Wednesday, 7 November 2012

MaliQuest: Gear & Artefacts

Good evening everyone!

So I was going to wait until tomorrow before posting this, but I decided against it in favour of SQUEE!!

So earlier today we covered Weapon Mods and Engravings, I touched briefly on Gear and Artefacts, and would like to now like to cover the latter in more detail.

So first and foremost, we have Gear loot.

Most of the common varieties I've already covered:

Common Boots of Speed
+1 Cg

Common Helm of Mental Fortitude
+1 WP

Common Gloves of Casting
+1 Ca

Common Girdle of Defence
+1 Df

As with weapons, as they increase in rarity so they gain additional stats, triggers that relate to their stats and mod slots for mods such as

Armour Plating
+1 Armour

Kevlar Lining
+1 Bullet Proof

That sort of thing.

Remember all of these are held together in a single loot deck, so the chances of getting any certain combination in a single game are very rare, but of course in a campaign these will carry over, so your next run on a dungeon may give you the armour mod you really want!

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Next up are Artefacts!

These are the fun little tools that give some of the more unusual abilities.

Colette's vanishing act? That's given through The Magician's Hat

Harmless? Why through Inconspicuous Clothes!

Arcane Reservoir? It can only be Rasputina's Tome of Knowledge!

Transposition? That has to be Lilith's Orb of Nephilum Blood.

As you can see, the possibilities are endless! The limits are only based on what abilities would translate to Dungeon Crawling. Take flight for example, not that suitable, Spirit on the other hand? EXTREMELY useful!

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In order to make things a little more fun, initially players will be able to select from 1 Artefact and 1 Weapon slot each, or they can cash in their 1 unwanted slot for a 2nd of the other. This allows for players who want to focus on a more Casting character to have that option while gunfighters and beatsticks will also get their options.

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And that's pretty much it!

My next few days will be pretty much mind splurges while I think more things through, and I'll also look into getting some test cards drawn up, nothing major, an example character card, a weapon or two, maybe an artefact and some mods/engravings.

I've promised someone an exclusive (more on this later) but once that is done I'll look to post these and you can all have a look and tell me what you think.

Remember, I'm still on the look out for a MaliQuest logo! It could be your picture that this time next year all the cool kids are playing with!

See you all breachside

- Your friendly neighbourhood Doctor Loxley

MaliQuest: Weapon Mods

Good Wednesday everyone!

So last night we covered the basics of weapons, and now I'd like to run you past the idea of Weapon Mods.

Now these are loot cards that along with the weapons are held in the loot deck.

The sort of things we're looking at are very simple:

Lengthened Gun Barrel
+2 Range

Gun Scope
+1 Ranged Cb

Reforged Blade
+1 Melee Cb

Sharpening Stone
Melee
0/0/+1

Enhanced Sharpening Stone
Melee
0/+1/+1

Big Bullets
Range
0/0/+1

You get the idea. Simple mods that increase the basic stats of weapons.

But at the same time, there are more varied types as well.

Silver Bullet Bag
Ranged Mod
Damage Flips against Undead receive +1
(This card would have 10 boxes which are crossed off 1 at a time, representing 10 shots you can use with this mod)

Heavy Blade
Melee
Damage flips with this weapon receive +1

Magical Enchantment
This weapon counts as Magical

So you get the idea?

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You may have noticed that I mentioned something yesterday that I have yet to cover: Engravings

Engravings are mods that can be used on weapons or armour, and essentially gives the weapon/armour an inbuilt suit:

Engraving of the Ram
Adds RAM to this item.

So what it is added to effects what exactly it does. If you added this to a Peacebringer, then that adds a Ram to the Cb and unlocks auto critical strike.

If you were to add this to a DF slot item (more on that another time) then it would add a Ram to your DF stat.

It initially sounds complicated but it's actually a very simple system.

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Of course, an idea I've been toying with is to give usable gear a number of modification slots.

