Hey I’m back after a four month hiatus; hopefully back on track with my blog posts. So I am going to talk about the great little convention that I attended this Saturday. Nerdcon was a gaming convention that was held at Appalachian State University, in Boone NC. It was put on by the gaming club at the college. The group put on a good little event with a dealer’s room, media, and panels.
They had invited Ignitus (Untold) and Pinnacle (Savage Worlds) to the event at MACE West: Cudgel and I was happy to attend. The group was inviting, the venue was great with plenty of room, and well organized. The attendance was great even with a massive storm blasting over the mountain! Good enough that they will be doing it next year and expanding it!
I am looking forward to going back and would love to see them expand, not only the gaming, but the panels. I know several authors that would be happy to sit in and participate! Topics like publishing, collaboration, and world building in fiction, such as the one they had would be great.
So look for this little free con next year fans!
Showing posts with label Untold. Show all posts
Showing posts with label Untold. Show all posts
Sunday, April 17, 2011
Sunday, December 5, 2010
Untold Elite Access: Shop and Compare!
Not too long ago The Wandering Men wanted to offer something more to the dedicated fans of Untold…. For a modest fee. What they came up with was Elite Access!
Elite Access offers fans of Untold a look behind the curtain and a chance to directly participate and guide the course of the game. The team has taken their queue from many other games and websites for their elite offering.
For a monthly fee of $6 or $54 a year (A savings of $12 against the monthly fee.) gamers get access to some perks and more are coming!
Currently subscribers get a look at the complete release schedule from Wandering Men Studios, seeing what the company is going to release and when. This also comes with opportunities to purchase cards and other releases before their official release. Something the studio is working on is a subscription option where players can receive new releases automatically. When this goes live Untold will be offering the same service as the larger companies
Other access perks include a library on line where cards can be viewed as a slide show in a large, high resolution format. This is a front and back view, allowing the subscriber to see the power, but not the UP (untold points) they cost. This allows the gamer to see what they can purchase and if that power is one they want on their side! There is an exclusive forum with development discussion. This allows players to suggest powers and card builds, actually participating in the development of Untold. Currently some of the discussions have revolved around the “crunch” of power and use of new developing cards.
Custom deck builds are being beta tested now in Elite. Players can submit a deck to be built exclusively for them. Talk about buying EXACTLY what you want! No other card based game comes close to offering this. Untold already offers mini-flats for sale. In the future they will be offering custom flats for sale. Again: getting exactly what the player or GM needs for the game.
Here are a couple examples of exclusive member access offered by two similar sites. First you have the big boy on the block, Dungeon and Dragons; they too offer subscription services. For a base fee of $9.95, (71.40 for a year which breaks down to $5.94 a month) one has access to all the D and D manuals on line, character builder software and subscriptions to Dungeon and Dragon magazines on line. Dollar for dollar Hasbro does offer more, but Untold already offers much of this particular content for free, their rules, including step by step video primers are available at no cost to the gamer. The monthly newsletter and Ben’s Untold Blog offer many of the gaming tips and tricks that might be found in such publications as Dragon, and Hebdomadal Persona, faction, and the adventure seeds found on the Untold website offer similar content as a Dungeon publications. Hasbro is also a huge corporation and Wandering Men Studios a small, four man, fan driven operation.
The second comparison is ErfWorld, a webcomic, and one man operation, that offers subscription benefits as well. For $33 dollars a year reader’s gain store credit that could conceivably give them a free print runs of the comic. Also podcasts, scripts, and wall papers are available; similar behind the curtain kind of peeks that Untold offers.
Overall is the purchase of Elite Access worth it? Weigh expense against gain. Do the extras make it worth it? Does tinkering with a system and rule set on the ground floor interest the gamer engineer in you? Being the guy on the edge of every release excite you? That look behind the curtain satisfy your curiosity? Then does the cost of two comic books seem too much? Give it a look and judge for yourself.
Elite Access offers fans of Untold a look behind the curtain and a chance to directly participate and guide the course of the game. The team has taken their queue from many other games and websites for their elite offering.
For a monthly fee of $6 or $54 a year (A savings of $12 against the monthly fee.) gamers get access to some perks and more are coming!
Currently subscribers get a look at the complete release schedule from Wandering Men Studios, seeing what the company is going to release and when. This also comes with opportunities to purchase cards and other releases before their official release. Something the studio is working on is a subscription option where players can receive new releases automatically. When this goes live Untold will be offering the same service as the larger companies
Other access perks include a library on line where cards can be viewed as a slide show in a large, high resolution format. This is a front and back view, allowing the subscriber to see the power, but not the UP (untold points) they cost. This allows the gamer to see what they can purchase and if that power is one they want on their side! There is an exclusive forum with development discussion. This allows players to suggest powers and card builds, actually participating in the development of Untold. Currently some of the discussions have revolved around the “crunch” of power and use of new developing cards.
Custom deck builds are being beta tested now in Elite. Players can submit a deck to be built exclusively for them. Talk about buying EXACTLY what you want! No other card based game comes close to offering this. Untold already offers mini-flats for sale. In the future they will be offering custom flats for sale. Again: getting exactly what the player or GM needs for the game.
