Showing posts with label zombies. Show all posts
Showing posts with label zombies. Show all posts

Wednesday, May 7, 2014

Deadwood - Art Preview: Hungry for Revenge

Arizona pulled back on the reins and the horse came to a gentle stop. She sat still in the saddle -- a few pebbles bounced on the ground -- the last movement from hooves on a rocky ground. Monty's tail made a gentle swishing sound and he cocked his head, wondering why they had stopped here, where there was no grass or water. Taking cues from his mistress, it sensed her anxiety and snorted, turning his head to look first one way, then another.

Arizona shushed the horse -- listening intently. At first, it was too quiet. Not even a buzz from flies or bugs. Then she heard it. Falling rocks... something dragging in the dirt, loosening a spray of pebbles and debris from the ridge to her right. And a shadow fell upon her then, but that wasn't why her skin turned to goosebumps and ice grew on her heart. The skin was rotting and dry, eyes sunken but still burning with hate. And if she had any doubt who it was, that vanished when she saw his hand. It was in a bar in Tombstone where she herself had cut off the little finger on his gun hand. Right before she gutted him.

Cole Black had risen from the dead... and he hungered for revenge.

Cole Black is back!
Click on image to see it full-size.

Another illustration for the upcoming miniatures game, GUTSHOT: NIGHT OF THE LIVING DEADWOOD. This time I experimented with a slightly different style. This isn't quite perfect, but I think it's a good direction. I will definitely be continuing my experiments down this avenue. As with other illustrations in this series, this is rendered in color in Daz Studio 4.6 and then converted to b&w in Photoshop.

I'm ready for my close-up!
Ugh. Not even a mother could love this face!
Tune in next wee for more glimpses of the dark side, as I continue to work on nailing down the look and feel of the artwork for our cowboys vs. zombies miniature game.

Wednesday, April 30, 2014

Deadwood - Zombie Crawling Revisited...

Another day, another creature feature!
Here's another take on our friendly fiend.

Last night I did a quick revisit on good ole Mr. Happy, and I must say, I'm happier with the results. I used a different technique on him -- splatters instead of basketweave -- and I like the results a lot more. I also got rid of that bad background.

This is a definite improvement. Next up, I'm going to take a look at making the edges rougher and maybe adding some rough hair. I'm also going to look at manually inking a version of it (or another image).

Stay tuned for more behind-the-scenes action.

Wednesday, April 9, 2014

Deadwood - Art Preview of a Zombie Attack!

Sheriff Mike Foreman is terrified to see what's
crawled out of Boot Hill! 
Unless he gets a handle on things fast,
this could be the beginning of the end!

Here it is, folks. Our first actual glimpse of a zombie from our upcoming book/game, Gutshot: Night of the Living Deadwood. This image features Sheriff Mike Foreman battling a traditional shambler, which is one of the three types of zombies that will be included in our game. In this case, the young law enforcer doesn't know that you need to shoot for the head, so this battle could be very short.

This is a sample image, where I focused primarily on the techniques needed to combine two figures into a single image. I was interested primarily in the lighting (most of it comes from the muzzle flash), expression and creating a sense of dread. I'm mostly happy with the results, although I now think the pose and angle couldbe a little better (for example, I don't like that the gun is aiming straight through him, it should be at an upward angle). I also should have spread out the zombie's legs farther apart to help convey a sense of movement. And, truth be told, the muzzle flash needs a little work.

Nevertheless, I'm generally pleased with the results and think it's a good start.

Thursday, March 15, 2012

Rules Q&A: Movement rates and attack modifiers

We got a question through the Hawgleg Website last week, and I reckoned it would be a good idea to share it with ya'll, in case this has caused any of you to scratch yer heads.

"When taking an action, I attack 1st then move, do I still apply applicable movement modifier to shot even though I moved after shooting?"

Movement and combat is definitely a tricky matter, and it can cause some headaches unless you pay particular attention to tracking the movement rates for all miniatures during the game.

