Showing posts with label GVS1. Show all posts
Showing posts with label GVS1. Show all posts

Saturday, September 29, 2018

The Glaatu: optional alien race class for Gathox

This week I'd like to focus on a new optional class for Gathox - this time, the Glaatu. The Glaatu are a race of foul-mouthed, split-limbed space pirates whose ships habitually and inexplicably tend to crash land on worlds the godling repeatedly visits. Their population remains diffuse in the city, with some living “homefree,” or homeless, in Berchan Favela and others seeking refuge in the shifting stomach-dungeons deep beneath the surface.


Here's their stats as monsters from GVS1:

Armor Class: 7[12]
Hit Dice: 2
Attacks: 2
Special: Multilimbed
Move: 15
HDE/XP: 3/60

As Big As: A skinnier version of a bear.
Smells Like: Sulphur and pyramid-scheme perfume.
Sounds Like: A drunk speaking in reverse.
Favorite Pastime: Playing poker, drunk speaking in reverse.
Turnoffs: Thick limbs.

These foul-mouthed, polyglot alien pirates occasionally mine for legitimate work. Their ships have an uncanny knack for picking up on Gathox's magnetic signature in the cosmos and accidentally crash landing nearby. They travel in scavenger teams of 2-20 and prefer to dig to safety when on solid ground. Their split limbs allow them to wield two weapons at once without penalty, including two-handed weapons.

The Glaatu as a class

Glaatu make for natural adventurers, swindlers, thieves, and brigands. They advance as Militants (using the S&W White Box Fighter advancement tables) and possess a number of innate racial abilities.

Character Advancement: The Glaatu are considered Militants for all purposes and may typically only advance as high as 5th level unless the Referee rules otherwise.

Weapon and Armor Restrictions: Like any other Militant, the Glaatu can use any weapons and armor without restriction and without the price increases for possessing a strange body shape. As space pirates, the Glaatu adapted to scavenging fitting armor pieces eons ago.

Dual Wielding: Due to their split limbs, the Glaatu can wield two weapons without penalty, including two-handed weapons.

Double Attacks: The Glaatu may make two attacks per round if dual wielding weapons - which means that for each attack, a dual wielding Glaatu may roll damage twice and take the higher damage value.

Saving Throws: The Glaatu are less susceptible to magical attacks, and thus receive a +4 bonus on Saving Throws against magic, even if the Referee only uses single saving throws.

Thursday, September 20, 2018

The Mi-Chiw: an optional alien race class for Gathox!

Howdy, folks! Some quick housekeeping:

1) Quake Alley Mayhem is available in print now. That means you can go here:

https://www.drivethrurpg.com/product/244989/Gathox-Vertical-Slum-Quake-Alley-Mayhem

to grab a physical copy! Go get some and murder your PCs, it'll always be worth it!

2) Jesse Goldshear from the Yenemvelt blog wrote a kickass carousing table for Gathox. You should check it out here:

http://yenemvelt.blogspot.com/2018/09/party-like-you-mean-it-gathoxian.html

I dig the three-axis generation process for the results, that's super hot - and everything's tied tightly into the functional fiction and geography to boot. Jesse's also been kind enough to assist in organizing a collection of player-made game content for Gathox, which will eventually be a free .pdf! Huzzah!

The Mi-Chiw optional class for Gathox

From GVS1, Chapter 6 Monster Section
The short, violent, and hideous turtle people known as the Mi-Chiw ("MEE-chyoo") grew from a single crate of eggs thoughtlessly brought into the city on a world not visited for hundreds of years. The Mi-Chiw are barely tolerated, but they occasionally find work as death squads for the elite when on the surface. They naturally go to ground in Gathox, establishing wet warrens and complex hatcheries. Mi-Chiw possess a species-wide instinctual desire to build ladders, stacking them on the surface at night in an attempt to ascend to the sun at dawn and touch Dzak-Molu, their god. 

