Friday, June 29, 2018

MEST v2.x :: Additional Archetypes


Overview

As always, I'm striving to make MEST v2 complete and correct.

Archetypes are basically standard collections of attributes and traits. Common Archetypes are normally what each game session of MEST starts with. The most most basic is the Average Common Archetype where all Attributes are just 2 (average human), and there are no traits assigned.

The most expensive is the Hero Common Archetype which has a whole bunch more. See the image here for the complete table;

The Common Archetypes representing most human or humanoid characters. These haven't changed very much from MEST 1.6x except for maybe their BP costs and some tweaking of traits, especially for the Acrobat. I think the Beasts (Dog, Fiend, Predator, Monster) have had some adjustments as well.

Variant Archetypes

To add variety to each game-session, I introduced Variant Archetypes. Again, these are presumably human or humanoid character types. Therefore I've introduced entries such as Average, Cultist, or Acrobat, Sneaky, and Mystic, Leader. I've created quite a few to cover most situations or settings, being that MEST is a per se "low-magic" or "realistic sci-fi" game system. 

Here's a sample of the provided Variant Archetypes;


Animal Archetypes

For some players with a wide collection of figurines and miniatures, I've added Animal Archetypes. The table is a bit large and in all likelihood incomplete, but it does include entries for Bear, Cave Bear, all sorts of Dogs including Wargs, all sorts of Horse, and even a Komodo Dragon. As I build out more of MEST 2.x I'll probably expand the table just wee bit more, but the idea is to not be complete in the baseline rules since I'll have the genre documents to do that for me.  For example, the Dunjon of Death genre document will include varieties of giant spiders, rodents of unusual size, and maybe a few slimes or molds.

Here's a quick look at the include animal species;

The various animal species available for MEST 2.x. I like the fact that I've got all sorts of dog species listed so that I can differentiate between Wargs, Wolves, and Hounds!

Sophont Archetypes

A Sophont is an intelligent species commonly encountered in science-fiction and fantasy settings. The default sophont for MEST is "human", and most humanoids in MEST are just like what you'd find on television or in movies; humans with make-up otherwise known as "rubber-forehead aliens".

Therefore it wouldn't be unusual to limit alien species in MEST gaming sessions to just the Variant Archetypes and have ALL Klingons be Veteran, Warriors or Brawler, Knife-fighters, with just a few also being Leader, Fighter or Brawler, Brawny.

However, I've decided to list a few common sophont species for quick use. Just like the Animal Archetypes table where this list of Sophont Archetypes is not meant to be complete because each of the genre documents will introduce setting-specific entries. For example, the Gothic Horror genre document will introduce Wampiri ("vampires"), Lycans ("werewolves"), and Ungasumati ("mummies"). 

Here's a quick look at the included sophont species;

The current set of intelligent species included with MEST 2.x. Many of the names are specific to my FYBS role-playing game (I'll create a post later), but some of the entries shown are intuitive such as the Tcho-tcho being Pygmy, Leng or the Verminati being espys for GW's Skaven or Mantic's Verr-Myn.

Custom Archetypes

I wanted to provide a way for players to create their own Archetype, just in case the tables for Variants, Animals, and Sophonts is not enough!

The problem is that the points-costing system I use is very prone to abuse, as is any points-costing system. I've been tweaking and adjusting the system for several years now and I think I've got the numbers pretty much where I want them. 

Here's the gist of the system;
  • All characters have a BP cost which is a combination of all costs of their traits and attributes.
  • Some traits and some attributes are so powerful that they make the character exponentially more effective. Such considerations are REF, FOR, Tactics, and Leadership. 
  • For these traits and attributes, I introduce a Cost Ratio factor [CR]. These are written as +1 or -2.
  • Each CR represents a proportional cost adjustment. +1 CR means that for every 10 BP a character is worth, it increases in cost by +1 BP. So a 100 BP character with +1 CR is worth +10 BP extra; total is 110 BP. Also, a 100 BP character with a -2 CR is worth -2 BP per 10 thus -20 BP less; total is 80 BP.
  • You can think of CRs as fractional factors. Just divide by 10 and add 1.0. So +1 CR is x1.1 and -2 CR is x0.8. Same with +4 CR or -3 CR; these are x1.4 and x0.7 respectively.
You can see how having a spreadsheet or maybe having a very clear, concise process for determining costs will be useful.

Building a Custom Variant Archetype

So, one of the many ways of creating a Custom Archetype is to combine a species template from the Animal Archetype or the Sophont Archetype tables with an entry from the Variant Archetype table.

Let's combine the Brute Sophont with the Brawler Variant. Here's both templates next to each other; take note of the last two columns for dBP ("delta build-points") and CR ("cost ratio").

We'll combine these two templates.

