Showing posts with label wip. Show all posts
Showing posts with label wip. Show all posts

Friday, August 20, 2021

All Things Zombie > Generator

 Wow.  How time flies.

Overview

Take a look at this link which goes to my Generator project at https://robert-kurcina.github.io/generator/projects/ATZ/index.html

I created this JavaScript project a long time ago (around 2008 or 2009) back when jQuery and ThemeRoller were still fairly hot stuff. I never uploaded it until recently, and not until just a few days ago did I decide to host it using GitHub Pages.

Derp.

All Things Zombie is a game by Ed Texeira of Two Hour Wargames. It is one of the most thematic TTWG ("Table-top Wargame") featuring zombies and a survival arc unfolding across several books. Zombie outbreak. Zombie survival. Gangs. Cops. Military. Civilians. All surviving, hunting and foraging, and avoiding trouble ("PEF" or "Possible Enemy Force").

Features

The ATZ Generator was designed to be forked and utilized as a library. It has several features which build upon each other.

Dice Roller

This is a universal library of sorts. Of course it can be improved, but it generates dice rolls via directives such as "2D6+2". It can also be invoked using a method such as foo.rollDice(4,6)







Name Generator

This uses a list which can be edited, and outputs randomly generated names of characters.

Data Tables


There are several data tables. These essentially come from the All Things Zombies game books. Here's an example of the Armory Information table.


Character Generator


This benefits from the Name Generator and the various Data Tables mentioned above. Again as a library, it can generate specific types of characters using directives such as 2xSurvivor-F for "Two Female Survivors" or 1xMilitary for "One Military Character".

These look like the sample below when in data table mode:

Character Roster


But wait, there's more! This is best part!

The characters can be generated as poker-sized playing cards. Full color. 2.5 x 3.5-inches. You can use the generator to create thousands of characters, and print them out and sleeve them.

The idea is that this format can be used to quickly generate a deck of PEFs which can be shuffled and used for game-play. Here's an example of just 6. 







Campaign Generator


I didn't get to finish this, but it generates a series of encounter settings which chain together to form a campaign. You can give the campaign any sort of name, but it defaults to "The Forsaken".




Map Generator

This is also not finished. It generates a battlefield for use with All Things Zombie. It is supposed to merge into the Campaign generator. Anyhow, you could set some parameters and change the output size. I've used it to create really large tiles by setting the cell size on the input forms. This creates a map which is big enough for my models to sit atop.


Conclusion

Although this project was never complete, and is really really old (like 12 years ago), I hope that somebody can find it useful. Maybe they can fork my project and build other generators for other games, or maybe merely finish my rudimentary implementation and make it better.












Friday, November 27, 2020

Among Us WIP

This is a start of a boardgame experiment for my kid using the Traitor mechanic. I don't want it to be similar to Secret Hitler, Mafia, or Werewolf because it needs to work for just 1 to 3 players if necessary. It also needs to be lighter and with less fiddly bits than games listed here; https://boardgamegeek.com/thread/1657498/games-traitor-mechanic

Prototype Art

Here's the pieces I printed and painted. The design is from Thingiverse.com by usre swlhonda at https://www.thingiverse.com/thing:4635009

Sample hall with six of the Among Us crew members. I will eventually create a total of 12 and include the alien impostor variations.

Game Design Outline

These are my current thoughts on how the game should operate. I'm quite sure that the final design will be very different.

Overview

  1. This is meant to be a 2 to 4 player game. It has player elimination.
  2. Each player controls a competing Team of Science and Engineering crew comprised of 3 to 5 members. One of which is an agitator known to that player but not by the other players.
  3. Work environment is a Deep Space Research Facility on the surface of Europa with competing budgets all reporting to the Corporate Director.
  4. Goal of the game is to sabotage the efforts of the other players while promoting own team.

Elements

  1. There will be a 3D map with multiple Facility Areas, and a Task Deck. 
  2. Facility Areas include several Connecting Hallways, Recreation Rooms, and Dining Area in addition to Med Bay, Engineering Deck, Command Center, Data Bay, Crew Quarters, Docking Area, Engine Room, Weapons Bay, Bio-sciences Bay, and Hazardous Waste Container. There's a different ability for each section. 

