The primitive media operation which is Vanishing Tower Press has been busy making product ads for all the mad DIY zine and POD products Vanishing Tower Press products can currently be found.
Here is what I am using right now.
Contact Information:
jay@vanishingtowerpress.com
Showing posts with label USR. Show all posts
Showing posts with label USR. Show all posts
Thursday, November 21
Sunday, November 3
Daniel Hernadez Delivers!
Another artist finished their commissioned work for Deluxe USR Sword & Sorcery, Daniel Hernandez. He completed six black and white line drawings of the signature mascot for Deluxe USR Sword & Sorcery; Dor Stryker! A reaver of blood red rivers and blood red passion, she embodies the wild freedom of the Sword & Sorcery genre I have built into the game.
Dor Stryker earning a night's pay
I should probably keep these under wraps, make folks pay for a view in my book, but I am so excited by the whole experience; searching, contacting, negotiating, and waiting for finished product, f#@%ing exiting I tell you.
Daniel Hernadez is an artist in San Diego, easy to get a hold of, and charges appropriately. You can trust him with your project. You heard it here from the tower.
Here is my current list of reliable artists for hire:
Michael Gibbons, Aos, Metal Earth; if you are a fan of black and white illustrations and want them fast then Aos is your guy. Themetalearth@gmail.com.
Jeremy Hart; monster stock art and commission work. He does solid, detailed line drawings.
and Daniel; makestuffsd@gmail.com
All DIY'ers can get some great art in your games with this bunch. It also will also prompt you to start drawing your own illustrations. You'll want to see your own stuff in your books for sure, and damn, your art budget will thank you.
Wednesday, July 17
Going in Hack & Slash MEGADUNGEON #4
Courtney Campbell of Hack & Slash blog fame is offering ad space in his new Megadungeon 4 release. Vanishing Tower Press is sending this in;
Thursday, July 11
Hire Daniel Hernandez Fantasy Line Art before your Competition does....
I was still fishing around for another artist to do commissioned work for the ever-in-progress Deluxe USR Sword & Sorcery and I reached out to Drowsy Maggie, an old friend in San Diego. She turned me onto the Gor books back when we wore flowers in our hair. Perhaps she could help.
Drowsy Maggie put me in contact with Daniel Hernandez (makestuffsd@gmail.com), a Sand Diego artist and my hail-mary struck gold. I should keep close wraps on him until my book is out, but that would be criminal knowing my vanity press production schedule. He deserves more paying work sooner than that!
Most of his line art for the book is individual combat (go figure) and it is gorgeous. But he did do one featuring the Sorcerer's bread and butter - The Summoning Ritual! It isn't finished, but I think the quality of his line art shine through. Put him to work before someone else does.
Drowsy Maggie put me in contact with Daniel Hernandez (makestuffsd@gmail.com), a Sand Diego artist and my hail-mary struck gold. I should keep close wraps on him until my book is out, but that would be criminal knowing my vanity press production schedule. He deserves more paying work sooner than that!
Most of his line art for the book is individual combat (go figure) and it is gorgeous. But he did do one featuring the Sorcerer's bread and butter - The Summoning Ritual! It isn't finished, but I think the quality of his line art shine through. Put him to work before someone else does.
Saturday, May 4
Random Invocations for Big Black Book of Sorcery
Instead of coming up with unique rituals for all the spells in this USR Sword & Sorcery magic supplement I've decided the book will need some random tables. Here is a random Invocation generator done as a split-column table:
Tuesday, April 30
If the sun is in their eyes, do I get a bonus?
How much is too much when listing die roll modifiers for
your game? Finding out when a force occupies desired ground and how much sooner
they got their then their opponent was what sent me down this tangent. It shows
me again the flexibility of the USR game system. For DIY minded Keepers and players
bent on creating their own worlds, USR is a good place to start. It is free you
know.
I continue to playtest Deluxe USR Sword & Sorcery’s Mass
Combat rules. I’ve let the simple resolution mechanics be my guiding hand when wondering;
“more modifiers?” More rules to account for a myriad of battle situations pop
into my brain and I want to add all sorts of chrome if I get carried away. What
about this? What about that? But then I look at the frame work I’m using,
(U)nbelievably (S)imple (R)oleplaying. Constructing rules for mass combat encounters
can and does take much from traditional war games. Consistent movement mechanics
appropriate to the scale of the encounter. I organize the encounter around the
constituent troops involved, I have “units” like any other war game, movement
facing, etc. Terrain is accounted for. But here is the trick, for me. I’m
playing a role-playing game and I don’t want to get into a detailed tactical
simulation. I want a useful tool to aid both player and Crypt Keeper run an exciting
mass battle, and then get back to the player specific focus of TTRPG’s.