To the question above, the short answer is no, you would not apply the penalty in that instance.  Let's break it down:

  • Clem is running with a pistol in his hand down the street of the town because Jake is after him. Clem runs the full 12 inches and then stops. At this moment, until the start of his next action (when his name is pulled out of the hat) he is considered to be Running.
  • Jake's name is pulled from the hat. Since he has a rifle, he decides to Walk 3 inches and take a shot at Clem. Let's say they are 8 inches apart. Jake has a TN of 7 and rolls the dice and gets a 5. We now look at the modifiers: +2 for medium range with a rifle, but -3 because Clem is running. 5 + 2 - 2 = 5. It's a miss. Clem considers the range and modifiers and decides it's not worth it to waste the ammo (after all, with the rang
  • Clem's name is pulled from the hat. He is no longer considered to be running. In fact, as far as game play is concerned, he skids to a stop, turns around and takes a shot at Jake. Clem also has a TN of 7. Since he is no longer running, he does not have any movement modifiers. As for range, he is at 8 inches with a pistol, which puts him at long range and a -1 penalty. Jake is walking, so there are no movement penalties in that regard. So Clem rolls the dice and gets an 8. Looking at the numbers we see: 8 - 1 (for range) = 7: which means a hit! Clem rolls 1d6+1 damage and gets a 4.
  • Jake now decides to take his Retaliation Shot. Remember, Retaliation Shots are instantaneous -- so this happens before Clem can start moving again. Jake rolls a 5 (5 + 2 (range) = 7) and gets a hit! He rolls 1d6+2 for damage and gets a total of 8! Clem is now moderately wounded, which will affect his ability to move and shoot.
  • BUT, since all damage is applied at the END of the Action, it does not affect him right now. So Clem decides he'd better skeedaddle out of there as fast as he can, so he runs a full 12-inches away and hopes it's far enough to save his life, because now he's hurting.

Hope that answers the question. By the way, this might vary slightly from what you can read in the book. We've modified things since it was written, and subsequent editions and errata will correct that. The game is always evolving and this is how we actually handle this situation in games we play.

By the way, keeping up with movement can be a bit tricky, which is why we use red & yellow tokens under our minis to indicate movement. The yellow token indicates that the figure is trotting, a red token indicates he is running. This tends to help sort out a character's movement rate at any given time.


As you can see in this picture from an early playtest of Gutshot: Night of the Living Deadwood, two of the figures have reddish disks under them. These are used to indicate that they are running. The two figures (upper left) are on yellow disks to indicate that they are Trotting. Figures without any disks under them are Walking, and those three guys with the red splats under them are dead. Note that in the upper left corner it looks like two figures are on that one yellow disk (okay, it doesn't look that way, they are both on it), that's just because the zombie on the square base rushed the other figure and kinda knocked him off his disk. That sort of thing happens in games.

Although we do sell these tokens at our Website, you really can use anything you have on hand to help keep track of this. In a game with only a few minis, you can actually just leave it to memory, or have a notepad and jot down the current movement rate of each figure as it changes. But in a big, messy free-for-all like the one above? Movement tokens are probably the best way to go.


Hope this helps clear things up. See ya'll next Tuesday.

Thursday, February 23, 2012

Deadwood: Working on the new logo

When I was prepping for OwlCon (wow, was it only two weekends ago?), I found myself scrambling to create some new materials for the Gutshot: Night of the Living Deadwood game I was running. I had the evening's adventure mostly worked out (it was a simple event called "Last Thing Standing!" -- I set up half the players as humans and half as Zombies and had them go at it to eliminate each other), but I needed some new character sheets for the new Revenant zombies.In our game, this type of Zombie is also called a "Character Zombie" because it's a dead man who retains his memories and skills... and can now only be killed if you manage to blow his brains out (and trust me, folks, these tough sons-of-guns ain't killed by a single bullet to the head -- they're tough).

Anyway, we'll tell more about these bad boys later. Back to my rambling story...