As monsters, they typically travel in bands of 3d4 members and warren with anywhere from 12-60 individuals. Every group of 5 or more Mi-Chiw will be accompanied by a mutated 4+2 HD Shell Priest, who casts as a 3rd level Mentalist.

As PCs, the lives of Mi-Chiw trend toward short and brutal. Their horrific countenances and penchant for violence render them simultaneously unsuited to lives of socialization and talented at adventuring. 

Mi-Chiw Race Abilities

Character Advancement: Mi-Chiw advance as Militants, and may typically advance as far as 6th level. They use Militant Hit Dice, To-Hit scores, and Saving Throws.

Weapon and Armor Restrictions: Because of their strange shape and hard shells, Mi-Chiw may only wear armor on their arms and legs, and can wear up to four pieces of armor. They may carry a small shield as well. They may only use one-handed melee or ranged weapons.

Natural Weapons and Armor: The Mi-Chiw's shell provides natural armor, which continues to harden through age and exposure to the hardships of adventuring. At level 1, a Mi-Chiw has a natural AC of 7[12]; this improves by one point each level, until at level 6, where a Mi-Chiw has a natural AC of 2[17]. Additionally, the Mi-Chiw possesses jagged, devastating claws that function as incredible natural weapons. At level 1, the Mi-Chiw's barehanded attacks do 1d6 damage. At level 3, damage improves to 1d4+2. At level 5, damage improves again, this time to 1d6+3. At level 6, their claw attacks continue to do 1d6+3 damage and are treated as magical weapons in terms of ability to damage enemies resistant to mundane attacks.

Fighting Zhezhn: Gathox's antibodies, the Zhezhn, have a difficult time adapting to the bizarre psychology of the Mi-Chiw, and thus find them difficult to engage in combat; Zhezhn only inflict half the normal damage against Mi-Chiw.

Keen Detection: Mi-Chiw are naturally subterranean and can navigate below ground with ease. On checks for spatial orientation underground, detecting slanting passages, or spotting traps, Mi-Chiw are considered to have a +2 to WIS.

Saving Throws: The Mi-Chiw intellect is so foreign that psychic attacks, whether magical or biological, trend toward failure. The Mi-Chiw has a +4 bonus on Saving Throws against all psychic attacks.

Sunday, October 29, 2017

Gathox Process: The Cover Art . . . also, updates!

Today I'd like to feature a step-by-step of my construction of the Gathox cover art, which follows below. But first, I'd like to make a few brief updates as to all things going on over here at the official Gathox Home Base Headquarters Neighborhood Friendship Society (TM) (R).

Update 1: Gathox Print Edition

You can get your digital copy of Gathox Vertical Slum HERE!!!!!

Mike and I had to make some changes and modifications to the original print files we sent to OBS. Those changes are complete (we hope!!!) and a final test print is on its way to Mike's hands as we speak. If it looks good, we will be turning that live on all of the OBS sites (DriveThruRPG.com, et. al.). Anyone who bought a .pdf will be getting an email with a discount off the print copy equal to the value of what they paid for their digital copy (in this case, $10). I'm super excited!

Update 2: GVS2: Quake Alley Mayhem!

Over the last year and a half I have playtested and drafted an awesome tournament-style module for Gathox, called GVS2: Quake Alley Mayhem! It features a 'Get The McGuffin' style mission full of traps and deadly consequences, and runs on a unique timer with escalating deadliness. The manuscript for GVS2 is complete and ready for edits, and the art is almost done as well. Ideally, I'd like to have this PC-killer ready for folks by Christmas time; cross your fingers, no guarantees! Also, the custom Gathox Character Sheet is almost ready for upload to DTRPG, and will be totally free for download.

Update 3: Life Stuff

I've been fairly quiet on the blog front as well as on G+ and Fb, and for good reason. I figure that I owe you a brief explanation as to why.