Preparation

  1. The Task Deck is stuffed with actions which include cards for Sabotage and Kill.
  2. During the Initiative Phase determining Crew Order.
  3. Draw one card from the Task Deck for each crew a player controls to an hand. Examine the cards and assign them face-down to each crew controlled as part of its Action buffer.
  4. During the Exchange Phase, crew within the same Facility Area may exchange cards freely. Sabotage and Kill cards may be given to other player's Crew's buffer face-down. Do not look at yet.
  5. During the Activity Phase, in Crew Order, navigate crew to each Research Area and place a known card from their hand or one drawn at random from the Action buffer for that crew face-down at that terminal.
  6. Crews without items in their Action buffer can wander to adjacent the Facility Areas.
  7. During the Wander Phase, each Crew may continue to move about spend time in their present Area.
  8. During the Inspection Phase, each Area's terminal with Task Cards face-down has them revealed. If there is Sabotage card; that Area loses ability and it affects the entire Research Facility.
  9. If there is a Kill card; one crew in that Area, per the Crew order, is injured and goes to the Med Bay.
  10. If there are are multiple Kill or Sabotage cards; the damage is increased.
  11. During the Vote Phase, players nominate Suspect crew to be Spaced! Suspect crew are those which remained are in the Area where a Sabotage or Kill card was revealed.
  12. Crew which are Spaced! are removed from play. A player with no remaining Crew is removed from play.
  13. Game continues until just one Team remains in play.

Concerns

I want to use Victory Points for placing Tasks, and for remaining near Facility Areas during the Inspection Phase. I want to allow players which have been eliminated from play to continue scoring VP. I want the winner of the game to have the highest VP.

An idea could be to place Task cards which build sets. Each Team is given a secret favored Set type, and each Task card has different colors. Scoring the most favored sets gives VP at the end of the game.


Friday, February 15, 2019

MEST :: 2.x trying out some Web ideas

Spyider webs!
I'm trying out the new Web rules for use with Dunjon of Death. A very big WIP.

Essential ideas;
  • Spyiders  may shoot webbing in the form of Strands. These are [Discard+] weapons at this time.
  • Perform a Range Attack to place a Strand which are 1, 2, or 3-inches in length depending on the SIZ of the Spyider (SIZ 2-3-4).
  • Any bases it crosses are subject to the attack. A character which dodges is moved up to its Agility away from the Strand.
  • Strands stay in place but will decompose. Therefore characters will not want to be in base-contact with them.
  • A character which is entrapped by the Strands must perform an Unopposed Physicality test (STR or SIZ). Upon success, reposition either the character up to Agility away or reposition the Strand away. Maximum distance is equal to cascades.
  • At the end of the Turn, roll 2 Modifier dice for each group of Strands within 1-inch of each other. Failing to score a success removes a single Strand.

Saturday, February 20, 2016

MEST 2.0 :: Recent updates Again


version 2.45 as of 2016.02.20 [link]

Overview

  1. Expanded the Table of Contents into two columns to make room for more of the content. Missions are listed now.
  2. Expanded the section on how to build an assembly.
  3. Game sizes are "Small", "Medium", and "Large". The term "Standard" game is now a "Medium" size game.
  4. Introduced Variant Common Archetypes. These are trait-based variations of the Common Archetypes which allow for quick comprehension because their stats don't vary from the base-line archetypes.
  5. More properly craft the phrasing for how "hands" are used during game-play when assigning weapons or when using certain actions.
  6. Rephrase the "Hindrance" entry yet again to make it explicitly more clear.
  7. Break out the "Playing the Game" sequence into smaller digestible sections by adding headers to each section.

Actions

  1. Made the new action "Overreach" be an Advanced Rule. It is still a very interesting action which will be used a lot during game-play but it has too many exceptions to be included as a Basic Game rule.
  2. Clarified the use of Bonus Actions and detailed especially how the use of some Bonus Actions might affect multiple Passive characters beyond just the target model.

Advanced Rules

  1. I began a small expansion of the Magic System so that I can begin to add some MEST-specific flavor text. This is in preparation for some of the genres which would use Magic and allows me to build out the spells lists a bit more.
  2. Finally added Lighting to allow players more control of the environment depending on the Mission, and perhaps any Tactics cards brought into play. Lighting can be Atmospheric (external to the battlefield) or Point-light (via Torches or Lamps).
  3. Introduced Gas and Fire rules.  Gas in general can be Smoke, Mustard, or Knock-out. The genre books will likely introduce new types of Gas ... Nerve, Acid, Sarin, etc. Fire itself is interesting but in the scope of the game, the time-scale is too small for Fire to spread unless it is a feature of a particular Scenario.

