Friday, June 29, 2012

BattleTech Hellhound!

I got the Hellhound (Conjurer) done for my "high-end" company of BattleMechs.  This is a Clan 'Mech that I simply liked the look of so much that I threw it into my 3085 era unit.  Same story for the Crimson Langur from a while back.

Here are some pics!




I've got a Pulverizer and a Grim Reaper also on the bench for this unit.  Not sure when I'lll get to them, but we'll see!

Thanks for visiting!

--Scott

Wednesday, June 27, 2012

Nobody Asked Me, But...

Being an occasional collection of my personal ramblings on games and gaming.

We added a couple of Retailer options to the Goalsystem Delves KS and Noble Knight Games stepped up and supported us!  I've been a customer of theirs for years, and when I cannot find something at Phantom (my local shop), they're the first place I turn.  Thanks for believing in us, folks!

This Saturday I plan to try Warhammer Fantasy Role-Play 3rd ed for the first time.  This is the Fantasy Flight version with the weird dice and interesting components. I am a player in this one, so I can go into it free and easy.  My love of WFRP 2nd is strong, but I am keeping an open mind on this one!

As a bit of a diversion from all of the fantasy stuff I am doing, we're diving back into Classic BattleTech.   I've long been a champion of BT Quick-Strike on this blog, and I still am, but we're actually going to play the fuller version of BT using the rules from the intro set.  We're going to do Lance-on-Lance actions, so that's only a total of 4 'Mechs per side.  In preparation I am painting up some new 'Mechs using my intensive blending scheme featured a while back here. I'd like to get this unit up to a full Company--12 'Mechs! We'll see how it goes!

I am not a big board/card gamer, but I did play an amazing hybrid of the two types of games, Epic Spell Wars from Cryptozoic, and wow, was it a blast!  This is a game I want to own, and the somewhat whimsical approach and hilarious artwork masks some pretty fine game design.  Kudos, Cryptozoic!

That's all for now!  I should have a painted 'Mech or two to show off later this week, and there's always more news looming on the KS front.

Thanks for visiting!

--Scott




Monday, June 25, 2012

Re-Painted Monk

Anyone who reads this blog regularly knows Monk ranks as one of my favorite dungeon fantasy classes. Over the weekend I had a chance to re-paint the old D&D Miniatures Scarlet Brotherhood Monk from Giants of Legend.

This is a really great mini, and I really tried to show the definition in his musculature.





This guy will fit perfectly with my existing collection of miniatures, and find uses in fantasy and super games, I am sure. 

Thanks for visiting! 

--Scott

Friday, June 22, 2012

Goalsystem Delves: Complete Cavern of Blood Pic

Here's a pic of the complete Cavern of Blood set we're offering to backers of our Delves Kickstarter:



Pictured above you'll see the 64 pc. set, painted in "dungeon" grays. The versatility and durability of this stuff will make it a winner on the tabletop!  I've been using it in play-tests and have found lots of ways to arrange and re-arrange it.

We'll be doing a video on the KS page sometime in the next week or so.  Next up we need some actual play write-ups and videos!

Thanks for visiting!

--Scott

Thursday, June 21, 2012

Goalsystem Delves Kickstarter Launched!

Today at 8:00 AM we launched the Goalsystem Delves Kickstarter!  I've spent the last six weeks getting ready for this moment, and while there are still a few things left to be nailed down, we can finally, formally, ask for your support on this project.

Here is the link to the project:

http://www.kickstarter.com/projects/222965736/goalsystem-delves-dungeon-skirmish-role-play


I'm hoping folks who read this blog and like my games will spread the word about this Kickstarter. We have a marketing campaign brewing, but there is nothing in the gaming biz like the power of word of mouth, so share this link with interested parties! I do appreciate it! 

We've got a lot of great stuff brewing around this project.  One of the things that I am most excited about is our partnership with Tinker's Lair; these guys make incredibly durable and versatile terrain out of recycled tire rubber!  They've crafted versatile new Dungeon terrain just for this project.  Later on they'll be selling it unpainted from their own site, but right now, we'll be offering painted sets to larger backers.

