Showing posts with label Zhezhn. Show all posts
Showing posts with label Zhezhn. Show all posts

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!

Wednesday, July 26, 2017

Gathoxan Monsters: Zhezhn, Greater - Fear of Falling

Today I'd like to highlight a monster/trap known as the Fear of Falling.

Greater – Fear Of Falling
Armor Class: 2[17]
Hit Dice: 6
Attacks: special
Special: falling
Move: 10
HDE/XP: 8/800

As Big As: Two 10' floor traps spaced 10' apart.
Smells Like: A dash of ozone, a whiff of chlorine.
Sounds Like: Nothing.
Favorite Pastime: Perpetually dropping creatures to harvest their fear.
Turnoffs: Unknown.

The Fear Of Falling is a particularly nasty Zhezhn whose sole purpose is to inflict perpetual falling on a creature, harvesting their fear as they go. The Zhezhn consists of two 10' square pits, each of which acts as a portal to the other, which allows the Zhezhen to cause a creature to fall between itself for an indefinite period of time. The Zhezhn will remain stationary until someone approachesit, at which time it will quickly surprise (1-3 on a 1d6) its victim and move directly under it. Once the victim has fallen the equivalent of 100', the Zhezhn will spit them back out where they entered, incurring 10d6 falling damage. The Fear Of Falling can be detected with magic, psychic abilities, and blacklights, and can only be harmed by magic, psychic powers, or lasers.

Tuesday, June 20, 2017

Gathox Monsters: Zhezhn, Lesser: Contrail Antenna

The last monster I highlighted on this blog was the Flat Earther. Now I present to you the psychic entity which creates Flat Earthers. Behold the Contrail Antenna:



Zhezhn, Lesser – Contrail Antenna
Armor Class: 3[16]
Hit Dice: 5+2
Attacks: 2 laser eyes
Special: Confusion
Move: 24
HDE/XP: 8/800

As Big As: A monolith.
Smells Like: Jet engines, burnt foil.
Sounds Like: A raving lunatic.
Favorite Pastime: Spreading conspiracy theories to increase psychic stress.
Turnoffs: Reason.

The Contrail Antenna is a Zhezhn specifically designed to feed off paranoia and distrust. It takes the form of a massive head, adorned with tin foil and a channeling antenna, propelled by two jet engines which leave thick, stinking, long-lasting contrails wherever it goes. It can shoot a laser from each eye every round, and perpetually spouts conspiracy theories about the individuals it attacks, directly relating the paranoid delusions to the private details of their lives. 3 rounds of listening to this drivel requires victims to make a 3d6 vs. WIS check, or succumb to Confusion, which causes the victim to wander aimlessly in a paranoid haze for 1d4 turns. Confusion can be broken by the destruction of the Zhezhn or by magical or medical means.

Tuesday, April 11, 2017

Gathox Deities: The God Who Dreams In Pillars And Is A Boy

I thought it would be nice to highlight another deity this week: Dzak Molu, also called The God Who Dreams In Pillars And Is A Boy.



The God Who Dreams In Pillars And Is A Boy, or Dzak Molu - Many believe the young boy braced between two pillars in their dreams to be their spirit guide. Others who breathlessly wake with their bodies frozen, staring into the pupil-less eyes of a boy crouched on their chest, call him a demon. The Mi-Chiw believe he hides in the heart of stars and wish to build a ladder to him in the sky. Dzak-Molu fosters the trips of junkies and the dreams of amphibians. His favor is found in revelatory dreams and his scorn is felt in all deprivations. His image is that of a fiery child between two columns, and his passage is known by an acrid drip at the back of the throat.

Favor/ Disfavor: Favor can only be incidentally gained, through intense bouts of intoxication. A player has a 3% chance to gain favor during an altered state, which will allow a bonus of 1 point on both initiative and reaction rolls until they sober up. Disfavor is gained when that 3% chance is failed, in which the bonuses are reversed to penalties.

Tuesday, February 16, 2016

Gathox Session #8 Play Report - A Truly Epic Session


 Our hobos began the session by scoping out the flow of traffic into the back rooms of the casino. Eventually, mutant Thla made psychic contact with the floor boss's mind, gleaning some information and then accidentally spamming his brain with psychic effluvia, causing him to convulse on the ground. Additional guards rushed into the office to investigate the commotion, which provided the excuse for cosmic doctor Sergio to enter the room under the pretense of aiding the screaming boss. Casting a sleep spell which overloaded, Sergio silently dropped all the guards in the room and caused the floor boss to disappear from this plane of existence.