Optional Rules

  1. The concept of "Optional Rules" is that they are interesting to use but probably more trouble than they are worth or that they are too-specific or limited in their application for most game-play session.  I scrubbed through my years of emails and notes to pull these out. I think the entries are about as complete as I can make it.  Once I bring in the rules for Factions, Champions, and Campaigns I may need to tweak the phrasing here but it probably is near final. I tried to make the phrasing as clear as possible.
  2. Low-light Effects are an interesting addition for some Missions. These rules regulate movement within pitch-black and other night-time environments.
  3. Shadow-casting is sort of a variation on Low-light Effects. Basically useful during Twilight lighting, or in Night environments with Point-lights. Essentially targets in the shadow-area behind an obstacle which blocks LOS to a light source should be treated with lower Visibility.
  4. Facing. I buckled and added this, but it is very light-weight and much different that what other game-systems do because it relies upon the status effects; whether a character is Distracted, Disordered, or Outnumbered.
  5. Wind. I'll be adding Wind as a factor for the Advanced Missions, and Wind can be introduced when using Tactics Cards.  I think it is an intuitive addition though it will probably be rare. It is mostly used to move around Gas markers.
  6. I've added several new actions which will help me build out some Advanced Missions as follows:
  7. "Drag-Carry" action is introduced to be able to move KO'd models about the field. I couldn't determine any way to write it simpler and still be able to be general enough for use by non-standard archetypes. So a Hero could carry a Horse, or four Dogs could drag a Human. 
  8. "Disarm" action is useful for some Missions and for some genres.
  9. "Take" action is useful for some Missions as well. Taking a Gas mask or a Grenade from your opponent for example.
  10. "Grapple". This is also for some Missions to subdue instead of kill a character.
  11. "Yield!". Again this is useful for some genres. This will also be beneficial during Campaign play as it will mess with Glory.
  12. "Knock-back". Primarily used for some genres. I think it is more cinematic than realistic.

Traits

  1. Keyword traits added; Fizzle, Electronic, and Energy. These will be referenced by certain Tactics cards and Missions.
  2. Altered [Coward] and also [Beast] to prevent use of Overreach. Makes sense, right?
  3. [Signature X]. This is an Optional Rule and is useful for Night fighting missions. Essentially it should be easier to target a model which used a Firearm with full-auto at night.
  4. [Upgrade:Item] to assign behaviors to existing items. This is because I've added a generic Equipment list. An example would be to Upgrade:Ammo for armor-piercing bullets to a Firearm.
  5. Boxer X. Added to round out the Fight trait. Used by a Variant Brawler archetype.
  6. Burn X. Works with the Gas and Fire rules. 
  7. Expendable. Used by some Variant archetypes, and as an optional trait for use by Custom Archetypes. Expendable characters don't count and are not used for determining Bottle Tests.
  8. Fire X. Used with the Gas and Fire rules.
  9. Flicker X. A variation on Light X. Assigned to Torches and Lanterns of Ye Olde Wurld to make Point-light sources not behave consistently.
  10. Fume X > Type. Generates Gas:Type. So a Smoke Grenade will generate Gas:Smoke for example.
  11. Gas:Mustard, Gas:Smoke, Gas:Knockout. These three basic Gas types I think cross most genres
  12. Immune X:Trait. Primarily assigned to Gas masks, but this establishes a base-line for future traits.
  13. Light X. For use by Point-light sources like Candles, Torches, Flashlights, etc.
  14. Machine. For assignment to Cyber-kin or Constructs. Makes them ignore Morale for all purposes.
  15. Radio. I added this for the Comm-link equipment item. Right now it is generic. I've also added the Radio traits to the Archaic Hardsuit so that Near Future genres can be prepped.

Miscellaneous

  1. I refactored the ones I've used for the Retropocalypse scenario we did at the various gaming conventions. These revised ones use more of the Faction concepts that I've been working on. Basically if your Agenda matches the needs of your Faction, then it will reward more Resource Points.
  2.  I added the Variant Common Archetypes. These are intended for Advanced game play.  There are about 50 of them. So, an Average Cultist is just an Average Common with the Insane trait added to it.  There are others and now I can purchase a Brawny Brawler, or Archer Marksman, or even a Mystic Cult Leader.
  3. There are now two types of Dogs; "Hound" and "War". Hounds are smaller, cheaper, but have Detect 3 instead of Detect 2. With the introduction of "Dog, Hound" players can now field a huge pack of them.
  4. The Weapons table introduces the new grenades (Knockout, Mustard, Smoke) and also a Fire-bomb ("Molotov Cocktail"). These can be used for many Modern, Post Modern, Near Future, or Ultra Modern genres.


Follow-up

I've got a bunch of more technical writing to accomplish to add the rules for Campaigns, Factions, and Champions. These will be done soon enough and I get to solidify all of my notes. I've reminded myself to generate some AARs and also posts for using many of the new features.