Steps
  1. The first step is to add the dBP from both templates together. This makes +26 dBP plus +25 dBP for 51 dBP Total.
  2. The second step is to note the CRs and order them from highest to lowest. So, its +1 CR and then -2 CR.
  3. The third step is to adjust the dBP Total using the CRs in order. First is +1 CR. This means for each 10 dBP, adjust the cost by +1 BP. For 51 dBP this is +5 BP, causing a new total of 56 dBP. Second is the -2 CR. This means for each 10 dBP, adjust the cost by -2 BP. For 56 dBP this is -10 BP, causing a final cost of 46 BP.
Here's the above in picture form:

Math. How does it work?

For people with calculators, we can just convert the CRs into decimal factors by dividing each by 10 and then adding 1.0. So +1 CR becomes 0.1 plus 1.0 = 1.1. And -2 CR becomes -0.2 plus 1.0 = 0.8. Multiply both together 1.1 x 0.8 = 0.88. That factor is multiplied against the Total dBP of 51 making (51 x 0.88) = 45 BP.

The difference of 1 BP between the two methods is small enough to ignore during game-play because players are allowed to have upwards of 25 BP differences into totals for their Assemblies.

Anyhow, we'll call this combination of Brute + Brawler maybe "Brute Brawler". If we'd add Leap, Claws, Bite, and Detect, it could maybe become a Kzinti in "rage mode".

Other Custom Archetypes

I've included rules for creating other archetypes as well. I've got one for creating new Sophont species and another for creating new Animal species (or Sophonts, or whatever). 

Tables for generating new Sophont Archetypes.

Tables for generating entirely new Custom Archetypes. These can be used for crating new Animals and new Sophont species.


Traits Lists

Lastly, I've decided to make the most common Character Traits become available. This is sort of open-ended; I'd rather that any new archetypes don't use more than few beyond whichever was used for the creation of Variants, Sophonts, or Frames. Use at your own risk!

Here's the pick-and-choose list for traits. Go wacky and make things unbalanced if you'd like.

Finishing the Kzinti

Above we've created the Brute Brawler Archetype. It's 46 BP using +51 dBP and CR 0.88. Let's make it represent a Kzinti from Larry Niven's Kzin-Man Wars by adding Leap, Detect, Claws, and Bite. And for theme, we'll also add [Berserker]. 

We can get those traits and their values from the Character Traits List above.

Bite is +9 dBP
Claws is +3 dBP
Leap is +8 dBP
Detect is +5 dBP
[Berserker] is -2 dBP and -1 CR
Brute Brawler is +51 dBP

Total is 74 dBP.

Final Cost is 74 x 0.88 x 0.9 = 52 BP

And there you have it! 

The Kzinti Write-up 

Using the MEST v2.x recommended format, the Kzinti write-up looks like this:

Kzinti 402|044|424
Brute Brawler (+Bite, +Claws, +Leap, +Detect, +[Berserker])
[Beast+][Berserker]. Bite. Brawl. Brawn. Claws. Detect. Leap.
52 BP /+74 dBP -2 CR

The top series of numbers is CCA RCA REF | INT POW STR | FOR MOV SIZ in that order.



Friday, June 15, 2018

Some Rough Terrain

Today's Tutorial :: Rough Terrain!
I created some Rough Terrain for my 28MM MEST rules. In terms of the MEST Tactics rules, unless in Flying status or using Agility, models move at half normal rate. This is very similar to many tabletop wargame rules.

Tutorial

I'm trying a new process for building this terrain which goes like this;

Crafting


  1. Cut some MDF. I start by getting plyers and breaking off weird shapes from masonite boards I purchased from Michael's Art Store.
  2. Next I use a matt-knife to refine the edges of those boards.
  3. Then I glue some small bits of expanded styrene. I use this "Pink Panther" brand.
  4. I carve that with my hot-wire knife into interesting shapes to form boulders.
  5. Afterwards, I use some plaster spackle to given some texture to large areas of the board. I use the high-density type, and so it takes some time to dry after application.
  6. While the spackle is wet, I start jamming into it small rocks and pebbles of various sizes. I think kitty litter or aquarium pebbles could work well for this, but I got my rocks from the side streets and washed them before use.
  7. After everything dries, I cover the entire surface with a coat of Elmer's Glue. This helps seal the spackle, the pebbles, and also glues down any fibres from the styrene.

Painting

When that stuff dries;

  1. I go over each board with a thick coat of black acrylic paint. This may bring up some of the glue, but it will all eventually dry again. I try to hide all white and pink; flood all surfaces with black paint.
  2. When the black paint dries, I use dark brown and wet-brush all of the boards in an attempt to bring up some of the textures.
  3. After the brown paint dries, I dry-brush tan acrylic paint.
  4. I also dry-brush some medium gray.
  5. I then do a very quick dry-brush with a 4-inch brush white on the edges of all of the boulders I carved out of styrene. I also touch up on the rocks and pebbles where I think looks nice. However, I do this by drawing up from the edges of the boards to the tops of the boulders.
  6. And I wet-brush medium green in areas I want to look as though it were damp.

Flocking

After that tan dries, I try something new!

