jedion357 January 3, 2009 - 1:20pm | Will's comment about being tired of the sathar being the big baddies in another thread got me thinking; What or who is your prefered baddie? Currently, and partly from personal bias and partly due to events in 2008 I like the mega corps for the baddies. Yeah I use the sathar as a "borg" race that kills without mercy and for no reason and its not personal its just what they do but the mega corps are a different breed of evil in that they (key CEO's, EVPs and CFOs) all know what they are doing is wrong or evil and do it anyway cause they're money whores. I'm also liking corrupt politicians as well with the recent scandal over governor Bogdanovich trying to sell Obama's senate seat as well as some recent indictments against local politicians selling liquor licenses for bribes. To me pirates seem a bit cliche so I've worked in some corporate and low level government corruption to be in collusion with the Star Devil. Some how I feel better about a fictional mega corp getting its comeupence even while real corporations get bailled out with my tax dollors and the CEOs are insulted over having to explain what they'll do with the money. ooops I may have strayed close to politics there-not intentional, its just that last years news has had an impact on who I Like for a bad guy or foil. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
chevelless January 3, 2009 - 2:33pm | I went the same route. PGC is actually the biggest bad guy in my game. "The Blue Plague" was manufactured by them and used to cover up the existence of life on the supposed Plague planets. The conspiracy runs deep through many veins however. A special squad of the UPF, with help from PGC, keeps the shoot-first quarentine around the plague worlds, which in my universe, are actually Earth and it's first colonies. With our, meaning humans, fear of the unknown and aliens, the first people to meet the other races of the frontier were members of a Earth-based Goverment-corporate enterprise that decided in there opinion that there ideas where much more "enlightened" then the governments on Earth. In turn, they struck deals with the new races (Drals, Yaz, and so for) claiming they were the human authorities and eventually using the gained superior technology manufactured the plague to genocide Earth and her fledgling colonies. It spread around the Frontier a bit, enough to warrant the quarentins, and the "cure" was quickly discovered. So now, amid the regular adventures and a small mega-corp that is a front for the embattled Earth forces, my characters travel the frontier finding small clues to all this as they play there regular adventures. It just semmed to flow that way as I watch how humanity reacts to new ideas. All the other races seemed to exodus to this part of space when there homeworlds died. They just happened to find our home system. And people being as they are, it seemed plausible to me to go this route. Just my 2 cents. |
Will January 3, 2009 - 4:19pm | Jedi, I won't tell if you won't. "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |
jedion357 January 4, 2009 - 5:24pm | Nice stuff on the tweaked time line guys! I was always a little bothered by the missing home worlds and no navigational information held over by 4 space faring races on where they came from and how they got here. I mean what are the odds that all the astrogators of 4 emmigrating species are blond? "Ooops, did that button just erase all our current navigation logs? Was that stuff important?" I know that the writers were trying for a frontier feel for the game but that glaring hole in the setting always irked me. Lately, as I prepped for my current face to face game I decided that since I hade 4 quarrentined plague planets (which were ignored in the Zeb timeline -like they never existed) and 4 species that were missing places of origin, well why not... though that was a little too co-incidental too so I opted to make 1 plague planet New Earth and steal Alverez's premise from the Frontier Historian project- 12 ships fleeing a war ravaged Sol system and a ecologically destroyed Earth come out of hibernation to discover that their nav systems appear to have been tampered with and they are now on the other side of the milky way with no idea how they got there so they just go on with finding a new home world 2 of the other plague planets are the Dralasite and Vursk homeworlds and the 4th plague planet was one of the 1st multispecies joint colonies For The Yazerians I stole someones idea about them realizing their moon was going to crash into their homeworld so they set about Yaz-forming a new one which ended up being the first Yaz colony in the frontier - which was also going to be my story for how the religious group came to power over their society and give them an epic tale along the lines of "Moses leading the children of Israel to the promised land" Mulling over those thoughts lead to my concieving the "Legends of the Lost Home Worlds" Also known as "Lamment of the Lost Hives" among the Vursk as their close knit society took the loss of their homeworld the hardest. New Earth was not technically a home world but it was treated as such under poetic license and for the most part the idea of New Earth as a the human home world has stuck even among humans Which has spurred on the developement of a myth about a 5 Lost Home World that most people discount but could be a great source for Return to Earth campaign. