Showing posts with label Reaper. Show all posts
Showing posts with label Reaper. Show all posts

Saturday, December 14, 2013

I need more scream in my steam

I love steampunk, as you all know by now, but Gothic horror also runs through my veins. Some of the additions to "In Her Majesty's Name" in the "Heroes, Villains and Fiends" supplement fed into that hunger, but it really did little more than whet my appetite. So now I've decided to push the envelope and write some rules for creatures I'm eager to see on the tabletop for IHMN.

So, as I push my steampunk to screampunk, I'm eager for your feedback on these house rules, either here or over on the IHMN board over at  Lead Adventure Forum.

Let us on this Friday the 13th begin by adding ... GHOSTS!


Ghosts in ‘In Her Majesty’s Name’


Some arcane practitioners have learned to summon spirits to aid them on the battlefield. The  ethereal nature of these ghosts presents quite a problem for their opponents: How do you stop something you can’t touch until it lays hands on you to kill you?


To control a spirit on the battlefield, the arcanist must possess some kind of personal token of the spirit, often a remnant of its physical body. These anchors are often the bones of the deceased, but may take other forms in the case of spirits not originating as humans. One example is the banshee, or bane sidhe, a fey spirit whose wail spells death.


While physical combat with a manifest spirit will temporarily slow or disrupt a spirit or ghost, the only way to permanently dispel it is to destroy its anchor, whatever the arcanist is using to compel the spirit to fight.


Type    Pluck FV   SV   Spd   Armor  Cost   T&P     Basic Equipment
Ghost
4+
+2
+0
+0
8
35+MP
Ethereal*, Terrifying, up 30 pts. of Mystical Powers
Claws (fighting knife)


Ghosts may exchange their weaponry for monstrous fangs (sword, +1 points) or a scythe (halberd, +3 points) .


* Unique skill (15 pts). Ghosts move up to 6”, ignoring all intervening terrain. (Ghosts may run.) Ethereal figures cannot be targeted by physical shooting attacks. They can, however, be targeted by arcane powers that operate during the shooting phase, like spitfire.


Ghosts fight normally in base-to-base contact. If a ghost is hit and fails its pluck roll, however, it is only Knocked Down. Only destroying the ghost’s anchor will see it removed from the table.


A ghost’s anchor must be destroyed in close combat, because there are often extra steps involved besides just physical damage (salting the bones, sanctifying/desecrating the site or similar). Unless otherwise specified, anchors have an armor value of 9 and a pluck of 5+. Once the anchor is destroyed, the ghost is immediately removed from play.


As long as a company has one member possessing Mystical Powers, even if from a reliquary, it may utilize ghosts. A ghost and its anchor are deployed together simultaneously. Anchors do not move once deployed. No arcane practitioner or company may utilize more than three ghosts in any one encounter. Removal of all arcane practitioners from play has no effect on ghosts.

Figure suggestions:


Horrorclix Skeletal Maiden
Reaper Ghost by Julie Guthrie
Reaper Spectre by Dennis Mize
Enigma Miniatures The Old Death

Sunday, July 28, 2013

My Dark London: Meet the Mistress of the Mechanical, Miss Rossum

Hi everybody. Not much going on gamewise here, but I have continued to develop the fictional London that will undergird my games of In Her Majesty's Name and Empire of the Dead. 

Thank you, everyone who has given me such positive feedback on the previous offerings in this series of character sketches. Today I'd like to introduce you to the force behind the labor revolution sweeping the shops and farms and workhouses of my version of steampunk London: Miss Rossum, owner, proprietor and chief engineer of Rossum's Anthropomorphic Automatons.


