Hello again. Even though I still don't know for certain what direction I'll take with the Supers! project, I have started to collect a few minis. At the very least I want to represent the team I presented some time ago (in this post), and many of the necessary minis are already in my collection. There's also the fact that I've written quite a lot of fluff for that setting, so now I'm going to present you some info on the supersoldiers that make up the bulk of Euroforce.
Euroforce is the best known result and the core of the E.S.H.D.I. (European Super Hero Defense Initiative), which was promptly created when U.S.-centric S.H.I.E.L.D. manifested its intention to lead the superhero defense in Europe through its British brand S.T.R.I.K.E.
Basically, Euroforce is composed of two main groups: six superheroes, and twenty-one supersoldiers. The six superheroes are Fusion, Nightslip, S. T. Roid, Zenith, Griffon and Afterburn. When people talk about Euroforce, it's usually about this team they think of.
But, as said, they are supported by other twenty-one soldiers (so that every European state has one member in it). These are deemed "supersoldiers", and rightly so, for they receive a treatment not too dissimilar to the one that Captain America went through, that has taken all of them to the maximum human limits. Because of that, popular belief is that they are almost clones; but that is wrong. The art of war has many facets, and all of them must be catered for.
Twelve of them are "standard" supersoldiers, designed to maximize their efficiency in all kind of situations, as Captain America was. The best equilibrium of strength, resistance, stamina, agility, reflexes, speed and mental capabilities guarantee their supremacy against all non-augmented humans. They are equipped with state-of-the-art next generation armour and weaponry: the armour is a skin-tight fabric made mostly of woven cordura with kevlar, with extra protective plates in key areas; and their weapon of choice is a high velocity rifle, or a plasma cannon as alternative heavy weapon. I will be using old Void Syntha prosthene marines to represent them: click for pic.
Six of them (the ones that were policemen previous to the Euroforce program) form the "protectors". Their augmentation were designed with two clear purposes on mind: to protect the innocent bystanders in superheroics operations, and to repress superpowered crime. Because of that, the stress was put in their strength and resistance, including healing capacities, in lieu of speed and agility. They are granted a rigid heavy armour, including a helmet inlaid with adamantium (so as to avoid mental manipulation), and a riot shield with an adamantium mesh core too. They wield a multipurpose subrifle capable of firing standard ammunition, as well as anti-riot hard foam bullets, and even act as a potent sonic disruptor. These will be represented with Void Viridian (plastic) marines: click for pic.
Two of them were selected to be developed and trained into being a strike team; that is to say, quick support for when things go wrong. They've had their reflexes and coordination maximized, and constantly train both with Griffon and Nightslip. The reason is that they are equipped with wing-shaped jetpacks (so they can quickly get in and out of the action), and Griffon is the master in true three-dimensional combat; and armed with two pistols, an area in which Nightslip's gun-fu reigns supreme. Since they always dive deep into danger a full armour was a must; but it's not so clunky as the one worn by the protectors, so as to no hinder their movements. The Void Vasa shuriken guard are my choice this time: click for pic.
Finally there's the comm technician, who also excels as hacker. This girl was specifically selected for that role since during her service at the army had shown an incredible affinity with any and all computer languages. As a supersoldier her augmentation veered in the direction of enhancing her mental capacities for performing such tasks, including the implantation of cybernetics directly linked to her nervous system. She's not supposed to enter combat, but just in case she wears a slight variation of the common supersoldier garment, and is armed with a simple sidearm. The mini for her is the Void Vasa knight of spirit. Here you can see her as painted by Astorderire on CMoN. The paintjob he used is the one I'll use too: dark blue fabrics, and black armour plates.
That's all for now. Who knows what will the next post be about? And when will it be posted?
Friday, April 6, 2012
Sunday, January 1, 2012
XENO HUNT - SKETCH RULES
First of all, let me wish you all a happy new year. Last one wasn't exactly good, in any aspect; so we'd better keep our fingers crossed for this 2012.
Second, welcome to my last follower. I hope you find something to ignite your own imagination here.
Third, I have absolutely no idea why the display is broken. I haven't touched anything; simply, one day it was OK and the following everything was screwed up. It must have been either Blogger or Picassa, I don't know; and I don't know how to fix it... but I'll try to, anyway.
And so, without further ado, because honestly this update was due months ago, I'm presenting to you the sketch rules of "Xeno Hunt", the boardgame inspired by the Aliens movies franchise that takes place in my Galaxtar setting. Bear in mind that this game will be closely based on the "Doom boardgame" created by Fantasy Flight Games, so you may want to read its rules to have a better understandment of what I'm trying to achieve here. Let's start:
· It's a game of one player controlling the xenomorphs and "directing" the game against 3-5 players controlling the light infantry marines.
· It's played on a modular board composed of rooms and corridors, laid according to the map of the scenario created by the xeno player.
· The board is gridded. So movement and range is done counting squares.
· Said scenario determines not only the map, but also the goals for the marines, and everything that may be encountered, be it xenos, weapons, or ammo.
· The goal of the xeno player is to kill all of the marines. Anyway, "killed" marines won't be removed from play, but respawn (it is assumed they have "just" been impregnated).
· When playing with three marines, one is the sergeant, other the medic, and the last a grunt. If more marines are used, they are grunts, too.
· Xeno forces are drones, warriors, and the queen.
· Marine weapons are: contact taser for melee fighting, pulse SMG (for sergeant and medic) and pulse rifle (for grunts, it has a small grenade launcher), shotgun, smartgun, and flamer.
· Weapons have a maximum range at which they can be used. And that is divided (by two) in short range and long range. When shooting a target in the long range the attacker has a -1 penalty.
· Shotgun has the shortest range, 6 squares. But at short range it inflicts 1 extra damage whenever it hits.
· Smartgun has the longest range, 12 squares. And because of its auto-aiming system, all range is considered to be short range.