First, the committed relationship I was in for the last 4+ years ended, necessitating a move to a different part of the state. I now live in a remote part of Montana with my dog, and the internet here is essentially held together with chicken bones and hope :) The upside is that I recently was able to acquire an 18' Roadrunner camp trailer (for a song, no less) which I'm converting into a full-time home and off-grid mobile art studio - and I'm super pumped!

Second, shortly after I moved, I suffered a series of illnesses which kept me from working as much as I normally do. I've since healed up and am back up to par. The uptick is that my immune system is that much stronger, and I likely won't get ill again for some time to come (knock on wood).

Third, I've been given the opportunity to write and illustrate a book for Lamentations of the Flame Princess!!!!!!!!! The book is tentatively titled, "The Goddess Who Sleeps in Bile," and features a procedurally generated hex crawl, nightmare inputs from the players, and lots of level-agnostic deadliness. The research and drafting of the book eats up lots of my time, in the best possible way.

That's it for the updates; now on to a discussion about making the cover for Gathox!!!

Gathox Process: The Cover Art

I employed a mixture of physical and digital processes to make the GVS cover come to life. My goal was to make it look as natural and physical as possible, so I simply started with pencils on a standard 11"x17" sheet of Bristol board (100 lbs., lined for comics).


As you can see, I went for a unified, single-point perspective that would let me emphasize the verticality of the city environment. I set the horizon line far enough up from the bottom of the page so that I could detail a full street battle, but not so far that I couldn't communicate the steepness of the surrounding buildings. Also, the giant head belongs to Jackie Zhao, the gear-vomiting recluse featured in the chapter fiction written by Josh Wagner. There's a tiny gear on his tongue, but I like to think it could be mistaken for a tab of acid ;)


I chose gangs and characters that featured prominently in the year-long first campaign I ran for Gathox. On the left you see early and eager versions of The Firestarters (the PCs' gang), and on the right I've begun to illustrate a one-eyed hypercapitalist Kermen warrior getting punched out.


Here, I've continued to add in more Firestarters and Kermen, as well as some mangled hirelings and a Gongwarped Fisherman (the players had a hell of a time with the Fishermen in the first campaign, and I figured they deserved a spot on the cover as well).


Here I've added to the cluster of bodies on the page with some additional FPA gangsters and a laser-shooting Zhezhn known as a Pyramid Eye (which falls squarely under the heading of "Things in Gathox Inspired by Conspiracy Culture.") It's almost ready for ink . . .


I decided to start the inking process by blacking in the border of the image. I used permanent black ink and a flat, angled brush from a pack of kids' paint brushes (like $2 at Target). Blocking in the black border helps me see everything I'm doing better and gives me some leeway when I am working close to the edges of the image - I don't have to gauge where to terminate a line and can more easily avoid tangents along the sides of the illustration.


Like a lot of my friends and colleagues, I tend to ink from top to bottom. Because I'm left-handed, I also tend to ink from right to left. This keeps my hands out of the wet stuff. As an old crew boss of mine used to say, "Keep you hands, feet, and other objects outta the shit!"


Occasionally I'll switch over to working from the outside of the image toward the middle. Sometimes this is to frame up everything outside of the subjects, sometimes it's to work in line weight variation, and sometimes I do it just to switch things up.


After I finish inking my lines, I go through and add my spot blacks, beef up line weight as needed, hatch or texture parts that scream for more detail, and find ways to clarify an image with ink. I prefer to use ink washes on most of my black and white ink drawings, but decided against that technique for the cover. First and most important, I knew I wanted to colorize this piece with as much active color as I could, and washes would dull that out. Second, and really only a minor consideration, I knew that I had to scan this drawing in four different pieces (because I have a tiny scanner), and stitching the image together with washes was going to be labor-intensive with no guarantee that it would look good.

After everything was ready to go in terms of line art, I turned my attention to color.