Here are a couple examples of exclusive member access offered by two similar sites. First you have the big boy on the block, Dungeon and Dragons; they too offer subscription services. For a base fee of $9.95, (71.40 for a year which breaks down to $5.94 a month) one has access to all the D and D manuals on line, character builder software and subscriptions to Dungeon and Dragon magazines on line. Dollar for dollar Hasbro does offer more, but Untold already offers much of this particular content for free, their rules, including step by step video primers are available at no cost to the gamer. The monthly newsletter and Ben’s Untold Blog offer many of the gaming tips and tricks that might be found in such publications as Dragon, and Hebdomadal Persona, faction, and the adventure seeds found on the Untold website offer similar content as a Dungeon publications. Hasbro is also a huge corporation and Wandering Men Studios a small, four man, fan driven operation.
The second comparison is ErfWorld, a webcomic, and one man operation, that offers subscription benefits as well. For $33 dollars a year reader’s gain store credit that could conceivably give them a free print runs of the comic. Also podcasts, scripts, and wall papers are available; similar behind the curtain kind of peeks that Untold offers.
Overall is the purchase of Elite Access worth it? Weigh expense against gain. Do the extras make it worth it? Does tinkering with a system and rule set on the ground floor interest the gamer engineer in you? Being the guy on the edge of every release excite you? That look behind the curtain satisfy your curiosity? Then does the cost of two comic books seem too much? Give it a look and judge for yourself.
Labels:
Dungeons and Dragons,
Elite Access,
Erfworld,
gaming,
Untold
Monday, November 15, 2010
Figure Flats for Untold: Game Accessories for the Dark Future
Not so long ago I announced the release of Untold to the general public. I have also posted the character backgrounds and ecologies I have created for Wandering Men Studios’ post-apocalyptic fantasy. The company has big plans for expansion beyond releasing decks for the game. One such release is figure flats for Untold. Figure flats are not a new concept, many board games actually utilize the card board cut outs to represent the player’s pieces on the board, and Steve Jackson Games released numerous versions for their myriad worlds of GURPS. These character representations have also been referred to as penny men, because the base can be weighted with pennies pasted to the base to make them stand better.
Wandering Men Studios released these flats a couple weeks ago as a PDF download. I decide to see what they had and give them a try in my own pick up game I run for my nephew.
The download is pretty standard for such things that are purchased through places like RPGNow, etc. The basic sheets total twenty-five pages, including the cover page. The images are recycled art from the actual cards in circulation , using various minions, iconic characters, and creatures from Toa, the Apoc-Churl, to klik, to Vrr, a wide smattering of images to use in your game. The images are crisp, allowing for high resolution if one so desires. There is the ability in character building in Untold to allow for a Large character, and the images are offered in this scale. (My nephew encountered several Vrr with such an advantage.) The images are offered both in color and in gray scale for those who want to save precious ink.
Assembly was easier than Tab A to Slot B, simply cut and tape the base. I attempted to use thin card board backing to stiffen the figures, but the card board as still too thick when bent and the glue of course adds a layer of mess I don’t want to deal with. So I kept it simple with just the paper. I found with the Large images that the base was not wide enough for the height if the tabs were over lapped, no big issues as I simply joined them at the edges. (Who would have thought the whole height/base ratio we learned in school would have practical gaming application?) I did not bother weighting the bottoms as it was for a quick pick up game and the only issue I had with that were any air gusts that came up. No issues there during the session I ran with them.
The benefits of these flats versus minis are cost, weight, and space. At $3.50 and the ability to print off vast armies over and over again, these simple cut outs are more cost effective than miniatures which can cost as much for one mini. This price point seems to be in line with other PDF products out there. Weight is of course nonexistent with just paper minis, and they take up a fraction of the space that solid plastic miniatures use. These are perfect for travel and convention play.
There is also a versatility factor, with Untold, and the Splintered Serenity the default setting, having a multi-genre feel, the flats can be used for numerous games. On the whole, the post-apocalyptic Gamma World or even Twilight 2000 come to mind, but the high-bred flats could be easily co-opted for a special ops game, or the churls used in any fantasy setting. How about introducing your dungeon crawling adventures to a Vrr? Of course the L’na and kilk offer endless possibilities as well.
The only draw back is aesthetic, because these are recycled two dimensional images; there are back images, only shadow outlines to represent the back of the character.
Much of the art can be seen on the Untold website so the buyer already knows the great quality of art they are receiving. The versatility is there to make this a worthwhile investment for gamers of different systems and settings. It paid off for me, as the images helped bring the world and adventure I created for my nephew to life. It was actually the imagery of the klik roller that prompted him to play that character when I ran the game. When I put the Large Vrr out there with his smaller brethren, my nephew knew pain was coming…… so worth it!
Wandering Men Studios released these flats a couple weeks ago as a PDF download. I decide to see what they had and give them a try in my own pick up game I run for my nephew.
![]() |
| Armies Assembled |
The download is pretty standard for such things that are purchased through places like RPGNow, etc. The basic sheets total twenty-five pages, including the cover page. The images are recycled art from the actual cards in circulation , using various minions, iconic characters, and creatures from Toa, the Apoc-Churl, to klik, to Vrr, a wide smattering of images to use in your game. The images are crisp, allowing for high resolution if one so desires. There is the ability in character building in Untold to allow for a Large character, and the images are offered in this scale. (My nephew encountered several Vrr with such an advantage.) The images are offered both in color and in gray scale for those who want to save precious ink.
