2013-02-08

Character Journal - Nailz the Backbitter

Hobgoblin
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny, observant eyes.
Hobgoblin CR 1/2
XP 200
Hobgoblin fighter 1
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 17 (1d10+6)
Fort +5, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19–20)
Ranged longbow +3 (1d8/×3)
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness, Weapon Focus (longsword)
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin

ECOLOGY
Environment temperate hills
Organization gang (4–9), warband (10–24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 6–12 leopards, and 1–4 ogres or 1–2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.

Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred's unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement.

Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.

It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe's lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, “elf magic.” This is the root of their hatred of magic—the hobgoblins' hatred of elves.

A hobgoblin stands 5 feet tall and weighs 160 pounds.

Hobgoblin Characters: Hobgoblins are defined by their class levels—they do not possess racial Hit Dice. All hobgoblins have the following racial traits.

- +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.

- Darkvision: Hobgoblins can see in the dark up to 60 feet.

- Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.

- Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.

Genie, Shaitan
This being resembles a towering human with skin of polished stone and glittering agate eyes.
Shaitan CR 7
XP 3,200
LN Large outsider (earth, extraplanar)
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14

DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +4, Will +8
Immune electricity

OFFENSE
Speed 20 ft., burrow 60 ft., climb 20 ft.
Melee 2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery, metalmorph, stone curse
Spell-Like Abilities (CL 9th)

At will — meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)
3/day — quickened glitterdust (DC 14), stoneskin, rusting grasp, stone tell, wall of stone
1/day — transmute mud to rock, transmute rock to mud

STATISTICS
Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
Base Atk +9; CMB +15; CMD 26
Feats Combat Casting, Improved Bull Rush, Improved InitiativeB, Greater Bull Rush, Power Attack, Quicken Spell-Like Ability (glitterdust)
Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ stone glide

SPECIAL ABILITIES

Earth Mastery (Ex)
A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Metalmorph (Su)
As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Stone Curse (Su)
If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.

Stone Glide (Su)
This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.

ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, company (3–6), or band (7–12)
Treasure standard (masterwork scimitar, other treasure)

Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds.

Earth Genasi
Earth Genasi are planners, practical in thought, and set in their ways and can be stubborn. They prefer the day to day routine rather then a life of excitement and adventure. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as tough skin, thick builds, or strange coloring. When a Earth Genasi makes up their mind, its like trying to move a mountain. They favor earth tone color especially green and browns and simple clothing, and while some appear to truly enjoy domestic living, others keep a very well structured and practical government moving.

Earth Genasi are patient, stubborn, and contemplative in their decision making. Their physical gifts make them able to defend themselves against most attackers.

Earth Genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestor. Some example of these features are:

· Dark bronze earth tone skin

· Eyes like black pits

· Eyes like gems

· Gravelly voice

· Metallic colored hair

· Metallic sheen to skin

Earth Genasi Racial Traits
· +2 Strength, +2 Constitution, -2 Dexterity: Earth Genasi are strong and tough, but are not the quickest on their feat

· Medium size.

· Earth Genasi base speed is 30 ft.

· Low Light up to 60 feet.

One With The Earth
Earth Genasi can use Earth Glide, Stone Shape, Stone Fist once per day cast at their HD. +1 use / day per 5 HD.

Gain feat Great Fortitude

Earth Resistance (ex): +4 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every 3 class levels the Genasi attains.

Elemental Bloodline (ex): You have taken on some aspects of the type of element that infuses your flesh. In this case, you have a resistance to all kinds of acid. DR/1 Acid. +1 / 5 HD

Tough Skin: +1 natural armor

Automatic Languages:
Terran, Common Bonus Language: Any

Age: 17+1d6

Favored Class: Fighter
Racial Feats

Stone Colossus
You can focus a part of your power to increase the toughness of your skin. +3 defense to ac during combat, lasts for one round per con bonus modifier. Can only be used once per day.

Hear the Earth
This feat gives you Tremor Sense.

Divine Focus
Earth Genasi who cast divine spells are allowed to choose the Earth domain, in addition to any other allowed domain. This allows a Genasi to exceed the one domain limit.

Nailz the Backbitter

SOURCE MATERIAL
Pathfinder Wiki: Hobgoblin
Pathfinder Wiki: Shaitan
D20 Pathfinder SDC: Genie, Shaitan
Dragonarmyone: Earth Genasi


















2012-11-28

Shifting Gears: Robotics, Cybernetics, Artificial Intelligence and All Points In-Between

Man Vs. Machine: Cambridge University To Launch Center For The Study Of Existential Risk

By Roxanne Palmer
November 26 2012 6:11 PM
Source:
IBTimes

Come to Cambridge University if you want to live.

If all goes according to plan, the venerable British institution will soon be home to the Center for the Study of Existential Risk, a multidisciplinary research center that will focus on issues that pose a threat to humanity.

The center will investigate a wide range of apocalyptic scenarios, ranging from runaway nanotechnology to extreme weather events caused by climate change to the rise of superintelligent and hostile artificial intelligence. Basically, if it can appear in a science fiction or a Michael Bay film, it's fair game.

“Our goal is to steer a small fraction of Cambridge's great intellectual resources, and of the reputation built on its past and present scientific pre-eminence, to the task of ensuring that our own species has a long-term future,” the founders wrote in April.

The architects of this doomsday academy are Cambridge philosopher Huw Price, Cambridge cosmology and astrophysics professor Martin Rees, and Skype founder Jaan Tallinn.

In August, Price and Tallinn wrote a piece for The Conversation speculating on the dangerous possibilities of artificial intelligence.

Computers can already play chess better than humans, and it seems almost inevitable that machines will continue to improve in analytical power until they match -- and likely exceed -- the capacity of the human brain. But beating people at chess, while a bit wounding to the ego of our species, isn't exactly threatening.

However, “the greatest concerns stem from the possibility that computers might take over domains that are critical to controlling the speed and direction of technological progress itself,” Price and Tallinn wrote.

If machines surpass humans in the ability to write computer programs, there could be an “intelligence explosion.” Humanity would no longer be in the driver's seat of technological progress, and we could only marvel at what the machines make.

While one could hope that a smart machine wouldn't necessarily be hostile, there's no guarantee that they would even take notice of humans, let alone work with them or be kind to them.

Wary pessimists say that “almost all the things we humans value (love, happiness, even survival) are important to us because we have particular evolutionary history -- a history we share with higher animals, but not with computer programs, such as artificial intelligences,” the pair wrote.

If the machines take over, even if there is no conflict between us and them, humans will still have to deal with the hard fact of losing our place at the top of the pyramid. But there is no current framework for investigating or formulating a plan to deal with this shift.

“A good first step, we think, would be to stop treating intelligent machines as the stuff of science fiction, and start thinking of them as a part of the reality that we or our descendants may actually confront, sooner or later,” Price and Tallinn say.

Experts to Study Whether Robots Will Exterminate Humanity

How close are we to a Skynet takeover?

Paul Joseph Watson
November 27, 2012
Source:
Infowars.com

Experts at the prestigious University of Cambridge will conduct research into the “extinction-level risks” posed to humanity by artificially intelligent robots.

The Cambridge Project for Existential Risk is dedicated to “ensuring that our own species has a long-term future” by studying the risks posed by AI, nanotechnology and biotechnology.

“The scientists said that to dismiss concerns of a potential robot uprising would be “dangerous,” reports the BBC.

The project was co-founded by Huw Price, Bertrand Russell Professor of Philosophy at Cambridge, Martin Rees, Emeritus Professor of Cosmology & Astrophysics at Cambridge, and Jaan Tallinn, the co-founder of Skype.

It also counts amongst its advisers Max Tegmark, Professor of Physics, MIT and George M Church, Professor of Genetics at Harvard Medical School.

An article written by Tallinn and Price warns that artificially intelligent computers or robots could take over “the speed and direction of technological progress itself,” and shape the environment of planet earth to their own ends while displaying about as much concern for humanity as we do for a bug on the windscreen.

Far from being resigned to works as science fiction such as in the Terminator films, the threat posed by a potential future “rise of the robots” has never been closer to reality.

The study echoes the predictions of respected author, inventor and futurist Ray Kurzweil, renowned for his deadly accurate technological forecasts.

In his 1999 book The Age of Spiritual Machines, Kurzweil predicted that after 2029, the elite would come closer to their goal of technological singularity – man merging with machine – and that by the end of the century, the entire planet will be run by artificially intelligent computer systems which are smarter than the entire human race combined – similar to the Skynet system fictionalized in the Terminator franchise.