And then I need to paint and build.  This hobby sure requires a lot of effort. Whew!

Monday, January 18, 2016

Shadows of Brimstone - Speed Painting WIP

I bought the Shadows of Brimstone swamp set a few months ago but never got around to painting any of them. The game itself seems like a great buy with tons of minis, cards, tiles and tokens but I have yet to play.
Be warned though, assembling the plastic minis was mind numbing. I have put together other plastic minis before, but for some reason these were pretty rough.
I used multiple layers of watered down white glue as an easy way to fill in the numerous gaps. 
My approach to painting these was sort of a rough sketch concept, quick and dirty but with (hopefully) interesting blended colors. I quickly got the paint down and added highlights inks and powders.
For the effort I made, I'm pretty happy with the results so far.

These things were orange at one point. Now they look more green and purple.

Tentacles!

Old west zombies!!!!

Bat Things! (these didn't photo very well)

The lot so far.

I still have the heroes and a huge night gaunt looking creature to go!
Hopefully I'll get them done sooner than later.

Saturday, December 19, 2015

MEST 2.0 :: Recent updates


NOTES: My sinus issues have been kicking my butt, and my new job has me wishing for more free-time. I'm finally getting my personal life managed a bit better. I'm no longer crashing into sleep after I get home. Anyhow, I've resumed my efforts on crafting the MEST 2.0 rules a bit better.

version 2.29 as of 2015.12.18

Overview

  1. Identified Go Points and Group Actions as Advanced Game rules.
  2. Identified Indirect Range Attack as Advanced Game rules
  3. Identified Deflect, ROF, and Armor Rating traits as charted stats for the Armor and Weapons lists. These are now expressed just like the Impact, Accuracy, and Damage stats.
  4. Added new condition "Snap" for when performing Tests during a React; penalty is -1 Wild die.
  5. Added new condition "ROF" for when using ROF during a React; penalty is to lose 1 ROF point.
  6. Allow Attributes to be dashed; these are essentially a value of zero but the character loses either one or both Base dice when performing tests if the attribute is a single (-) or double (=) dashed value.
  7. Put a lot of effort into clarifying how LOS and how Cover is determined.
  8. Specify that Cover can be "Intervening Cover", "Direct Cover", as well as "Hard Cover". This improves the survival chances of targets in properly defended positions.
  9. Require that a character performing an Initiative Test should have at least half of its forces within LOS.

Actions

  1. Introduce a new Simple Action "Swap" to allow models to switch position within congested areas such as corridors and rooms.
  2. Allow Concentrate to apply to any Test a player desires.
  3. Improve Concentrate to double the Visibility OR to better enforce realistic use of range.
  4. Introduce a new Complex Action "Overreach" to allow models to attack over walls, through windows, and past other models. "Overreach" may also be used by passive characters to provide Assist and Outnumber bonuses at reduced benefit.
  5. Put a lot of effort to clarify Group Actions, especially in regards to the Group Move and the Group Volley actions.
  6. Put a lot of effort to clarify use Reacts. Again.
  7. Clarify use of "Charge" and "Impetus".
  8. Introduce "Running before Jumping" to allow models to improve their distance crossed when jumping after running.
  9. Put a lot of effort to clarify the use of Indirect Range Attacks.
  10. Cleaned-up Bonus Action wording where necessary.
  11. Put a lot of effort to clarify Passive Player Options.
  12. Introduced new Passive Player Option "Defend".
  13. Clarified and worded more strongly the difference between Wound Damage and Stun Damage.
  14. Clarified and worded more strongly the Compulsory Actions and Morale status section.

Advanced Rules

  1. Revised the Fire-lane rules in the Advance Game section to be a bit more clear and to cover the 60-degree arc facing the Fire-lane marker. This is an improvement over the original phrasing which limited it to a narrow lane.
  2. Put a lot of effort to correctly word the Custom Archetypes rules to show its use, its expressiveness, and its impacts to the game.

Traits

  1. Clarify the Traits overview to show how traits stack when purchased multiple times.
  2. Updated trait [Laden X] to be more effective and clear.
  3. Updated trait AoE X to be more effective and clear. Removed a confusing clause in regards to Stun Damage. AoE X now has a base "kill radius" of X MU, and a "casualty radius" of double that.
  4. Tweaked trait Grit X by allowing it to be taken more than once.
  5. Adjusted phrasing on trait Leadership X to be more clear when dealing with Group Actions.
  6. Adjusted phrasing on trait Pack Mentality to be more clear when dealing with Group Actions.
  7. Tweaked trait Perimiter to allow it to work properly with Overreach. It is also now available for assignment directly to characters instead of being limited to weapons like the Spear.
  8. Clarified the spell Beckon X.