The answer has been the games base character attributes,
specifically Action. Any situation not covered in these sparse rules can be
answered with a Contested Action Roll. Want to know if your cavalry beats the
enemy to the narrow ford? Roll a Contested Action Roll, high roll wins. Withdraw
under the cover of darkness keeping the enemy unawares? Roll a Contested Action
Roll. Degrees of failure and success are useful time keepers as well. If you
beat your opponent’s roll by two you got the ford two hours before they do. Or
two days, depends on the scales of movement being used.
Contested Attribute rolls don’t even need to be against the same attributes. Forces climbing a steep cliff face would need to see if they can get to the top before the enemy spots them. Forcing your army over treacherous ground and you can’t have any delays. Probably should use a Non-contested Action Roll with difficulty set by the CK. But by and large competing against your enemy; Contested Action Roll. Action vs. Wits? Why not? Subterfuge, fakery and misdirection lend themselves to a Wits vs. Wits roll, but I can see where one force is combating the weak morale of their enemy and a Wits roll vs. Ego makes sense. However you choose to assign the contested attributes, it gives you a fast resolution mechanic which includes degrees of success if you like.
Contested Attribute rolls don’t even need to be against the same attributes. Forces climbing a steep cliff face would need to see if they can get to the top before the enemy spots them. Forcing your army over treacherous ground and you can’t have any delays. Probably should use a Non-contested Action Roll with difficulty set by the CK. But by and large competing against your enemy; Contested Action Roll. Action vs. Wits? Why not? Subterfuge, fakery and misdirection lend themselves to a Wits vs. Wits roll, but I can see where one force is combating the weak morale of their enemy and a Wits roll vs. Ego makes sense. However you choose to assign the contested attributes, it gives you a fast resolution mechanic which includes degrees of success if you like.
The Contested Action Roll adds a great deal of excitement for
maneuvers during combat. Anytime troops try to pull off a maneuver (not an
attack) with the enemy close enough to engage contested action rolls are a
great way to adjudicate the success or failure of the maneuver.
These rolls should not be drowned in numerous die-roll
modifiers. The small scale of numbers you are dealing with makes a +1 or +2 a significant
bonus. Reduce advantages between opponents until you have only a significant
factor to consider against each other. The easiest to figure, and will come up
many times, is a force attempting a maneuver in front of the enemy and commanders
and leaders are present. A +4 Leadership Specialism going against +2 Insite
Loyalty Specialism you just reduce down to +2 for better commander. The other
force has no commander, get the full +4! The CK can always consider limits on
total modifiers allowed at any one time. You just have to ask yourself how “swingy”
do you want the battle to be. If opponents can pile up modifiers against each
other the final value of the die rolls can vary widely. Capping them makes for
a contest where creating advantage for your army is more difficult.
Monday, April 15
Partial Migration from Drivethru
Friday, February 22
PM conversion guide for USR PDF now available
Thursday, February 21
Killer Clown, Living Dead Girl and Murican Warlock for USR
Have to call it a night but I did make some ground on completing a PDF of all this. Here is another three PM character classes converted to USR statistics. I give you the following;
Killer
Clown!
After
the trauma, you realized that all the world is one big absurd joke.
You also felt the need to paint your face like a harlequin and dress
in jester’s motley – hey, if the world makes fools of us all, why
not double down on being a fool. Life is short and you want to show
the goodly people of Planet Motherfucker how to laugh – even as
they choke on their own blood.
Action:
d8
Wits:
d10
Ego:
d6
Hits:
(roll normally)
Specialisms:
Stealth
+2 Action,
Backstab
+2 Action, Pick Locks
+1 Wits, Set/Disable Traps
+1 Wits.
Equipment:
Fireman’s Axe, Lockpicks, Squirting Flower on Lapel.
Living
Dead Girl
& Teenage
Frankenstein!
Some
sicko – coulda been a mad scientist or a voodoo mama – brought
you back from the dead. Now that you’ve got a second chance at
life, you’re gonna meet all the people you can. Live your (second)
life to the fullest, you know? Bump-n-grind ‘til you’re ground
meat.
Action:
d8
Wits:
d10
Ego:
d6
Hits:
(roll normally)
Specialisms:
Streetwise
+2 Wits,
Investigation
+2
Wits, Shooting
+1 Action,
Athletics
+1 Action.
Equipment:
Claw Hammer, Colt .45, Big Black Boots.
Murican Witch/Warlock: It was when your back was against the proverbial wall that you first heard the voice. “Make the pact,” it said, “and you’ll have all the power you need to make your foes beg for mercy.” And make the pact you did, signed in blood and sent to a devil without hesitation. And boy did hearing our foes plea for their miserable lives sound excellent.
Action:
d6
Wits:
d8
Ego:
d10
Hits:
(roll normally)
Specialisms:
Knowledge (Arcane) +2 Wits, Spell of Armor +1 Ego, Spell of Blinding
+1 Ego, Spell Bolt +1 Ego, Spell of Confusion +1 Ego.
Equipment:
Ritual Dagger, Colt .45 Pistol, Book of Black Magic, Leather Cloak +1
Damage Resistance.