Amidst the debate, the fact that the US military under DARPA is already developing robots for the express purpose of of killing people has been largely overlooked by futurists.

As we have previously highlighted, the whole direction of drones and automated robot technology being developed by the likes of DARPA is all geared towards having machines take the role of police officers and soldiers in pursuing and engaging “insurgents” on American soil.

Experts like Noel Sharkey, professor of artificial intelligence and robotics at the University of Sheffield, have warned that DARPA’s robots represent “an incredible technical achievement, but it’s unfortunate that it’s going to be used to kill people.”

The Department of Defense recently issued a new policy directive attempting to “reassure” people that artificially intelligent cyborgs wouldn’t be used to murder people after Human Rights Watch called for an international ban on “killer robots”.
Policy directive 3000.09 states: “Semi-autonomous weapon systems that are onboard or integrated with unmanned platforms must be designed such that, in the event of degraded or lost communications, the system does not autonomously select and engage individual targets or specific target groups that have not been previously selected by an authorised human operator.”

2012-11-27

Shifting Gears: Sensor Systems, Communication and Inflitration

Tech's Future - Smart Dust and Ratbots
09:21 Thursday 16th January 2003
Dawn Kawamoto, CNET News.com


Research firm IDC gives us a glimpse of emerging technologies that may one day lead to great changes in the industry

Smart Dust, Lily Pads and Ratbots

These technologies are far from being household names. And they're not exactly tripping off the tongues of most IT market researchers, either. But they could one day be as significant as the microprocessor or the mouse, according to a report issued on Wednesday by research firm IDC.

"We looked at technologies that were beyond the radar screen of normal market research," said John Gantz, IDC chief research officer. "These are technologies not technically covered by IDC on a usual basis."

Gantz and David Emberley, an IDC senior research analyst, identified nine technologies that have backing from universities and major national laboratories and offer the potential to change lives.

The researchers identified smart dust, lily pads, ratbots, nanotubes, nanomachines, quantum computing, plastic transistors, the Semantic Web and grid computing as technologies to watch, although they noted some of these were more likely to materialise in our lifetime than others.

Ratbots are being used to test the possibility of transmitting information between a living thing and a computer via implants. A ratbot setup consists of an electronic "backpack", worn by a rat, and sensors implanted in the rat's brain. Signals are sent to the backpack and then instructions are sent to the rat's brain via the sensors, Gantz said.

The ratbot is just one of several developments in this area, Gantz said. For example, Kevin Warwick, a University of Reading professor, implanted a chip in his arm that transmitted information to a computer. When Warwick clenched his hand, a robot would follow suit via a computer connection.

Such technology could be used for prosthetics and memory aids, Gantz said. It could also be used in communications and for monitoring. Gantz adding that we're likely to see minor medical advances using this technology in our lifetime.

Smart dust, meanwhile, refers to tiny sensors, about the size of an eraser head, used for logistics, monitoring and preventative maintenance. These intelligent, active sensors are already in limited use, with one Australian company deploying the technology to detect hot spots on train wheels and identify aging wheel bearings.

Ultrastrong, light-emitting nanotubes will also likely be put to use in the foreseeable future, gaining use for computer circuits and flat panel displays. But other technologies looked at by IDC may take time to catch on. The concept of linking wireless networks like lily pads may not float, Gantz said. In part because of market considerations.

Linking wireless networks poses a threat to carriers that transmit information and data long distances over their networks, Gantz said. And the entrenched players with their expensive networks will seek ways to stop this lily pad linking, he added.

Shifting Gears: More Smart Dust

Dust and Mirrors Bring Smart World Closer
18:54 Tuesday 9th April 2002
Rupert Goodwins


New research shows how to make self-contained communicating computers the size of grains of salt

Every cranny of the environment could be filled with intelligence if experiments at the University of California at Berkeley fulfil their potential. Researchers working in a wide range of disciplines have created a series of tiny modules, complete with sensors and communications, with the aim of demonstrating 'smart dust' -- self-sustaining network nodes measuring millimetres or less per side.

The new technologies will find uses in environmental monitoring, health, security, distributed processing and tracking -- and doubtless create some uses of their own, including spotting when food is no longer fresh or has been in dangerous conditions. The team also predicts some more unusual devices, such as putting one mote under each fingernail and reporting back on movements -- making invisible keyboards, gesture control and 3D input devices.

Smart dust also has unique problems, many connected with power. While pure radio-frequency ID (RFID) tags just have to send back a unique identifier when interrogated and can use the energy in the interrogating signal, smart dust needs to power sensors, computation, storage and communication. Each of these tasks needs custom designs aimed at reducing power consumption to the bare minimum necessary. Batteries must be very tiny indeed, and while they can be recharged by solar cells or dynamos working from vibrations the power budget can easily be down to nanowatts.

Communications is especially tricky. Radio systems are flexible and reliable, but take relatively high power: most of the signal from any transmission is wasted in space. One of the key innovations the Berkeley scientists are testing is optical links by lasers and mirrors: a mote is illuminated from afar by a laser, and signals back by moving a mirror fabricated as part of a micro electrical mechanical system (MEMS) -- the new nanotechnology of building moving systems on chips.

By building reflectors into a corner-cube retroreflector (CCR) -- three mirrored surfaces at 90 degrees to each other, with the property of sending light back in the direction it came from -- the dust can signal at a great distance with practically no power, of the order of 10,000 times less than by radio. The same laser beam can also carry programs and data into the mote, providing two-way communications. In tests, the researchers have signalled more than 21 kilometres using a standard hand-held laser pointer and electronic sensors: the team says that in principle, it may even be possible to signal to satellites in 300km orbits.

Ultra low power sensing systems are also being developed. Analogue to digital converters -- essential for temperature, pressure, sound and light measurements -- are typically quite power hungry, but a new design works at under 2 microwatts and should be able of nearly halving that. It can also just sample to the level of accuracy required, avoiding the need to do a full 8-bit sample when only a couple of bits of data are required. The team says that with a battery just a cubic millimetre big, the circuit could take ten samples a second for a hundred years. Along similar lines, the team is developing custom processors that have instruction sets designed to encode sensor readings with maximum power efficiency, and to handle communications protocols similarly optimised.

Many prototypes have been demonstrated, most called 'macro-motes' and built out of bigger, commercially available components to prove various concepts. These have included measuring temperature, humidity, barometric pressure, light intensity, tilt and vibration, and magnetic fields all in a cubic inch package, including two-way radio, the microprocessor controller, and the battery. One such prototype was used with the laser pointer signalling system to relay weather information across San Francisco Bay.

The team has acknowledged that smart computers the size of grains of sand monitoring everything around them and sending out signals create some privacy and secrecy issues, but dismiss these as less important than the benefits. Although they've yet to show a fully working mote using the full range of technologies working together, progress is rapid and working examples are expected in a year or so.

2012-11-23

Shifting Gears: Stellar Cartography and Deep Space Exploration

Topic: Astrography, Subject: Planetary Bodies

A new planet that's a real diamond
12 OCTOBER 2012 Sci/Tech
Source: News 4

It seems the universe has just got a little bit richer following the discovery of a new planet which scientists say is made largely out of diamonds.

The rocky planet called '55 Cancri e' orbits a sun-like star in the constellation of Cancer and is twice the size of Earth.

Time is said to move at hyper-speed on this gem-like planet so one year lasts just 18 hours compared to Earth's 365 days.

Despite being 40 light years away from earth, in dark skies 55 Cancri e's host star is clearly visible to the naked eye.

Researchers believe the planet's surface is covered primarily in carbon in the form of graphite and diamond rather than water and granite like our planet.

Marek Kukula, Public Astronomer at the Royal Observatory Greenwich told Channel 4 News, "It's a lovely image - diamonds in the sky - but there's not likely to be a space mission to the mine the diamonds any time soon because it would probably take 10,000 years to get there.

Buried deep down

"The planet is intensely hot, 2,000 degrees Centigrade and the diamonds are likely to be buried deep down. We'd end up spending all the diamonds on Earth in order to get there so it's not a way to get rich quick.

"In general mining in space is being talked about more and more and is moving away from being something science-fiction to something that is more serious. Asteroids are thought to have precious metals and they are relatively close to us in our solar system.

"Although they are moving, if we could chase and catch one it is not far-fetched to think in the next couple of decades this may be tested."

The study was led by researchers at Yale University who estimate that at least one third of the 55 Cancri e's mass - the equivalent of about three earth masses - could be diamond.

It's the first time astronomers have identified a diamond planet around a sun-like star and specified its chemical make-up. David Spergel, an astronomer at Princeton University, said it was relatively simple to work out the basic structure and history of a star once you know its mass and age.