So using the Peacebringer as an example, it starts off using the stats in yesterday's example (but no triggers and 1 Mod Slot) this would be a common loot card.

You can then find an uncommon version with 1 trigger and 1 Mod Slot.

Then we have the rare version. Both triggers, 1 slot.

Finally we have the epic version, both triggers and 2 mod slots.

Each mod slot can only have 1 mod attached to it at any time, but the player can collect as many of these mods in their cache as they want, so they can swop as required, but swopping a mod uses 1AP (or maybe an ALL action).

Now one thing I am thinking about is the possibility of limiting players by a number of slots.

For example, 1 slot for every Stat, 2 weapon slots and maybe 2 Artefact slots (artefacts are fun things, such as 'Inconspicuous Clothes' which gives you the Harmless trait and a trigger to regain the trait).

However I am concerned that adding equipment slots to the player's cards might make things too complicated, so should instead things just stack? What I don't want to see is someone running around with 15xGirdle of +1 DF, I just think that's a little silly and makes counting each stat a bit of a chore. Plus forcing players to have to think about upgrades would add another amount of depth to this.

Clearly I'm talking about the full campaign mode right now, as the lite version will be using official Wyrd cards there's no room for modification there.

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Ok that's one hell of a ramble, but I'd very much like to hear your thoughts.

Especially on the last bit, should loot stack or should players have equipment slots on their cards? (Just a quick note however before I go, player cards will be A5, and as the actual weapon and artefact abilities are held on their corresponding cards, this frees up a lot of space).

Anyway, I'm going to let you go now, I'm sure I just mind blasted you for a 50k Crit!

See you all breachside!

- Your friendly neighbourhood Doctor Loxley

Tuesday, 6 November 2012

The MaliQuest Armoury

Good evening everyone!

This evening I am exploring the wonderful world of weapons in Malifaux.

I'm asking what weapons are iconic and what NEED to feature in my games of MaliQuest?

For starters I am only focussing on Book 1 weapons. I've made a few changes to try and get some initial balance.

Let's get started:

Greatsword
Melee 2"
Cb5
2/3/5
Ram: Critical Strike
Mask: Onslaught

Peacebringer
Rg 10"
Cb5
2/3/5
Ram: Critical Strike
Mask: Trigger Happy

Paired Pistols
Rg 10"
Cb4
2/3/4
Paired

Runed Blade
Melee 2"
Cb5
2/3/5
Magical: Gain +1damage flip on models with a Ca6+

Peacebringer Blade
Melee 1"
Cb5
2/3/4
Ram: Critical Strike

Executioner Claws
Melee 2"
Cb6
3/4/5
Paired: Models hit by this weapon can not use Df triggers
Ram: Critical Strike
Models using this weapon can not carry range weapons.

Whirlwind Sword
Melee 2"
Cb5
3/4/6
Mask: Whirlwind

Relic Hammer
Melee 3"
Cb5
3/4/6
Magical: Ignores Armour
Mask: Knockback

And there we have it for the initial line up!

The idea behind these is to have them in card format, these along with other items (armour, stats items, weapon enhancements and rune engravings will all be mixed up in a loot deck which gets dished out as the adventure continues.

Tomorrow ill look to make a beginning list of additional loot items, but this should give you an idea of the type of loot available.

You may notice that none of these weapons come with inbuilt suits, this is on purpose, and will explain more in the days to come.

For now, goodnight and see you all breachside!

- Your friendly neighbourhood Doctor Loxley

Dungeon Crawler? Vault Hunter? Tomb Raider?

Good Tuesday everyone!

So a few days have past, and my last post is quickly rising to be my most viewed post ever.

Thanks for that! And I take by the views and re-tweets/favourites that a lot of people are interested in this idea.

Well the good news is that sometime next week I should be popping up on the Malifools Podcast to chat about this, get the information out there for those who don't already know about it. And i'll be revealing any additional details that i've since come up with.

Yup you finally get to hear my whining voice :)

In the meantime, I've got two things I'd like to hear from you reader(s).

