.
In episode 12 ("Godsend") the symbol appears on the sword hilt and Ando Masahashi remarks that it appears to be a combination of two Kanji characters: (Sai) meaning "Great Talent" and (Yo) meaning "Godsend". During an interview at the Wizard World in Los Angeles, writer and Co-Producer Aron Coleite stated that it literally means “God sending great ability.” Writer and co-executive producer Micheal Green stated that the writers know it as "the helix". This symbol frequently appears as a pattern formed by mundane objects, but it also recurs on certain plot-significant items and on several characters:
On various paintings by Isaac Mendez.
On Jessica's back whenever she surfaces as Niki's alternate personality. When Jessica is repressed, the symbol does not appear on Niki's back. This also appeared on a painting of "Jessica" by Isaac. The symbol was hidden under an extra layer of paint. Later on, Jessica hides the symbol (an apparent tattoo) under a layer of foundation makeup.
On the hilt of a katana once owned by 16th century samurai Takezo Kensei, possibly the earliest known manifestation of the symbol. This katana is held by Hiro Nakamura.
Printed on the front of Dr. Chandra Suresh's book, Activating Evolution. The symbol also appears on Chandra Suresh's genetic profiling program.
As a logo for Primatech Paper, in "Company Man".
On jewelry, most notably the Haitian's necklace and Hana Gitelman's earrings and ring.
On a flag at the "Jittetsu Arms" shop in New York and on the shop's ad in the Yellow Pages.
On the flag and katana of a samurai in 1671, witnessed by Hiro Nakamura in the episode "How to Stop an Exploding Man" during the preview for Volume Two: Generations.
The scar
A mark consisting of two black parallel lines has been shown around the neck areas of multiple super-powered characters. According to "Wireless, Part 4" and "How Do You Stop an Exploding Man, Part 1", the mark is the scar left by the two-pronged needle of a pneumatic injection device, which, as revealed in a biography of Hana Gitelman in the Heroes 360 experience, injects a radioisotope to allow tracking.
Matt Parkman
Ted Sprague
Hana Gitelman
Claude
Isaac Mendez
The eclipse
In addition to being the series logo, a solar eclipse has been a recurring image in the series itself, though a terrestrial eclipse (an eclipse in which the Earth covers the Sun, as viewed from some observation point away from the Earth) is used in the series' title sequence. So far, the solar eclipse has appeared as:
The background of the title card of the series.
A painting by Isaac Mendez.
A "global event" in "Genesis".
A future event referenced in a newspaper.
A picture in Mohinder Suresh's apartment.
The reflection of a light in a hospital waiting room in "Six Months Ago".
An event during Hiro Nakamura's visit back to 17th century, Japan in How to Stop an Exploding Man
End commnet: Haven't you seen this... SHAME ON YOU.. go watch it... This serie roxx0rs
Saturday, 11 August 2007
IRC info
Here you can get the program [ mIRC ]
When you have it installed join:
Server: irc.coldfront.net
Channels:
#eve-radio
#totalgaming-radio
(You will find me there under the name TaxiGirl)
Or just join my channel under the same server: #TaxiGirl
Wednesday, 8 August 2007
Crazy Chick
And it was Dawny and Whitey that was on... They are just so great. I miss them so much. I just need to go back to uk soon so I can see Dawny.. and Whitey also.
But I think I will see Whitey in 3 weeks so I need to go over to see Dawny also. Miss her miss her alot..
Anyway I was listen and wanted to hear Charlotte and Crazy Chick because i know both me and Dawny love it.. So I did msg her and I hear her mobile in the background.. *giggles* ebil me..
Anyway I got my tune and was falling asleep with a smile...