Assembly was easier than Tab A to Slot B, simply cut and tape the base. I attempted to use thin card board backing to stiffen the figures, but the card board as still too thick when bent and the glue of course adds a layer of mess I don’t want to deal with. So I kept it simple with just the paper. I found with the Large images that the base was not wide enough for the height if the tabs were over lapped, no big issues as I simply joined them at the edges. (Who would have thought the whole height/base ratio we learned in school would have practical gaming application?) I did not bother weighting the bottoms as it was for a quick pick up game and the only issue I had with that were any air gusts that came up. No issues there during the session I ran with them.
The benefits of these flats versus minis are cost, weight, and space. At $3.50 and the ability to print off vast armies over and over again, these simple cut outs are more cost effective than miniatures which can cost as much for one mini. This price point seems to be in line with other PDF products out there. Weight is of course nonexistent with just paper minis, and they take up a fraction of the space that solid plastic miniatures use. These are perfect for travel and convention play.
There is also a versatility factor, with Untold, and the Splintered Serenity the default setting, having a multi-genre feel, the flats can be used for numerous games. On the whole, the post-apocalyptic Gamma World or even Twilight 2000 come to mind, but the high-bred flats could be easily co-opted for a special ops game, or the churls used in any fantasy setting. How about introducing your dungeon crawling adventures to a Vrr? Of course the L’na and kilk offer endless possibilities as well.
The only draw back is aesthetic, because these are recycled two dimensional images; there are back images, only shadow outlines to represent the back of the character.
Much of the art can be seen on the Untold website so the buyer already knows the great quality of art they are receiving. The versatility is there to make this a worthwhile investment for gamers of different systems and settings. It paid off for me, as the images helped bring the world and adventure I created for my nephew to life. It was actually the imagery of the klik roller that prompted him to play that character when I ran the game. When I put the Large Vrr out there with his smaller brethren, my nephew knew pain was coming…… so worth it!
Tuesday, May 25, 2010
Slys-ayr, Spider-Man from Hell!!!!
I created another ecology for Untold: The Game recently that was recently featured on their website and thought I would share this deadly creature. The slys-ayr can be used in almost any role playing game as a foe or even a race. Enjoy!
The Awesome art is by Chris Miscik
Environment:
Forest, ruins, cave
There has always been an arms race between nations, since there have been nations, since one cave man decided he needed a bigger club than his neighbor. The slys-ayr are a product of the arms race between nations before the Event: an arms race to build a better soldier. The attempts to create better soldiers met with varying degrees of success from the barbaric, sometimes animalistic Churl to the disciplined, yet unpredictable High-bred. Every nation in the world attempted to create some variant of the super soldier. Norway, the Russian states, Greece, all tried to create a better soldier; Brazil created the slys-ayr.
The notes from Nazi experiments conducted after the Second World War in Brazil and Argentina made their way into the hands of both governments, to be perfected as technology reached the heights the Third Reich only dreamed of. The use of genetic splicing and DNA research had already advanced to the dangerous point of creating chimeras and giving birth to extinct species when the research into creating a more perfect human was in practical trials.
Taking the genetic material from various arachnid species, the attempt was to create something akin to a comic book super hero; what they got was something from a Saturday creature feature. Created as a jungle combatant, mostly in answer to Argentinean encroachment and Columbian raids, the slys-ayr were perfect for the verdant environment.
It was not until long after the Event, however, that the slys-ayr were freed from the coccoon-like stasis-pods in which they had been held. Legend has it that a foolish tribe of pgymy Churl from South America stumbled upon the strangely unearthed pods and unknowingly unleased the first of the slys-ayr horrors into the light. The slys-ayr are human in build and general size, though slender and wiry with a semi-hard carapace covered in small bristling hairs. Slys-ayr stand between one and a half meters to nearly two meters, weighing in a slight 45 to 70 kilos, with six three fingered clawed arms and a pair of legs that end in two toed talons. The features of the slys-ayr are hideously human with a pair of poison dripping pincers erupting from the sides of a fang filled mouth.
Deceptively strong and dizzyingly agile, the slys-ayr have the capability to spin webbing in complex traps and designs. The poison that they can inject from their mandibles is a neurotoxin, causing paralysis and, in those of weaker constitution, painful death. All the skills and traits the slys-ayr inherited from the arachnid experimentation made them effective ambush warriors and jungle fighters, it also made them complete sociopathic monsters, with no regard for humans except easy prey.
The slys-ayr are deadly: using all six limbs in concert during hand to hand fighting. The ergonomics of the slys-ayr's hands are not designed to hold firearms, or use more primitive ranged weapons such as bows. Their lips cannot form a seal to use blow guns favored by the deep jungle Churls of the Amazon. This lack of manual dexterity is compensated easily by the crude hand to hand weapons they do employ: flint headed spears, long bone knives and metal machetes when they can be obtained; even blades created from their own webbing. With their ambidexterity, fighting a single slys-ayr is like battling several foes at once.
The slys-ayr produce webbing from glands within the upper pair of arms, extruding the strands from orifices within the palms of the appendages. Through team work and skill, the slys-ayr use the webbing to create blinds, traps, and snares. The webbing has the tensile strength of a strand of steel twice its thickness and alternates from the cable-like substance to the sticky strands that would rend the flesh off bone for one trying to break its hold on them. The skill of the web weavers and the strength of the webbing allow the creatures to actually "forge" weapons from the webbing. The blades and bludgeons created by slys-ayr webbing is as fatal and sharp as any forged of steel, yet lighter and more durable in the humid environs.