· Pulse SMG and rifle have a range of 10 squares. The rifle grunts use also has a small grenade launcher, with same range.
· Whenever a new section of the map is revealed, the xeno player will place "blip counters" to represent xenomorphs. The marines know there are enemies, but not how many of them. Once they come into line of sight, the blip is turned to see whether it was one, two or three xenos.
· Marines will find weapon crates and ammo crates, but the exact content will only be revealed when they get to it.
· Every turn two actions may be performed. Actions are: moving (up to the movement rating), attacking, or "interacting" (i.e. opening crates, activating machinery, registering corpses...).
· The sergeant can "give orders": he loses one or two of his actions but another marine gains that or those action(s).
· Marines will find first aid kits that allow to restore one point of health, or two if used by a medic.
· The xeno player gains "reinforcements" too, in the form of a deck that allows him to spawn more xenos, or have different effects. He begins game drawing as many cards as players (him included) plus two, and then must discard until he has only as many cards as players. Every turn he draws two cards, and again maximum size of hand is number of players.
· Xenos are sneaky buggers, so they can be deployed in line of sight of marines, and even in hand to hand combat.
· Xenos have acid blood. So when they are hit with a fireweapon they spill acid in all adjacent squares, causing one direct wound to any non-xeno miniature there.
· I want to include a homage to Doom, so there will be red, yellow and blue doors that can't be opened without the corresponding coloured key.
· There will be other keys, too, needed to open some lockers and crates. Unlike with the previous keys, these will never be needed to complete an scenario (but can be extremely useful).
· Combat is resolved by the attacker choosing the appropriate rating, MAR (Melee Attack Rating) or RAR (Ranged Attack Rating), rolling a standard d6, and adding both numbers. If the result is equal or greater than the defender's DR (Defense Rating), defender is hit. Attacker rolls di(c)e for damage according to weapon, and substracts defender's AR (Armour Rating) from result. That is the number of wounds inflicted.
Those are the bare bones of the system. Adapted they'll be the bones of the other two boardgames. If you have any auggestion just comment.
See you!
Second, welcome to my last follower. I hope you find something to ignite your own imagination here.
Third, I have absolutely no idea why the display is broken. I haven't touched anything; simply, one day it was OK and the following everything was screwed up. It must have been either Blogger or Picassa, I don't know; and I don't know how to fix it... but I'll try to, anyway.
And so, without further ado, because honestly this update was due months ago, I'm presenting to you the sketch rules of "Xeno Hunt", the boardgame inspired by the Aliens movies franchise that takes place in my Galaxtar setting. Bear in mind that this game will be closely based on the "Doom boardgame" created by Fantasy Flight Games, so you may want to read its rules to have a better understandment of what I'm trying to achieve here. Let's start:
· It's a game of one player controlling the xenomorphs and "directing" the game against 3-5 players controlling the light infantry marines.
· It's played on a modular board composed of rooms and corridors, laid according to the map of the scenario created by the xeno player.
· The board is gridded. So movement and range is done counting squares.
· Said scenario determines not only the map, but also the goals for the marines, and everything that may be encountered, be it xenos, weapons, or ammo.
· The goal of the xeno player is to kill all of the marines. Anyway, "killed" marines won't be removed from play, but respawn (it is assumed they have "just" been impregnated).
· When playing with three marines, one is the sergeant, other the medic, and the last a grunt. If more marines are used, they are grunts, too.
· Xeno forces are drones, warriors, and the queen.
· Marine weapons are: contact taser for melee fighting, pulse SMG (for sergeant and medic) and pulse rifle (for grunts, it has a small grenade launcher), shotgun, smartgun, and flamer.
· Weapons have a maximum range at which they can be used. And that is divided (by two) in short range and long range. When shooting a target in the long range the attacker has a -1 penalty.
· Shotgun has the shortest range, 6 squares. But at short range it inflicts 1 extra damage whenever it hits.
· Smartgun has the longest range, 12 squares. And because of its auto-aiming system, all range is considered to be short range.
· Pulse SMG and rifle have a range of 10 squares. The rifle grunts use also has a small grenade launcher, with same range.
· Whenever a new section of the map is revealed, the xeno player will place "blip counters" to represent xenomorphs. The marines know there are enemies, but not how many of them. Once they come into line of sight, the blip is turned to see whether it was one, two or three xenos.
· Marines will find weapon crates and ammo crates, but the exact content will only be revealed when they get to it.
· Every turn two actions may be performed. Actions are: moving (up to the movement rating), attacking, or "interacting" (i.e. opening crates, activating machinery, registering corpses...).
· The sergeant can "give orders": he loses one or two of his actions but another marine gains that or those action(s).
· Marines will find first aid kits that allow to restore one point of health, or two if used by a medic.
· The xeno player gains "reinforcements" too, in the form of a deck that allows him to spawn more xenos, or have different effects. He begins game drawing as many cards as players (him included) plus two, and then must discard until he has only as many cards as players. Every turn he draws two cards, and again maximum size of hand is number of players.
· Xenos are sneaky buggers, so they can be deployed in line of sight of marines, and even in hand to hand combat.
· Xenos have acid blood. So when they are hit with a fireweapon they spill acid in all adjacent squares, causing one direct wound to any non-xeno miniature there.
· I want to include a homage to Doom, so there will be red, yellow and blue doors that can't be opened without the corresponding coloured key.
· There will be other keys, too, needed to open some lockers and crates. Unlike with the previous keys, these will never be needed to complete an scenario (but can be extremely useful).
· Combat is resolved by the attacker choosing the appropriate rating, MAR (Melee Attack Rating) or RAR (Ranged Attack Rating), rolling a standard d6, and adding both numbers. If the result is equal or greater than the defender's DR (Defense Rating), defender is hit. Attacker rolls di(c)e for damage according to weapon, and substracts defender's AR (Armour Rating) from result. That is the number of wounds inflicted.