Take a look at some shots of the the awesome terrain:




















An entire set consists of 64 pieces and gives you a lot of options! 

Look for more great announcements related to the project as we go, including the debut of a new web site dedicated to the Goalsystem family of games!

Thanks for any support, and thanks for visiting!


Tuesday, June 19, 2012

Goalsystem Delves Design Log 16: What's In A True Name?

We're pretty far along in the process here and I realized, I haven't statted up a Daemon (re: Demon) for the book!

Well, I rectified that little inequity:

Daemon Lord (90 pts.): Imperious Lord of the 5th Plane of Madness, Prince of Despair, and Despoiler of Dreams.
Monster 5D, Str 6D, Def 4D (5D), Tough 5D (6D), Init 8
Mv: 7”  HP: 10    Primary ATT & DMG: Claws 7D/8D
Alignment: E   Size: L  
Fate: 3 [  ] [  ] [  ]
Attributes & Powers: Armor (Medium), Deadly +1, Extra Attack, Fated, Hideous Strength +2D, Large Target, Lone Threat (Lvl. 1), Melee Attack +2D/+2D, Regeneration, Sharp Senses, Terrifying Aura (TN4), True Name -- Agrat Bat Mahlat (TN +2).
Equipment: Option -- Large Sword +6 pts.
Drive: Cruelty
Reward Level: +5D     




True Name is a nifty little power/weakness I came up with to model the idea that if you can learn the Daemon's name you'll have a lot more success against him.  


Here's the rules for it:


True Name
Type: Other
Effects: Names possess power, and knowing the true names of certain creatures, mainly Daemons, can grant a character an edge against them in combat. Learning a creature’s true name requires an Arcane Trap/Task check with a TN modifier based on the target creature’s age and power. See the Cost section below for the breakdown of modifiers and their accompanying points costs. Trying to learn a creature’s true name in the midst of a combat with that creature imposes a further +1 to the final TN. GMs might want to set up a role-play or non-combat encounter prior to meeting the creature where certain characters can research the target creature and learn its history and secrets. Then a check could be made against its base TN.

Knowing a creature’s true name means it’s easier to slay!  Once a character knows a creature’s true name, he may spend a special action to automatically place sigil signifying its true name on a target character’s person, weapons, and armor. The target character must be in base contact. Characters augmented by true name sigils may then automatically re-roll one defense roll per encounter against the target creature, or force the target creature to re-roll one attack goal roll per encounter (taking the worse of the two results).  If the learning of the creature’s true name occurred during a non-combat scene, the character who learned the knowledge has the opportunity to place sigils on 2 + Chance Roll characters (including himself).

Additionally, creatures wounded by characters augmented with true name sigils may not regenerate or heal lost HP from those attacks for the remainder of the encounter. GMs should mark those lost HP with an “X” instead of a slash in the creature’s HP boxes.
Cost: True Names place a creature at a disadvantage, so they reduce the creature’s cost based on the TN of the Class trait check: TN +1 = -15 pts.; TN +2 = -10 pts.; TN +3 = -5 pts. 


 So now we've got Daemons covered with at least one significant entry, and some cool, thematic rules to go with them. 

Next, the big announcement!  And I'm not teasing this time! 

Thanks for visiting! 

--Scott

Monday, June 18, 2012

Super Interlude II: The Hound

My friend Andrew is running his M&M game this Saturday.  I was going to do Doc Kraken, but decided I wanted to play a more human character this time around! Late last week I dropped by my buddy Eric's store and perused his Clix; I found an ideal model to re-paint for the Hound, my chronally displaced super-tracker and psi-brawler.




This Checkmate Medic made an ideal base for my minor conversions. Cut the staff from his hands, and replaced his left hand with a closed fist from a hideously sculpted Clix Spiderman.

He was a pleasure to re-paint, and the Hound will soon hunt again, but this time in 2012, not in the dystopian 2156 he hails from!

Thanks for visiting!