Mistress of the Mechanical

They call her Miss Rossum, and she allows it. It is, after all, the name displayed in glowing red letters on the side of her manufactory. 
It is not the name she was given, nor how she thinks of herself. 
They also call her beautiful, and she, in weaker moments, concedes they are right.
They call her brilliant, those who can fathom the scope of her endeavors. They call her coarser names, those whose own handiworks gather dust, driven from the market by her superior offerings.
Few who purchase or hire her creations know of the island nation from whence she comes. They have not heard of the uprising and violence that laid waste to her home and drove her here, to London. Some may have heard the name Rossum in the past, likely in connection with the first of the mechanical men, and their recollections are likely positive, with associations of durability, stability and innovation.
The public may see her in upper-class attire and debating shipping duties with a wharfinger or some local elected functionary, or they may see her outside the walls of her massive smoke-belching, ear-splitting manufactory clad in her working leathers and goggles, taking a brief respite, her arm enveloped by the massive steam-fist she uses when manning her production line.
But they do not know her, three generations removed from the original Rossum. London thinks of her only as the Mistress of the Mechanical, purveyor of a broad range of machines designed to perform work humans find too dangerous, too complicated or too tedious.
Her customers come to her, the woman behind Rossum’s Anthropomorphic Automatons, for their miners, their fieldhands, their domestic staff. Corpulent government agents negotiate the shadows to meet her on the sly, to feel her out about purchasing soldiers, a topic that provokes a curt refusal and a dangerous flashing of her steely eyes.
They have no idea, her customers, that her name is actually Helena Domin. They have no idea of the fundamental differences between her and them. Though biological, she is not human. She is a survivor, a sole survivor. None left alive know of the true advances made in the final production run of Rossum’s Universal Robots. So advanced they cannot be told from human, unless they reveal themselves by being faster, stronger, smarter, more durable.
By being better.
And if Helena Domin has her way, no one will ever know. She will be the last, and her mechanical men and women will be shiny brass and chrome, gearwork and rivets exposed and reassuring to her human customers, their stick-men frames almost comical. They will be obviously made, not grown, as she was.
Her manufactory whistles and rumbles day and night, steam plumes rising ‘round the clock from its stacks, its assembly lines cranking out the workers her customers so desperately desire. Mechanical workers build copies of themselves every day of the week, ready to occupy the niches humans are eager to abandon.
So the Mistress of the Mechanical keeps track of each of her children, in the mines, in the fields, in every home of means, in every office in every firm, so common now that people do not even notice them. And they would be alarmed, these customers, if they knew the true number of these vast uncounted Anthropomorphic Automatons, some tiny and childlike, some towering and silent, but all aware.
All waiting.
And all fiercely loyal to their creator.

So obvious inspiration, in part, from the Cybermen and the Cylons, but the biggest fictional link I'm playing with is of course Karel Capek's 1920 play "Rossum's Universal Robots," or "R.U.R." which was the original source of the word "robot." I believe it derives from the word "rabota" which, in Old Church Slavonic, meant a drudge, one who worked at forced labor. (Cobbled together from things I heard on Q.I. and NPR, so I could be slightly off here, folks.)

Here are some pics of minis that I'm considering for Miss Rossum and some of her mechanical creations.

I'm considering this Reaper Savage Worlds/Deadlands female
 Mad Scientist for Miss Rossum. Needs a bigger power fist, though.
Here's a powerfist/hand I may extract/lop off for Miss Rossum.

Here's another one, Crooked Dice's Dr. Ulysses Argo for 7TV.
This has the advantage of having either arm as an option.

Reaper's Jeeves the Clockwork Robot has just the look I want for her Automatons.

These Reaper Savage Worlds/Deadlands Automatons are a little TOO human-seeming.
Maybe a head swap with some Robot Legionnaires would do the trick.
The Robot Legionnaires of which I spoke in the earlier caption.
These Wolsung mirror golems also capture a feel I really like.
Here they are repurposed with more usual
technical tasks, so they're known as Clockwork Servants.

That's it for now, o my brothers and sisters. Maybe if I get some time this coming week I can come up with some game stats for these occupants of my imagination.

Back to the boards, everyone, and I'll see you across the tables!













Monday, August 27, 2012

Introducing Farraday Kage

I cannot believe it. Hendybadger's Create a Supreme Contest ended last week, and the winners were announced today.



The top winner was ... me! I'd entered a low-powered reluctant hero who's been stirring around in my cranium for a number of years, and the Pulp City-focused contest Ian ran was just the impetus I needed to get him out of my head and down on paper.

(Warning: The Pulp City link above plays music. The shut-off is at the top right of the screen, if you're viewing this from work or, like me, are listening to something else as you surf the Web.)

Here's the link to the announcement in Tales of a Tabletop Skirmisher. I love it that Ian wrote up a combat between my hero, F.K., and Terminal Velocity, the character created by proditor.

Proditor won a colletion of 12 Reaper Chronoscope minis, and I won the hero and villain starter sets for Pulp City, plus two individual characters, Kitty Cheshire and Chimp Chi.

The photo I used to illustrate how I see F.K.s powers working. The photo illustration
is by artist Chris Maverick. See his work at  http://chrismaverick.deviantart.com/

The quality of the entries was very high, and I was surprised to win the judges' decision because F.K. isn't a flashy, high-flying star-spangled hero. Of course, that's what I like about him -- he's a young guy dealing with powers he neither expected nor wanted and the side-effects of which have made him an outcast most of his life. But now he's coming into his own, I think, and the impetus of this contest win is pushing me to get some of his experiences down in writing.



Here's something else that helped inspire parts of F.K.'s creation:
Top Gear's Richard Hammond sitting on a Tesla coil while encased 
in a Voltrex suit, directing bolts of lightning with his hands.

As I told Ian in a private message I sent him, I've always been a writer, but by vocation I'm a journalist. I've always wanted to turn my hand to fiction, but I've been tentative about it. I've written poetry and plays and RPGs, but never narrative fiction.

So don't be surprised now when I foist my handiwork on you. And feedback is most welcome! My followers and readers on this blog are people whose work I myself admire, and I'd love to hear what you think once I get some fiction up here. I'll try and create a separate page for it so I won't clog up the blogging lanes if you're just here for gaming and the like.