Those are the bare bones of the system. Adapted they'll be the bones of the other two boardgames. If you have any auggestion just comment.
See you!
Sunday, October 23, 2011
CURRENT PROJECTS
To start with, I'd like to welcome my latest four followers. That panel on the right is starting to become serious; let's see if I can live up to the expectation.
Something I haven't been able to lately, I'm afraid. The frequency of my posts are horrendous at best. Actually, I've been thinking a lot about that these last weeks. I've wondered why I just can't keep a steady output for the blog. Clearly there are many reasons, but one I'd like to address now is that I have too many ongoing projects, and a distinct lack of focus on one.
So which are my current projects and their status?
To start with, the three rpgs (Ajsalium, Necronomicon, and Galaxtar) that prompted me to start this blog. Because this was started as a place to post the background fluff for those settings, ideas for possible adventures, and to help me develop the rules with possible incomes from other people. Truth be told, this is all very stagnated. Well, not completely, as in August I invented a group of infernata for Ajsalium and began writing their little bios (I must finish writing that, damnit!). And I have been thinking, again, to play the Necronomicon adventure "Have you seen the Yellow Sign?" in a purely conversational way, that is, without any rules. A risky bet, I know, but I have faith in that that style of playing may fit well the Necronomicon setting.
There's the fourth rpg I brought up, Supers. Well, after some thought, I've given up on that, sorry. I don't think I'd be able to properly translate the superpowers with the ruleset I had in mind. But still, since I really like the superheroes thing, I want to write the background fluff of the setting, and more specifically, bios for superguys, in the manner of the Official Handbooks from Marvel comics. You can expect more of that... somewhen.
Also, all three original rpgs were going to be accompanied by their own boardgames. Did I give the names? If not, they are Dragonquest, Mythos Horror, and Xeno Hunt. Cheeky names, I know, but I wanted them to be cheeky. These have seen many different incarnations (in my mind), until I have reached a conclusion about how I want them to be: one player (director) against the others, on modular boards, and ultra-simple rules with only standard d6 dice. The main difference, apart from the setting, would be the nature of the modular board; Xeno Hunt will be played on narrow corridors and small rooms, for a claustrophobic effect; Dragonquest will be played on a modular cave, for that exploring effect; and Mythos Horror will be played on the whole Arkham city, because, you know, that city is doomed (and the world with it). These last two weeks I've been working on Xeno Hunt, thinking now specifically about the rules, and in my head they are very advanced. So that project at least has had some progress.
And finally, there's the neverending quest of finding and collecting the minis I can't live without, too.
And there's also my job with its odd shifts.
And moving house, and having to find the money to pay the mortgage, buy furniture, and all that.
And my other hobby, bodybuilding, that happens to be very demanding and tiresome (who would have thought, eh?).
Well, that's all for now. If I can keep focused enough on that Xeno Hunt boardgame, next post may be an overview of its rules. At least I have started to write them... and that's an improvement!
Something I haven't been able to lately, I'm afraid. The frequency of my posts are horrendous at best. Actually, I've been thinking a lot about that these last weeks. I've wondered why I just can't keep a steady output for the blog. Clearly there are many reasons, but one I'd like to address now is that I have too many ongoing projects, and a distinct lack of focus on one.
So which are my current projects and their status?
To start with, the three rpgs (Ajsalium, Necronomicon, and Galaxtar) that prompted me to start this blog. Because this was started as a place to post the background fluff for those settings, ideas for possible adventures, and to help me develop the rules with possible incomes from other people. Truth be told, this is all very stagnated. Well, not completely, as in August I invented a group of infernata for Ajsalium and began writing their little bios (I must finish writing that, damnit!). And I have been thinking, again, to play the Necronomicon adventure "Have you seen the Yellow Sign?" in a purely conversational way, that is, without any rules. A risky bet, I know, but I have faith in that that style of playing may fit well the Necronomicon setting.
There's the fourth rpg I brought up, Supers. Well, after some thought, I've given up on that, sorry. I don't think I'd be able to properly translate the superpowers with the ruleset I had in mind. But still, since I really like the superheroes thing, I want to write the background fluff of the setting, and more specifically, bios for superguys, in the manner of the Official Handbooks from Marvel comics. You can expect more of that... somewhen.
Also, all three original rpgs were going to be accompanied by their own boardgames. Did I give the names? If not, they are Dragonquest, Mythos Horror, and Xeno Hunt. Cheeky names, I know, but I wanted them to be cheeky. These have seen many different incarnations (in my mind), until I have reached a conclusion about how I want them to be: one player (director) against the others, on modular boards, and ultra-simple rules with only standard d6 dice. The main difference, apart from the setting, would be the nature of the modular board; Xeno Hunt will be played on narrow corridors and small rooms, for a claustrophobic effect; Dragonquest will be played on a modular cave, for that exploring effect; and Mythos Horror will be played on the whole Arkham city, because, you know, that city is doomed (and the world with it). These last two weeks I've been working on Xeno Hunt, thinking now specifically about the rules, and in my head they are very advanced. So that project at least has had some progress.
And finally, there's the neverending quest of finding and collecting the minis I can't live without, too.
And there's also my job with its odd shifts.
And moving house, and having to find the money to pay the mortgage, buy furniture, and all that.
And my other hobby, bodybuilding, that happens to be very demanding and tiresome (who would have thought, eh?).
Well, that's all for now. If I can keep focused enough on that Xeno Hunt boardgame, next post may be an overview of its rules. At least I have started to write them... and that's an improvement!
Thursday, August 4, 2011
ON THE ROAD AGAIN
It's been more than one year since my last post. What has been going on?
Well, a bunch of things, some good, some bad. I won't go into much (or any) detail, but suffice to say that I haven't got either time or enthusiasm to maintain steady posting here. Yet, three important things have happened lately that have prompted me back here.