--Scott

Friday, June 15, 2012

Goalsystem Delves External Play-Test Report

Just a quick note and link to the Baron's blog; his intrepid group ran a lovely Delves play-test last night, and he was kind enough to post on it and provide pictures of his well-painted minis and terrain!

Find the report and pics here.

Thanks for visiting!

P.S. More news on Delves soon, I hope!

--Scott

Wednesday, June 13, 2012

Super Interlude

Amidst all of the fantasy dungeon stuff I've been up to, my buddy Andrew has announced a Mutants & Masterminds 3rd ed. game.  Andrew is an ace GM, so this one will be good.  I'm still settling on a character, but one possibility is Doc Kraken, an alien stranded on Earth for the last 150 years due to an inter-spatial accident.

Of course, I used Reaper's Professor Kraken miniature. Here he is:






Back to more Delves stuff next post, as some huge announcements on the project are imminent! 

Thanks for visiting!

--Scott

Monday, June 11, 2012

Goalsystem Delves Design Log 15: The Druid

Druids and Monks have long been among my favorite classes in the dungeon fantasy genre.  I've always loved the Druid's versatility and clear links to nature.  Like all classes, I wanted to give players at least two options with the Druid class.  Here's what we've got so far:

The Druid
Druids feel at home in the wild places of the world. They possess a special bond with nature and the animals and plants who are a part of it. Some druids travel with animal companions, while others can take on the atavistic shape of the predator.

Starting Options
Choose one of the following:

Atavistic Druid

--Altered Beast: Spend a free action and 1 Fate pt. to shift into predator form.
--While in this form, gain +2D Strength, +1D Toughness, +2” Move.
--Remain in this form as long as you wish; free action returns you to normal.
--You may not cast spells or collect and carry objects or treasure.
--3rd level: Gain an additional +1D to Strength in this form.
--6th level: Gain an additional +1D to Toughness in this form.
--9th level: Gain an additional +1D to Defense in this form.

Keeper Druid
--Boon Companion: You gain an appropriate animal companion with the following profile:
Animal 4D
Strength 4D
Defense 4D
Toughness 4D
Move: 7” Hits: 5;  Tooth & Claw: +1D Damage
Pathfinder, Enhance Senses (Druid gains +1D to perception-based Class checks while Companion is in play and active)

--You must spend 1 Fate pt. at the start of the game to include your animal companion in the party.
--He activates on your initiative, either before or after you take your turn
--The animal has WC 4. Roll on the Save vs. Death! for your animal companion just as with normal characters. You may spend Fate to allow him to auto-pass this check. If he perishes, you do not have one available for the next adventure, but gain a new one with the same starting profile in the subsequent adventure.
--3rd level: Add +1D to the companion’s Animal trait.
--6th level: Add +1D to the companion’s Strength.
--9th level: Add +1D to the companion’s Defense.

Special Abilities
Pathfinder: Druids treat all forest and swamp difficult ground as normal, open terrain.

Minor Spellcaster: Druids begin play with one 1st level spell chosen from the Spirit magic list.

Starting Hit Points: 7

Starting Equipment
Druids may select up to two weapons from the following list:
--Sword
--Javelins
--Shillelagh
--Spear
--Druids may also carry small shields, but wear no other armor.

Level progression
Druids use the following advancement path. Each level indicates the amount of experience points (XP) needed to reach it and gain the listed benefits. When a Druid adds a new spell, he or she can select it from the Spiritual spell list.

Level 1: Starting options detailed above.
Level 2: 4 XP. +1 Re-roll to Druid trait; +1D to Wilderness Trap/Task checks
Level 3: 8 XP. +1 Re-roll to 1 non-Class trait; +1 Fate; *Class bump
Level 4: 12 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 5: 16 XP. +1D to 1 non-Class trait; +1 Fate
Level 6: 20 XP. +1 Re-roll to Druid trait. +1 Hit Point; *Class bump
Level 7: 24 XP. +1 Re-roll to 1 non-Class trait; +1 Fate
Level 8: 28 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 9: 32 XP. +1D to 1 non-Class trait; *Class bump
Level 10: 36 XP. +1 Re-roll to Druid trait; +1 Hit Point; +1 Fate

*See above for details on 3rd, 6th, and 9th level Class bumps.


