Thursday, 30 August 2012

History in the making!


The world’s first 15mm - 1/100 scale, Injected plastic, science fiction model kit for tabletop gaming!

4.5" tall (114mm)

This kit has all the features and details of its big brother, fully poseable, featuring quick swap weapon arms for future releases.

This kit comes complete with advanced capacitor coolers and the Excalibur sword option!
 


 
This is not the same 15mm scale kit we made in resin, the resin kits were 5.5” tall and fixed pose. These will be 4.5” tall (a true conversion to 15mm scale) and fully poseable just like their big brother. If there is enough interest (backers) I can release all the weapon options you see for the 28mm kits in this scale and in this Kickstarter project!

Iron-Core is being fast tracked so you will have a game to use both the 15 and 28mm figures in. I would love to see the 15mm scale take off! Iron-Core is a vehicle centric game and 15mm is a better scale for that kind of game, as well as being kinder to the pocket book ;)

If you would like to see all eight factions ranging from gothic to hard sci-fi aesthetics made in plastic model kits, then I ask you to show your support. The more backers we have for the 15mm scale kits, the easier it becomes to justify quickly expanding that range.

 
Thank you for your help!

Another heavy weapon opens up!

One more stretch goal down, and the Nova Cannon will now be a plastic kit!

Wednesday, 29 August 2012

Two stretch goals down!


We are into some exciting stuff! The Beowulf/Grendel guns will now be plastic models and we have a large selection of goodies laid out in front of us ;)
 

Tuesday, 28 August 2012

Did someone ask for more Leviathan weapons?


Weapon Swaps for the Leviathan Crusader and Mortis

These are Kickstarter exclusives and not likely to be released until the variant that uses these weapons are made into complete model kits! If you want them, now is the time to get them, or you may be waiting a very long time for these optional weapons.

 

Restrictions: In order to add these optional arms you must pledge for at least one Leviathan Crusader or Mortis (If the Mortis stretch goal is reached).

These hot swap weapon arms will allow you to instantly customize your Crusader or Mortis, Twist and remove the current arm and slap on one of these beauties! The weapon arm kits will come complete with the armor plating you need for the Crusader (for both Left and right arms)  and you can simply leave the extra armor off for your Mortis kits.

*Some arms are right or left specific, so you will need to specify which arm, left or right hand version you would like when we send out the survey. But why not pledge for a matching set!

 

At $61,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Beowulf/Grendel cannon kit. With this kit you can build one of two variants; the massive Beowulf artillery gun or the powerful Grendel siege gun. You choose which suits you best. *This kit will come with everything you need for a single right or left handed version.

At $65,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Nova Cannon. A massive plasma gun that that turns heavy armor into slag.. *This kit will come with everything you need for a single right or left handed version.

At $70,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Ripper Saw. A monstrous whirling blade that turns fortifications into rubble. *This kit will come with everything you need for a right or left handed version.

At $75,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a HEL Cannon. A High Energy Laser with unequaled armor penetration capability. *This kit will come with everything you need for a right or left handed version.

At $85,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Left Hand Mauler Claw. Grapple with other vehicles or let the pneumatic knuckles do your talking.  *This kit will come with everything you need for a Left handed version.

At $95,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Right Hand Mauler Claw. Grapple with other vehicles or let the pneumatic knuckles do your talking.  *This kit will come with everything you need for a Right handed version.

At $100,000, all contributors who funded a Leviathan kit may pledge an additional $25.00 for a Left or Right hand Vulkan cannon. *This kit is right or left hand specific, please note which arm, Left or Right you needed.



If you like what you have seen, please help me get the word out, blog posts, forum posts, Facebook... every post helps!


 

Monday, 27 August 2012

Eisenkern Support Weapons Set; now available in Plastic!


And yet another goal is met! The Support Weapons Set will now be a plastic model!

 
Congrats to all and a big thank you to everyone who made this possible.

Sunday, 26 August 2012

F is for Fetchlings (maybe)

According to the Advanced Race Guide

Fetchlings: Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane’s persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane.