One third of the slys-ayr are born with flexible, veined membranes that spread between their multiple limbs, attached to the thorax, allowing these "elite" creatures to glide and maneuver in the air. With their tree dwelling habits the gliders are the strong first defense of any slys-ayr community. They can deploy quickly to engage a foe while the "grounded" members can follow as they can. The gliding wings allow for a tree dodging agility that is utilized to take the unwary by surprise.
As the slys-ayr are primitive, using only natural weapons they are very conscious of the technological advantages that their enemy may possess over them and prepare accordingly, removing the tactical advantage of firearms and introducing their own in hand to hand combat. They use their web creating ability to make elaborate mazes in the jungle to herd prey into a chosen killing ground. Like arachnids, the creature can move about its own webbing without becoming ensnared, so a favorite tactic is to design a web across a road or known path near the twilight or early dawn hours to catch the unwary patrol, or traveler. Once trapped, the prey is easy victim to the attacking slys-ayr.
Slys-ayr are not social creatures, though they can coordinate and move in groups of two to two hundred sometimes forming loose-nit communities. The slys-ayr live in the leafy tops of jungle growth where they can find safety to weave their nests from their webbing and the surrounding vegetation; creating honeycombed structures from tree to tree when several form a band. These bowers can be very complex but always well concealed, even the great cable and intricate webs that connect separate platforms are hard to distinguish from the surrounding vines and branches.
The leaders are invariable female, as they are larger and more aggressive than the males of the species. The only way to distinguish females from the males outside of size is the female slys-ayr has a greater flare to their hips; this is just a vestigial trait from their human ancestry and no longer serves the purpose in aiding child birth. Reproduction among the arachnidan monstrosities is a thing of horror and any afflicted by it would be best served with a swift death. Slys-ayr reproduction involves impregnating a host with the egg. A female will implant as many eggs as there are hosts available. The male follows behind to complete fertilization. The living host is held suspended in a web cocoon as the larva grows and feeds until it emerges from the host as a miniature version of its parent, fully capable of fending for itself as it grows to full maturity within two years.
The slys-ayr are natural predators, with few enemies save men. Though the only creature that the slys-ayr seem to actually fear are klik, with their armored, mechanical bodies, they are immune to all but the most punishing of physical damage that the slys-ayr can cause. The klik do not have the human revulsion and fear of the spider-creatures, with the high-powered saw blade attachments that many klik possess they are little threatened by webbing, no matter how strong. Their logic engines that serve as brains do not become disoriented by the maze structures of the slys-ayr. Many human units that hunt the slys-ayr try to form alliances with klik for that very reason.
The silk webbing that the slys-ayr produce would have numerous practical uses, from the obvious cable and rope manufacture to the weaving of malleable armor from the strands, to the application of super adhesives. No one has thought of a way to harvest the substance at the present time.
The slys-ayr are deadly and cunning; vicious and merciless. Devoid of humanity they live to devour, destroy, and feed. What's far worse, however, is the fact that they are spreading...
Labels:
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Thursday, April 29, 2010
The Ecology of the Vector
I had announced the launch of The Wandering Men's role playing game Untold, going live a couple weeks back, and I mentioned all the free content that they are offering to show folks what the Splintered Serenity setting is all about. One of the ways are ecologies; those quick blurbs that give players and game masters alike a chance to learn about the monsters that will be thrown at the heroes of a given story. As I have written some of these ecologies I thought as they appear on the Untold web site I would showcase them on my blog as well. Gamers might find an adventure seed or a new creature to throw at unsuspecting players. Take a look and if you are so inclined pop over to the site and check these guys out.
The wonderfully hideous at that accompanies my humble write up was created by Aviv Or
World: Earth
Environment: Any, ruins, city
Bats were driven to extinction during the Event. The delicate balance that was needed to maintain the ecosystem was tipped in the wrong direction and the vital role the order Chiroptera filled was left vacant.
Enter the Vector, a horrible apoc mutations of the Rattus rattus, the common rat. The vector has replaced the bat in a twisted way. Roughly weighing six kilos with a wing span of nearly two meters, the vector is a hideous amalgamation of bat and rat, with an emaciated frame of stark muscle and sinew. Webbed membranes stretch along its forearms to spread from elongated claw appendages down along its body’s length. From its feral maw of needle teeth to its naked, whip-like tail the vector is a nightmare rodent.
The vector is a perfect example of the axiom: Nature Abhors a Vacuum. Whether the vector rose in response to the need to fill an ecological niche or was some twisted pre-apoc experiment is a matter of some debate. What is not up for debate is the creatures' threat to other species.
The vector is a disease ridden creature that carries, seemingly, as a natural defense mechanism, all manner of infectious diseases. These diseases are plague inducing and one such plague is thought responsible for the abandonment and burning of a Churl out-post on the fringe of Novus Europa territory that saw the death of two thousand settlers in less than two weeks.
With such lethality High-bred governments such as NAU has sought to capture and contain the vector for study. Through study the government hopes to isolate and understand the creature and its immunities to the diseases it spreads. They hope to discover cures and antidotes to the rodent's ability to carry contagions as well as turn such toxins into weapons against the vector.