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Will January 4, 2009 - 7:25pm | Didn't exactly go the lost homeworld route. I made Terledrom the Dral homeworld and Zik'Kit the Vrusk homeworld, with the Humans and the Yaz fleeing from joint colonies in another galaxy. Good ideas all round. "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |
Sargonarhes January 5, 2009 - 11:27am | I can't just drop the Sathar, I see so much potenial in them that has not yet been fully explored. They've been pushed back but not completely defeated and the silence should be troubling to the frontier, what with evidence of Sathar tampering with genetics, super soldiers and who knows what else they've been developing. The Sathar have all the advantages of the Mega-corps as a bad guy with out any of the worries of needing to bride the authorities into allowing their activities. The Mega-corps would be a close second however, secretly funding pirate groups to perform activities they don't want linked to them. Governments hire mercenaries to deal with these as the governments are in the back pocket of the Mega-corps and only want to give the illusion of dealing with the problem, so PCs that sign on as mercenaries might find themselves being screwed if they're not careful. Another war is just around the corner. In every age, in every place, the deeds of men remain the same. |
jedion357 January 5, 2009 - 12:27pm | I agree with Sargonarhes on the Sathar. There is a reason the Borg showed up so often in the Star Trek series and movies. They represent an evil that is willing to and has tried to wipe out the world/galaxy/universe where as a mega corp could do something that evil but it wouldn't really want to do it intentionally as it would be bad for business. If you look at the Volturnus series it starts out as a simple survey a planet mission and look for the lost party. But the stakes are raised when pirates attack. Now its not just a potentially dangerous planet but there are some very tangibly danderous baddies trying to kill the PCs Then they start to learn that the sathar already tried to wipe out a star faring civilization here and are on their way back to finish the job and the PCs will be included in that. And as a result of this coming sathar attack 3 newly evolved species will be wiped out too. The adventure builds tension and the stakes to a feavor pitch and the scope of the adventure is saving a world. (of course the resolution is to be admired because the PCs go back being average Joes in the UPF and their fame plus a credit will get them a cup of coffee which allows for further adventures to start out small and build big) Having an "Ultimate Evil" gives you yet another level of danger to take the campaign. I love the mega corps as the source of social evils within the UPF but a motive less evil that rapes, kills and destroy just "because" is really easy to use and lets you put the PCs in jepordy in a way that a mega corp normally wouldn't. If not the sathar then who would you use as the ultimate evil? I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Sargonarhes January 5, 2009 - 1:51pm | You could try an idea of a new Mega-corp that's willing to do dirty deeds in secret but only because they are a front for a Sathar plan to disrupt the economy and society of the frontier. The greatest enemy could be from within, with this Mega-corp bribing politicians. The Sathar can supply illegal drugs into the frontier through this Corp just as the Boskone in the Lensman novels. This kind of scenario would involve bad guys on several levels, dealers at the bottom, followed by pirates, next are the bribed politicians and their corporate backers, all manipulated from behind the scenes by Sathar or their agents. It's a lot different than a Sathar fleet rampaging it's way across the frontier. But the campiagn would cover every thing. In every age, in every place, the deeds of men remain the same. |