He said: "Planets are much more complex. This 'diamond-rich super-Earth' is likely just one example of the rich sets of discoveries that await us as we begin to explore planets around nearby stars."

Topic: Astrography, Subject: Binary Star Systems

Many Planets Could Circle Twin Suns, NASA Says
Victoria Jaggard
from National Geographic News
March 30, 2007

"But I was going into Toshi Station to pick up some power converters."

If life exists on other worlds, someone could be whining about doing their chores on a planet not unlike Star Wars's Tatooine. The latest data from NASA's Spitzer Space Telescope suggests that the universe might be brimming with planets that have two suns like the desert world that Luke Skywalker called home (see related images from Spitzer). More than half of all known star systems are binaries, with twin stars locked in a gravitational dance, NASA scientists say. The new data show that dusty disks of debris that could be indicators of planet formation are just as abundant around binaries as they are around single stars. "There could be countless planets out there with two or more suns," lead study author David Trilling of the University of Arizona, Tucson, said in a press release. Trilling and colleagues will publish a paper on their research in the April 1 issue of the Astrophysical Journal.

Twin Suns

Existing techniques for looking directly for planets don't work very well when searching around binary stars. Normally, planet hunters look for the so-called Doppler wobble as evidence of a planet's gravity tugging on its host star. "But everything in a binary system is more complicated," Trilling told National Geographic News. That's because, in addition to any planets in orbit, both stars are tugging on each other, he said. Each star's effect on the other would be great enough to mask the planet's effect.

So Trilling's team used Spitzer's infrared cameras to scan for planetary disks instead.

"Spitzer is very good at detecting emitted thermal radiation from dust," Trilling said. "When we're searching for the dust disks, we're looking at a wavelength at which the stars are faint but the dust is bright." Of the 69 binary systems the team studied, 40 percent were shown to have these dusty disks, meaning they could very well have planets in orbit.

Tatooine Plausible

Astronomers had previously found that planetary disks exist in binary systems where the twin stars are very far apart from each other—about a hundred times farther apart than the distance between Earth and the sun. Nearly 200 planets outside our solar system have been discovered so far with the wobble technique. About a quarter orbit one star in a binary system (related: "Many 'Earths' Are Out There, Study Says." The latest project focused on binary stars that are much closer together—less than 500 times the distance between Earth and the sun. What really astonished astronomers was that 60 percent of the tightly circling twin stars they saw had dusty disks—a setup that could create a scene like the Tatooine sunset in Star Wars. This finding actually makes perfect sense, said Alan P. Boss, an expert in planet formation at the Carnegie Institution in Washington, D.C. "The close binary appears to be pretty much a single, massive star to the material in orbit around it that is trying to form a planetary system," Boss said in an email interview. And "if the planetary orbits are stable and at a distance where liquid water is possible, then they will be habitable." If planets are in the dusty disks spied by Spitzer, there's no reason some of them couldn't support life, study author Trilling said. "I've been thinking about it, and there's nothing astronomically wrong with that picture," he noted, referring to the famous movie still. "But it is still science fiction—there's no reason to believe it really exists."

This Article was backlogged.

Topic: Astrography, Subject: Binary Star Systems - Kapler 16b

My 2 Suns: Bounty of New Exoplanet Discoveries Includes a World Orbiting a Binary Star
By Rachel Kaufman
from Scientific American
September 15, 2011


Leading planet hunters from around the world announced the discovery of some 75 extrasolar planets, and hints of many more

The hundreds of distant worlds, some large and some small, that are known to dot the galaxy provide plenty of intrigue for the scientists who hunt them. But the catalogued planetary population has just gotten a lot larger and more diverse, thanks to word this week of a newly identified planet orbiting two suns, more than a dozen newfound "super-Earths," and strong indications that the Milky Way Galaxy is home to an almost unfathomable number of planets awaiting discovery.

More than 350 researchers from around the globe gathered at the Extreme Solar Systems (ESS) II conference in Grand Teton National Park, Wyo., to share their findings on these newfound exoplanets, or planets outside our solar system, of every size and configuration.

The most exotic of the latest batch of exoplanets is the world with two suns, like Tatooine of Star Wars or Dr. Who's Gallifrey. The planet, named Kepler 16 b for the NASA Kepler spacecraft that spotted it, revolves around two stars locked in a tight binary pairing; the planet's wide, nearly circular orbit keeps it well outside the stars' orbital dance. The trio is not the only so-called circumbinary system known, but it is the first for which researchers have been able to measure the properties of both stars and the planet so precisely, and the first system where the planet has been directly detected, rather than inferred. [Read more about other planets Kepler has found.]

The researchers, led by Laurance Doyle of the SETI Institute in Mountain View, Calif., announced the finding at the ESS conference and with a September 15 press conference in California that included a visual-effects supervisor from Lucasfilm, the makers of Star Wars. Doyle, Joshua Carter of the Harvard–Smithsonian Center for Astrophysics (CfA), and their colleagues also described the Kepler 16 system in a study in the September 16 issue of Science.

Kepler 16 b is reminiscent of Saturn in its dimensions and mass, but slightly denser, implying that its makeup skews more to elements heavier than hydrogen and helium. The giant planet orbits its parent stars every 229 Earth days. As curious as Kepler 16 b is, the stellar binary that hosts it is noteworthy as well. The smaller of the two stars is just one fifth the mass of our sun, making it the smallest main-sequence star whose physical properties are well known.

"We thought we understood stellar evolution for a long time, but when you get to the end of the main sequence," the data do not fit the models, Doyle says. "Now any kind of excuse of 'you’re not measuring very well' goes out the window. This one, we nailed."

The astronomical oddball was not the only news from the Kepler mission at the ESS meeting. Sarah Ballard, a CfA graduate student and member of the Kepler team, described on September 12 a newly uncovered pair of planets orbiting the star Kepler 19.

Kepler 19 b, only twice as Earth's diameter, is among the smallest exoplanets knownto date. But it is likely a miserable place: at just 13.5 million kilometers from its host star, the planet's surface is likely a toasty 480 degrees Celsius.

The Kepler spacecraft detects planets such as Kepler 19 b by watching them dim the light of their host star as the planets pass in front, or "transit." Ordinarily, those transits will occur at regular intervals, like celestial clockwork, but oddities in Kepler 19 b's transit times suggest the influence of the other half of the pair—a larger, unseen planet also orbiting Kepler 19 and perturbing the motion of its neighbor.

"This is uncharted waters," Ballard says. This is the first time that anomalies in the occurrence times of transits have been used to make a solid claim for the discovery of an alien world, she says. The unseen planet, Kepler 19 c, is still mysterious, Ballard notes, adding that it "could be a rocky planet on a five-day orbit, or it could be a gas giant on an oblong, 100-day orbit."

Kepler is hardly the only planet-finding campaign meeting with success and making news this week at the Wyoming confab. A search based at institutions in the U.K. and Spain, the Wide-Angle Search for Planets (WASP), reported the discovery of some two dozen new planets. And a European contingent from the High Accuracy Radial velocity Planet Searcher (HARPS) had an even bigger haul to unveil.

There seem to be plenty of targets to go around: most of the tens of billions of yellow-orange stars in the galaxy might harbor planets, new HARPS data suggest. Previous HARPS results had implied that up to half of these stars could have planets, but a new statistical analysis shows the percentage to be even higher, about 70 percent, Francesco Pepe of the Observatory of Geneva in Switzerland said during a press conference announcing the HARPS results on September 12.

The HARPS team announced about 50 new planets, of which 16 are super-Earths—planets larger than our own but smaller than Neptune or Uranus. Statistical models suggest that four in 10 stars harbor super-Earths. One of the newfound HARPS planets, HD 85512 b, orbits on the edge of the habitable zone, a temperate band surrounding a star where temperatures could support liquid water and just maybe extraterrestrial life.

HARPS is an instrument that measures the wobble caused by a planet's gravitational tug on its host star, so it can be used to estimate planetary mass. It is not able to measure the diameter of planets, so these "super-Earths" could be large and gaseous, like Neptune, or small and rocky, like Earth, the researchers say.

Studying super-Earths is a particularly fruitful area of planetary science, says David Latham of the CfA, who was not involved in the HARPS work. "It's a kind of planet we don't have in our own system," he says. In fact, the existence of super-Earths has come to light only in the past few years.

Between the super-Earths, the circumbinary planet, and the dozens of other new discoveries, researchers are now turning up exoplanets in unprecedented numbers. "We are really in the age of discovery of new worlds," said Lisa Kaltenegger of the Max Planck Institute for Astronomy in Heidelberg, Germany, and the CfA during the press conference.