Archetypes

  1. Adjusted the Common Archetypes chart tremendously for Dog (War), Fiend, Predator, and Monster.  For example, each of those now have lower values for INT and RCA. Dog (War) and Fiend actually have dashed (-) attribute values for both.
  2. Added to the bottom of the Common Archetypes chart some variations to allow certain archetypes to pick up the Leadership or Fight traits for a small BP cost adjustment.
  3. Put a lot of effort to capture "design by effect" for Stick of Dynamite and Fragmentation Grenade. The biggest change is that Stick of Dynamite now has high Impact plus the Stun trait. Both munitions now have the [Discard] trait which brings their BP values down just a bit.
  4. The Custom Archetypes build chart now supports "Finishing Upgrades", introduction of the "Perimeter" trait, and the relaxing of the Grit trait to allow stacked purchases.


Follow-up

I'm going to try to create some entries for the really interesting varieties of tactical situations which arise in Close Combat as a result of the introduction of the Overreach feature, combined with Reach, and Perimeter. Defend and Counter-strike are even more interesting now with how they work together with Fight.

Additionally, I'm dying to craft a nice tutorial on designing your own faction using the really nice Custom Archetypes rules.  It will be a good start on how to document that for within the MEST rules themselves.

Sunday, June 21, 2015

MEST 2.0 Updates

Update! Update! Update!

I'm getting more time to myself again, and so I've been picking up on editing the draft MEST version 2.0 rules. It's been something like 8 months since I started this phase and about 4 months since I've had anytime to regard it in detail.  However, because I'm getting a fresh start I'm able to see a lot more places where I can clarify the rules, reorganize them, or streamline them.

So here's what's been up with the rules:

  1. Table of Contents added.
  2. Introduction and Overview section added describing what MEST does and why its a cool game system.
  3. A "Learning the Game" section has been added to foster a kind of "programmed instruction" feature.  Once the version 2.0 rules get stable, I'll create a subset of this part of the full rules as a Quick Start Rules which will be handy for convention plays as well.
  4. I added a simple paragraph on "running and jumping"; I figured I had to do it.  I stopped short of allowing characters to jump and shoot mid-air.  Maybe that will be a trait once I get into the more acrobatic "Spy/Ninja" genres.
  5. I really focused on the React rules. A lot.  Clarified, re-organized, added proper exceptions and limitations.  It's getting better and better. 
  6. I flip-flopped on the Group Leader and how it may perform Individual Actions.  I didn't allow this before but I think it is necessary, otherwise it won't be compelling nor thematic.
  7. Added a section on "Performing Movement" just to make this critical game feature clear. It probably still needs some work.
  8. I got Aggro's blessing to add a "Defend" bonus for Close Combat Defenders.  I needed to add limits on it but it works wonderfully.
  9. I discovered that Fight X is over-powered and so I added some limits.
  10.  I've created a section describing how missions will be presented so that I can easily add more in the future.
  11. There are now five "Introductory Missions" and six "Standard Missions". I'm still finalizing the last two which are "Area Control" and "Escape!".  
  12. I finally got the nerve to make entries for "Additional Materials" and brought in the Resource Cards and the Tactics Cards rules.  I'm still in progress with updating those cards to the version 2.0 context but its only a matter of time...
  13. Glossary of Terms added. This is ported from the version 1.5 rules and I'll need to adjust the descriptions since I'm sure some of the contexts have changed.
The draft version has no illustrations, photos, or diagrams.  The full-color version will but I'm already thinking that I want more than what I have in the current 1.5x document; perhaps double the count so that every critical rule has a good visual demonstration of it. 

Wednesday, February 11, 2015

MEST 2.0 Draft Update

EDIT: 2015-02-11 ~ somehow I deleted the original post and so this
is a paste from feedly.com

Quick post.

I've updated the MEST 2.0 document; I added more friendly verbiage at the front pages detailing a strategy to learn the basic rules.  By doing so, this low-fidelity version of the rules is becoming more like the planned hi-fi version with its preface, intro, and other materials.

I cleaned up the phrasing for the Perform Range Combat section.  Essentially I have made Perform Direct Range Combat and Perform Indirect Range Combat two separate first-class sections. I tried my best to clarify the phrasing for Indirect attacks in regards to the scatter element. I introduced the concept of ROF markers to be the reverse-side of Suppression markers because it makes more sense mechanically and the phrasing becomes much more clear.

I brought in the Rate-of-Fire [ ROF ] and Fire-lane rules into a new section for Advanced Rules because the rules for them as traits was too complicated.