jedion357 January 6, 2009 - 12:19am | I recently read a Space Master module that featured some genetically engineered soldiers and came up with the idea of a rogue group within Merco doing some super soldier research but I was thinking that they'd be looking to merge the yazerian gene for battle rage into a human. Its the kind of thing the sathar would also be interested in. my plot hook idea was PCs arrive at the docking or trade station @ Madderly's Star (site of the freeworld rebellion expelling vursk and hence a hotbed of prejudice against non humans as well as head quarters for Merco). While strolling along they observe a yazerian female breast feeding her litter of pups publically (inspired by some recent controvery over public breast feeding here in MA) and some of the upstanding citizens are hasselling her. Whether the PCs get involved or not contract security will show up and take the yazerian female into custody for crimes against decency/ for her own good. (actually the contract security is a sub division of Merco and the pups are taken from her because she's ruled an unfit mother because she is convicted of public indecency. she'll turn to the PCs for help. The pups have been sent to a secret Merco lab that is doing genetic testing. I also thought this could be fun if the Yazerian clans article was being used in the campaign and arrange for the NPC yazerian to be of a clan that is in conflict with the clan of a yazerian PC- it could be an area to explore for role play. Should to the PCs rescue the pups a follow up adventure could be ending the clan war. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Shadow Shack January 6, 2009 - 6:08pm | I have a quasi-Star Wars-ish "your own government" foil in my campaign --- ____________________________________________________________________________ 44 f.y. Lt. Yan-Soon Shea-Dow recieves honorable discharge from Truane's Star military after serving with Col. Louis V. Jameson on his retirement mission. Jameson joins the Truane's Star Exploration Force soon afterwards. 45 f.y. basic scenarios (Port Loren Raiders, Hepplewhite Inc crash, etc). Yan-Soon Shea-Dow arrested during a Free Frontiersmen Foundation operation and is imprisoned for five years. 46-47 f.y. 1st Zebulon mission lost, second begins 48 f.y. Cythar (cybernetic Sathar) program initiated by Sathar 49 f.y. Starmist discovery (SF:3), Yan-Soon Shea-Dow gets parolled and is reported missing soon after release. 50 f.y. Rhianna system is discovered by the Cassidine Development Corporation, but is kept secret. Alcazzar adventure (SF:4) 50-60 f.y. Laco's War. PGC and Streel wage the first Corporate War on Laco. The UPF eventually steps in and empowers an inter-mega-corporate commission to resolve the differences. Other mega-corps study Laco's War as a possible legal precedent for solving disputes. 51 f.y. Sathar invasions begin, small forces and fleets appear in the Frontier at an alarming rate. PC's enroll into Gollwin or the newly established SFC, or other methods to acquire ship skills. 53 f.y. Mercenary Starbase enacted, joint venture between PGC and Star Law for a roaming fleet and military force 54f.y. SF/KH:0 Clarion Marines adventure 54 f.y. The Mechanons on Volturnus revolt. Only through quick action on the part of Star Law is a full-scale war avoided. 55 f.y. Mercenary Starbase construction begins, freighter captains obtain charters and begin hauling goods en masse to Zebulon for the next seven years. It is a very profitable period for freight haulers. 56 f.y. Second Sathar War begins as large fleets arrive in force 57 f.y. University of Zebulon opens in Anker 59 f.y. A Streel-designed freighter registered to a Yan-Soon Shea-Dow is siezed by Star Law. The computer's memory was wiped during boarding actions and the crew maintains no knowledge of the ship's owner. 60 f.y. Sathar War winds down, corporate war ends at Laco with both sides calling a truce and retreating from the outpost world. 61 f.y. The Third Dramune War is fought (SF/KH:1 module). 62 f.y. Cythar begin to infiltrate the Frontier 63 f.y. Mercenary Starbase completed, Sathar "Juggernaut" encountered by Strike Force NOVA and SFC forces 64 f.y. Operation Dreadnaught bill is passed near the year's end as an answer to the Juggernaut fiasco 65 f.y. Dreadnaught construction centers commence while new battleships begin construction. Streel loses contracts for a new battleship design but earns a healthy contract for a heavy cruiser design that becomes something of a mainstay in Spacefleet. Other shipyards begin submitting variants of other warship designs, including new frigates, destroyers, and light cruisers 66 f.y. General Yan-Soon Shea-Dow, leading the Soverign Domain Authority, overtakes the outpost world of Histran in Scree Fron, announcing his intent to secede from the UPF. His forces are thwarted shortly afterwards by a group of independant ship operators allied with survivng militia and SFC forces 67 f.y. Trade established with the Rim planets. 