First one is that I've gotten rid of a big burden. I bought a flat last year, and I've been completely reforming it. Nine months later, I'm still busy, looking for furniture and the like, but that's not as stressfull. So I have a little more time and spare energy.
Second, I've seen two people join my small group of followers. Welcome here! You must be brave, joining a blog that had had no updates in more than a year, lol. And to mend my previous lack of education, here's a welcome to my previous followers too.
And third, but not last, the sad news. One of the followers, 'Grekwood', won't be here any more. He was a young lad, in his twenty-something, welsh, and as full of enthusiasm as he was ill (CGD, a immune system disorder). With his death, without his light, the world is a darker place. To keep his legacy, it is our duty to make that extra effort to add a little joy to the world, as he did despite his unfavourable circumstances. That's why, tired as I may now be, I'm writing this.
Well, let's see you soon. What's to expect? A huge box is at my side, with an equally huge dragon, by Heresy Miniatures, inside. It can do with some 'unboxing review', don't you think? ;-)
Well, a bunch of things, some good, some bad. I won't go into much (or any) detail, but suffice to say that I haven't got either time or enthusiasm to maintain steady posting here. Yet, three important things have happened lately that have prompted me back here.
First one is that I've gotten rid of a big burden. I bought a flat last year, and I've been completely reforming it. Nine months later, I'm still busy, looking for furniture and the like, but that's not as stressfull. So I have a little more time and spare energy.
Second, I've seen two people join my small group of followers. Welcome here! You must be brave, joining a blog that had had no updates in more than a year, lol. And to mend my previous lack of education, here's a welcome to my previous followers too.
And third, but not last, the sad news. One of the followers, 'Grekwood', won't be here any more. He was a young lad, in his twenty-something, welsh, and as full of enthusiasm as he was ill (CGD, a immune system disorder). With his death, without his light, the world is a darker place. To keep his legacy, it is our duty to make that extra effort to add a little joy to the world, as he did despite his unfavourable circumstances. That's why, tired as I may now be, I'm writing this.
Well, let's see you soon. What's to expect? A huge box is at my side, with an equally huge dragon, by Heresy Miniatures, inside. It can do with some 'unboxing review', don't you think? ;-)
Sunday, May 2, 2010
EUROFORCE
Continuing with the superhero trend from the last post, I'm going to present the main group of superheroes that may make an appearance in a possible Supers RPG: Euroforce.
The setting will be roughly based in that presented in the first volume of the Ultimates, by Marvel Comics. There, the USA government create a team of superheroes to counteract terrorism by supervillains (i.e. Magneto). Later in volume two it's shown that the European Union is creating its own superteam; but instead of the boring "Captains" I prefer to create a team with more unique supers.
The given name is Euroforce, based on the term "international task force". Doing a bit of wiki-fu I've discovered that there was a short-lived team named "Euroforce", in Marvel Italy; so think of this as an ultimate reboot. This group is part of the European Super Heroic Defense Initiative, or E.S.H.D.I. for short.
What follows is a brief introduction of the main members of the group:
· FUSION
Real name: James Bertrand.
Nationality: French.
The leader of an international scientific research group into cold fusion, that got caught in an accident that made him the wearer of ultimate nuclear power.
His powers include super-strength, invulnerability, the ability to fly, and project beams of pure nuclear or calorific energy.
· S. T. ROID
Real name: Stephan T. Roissburg.
Nationality: German.
He's the abominable result of the abuse of hormones and steroids genetically engineered by a former R.D.A. scientist.
His main power is his top super-strength, as well as enhanced resistance and stamina.
· NIGHTSLIP
Real name: Dionne Backingsdale.
Nationality: British.
The last in a long tradition of London vigilantes that dates back to the XIX century, and the second one to don the "Nightslip" warname.
She has no true super powers, but she's been trained to become the pinnacle of human performance and she's an excellent shooter.
· AFTERBURN
Real name: Tuomo Heikkinen.
Nationality: Finnish.
This is a case of a cybernetic suit of armour using the pilot's nervous system as a C.P.U. to bypass the need of an ultra-advanced A.I.
His powers are: super-strength, super-resistance, flight, repulsion beams and a lesser wireless hacking ability.
· ZENITH
Real name: Antonio Ferrari.
Nationality: Italian.
A former athlete banned from competition accused of doping abuse, due to his constant breach of records, who's actually a mutant that became a superhero to clean his name.
Super-speed and super-agility are his super powers, along with ultra fast recovery from damage and injuries.
· GRIFFON
Real name: Ferenc Balogh.
Nationality: Hungarian.
He's a monstrous amalgamation of human, lion and eagle. A new incarnation of the mythological creature, he's actually a very late product of alien DNA mixing.
He can fly with his wings, has super-sight, and he also possess great strength and dexterity for close combat.
Also, alongside these supers, all the other countries from Europe demand to have a member in the group. In order to satisfy those demands ESHDI has developed a super-soldier program akin to that of the USA, and so there's always a reserve of enhanced humans for minor missions or support to the front team.
Finally, there are two superheroes waiting to enter the group; both of them with powers of mystical origin. Rasputina hasn't been able to enter yet because of diplomatic problems with Russia (her country of birth); and the morals of Diablo are the subject of much debate (he likes walking the thin line between superhero and supervillain).
· RASPUTINA
Real name: Anastasia Morzova.
Nationality: Latvian (Russian).
Anastasia has been trained since childhood to master the magical forces of Nature; she escaped Russia, though, to have more freedom in the use of her wizardry.
She's an accomplished mage, and that means she has telepathy, telekinesis, and conjuration abilities, among others.
· DIABLO
Real name: Eduardo Arregui.
Nationality: Spanish.
He's got a devilish look and hellish powers; thought by many to be a mere mutant, he claims to be a mystical embodiment of evil who plays the good side because it's more fun.
He's got superhuman strength and resistance, but his main power is the control of hellfire, with which he fights or hurls at enemies, and his capacity to induce fear.
