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Showing posts from September, 2011

Purple Mountain - Prisoners (Part I)

Within the Temple of the Locust Lord there are five prisoners at the start of the adventurer. They are Tith-Tor (female half-cyclops oracle 1), Armin Carl (male human ranger 1), Querig (male gnome sorcerer 1) and Beatiz Vace (female half-elven rogue 1). Each will be detail here over the next week or so, on the Purple Duck Games blog, should you need their full stats for use as replacement characters while exploring the depths of Purple Mountain.

All characters are created using the 15, 14, 13, 12, 10, 8 ability array and are considered player characters.

Beatiz Vace (Female half-elf rogue [bandit] 1)
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +3
[Defenses]
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+1)
Fort +1, Ref +4, Will +1; +2 vs. enchantment
Immune magical sleep
[Offense]
Speed 30 ft.
Melee by weapon +3
Ranged by weapon +2
Special Attacks sneak attack +1d6
[Statistics]
Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +3; CMD 14
Feat Skill Focus (Disa…

Death Race

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Music!

A question of scale “True-32”

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Indulge me in a slight rant.

Please be aware the new plastic line is 31 mm to the eye of a FULLY ERECT figure, posed, they range from 28-29.75mm to the center of the eye. As the bases are thinner than most, the figures are roughly the same height as most of the major manufacturers.

-Example of scale comp-

The subject of scale is one that many sculptors wrestle with, I am no acceptation. The use of digital technology to sculpt a miniature provides a certain amount of freedom, the miniature looks the same to me at 15mm or 50mm scale, I can make last minute adjustments on the fly and scale the miniature to my heart’s content. Ultimately, gamers want miniatures that look right with their other minis from manufacturer A, B or C. This is not as easy as it sounds. Place a true scale 28mm mini next to many manufacturers product and it will look small and emaciated by comparison. The whole 28mm scale convention is garbage if you ask me. Scale creep has made it useless and “heroic” scale doubly so.…

One moment please…. We are experiencing technical difficulty….

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As a Dakkite pointed out, I had the legs on the cannon backwards. I was thinking about the old wheeled gun carriage when I put the single leg to the rear. These are aimed turned by turning the complete carriage.

As this is a pintle mount it would have fallen over when shot with this configuration  :- P It’s always good to have another set of eyes on these things… Here you can see the revised model and gunner position.

Fleshing out the unit choices

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Now that the basic troopers are completed, I will turn to fleshing out the other troop choices.

The basic unit org. will have:
·Riflemen (done)
·Support weapons (SAW) (done)
·Grenadier (done)
·Weapons specialist (Sniper) (done)
·Medic
·Communications
·Forward observer
·Command (officers)


Here we have a heavy support AT weapon (PAC38 Short) with a coaxial MG53


Here you can see the mods for Support (SAW) and Grenadier.

Playtesting

Hidden in Plain Sight...

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In a burst of inspiration, I've put the broad strokes on a new game.  Actually, I have so much reusable framework stuff in place, it really didn't take too long to put something together.

The working title is "Hidden in Plain Sight", and it is a game (actually a couple of different game modes) that revolve around the theme of accomplishing goals while trying to remain hidden.  The original impetus was learning about SpyParty, by Chris Hecker.  That is a 3D game which pits one person (the Spy) against another person (the Sniper).  The Spy wanders around a cocktail party, trying to accomplish goals, but he tries to ACT like he's a computer controlled character.  The Sniper watches carefully, and tries to figure out who the Spy is and kill him.

In my own mind, I questioned if the complicated 3D'ness of the game was necessary.  Could the game be boiled down to its essentials, and be a simple 2D game?  I whipped up a quick prototype (which I called "SpyParty2D&…

Shilling for Open Design

Divine Favor: the Paladin begins a series I wrote for Open Design meant to expand the options available to divine PCs. This includes new archetypes such as the Templar who carries a piece of the divine within himself, and the Metropolitan, a defender of the urban world and who possesses a sacred link to cities, but also alternate class abilities such as divine aspect. Divine Aspect allows the paladin to infuse his very flesh with the power of his deity, granting him greater strength, resilience and combat prowess.
There's also suggestions on to build a paladin PC with regards to ability scores, and spell and feat selection.
The series will also cover the cleric, oracle, druid and inquisitor.
(By Stefen)

Making a good miniature even better

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Mark over at Dropship Horizon once said, “To hell with your fluff, tell me a story with your miniature” That stuck with me. Having built my fair share of 1:35 scale dioramas, I completely agree with the statement.

Here we have a Sturmtruppen but how can I tell a story with a miniature?
Options!, lots of poses and accessories to make each miniature unique. Let’s start with how the miniature breaks down. Having separate heads arms and chest will allow you a great deal of freedom when posing each model.
Here are six leg poses, I can mirror many of these and easily come up with ten different leg poses.



Here are some weapon options, some hip fired some shoulder fired and some are both.

Here is an accessory pack, LOADS of options to customize your unit. Arm raised in halt, throwing a grenade, pointing, double gunning with pistols or SMG’s. Hand replacement options for knife fights, carrying rifles, ammo boxes, etc. Items such as pistol holsters, combat knifes, ammo pouches and med-packs.
All of …

Eisenkern Sturmtruppen

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Here are the finals for the Eisenkern Sturmtruppen. Some details added, some changes and proper field grey coloring.





Building Legendary Treasure

When working on the Legendary Treasures series, Stefen and I used the following guidelines to control our design. We did not always stick to these guidelines but they are framework for building legendary items.

Requirements:
Each legendary weapon, armor or shield has a number of requirements that the character must possess in order to attune the item and gain access to its legendary abilities.t

Generally this includes:
- one or two feats
- one or two skills at 4 ranks or less.

Race is sometimes included as requirement if the item has a strong racial enemy or origin. Additional class abilities are seldom used unless multiple options are available. Such as one of specific domian, mystery or bloodline. We never wanted to pigeonhole a legendary treasure to strictly one class.

Abilities
- All legendary treasures begin with a +1 enhancement bonus. By the time the character has reached level 20 the treasure's total enhancement bonus should not be more than +5.

The 10 levels of progression general…