1). Firstly, I'd like some suggestions on a 'name' for this game.

2). Secondly once a name has been established, I'd love some ideas/suggestions for a logo.

Now for part 2). As this is requiring a bit of work from you (I suck at graphic design) I'm willing to offer a prize:
- For the lucky artist who's work is selected you get your logo printed on every publication of this game, be it hand outs, stat cards etc.

Now I need to say that in no way is this directly affiliated with Wyrd themselves, and in order to try to not tread on any feet everything that I do has to be free, so once I've run up example player cards, loot cards, scenario examples and rules supplements, all of this will need to be made available free of charge.

Anywho, we're back to part 1. A name...

I've been looking for ideas, inspiration and suggestions from the world of games and the similar style games I've played in the past.

In the table top world, I've played Dungeons & Dragons, Warhammer Quest, and some others that I forget the name of.

On computer there's Diablo, Torchlight, Dungeon Keeper etc.

So I've been thinking (for all of 5 minutes) and the best few I've come up with are as follows:

- Malifaux Quest
- Relic Quest
- Dungeon Run
- Loot Hunter
- and a combination of them all, say Relic Hunter.

Please, any feedback is great, and if the name doesn't include the name Malifaux, then this will be inserted at the end, such as:
Relic Quest: A Malifaux RPG.

Right, well I'm starting to run low now, but please if you think you can contribute in any way, please do.

Serious, silly, psychedelic, your suggestions and efforts are greatly appreciated.

- Your friendly neighbourhood Doctor Loxley

Sunday, 4 November 2012

Malifaux: A Dungeon Crawling RPG

For the few who made it out into the Malifaux wastes there was much to be gained, the further away from the Breach a person ventured the more untouched the Soul Stone mines were, the more lucrative the archaeological digs became, and the higher the bounties on Outlaws rose.

This was the reason for why the townsfolk of New Fairbank chose to settle where they did. But this far from the Breach there was little protection the Guild could provide, but still despite all of this, year after year more workers and labourers continued to arrive at the town's gates.

The truth is, everyone knew life in Malifaux would be hard, and when the town's water turned black and the dead started to rise from their graves no one battered an eyelid, they just raised the danger pay for adventurers and mercenaries.

You see back Earthside, if someone had planned to build a town on top of the buried remains of a cursed and haunted catacomb, people would call them crazy, but Breachside this just meant there were more forbidden relics to be sought!

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Good Sunday everyone! I hope you liked that little bit of narrative, and I welcome you all to an introduction to Malifaux: A Dungeon Crawling RPG!

For those who have been following on twitter over the past few days, you'll have seen me posting a few comments about an RPG style demo system I want to run, and for those who listen to the Malifools Broadcast Network this will probably be of no surprise.

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Ok excuse me, I'm rambling and getting ahead of myself. Let me start at the beginning:

A couple of months ago I read a Henchman Thread about using a more RPG style of demoing to play Malifaux, where the demo player only controls one model and has to work with others to take down an opponent.

This got me thinking about ways on expanding on this idea.

Fast forward to roughly one week ago, I'm looking at photos of Dungeon Rise, the new Teraclips sets and I'm thinking "I need to put them on my Christmas list", and then I saw some photos, and an idea took form:









What if I used the Dungeon Rise sets to play out an RPG style of Malifaux game?

Rather than controlling a whole crew, a group of say, 5 players each controlling a model of iconic proportions was to team up and venture through a dungeon.

The group could be made up say of:
Misaki


Santiago


And The Judge


And as they venture from room to room different monsters are revealed for them to kill, say in the first room they encounter a small group of Terror Tots, in the following room there's a Teddy and an Alp, etc.

Then at the very end, after fighting through all of this they then encounter Lord Chompy Bits.

It tells a slight narrative and allows for players from other RPG systems to play, learn one character well and get to grips with the game.