The setting will be roughly based in that presented in the first volume of the Ultimates, by Marvel Comics. There, the USA government create a team of superheroes to counteract terrorism by supervillains (i.e. Magneto). Later in volume two it's shown that the European Union is creating its own superteam; but instead of the boring "Captains
The given name is Euroforce, based on the term "international task force". Doing a bit of wiki-fu I've discovered that there was a short-lived team named "Euroforce", in Marvel Italy; so think of this as an ultimate reboot. This group is part of the European Super Heroic Defense Initiative, or E.S.H.D.I. for short.
What follows is a brief introduction of the main members of the group:
· FUSION
Real name: James Bertrand.
Nationality: French.
The leader of an international scientific research group into cold fusion, that got caught in an accident that made him the wearer of ultimate nuclear power.
His powers include super-strength, invulnerability, the ability to fly, and project beams of pure nuclear or calorific energy.
· S. T. ROID
Real name: Stephan T. Roissburg.
Nationality: German.
He's the abominable result of the abuse of hormones and steroids genetically engineered by a former R.D.A. scientist.
His main power is his top super-strength, as well as enhanced resistance and stamina.
· NIGHTSLIP
Real name: Dionne Backingsdale.
Nationality: British.
The last in a long tradition of London vigilantes that dates back to the XIX century, and the second one to don the "Nightslip" warname.
She has no true super powers, but she's been trained to become the pinnacle of human performance and she's an excellent shooter.
· AFTERBURN
Real name: Tuomo Heikkinen.
Nationality: Finnish.
This is a case of a cybernetic suit of armour using the pilot's nervous system as a C.P.U. to bypass the need of an ultra-advanced A.I.
His powers are: super-strength, super-resistance, flight, repulsion beams and a lesser wireless hacking ability.
· ZENITH
Real name: Antonio Ferrari.
Nationality: Italian.
A former athlete banned from competition accused of doping abuse, due to his constant breach of records, who's actually a mutant that became a superhero to clean his name.
Super-speed and super-agility are his super powers, along with ultra fast recovery from damage and injuries.
· GRIFFON
Real name: Ferenc Balogh.
Nationality: Hungarian.
He's a monstrous amalgamation of human, lion and eagle. A new incarnation of the mythological creature, he's actually a very late product of alien DNA mixing.
He can fly with his wings, has super-sight, and he also possess great strength and dexterity for close combat.
Also, alongside these supers, all the other countries from Europe demand to have a member in the group. In order to satisfy those demands ESHDI has developed a super-soldier program akin to that of the USA, and so there's always a reserve of enhanced humans for minor missions or support to the front team.
Finally, there are two superheroes waiting to enter the group; both of them with powers of mystical origin. Rasputina hasn't been able to enter yet because of diplomatic problems with Russia (her country of birth); and the morals of Diablo are the subject of much debate (he likes walking the thin line between superhero and supervillain).
· RASPUTINA
Real name: Anastasia Morzova.
Nationality: Latvian (Russian).
Anastasia has been trained since childhood to master the magical forces of Nature; she escaped Russia, though, to have more freedom in the use of her wizardry.
She's an accomplished mage, and that means she has telepathy, telekinesis, and conjuration abilities, among others.
· DIABLO
Real name: Eduardo Arregui.
Nationality: Spanish.
He's got a devilish look and hellish powers; thought by many to be a mere mutant, he claims to be a mystical embodiment of evil who plays the good side because it's more fun.
He's got superhuman strength and resistance, but his main power is the control of hellfire, with which he fights or hurls at enemies, and his capacity to induce fear.
Monday, April 26, 2010
SUPERS !
Well, finally I've stopped resisting the urge to buy some superheroes minis. As far as I remember, I've always been a fan of superheroes' comics (I traditionally belonged to the Marvel "sect", although more recently I've become fond of DC goodness too). And lately there are two companies that are releasing some amazing sculpts of superhero minis: Pulp City, and Reaper Minis in its Chronoscope range.
The Pulp City minis have a coherent look to them, that can be easily compared with the modern and realistic designs of the Ultimate line from Marvel comics. The superheroes from Chronoscope are more diverse (as is always the case with Reaper minis), and lean more towards the old style of four-colour heroes. From these manufacturers I've selected some 15-20 minis that will be added to my collection. To these I'll add a conversion for a superhero player character I envisioned some years ago (a Devil's Child alter-ego).
Here are just some for your viewing pleasure (original studio paintjobs):



What will I do with these? Honestly, I'm not sure yet. I have limited myself to keep minis only for their use to represent PCs in roleplaying games. So in theory I should create a Supers RPG just to justify the minis! But I'm not sure if the common ruleset I'll be using (remember, that which adapts the Dragon Age RPG with my previous Arcade rules) is able to cope with the special powers that superheroes have. The most sensible course of action seems to be equating super powers to the special powers the PCs in the Ajsalium setting have. After all, their powers are not all that different to magic. Alternatively to the rpg, a Heroclix-like skirmish wargame would be a possibility, too. What is for certain is that those minis will look gorgeous in my display cabinet!
The Pulp City minis have a coherent look to them, that can be easily compared with the modern and realistic designs of the Ultimate line from Marvel comics. The superheroes from Chronoscope are more diverse (as is always the case with Reaper minis), and lean more towards the old style of four-colour heroes. From these manufacturers I've selected some 15-20 minis that will be added to my collection. To these I'll add a conversion for a superhero player character I envisioned some years ago (a Devil's Child alter-ego).
Here are just some for your viewing pleasure (original studio paintjobs):



What will I do with these? Honestly, I'm not sure yet. I have limited myself to keep minis only for their use to represent PCs in roleplaying games. So in theory I should create a Supers RPG just to justify the minis! But I'm not sure if the common ruleset I'll be using (remember, that which adapts the Dragon Age RPG with my previous Arcade rules) is able to cope with the special powers that superheroes have. The most sensible course of action seems to be equating super powers to the special powers the PCs in the Ajsalium setting have. After all, their powers are not all that different to magic. Alternatively to the rpg, a Heroclix-like skirmish wargame would be a possibility, too. What is for certain is that those minis will look gorgeous in my display cabinet!
