Getting Started On Artwork

I got my drawing hardware in and learning how to use it. I’m also learning how to draw Victorian clothing. Here are my first attempts. My dapper fellow in blue is a bit distorted, I was playing and getting the hang of things so he’s really just a style study.

The second piece I did, I’m a bit happier with. I actually referred to clothing pictures and it has a proper Victorian inventor feel. Maybe it’s not steampunk yet but I want to be able to do things a bit more realistically first before I start getting crazy.

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The Mapingauri

We just finished up the game that was running on 1KM1KT. There was a creature that the players were hunting down. When I went looking for something for the players to go after I was looking up wildlife in Brazil, thinking that it would be some kind of big cat they would encounter. Then I stumbled on some cryptozoology from the region and knew I had to use it.

The Mapingauri is supposed to be a Bigfoot or Yeti like creature. It’s big, hairy, elusive and stinky but that’s about where the similarities end. According to legend it has scales like a crocodile and long read hair. It’s feet are supposed to be backwards facing and it doesn’t always stand on it’s hind legs but it can rear up. It also is supposed to be able to let out a horrible shriek that stuns people that hear it.

Well now that sounds like pure fantasy doesn’t it? Except when you match it up with a creature like the Giant Sloth or Megatherium and some of it starts to line up. Backwards feet? The Giant Sloth did not walk on the soles of it’s feet. It walked on their sides. Not exactly the same but similar. Scales like a crocodile? The Giant Sloth had hard nodules on it’s skin that were probably protection from the teeth of sabertooth cats. The hind legs of the sloth could support it’s weight.

This was an interesting challenge for the characters. Here are the stats I used.

The Mapingauri has two types of attacks. The creature can let out a shriek that has the effect of stunning everyone that does not pass a Will test. Characters have to beat the creature’s will score, for every point its will score is higher than the character’s, they are stunned for one turn. The Mapingauri attack damage is based on their Strength score minus their prey’s strength score. One point of damage is done for every point of strength over it’s prey.

Attributes
Story: 20
Intelligence: 0
Will: 5
Honor: -2
Agility: 5
Perception: 4
Strength: 10
Charm: -3

Untrained Methods

Obscurity Int +1 Per +1
Because the creature is an unknown or rare it is harder to know what it’s habits are.

Slow Metabolism Will +2
The creature rarely needs to hunt and therefore moves around less making finding it more difficult.

Cautious Per +1 Will +1
The creature won’t make a move unless it sees the coast is clear.

Knows the Jungle Int +1 Per +1
This is the creatures home turf.

Cleanly Per +2
The creature does not seem to leave scat and probably has one location that it does so in or near it’s den.

Flee – Agility +2
The creature moves quickly through the woods.

Pass Through Brush – Agility +2
Because of the creature’s strength and weight it can push through brush and undergrowth that a human cannot pass through.

Swat – Strength +2
The arms and claws of the creature are fearsome.

Charge – Strength +2
The creature uses it’s full weight to attack.

Horrid Shriek – Will +3
A cry that shakes a man to the bone.

Foul Stench – Will +1
The smell of the creature can turn men away.

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Hey Brother, Can Ya’ Spare A Dime. . . I Mean Art?

It’s no secret that SPF needs art in a bad way. If you’re an artist that would like to get in on a project let us know. We could use your help.

I’ve been wanting to start drawing for SPF for a while now. I’ve got some ideas on a style but I’m waiting on some hardware (excuses excuses). My drawing time is squeezed between trying to write and trying to do all the other important life giving activities (cry me a river, who’s isn’t). Most importantly, even though I enjoy steampunk art, I’ve never done any myself so I’m a little bit afraid. I know the solution is to just jump in and get the shock over with but it doesn’t make it any easier. I know I’ll probably like it once I get started, so I should just get started.

Still, if you’re reading this and would like to help this project out by contributing some art, even if it’s old steampunk stuff your not using for anything, please let me know.

One more thing, one of the advantages of steampunk, is that it doesn’t have to rely on drawing for it’s art. Plenty of people have awesome costumes. Photographs would be a great way of setting the game apart from other games.