Three more PM characters converted to USR
This
is a continuation of my previous post on Jack Shear's Planet
Motherfucker and converting the described character classes to the
classic (U)nbelievably (S)imple (R)oleplaying rules. Rules which are
free! from Trollish Delver Games here on DriveThruRPG.
Today
I am converting the following three character classes; Doom
Nun/Hellfire Preacher, Dr. Satan/Nurse Lilith and the Facebreaker!
I
kick ass for the lord, or just because kicking ass feels goood!
The
Doom Nun (or
Hellfire Preacher)!
Wits
d6
Ego
d10
Hits
(roll normally)
Specialisms:
Divine Miracles
(Healing & Smite) +2
Ego,
Gun Combat +2 Action, Knowledge (Arcane)
+1 Wits, Hand-to-Hand
Combat +1 Wits.
Equipment:
Derringer Pistol, Hollowed-out Bible (holds ammunition or a grenade),
Backpack.
Bodies
tend to come apart with alarming frequency on Planet Motherfucker.
Arms get ripped off, torsos get riddled with bullets, legs get run
over by motorbikes. Stitching all that human mess back together is
just part of the gig for Dr.
Satan & Nurse Lilith!
Wits
d10
Ego
d8
Hits
(roll normally)
Specialisms:
Medical Science
(Experimental) +2
Wits,
Knowledge (Scientific)
+2
Wits, Lockpicking
+1 Wits,
Repair Machine
+1 Wits.
Equipment:
Hypodermic Pistol, First Aid Kit, Backpack (carries various “hypo”
darts).
Facebreaker: You are a hulking brute whose bulging muscles ache to break faces. Everything in the words looks like a nail to you because you are a hammer ready to swing. You may not enjoy brutalizing others (but then again this is Planet Motherfucker so you just might) but it’s something you absolutely excel at. Hey, if you got the gift, might as well use it.
Action
d10
Wits
d6
Ego
d8
Hits
(roll normally)
Specialisms:
Brawling +2 Action, Throw Ridiculously Heavy Objects +2 Action,
Toughness +1 Damage Resistance, Gun Combat +1 Action.
Equipment:
Baseball bat with nails driven through it, Peacemaker Pistol, Wicked
cool Tattoos.
Saturday, February 16
Planet Motherfucker is perfect for USR
Jack
Shear's Planet Motherfucker is a tight, compact setting book for
Savage Worlds RPG. The conventions of character creation in Savage
Worlds ports over really simply to the classic (U)nbelievably
(S)imple (R)oleplaying rules. Rules which are free! from Trollish
Delver Games here on DriveThruRPG.
I'm drafting each one of the
starting character classes from the Planet Motherfucker sourcebook
here on my blog. When I've finished I should be able to make a PDF
compiled document for allz youze enjoyment, you voyeuristic, post-apoc
sleaz-oids! I'll start off with three character classics for playing in this delightful psycho-hillbilly-hellscape game world; the Chainsaw Paladin, Brickhouse Amazon and the Creepbot 2000!
Despite
living in a world gone mad, you've sworn to uphold a moral code and
fight for truth, justice, and the Murican way. The instrument in your
fight to bring order to a lawless land is...a chainsaw. If you're
going to cut the Gordian knot of Planet Motherfucker, might as well
do it with whirring teeth of utter destruction.
This is why they call you the Chainsaw
Paladin!
Action
d10
Wits
d6
Ego
d8
Hits
(roll normally)
Specialisms:
Melee Combat +2 Action, Gun Combat +2 Action, Knowledge (Religion) +1
Wits, First Aid
+1 Wits.
Equipment:
Chainsaw, Pump-Action Shotgun, Kevlar Vest +2/+4 DR.
Yeah,
the world has gone to hell in a hand-basket, but who cares? Your abs
are ripped and you turn heads. And if those heads don't do what you
want, you can crush them. Love 'em, leave 'em, crush 'em.
That's the motto of the Brickhouse
Amazon or
Neo-Barbarian Stud!
Wits
d6
Ego
d10
Hits
(roll normally)
Specialisms:
Melee Combat +2 Action, Persuasion +2 Ego, Athletics
+1 Action, Survival +1 Ego.
Equipment:
Desert Eagle Pistol, Big Knife, Backpack.
Creepbot
2000: Although
you've got a human brain floating around up in your chrome dome,
you're still more machine than man. “Yeah, replace my feeble human
body with a sweet robot chassis!” you said. What a gaff; now you're
a hulking beast made of twisted metal, rusted circuits, and
frustration on overdrive.
Action d8
Wits
d10
Ego
d6
Hits
15
Specialisms:
Gun Combat +2 Action, Lockpicking +2 Wits, Stealth +1 Action, Melee
Combat +1 Action.
Equipment:
Metal Carapace +2/+4 DR, M1 Rifle, Spare Parts.
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