I was working on the character sheets and it hit me that I just didn't like the logo I had created (in haste, I might add) a few years back. It was always intended to serve as a temporary logo, and here I was still using it. You can see it on our Website on the Deadwood miniatures packages (for sale at our Website -- you know I never miss a chance to plug our stuff). For those of you who don't feel like taking a mosey over there, here ya go.



It ain't bad, but it ain't great, either. And it definitely was worth the short amount of time I spent on it. The top font is Algerian (one of my personal favorite Western fonts because it's classy and easy to read). The name of the bottom font eludes me, although I could look it up if anyone really wants to know. So, in a hurry, I modified the logo and came up with this new version:
The logo isn't 100% complete (I need to tweak a few things and consider how much blood we want dripping from it), but I definitely like it more than the first logo. The top has remained the same (Algerian, which has been customized with a black "shadow line") and Bleeding Cowboy. Now, even though Bleeding Cowboy font is a bit overused these days (just go searching for any Weird West stuff and you'll find more than you can shake a sexton's shovel at), I do like the way it looks here. Nevertheless, I suspect this will be another "interim" logo for our upcoming game. Nevertheless, you should probably expect to see this (or at least a version of it) on the Website until we finalize it for print.

By the way, if you're interested in getting this font for yourselves, you can grab it for free over at DaFont.com.

Sunday, February 19, 2012

Deadwood: Names for types of zombies?

Good news on multiple points. First, we have been setting up google docs so that we can more easily collaborate on material behind the scenes. As soon as Ole Doc Murphy gets his Internet connection back up and working, we're going to get him set up, too. That should really streamline or productivity.

In the meantime, Paul and I have been discussing some details about zombies. Specifically, what are we going to call them in the new game. Up until now we've been calling them Shamblers, Revenants, and Rage Zombies. All of these is a descriptive, they don't have the right ring to it.

Awhile back on TMP, someone suggested we use the name "Skeeters" for the fast zombies. Although it does have a nice ring to it (especially when you say it like Gaby Hayes: "Goldarnit, them Skeeters just ate the school marm's face!"), it just isn't what were looking for.

So, we have a short list of names that we are using internally. But... We thought maybe we would open to discussion up here again. Any ideas or suggestions? If we use your idea you will get credit in the book, thus earning you immortality among the pantheon of gamers.

Saturday, February 18, 2012

Started working on new material...

I, for one, am very excited that my "day job" schedule has changed enough that I will be able to shift energy back to the various Hawgleg projects we've had sitting on the back burner.

Upcoming work includes:
  • Gutshot: Night of the Living Deadwood
  • Showdowns & Shootouts
  • Draw RPG
Coupled with some upcoming changes to our back-end practices (scheduling, accounting, etc.), things are definitely looking up to make 2012 a very exciting year for us. Keep checking here, and at our website, for more updates.

Tuesday, January 31, 2012

Getting ready for OwlCon...

Here it is on Tuesday night and I'm starting to gear up for OwlCon this weekend. Has it really been 13 years that I've attended?  Well... at least 12. I think I missed on year because I was ill. However, I'm not 100% sure about that.

Last night I worked on cleaning up my "craft room" so I could sit down and start painting again. I've got about 10-15 minis primed, based and partially painted, just waiting for me to finish painting them. I'd like to bring a few new women characters this year, along with some more "character zombies." The latter are definitely necessary, as I will be running a new game this year: Last THING Standing.

I'm looking forward to giving this a shake-down -- it's a variation of the old "Last Man Standing" game where everyone tries to shoot everyone else. Only this time, half of the players will be running zombies! I hope this is a fun change of pace for everyone (and me).

My game will be at 8 pm, Friday Feb. 3, 2012 at Rice University.

Even though my game says it's filled up, I always leave room for 2-3 "walk-ins," so feel free to swing by and see if I can fit you in.

http://owlcon.com/2012/events_minis.php#Gutshot: Night of the Living Deadwood