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New Material

I’ve been doing some work on new advanced game rules and Events and putting them on the wiki. Here’s some of what’s now available.

Club Member

Dualist

Sea Captain

Shipwrecked

Running the PBP game at 1KM1KT has brought up a few ideas for rules and reminded me of a few more that I forgot to write down.

Untrained Skills – This rule allows the character to use a skills methods that they do not have the skill for but at a price.

Advancing Skills – This rule allows a character to get better at a skill.

Environmental Difficulty – Adding difficulty modifiers to character conflicts.

Passive Tricks – Some tricks really shouldn’t be able to be turned off by not selecting them. This was added mostly because you don’t have to turn on armor and airships don’t really require much to fly but they are special conditions. Making them passive allows skill slots to be freed up in play. You decide if that’s a good thing or not. One could take the stand that an armored vehicle or person is slower and therefore should lose a slot.

Role Play Reward – A lot of games say “you should” role play out situations in the game. This is designed to encourage that mechanically. Watch out, the GM can get this bonus too!

Alternate Skill Choices – Don’t want to have to pick an event with Marksmanship because you’ve already gotten it twice? Well there’s a solution to that proposed by J. K. Mosher. Now I just need to implement this in the Events.

Core Item Bonuses – A lot of the time, players are picking things like elephant guns for their core items. This got me thinking that core items should get a bonus to their effectiveness. I’m a little split on applying this to Power Items but it may not be so bad.

There’s also a new skill, Hunting to be tied in with the Big Game Hunter Event in the advanced rules

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Story Seeds – Swashbuckling

The Swashbuckler is a character that is an idealist hero. By choosing this story seed the player indicates that they would like to play such a role. The Swashbuckler is also strongly associated with swordplay and often makes use of a damsel in distress as a motive for the PCs to act. With this story seed, the good guys are noble and principled while the bad guys are despicable villains.

Swordplay

To encourage swordplay, a setting may be slightly earlier in the steam age (1770-1815) when firearms are less reliable and repeating firearms may be too expensive or rare for most to use. The setting may also take on an alternate history, perhaps with firearms being illegal but swords are still permitted for the gentry and army. Another option could be an invention that renders firearms useless but swords are still effective.

Chivalry

The virtues associated with knightly honor play a large part in the hero’s action. These virtues vary but are most often honor, respect for women and charity. Honor most often means the PC would not act in cowardly or craven way in this setting but in general a chivalric character would work hard to maintain their Personal Code and perhaps openly proclaim their virtues in following it. Respect for women in this setting is most often protecting them from danger and unwanted romantic advances. Charity can include giving to the poor but in this sense it is used in the sense of protecting or fighting for the disadvantaged.

The Damsel

In the Swashbuckling setting the Damsel may be a nobel (literally or figuratively) lady that has been put in a bad situation and is now at the mercy of a vile villain. Because of circumstances beyond her control she is required to suffer the advances of the villain. The hero’s job is to release her from the grip of the villain.

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Bad British Food?

I cook and bake quite a bit. I’ve seen a lot of cook books from a lot of cultures and one of the cultures that never impressed me was UK cooking. I’ve actually wondered out loud to people “Why do the British have such awful recipes?” I wondered if they just didn’t have the culinary sense. It just didn’t seem right.

Thats why when NPR wrote about why the British have bland food I took notice. The article explains how it was partly rationing from back to back wars, the great depression, and the dismantling of the Aristocracy that destroyed the British food culture.

The good news is that in the Steam age, none of that has happened yet. It may not happen at all dependent on the setting. The article goes on to describe what would be in style in the 19th century aristocrat’s home. For one, hand made fancy molded ice creams. Artisanal cheeses would probably be made on location. Then there are delicacies being brought in from all over the world.

I thought I’d share this mainly because the dinner party was such a big part of the upper and even middle class culture that it would be a mistake to miss it in your games.

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Example of Play

Here’s an example of actual play on a forum at 1KM1KT. Come and check it out! The Hypnomechanical Theater, in Brazil

There are three PCs, one is a rich adventurer, the other is a street urchin turned actor and the third is a soldier turned big game hunter.