68 f.y. Soverign Domain Authority makes a second appearance near Timeon, blockading the planet for 35 days 69 f.y. Dreadnaught construction centers completed in Prenglar and Cassidine 69 f.y. SDA makes a second attempt at a world takeover in White Light, foiled by the Clarion Royal Marines before operations can begin. 70 f.y. The Mechanon civilization on Volturnus undergoes an upheaval. The majority of peaceful Mechanons migrate into the undeveloped space between Screen Fron and Dixon's Star. 70 f.y. White Light maneuver by SDA was a feint, SDA rushes in to overtake Laco in short order. Various SFC squadrons are defeated by the sheer numbers of SDA fighter craft present. Only Streel manages to find a way through the gauntlet to allow access from Zebulon and Truane's Star to the rest of the Frontier, and is quick to exploit it. The SDA military presence in Dixon's Star is scaled to that of Spacefleet. Emmisaries from Laco during the next scheduled Council of Worlds secede from the Federation, annoucning sovereignty in that system. 71 f.y. The Waller Nexus system is discovered by the UPF survey ship Eleanor Moraes. The only habitable planet, Mahg Mar, is the site of the first UPF mutiny. Liberty system discovered by the UPF same year. The planet Snowball is liberated from Sathar tyranny. Tacticians, politicians, andj exobiologists are given a chance to study Sathar machinery and methods first hand because of the information gathered by the populace during their occupation. It is feared that many pockets of Sathar tyranny exist all around the Frontier and Rim. 72 f.y. First UPF dreadnaughts are commissioned, only to meet dreadnaughts under the helm of SDA as Yan-Soon begins to expand his grip on the Frontier. The SDA war machine appears in full force, sweeping through the Frontier leaving a trail of devastation to any opposition. 73 f.y. Mechan is discovered by migrating Mechanons. Its entry into the UPF is blocked until the legal status of the Mechanons can be established. 74 f.y. Tough new guidelines for legal ownership of a system or planet are laid down by the UPF and the Council of Worlds. The guidelines are designed to halt mega-corp expansion and to prevent occurrences such as the Mechanon problem and the SDA takeover in Dixon's Star. 75 f.y. UPF declares war against the Sovereign Domain Authority, recognizing them as a threat to Frontier peace. 76-78 f.y. SDA overtakes the four Yazirian systems (Araks, Athor, Gruna Garu, & Scree Fron) 79-80 f.y. UPF loses ground in the vrusk systems (K'aken-Kar, Kizk-Kar, & K'tsa Kar), loses Madderly's Star towards the end of f.y.80 81 f.y. Prenglar falls to Sovereign Domain Authority forces. Cassidine surrenders shortly afterwards. General Yan-Soon announces peace or devastation via superior firepower to all remaining systems. He promises that uninterupted free trade will flourish under his control with zero threats from pirates, sathar, or any other element. 82 f.y. With ten systems under SDA control, including the two capital/task force locales, the UPF falls apart and the Council of Worlds is disolved. Strike Force NOVA and Mercenary Starbase vessels continue to fight the good fight, albeit resorting to hit and run guerilla tactics. 83 f.y. Sathar forces invade the Frontier, but are quickly disolved by SDA forces. Remaining systems (along with Strike Force NOVA and Mercenary Starbase) surrender to or pledge loyalty to SDA. The Star Fighter Corps is absorbed by SDA. Clarion is the last to fall, recent heiress Queen Leotia Valentine XXI finally opts for peace over a system wide blockade and a war that would effectively devastate her world. Star Law falls under control of SDA shortly afterwards, and becomes a gestapo-like presence under SDA rebadging. 84 f.y. Pirate forces begin to invade the SDA controlled Frontier, but like the Sathar are dispatched quite efficiently. Yan Soon makes good on his word against pirates and the Frontier trade routes. 85 f.y. Third Sathar War opens as SDA establishes a firm governing foothold in the Frontier. Former Spacefleet, Star Law, and Merc Starbase vessels, allied with the SDA war machine, provide plenty of resistance to the worm threat. 86 f.y. SDA controlled Landfleet forces capture a live Sathar, first specimen to be studied 87 f.y. final Sathar invasion, SDA begins to expand and explore the outer reaches of Frontier borders in order to discover Sathar homeworlds 88 f.y Rim Coalition, fearing hostile takeover from arriving SDA vessels, pledge loyalty to Yan-Soon 89 f.y. SDA vessels encounter first Sathar world but are destroyed 90 f.y. SDA fleet dispatched to Sathar outpost world. Sathar plea for a peace treaty in order to protect their homeworlds from discovery. Dozens of cythar, Sathar, and Zuraqqor vessels arrive and drive SDA back 90 f.y. Third Sathar war ends in a stalemate, SDA does not commit to further exploitation of Sathar worlds and the Sathar