  1. Get some green flocking material. I use fine-powder dark green and lighter clumpy forest green.
  2. I mix a bowl of medium green acrylic paint with Elmer's glue.
  3. I dab the boards in the areas where I had already dry-brushed with green paint earlier. 
  4. I then sprinkle some dark green flocking on those areas.
  5. Afterwards, with my fingers, I jam the clumpy flocking atop that where desired.
  6. When I am done with everything, I spray the clumps with flocking glue to hold it into place.


Wide boards. About 3-inch by 10-inches

This is about 6-inch by 8-inch

Another big piece.

Some of the pieces with boulders made of carved pink styrene.

How the new Rough terrain looks like with some 28MM figures. 

Friday, June 1, 2018

MEST Tactics :: Fantasy Gladiator v2.x Cards

EDIT: 2018-06-11 Updated the images of the cards to match the current version with altered Trample and Bite traits and capabilities

Overview

I've been play-testing the new MEST Tactics v2.x rules with my nephew and brother and as a result I wanted to increase the variety. As a result, I've been updating my demo cards for the Fantasy Gladiator genre. Unlike the v1.6 version, these cards have three variations for each of my characters. I figured I'd start doing this because it makes for more interesting combinations of combatants.

I'm also using my new points-costing system from MEST v2.x. It's a bit more complex and is meant to only be used as a build-your-own tool since my intention is to have each genre document (Mythos, Gothic Horror, etc) to have pre-built archetypes for each faction. Anyhow, the new points system seem to be a bit more balanced, but only time can tell.

The Gladiator Variations :: Chaka

So, each warrior has three variations on itself. The most basic is just whatever the Sophont (i.e.; species) defaults are plus some weapons, armor, and equipment. To add some flavor, I introduced character-specific traits as well.

Here's Chaka in his most basic form, for example;

Gray Chaka. Just an Average Common Archetype plus Acrobatic and Sneaky. Don't mess with Chaka!
And here's two more versions, Red, and Blue.

Blue Chaka. Blue variations concentrate on adding Tactics or Leadership; both of which are very expensive. Blue Chaka is about 25% more (+24 BP) in cost than Gray Chaka.

Red Chaka. Red variations focus mostly on improving the character for combat. Very expensive as well; Red Chaka is about 50% more (+41 BP) than Gray Chaka. This version provides +1 REF, STR, +1 FOR, and +Brawn. 


The Others :: Perlo

I always thought that Perlo with his two swords was always unfairly treated by the default rules. In that, having multiple weapons is nice but not very cinematic in feel during game-play. And so I added the Multi-strike trait just for him.

Gray Perlo with Multi-strike. Nasty little guy.
Red Perlo is even scarier; +Fight, +Brawl, and then +1 CCA, +1 POW, +1 STR, and +1 FOR. At 111 BP, this figure is well worth the investment. When compared to Blue Chaka (above), Red Perlo is definitely more about getting into melee and kicking butt.

The Others :: Iago, Azazel, and Baal.

This is from my last post; I recently acquire and prepped some new figures. 

Here's Gray Iago. He's got Winged Flight and Bite 2 at STR 3. The Leap will offset the penalties of the [Winged] Disability trait which requires that Iago has enough room to start Flying status. Bite is now shown with a penalty of -2 Modifier dice for Attacker and Defender (when interrupted by a React).


This is Gray Azazel. You may notice that Azazel is a Robustus Centaur; he's got SIZ 5 and and Brawn 2. Compare him with Gray Chiron below. Notice that Trample is now a weapon stat-line using SIZ. The (?) indicates additional Impact and Modifier dice are received for each SIZ larger than the target, which must already be SIZ - 1 or smaller.
Gray Chiron is a Gracilis Centaur; at SIZ 5 he's smaller than Azazel but he has Detect 2 instead of Azazel's Detect 1. Otherwise these centaurs have nearly identical baseline attributes and traits. Also notice that I made the Centaurs (both Azazel and Chiron) have INT 1; this will force them to be more about speed of movement and less of leadership or tactics during game-play.

The Others :: Selgir and Medusa

My two favorite characters are Medusa and Selgir. Like the others gladiators in v2.0, I've updated their character cards and re-jiggered their point costs.

Red Medusa is the scariest gladiator in the entire set with her Fear 4. I needed to adjust that trait a bit, but the result is that it makes her cost 329 BP. Is she worth nearly triple the other fighters? I think so, that is; until I can get some archers and sorcerer figures to allow some range-combat opponents for her.

Red Selgir. Selgir gets POW 4 and Grit 2. This makes Selgir the most courageous gladiator of the entire set.  Also see the red triangles at Selgir's REF and MOV. These are the [Laden] penalties called out for wearing Medium Armor and Medium Shield. The penalties are -1 REF when Distracted, and half normal Agility.
This is Red Selgir's Fear Test comparison against Medusa. You can see that Selgir only gets 1 or more Fear tokens about 11% of the time. With the v2.x Grit rules, Selgir's Grit 2 allows him to convert one of those tokens into a Delay token instead. This makes Red Selgir able to approach Medusa usually uncompromised by Fear.

Downloads

You can either go to the Downloads section or click here for the updated documents.