With the following Racial Characteristics
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability.
When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

Accordingly he clocks in at a total of 17 RP, putting he far our of touch with the 10 to 12 point range that I'm shooting for our campaign setting but 5 of those RP come from his plane shift ability (see yellow highlight). So, by losing the plane shift he drops back to 12 and becomes very much playable in a setting like Porphyra.

I'm not where I sit on fetchlings and I don't think my problem is with them in general but with the plane of Shadow in general. In 3.X the plane was described thusly:

- The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar to the Material Plane.
- Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.
- It is magically morphic, has enhanced shadow magic and diminished light magic.

It is not evil-aligned (in fact its mildly neutral-aligned) nor is have an affinity with negative-energy and yet time and time again it is seen as this dark evil place that is filled with powerful undead creatures like the nightshades.

I think if we can break away from the idea of the Plane of Shadow being a source of evil, I could find a place for fetchlings, plus they would make good rooks. Here is a fetchling rook as a 1st level player character (taking +1 hp for favored class).

Somar, Aspiring Rook
Male fetchling rook 1
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision; Perception -2
[DEFENSES]
AC 14, touch 12, flat-footed 12
(+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1
Defensive Abilities shadow blending; Resist cold 5, electricity 5
[OFFENSE]
Speed 30 ft.
Melee heavy mace -1 (1d8-1)
Ranged heavy crossbow +2 (1d10/19-20); 10 bolts
Fetchling Spell-Like Abilities (CL 1st; concentration +4)
   1/day - disguise self
Rook Spells Known (CL 1st; concentration +4)
   1st (2/day) - cause fear (DC 14), sleep (DC 15)
   0th (at-will) - arcane mark, befuddle (DC 14), detect magic, flare (DC 13)


Schism shcade
[STATISTICS]
Str 8, Dex 14, Con 13, Int 12, Wis 8, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials (B), Spell Focus (enchantment)
Skills Acrobatics +6, Disguise +7, Intimidate +7, Knowledge (planes) +7, Sleight of Hand +6, Stealth +8, Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Stealth
SQ schism boon (darkness descriptor), summon silhoutette
Languages Alko, Common
Gear leather armor, backpack, scroll case, belt pouch (27 gp)

 Somar needs more gear before he goes out adventuring but he has a nice selection of spells and abilities for slipping around in the darkness.


Two stretch goals down!

Two down more to go.....



Thank you!

Saturday, 25 August 2012

Why do I bother....

David over at DWARTIST is at it again.

Makes me wonder why I ever bother to pick up a paintbrush :)

He just started painting up one of the Eisenkern Kreigsmarine.




He is forever painting up something new and interesting.... go give his blog a look and see what I am taking about.

Friday, 24 August 2012

Kickstarter Exclusive!

Wai Kee Hui, the owner of WGF and manufacturer, is as excited about this project as I am. He has graciously offered to produce a Kickstarter special item as a way to say thank you to the supporters. All backers at the $20.00 level or above will receive an exclusive 28mm figure of a Feral Shadokesh and Handler.

 
The Shadokesh are the mortal enemies of the Eisenkern faction. The first human contact with the Shadokesh was made by a delegation from Eisenkern. The Shadokesh met with the human delegation, studied them and when they were satisfied they were of no use to the Shadokesh Empire they were violently dispatched. The Dhar-Hazier were given a similar reception over seven hundred years before. The outcome was quite different, the Shadokesh were forced to re-evaluate the danger this race may pose to the Shadokesh Empire. The Dhar-Hazier have now been at war with the Shadokesh for 753 years.

Wednesday, 22 August 2012

Something Wicked This Way Comes!

Thanks to all of you, this project is now funded!



The  Leviathan Crusader and Stormtroopers will be produced in plastic!



THANK YOU!



What's next?

Well, I have lots of stretch rewards and some you have not yet seen..... I would like to thank all of you for helping a little indi company step into the big world of plastic miniatures!