back down, realizing that their secrets stand to exposure should the war continue 90 f.y. MalCo Enterprises resurfaces at Volturnus. SDA does not see them as a threat as they are not agressive towards the new governing power, but they are closely watched nonetheless 91 f.y. Survivng UPF loyalists form an elite cadre. Unable to convince SDA of a swift invasion of Sathar worlds, they continue to grow in numbers. Many former Strike Force Nova and Mercenary Starbase vessels disappear into the void 92 f.y. Tempers rise between mega-corps, especially once Streel has been revealed to be a primary financial backer for SDA by the Free Frontiersmen Foundation (who in turn are also revealed to be a major backer of the UPF era SDA) 93 f.y. The University of Zebulon receives Frontier-wide support via SDA. Its facilities on Anker increase over the next 20 years until they are larger than most Frontier cities. 94 f.y. MalCo succesfully bribes local governors in Zebulon, unbeknownst to Yan-Soon and the rest of SDA. Fearing retribution, Yan-Soon orders Star Law to decimate all known cults and cadres. UPF Loyalists, whose primary operations can't be located, are declared an enemy of Frontier peace. 95 f.y. Galactic Task Force and MercCo fight the first post-SWII Corporate War over settlement rights on a moon orbiting Alcazzar in the Rhianna system. Hostilities quickly spread to include all seven of Alcazzar's moons and over a half dozen mega-corps. The Corporate Wars begin in earnest. 96 f.y. MalCo vessels with questionable manifests and destinations are detected by Star Law in the Rim systems. While their cargos are not illegal, the inconsistencies raise questions...such as why resource loads are being transported to resource producing worlds and such. 97 f.y. SDA garrison extablished in Zebulon, centering on possible illegal activities on Volturnus 98 f.y. The Rim and the SDA enter into multiple defense treaties and economic trade agreements, but the newly established Rim Confederation gives severe warnings to all mega-corps that their militancy will not be tolerated in the Rim. Tourism & trade between the SDA and Rim is established and is immediately successful. The Frontier now officially includes the Rim Worlds. 99 f.y. Star Law is invited to the Rim to help the Coalition train their own planetary branches. 99 f.y. The first Star Law graduating class containing Ifshnits, Humma, and Osakar finish their training. The violent outbursts threatened by a few radical cults never appear. 100 f.y. The Rim's Age of Adventure begins as hundreds of exploratory vessels are sent out to map the unknown regions surrounding the Rim. 101 f.y. MalCo, with external financial backing via Pan Galactic, resumes legal business ventures after PGC attorneys clear their name 102-106 f.y. The Rim side of the Lesser Morass is mapped. 103 f.y. The first Rim Star Law agents appear. The structure is identical to the SDA Star Law organization, swift and fearful gestapo police. 104-111 f.y. The Rim side of the Xagyg Dust Nebula is mapped. 105 fy. Star Law is given equal powers, rights, and jurisdiction in both the Rim and SDA systems for interplanetary and interstellar crimes. While it works mainly with the local law enforcement agencies, Star Law is recognized as the only law enforcement force with full and complete authority throughout the entire Frontier. 105 f.y. An altered Mechanon assassinates the Governor of Zebulon. The SDA suspects that the Sathar may be establishing an extensive spy and terrorist network. The possible Sathar use of mechanical life forms, such as the Mechanonss, as agents becomes a prime investigative goal of Star Law. 106 f.y. The Mechanons are officially informed by the SDA that they are not considered a stable enough society, at this time, to be allowed equal status in the Frontier. They are forthwith considered "wards of Sovereign Domain Authority." Their protection and supervision are the responsibility of SDA governors. While most Mechanons accept this as a necessary step toward independence, some rebel and go underground, swearing to avenge their race. Many of these are suspected of being Sathar agents. 106-111 f.y. Mapping of the Rim side of the Xagyg Nebula is completed up to the Klaeok system. 107 f.y. The A.I.P.S. is formed. Except for the Capellan Free Merchants, who were introduced into the SDA society under unusual circumstances, it is the first mega-corp voluntarily created by smaller companies in an effort to resist merger or take-over attempts by existing mega-corps. 108 f.y. In an effort to stem the growing numbers of Corporate Wars, the SDA and Rim Confederation worlds grant Star Law the authority to recruit and use mercenaries and to establish the Star Law Psi-Corps, a special branch of Mentalist-disciplined officers. 