Topic: Astrography, Subject: Hot Planets

"Hot Jupiters" Could Give Rise to Earthlike Worlds, Study Says
Anne Minard
for National Geographic News
September 7, 2006

It's more likely than ever that we are not alone in the universe, new research suggests. The latest computer models are telling scientists that more than a third of the star systems containing Jupiterlike gas giants may also harbor Earthlike planets. These so-called habitable exoplanets could be awash in oceans of liquid water, which means they might support life. The latest work focuses on a type of star system that contains gas giants known as hot Jupiters. Unlike gas giants in our solar system, hot Jupiters have orbits that swing tightly around their stars, says Sean Raymond, study co-author and astrophysicist at the University of Colorado in Boulder. Scientists believe that hot Jupiters initially form far from their host stars. Over time the gas giants migrate inward due to the irregular twisting motions of the gaseous disks in which they formed. As they move into their near-star orbits, hot Jupiters could be playing violent games of planetary billiards that produce Earthlike planets, he says.

Big Bullies

In general, massive gas giants have a reputation for slinging things around in space. Our Jupiter (Hubble image) is capable of hurling asteroids out of the solar system or into the sun and other planets by the sheer force of its gravity. "These gas giants cause quite a ruckus," Raymond said. Ten years ago, when scientists detected the first hot Jupiter, they assumed that as the giant exoplanets plowed through debris during their inward migrations, any surrounding material would be similarly ejected. He and his colleagues now think that such planets possibly only shake up debris in the habitable zone—the region at the right distance from a star where liquid water, necessary to life as we know it, could exist. This disrupted debris could coalesce into Earthlike planets. At the same time, small icy bodies from farther out in the star system also could have spiraled inward, delivering water to the fledgling planets. "We now think there is a new class of ocean-covered—and possibly habitable—planets in solar systems unlike our own," Raymond said. The simulations also showed that rocky planets known as hot Earths may often form when hot Jupiters push material forward during their inward treks. But hot Earths, which can be up to five times bigger than our Earth, orbit closer to their stars and are not likely to support life. Even if water does contribute to their formation, most hot Earths probably end up dry, study co-author Raymond says. "We don't think that they're really good places to harbor life, if you need liquid water on the surface [to support life]." Raymond and colleagues at Pennsylvania State University in University Park present their research in tomorrow's issue of the journal Science.

Telltale Wobble

For now, inhospitable gas giants appear to make up the majority of known planets outside our solar system. Astronomers have detected about 200 exoplanets, and 40 percent of them are hot Jupiters with orbits tighter than Mercury's. But the sample is biased, says study co-author Avi Mandell, an astrophysicist at Penn State and a researcher with the NASA Goddard Space Flight Center in Greenbelt, Maryland. That's because astronomers can't actually see the distant planets. They're mostly relying on the so-called Doppler wobble, the gravitational tug of the unseen planets on their host stars. The wobble decreases—and becomes harder to see—when it's caused by small planets that orbit farther away. As space scientists build ever bigger and more powerful telescopes, Mandell thinks higher percentages of small and distant planets will be found. The new findings will help narrow the search for life-supporting planets, the researchers write—just in time for NASA's upcoming Terrestrial Planet Finder mission and the European Space Agency's Darwin mission, which are dedicated to that effort. But other researchers are more cautious. Nick Woolf, an astronomer at the University of Arizona in Tucson, points out that the only certain planetary system we've actually seen is our own. "Our understanding of the processes that occur in the formation of a planetary system," he said, "is rudimentary."

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Topic: Astrography, Subject: Rogue Planets

Outcast Planets Could Support Life
by Jon Cartwright on 11 February 2011, 12:10 PM
Source: Science Now

If aliens exist, where are they? Many astronomers look to the nearest stars, in the hope that they harbor a warm, wet planet like Earth. But now a pair of researchers believe extraterrestrial life could exist on a rogue planet that has been ejected from its birthplace.

Astronomers have never spotted a rogue planet with certainty, but computer simulations suggest that our galaxy could be teeming with them. Slingshotted out of their planetary system by the gravity of a bigger planet, these lone worlds zoom far from their parent suns, slowly freezing in the cold of outer space. Any water fit for life would freeze, too. Yet in a paper submitted to The Astrophysical Journal Letters, planetary scientists Dorian Abbot and Eric Switzer of the University of Chicago in Illinois suggest that a rogue planet could support a hidden ocean under its blanket of ice, kept warm by geothermal activity.

They call such a world a Steppenwolf planet after a novel by the German-Swiss author Hermann Hesse, because "any life ... would exist like a lone wolf wandering the galactic steppe." If Steppenwolf planets do exist, there's a chance that some of them could be lurking in space between Earth and nearby stars. If so, they might be a more realistic human destination for the search of alien life than another planetary system, which would be at least several light-years away. There is even a chance—albeit very small—that a Steppenwolf planet crashing into our solar system billions of years ago was the origin of life on Earth.

Abbot and Switzer came to their conclusion by simulating an isolated planet between 1/10th and 10 times the size of Earth. By comparing the rate at which heat would be lost through an ice shell with the rate at which heat would be produced by geothermal activity, they calculated that a planet with Earth's composition of rock and water but three times as big would generate enough heat to maintain a hidden ocean. If the planet had much more water than Earth, say Abbot and Switzer, it would need to be only about a third as big as our planet. "Several kilometers of water ice make an excellent blanket that could be sufficient to support liquid water at its base," says Switzer.

The Chicago researchers are not the first to consider the possibility of liquid water on rogue planets. In 1999, planetary scientist David Stevenson of the California Institute of Technology in Pasadena, calculated that liquid water could exist if a planet had a dense atmosphere of hydrogen—so dense that a greenhouse effect would trap warmth on the surface without the need for ice. But Abbot thinks the new result is more surprising because they are considering a more generic planet, without an extraordinary atmosphere.

"This is certainly an interesting study regarding the extent of the possible locations where life could arise, or be sustained, in the universe," says David Ehrenreich, a planetary scientist at the Joseph Fourier University in Grenoble, France. "However, it will certainly be very difficult to actually detect life on such a world, since it would be buried under an ice shell."

Switzer admits detection would be difficult. An astronomer would need to spot a Steppenwolf planet by looking for its infrared emission to see if it is as warm as he and Abbot predict. But at present, even the best observatories could detect rogue planets only within about 100 billion miles of Earth—not a huge distance in astronomical terms—and Switzer says the probability of a Steppenwolf planet existing in this range is just one in a billion.

Still, as planetary scientist Gaetano Di Achille of the University of Colorado, Boulder, points out, that might mean that the first occupied planet humans set foot on is not in another planetary system, but in the lonely depths of outer space. "If the hypothesis of oceans on rogue planets is correct, we will certainly have to expand the inventory of places with a high potential for life," he says.

Gaming Clack

The obvious advantages to rogue planets are too numerous to list. Their location and navigation coordinates do not appear with any reliable consistency on star charts. A moving stellar mass is harder to trace, locate, and travel to do to projected course. This can be solved, of course with warning beacons, orbital or planetary in manufacture.

As moving celestial bodies, they are at the mercy of gravitational pulls from other forms of galactic mass. Be it colossal gas giants, several gas giants, a star with a greater physical mass could easily "snag" a rogue plant and absorb it into it orbital rings. This planetary addition could play havoc with the original orbital configuration. A second theory explains it could "snag and sling" it back out of its adopted solar system on a new trajectory. The rogue planet could become a wayward orphan again.

Hyperspace travel becomes an obvious hazard as an exiting star ship could bounce off its atmosphere and burn in descent, or worse as a rogue planet passes dangerously close to a stellar anomaly, a quantum singularity of minute size, a pulsar, an asteroid field. An unexpected crew could find themselves in a dangerous predicament with little warning.

Rogue Planets can serve an excellent base of operations. Hoth, from the Empire Strikes Back, served as a Central Command Center, processing data and information do to its remote location and isolation. A Pirate's Haven would make an excellent locale for distributing services and goods like spice, weapons, slaves, whatnot. Rogue Planets with their limited eco-systems could serve as secure munition dumps, Research and Development faculties, or covert planetary shipyards.


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Topic: Astrography, Subject: Tilted Planet

Uranus Got Knocked Over by One-Two Punch
New models explain planet's tilted orbit, moon mystery.
Andrew Fazekas
for National Geographic News
Published October 10, 2011

The planet Uranus got knocked on its side not by a single, massive blow but by two powerful impacts, new computer simulations hint.

The model helps explain a long-standing mystery: Why do Uranus's moons also lie in unexpected positions?