Friday, April 16, 2010
GALAXTAR ADVENTURE: IN THE WORKS
After watching "2001: Space Odyssey" and having a look at the science fiction works by Arthur C. Clarke, I had the somewhat weird idea of an adventure based solely on the difficulties of life in space, instead of action and conflict. It's going to take place on the system of Stoicheyon, in the volcanic planet of Pyros. The surface of this planet is inhospitable, but that has been solved building a huge ring (a torus actually) around and above the equator, that receives just enough heat from the planet and light from the sun. But due to budget cuts and poor quality of materials a whole area has collapsed; logically, the contract with the building company is cancelled and a new one takes over the work. The PCs will be a group of engineers from said company, and they'll have to study the structure to guarantee its soundness before resuming the works; all the while trying to prove false the accusations of sabotage from the original company. To top that, a comet impacting on a nearby moon will shutter it, causing a cloud of asteroids to slowly drive towards Pyros attracted by its gravity, posing a serious danger to the ring. It's up to the PCs to devise a plan to avert that, if it is at all possible. No action, no shootings, no chases, no aliens... I know this adventure is a serious risk, but I hope to be able to make it interesting if I focus on the high stress of political, economical and technical problems each interfering and aggravating the rest. We'll see.
Sunday, April 4, 2010
PAPER MODELS
Lately, I've been up to paper models. I was randomly browsing the web when I came across the site of Topo Solitario (worth having a look, just click). Among other things, I found a very nice looking paper model of a dropship, named UD-12 Chickenhawk. I decided to build one for fun and also as a test to my own manual dexterity. Here you can see the result (minis shown for size reference):

It doesn't look bad from a distance, but once you get a closer look... ouch! Nonetheless I'm satisfied with it as it was printed on standard thin paper, instead of the heavyweight paper recommended for these models (not only does it make the model stronger, it also allows for an easier assembly).
As I like the model, I plan to use it as a prop in the Galaxtar adventure "Collateral Damage"; I'll personalize the model giving it the same colour scheme as the protagonists wear (khaki camo) and some logos of the company involved (Union Aerospace Corporation). Customization is easy because Topo offers the model as a UCM download, a little (and free) program that makes changing colour schemes a matter of a few clicks.
And a bigger plan is developing my own paper model based on this, the UD-13 Ironhawk, a little intrastellar ship (or perhaps an overpriced shuttle?). The idea is making it 50% bigger just by printing it in Din A3 paper instead of the usual Din A4, and probably giving it two extra engines, ans a dome for the black hole generator that would convert it into a interstellar ship. That ship, with a neutral grey colour, will be named "Winged Horse" and I'll use it as the prop for the spaceship of the group of scifi smugglers and criminals (Reaper's Sascha Dubois & Rosie and Heresy's Vincent B. Ruddock & Painless Joe).
And why this sudden urge for paper models? Well, their utility in rpg's is similar to that of minis (which I talked about here). Of course, they won't ever have the same level of detail; but they have the advantage that they don't need to be painted. In my opinion there are a couple (or three) of good uses for them:
· Counters / paper minis for combat encounters, as they are a very cheap alternative for minis, that can be printed on demand, thus saving storage space too.
· Props, for some elements of an adventure you want to give some extra importance to (as is the case with the dropship model I've shown you above).
· Also, for people with no storage problems, or very laborious, as scenery. Paper scenery is becoming very popular nowadays, and there are quite a bunch of companies selling very good looking packs. I can recommend World Works Games, which offers medieval, modern and futuristic buildings, sceneries and models.
So, to get you started, apart from the two sites linked above, here you have four more (thanks go to McFonz at the Forum of Doom for pointing me towards the first three):
Jay's Box of Sci-Fi CardToys
Fantasy Cutouts
Paper Model Directory
Ebbles Miniatures

It doesn't look bad from a distance, but once you get a closer look... ouch! Nonetheless I'm satisfied with it as it was printed on standard thin paper, instead of the heavyweight paper recommended for these models (not only does it make the model stronger, it also allows for an easier assembly).
As I like the model, I plan to use it as a prop in the Galaxtar adventure "Collateral Damage"; I'll personalize the model giving it the same colour scheme as the protagonists wear (khaki camo) and some logos of the company involved (Union Aerospace Corporation). Customization is easy because Topo offers the model as a UCM download, a little (and free) program that makes changing colour schemes a matter of a few clicks.
And a bigger plan is developing my own paper model based on this, the UD-13 Ironhawk, a little intrastellar ship (or perhaps an overpriced shuttle?). The idea is making it 50% bigger just by printing it in Din A3 paper instead of the usual Din A4, and probably giving it two extra engines, ans a dome for the black hole generator that would convert it into a interstellar ship. That ship, with a neutral grey colour, will be named "Winged Horse" and I'll use it as the prop for the spaceship of the group of scifi smugglers and criminals (Reaper's Sascha Dubois & Rosie and Heresy's Vincent B. Ruddock & Painless Joe).
And why this sudden urge for paper models? Well, their utility in rpg's is similar to that of minis (which I talked about here). Of course, they won't ever have the same level of detail; but they have the advantage that they don't need to be painted. In my opinion there are a couple (or three) of good uses for them:
· Counters / paper minis for combat encounters, as they are a very cheap alternative for minis, that can be printed on demand, thus saving storage space too.
· Props, for some elements of an adventure you want to give some extra importance to (as is the case with the dropship model I've shown you above).
· Also, for people with no storage problems, or very laborious, as scenery. Paper scenery is becoming very popular nowadays, and there are quite a bunch of companies selling very good looking packs. I can recommend World Works Games, which offers medieval, modern and futuristic buildings, sceneries and models.