The team ransacked the office, finding complete floor plans for the casino (including the location of an ominous pit), and subsequently finding a secret safe room. Sergio cracked the safe, only to be crippled by a poison arrow trap. Brother Saget, the spider-headed faith healer, began to set a fire trap on the main office door while the rest of the party split between guarding the room and exploring the dormitories of the employees.


 Pictured: A common tactic, but add fire.


Fake elf and blood crusted martial master Amadeus began exploration with Mangleface Steve and newcomer stink-mutant BullChevy Picklefarts, raiding footlockers and kicking over bunkbeds. Two guards met their end at Amadeus's hand, and a third was smothered in his sleep by Steve.

Coming to the boss's suite, the three teammates found the door barricaded by three elite smokeroom attendants. Steve muscled the barricade open, only to have an attendant hurl a deadly accurate dagger which severed her left arm and left her bleeding out. BullChevy was subsequently knocked out by a well-placed blow to the chin, leaving Amadeus to duke it out in a desperate bid for survival. Three dead attendants and a brainpunch later, Amadeus exited the room rich with additional plunder.

Regrouping and waking up unconscious teammates, the gang made a plan to arm the fire trap barricade at the office door and enter the sub-halls of the casino in a fast and furtive push to locate Jiang Mua. Diverting guards in the dark halls with a clever ruse vis a vis Sergio's silver tongue, the team made it to a rough hewn pit where the casino dumped bodies. Mutant Thla felt the psychic call of something immense and terrible below and volunteered for the spelunking.



Pictured: A good idea. For reals.



Making his way down 80' to a dank cavern floor, he found the place overgrown with a carpet of moss and bioluminescent fungus. In the distance, a great glowing winged entity, pulsating with psychadelic colors, hovered over the body of Mua, tendrils of energy engulfing the young man as well as extending into the casino floor above. Thla retrieved Mua, hefting the man's body while waging a dire psychic battle. The mutant finally escaped, but not before feeling the long term effects of mental contact with one of the Zhezhn of Gathox.


With the boy and the Trepanator retrieved, the gang needed to make a quick and dirty exit. The guards and employees finally burst down the office door, only to fall prey to Saget's fire trap, while the team detonated a stick of dynamite to enhance the confusion of the scene. They escaped through the cashier's door, where stink-mutant BullChevy hocked a paralytic loogie directly into the cashier's mouth, silencing her.

With the casino burning and half in ruins, the team escaped into the free air of Kermen territory and returned to Bao's antique shop. Bao paid in a timely fashion and with deep thanks, but desperate to wake his son from his psychic torpor. The team surreptitiously kept the Trepanator for the time being, returning to Dohjak territory to settle in for hospitalizations and carousing.

The Highlights:

*Amadeus brain punching attendants to death' covering himself in their blood, and writing the team's new gang name, Firestarters, in blood everywhere.

*Sergio's incredible luck in overloading the sleep spell, which teleported the floor boss to destinations unknown. Also, his charm with guards and elderly casino regulars alike.

*Mangleface Steve's epic accidental quest to roll more times on the Death and Dismemberment table and lose the most body parts out of any gang member.

*Saget's prudence, both in hanging back from battles and in strategic trap construction.

*BullChevy's magnificent powers of stench overwhelming guards, and his incredible aim when spitting.

*Thla's investigation of the psychic and psychadelic, leading him into contact with entities from beyond the physical plane. Also, his dangerous gambit to rescue Mua.

*Finally, FOUR Death and Dismemberment rolls, miraculously without a single PC death!

The Take:

*11 dead or defeated guards
*3 butchered casino attendants
*1 plane-banished floor boss
*1 missing person rescued: Jiang Mua
*1 artifact recovered: the Trepanator

GP per PC: 640
XP per PC: 719
RP per PC: 1

The Firestarters have expressed their desire for more serious dungeon delving, but would first like to solve the issue of Jiang Mua's psychic torpor. We'll deal with Mua next, which will allow me time to develop the next dungeon (a megadungeon, perhaps?).