Lately I've been play-testing with some re-painted Mage Knight figures; here's a couple shots of a Human Druid I've been using:





That's the Druid and her Altered Beast form.


Thanks for visiting!


--Scott

Friday, June 8, 2012

Mage Knight Re-Paints

Managed to get two more Mage Knight figures re-painted last night.  The Cleric and the Fighter are now done!

Here's the Priest (Cleric): 



I did not fancy the cleric's original weapon, so I swapped it out with a Skaven hand and weapon. 



And here's the Fighter (Spear Fighter):






And here's the trio right now:


More to come, and more Goalsystem Delves stuff this weekend!

Thanks for visiting!

--Scott

Tuesday, June 5, 2012

Goalsystem Delves Design Log 14: A Monkey Monk?

I was looking for something small to paint from the backlog, just something to keep the rust off as I continue to spend the bulk of my time working on Delves, and I dug out my Reaper Pathfinder Charau-Ka Shaman. He may be labeled a shaman, but he looks like a monk to me!  A Monkey Monk, for sure! 





Now just as a bit of a thought exercise, I thought I might share what this guy's race might look like in the Delves game.  Making your own races for the game is pretty easy, and we're including the rules so folks can drop in anything they like.

Anyway, here goes:

Monkey-kin [+2 pts.]
Small, wiry apes possessed of amazing agility and surprising strength. 
Move: 5”
Favored Classes:Fighter (Monk), Thief (Acrobat)
Notes: +1D Defense,  +1D Jump checks, Small
Languages: Orcish, Common

Most races come out to between 0 to +2 pts., so he fits right in that range. His favored classes have been limited to specific sub-classes of the Fighter and Thief to add a bit of character.  Normally Small characters suffer a penalty to Strength, but since monkeys are surprisingly strong, I nixed that and just made him cost a bit more than other small races like Halflings and Kobolds. 


As a Monk he'll need no weapons, so the model will fit right in, and those cool guards on his arms could later be re-painted into Magic Bracers.


Can't wait to use him in the next play-test! 


Thanks for visiting! 


--Scott

Saturday, June 2, 2012

Re-Painted Mage Knight Mage

I got the first of my four Mage Knight re-paints done last night. He'll make a superb Mage (Wizard) for the Delves play-testing I've been doing. 











That last shot stands him next to a Reaper fire mage I painted a while back. 

Can't wait to get my other MK figures for this project in the mail, but in the meantime, look for another Delves Design log soon!

Thanks for visiting!

--Scott

Friday, June 1, 2012

Building A Mage Knight Style Party

Writing has robbed me of much of my painting time. I have been able to sneak in single figures here and there, and I hope to keep doing this. Just as a fun exercise, I thought I might pursue a sort of "project within the project," and while I continue work on the Delves rules I thought it might be fun to build a party of four adventurers by selecting, buying, and then re-painting Mage Knight plastics.

I decided to go the classic Fighter, Thief, Mage, Priest route for party composition. I can always add other classes later if this turns out to be a lot of fun for me. Anyway, I buy most of my MK figs from eBay using Grunhirs Game Emporium.  Why them?  Well, great service, selection, and convenience combine to make Grunhirs a favorite seller of mine. Anyway, after plowing through his listings, here's what I've come up with for this mini-project.

Fighter
 

This figure is the Mage Knight 2.0 Cloud Warrior.  He'll make a dynamic Spear Fighter for my game.


Thief




This figure is Mage Knight Unlimited Leech Medic and she'll make a fine Thief Acrobat. 


Priest





Rurik the Cursed will make a very cool Priest character.

Mage
 

I simply had to include this guy when I saw him--he'll make an amazing Elf Mage!

Anyway, I'll keep folks apprised of my progress.  I hope to have at least one re-paint done by this weekend.

Thanks for visiting!

--Scott