So, to get you started, apart from the two sites linked above, here you have four more (thanks go to McFonz at the Forum of Doom for pointing me towards the first three):
Jay's Box of Sci-Fi CardToys
Fantasy Cutouts
Paper Model Directory
Ebbles Miniatures
Monday, March 22, 2010
ARCADE RULESET: REVAMPED
As I intended, last weekend I run the introductory adventure for the Dragon Age RPG. And as I expected, I liked it very much; and I think the players liked it too, if only for the fact that they were able to learn a new rpg in about half an hour and start playing.
So now its thinking time again. I want to use it as the basis for my generic system, but without totally discarding what I had done so far with my own Arcade ruleset. How can I adapt and merge the two systems?
To begin with, so far I'll keep the general basis of Arcade, but giving it the two main DA characteristics: the 3d6 roll as the only type of roll, and the "dragon die" and its utilities. You may want to re-read now the article that offered general overview of the Arcade ruleset before continuing.
HP: You begin with 5 points for free, and then buy dice of HP. Two construction points per die.
MOV: Based on race. 5 is the standard free stat; you can add 1 per construction point, or substract one for one extra construction point.
INI: A derived stat, equals AGI (free) + racial bonus (add 1 per construction point) + class bonus or special training (add 1 per construction point).
MAR: Very changed, as there won't be special combat dice anymore, but the catch-all mechanic of the 3d6 roll. MAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
RAR: Again, changed similarly to above: RAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
MDR & RDR: Very changed. To start with, I'm fusing them together. Also, DR is now the number you have to roll equal to or higher with the MAR or RAR test. If you succeed, then you roll for damage. Armour won't add to the Defense Rating, instead its rating will be subtracted from inflicted damage (like Damage Reduction in the d20 system). Add 1 per 2 construction points.
MP & MR: Only for Ajsalium. Lightly changed, as I adopt the Dragon Age system. There will be a Magic skill for everybody, which will be used for resistance rolls. Only magic users will have also Mana Points, needed for casting spells. A spell is cast by spending the MPs listed, and then succeeding in a difficulty test. Add 1 to MAG per 2 construction points; add 1 to MP per construction point.
FOR: As it was before, but now it's also a damage bonus to weapons based on strength (see below). This last use make it more expensive than before: add 1 per 2 construction points.
AGI: As it was before, but now it's also an initiative bonus. This last use make it more expensive than before: add 1 per 2 construction points.
DEX: As it was before, but now it's also a damage bonus to weapons based on dexterity (see below). This last use make it more expensive than before: add 1 per 2 construction points.
PER: As it was before (add 1 per construction point).
INT: As it was before (add 1 per construction point).
SOC: As it was before (add 1 per construction point).
KNO: As it was before (add 1 per construction point).
Specialities: As they were before. Standard price will be one speciality (or +1 to an existing one) per construction point. Maximun number of specialities per corresponding "mother" skill equals to said skill's stat. I need to rethink the way these will be used in Necronomicon; if I get rid of the "automatic success" rule, the value will be 1 per construction point spent; but that would be compensated with making PER, INT, SOC and KNO more expensive, as they will be more widely used in these games (add 1 per 2 construction points).
Powers: Only for Ajsalium. As they were before, each class will have their own, and their construction point value will range from 1 to 3 depending on how useful they are for life-threatening situations.
Weapons: They'll be classified in two broad groups, based on the key skill to use them: FOR (such as axes, mauls or swords) and DEX (such as daggers, quarterstaffs or bows). Each weapon will cause some damage (typically, 1d6 or 2d6), to which the corresponding skill stat will be added.
Sanity points: Only for Necronomicon. Basically remains unchanged; the sanity test will be a 3d6 roll.
Stunts: They will (very likely) be added, in the three settings. But I still need to think quite a lot about them, truth to be told.
Ummm... that's basically the new Arcade ruleset incorporating principles from the Dragon Age RPG. It's a big change, but actually not a profund one. Next thing, I'll check how this version looks like redoing the character sheets I had already done, and seeing if I need to tweak the construction points table yet once again.
More than ever, comments and suggestions would be very welcomed. Now, I'm off to buy a lot of d6's :-)
So now its thinking time again. I want to use it as the basis for my generic system, but without totally discarding what I had done so far with my own Arcade ruleset. How can I adapt and merge the two systems?
To begin with, so far I'll keep the general basis of Arcade, but giving it the two main DA characteristics: the 3d6 roll as the only type of roll, and the "dragon die" and its utilities. You may want to re-read now the article that offered general overview of the Arcade ruleset before continuing.
HP: You begin with 5 points for free, and then buy dice of HP. Two construction points per die.
MOV: Based on race. 5 is the standard free stat; you can add 1 per construction point, or substract one for one extra construction point.
INI: A derived stat, equals AGI (free) + racial bonus (add 1 per construction point) + class bonus or special training (add 1 per construction point).
MAR: Very changed, as there won't be special combat dice anymore, but the catch-all mechanic of the 3d6 roll. MAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
RAR: Again, changed similarly to above: RAR will now be a bonus to the 3d6 roll; add 1 per 2 construction points.
MDR & RDR: Very changed. To start with, I'm fusing them together. Also, DR is now the number you have to roll equal to or higher with the MAR or RAR test. If you succeed, then you roll for damage. Armour won't add to the Defense Rating, instead its rating will be subtracted from inflicted damage (like Damage Reduction in the d20 system). Add 1 per 2 construction points.
MP & MR: Only for Ajsalium. Lightly changed, as I adopt the Dragon Age system. There will be a Magic skill for everybody, which will be used for resistance rolls. Only magic users will have also Mana Points, needed for casting spells. A spell is cast by spending the MPs listed, and then succeeding in a difficulty test. Add 1 to MAG per 2 construction points; add 1 to MP per construction point.