Unlike the other seven planets, Uranus's rotation axis has a bizarre 98-degree tilt relative to the solar system's orbital plane. In other words, the planet seems to roll around on its side as it orbits the sun.

Even odder, the rings and moons of Uranus circle the planet's tilted equator.

The widely accepted theory for how Uranus got knocked over is that a rogue Earth-size planet slammed into the ice giant billions of years ago. That lost world was mostly likely destroyed on impact.

But previous computer simulations showed that a single extreme impact wouldn't have affected Uranus's retinue of more than 25 moons, and the moons should now be circling the planet's poles instead of its equator.

Single Blow Would Have Meant "Backward" Moons

To explore this conundrum, a team led by Alessandro Morbidelli, of the Observatoire de la Cote d’Azur in France, ran several simulations of possible Uranus impacts.

The results showed that Uranus was most likely struck when its moons and rings were still forming from a disk of debris around the ice giant's equator.

When Uranus was hit, this disk was disrupted but then reformed around the planet's tilted equator, eventually giving rise to the moons in the positions we see today.

In the new simulations, however, a single impact led to moons that orbit "backward"—in the opposite direction of the planet's spin.

Instead, the most likely scenario involves a closely spaced double impact, Morbidelli's team found.

"Our computer simulations show that two sequential impacts occurred very early in the planet's history, when it was still surrounded by a protosatellite disk, and should have occurred relatively close in time," Morbidelli said.

"So far, this is the only model that explains the equatorial orbits of Uranus's satellites."

Big Impacts Once the Norm Among Giants?

The results suggest that giant impacts may have been more common than previously thought in the early days of the solar system, when today's planets were still sweeping up smaller objects from the large debris disk surrounding our young sun.

In fact, big collisions could have been important factors in the formation of planets such as Saturn and Neptune, which both display 30-degree tilts in their axes.

"In general, scientists have thought that these planets formed by accreting only small planetesimals, and the Uranus tilting event was an exceptional event," Morbidelli said.

"But now we show that Uranus has to have been tilted at least twice, so these giant impacts were not exceptional events—they were the norm."

Topic: Astrography, Subject: The Triplets

Bizarre solar system crams three giant planets into fraction of Mercury’s orbit
BY ALASDAIR WILKINS
OCT 4, 2011 4:00 PM
from Io9.com

The Kepler-18 system is one of the galaxy's busiest places, with two Neptune-sized planets and a super-Earth orbiting around a single star. We know this, thanks to a bold new exoplanet-hunting technique that could help us find more Earth-like planets.
The planets are designated Kepler-18 b, c, and d. Planet b is the closest, completing an orbit every 3.5 days. The planet is a rocky super-Earth, weighing in at about seven times Earth's mass and twice our planet's size. Planets c and d are gas planets roughly the size of Neptune or Uranus. Planet c orbits every 7.6 days, it's 17 times more massive than Earth, and about 5.5 times our size. Finally, planet d is about 16 times more massive than Earth, 7 times our volume, and orbits every 14.9 days.

That's a whole lot of planets to stick into such a tiny amount of space, and it's not as though Kepler-18 is anything unusual as far as stars go. It's broadly similar to our Sun, about 97% the mass and about 1.1 times our star's size. What's more, the planets are trapped in a bizarre pattern. Planets c and d appear to be in a 2:1 resonance pattern, where planet c revolves around Kepler-18 twice for every one orbit planet d completes.

But the orbits don't quite line up to an exact 2:1 resonance, and that's because they're so close together that they're constantly pushing and pulling each other out of their natural orbits. University of Texas astronomer Bill Cochran explains: "[They] are not staying exactly on that orbital period. One is slightly early when the other one is slightly late, [then] both are on time at the same time, and then vice-versa. It means they're interacting with each other. When they are close to each other...they exchange energy, pull and tug on each other."

Kepler-18 also represents the first chance for astronomers to use a new exoplanet-hunting methodology. Generally speaking, planets are found by the transit method, which detects planet by looking for regular dips in the brightness of a star that could only be caused by an orbiting planet passing in front of it. While false positives are possible with this approach, the resonance patterns between planets c and d quickly proved their existence — only two planets that were really in the same solar system could produce such a pattern.

But planet b is a trickier case, and it gave Cochran and his team a chance to try out the new approach of "validation", rather than "verification." What this means is they didn't set out to directly prove the existence of the planet; instead, they figured out the odds that this wasn't a planet. To do that, they used the Palomar 5-meter Hale Telescope to search the area around Kepler-18 for any objects that could mimic the signature of a transiting planet.

Cochran explains that, while it's still conceivable Kepler-18 b is really a perfectly positioned background star or galaxy, the probability is next to nothing: "We successively went through every possible type of object that could be there. There are limits on the sort of objects that can be there at different distances from the star. There's a small possibility that [planet b] is due to a background object, but we're very confident that it's probably a planet."

According to their calculations, it's about 700 times more likely that Kepler-18 b is a planet than anything else. Cochran hopes that validation will catch on as a method of exoplanet validation, because it will allow astronomers to pinpoint potential planets that fall outside the relatively narrow range of easy verification. He explains: "We're trying to prepare the astronomical community and the public for the concept of validation. The goal of Kepler is to find an Earth-sized planet in the habitable zone [where life could arise], with a one-year orbit. Proving that such an object really is a planet is very difficult [with current technology]. When we find what looks to be a habitable Earth, we'll have to use a validation process, rather than a confirmation process. We're going to have to make statistical arguments."

Those arguments would have seemed a lot shakier a few years ago, when only a relatively small number of exoplanets were known. But now that the Kepler mission has identified over a thousand exoplanet candidates, and current estimates suggest there are millions and millions of planets in our galaxy - if not billions - validation seems like a much more reasonable option than it once might have.

Topic: Heliology, Subject: The Diamond Pulsar

A destroyed star becomes a planet made of diamonds
BY ESTHER INGLIS-ARKELL
AUG 25, 2011
from Io9.com

An international research team has found an exoplanet made entirely of diamonds. Although this may seem glamorous, researchers think it is only the desolate remains of a star, robbed of its mass by its companion.

Some time ago, a radio telescope picked up the repeated signal of a pulsar. A pulsar is a rapidly-spinning star with a rotation that emits radio waves in strong pulses outwards. This pulsar lay in the plane of the Milky Way, not particularly distinguishing itself from any other pulsar out there. That is, until the astronomers analyzed the spin of the pulsar and found that it was modulated in a certain way. It was almost as if the star was being tugged one way or another via gravity. The only thing that could be making that particular spin was an orbiting planet.

This planet was orbiting fast and close. It was circling the pulsar once every two hours and ten minutes, at a distance just about the radius of Earth's sun. It was about five times the size of earth, a relatively small planet, but it had the mass of Jupiter. This planet should not have gathered so much mass and packed it so tightly when it was so close to a high-gravity star.

Scientists think that it didn't. Actually, the planet is the remains of a star. The pulsar and the newly-discovered planet were once a binary system. As they burnt through their fuel and came closer to one another, one star starting siphoning off the matter of the other. When it was done, it left only a cold, fusion-less planet.

But a pretty one. Judging from the size and mass of the star, scientists think that a very large part of it will be crystalline carbon - the same stuff that diamonds are made of. The theft of most of its fuel left this celestial body a glittering jewel.

Topic: Heliology, Subject: "Nightmare" Sun

"Nightmare" Star Flares Dim Odds for Alien Life?
Richard A. Lovett in Seattle, Washington
for National Geographic News
Published January 24, 2011

In the search for life on Earthlike planets, scientists have been particularly excited about finding worlds in the so-called Goldilocks zone, the region around a star that's just right for liquid water. But new research suggests that—Goldilocks or not—many of the known planets outside our solar system are orbiting stars that may be too hazardous for life. According to a new study, Jupiter-size planets in close orbits around their stars can make their middle-age stellar parents unexpectedly regain the violence of youth. Such stars produce gigantic flares, which could shower otherwise habitable planets with dangerous radiation, searing blasts of heat, and ozone-destroying ultraviolet light. In a related study, astronomers also found that old, dim stars in tight-knit pairs appear to be experiencing a similar effect, producing mega-flares that quickly and suddenly brighten the stars by up to 10 percent. "Imagine our sun brightening by 10 percent," said Geoffrey Marcy, an astronomer at the University of California, Berkeley, who was not part of either study. "Such powerful flares [would] bode ill for life close to that star."

