Friday, December 8, 2017

And Now for Something Completely Different!

To go with that Star Wars ship, I present the matching fighter....

Enjoy! :D

Wednesday, December 6, 2017

Have a Star Wars-ish space ship! :D

I got in to work this morning and couldn't log in - as a contractor my credentials die once a month if my boss doesn't renew them, and he forgot, so I sat at my desk and drew this ship while I waited to get renewed. I did the interior later when I got home. You all might as well enjoy it. :D

Sunday, December 3, 2017

GM Disease strikes again...

So I wrote a whole Star Wars space battle sub-system accidentally. It was actually more like Stone Soup. I started out by getting a better idea of Star Wars' hyperspace rating system. It was weird and backward, but I worked something out for my game. Then I thought hey! This is a real hodgepodge of weapons! How does this all work? So I sorted that out. Then what did these shield ratings mean? It was another pile of brand names - power to the super otaku! Got to make that make sense! Speed... Hmmm? 900 Gs? They aren't doing accelerations like that on film! Let's move this to a relative movement scale. How do ion cannon work? How do I model spaceship Quirks? What about these tactics? I have to make fighters IMPORTANT!

Before I knew it, I had the whole thing... and it's just for running a damned campaign! What is wrong with me?

Tuesday, November 28, 2017

Hyperspace via Jump Lines

I needed to do something for my StarCluster 4 Star Wars-ish game. Star Wars ships have hyperdrive, and StarCluster uses jump lines between stars, with a factor of 1 to 5. This will tell us how far a given ship can move through the connected jump lines.

Hyperdrive Ratings

The StarWars Hyperdrive Ratings are ass-backwards, with the lowest ratings given to the longest range. I have to convert this into a StarCluster jump rating in tabular form.

So, a hyperspace rating 20 ship would take 10 days to make each jump, and have to rest after each jump. This is really only for backup hyperspace units.

A hyperspace rating 9 ship would take 6 days to jump 3 factors

A hyperspace rating 1 ship would take 5 hours to jump 5 factors

A hyperspace rating 0.2 ship would take 3 hours to jump 6 factors

Sunday, November 26, 2017

Gearing up for Star Wars-ish, the Next Generation

I have been gettign ready to run the next installment of Star Wars-ish NG. AS always, I am wrapping the episode around the current movie - in this case Last Jedi - so I have no real idea what is needed as far as setting goes. But I have been playing with deckplans and setting up Species sheets. Have a StarCluster 4 Zabrak species sheet on me! Watch out for those horns!

Tuesday, October 31, 2017

I'm a GM!

So I spent hours last night figuring out that the 14 mile by 9 mile floating fragment that the PCs claimed in my Volant/StarCluster 4 - Sabre & World mashup could potentially support a population of 14,400, of which 4200 would be non-farmers.

No one asked.

I'm a GM!

Sunday, October 29, 2017

Because this was so much fun!

OK! Tonight my Blood Games current story arc ended with the Half Angel 109 feet tall, radiating light and striding through the grounds of Chateau Ile Marie in Normandy, swinging his flaming sword and killing SS guards right and left, scaring Nazis so they pissed their pants, and blinding everyone who didn't run, and stepping on and killing an immortal SS wizard trapped in the metal frame of his sedan chair which had shrunk to two feet square, because the Half-Djinn, who was invisible and in gaseous form shrank it on him, after setting fires in the ammunition of five of the six machine gun Anti-Aircraft batteries, sending rounds cooking off, and the fifty foot long flaming arrow from the giant angel put paid to the sixth as he strode, Wings stretching 200 feet from tip to tip flapping and sending windstorms shrieking through the estate, while in the cellar the blind Hunter staked a vampire and cut off his head, with the Healer and the Mystic helping him with a machete and holy water, and the Witch running through the chateau basement cellblock, invisibly flinging the heavy latches on the doors up so the prisoners could escape.

My players can make an excellent plan, and execute it.

The 100 foot tall angel flew them to England and safety afterward, where they will be trained as operatives to come back, in the spring of 1941. And not 100 feet tall.