The three are on an adventure to bring the culture of theater to the indigenous tribes of Brazil. They also need to find and stop a creature from killing railroad workers. Can they do both? Can they do either? Tune in and find out! (’cause I don’t know either.)

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Ennies Submission and Wiki Report

Well, it’s a longshot but SPF has been submitted to the Ennies. I’d be floored if we got anywhere but hey I think we’ve got a pretty neat system here so hopefully they do too. I gotta say the Ennies crew are on the ball, the submission was handled immediately.

I put a new skin on the wiki, I’m happier with it but it still could use some tweaking. Most everything that was up before is now up on the new wiki and the skills in the basic game are all in there now. Next come the Events, I may be able to finish those off this weekend. This wiki is much faster, I got the first spammer on this software and deleted the page he (it?) created and his user. Maybe I should keep the user and ban them? In any event its much faster to take care of removing them on this platform.

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Story Seeds – Class Divide

By choosing this story seed the players indicate that they want the story to highlight the disparity between social, racial or economic classes. Victorian times are rife with strata of classes, some are on their way out and some are getting stronger. Hereditary classes are very slowly replaced with economic classes. Slavery is abolished in England and then the Americas but the class divide remains. Ethnocentrism, most often in the form of judging the value of “primitive” culture as below the “civilized” nations is common.

The class divides in Victorian times are abundant, for the most impact one type of divide should be chosen.

A class divide occurs when one social level (or strata) seems to have significant dominance over another social level. This makes the most striking story when it results in one class being wealthy and another reduced to poverty. A lack of the ability for individuals to move between these classes increases the tension. For example, many of those born poor in Victorian times had very little opportunity to improve their situation. Factory owners required long hours and paid very little.* A striking example of class divide is child labor where children’s life and limbs were put in danger while a child born into a wealthy household was not required to put their health in danger.#

Important Victorian Classes

Aristocracy

This class is made up of the royal family and lords above a baronet. Membership is most often dependent on heredity rather than merit. Interestingly, the aristocracy attempt to avoid defining themselves by any kind of profession besides the military. Being wealthy does not entitle one to the aristocracy (or to be noble) so some of the middle class were much wealthier than some in the aristocracy.

The Middle Class

Made up of mostly the newly wealthy. Captains of industry, bankers, merchants and clergy are examples of the middle class. Most people who make their living by a profession, no matter how wealthy would be considered the middle class. This can be divided into the upper middle class and the lower middle class based on how the profession is perceived but the distinction in this case is not relevant to building tension. It is useful to show the inflexibility of the system in insisting on stratifying society.

The Lower Class

Made up of laborers and the poor (jobless). With little chance of education and a system that often charged more for the necessities of life than they could possibly earn, the lower class have almost no chance of improving their lot in life. This results in a populace that is alienated and angry. Marxism builds up in many countries in the 19th century.

“Primative” Cultures

The ethnocentrism of the time lead most europeans to feel that any other culture that was unlike theirs was inherently primitive.  Pseudoscientific ideas like phrenology lead europeans to think of many native people they encountered as being inherently inferior mentally. Because of this, in many colonies the indigenous people were thought of very poorly and treated accordingly.

How To Incorporate Class Divide In A Story

Class divide is always present but it may be ignored unless the lower classes are ready to take action. To show the class divide at it’s peak, there should be an uprising simmering ready to boil up. In this situation, even small actions by upper classes can cause the lower classes to carry out acts of sabotage and protest. If abuse continues, a full fledged riot may break out.

In this situation, it may be the PC’s role to cause a revolt or attempt to calm one.

*Even though city life and factory work was difficult and paid poorly, it was often perceived as better than working in agricultural labor.

#Although wealthy households would sometimes send their young boys off to learn discipline by sending them into the navy as cabin boys.

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New Wiki

I’ve replaced the wiki, the new one doesn’t look very good yet but I’ll work on that. It’s more functional than the old one and hopefully it’ll be easier to manage.

Some of the info that was already imported was not moved over but this wiki is faster so it should be easier to get all the information in the PDF onto the wiki.

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