"Nightmare" Flares Could Wreck Ozone Layer

Young stars are often spinning very rapidly shortly after birth, creating strong magnetic fields. Various forces on the star's surface cause magnetic field lines to get tied into knots, which produce flares and other types of radiation bursts. An extreme example is the red dwarf star YZ CMi, a young star that's probably only a few hundred million years old. By contrast, our sun is considered middle aged, at 4.5 billion years old. YZ CMi rotates on its axis once every 2.8 days, nearly ten times faster than the sun. This spin is fast enough to produce stunningly violent flares, said Adam Kowalski, a graduate student at the University of Washington. In 2009, Kowalski watched as a particularly large flare jacked up YZ CMi's ultraviolet emissions by a factor of more than 200—enough to totally wreck the ozone layer of any rocky world orbiting within the star's habitable zone. "I have nightmares about this flare," Kowalski said earlier this month during a meeting of the American Astronomical Society in Seattle, Washington.

Big, Hot Planets Are "Fountains of Youth"

As a star ages, its spin will slow, which should tame its violence. Our sun, for example, still goes through cycles of activity and produces flares—some of which can be powerful enough to disable satellites or knock out power grids—but nothing on the scale of YZ CMi. Recently, however, Villanova University astronomer Edward Guinan saw giant x-ray flares, large star spots, and powerful coronal mass ejections coming from a star that should be about the same age as the sun. HD 189733 is an orange dwarf star that's 80 percent the size of the sun but that spins twice as fast: once every 12 days. Based on its activity levels, the star would seem to be about 600 million years old. The hyperactive star has a distant, more sedate companion star, which astronomers estimate is at least 4.5 billion years old. That's puzzling, since the two stars almost certainly formed at the same time and should be the same age, Guinan said. What's keeping HD 189733 dangerously young, Guinan said, is a Jupiter-size planet that's slowly spiraling into its host. This "hot Jupiter" is so close to the star that it orbits once every 2.2 days. In the process, the planet's magnetic field is pushing against the star's, Guinan said, transferring angular momentum and making the star spin faster. Astronomers don't know if the HD 189733 system hosts any rocky, Earthlike worlds. But thanks to the hot Jupiter, the star's youthful behavior would likely spell doom for life on any other potential planets. The finding could be a blow to the wider hunt for habitable worlds: Many of the more then 500 extrasolar planets found so far are hot Jupiters, and computer models suggest that more than a third of the star systems containing these giants may also harbor Earthlike planets. "In our study of other hot Jupiter systems," Guinan said, "it looks like many of the host stars rotate fast and appear young."

Hopes Dim For Life Under Twin Suns

In addition to hot Jupiters, some older stars may be tapping into a "fountain of youth" in the form of close stellar siblings. At the AAS meeting, the University of Washington's Kowalski presented Hubble Space Telescope data on 200,000 dim stars about twice the age of the sun. These types of stars, among the most plentiful in the galaxy, should have been among the most tranquil. But in the course of a week, Kowalski counted a hundred stars that emitted superhigh-energy flares, each strong enough to increase the star's brightness by up to 10 percent. "This is much larger than the largest solar flare we have observed" on our sun, he said. Astronomers don't yet know whether these stars host planets of any size. What scientists do know is that all these stars have stellar companions in extremely close orbits. The stars are so close they are tidally locked, which means that one side of a star always faces its companion, just as one side of the moon always faces Earth. Some of the tightest pairs orbit each other—and therefore spin on their axes—once every three days, Kowalski said, "which is really fast." And the intense activity coming from such rapidly spinning stars would put a serious damper on the chances of life existing on nearby planets. According to UC Berkeley's Marcy, "it's interesting that the most numerous stars in our galaxies pose these risks."

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2012-10-31

Gaming Journal - The Dungeon Dozen

The Dungeon Dozen has taken a great and novel idea and tilted it on it's proverbial ear by using a simple 12-sided die. Check out their site for hundreds of tables using a simple 12-side roll. Great fun and a hodgepodge of dungeon encounter and gaming primers.

Yeah, but THESE Zombies....
Restrain and carry off living subjects for the necromancer's unspeakable experiments

Yeah, but THIS Mummy...
Must restore its tissues in fortnightly baths of the purest virgin blood

More Unknown Spells
Charm of Advantageous Auto-Decapitation: caster's head detaches from body at will and floats around independently

Cursed Items Most Terrible
Raygun of Instantaneous Exploding: erupts in blinding white hot blast followed by mushroom cloud when triggered, players duly warned off science-fantasy tropes

While the PCs Toiled Underground
The dead rise from their graves: totally uninterested in devouring the flesh of the living, they instead attempt to re-occupy former residences, make withdrawals from banking establishments, join the queue for bread at the bakery, show up for work, etc.

Items on the Witch's Utility Belt
Ornate gorgon-bone snuff box with dose of powerful witch stimulant

Patrons Now Hiring: Assassins
Charlatan high priest needs idle threats issued publicly as "unholy curse" cunningly carried out to avoid career-destroying humiliation

Underworld Wilderness Dressing: Living
Disturbingly large pillbugs creep out of unseen hidey-holes to haul away the recent dead

Street Weirdos in the Big City
The Masked Agitator shrieks out anti-plutocratic screeds to all and sundry until city guard summoned, continues lecture while eviscerating pawns of the system then disappears into the night

Assassins for Hire
Serial killer dedicated to self-mastery, highly talented but only 50% chance proposed victim will tickle fancy, otherwise will target potential employer at unspecified future time

Yeah, but the gaze of THIS cockatrice...
Reduces most sentient beings to blubbering heaps of inconsolable sadness, dwarfs go berserk and kill everything they see

Unpleasant Callers at the Adventurers' HQ
Gaggle of blissed-out religious fanatics called upon by unmentionable deity to convert PCs to cult if its the last thing they do

Stuck in the Giant Spider's Web
Spell book inscribed with 1d4 unknown spells and Abandoned chainmail bikini
- Phran-dahl's Face Eraser
- Excellent Ray of Nudity
- The Stench of Unknown Origin
- Xix's Automatic Nervous Breakdown

Fear-Induced Freak Outs
Falls to knees, pleading desperately to wide range of gods for salvation despite any preexisting religious convictions

2012-10-19

Gaming Journal: The Razor Coast

Razor Caost Sneak Peek #7

Lou Agresta shares "He owns a fishing supply store. Really. Just a fishing supply store. Honest, cross my heart. Introducing (for some, reintroducing) One of my favorite off-beat dramatis personae, Old Fish. Here's an old man who can teach you a thing or two."

Here from across the ocean. Where specifically? Oh here and there? He just thought he'd travel a bit in his retirement, finally doing as an old man what he'd always hoped to do as a young one. On the wall? Oh nothing. Just some old junk weapons the sewer pirates dig up every now and then. So fish. Fishing gear. A crossbow or two. The needles? Nothing. Just for nets. Oh. I sell maps too. Maps of the area. Got a treasure map to Garr Bloodbane's Gold around here. 100% authentic. Guaranteed. Now what'd you say I can get you? And here, while you're thinking, take a look at this map.


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RUM

That Blatcher’s Rum (excerpted from Fire As She Bears)
Gods made the sugarcane grow where it's hot,
And teetotal abstainers to grow where it’s not,
Let the Sin Boson warn of perdition to come,
We'll drink it, and chance it, so bring on the rum.

Rum Rum, That Blatcher’s Rum,
Will tan your insides and grow hair on your bum,
Let the Blue Dragoon beat on his old empty drum,
Or his waterlogged belly, we'll stick to our rum.

These are men who drink it, hard men indeed,
Men of the pirating old-time hairy-necked breed,
They shave with their axes, they dress in old rags,
They feed on old boots, they sleep on old bags.
Dull care flies away when their voices resound,
And the grass shrivels up when they spit on the ground.

Rum Rum, That Blatcher’s Rum,
Will tan your insides and grow hair on your bum,
Let the Blue Dragoon beat on his old empty drum,
Or his waterlogged belly, we'll stick to our rum.

When they finally die and are sunk in the clay,
Their bodies are pickled and never decay,
On the morning of judgment, when the skies are rolled back,
They'd stroll from their graves up the long golden track,
And their voices would echo throughout Kingdom Come,
As they toast the Archons in That Blatcher’s Rum!