40K Stretch Goal (FREE TO OUR BACKERS)


45K Stretch Goal (FREE TO OUR BACKERS)


50K Stretch Goal


60K Stretch Goal

80K Stretch Goal

90K Stretch Goal

100K Stretch Goal
 

F is for Femanx and Forlarren

Back on July 1st, I blogged about the alien race known as the Femanx that caused onto Porphyra. It you didn't read it you can find the entry here. I believe I called them Femiax but I believe that name is closed content so in the final Races of Porphyra and Lands of Porphyra they will be address as Femanx.

The other race that we have worked up for the letter F is the forlarren. Forlarren are the unfortunate offspring of demonic forces and nymphs. They are a very troubled race. We first worked with the folarren as a playable race back in Monstrous Races: The Second Wave and they turned out something like this.

FORLARREN RACIAL TRAITS
(0 RP) +2 Dexterity, +2 Wisdom, -2 Intelligence: Forlarren are graceful and intuitive, but possess only a low cunning that serves their cruelty.
(2 RP) Fey: Forlarren are of the fey type. Forlarren possess no racial hit dice and exchange the features of their fey type for the class features of a PC or NPC class.
(0 RP) Medium: Forlarren are Medium creatures and have no bonuses or penalties due to their size.
(0 RP) Normal Speed: Forlarren have a base speed of 30 feet.
(0 RP) Low-light Vision: Forlarren can see twice as far as humans in conditions of dim light.
(4 RP) Hellfires: Forlarren add +1 to the DC of any saving throws against spells they cast with the fire descriptor. Forlarren with a Charisma score of 12 or higher also gain the following spell-like abilities: 1/day - faerie fire, heat metal, and light.
(2 RP) Natural Attacks: Forlarren have two natural claw attacks that deal 1d4 points of damage on a successful hit. These are primary attacks, or secondary attacks if the forlarren wields a manufactured weapon.
(2 RP) Faery Resistance: Forlarren gain resistance to injury passed down from their fey mother. Forlarren receive DR ½ HD (min. 1) /cold iron.
(0 RP) Remorse: Whenever a forlarren kills a living creature, it must make a DC Will save (DC 10 +1/2 HD + Cha modifier) to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.
(0 RP) Languages: Forlarren begin play speaking Common and Sylvan. Forlarren with high Intelligence scores can choose from the following: Abyssal, Elven, Druidic, Draconic, and Goblin.

Faery Resistance is weaker at lower levels than the 3 RP Fey Resistance and more powerful at higher levels, I find most racial bonuses are more noticable at low levels so I feel this version is probably worth 2 RP (YMMV).

So the Forlarren comes out at about 10 RP. If I did anything to adjust her numbers it would probably be to add in a skill benefit like +1 Knowledge (nature) and +1 Knowledge (planes) to attest to their mixed heritage but she has quite a few big powers now so I might leave her along.

This NPC makes use of information from our own Monstrous Races: The Second Wave, 4 Winds Fantasy Gaming's Book of Divine Magic and Inkantations, Headless Hydra Games's Eldritch Secrets and some Paizo stuff I can't mention by name.


Sarisha Kale, Forlarren Sorcerer by Matt Morrow
Saerisha Kale, Primalist
Female forlarren sorcerer 9
NE Medium fey
Init +2; Senses low-light vision; Perception +0
DEFENSE
AC 17, touch 12, flat-footed 15
(+3 armor, +2 Dex, +2 natural)
hp 58 (9d6+27)
Fort +5, Ref +5, Will +6
DR 4/cold iron
Weaknesses remorse
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4)

Bloodline Spell-Like Abilities (CL 9th; concentration)
    3/day - ray of ink

Forlarren Spell-Like Abilities (CL 9th; concentration +12)
   1/day - faerie fire, heat metal (DC 15), light
Sorcerer Spells Known (CL 9th; concentration +12)
   4th (4/day) - aura of the unremarkable (DC 17), bestow curse (DC 18), stoneskin
   3rd (7/day) - beast shape I, call of the underworld, major image (DC 16), vampiric hunger (DC 17)
   2nd (7/day) - 1 accelerate poison, blindness/deafness (DC 16), burning arc (DC 16), ghoul touch (DC 16),minor image (DC 15)
   1st (7/day) - awaken the dead I, chill touch (DC 15), hold portal, mage armor, ray of enfeeblement (DC 15), silent image (DC 14)
   0th (at-will) - alter taste, ball of smoke, bleed, blood will tell, city rumor I, detect magic, detect poison, message