This flying rat is not only a threat because of the diseases that it carries, but it is omnivorous in the truest sense of the word. They will eat anything. The vector usually feeds on garbage and refuses cast off by humans and other sentient races. They will scavenge carcasses which add to their disease carrying capabilities. Vectors will decimate granaries, orchards, and animal pens if other food sources are not available, or the population out strips resources. These foul things are extremely intelligent and cunning, known to attack creatures larger than themselves, including humans, in concerted efforts that almost appear to be tactical in nature. The rodent is a pest species as well, chewing on power conduits, stripping the cable of its protective coating, creating outages and malfunctions. Nesting anywhere there is warmth and food, especially near human populations.
The vector, like terrestrial rats have a high birth rate and rapid reproduction. Their numbers can grow exponentially in a short amount of time. This is problematic for there are few predators that threaten the vector. Because of their toxic disposition they are fatal to most mammal species that might hunt them. Creatures such as the Vrr or even the puke worm are immune, but this does not control the vector population in many areas. Highbred communities that have infestations will poison their own midden heaps to attract and exterminate them. Such tactics meet with limited results as the colonies seem to sense the poisons and look else where for food.
The vector serves as a predator to other nuisance species such as immature puke worms, various apoc-insects which become huge and deadly in their own right; even raiding Vrr nests for young. The rodents have been observed cannibalizing their own as well as the young; regularly attack other colonies encroaching into their territories. Various sub-species serve the role of pollinator for dangerous plant species like the urush and Venus man-trap.
When feeding the vector is a solitary hunter, preying on creatures they can manage on their own. When such food is scarce or the colony is threatened the creatures adapt to take advantage of their cunning intelligence, their aerial maneuverability, and their seemingly inexhaustible numbers. When prey is determined, the colony will communicate through various clicks and squeaks. The colony attacks in a swarm-like frenzy of beating wings, slashing, clinging claws, and gnashing teeth. The vectors tear chunks of flesh from their victims and peel away to make room for the next attacker. This continues until the prey falls from blood loss and trauma, to allow the creatures to descend and dine at leisure. The disease carrying aspects of the vector have no combat application because of the time involved for the contagions to take affect. In instances where a victim is too heavily armored, or manages to escape, the diseases that the vectors carry may eventually cause the prey to succumb, leaving a corpse for scavenging vectors.
The vector, though small in the context of size among the apoc’s predators, has the potential to destroy everything else, leaving them the top species on Earth.
The wonderfully hideous at that accompanies my humble write up was created by Aviv Or
World: Earth
Environment: Any, ruins, city
Bats were driven to extinction during the Event. The delicate balance that was needed to maintain the ecosystem was tipped in the wrong direction and the vital role the order Chiroptera filled was left vacant.
Enter the Vector, a horrible apoc mutations of the Rattus rattus, the common rat. The vector has replaced the bat in a twisted way. Roughly weighing six kilos with a wing span of nearly two meters, the vector is a hideous amalgamation of bat and rat, with an emaciated frame of stark muscle and sinew. Webbed membranes stretch along its forearms to spread from elongated claw appendages down along its body’s length. From its feral maw of needle teeth to its naked, whip-like tail the vector is a nightmare rodent.
The vector is a perfect example of the axiom: Nature Abhors a Vacuum. Whether the vector rose in response to the need to fill an ecological niche or was some twisted pre-apoc experiment is a matter of some debate. What is not up for debate is the creatures' threat to other species.
The vector is a disease ridden creature that carries, seemingly, as a natural defense mechanism, all manner of infectious diseases. These diseases are plague inducing and one such plague is thought responsible for the abandonment and burning of a Churl out-post on the fringe of Novus Europa territory that saw the death of two thousand settlers in less than two weeks.
With such lethality High-bred governments such as NAU has sought to capture and contain the vector for study. Through study the government hopes to isolate and understand the creature and its immunities to the diseases it spreads. They hope to discover cures and antidotes to the rodent's ability to carry contagions as well as turn such toxins into weapons against the vector.
This flying rat is not only a threat because of the diseases that it carries, but it is omnivorous in the truest sense of the word. They will eat anything. The vector usually feeds on garbage and refuses cast off by humans and other sentient races. They will scavenge carcasses which add to their disease carrying capabilities. Vectors will decimate granaries, orchards, and animal pens if other food sources are not available, or the population out strips resources. These foul things are extremely intelligent and cunning, known to attack creatures larger than themselves, including humans, in concerted efforts that almost appear to be tactical in nature. The rodent is a pest species as well, chewing on power conduits, stripping the cable of its protective coating, creating outages and malfunctions. Nesting anywhere there is warmth and food, especially near human populations.
The vector, like terrestrial rats have a high birth rate and rapid reproduction. Their numbers can grow exponentially in a short amount of time. This is problematic for there are few predators that threaten the vector. Because of their toxic disposition they are fatal to most mammal species that might hunt them. Creatures such as the Vrr or even the puke worm are immune, but this does not control the vector population in many areas. Highbred communities that have infestations will poison their own midden heaps to attract and exterminate them. Such tactics meet with limited results as the colonies seem to sense the poisons and look else where for food.