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Seriously, Razor Coast isn't all weresharks, tentacled horrors, lost civilizations on volcanic islands, twisted drugs born of vibrant tropical flowers, pirate Queens and undead cannibal pygmies. Oh no! There are sewers beneath Port Shaw. And things lurking there.
_____________________________________________________________________________________

Razor Coast Sneak Peek #6

Dajobas, Devourer of Worlds In the beginning, there was Hunger and the World could not abide. Hunger ate the Land, drank the Sea, devoured all Things before they could Become. Even Nothing was afraid Hunger would eat it too, and the Gods agreed something must be done. So they locked Hunger in a cage of flesh and fin they called Dajobas, but Hunger ripped free. Tore open a terrible maw in his cage, and framed it with rows of razored teeth. Hunger could not be controlled, and he turned on those who imprisoned him. He ate the Gods, but even as he did they worked their will. The World was born while Dajobas feasted on their divinity. When he finished, Dajobas found Land and Sea and All Things grew faster than He could eat them. Dajobas devours the World for all eternity. He will not stop, cannot stop, until he swallows Time itself.

* * *

Sharks prowl the sea. Perfect hunters who do not sleep and never cease to feed - no creature’s killer instinct compares. They scent their prey miles away. They know the taste of blood before they are born. Their teeth shear flesh, strip muscle, and crush bone. To the native Tulita tribes of the Razor Coast, these murderous beasts are not just the killers of the sea. They are a constant reminder of their people’s darkest hour.
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Razor Coast Sneak Peek #5

B-10. The Kiss of Dajobas
(CR varies)

In this chamber, Dalang Jalamar administers his deity’s razor-kissed blessing to captives taken by his Razortooth Raiders.

A ledge along the west wall of this chamber juts like a platform eastward to the center of the water and stands just above the waterline. Rusted iron cages hang from the ceiling by chains. The water slaps the stone, black as midnight, and renders the depth of the pool indeterminate.

Jalamar’s minions bring unfortunates chosen for membership here and force them off the platform into the water below. Jalamar then enters [SPOILER REDACTED] deep below the water line. He violently mauls the victims, leaving them barely alive and infected with Dajobas’ lycanthropic blessing.

Several pirates in leather and two hideous, lumbering shark-men with white pupil-less eyes gather around a terrified young fisherman. Half-starved and clad only in tattered garments, he struggles weakly as the shark-men grab him roughly under the arms and hurl him unceremoniously into the water below. The boy thrashes wildly, desperate screams ringing hollow off the pitiless stone walls.

Advanced Options: Fight Like A Pirate
from Super Genius Games

“Damn ye, you are a sneaking puppy, and so are all those who will submit to be governed by laws which rich men have made for their own security.” —“Black” Sam Bellamy, Pirate

Sometimes you just want, to paraphrase H.L. Mencken, to spit upon your hands, hoist the black flag, and begin slitting throats. Of course, that’s frowned upon in polite society. But there’s nothing wrong with having a fantasy campaign where it’s a way of life, and characters spend a lot of time acting like pirates (or hunting pirates, or desperately trying to explain the differences between what they do and the activities of pirates). To help make such characters more interesting, here are ten archetypes to give a nautical flair to fighting classes ranging from barbarians to rogues. Also includes new equipment that could be of particular use to pirate-themed characters.

The following archetypes are designed for fighting characters in campaigns with strong emphases on pirates, swashbuckling, and seaborne adventures: Barbarian Archetype: Ex-conscript, Cavalier Archetype: Ship’s Officer, Fighter Archetype: The Marine, Gunslinger Archetype: Sea Dog, Inquisitor Archetype: Ship Hunter, Magus Archetype: Picaroon Monk Archetype: Seaswain, Paladin Archetype: Crown Privateer, Ranger Archetype: Navigator, and Rogue Archetype: Lookout

The Malefactor
from Total Party Kill Games

“Fate is for those too weak to determine their own destiny.” — Excerpts from the memoir of Talitha Shadowtongue, tiefling doom herald

This sourcebook comes complete with a killer new class and abilities, archetypes, feats, favored class options and the complete stats for the iconic succubus spawned tiefling on the cover—Talitha Shadowtongue.

Damned fate… cruelest destiny… bad luck… these are philosophical concepts that many know, but few are able to truly explain or prove. If destiny is pre-determined, inevitable and unchangeable, is there any hope for we mortals to set our own paths? What of those that seem to be damned by fate, always at the mercy of a higher power? Is there any hope for us at all?

It is rumored that some mortals can choose their own fate by selecting the correct paths as they walk through life. Others think that all of life’s events are predestined. There are rumors of those who understand fate’s cruel whims and can free themselves and no longer be slaves to that harsh mistress. I can tell you those rumors are true…

I have lived through perils that would kill even the most steeled warriors. I have slain many a fool that thought to prey upon me. I have danced with fate itself, and taken the lead. What was once my misery is now my salvation, and your damnation. I am an accursed, a doomgiver—I am a Malefactor.

Super Genius Presents: A Brace of Pistols

Swashbuckling rings incomplete without the fiery retort of the pistol: the shower of sparks, the flash of powder, the reek of sulfur. No self-respecting pirate captain boards her enemy's ship without a rapier at her belt and a brace of flintlocks in her sash. The genteel highwayman halts the coach with his firearms out. Nobles, sleeves rolled up, turn at ten paces. Weapons crack, and they vanish behind simultaneous plumes of white smoke, their fates momentarily obscured.

A Brace of Pistols contains rules to expand the options for black-powder flintlocks in fantasy campaigns that allow them, supporting the uniquely dramatic flavor of the pistol – the arresting jab of a gun in the back, the standoff, highway holdups, and the ferocious chaos of ship-to-ship boarding battles – as well as some unusual real-world firearm variants, and some new fantasy-based rules that mix muskets and magic.

All the rules in A Brace of Pistols work with early firearm rules found in Pathfinder Roleplaying Game: Ultimate Combat. Also contains the Freebooter's game Magha-Magha originally written for Razor Coast. Magha-Magha is "...a brutal [mini] game of intimidation, torture and....death that involves a captive, a chandelier, a lot of grog, a cabin boy/girl, a charcoal stick, a lazy susan, rope, dice and an optional

101 Pirate and Privateer Traits
from Rite Publishing

Avast! This be about campaigning with the scourges o' the seven seas, matey.
All o' history since the dawn of time, thar be pirates. Julius Caesar fought 'em, and ta this day pirates be takin' ships off the coasts of lawless kingdoms. But here we be speakin' about the campaign traits of pirates and privateers of yar realm of fantasy. Arrh, they be dashing villains and heroes who live free on the open sea, with a parrot (or monkey) on the shoulder and a chest full o' gold, along with letters of marque. They be fond o' drinking and prone ta fights, out to live "a short life and a merry one."

Brought ta ye by the same landlubbing author o' such critically acclaimed works as 101 New Skill Uses and The Secrets of the Gunslinger, 101 Pirate and Privateer Traits provides ye an armada o' new options ta sake the thirst of the most fervent corsair while allowing ye ta keep ta yar vision of a character upon the high seas!

Grave Undertakings: The Ship of Fools
from Total Party Kill Games

“If nautical nonsense be something you wish...” Then hop on the deck and... explore the Ship of Fools!

The Ship of Fools is written by TPK’s titanic tag team of former RPG Superstar challenger Richard A. Hunt, and current RPG Superstar challenger “Mr. Threepeat” Tom Phillips. A strange seaborne adventure designed for the Pathfinder RPG, with scaling options for 4-6 characters of 5th-7th level.

Welcome to the weather-beaten deck of the Green Lady, a galleon adrift on the blue-green waves... but where is her crew? Where is her legendary captain, the self-exiled wizard, Vossian the Green? Set sail 'lubbers and find out in this, our very latest Grave Undertaking starring your characters as the daring scallywags destined to solve the mystery of The Ship of Fools. You're sure to enjoy this excellently weird horror-trip written especially for the Pathfinder Roleplaying Game, and delivered in true TPK Games fashion. Brave deadly zombies, mind-control slimes, suicidal haunts, sharks, swarms of eels and maybe your own crew (!) amongst other delightful deadlies in this rollicking good time!

As a bonus, this three-hour-tour also features a wonderfully detailed 13-page, full-color battlemat of the sinking ship herself—The Green Lady! Print it out, put it on your game table and you're ready to set anchor! This adventure can be dropped into any campaign setting as a dangerous one-shot session, or as part of your bigger ongoing plot. Hooks are provided to get your group into the action as soon as possible, whether your campaign is already happening at sea or in port.

Buccaneers of Freeport
From Green Ronin

Set Sail for Adventure!
From its first founding as a haven for buccaneers and cutthroats, established on the pirate's code to attain an uneasy peace between voyages, Freeport has evolved from a filthy little town to a sprawling city of thousands. Yet in that time, pirates remain the most common and most popular of its citizens.