Bloodline inked
STATISTICS
Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 16
Feats Craft Wondrous Tattoo, Craft Spell Tattoo, Eschew Material (B), Fellowship Tattoo (Evening Shades), Grotesque Tattoo (BLF), Reflexive Tattoo, Spell Focus (necromancy), Toughness  
Skills Craft (alchemy) +13, Craft (tattoo) +13, Intimidate +18
SQ bloodline arcana (access tattoo feat 1/week), hellfires, ink transmographication, magical inkwell
Languages Common, Sylvan
Gear advanced ink palatte (5), armored ink +3, overlapping rainbows tattoo, piercing kit, spell ink (2), wings of speed tattoo, wondrous ink (2) plus 480 gp of mission specific gear.
DEMOGRAPHICS
Deity The Dark Mistress (Succubus Queen)
Homeland The Great Green (mobile)

Saerisha Kale is a poisoner for the Evening Shades. She works on freelance operations outside the confines of the Tuthon Barony. Since her race is known for suffering great remorse whenever they take a life, few suspect this travelling tattoo artist is actually an agent of the Dark Mistress.




IndieCade 2012

Well, it's official.

Hidden in Plain Sight has been nominated as a finalist for IndieCade 2012.

I'm still not exactly sure what that means.  I think I understand that the game will be on display somewhere for the public to play.  I guess it's also up to win one of the awards.  I don't know if there are prizes to be had, or if it's just publicity.  But it's pretty cool.

I'm really honored and flattered, of course.

IndieCade is in early October up in Smell-A.  So I guess I'll cruise up there for at least part of it over that weekend.  Should be fun!

Monday, 20 August 2012

Crusader at Gencon Video


At about 5:40 but watch the whole thing ;)


Another great bit of coverage fro Gencon!

Stormtrooper Accessory Pack

Here we have the Stormtrooper Accessory Pack.


This pack will allow you to customize your troopers in ways unimaginable with most miniature lines. Let your imagination run wild, build vignettes, dioramas; tell a story with your imagination as the only limit!


If you’re like me, you love the ability to customize your minis so that no two look alike. The combinations you can achieve are staggering. This pack includes multiple arm and hands, heads, weapons, pouches and other accessories of war.


We would also like to introduce you to the Cargo Mule, a semi-autonomous mechanical beast of burden. No longer do you need to tie up valuable fighting forces, hauling supplies, ammunition and light support weapons from one end of a battlefield to the other. The (HHM) Hammer Head Mule is capable of following simple commands such as, follow, return to depot and move to that objective.  The other option is to utilize the (CCM) Central Command Mule, controlled by your command detachment via a coms link routed back to the Communications Officer. This allows your command squad to control the Mule’s mission, freeing your troopers for the fight.




The Self, Presence and Storytelling

At GDC last week I gave a talk called "The Self, Presence and StoryTelling". There will be a version of it up on the GDC Vault in 2 - 3 weeks I think and hopefully it will be free like last years' talk. Before that comes up I will put up a pdf version of the talk containing a bit more information (something I promised at the end of my talk). You can get hold of that here:

Download "The Self, Presence and Story-telling"

Get the mobi version here (thanks to Tomasz Rozanski for creating this).

The paper is basically a summary about a lot of the stuff that has been written on this blog. It is an attempt to define a new design approach that makes it easier to make games that can deal with a wider range of themes and let you play all the way through. I would be very interesting any feedback you got as I would like to keep the document updated and revised if there are any new insights or any info in it that is no longer true.

EDIT: Proof-read the paper a bit and made a little bit more readable.
EDIT2: Mobi version now available.