The vector serves as a predator to other nuisance species such as immature puke worms, various apoc-insects which become huge and deadly in their own right; even raiding Vrr nests for young. The rodents have been observed cannibalizing their own as well as the young; regularly attack other colonies encroaching into their territories. Various sub-species serve the role of pollinator for dangerous plant species like the urush and Venus man-trap.
When feeding the vector is a solitary hunter, preying on creatures they can manage on their own. When such food is scarce or the colony is threatened the creatures adapt to take advantage of their cunning intelligence, their aerial maneuverability, and their seemingly inexhaustible numbers. When prey is determined, the colony will communicate through various clicks and squeaks. The colony attacks in a swarm-like frenzy of beating wings, slashing, clinging claws, and gnashing teeth. The vectors tear chunks of flesh from their victims and peel away to make room for the next attacker. This continues until the prey falls from blood loss and trauma, to allow the creatures to descend and dine at leisure. The disease carrying aspects of the vector have no combat application because of the time involved for the contagions to take affect. In instances where a victim is too heavily armored, or manages to escape, the diseases that the vectors carry may eventually cause the prey to succumb, leaving a corpse for scavenging vectors.
The vector, though small in the context of size among the apoc’s predators, has the potential to destroy everything else, leaving them the top species on Earth.
Labels:
Apoc-earth,
Aviv Or,
ecolgies,
gaming,
Untold
Wednesday, April 7, 2010
Untold: It’s ALIIIIVE!!!!!!!!!!!!!!!!
The game is live and out there! I have been waiting two years to say that. I had posted previously about the game Untold from Wandering Men Studios here. I have been working with these guys since the play-test of the system. Since then I have seen it coalesce into the game that the designers had envisioned.
What is Untold? Well the blurb at the web site states it as thus: designed to combine all the best elements of Role Playing Games (RPG's) and Collectible Card Games (CCG's) and toss the rest. Untold is a CBRPG (™): Card-Based Role Playing Game. It is exactly the same as any other RPG, but the primary physical "tools" of the game are different. Instead of rulebooks and character sheets, the only "tools" you need in Untold are cards!
So Untold is a role playing game similar to Dungeons and Dragons and GURPS, with a toe in the card based world of Magic: The Gathering without the blind collectability, but is wholly its own creature with its modular mechanic and card based rule set.
Untold uses cards for building a character deck within is found the skills and statistics to allow the player to create a hero is the Splintered Serenity campaign setting created by the Wandering Men. All skill resolution is determined with the use of a twenty sided die, which has become a staple in many game systems based on the “d20” model. The cards themselves provide rule information and statistical information for resolution.
This not a d20 variant system like True 20 or Pathfinder, but rather its own unique concept. Untold allows for a unique story telling element as well as character customization process. Untold allows for changing character statistics by creating a story to effect that change. For example, a hero needs to have a greater Body stat. (Body, Mind, and Soul are the three “stats” of a character called Aspects) The player might weave a story at the table that by divesting themselves of useless equipment they become quicker and more sure on their feet. The point based building system and modular card mechanic allow for this shift on the fly, by the player removing equipment from their hand and turning the Body card around to show the new advanced number. (Some cards like the Aspect card, are divided into four quadrants allowing for more versatility in the game and few cards to keep track of) The cards are generally divided into three categories for the player. Story, Site, and Hot swap cards, which dictate when such cards can be substituted of “swapped out” during a game. Story swaps can only be switched out as the example above, by telling a role playing story, Site swaps are usually equipment and can only be switched out at certain locations determined by the game master, and an example would be a town or base. Hot swaps are the most versatile cards and usually represent powers or skills that the hero possesses. Allowing the character to have as many as there are available points for. These can be placed into the hand at the beginning of each action to allow access to the ability.
The game does play quick, with minimal start up time, or resolution of action once a player is familiar with the abilities their character possesses. Damage reduction, or hit point calculation is actually the deck points in the player's possession. As your character takes damage you lose cards, you physically watch your character get whittled down. This can be slightly frustrating as well as disconcerting as you take damage and your ability to respond to continued threats is diminished through attrition. The math challenged, like me, might have some difficulty determining what cards to discard to make up the damage they sustained or when healed or regain equipment adding back into their hand. But this is usually as minor inconvenience as using a scratch pad as in other RPGs to tick off damage sustained.
As I stated it plays quick, in one game I played we had twelve players in a multi-tiered adventure, with complete chaos. Different factions were working against one another, some players were novices, and others were wily veterans who could meta- game a system back to the stone age and still others were there to revel in the said chaos. Part of the success was the GM's skill at running, but it was also the ease of the mechanics in play.
Artistically the game is gorgeous, the cards are quality stock with great art from up and coming artists like Tom Babbey, John Gonzales, and Patri Balanovsky. The accompanying website offers free content in the way of adventures, plot hooks, and rules. There are ecologies and personalities to help a game master flesh out there own realities, not just Splintered Serenity. Fiction by Ben Lee, Nathan Ellsworth, and Corey Blakenship give the world of Splintered Serenity its own life.
The setting itself is a post-apocalyptic sword and planet version of Earth with other realities encroaching, with creatures and races of the Elder Dark planning humanities utter downfall. There is super science and sorcery, high adventure and gritty doom. Gotta love a package like that!
I recommend to gamers that are looking for something a little different, even if a card based mechanic does not thrill you, look at the setting, and the content. The world of Untold is worth the time.