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Fast forward to last night, I'm talking this over with my wife and she drops an idea into the mix, why does it have to be unique characters? Now I interpret this as, why not also allow other good models, such as Gunsmiths and The Executioner, and this is right, there is no reason not to allow that, and so the idea spread from there to, say, each player has a Soul Stone Cache of 10, they can then have a character from a set list and any left over stones can be used in the game. You want to play with a 9SS model? That's fine, and your stats will reflect that, but you'll only have 1SS to use in the game, and when you could be facing upwards of 20-50 monsters, those stones used for say, healing flips could come in quite handy.

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It was then my mind started racing even more, why not include loot!? Something players can collect along the way to make their character better? Say The Helm of +1 WP, or The Breastplate of +1 DF etc.

All of this works to make a simple game ever so slightly more engaging.

Then came the ultimate idea...

Why not create a campaign version? One to be run in homes and at clubs. A version of the game that encourages players to retain their character from one game to the next? Why not allow players to make their own characters?

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Now as said above, this would not be for demos, so if you come to a demo expecting this, don't be surprised if you're given Misaki instead.

No in this version you don't play as a known Malifaux icon, you're Bob the Gunslinger, or Ted the Mercenary. You're rank and file, only with even less abilities than a normal minion. You're a Death Marshall without his pine box, or a Gunsmith with a Peace Keeper.

But with every game you get loot which allows you to raise your stats, or gold to later buy stats, or perhaps find a scroll to learn a talent or spell, or maybe a sword to perform a whirlwind strike.

Obviously you would have a 'class' based on what you originally picked, and the weapons and abilities of that class are cheaper for you, but fancy being a Guild Guard who has access to a Customised Peacebringer that fires silver ammo? Why not!

With use of Ratty's card creator and laminating tools, a character's stats can be as permanent as the dry wipe marker they are written with, and the lowly Desperate Mercenary can rise to become the Ultimate Dungeon Crawler!

The same can be said for monsters, are your adventurers so advanced that a room full of 5 Chompies is just a walk in the park? Well go Godzirra on them! Whip out Mecha Chompy with lazer eyes! And all his stats turned up to 11!

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So tell me, adventurers from afar, do you want to pick up your sword and firearm, venture through the breach, fight the ultimate evil beneath New Fairbank and get renown as the Ultimate Dungeon Crawler?

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On a side note: I also have another mechanic I want to add. Remember when Viktoria in book 4 was having her future told? Remember how the cards she saw were the fate deck face cards? Wasn't that cool?

I want to do the same here. That whenever someone makes a character, be it in the Campaign version, or the Lite version, they draw a face card, the Queen of Stones, the Lady of Death, the Twister of Fate etc, and that card means something to them. Maybe it's a second red joker in their deck, I don't know yet, but I really want to find a way of incorporating that into this game.

Any thoughts?

- Your friendly neighbourhood Doctor Loxley

Sunday, 21 October 2012

So... What'd I miss?

Good Sunday all!

It's been a while since my last post, and quite a lot has happened!

Where to start? Well I suppose I should start off with an explanation:

This past week I've been on leave from work, my last extended amount of time off from work was of course back in May and that was for the recovery of my operation.

So I decided to spend this week kicking back and relaxing, which is exactly what I did.

So on Tuesday after dropping the kid off to nursery I went online and did some Warcraft dailies, something that I was very happy to do now I'm level 90. I then proceeded to put a film on and fall asleep in front of the TV. This was before waking up around 1600 in time to do a little house work.

Then came Wednesday, more dailies followed by another film and another sleep.

Then we were on Thursday, and from here on my wife and I were on joint leave, so we started the day with a McDonald's breakfast, some relaxing at home and then a nice pub lunch at our local.

It was shortly after that a friend of my wife's arrived (more on this in a bit) and we ordered Pizza before watching Prometheus.

- now I'll be writing a post on this separately in a few days, but please expect spoilers.

Friday, all three of us went to a local diner where we had a fried breakfast, and things started to go down hill from there. I originally thought it was a combination of the fat content in all the food I had eaten, and the lack of my gall bladder, but 3 days on and the discomfort is still present, and so instead something tells me I've had a mild form of food poisoning.