Sunday, 19 August 2012

Fehr's Ethnology: Avoodim

Avood cleric of Ferrakus by Ryan Rhodes

Fehr's Ehtnology: Avoodim profiles the avoodim race for the Pathfinder Roleplaying Game.

In the Hierarchy of Heaven, the testing of souls for filling the ranks of the Archons is bound to have some that do not quite measure up, that come up short in the requirements of the Most High. Some small flaw, some minor shortcoming may disqualify a soul for front-line service. What the exact process is, no living man may know, but though most who fall short strive to rejoin, improve and better themselves for another try, there are those who give up, ashamed that they were not chosen and lacking the will to try again. These bitter souls are forcibly returned to the world below, into powerful bodies, in the hopes that another chance will change the outcome. These exiles are the avoodim (male avood, female avooda), which means “The Lost” in the corrupted Celestial dialect that they use. Burdened with the pain of their rejection, but gifted in many other ways, they struggle to work out the mote of imperfection in their soul’s eye, and taste again the glory of the Divine.

This release includes:
- ecology of avoodim
- racial characteristics for avoodim characters (including alternate racial characteristics)
- a selection of racial feats
- traits for the avoodim race (if you use traits)
- sample avoodim 1st level character

Available now through our vendor sites.

Crusader at Gencon (Booth 1649) Wargames Factory Booth.

Woot, it made it without damage. Sorry about the pic quality, this was shot on a phone camera. Sure will be nice to have these in plastic... a lot less worries when transporting :)



Off to a B-Day party. Will check in and chat/answer Kickstarter questions tomorrow.

All the best!
Mark-

Friday, 17 August 2012

Eisenkern Support Weapons Set

Here is the Support Weapons Set for the Eisenkern Stormtroopers.




AA/Sentry gun, Light Cannon and Mortar.

E is for Erkunae

Erkunae are from the Fehr's Ethnology series available from our vendors.

Erkunae Alchemist by Matt Morrow
Erkunae
The erkunae are a race of people similar in many ways to humans, but they have allowed sorcerous pacts with outsiders to alter their race substanially. They hail from the mist-covered island of Erkusaa. They spend much of their time plotting against each other instead of enslaving nearby nations as they once did. The erkunae have access to many magical and martial resources, and are very skilled in both disciplines. They keep slaves, both mundane and magical, and have a reputation of aloof cruelty and a certain alienness of attitude. Many within their society are beginning to question their age-old traditions, and perhaps, change may yet visit the island of the erkunae.


It is the best selling version of the Fehr's Ethnology so far. When this race is compiled into the full Fehr's Ethnology, it will have this new art by Matt Morrow.

Kickstarter supporters widgets

Here are a few widgets for anyone who would like to support the DreamForge-Games Kickstarter project. You don’t need to be a contributor to help out....

Just copy and paste to your desktop and use them anywhere you would like (please be considerate)




If you would like to make these click links; refer to this url http://dreamforge-games.com/kickstart

Here are the codes most sites will accept it will create the Leviathan widget. Use it in your sig, on your blog or anywhere you think would help spread the news...



[url=http://www.kickstarter.com/projects/dreamforge-games/something-wicked-this-way-comes-crusader-plastic-m][img]http://3.bp.blogspot.com/-VwdbRalcI9o/UC6TfiBib3I/AAAAAAAABy0/OviHt_w6O8I/s1600/Crusader.jpg[/img][/url]




[url=http://www.kickstarter.com/projects/dreamforge-games/something-wicked-this-way-comes-crusader-plastic-m][img]http://1.bp.blogspot.com/-JV5BYmNBNME/UC6Ta0t-sGI/AAAAAAAABys/i2x1OPhX1cg/s1600/Infantry+pledge+m.jpg[/img][/url]
Copy and paste into your sig.... and you will have a pic of the above with a link to the Kickstart


I made these so that you could add the image to your forum signatures when you visit game sites, but I am sure that there may be other ways to help spread the news.Thank you for your help and your support!


 
In my ramblings across the interweb I found this, a wonderful page created by a fan and blogger. Pins of war

And this, a vid review of the smaller scale fixed pose kit. on YouTube