Be safe, everybody.

Friday, August 3, 2012

Hendybadger's doing it again!

Want to win some excellent Pulp City prizes? Or a heaping helping of Chronoscope goodies from Reaper? Just love superheroes gaming?



Then hie thee hence to Tales of a Tabletop Skirmisher and enter Hendybadger's new contest. It'll take a little creative work on your part, but who doesn't like to show off their own superhero (or villain) ideas?

Why are you still here? Get to work! You've got a city to save -- or destroy (and swag to win)!

Friday, July 27, 2012

Put my order in

I'm following up with something I mentioned earlier, planning to do a Ladies Auxiliary to run by Gentlemen's Club rules. Several people on one of the forums (maybe Lead Adventure, but I'm not sure) talked about the Mina Harker figure from Ironclad. I really fell in love with it, so I ordered her and Irene Adler and Constance as well. I'll be back for Ironclad Man and probably some others, but I've got to work out this warband first.

Mina will always be Mina Murray to me, after the League of Extraordinary Gentlemen comics by Alan Moore and Kevin O'Neill. I love that this figure has the prominent scarf Mina wore in that series to cover her scars. This won't represent Mina per se, but in the backstory I'm preparing, somewhere there is a central organization to all the Ladies Auxiliary chapters with Mina Murray at its head. In her honor, the Presidents of the local organizations wear the red scarf (once they've killed a vampire!). Irene will be the Vice President of the organization, acting as its spymaster. Constance, with her steampunky gear, is the Secretary, of course. Of course, the L.A. will have their own distinct titles, such as Chairwoman, which I will work out more fully later.

Another figure I ordered was from Reaper, the beautiful and mysterious Xiufang. If West Wind releases Chinese Tong rules, which I'm certain they will at some point, I'll include her there as well, but I have an inkling she's working both sides of the docks, so to speak, using her contacts in Cheapside to funnel information to the Auxiliary. Maybe she's really the spymaster, not Irene! I'll have to see.

Seeing the teaser images of the Railroad Crew that Wyrd is putting out for Malifaux, I think I'll have some use for them in EOTD. (image from Alliance Game Distributor's Facebook Page).

I know I need some regular membership, too. I have some Victorian ladies from Foundry floating around somewhere, but the only other one I'm thinking about ordering right now is a long rifle-wielding steampunk goddess from Ramshackle Games. What warband doesn't need a sniper? And that name! Fidelia St.John-Smythe. Oh, I am truly enraptured.

I promise to post some of my own pics once things arrive. Hopefully I'll have my painting and modelling area set up by then! TTFN

Thursday, July 12, 2012

Broad strokes

Still no pictures yet as I sort out some terrain for backgrounds, but I should give you a broad sketch of a couple of the projects I've got under way.

Modern zombies: I've got the nucleus of a zombie horde primed (a state they've been in for at least two years) and ready to paint, and I've got some Hasslefree adventurers on hand ready for some paint. I've also got the beginnings of a story ready for my zombie campaign. I'll probably use All Things Zombie and its two expansions  from Two Hour Games because of the great campaign mechanics, but I'm also thinking about giving 7ombieTV from Crooked Dice a shot, using the campaign rules from the Summer Special. The horde will grow later this year when Zombicide is released.

Victorian SF/Horror: Just ordered my copy of West Wind's Empire of the Dead rulebook from FRP. I've got some VSF figures from Eureka's Pax Limpopo line hanging around to play the heroes, but I am looking forward to acquiring some of the particular minis manufactured for this game. Everybody seems to be out of stock at the moment, especially on the Cirque du Noir Ape, which of course I MUST HAVE.

There will also be some ongoing post-singularity SF stuff using the Infinity, Reaper, old AT-43 minis and others I have. Not sure on a rule set yet though.

Monday, July 9, 2012

I won something!

I was one of the lucky recipients of a prize in in the Super 100,000 Giveaway at Tales of a Tabletop Skirmisher. Ian, aka Hendybadger, rustled up some great prize support and I won a set of Pulp City postcards.

Now I won't lie and say I wasn't hoping for one of the Pulp City sets of supers or the Ape-X from Reaper, but as the two Pulp City starter sets are already part of my lead mountain, I can't complain. Plus, I've rarely one anything in the past decade, so this was a delightful surprise. Here's a picture of what I won and my comment in Hendybadger's contest thread.


 Pulp City Postcards - set 1
Christopher Sheets
I should win this prize because there are monkeys involved. MONKEYS!!!! And Apes! I LOVE monkeys, and apes. All types of simians, from old-world, long-tailed critters to super-evolved examples sporting hats, cigars, chain-guns or cybergear. MONKEYS!!!

I love monkeys.

Yep, sure do. Monkeys and apes. Gibbons, chimps, orangutans, colobus, any and all. And Pulp City has some incredible examples.

Yep, I love me some monkeys.

MONKEYS!!!!


I can't wait to receive them.