What is Untold? Well the blurb at the web site states it as thus: designed to combine all the best elements of Role Playing Games (RPG's) and Collectible Card Games (CCG's) and toss the rest. Untold is a CBRPG (™): Card-Based Role Playing Game. It is exactly the same as any other RPG, but the primary physical "tools" of the game are different. Instead of rulebooks and character sheets, the only "tools" you need in Untold are cards!
So Untold is a role playing game similar to Dungeons and Dragons and GURPS, with a toe in the card based world of Magic: The Gathering without the blind collectability, but is wholly its own creature with its modular mechanic and card based rule set.
Untold uses cards for building a character deck within is found the skills and statistics to allow the player to create a hero is the Splintered Serenity campaign setting created by the Wandering Men. All skill resolution is determined with the use of a twenty sided die, which has become a staple in many game systems based on the “d20” model. The cards themselves provide rule information and statistical information for resolution.
This not a d20 variant system like True 20 or Pathfinder, but rather its own unique concept. Untold allows for a unique story telling element as well as character customization process. Untold allows for changing character statistics by creating a story to effect that change. For example, a hero needs to have a greater Body stat. (Body, Mind, and Soul are the three “stats” of a character called Aspects) The player might weave a story at the table that by divesting themselves of useless equipment they become quicker and more sure on their feet. The point based building system and modular card mechanic allow for this shift on the fly, by the player removing equipment from their hand and turning the Body card around to show the new advanced number. (Some cards like the Aspect card, are divided into four quadrants allowing for more versatility in the game and few cards to keep track of) The cards are generally divided into three categories for the player. Story, Site, and Hot swap cards, which dictate when such cards can be substituted of “swapped out” during a game. Story swaps can only be switched out as the example above, by telling a role playing story, Site swaps are usually equipment and can only be switched out at certain locations determined by the game master, and an example would be a town or base. Hot swaps are the most versatile cards and usually represent powers or skills that the hero possesses. Allowing the character to have as many as there are available points for. These can be placed into the hand at the beginning of each action to allow access to the ability.
The game does play quick, with minimal start up time, or resolution of action once a player is familiar with the abilities their character possesses. Damage reduction, or hit point calculation is actually the deck points in the player's possession. As your character takes damage you lose cards, you physically watch your character get whittled down. This can be slightly frustrating as well as disconcerting as you take damage and your ability to respond to continued threats is diminished through attrition. The math challenged, like me, might have some difficulty determining what cards to discard to make up the damage they sustained or when healed or regain equipment adding back into their hand. But this is usually as minor inconvenience as using a scratch pad as in other RPGs to tick off damage sustained.
As I stated it plays quick, in one game I played we had twelve players in a multi-tiered adventure, with complete chaos. Different factions were working against one another, some players were novices, and others were wily veterans who could meta- game a system back to the stone age and still others were there to revel in the said chaos. Part of the success was the GM's skill at running, but it was also the ease of the mechanics in play.
Artistically the game is gorgeous, the cards are quality stock with great art from up and coming artists like Tom Babbey, John Gonzales, and Patri Balanovsky. The accompanying website offers free content in the way of adventures, plot hooks, and rules. There are ecologies and personalities to help a game master flesh out there own realities, not just Splintered Serenity. Fiction by Ben Lee, Nathan Ellsworth, and Corey Blakenship give the world of Splintered Serenity its own life.
The setting itself is a post-apocalyptic sword and planet version of Earth with other realities encroaching, with creatures and races of the Elder Dark planning humanities utter downfall. There is super science and sorcery, high adventure and gritty doom. Gotta love a package like that!
I recommend to gamers that are looking for something a little different, even if a card based mechanic does not thrill you, look at the setting, and the content. The world of Untold is worth the time.
Monday, November 2, 2009
Self-Promotion Time Come on!

Okay time for a little self promotion, then I will get back to writing about other people's stuff. Untold the Game, is a new card based role playing game created by a group of friends of mine called the Wandering Men. These guys are writers and geeks like me. They get the idea of pulp fiction and the importance of story. So they created a game for role playing the story.
Role playing games have been with us all since we were kids. Cops and robbers, House, Tea Parties….not that I ever had tea parties….superheroes for me! And I think everyone has heard of Dungeons & Dragons and many of the games that followed it. Well, Untold is such an animal, but it uses a non-collectable card system to handle character creation to combat to magic with one basic mechanic. Those interested in the game can find it here: http://www.untoldthegame.com/
What is great about Untold is the story that surrounds it and the world heroes adventure in. Splintered Serenity is a sci-fi future where three realities, universes are colliding. There is the Apoc-Earth, a dark shadow of our reality some three hundred and more years into the future after what is simply referred to as the Event when a new world rises from the old.... with a humanity far superior to the one that had come before. Churls: giant barbarians with mystical abilities and the High-bred, pure super soldiers trying to revive there lost civilizations and survive this chaos. They are not alone for the races of the other realities now call Earth home, the Klik, sentient mechanicals that look as if they were created by a mad Victorian era scientist, they hail from a place they call the Great Machine, a world of clock work gears and logic. The L'Na, animalistic creatures from Ai, a world of magic have found their way to Earth with their mystical ways and are now experiencing one far different than their own.