ROF is now a column on the Weapons List representing what had previously been the Rate-of-Fire [ ROF ] trait.  [Jitter] is removed an implicit Disability trait from the ROF rules and is now directly assigned to some weapons that have ROF +2 or higher; notably the Beam Carbine no longer has [Jitter] and neither does a Medium Revolver.

Another addition is that the Armors List now shows a D column to reflect what had been the Deflect trait associated with certain armors and shields.  The same goes with an AR column to represent what had been the Armor Rating trait.  Furthermore, I clarified the sections on resolving Damage tests by calling out how to use the various properties of weapons and armors; for the Accuracy, Deflect, Impact, and Armor Rating properties.

Custom Archetypes and the Magic System also fall under the Advanced Rules now. I added some more guidelines for recording Custom Archetypes.

There's numerous other but smaller fixes to the phrasings of various rules.  For example, any reference to an "interrupt" is now renamed to "Reacts".  And Sorcerers are kind of Spellcaster because I have plans to introduce other sorts of spellcasters in the future.

Anyhow, this latest build contains what I hope is much better readability and clarity.  I'm still puzzling over some smaller details on phrasing, but I think this new version is pretty close to final.

I'll need to run it against Aggro to get feedback on the edits; I think he'll agree it is improved.

Wednesday, December 25, 2013

Of Werewolves and Tesla Coils :: A Victorian Sci-fi Setting for MEST

Overview

Here lay my first effort on designing a VSF genre document.

I've been struggling to acquire enough time to craft a nice backdrop for the "Victorian Sci-fi" genre to use with the MEST rules.  What I did was decide that I'm limited to available minis that Aggro84 has, and to the range of available minis left yet unpurchased in the wilds.  That is; I don't intend to craft my own line of unique figures any time soon!

Constraints

  • Needs to using minis that people can purchase, preferably stuff we've already got ready for gaming.
  • Needs to be able to fit into a strict definition of "Victorian" science-fiction.  Therefore I limited, at least for this first iteration, technology and world politics to what was known in 1875 CE.
  • Needs to have a "point-of-departure" that is interesting that allows platforming for the crazier VSF concepts.  I chose menhirs and aether.  Aether being a very interesting thing because it seems to have supernatural "natural" qualities as the so-called "Fifth Element".  Menhirs because they look so cool and can be found in silly places.  Like caves.  So I decided that the it would during the discovery of a particular cave in Prussia around 1866 CE or so.
  • Needs to have the rest of history - however sloppy my attempt - extend from that ahistorical event. 

Voila!

And here is my rough overview.  I'm not a historian just a lazy gamer with access to Wikipedia and Google Search.  I hope this information is entertaining enough to excite others to learn more about this effort.  This genre setting includes the 1875 CE campaign map I've been working on here:

http://matter-energy-space-time.blogspot.com/2013/11/vsf-campaign-map.html


Of Werewolves and Tesla Coils


aka Cold Steam Empires

Introduction

This is Victorian Sci-fi during the reign of Queen Victoria circa 1875 CE.  The British Empire rules the oceans, and Prussia with the help of Italy recently (since 1861 CE) defeated France and Austria.  Russia and Poland have had their borders pressed by Prussia but they are not ready for what is coming around the bend.  Spain and Portugal have folded into France, and Hungary with Romania and Serbia have formed an unsteady alliance with Austria.  Most of the other nations of Europe and Asia Minor have yet to understand the events of the the Brave New World.

A New Kind of Science

Science is starting to discover crazy new rules about physics and numerous scientists and engineers, and some mystics and scholars are trying to make sense of this.  Everybody is seeing what the New Age of Scientism will do for their country.  As such, the nobles and politicians see great potential to wage an unyielding war even though the last war has yet been paid for except by bloodshed.  As it can be surmised, new wars are under way this next may bound across the entire globe.

Moongates

Moongates, an ancient alien technology, have been discovered buried in ancient caves at various locations through-out the world.  The first of which - a small circular arrangement of carved basalt stone pillars -  was during a fortuitous road excavation in the small town of Wernigerode that sits upon limestone. This set-off an explosion of interest into spelunking with the Prussian and neighboring territories to as far as France and Italy.  Many tragic deaths occurred, many fights to clamor for fame happened.  Blood was spilled; all for mere recognition to be the person or team that found evidence of previously unknown and mysterious ancient religious practices.  Most of these finds were in such poor shape that they appear no more than just exotic, crumbled and broken, menhirs.  Others though, with just a tiny blood sacrifice of several pints extracted from tortured criminal convicts, allow travel between worlds.  Moongates are rather finicky but allow bodily transportation of persons and their personal effects to the planets Venus, Mars, and to the Moon.  Apparently - and to much surprise and consternation - these worlds are inhabited by hostile alien empires some of which have been waging war among themselves for hundreds of years.