I cut four sheets of cold-press watercolor paper in half and applied some paint in an abstract fashion. I used kid's neon tempura paint to get those super bright colors you see above, as well as some runny washes of gouache paint. I let gravity do some of the work, taping the paper at odd angles to my tilted drafting table to dry before applying another layer. I allowed the paints to mix a bit, working sufficiently wet that my dry time was slow and the pigments could interact.


Finally, I used acrylics to paint a large abstract background. I first covered my 16"x20" canvas with Open Acrylic additive, applied thinly with a palette knife, which slows the drying time and allows me to mix colors on the canvas, wet-on-wet, like oils. I knew I wanted a light source at the top with pooled darkness below, and the patchy mix above is what I ended up with. I dig this canvas on its own and might do more of these in the future for their own sake.


The next step took a while, but I was very pleased with the results. I used the canvas painting as my background, and began cutting selections from the scans of the watercolor paper and pasting them underneath different figures in the line art. I took inspiration from the old, brightly colored plastic toy action figures you could buy in bulk at the dollar store, and did my best to make the figures brighter than the background. Finally, I took several passes at shading and highlighting all the figures and surfaces digitally, paying attention to whether or not I was obliterating too much of the natural texture and detail from the color scans.


To finish the cover off, I got the print specs from Mike, built a template in Inkscape, imported my artwork, and built the graphics. I had made font choices for the book long before I finished the cover, so it was more a matter of toying with the fonts and box elements to get everything looking nice. I decided I didn't want to cover any of the art up with text, and given that Gathox is, well, vertical, I figured that a vertical title bar would fit nicely with everything else. Oh, and also neon green, because neon fucking green, that's why.

Cheers!

Friday, September 1, 2017

The City That Walks And Is A God Has Arrived!

It has finally landed!

The first Gathox book (GVS1) is done, and I am completely pumped. This is a complete setting for Swords & Wizardry White Box, with tons of monsters, NPCs, new classes, rules for domain-level play starting at level 1, a starter adventure, maps galore, and more. This is muh baby, and it exists now, in the real world!

You can buy it here or you can click the link in the sidebar to the right.

I first dreamed up Gathox shortly after I released Grandpappy Cromdar's Whizbang Zoo!, while I was living with my friend and comics illustrator Tony Gregori in a crappy apartment in Missoula, MT. We had a big whiteboard where we'd draw dicks, tape up notes, track jobs, and so forth - it was like a real studio, ya see? Anyhow, I started writing ideas on the board every few days about a setting that I'd like to run. Slowly but surely, I started writing house rules for the game and putting out feelers for local friends who might want to play, and eventually it led to this book.

I'd like to say thank you to a lot of folks! My partner Ally Guldborg has spent countless hours playing, reading, editing, and encouraging this whole Gathox thing, and she's the best person ever. Her fingerprints are all over Gathox. I'd like to thank Mike Evans for putting in the elbow grease to help get this book across the finish line and for believing in the project. I'd like to thank Josh Wagner for letting Gathox be his first and for writing all of the amazing, intertwined chapter fiction in the book. I'd like to thank Robert Parker and Trey Causey for their intitial, crucial, game-changing edits on Gathox, and I'd like to thank Humza Kazmi, Chris Kutalik, Jason Sholtis, and all the dudes at Hydra for their initial interest and encouragement to pursue the book to it's end. I'd like to thank all the players from the home game and from one-off Gathox tournaments I've run.

VITAL STATS

Number of Seasons: 1 season of 50 sessions, 1 current season of 20+ sessions; various one-shots

Rounds of Rules Revisions: 6

Number of Dead PCs: 19 that I can find in my files

Number of Dead Hirelings: 42 that I can find in my files

Number of Hours Played: 290 +

The home game folks: Ally Guldborg, Tony Gregori, Spencer Bryant, William Saylor, Josh Wagner, Alexsa Prince, Paul Stephens, Greg Ransons, Erika Fredrickson, Evan Guldborg, Jenn Johnson, David Melvin, and Alyssa Calabrese.