So this is the world that needs stories to flesh it out and The Wandering Men were desperate enough to want me to help with it. So the guys have given me an opportunity to create brief back stories for characters like Oru, a L’Na who is at his heart an archeologist, a raging Churl in Helm, and a water-borne protector in Cetacious.
These characters were given artistic form by some very talented people, so that there might be a picture to hang my words around. I have also created monsters for heroes to fight in the form of the Sand Sniper, and fleshed out the lives of other creatures like the Gree Gree.
Sarge’s Tale is a serialized, pulp style novella by me; based on an adventure written by Brannon Hollingsworth and Nathan Ellsworth. The guys were once again desperate for some content so they were willing to let me use their adventure as a blueprint for my own.
So take a look if you want, if you see something you like shout it out. The Wandering Men and I would love if you come by for a visit.
Here is the beginning to Sarge’s Tale:
Chapter 1
The sun, a white ball in a steel blue sky scorched the parched earth, creating a shimmering haze in the distance. Sergeant Alisa McGraw scanned the hardpan that became the broken mesas and small canyons that served as the seat of Base LANS. A seat of science and military might before the Apoc, LANS was now one of the cells of High-bred civilization spread across the blasted continent.
"What is it, Sarge?" asked Corporal David Miguel, a dark skinned massively muscled man that dwarfed her by almost a meter. The sergeant suspected her second of being a Churl. He wore a helmet with a polarized visor over his close shaven head. Though standard issue, the helmet was too claustrophobic for McGraw to wear over her own tightly braided red hair.
The sergeant lowered her electron-binocs, her blue eyes squinting, unprotected by the flare-compensators. She looked to her second and back to the ten man patrol under her command. The feeling of dread that gnawed at her spine would not abate, only increased as she took in the no-man's land before her once more. Scrubby brush, large boulders, and smaller rocks broke up the washed out browns and grays that merged with the colorless blue horizon. Something was out there waiting for them. What it was or where? That was the question that made her pause. She handed the binocs back to the corporal. "Not sure, Miguel, but lets take it by the numbers, skirmish line, ten meter spread, covering fields of fire."
Role playing games have been with us all since we were kids. Cops and robbers, House, Tea Parties….not that I ever had tea parties….superheroes for me! And I think everyone has heard of Dungeons & Dragons and many of the games that followed it. Well, Untold is such an animal, but it uses a non-collectable card system to handle character creation to combat to magic with one basic mechanic. Those interested in the game can find it here: http://www.untoldthegame.com/
What is great about Untold is the story that surrounds it and the world heroes adventure in. Splintered Serenity is a sci-fi future where three realities, universes are colliding. There is the Apoc-Earth, a dark shadow of our reality some three hundred and more years into the future after what is simply referred to as the Event when a new world rises from the old.... with a humanity far superior to the one that had come before. Churls: giant barbarians with mystical abilities and the High-bred, pure super soldiers trying to revive there lost civilizations and survive this chaos. They are not alone for the races of the other realities now call Earth home, the Klik, sentient mechanicals that look as if they were created by a mad Victorian era scientist, they hail from a place they call the Great Machine, a world of clock work gears and logic. The L'Na, animalistic creatures from Ai, a world of magic have found their way to Earth with their mystical ways and are now experiencing one far different than their own.
So this is the world that needs stories to flesh it out and The Wandering Men were desperate enough to want me to help with it. So the guys have given me an opportunity to create brief back stories for characters like Oru, a L’Na who is at his heart an archeologist, a raging Churl in Helm, and a water-borne protector in Cetacious.
These characters were given artistic form by some very talented people, so that there might be a picture to hang my words around. I have also created monsters for heroes to fight in the form of the Sand Sniper, and fleshed out the lives of other creatures like the Gree Gree.
Sarge’s Tale is a serialized, pulp style novella by me; based on an adventure written by Brannon Hollingsworth and Nathan Ellsworth. The guys were once again desperate for some content so they were willing to let me use their adventure as a blueprint for my own.
So take a look if you want, if you see something you like shout it out. The Wandering Men and I would love if you come by for a visit.
Here is the beginning to Sarge’s Tale:
Chapter 1
The sun, a white ball in a steel blue sky scorched the parched earth, creating a shimmering haze in the distance. Sergeant Alisa McGraw scanned the hardpan that became the broken mesas and small canyons that served as the seat of Base LANS. A seat of science and military might before the Apoc, LANS was now one of the cells of High-bred civilization spread across the blasted continent.
"What is it, Sarge?" asked Corporal David Miguel, a dark skinned massively muscled man that dwarfed her by almost a meter. The sergeant suspected her second of being a Churl. He wore a helmet with a polarized visor over his close shaven head. Though standard issue, the helmet was too claustrophobic for McGraw to wear over her own tightly braided red hair.
The sergeant lowered her electron-binocs, her blue eyes squinting, unprotected by the flare-compensators. She looked to her second and back to the ten man patrol under her command. The feeling of dread that gnawed at her spine would not abate, only increased as she took in the no-man's land before her once more. Scrubby brush, large boulders, and smaller rocks broke up the washed out browns and grays that merged with the colorless blue horizon. Something was out there waiting for them. What it was or where? That was the question that made her pause. She handed the binocs back to the corporal. "Not sure, Miguel, but lets take it by the numbers, skirmish line, ten meter spread, covering fields of fire."
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