Aether

The so-called “Fifth Element” or “Quintessence” has been confirmed to exist as a medium for travel between the planets.  This has long been theorized by great esoteric authors such as Madam H.P. Blavatsky and Vladimir S. Solovyov but the utmost nature had come from deeper understandings of the Akashic Records.  Such “astral readings” were long thought to be a ruse set up by charlatans and theosophists vulturing Oriental Mysticism.  However; after much investigation by the Royal Society, these astral readings by the late Sir Alfred P. Sinnet (1840 - 1872) gave The British Empire quite an edge.  His posthumous knighthood after his assassination by Prussian spies reflects his position of reverence afforded to him by the Queen and Consort.  He will be greatly missed.

Cold Steam

Scientists and engineers of the British and the Prussian empires only recently have begun experimenting with designing and building aethercraft to be launched from the Moon. “Cold steam” otherwise known as “Phlostigated Anaphylactic Aether” generates an absurd amount of energy that robs the surrounding environment of heat and often causing the weather to change to snow or rain.  It is a problematic force because it requires harvesting from outside of the Earth therefore many facilities exist upon the Moon to collect, compress, and bottle it for use elsewhere.  As soon, the majority of traffic through Moongates is shipping cargo containers of derisively named “p-to-a” owing to the stink of the gas itself.

Ectoplasm

A biological version of aether recently discovered is “Virchow’s Psychoplastic Ectoplasm”.  This “life-force energy” can be coerced using “spectromalic light rays” to be consumed by the cells of certain life-forms and can be captured within “electricified crystallites” and transferred into Jacobian clockwork devices.  An engineering example of this are the Baconite Automatic Men who gain the essence and personalities of the prior life-form; but these personalities are subsumed with strong application of “Vicente hydraulic tubes” otherwise these per se golems become suicidal berserkers.

Alien Empires

There is strong evidence that prior cultures upon the Earth itself have been influenced by the presence of other-worldly beings from distant planets, to which attribute the names of gods and demons.  With the discovery of Moongates we see some of these beings insitu still waging war upon the nearby planets of Venus, Mars, and the very Moon itself!  These other cultures have been in great decline for thousands of years and the Great Powers’ ad hoc access to their worlds has put them in great upheaval.  That fact plus the other in which they are ripe for exploitation and religious conversion makes them prime candidates for cross-planetary domination.  Fortunately for them, the Great Powers are only slowly realizing proper technology to fully exploit their diminishing resources.

Alien Dimensions

A stark reality check came recently with the application of earth-bound Aether.  With the presence of telescope technologies it can be seen as a fact that the actual Moon itself is uninhabited. However, it appears that reality within the locality of an aether gas cloud gets distorted to perceive the reality beyond the Moongates themselves. Within that locality, reality has been wrought differently and the unbelievable conclusion is that Moongates do travel to other worlds but these exist in other dimensions!

A Brave New World

Queen Victoria of England, Empress of India, is 56 years of age and the discovery of Alchemistry - a pet project of her husband Prince Albert who had long been a secret enthusiast of theosophy - has kept her appearance young and her health invigorated, to enjoy the fruits of her British Empire.  The comely royal couple, who appear fit and no older than 27 years of age each, and much the Parliament itself appear to others as charismatic, strict but loving leaders. The people of the Great Commonwealth - to include India and the Northern Africa - have fallen in love of her despite her very strict rule. Slavery within the Empire no longer officially exists as nearly every citizen is willing to die for the Queen.  India is still going through much reform after the assassination of the last moghul Bahur Shah II at the armstice of the bloody Indian Rebellion ending in 1857 CE.

Britain

The British Empire has an excellent spy network. Due to its shipping and maritime strengths, it also controls the North Sea, the North Atlantic, and most of the “Seven Seas” of the world.  With its understanding of the “electricical propertyes” of Aether, it is slowly attempting to build the worlds’ first flying ironclad based upon research and experiments with smaller vessels by Lord Ungarry at Oxford.  The Frontier Nations of America are yet a large colony of the British Empire and the Western Territories and the Middle Counties have not yet been acquired from Spain nor from France; so there is no such a thing as “The United States of America [ USA ]”.

