Wednesday, April 1, 2015

A to Z kickoff: Space Opera Item 1

The Altarspace Apparatus for DCC

Space Dungeon flavored (but transportable to other settings)

a DC 12 item to activate: the action die for clerics is a d20, for everyone else it's a d14.

This is a non-descript box with a toggle switch and a flashing indicator. It is a simple but powerful hyperspace generator, attached to a tachyon communicator system on the extra-dimensional side.  It exists semi-permanently within its own continuity and complex mood detecting intelligences scan the user and comrades when in use. Depending upon the user's alignment, the following pertain:

The toggle switch activates it and the air hums serenely (Law), coolly (Neutral), or ominously (Chaos).  The indicator flashes 3 times, twice, then once and a strobe of light escapes and the user and any allies are now in a low, dimly lit room with religious trappings appropriate to the user's alignment.

If a non-cleric, the space exists long enough to pray, collect one's self and bandage a wound.  Comforting music and noises surround the party, depending.  Then the indicator light flashes in a 3/2/1 pattern and the entire surroundings vanish again, leaving the users at precisely the moment and orientation in space-time at which they activated it.  It will not recharge again for use until 1d6+1 days have passed.  Items left in the space will be available in real-space as if they were not dropped in the extra-dimensional area.

if the user is a Cleric or other Ordained minister of some religion, then the device actually opens a chapel!  The chapel is furnished in the tasteful (or whatever) trappings of whatever God or Gods the cleric worships. There will always be some simple (non-spell) text of the deity in the space, as well as a single vial's worth of holy/unholy/sacred water.  In addition, if the cleric has need of it, a standard holy symbol is available.

The space allows a communing with the God at an advantage, and an attempt may be made to do within the space , or the cleric may cast a spell of choice that he or she knows and is available at that time.  Roll two action dice and take the best, but incur disfavor for any failures regardless of success or failure overall.

If a fumble is ever rolled, then the device burns out and may not ever be used again.  If a Double Fumble (with the advantage die, you see) is rolled, the. A Phlogiston Disruption results

Go Forth and Do Their Biddings Subcreature

Sunday, March 22, 2015

Holy Host and Some Sinners

These are all WIP

I find a couple of discoveries:

A) This method of dry brushing plasma collimators or whatever, I'm pretty happy with it


It works nicely on Force Weapons, also!


The Sisters are Almost there, Blessed Be!  There's an Ecclesiastical Battle Conclave with 8 Arco-Flaggelants ready for conversion, and the chaos cultists have repented and will be some Death Cultists for the Emperor.



The Immolator is at the end of the list, and kitbashing some cheap Ogre Kingdom guys into Ogryn for the Emperor's Glory.  And Celestine (praise be her name!) at the back. I know that she knows I'm not ready.

Yarrick is almost there.  I don't want to rush him since he's covered with fiddle little details.

Tuesday, March 17, 2015

Sargon, DCC Patron

Subcreatures, Spring Hath Arrived and I'm between jobs, and relaxing except for money and with relaxation comes creation.

I've made Sargon of Lion Castle into a Patron for DCC, sort of a middling level one, with a good amount of risk to balance your rewards.  I don't particularly subscribe to the "only one God/Patron" view, so my idea is that you ought to be able to take up to your limit in Invoke X of different flavors, provided you're okay with all the stuff that could go wrong.  Of course, this means a rather Vancian notion of "swap out spells as needed" change to the vanilla DCC rules, and it's between you and your Judge how it goes if a Patron gets jealous - I do believe that some ought to get jealous by their natures.  Also, I don't particularly believe that Patrons need to have a 1-2-3 level spell and different burns and taints; this one just naturally kind of fell that way... But I note that provided you don't mind the "Manimal approach", Sargon gives you access to the Polymorph spell at level 3 rather than 4, with some limitations.  To my mind, if you want to risk casting a level 4 spell at level 1, then I say GO FOR IT for such are heroes forged, yes?  He's not so powerful, for example, as Dr. Chapman from Daniel Bishop's Creeping Beauties Series

For Sargon's part, I think he'd be cool with it, provided you don't abuse cats or anything, but even Lions don't look out for Tigers if you get my meaning.  It occurs to me this is a very '80s Patron.  If you're curious, the next one will be The Ancient Spirits of Evil from Thundercats, tossed around in a bowl with some Cthulhoid entities and Clark Ashton Smith gods.  Also, I have a Luchador class with a magic variant in the works!





Monday, March 16, 2015

The Grey Ladies

Kitbashed a Canoness - here's Jehann D'Arc of the Grey Ladies


Surrounded by the Sisters, if you peek in the back you can see a horde of Inquisitorial Henchmen and Goliath Gangers, as well as some Flagellants



I have some plastic fantasy Ogres that will make some good DIB DIB DIB DOB DOB DOB, and if I can keep my wits about me I ought to be able to start the Genestealer Cult and the modular board soon. Going to bash together a Penitent Engine maybe, too

The 3rd edition Catachans will probably become Cultists, maybe a squad of Veterans for the IG (501st Necromundan Irregulars)

My group is cooking up some campaign rules and it's looking to be a fun Summer for war gaming.  Alternating Kill Tean/Planetstrike/Battles with Space Hulk and the Armada game

time - all I need is time

Sunday, March 15, 2015

Dark Angels Succesors vs Ultramarines

Librarian Brother Arthur the Red commanded a 1499 points Succesors (The Storm Crows?) force against Tigurius' Ultramarines, in a Contact Is Lost scenario.  Fairly open terrain, lots of good shootsy bits. The best investment was the Scouts - sniper scouts did fairly well in dicing, but the Assault Scouts held their own against some Veteran Assault Marines. The Vindicator is really the hero, having taken out a squad of Centurions and a Tactical Squad in two separate, earth-shattering shots.



My 5 man squad of tacticals communed with objective 1 (a classic Khorne Bloodletter that I gave Roy a while back) almost the whole game until turn 4 when they got into fisticuffs with some Terminators in from the warp.



Many good dicing moments for me, Roy got the shaft a couple times, some heroic assaults and fighting phases, a decent challenge.


An afternoon well spent, and we talked about gaming tables and campaign rules.

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