So yeah, the last few days have been fun. That said, Saturday my wife and her friend were going to a convention, and no way was I going to let something as annoying as regular toilet trips get in the way of that - I once couldn't go to a musical for her birthday because of V&D and she to this day hasn't forgiven me.

But one thing I believe I have neglected to tell you is about the joys of teething. You see ever since a week Friday, the Moo has been teething between 2-3 teeth at a time, this has resulted in very late night time interrupts, rubbish sleep and general feelings of crap.

This is why I lived being able to nap during the day so much, I can't even begin to stress how much this helped.

It was also over the past few days that a realisation hit me: my tournament, set for 4th November? Not going to happen!

Because of uptake, if it was going to happen, we'd be looking at £20 a head entrance fees just to cover the rent!

No instead I've had to cancel this event and will reschedule in January. The good news is that I've already had a rough 4 additional people who are interested in it for January.

...

They say there are no mistakes in life, only lessons. It's when you don't learn from these lessons that they become mistakes.

Well there's one thing that I've learned, no matter how suitable a date is for your theme, if there is already a big event going on at the same time, you're going to get squashed, and no matter how much of a plucky underdog you may be, you're going to fail.

So I'll take this lesson, and I'll learn from it. And cons January I'll be hosting the best and most bad-ass Tourny that North London has ever seen!

Boo-Ya!

See you all breachside!

- Your friendly neighbourhood Doctor Loxley

Monday, 15 October 2012

Something Wicked: Finale

Good Monday all,

So to get the ball rolling this week, it's time to reveal my completed Baby Kade.

Now before I show case this model, which I'm sure many of you have already seen thanks to Twitter I'd like to explain how the process went. In fact I might as well take this opportunity to walk you through the process from stage 1.

So Baby Kade arrived, as was previously discussed I dumped a load of Greenstuff on his head which was shaped into a rough sphere before segmenting into 1/8ths and then once done sliced eyes and a mouth into the 'head'.

This allowed me to create the model you all saw in the last post:


You will notice the milliputted ground and the tombstone complete with Birdy.

The second stage was to undercoat the whole thing white followed by a brown wash. This allows me to bring out detail instantly and aids to my shading. It's a technique I've only been using recently (my Hooded Rider was the first model I ever tried it on).

I then painted up the mud on the base, applied static grass and got started with the tombstone.


As you can see from the above picture, it's starting to come together, but I was not happy with my free hand detail on the tombstone, as you can see with the following picture:


Frankly the whole thing looked amateur, so using a particularly old and thick pot of red paint, I layered it up, applied a black wash and then repainted the red.

The effect this had you can see shortly.

Next was to paint the little man himself.

I won't bore you with a step by step guide of how this was done, I'm sure you can all guess and if you really do want to know, let me know and I'll tell you personally.


I was then left with the above model. Teddy was unpainted, and I was unsure which direction to go with the grass. I had some ideas, but one thing I didn't want to do was leave everything too 'brown'.

Thanks to some advice and inspiration from the Twittersphere I painted up Teddy as a standard teddy bear, making him brown with white patches, and in contrast to this, made the grass green.

- For those of you who don't use any sort of grass, but have been thinking of doing so, I really recommend the Dead Grass by GW. The yellow colouring is great by itself, but also lends itself well for inking and painting, allowing you to make it any colour you want! Now that's good economics!

This left me with the following:


As you can see, most of his colouring is quite dark, but this was done on purpose the encourage the orange of the pumpkin to 'pop'!





And these two shots show the finalised detailing on the tombstone.

And there we have it, what I can only describe as my entry into my Halloween Painting/Modelling contest for my tournament.

With hindsight, I really enjoyed this model. It was a fun learning experience for me, and I'm really happy with the end result.

And on that note, I'm going to leave you all and enjoy what is left of my bath.

See you all breachside!

- Your friendly neighbourhood Doctor Loxley