France and Greater Iberia

The French have united with Spain and Portugal to form Greater Iberia but this is still in its founding stages with the loss of the Franco-Prussian war. The French Empire has tremendous support from partisans and other nationalist organizations as a result of its recent defeat at the hands of the Prussian Empire.  Spain and Portugal as well as its world-wide colonies remain fearsome, nationalistic, and dangerous places to visit unless one is a citizen or an ambassador.

Prussia Uber Alles

The Prussian Empire was first to learn of the Moongate technology by several years but the last to understand how Aether could be used to create Cold Steam.  Yes, the British stole the Moongate technology barely a year ago but have men tremendous leaps in understanding its potential uses in regards to Aether.  However, it was Herr Doktor Doktor Virchow’s discovery of Psychoplastic Ectoplasm that gave Emperor Wilhelm a fantastic idea; build an army of Automatic Men, the sort alluded to by Sir Francis Bacon nearly 250 years ago.  “Bi Gott! We will have a World Empire of 1000 years!” he exclaimed.  The idea of enslaving his own people so incensed statesman Otto von Bismarck that he resigned his post and left for Austria.

Austria-Hungary

The humility of losing to Emperor Wilhelm in the last Grossdeutschland War of Unification has left an indelible mark upon the psyche of the Austrian peoples. The arrival of former architect of the Prussian Army Herr Otto von Bismarck was fortuitous for Austria; he mechanized warfare using iron soldiers “Eisen-soldats” and flying fortresses.  These “pure efforts of war” are the way for the future he commented.  However, it has been noted that many other chancellors and counselers of the Austrian parliament think that a New Austrian Empire is a foolish thought against the fear that Prussia this next time will not be so kind; that Austria will be burned to the ground and its lineages extinguished.  Regardless, Chairman Franz Joseph has put great trust into Herr Bismarck and even making him Lord of War, second in command of the Empire.

The Great Blight

The remainder nations of Europe to include the vast populations of the Mediterranean Nations have yet to catch up with the Four Great Powers (Britain, France, Prussia, Austria-Hungary) in terms of understanding science and technology. They do try; spy networks abound and many of the gypsy tribes in those regions constantly roam the wilds reminding all that would listen to their shamans that a “great undoing is coming”, “The Great Blight”  Tales of frightful magic are told; of shambling undead, wolf-men, and flesh-golems of terrifying brutality. Indeed, the stories amount to a war greater than the world itself; a war across the entire face of all planets in the Solar system.




Saturday, November 23, 2013

November 23rd, 2013, Thoughts and WIP's Fantasy and VSF

Here's a WIP shot of some Heavy Thugs (and a bowman thug). I used weathering powders for the first time on these. The powders were applied by adding Mineral Spirits to them and brushing the powders on. Not bad for a first go I thought.

Various Citadel minis in various stages of completeness. I have added some plumbers putty mushrooms to some of their bases. There's also a couple painted shield WIP's in the foreground.

I have been wanting to make a modular cobble stone city board for a few years now. I found these 2 foot by 2 foot pink insulation foam sheets at my local DIY mega store.

And these sheets of pre-cut dry erase board to mount the foam to.

I then cut some bits of paper to plot out how I would want the roads and waterways to be.

I didn't want to start drawing all over the foam and chopping up without laying down some terrain to see how it would all fit together first.

I will eventually carve out the roads and waterways.

I was fairly pleased with how it would all go together.

I will also create a couple different cobblestone stamp tools so I don't go crazy carving everything by hand!

Next, Robert and I have been talking about running a 6 game VSF campaign. I thought I would use these two fellows as British Vetrans who have enjoyed many off world big game hunts on Cytheria.

I painted these Cytherian Parrotmen (they only look like Kroot) a few years ago. I don't believe I have ever shared them before. I will use only one or two of these in the campaign. I will probably cut off the spikey bits from the muzzle and the butts of their rifles before I use them though. (silly GW).

I have about 5 of these DnD pre-paints that I will repaint and use as Cytherian Hounds for the campaign as well. I doubt I will use all 5 though. Next, I will have to decide who will lead this merry band.

Tuesday, October 8, 2013

Repurposing Clix II-A

Some progress pics on my stuff. Not as nice nor as far along as Aggro's but I'm pleased with the results thus far.  I'm not sure what the original names of the figures are and so I'll just identify them as Wargs and Rock Giants.

Alpha Female is horned. All females have stub tails.

A male; no horns but spiked tail. I washed it blue
and then dry-brushed pale blue and then some ochre.

Better lighting.  Most of my shots are at night
and so the lighting is very poor.  Mouths were
painted red and then dry-brushed teeth white.
Painted snouts the same blue as the wash.

A Rock Giant.  Wash with red and then
dry-brush ochre and then touch-up with yellow.