Thursday, September 28, 2017

d20 Zombie Apocalypse

I am working on a zombie Apocalypse campaign called the M-Virus Incident for my son. This campaign uses the d20 Modern Core Rulebook as its foundation,   additional rules I cherry picked from a variety of other sources, and specific rules I wrote for this campaign. If you are not familiar with the d20 Modern system, it is an offshoot of D&D 3/3.5 and shares the same basic rules set. However, d20 Modern adds more than it subtracts from it predecessor.

Image taken of the interwebs without permission.

The M-Virus Incident is set in your home town during a bleak Zombie themed Post Apocalypse that takes place in the mid 2000's. The players (PCs) are members of a group of survivors. They have been together in a somewhat safe location for about 2 weeks. Some of them knew each other before the 'Incident”, some have joined the group more recently. Supplies are getting low and the survivors have to go out for a scavenging run sooner than later. But wait, someone hear something...

At low levels of the campaign the players should feel like they are in a horror film—A single zombie will fill the players with fear and be very difficult to stop. Then during mid levels, the campaign should feel more like an action thriller—The players begin to chase down zombies and have conflict with other groups as packs of civilization begins to creep up. Finally, at high levels, it is a full apocalypse as hordes of zombies destroy everything in its path and wars break out between different settlements.

The standard d20 Modern occupation/class system is used, but many of the character creation steps are omitted, changed, or added. For example the wealth system is completely overhauled to represent hastily prepared equipment. Some of the big addition that really ad a horror vibe are permanent damage, insanity, and the biggest impact, multiple levels of fatigue (from lack of sleeping, eating, drinking, excessive damage, the environment, and illness).

Zombies are overhauled. They cause fear and they can't be killed by damage alone--Players will need to use called shots to put a zombie down permanently. I am also adding my most favorite thing ever--Tables!! But seriously, yes, there are pages and pages of tables for generating random equipment, food, weapons, occupations, encounters, insanities, traits, flaws, disorders, and injuries.

There is a unique set of features that I think is going to really help set the tone. At character generation, players determine a number of associates. They make note of the following:
Choose d3+3 associates. They can be family, lovers, friends, enemies, co-workers, acquaintances, etc.; They can be on good or bad terms with you. For each associate, provide the GM with their Name, Gender, Age, Occupation, and describe your relation/disposition with you. When the campaign starts, d6-3 of your associates will be with you. The remaining associates are given to the GM where their fate may or may not be discovered as the campaign unfolds.
also...
The player's characters and their associates aren't the only ones in the team. There are d3+3 additional group members. The GM will determine their vital statistics, equipment (d6 random items), and relations with each other.
As the campaign unfolds, players will have their attentions and allegiances split between party members and NPC loved ones. Additionally, when a PC dies that players takes over one of the other group members (either a loved one or on of the additional group members.

This is still very much a work in progress, and I will periodically post updates here.

Monday, September 25, 2017

Xenos Jungle Terrain WIP

This is a continuation of the Fungus Among Us project I started in 2013, and is part of my Modular Terrain System™. Yeah, I know, I'm not very good at finishing projects. Four years later I'm still not done... but I have added more to the project. You can trust me when I say that I have made progress. Really.


The base component of these alien 'trees' are Lotus Pods Stems that I purchased at a local craft store. The seeds and stems have been removed. The pod glued to a Citadel Wood base. Then that is glued to a CD. I bought my first Airbrush with X-mas money earlier this year. This is the first project I airbrushed.


I'm also working on some aquarium plant scatter terrain. Not exclusively 'jungle' but still part of this project.

Friday, September 22, 2017

Peak Pass Stealers Showcase

This team was originally purchased and painted in the late 80s. Back then, all of my teams were named and painted like the famous teams in the fluff. This team was no exception--The Dwarf Warhammers. However, I now prefer to name my teams after NFL teams in homage to second edition Blood Bowl. In fact, I have a post showcasing the Dwarf Warhammers way back in 2009 here. 

In this go around, in addition to renaming the team and creating a team logo, I touched up the paint, added back number plates, added glossy elements, re-did the bases, and painted a colored ring around the base lip. There are no Star Players represented here. All of my Star Players are painted differently than team colors.

New Team Logo
Since I was not planning on re-painting the team in its entirety, I was limited on which NFL team to base the dwarves on. The obvious (and only) choice was the Pittsburgh Stealers. I searched the Warhammer Old World map and chose the home stadium to be in Peak Pass. The Peak Pass is the next most northerly passage across the Worlds Edge Mountains. It is overlooked at its eastern starting point by the greenskin fortress of Gnashrak's Lair, and at its western end by the Dwarf Stronghold of Karak Kadrin.

Coaching Staff
The Coaching staff from L to R: Head Coach, Assistant Coach x2, Apothecary, Cheerleader x3.


Head Coach

Linemen

Positionals

Big Guy

Full Team (front view)

Full Team (back view)
While I didn't completely repaint the team, the 'minor' changes really stand out and help to make game play more clear.