FOR: As it was before, but now it's also a damage bonus to weapons based on strength (see below). This last use make it more expensive than before: add 1 per 2 construction points.
AGI: As it was before, but now it's also an initiative bonus. This last use make it more expensive than before: add 1 per 2 construction points.
DEX: As it was before, but now it's also a damage bonus to weapons based on dexterity (see below). This last use make it more expensive than before: add 1 per 2 construction points.
PER: As it was before (add 1 per construction point).
INT: As it was before (add 1 per construction point).
SOC: As it was before (add 1 per construction point).
KNO: As it was before (add 1 per construction point).
Specialities: As they were before. Standard price will be one speciality (or +1 to an existing one) per construction point. Maximun number of specialities per corresponding "mother" skill equals to said skill's stat. I need to rethink the way these will be used in Necronomicon; if I get rid of the "automatic success" rule, the value will be 1 per construction point spent; but that would be compensated with making PER, INT, SOC and KNO more expensive, as they will be more widely used in these games (add 1 per 2 construction points).
Powers: Only for Ajsalium. As they were before, each class will have their own, and their construction point value will range from 1 to 3 depending on how useful they are for life-threatening situations.
Weapons: They'll be classified in two broad groups, based on the key skill to use them: FOR (such as axes, mauls or swords) and DEX (such as daggers, quarterstaffs or bows). Each weapon will cause some damage (typically, 1d6 or 2d6), to which the corresponding skill stat will be added.
Sanity points: Only for Necronomicon. Basically remains unchanged; the sanity test will be a 3d6 roll.
Stunts: They will (very likely) be added, in the three settings. But I still need to think quite a lot about them, truth to be told.
Ummm... that's basically the new Arcade ruleset incorporating principles from the Dragon Age RPG. It's a big change, but actually not a profund one. Next thing, I'll check how this version looks like redoing the character sheets I had already done, and seeing if I need to tweak the construction points table yet once again.
More than ever, comments and suggestions would be very welcomed. Now, I'm off to buy a lot of d6's :-)
Monday, March 15, 2010
NEWS AND UPDATED STATUS
Well, the return to normality I talked about just two post ago has gone pear-shaped very soon, hasn't it? I don't want to go into much detail, but let's say that a personal issue I have suffered recently have had a much bigger impact than I expected. I just wasn't feeling like doing anything, hobby related or otherwise. But I'm feeling better again now, and although I know it will still take more time to fully recover all my energies and be truly myself once again, I'm back at the rpg hobby.
And what am I doing? First, as I said when I reviewed the Dragon Age RPG, I'm going to direct an introductory adventure this weekend with my friends. I want to test the game and get a first hand impression of how the rules work. If things go as well as I expect, I would then start reverse-engineering the system, to make it a generic ruleset, and assign points to different stats, and adapting it to horror and science fiction (the fantasy adaptation will already be done by the guys at Green Ronin, publishers of Dragon Age). I'm rather excited to have found this game, as I feel this could be the end to my quest for the "perfect" rpg system.
I think I already mentioned somewhen that once I have the three rpgs done, I'll create lite rules for boardgames based on them. From the Ajsalium RPG will come a hack and slash game in the vein of Heroquest or Warhammer Quest. From the Necronomicon RPG I want to create a boardgame of pulp mythos action, somewhat based on the Arkham Horror game by Fantasy Flight Games. And from the Galaxtar RPG will come the "Xeno Hunt", a game of cleansing hordes of xenos infesting a spaceship, or dying in the process (for which I'll adapt the blips rules from Space Hulk). This last game is the one I'm focusing on right now, and I'm at the stage of thinking the general guides of the game, such as types of players and enemies, etc. I have created this thread about it at the Forum of Doom, to gain suggestions and comments, so soon I'll write down the first sketch of the game; which will be posted here.
Another thing I am very excited about too is that I have contacted, via the Forum of Doom, with Landreth, an extremely talented Russian painter of minis. I have commissioned him to paint my collection of rpg minis, and the first batch of them have just been posted to him. I'm so looking forward to own professionally painted minis... Don't worry, because I'll post pics of them on this blog once they are painted. If you want to check Landreth's talent, just visit his gallery at the Cool Mini or Not site.
And what am I doing? First, as I said when I reviewed the Dragon Age RPG, I'm going to direct an introductory adventure this weekend with my friends. I want to test the game and get a first hand impression of how the rules work. If things go as well as I expect, I would then start reverse-engineering the system, to make it a generic ruleset, and assign points to different stats, and adapting it to horror and science fiction (the fantasy adaptation will already be done by the guys at Green Ronin, publishers of Dragon Age). I'm rather excited to have found this game, as I feel this could be the end to my quest for the "perfect" rpg system.
I think I already mentioned somewhen that once I have the three rpgs done, I'll create lite rules for boardgames based on them. From the Ajsalium RPG will come a hack and slash game in the vein of Heroquest or Warhammer Quest. From the Necronomicon RPG I want to create a boardgame of pulp mythos action, somewhat based on the Arkham Horror game by Fantasy Flight Games. And from the Galaxtar RPG will come the "Xeno Hunt", a game of cleansing hordes of xenos infesting a spaceship, or dying in the process (for which I'll adapt the blips rules from Space Hulk). This last game is the one I'm focusing on right now, and I'm at the stage of thinking the general guides of the game, such as types of players and enemies, etc. I have created this thread about it at the Forum of Doom, to gain suggestions and comments, so soon I'll write down the first sketch of the game; which will be posted here.
Another thing I am very excited about too is that I have contacted, via the Forum of Doom, with Landreth, an extremely talented Russian painter of minis. I have commissioned him to paint my collection of rpg minis, and the first batch of them have just been posted to him. I'm so looking forward to own professionally painted minis... Don't worry, because I'll post pics of them on this blog once they are painted. If you want to check Landreth's talent, just visit his gallery at the Cool Mini or Not site.
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