Buccaneers of Freeport returns to Freeport's roots and examines the colorful and disturbing rogues that roam the seas around the City of Adventure. Describing eight pirates, many new, some infamous, in lavish detail, each entry explores the rogue's history, his or her goals and agendas, while hinting at the curse that keeps them at sea and the treasures they guard. In addition, the pirate's key crewmen receive extensive attention, presenting them in all their cunning and brutality to breathe life into the thrill-seeking corsairs. Finally, the pirate ship, allies, and enemies round out the chapter, culminating with a campaign framework to help you build adventures centered on these various characters.
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Razor Coast Sneak Peek #4

Rule the Razor you say? A fool’s ambition. The subtleties and perils of this realm are manifold. Land and sea murder at the whim of ancient gods. Men’s smiles hide a thousand knives. Those fooled into believing that the Kraken’s tentacles are more fearsome than its insidious and far-reaching schemes soon find themselves cruelly enlightened – usually moments before calamity claims their souls. The Razor is too vast, its terrors too multitudinous, for even the bravest adventurer to conquer. It won’t stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.

- Saldrin Seaheart, local guide and purveyor of “adventuring supplies”
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Razor Coast Sneak Peek #3

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs and lightless depths teem with as many terrors as they do lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.

Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.

Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas, and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.

Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.

- From the Journals of Reiker Glassgrinder, naturalist and historian

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Razor Coast Sneak Peek #2

The Razor Coast by Nicolas Logue

A sea of blood caresses the savage shore of the Razor. Port Shaw is beset by land and sea. Rising from the abyssal depths, Harthagoa, the bastard spawn of kraken and demon, drags whole fleets beneath the waves. In the fetid Blacksink Marsh, where unspeakable horrors are sunk beneath the bog water, accursed cannibals pay gory obeisance to an ancient shark god of slaughter.

A ghostly armada, murderous pirates, and bale-sharks prowl the seas. Meanwhile foreign invaders in search of baleen, ambergris, and gold menace the native Tulita tribes, driving them from their ancestral home with smoke-belching cannonade.

Pele, The Goddess of Fire and Wrack, watches all from her smoldering throne on Dreadsmoke mountain. She stands ever ready to purge the people of Port Shaw from her domain in a torrent of ash and molten lava. You decide the fate of the Razor Coast - A Dark Vista in dire need of heroes.

Razor Coast is a 250+ page mega-adventure by Nicolas Logue for 5th to 12th level characters. Using an exciting and entirely non-linear plot web format Razor Coast allows you and your players to brave wild adventures in any way you see fit. Set sail for peril. There will be blood by the bucket-full boyos.
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Razor Coast Sneak Peek #1

From Nick Logue

The first chapter details the campaigns' main villains and their dread agendas (most of which involve awful things for the people living within hundreds of leagues of them) and also gives detailed info on the three major potential story arcs for each. Later chapters include “Inciting Incidents" and basically supplies the GM with a bunch of tiny teaser encounters that draw the party into the main plot arcs or subplots connecting to them. There is no linear plot. The PCs have a bunch of encounters in their face, and they can get involved with the adventures behind them in ANY way they want. The adventure part of this builds to a climax, but the PCs actions could completely avert it, or make it even worse for everyone. It's all about hard choices and conflicts you need more than just a sturdy sword or fiery spell to overcome. Though those will definitely help when you are staring down the bastard spawn of demon and kraken. ;-)
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Update from Frog God Games

FROG GOD GAMES Announce Availability of Nicolas Logue’s Razor Coast as a Kickstarter Project

Source: Here and Here

About Razor Coast
Razor Coast is the long anticipated Caribe-Polynesian flavored, Age of Sail swashbuckling RPG campaign envisioned and designed by Nicolas Logue. It is applauded for its ambitious and original design, its epic flavor and its lurid, full-color art – including a cover by the award winning Wayne Reynolds. Logue tapped a team of veteran designers to help develop and write Razor Coast, including Lou Agresta, Adam Daigle, Tim Hitchcock, and John Ling.

“Razor Coast isn’t just an adventure,” according to Agresta, Razor Coast Project Manager, “it’s part setting, part adventure path, and part toolkit to build your own unique campaign. It’s non-linear. It’ll never play the same way twice.”

“We filled it with corrupt municipal Dragoons, dastardly smuggling rings, weresharks – lots of weresharks, desperate naval battles, oppressed tribes craving heroes, witches, cursed islands, legendary treasure troves, an impending apocalypse or two, demon pirates, retired assassins, undead worms, gator men, failed heroes waiting to be redeemed, dark conspiracies brewing in the oceans depths, vengeful ghosts…oh – and mutating cannibal pygmies. Who doesn’t like those?”

Razor Coast Availability
“Frog God Games has committed to doing more than just putting out another pirate campaign,” said Rachel Ventura, Frog God Games VP of Sales and Marketing, “This is going to be a hardcover, full color extravaganza, complete with Player’s Guide and enough swag to sink any pirate ship!”

“We decided to take what we learned from Kickstarting Rappan Athuk and crowdsource Razor Coast, because it allows us to unleash a complete experience for both Pathfinder and Swords and Wizardry fans,” said Bill Webb, Frog God Games CEO.

“We plan to compile the campaign articles into their own book, create a player’s guide, develop and include an independent system for ship-to-ship combat, have treasure chests of unique pirate items, and offer a Tallship Cruise with the creator, Logue,” stated Ventura. “We’re also planning stretch goals that include expanded art and cartography from the same artists the fans have already approved, as well as from new artists of similar style and talent, poster-sized printed maps, custom character sheets, and more.”

Frog God Games Razor Coast Kickstarter starts December 25th 2012 at midnight and will run for 30 days.

“After the Kickstarter gets funded, Frog God Games has pledged to fulfill not only the pledges from the backers but all remaining pre-orders, national and international” said Agresta, speaking on behalf of Logue. “As of October 18th, I finished honoring every refund request Nick received. Making good on Nick’s past obligations cleared the way for Frog God Games to step in and finally bring this to print.”

About Frog God Games
Founded in April 2010, Frog God Games publishes resources for the tabletop roleplaying games Pathfinder Roleplaying Games and Swords & Wizardry; Adventures and books such as Rappan Athuk, Tome of Horrors, The Slumbering Tsar Saga, and many more. Its products are known for their grand adventure settings and high quality production values. “If our hardcovers won’t last you a lifetime of use, we have not made a high enough quality product”, said Webb. Frog God Games currently serves customers worldwide. The writers of Frog God Games have won numerous ENnie Awards. For more information about Frog God Games visit its website at www.talesofthefroggod.com

For More information please contact

For more information, press only:
Rachel Ventura, VP of Sales & Marketing
Frog God Games
815-954-1981
Rachel@talesofthefroggod.com


For more information on Razor Coast and the Razor Coast Kickstarter visit
www.talesofthefroggod.com
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Original Advertisement 2008/04/02

Coming from Sinister Adventures for the Dark Vistas product line.

The cover illo for Dark Vistas #1: Razor Coast is in! To launch Sinister Adventures flagship line, we decided to tap the talents of the best artist in the industry...no other than the god of WAR himself...Wayne Antony Reynolds. Take a look at his vision of The Widow Razor as she tangles with Dalang Jalamar, the Chosen One of Dajobas. Bethany Razor may be about to meet a gory end...unless of course some PCs come to her aid before the Disciple of the Shark God does his worst.

Excerpt 02: The Razor Coast
by Nicolas Logue


A sea of blood caresses the savage shore of the Razor. Port Shaw is beset by land and sea. Rising from the abyssal depths, Harthagoa, the bastard spawn of kraken and demon drags whole fleets beneath the waves. In the fetid Blacksink Marsh, where unspeakable horrors are sunk beneath the bog water, accursed cannibals pay gory obeisance to an ancient shark god of slaughter.

A ghostly armada, murderous pirates, and bale-sharks prowl the seas. Meanwhile foreign invaders in search of baleen, ambergris, and gold menace the native Tulita tribes, driving them from their ancestral home with smoke-belching cannonade.

Pele, The Goddess of Fire and Wrack, watches all from her smoldering throne on Dreadsmoke mountain. She stands ever ready to purge the people of Port Shaw from her domain in a torrent of ash and molten lava. You decide the fate of the Razor Coast - A Dark Vista in dire need of heroes.

Razor Coast is a 130+ mega-adventure by Nicolas Logue for 4th to 12th level characters. Using an exciting and entirely non-linear plot web format Razor Coast allows you and your players to brave wild adventures in any way you see fit. Set sail for peril. There will be blood by the bucket-full boyos.

Purchase a print edition of this Dark Vista and get PDFs configured for multiple game systems for free. Purchase a PDF and get addtional PDFs compatible with other game systems for free as well.

Preorder your copy of the v3.5 compatible print edition of Razor Coast today!
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