Charlotte - Crazy Chick
I think I'm gonna need some therapy
Oh babe I hope you've got a PhD
Won't you let me on your leather couch
I've got a lot I need to talk about
I think I'm crazy
Think I'm stupid
Must have lost my mind
Wonder what I'm thinking lovin' you'cause boy if you were mine
I'd really go insane You'd be my favourite thing
I'd go ballistic
Yeah, you're making me a crazy chick
You're driving me, to insanity,
All the things you do
You make me come unglued
I just can't help myself,
I need professional help, help
I need professional heeeeelp
You've really done it this time
You know your twisting my mind
You got me acting like a whacked out chick
So I won't be responsible
'Cause I'm really not logical
No I won't be to blame
You know I'm really not sane
I think I'm crazyThink I'm stupid
Must have lost my mind
Wonder what I'm thinking lovin' you 'cause boy if you were mine
I'd really go insane
You'd be my favourite thing
I'd go ballisticYeah, you're making me a crazy chick
You're driving me, to insanity,
All the things you do
You make me come unglued
I just can't help myself,
I need professional help, help
Can't get you outta my head
so let me just confess
For those kisses baby for your love
You drive me crazy I can't get enough
I think I'm crazy
Think I'm stupid
Must have lost my mind
Wonder what I'm thinking lovin' you
'Cause boy if you were mine
I'd really go insane
You'd be my favourite thing
I'd go ballisticYeah, you're making me a crazy chick
You're driving me, to insanity,
All the things you do
You make me come unglued,
I just can't help myself,
I need professional help, help
You're driving me, to insanity,
All the things you do
You make me come unglued,
I just can't help myself,
I need professional help
I need professional heeeeelp
You're driving me, to insanity,
All the things you do
You make me come unglued,
I just can't help myself,
I need professional help
I need help
Definition economy
[noun] the system of production and distribution and consumptionSynonyms: economic system
[noun] the efficient use of resources; "economy of effort"
[noun] frugality in the expenditure of money or resources; "the Scots are famous for their economy"Synonyms: thriftiness
[noun] an act of economizing; reduction in cost; "it was a small economy to walk to work every day"; "there was a saving of 50 cents"
Synonyms: saving
Economic or economy means for me = Something that makes you feel really good or really bad.. And can be deadly!
Tuesday, 7 August 2007
Work Moral #3
In the early beginning when the human body was created, all the parts were fighting for who that should be boss.
The Brain: I should be the boss; I do control all the other parts.The Feet: We should be the boss; we carry around all the body.The Hands: We should be the boss; we do all the work.
The rest of the parts like the heart, lungs, and eyes continued to say why they should be boss. Then the asshole was saying that “I want to be the boss” and every other part was laughing and looked at that direction and said “An asshole as the boss” HA HA
So the asshole become sad and decided to stop working. The rest of the parts were getting sick one by one and after a while they all decided to make the asshole the boss.
The work moral: You don’t need a brain to be boss; it’s enough that you’re an asshole!
Work Moral #2
Lesson nr 2
A turkey was having a chat with a bull. “I so want to come to the top, but I don’t have the power to climb there.” The bull applied with a smile… “Eat my shit; it’s full of stuff that will give you strength.”
So the turkey was willing to try it and was eating the bull’s shit and got the strength to get a bit up on the top. The next day the turkey eat some more, and after some days the turkey was on the top.
And after a while when the turkey was still sitting at the top, a hunter with a riffle was aiming and shot down the turkey and cooked a dinner of him…
The work moral: If you want to talk shit or eat shit, it’s up to you, it can take you all the way up to the top, but it can’t hold you there.
Monday, 6 August 2007
Work moral #1
Lesson nr 1
A crow was sitting in the top of a tree and wasn’t doing anything at all. A small rabbit was looking up at the crow and asked:
Can I also just sit down like you and not do anything?
And the crow replied: Yeah, sure why not! So the rabbit sat down and just wasn’t doing anything.
Suddenly a fox appear and throw himself over the rabbit and killed it…
The work moral:
To be able to just sit all day long and not doing anything you have to sit in the top.
Work work work
I have had just to many weekend workdays.. its really kills you.. slowley...
What am I doing right now? Yeah hard guess Im at work and sitting here and will just try to fix it all so it will move smootley so I don't get to much stress or freaking out on the ppl that calling me. he he but that will happen.. noooot... I so need to fix alot of stuff when i have a day off.. Like i need to add a forum and fix that.. but.. yeah i have to get time to it too..
I feel great that i have a day off tomorrow.. but then I also know that I have 6 nights in a row coming up.. and guess what.. that includes next weekend also.. omfg yay...
*gets grey hair or something*
Oh awesome.. *sarkasm* a car has been totaly demolition in a car accedent.. driver.. is.. yeah he is ok.. but the passager he had, hospital straight away.. awesome start of the night.. This will be a calm evening.. again... *shakes her head*
So what have i been doing? hmm after got a "no for now" on my work i wanted i have been ignoring the world and just played Lineage 2.. and I love it.. finally I like to play games again.. to want to go home.. and want to go home just to play.. it feels great..
I have had to many boring days the last 4 month.. needed to find something I wanted to do again...
Oh i know I will write down some work lesson I did tell ppl onair before.. I just loved them lol
You will just find them silly.. but what evva.. its my diary :P