109 f.y. Mega-corp recruitment doubles in non-enforcer professions. A trend of smaller and cheaper skirmishes or espionage missions to replace the larger, more expensive Corporate Wars begins to show. Over the next two years the term "Corporate War" comes to mean a war of intelligence gathering, tactical enforcement procedures, and industrial sabotage rather than full-scale military operations. 109 f.y. Long-range probe ships are sent into suspected Sathar space away from the Rim and SDA systems on the other side of the Xagyg Dust Nebula. It is hoped these probes can answer the question of where the Sathar come from. 110 f.y. A human assassin fails in his attempt to shoot Queanee Kloonanu, a Rim Confederation Governor under the SDA. A small bioform is found attached to the human's back. Scientific studies show it to be some kind of intelligent, parasitic organism with the same genetic make-up as Sathar specimens. Authorities believe it to be a new Sathar method of controlling agents. See-through apparel becomes fashionable almost immediately. 110 f.y. Garrisons in Zebulon are removed, enacted and approved by local governors (see 94 f.y.) 111 f.y. Mapping of the Xagyg Dust Nebula continues from Klaeok and K'aken-Kar. 111 f.y. The Grand Celebration, commemorating 30 years of the SDA treaty is planned for the entire year. Gala social functions, parades, and celebrations are planned on every planet under SDA control and even some in the Rim. However, former UPF loyalists have risen in strength and numbers. The first publicized rebellion against the SDA is carried out by Princess Leotia Valentine XXII as she smuggles valuable SDA data obtained by the Clarion Liberation Party and manages to make it all the way to Zebulon before being discovered. She is captured, but her Zebulon contact is never found. SDA speculates that this contact may hail from a Rim system. |
Imperial Lord January 16, 2009 - 2:21pm | Without letting the cat out of the bag, I like all of the above (or, um below...) There are so many villians to create and choose from out there it is just astonishing. One of the great parts of the game is that the flexibility in the storyline allows all sorts of workings to a ref's liking for just the kind of story he wants to tell. Don't want the Sathar? Fine, do something else. Exploring planets, uncovering lost civilizations, corporate mischief. Madmen, spies, theives, gangs of terrorists representing obsure political causes, crooks, drug rings, arms rings, pirates, conmen, mobsters, turncoats, critters, monsters... It's all there, just waiting for you. Need a planet? Make one up to your exact specifications and plop it somewhere on the FDM. No explanation needed. Have fun on your new planet. Or get into the ships and have zero-grav spacesuit adventures, with all the Knight Hawks kit and any Zebulon's fixins' you see fit. (There, I said it, Zebulon's is not completely bad...) Myself? Well, let's just say the idea is to combine as many of the above as possible, without completely convoluting the story. Allow opportunites for XP, cred, and reputation that are outside of the direct storyline for variety. Call it the "A-Team" model, for all you 80's cats out there. Except with killing. Try to incorporate many characters that the PCs do NOT have combat at all with. They saved the life of that Star Law Ranger, but can the PCs really trust Star Law, or even him? Does Streel view them as "just expendable"? Who is that rich guy that keeps calling them in the middle of the night? Is even the mission itself above suspicion? |
Sargonarhes January 16, 2009 - 5:00pm | Or bring in another evil alien race. Just like Star Trek there was more than just Klingons for the Federation to fight. The Sathar can't be the only ones out there, the aliens don't even really have to be evil. It's just that their interests and goals are in conflict with those of the UPF or some Mega-corp. Let's expand the frontier. In every age, in every place, the deeds of men remain the same. |
Will January 16, 2009 - 7:40pm | ImpLord said something nice about Zeb's.... "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |
Shadow Shack January 17, 2009 - 3:35am | Technically he didn't say anything good about Zeb's Guide...just something about "any fixings you see fit". Since there's nothing that fits, nothing good was said... |
Sargonarhes January 17, 2009 - 9:54am | All he really implied was use from Zeb something you see if you can make it work. You'd have to fix it first. In every age, in every place, the deeds of men remain the same. |
Will January 17, 2009 - 11:53am | All he really implied was use from Zeb something you see if you can make it work. You'd have to fix it first. With the full facilities of a machine shop.... "You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so." —Judith and Garfield Reeves-Stephens, Federation |