Showing posts with label tabletop. Show all posts
Showing posts with label tabletop. Show all posts

Friday, April 22, 2016

Hot Guys Making Out Yaoi RPG

Well, I have not seen the rules so this isn't a review, but someone on Facebook made me aware of this recently and I have to give it credit for novelty. It looks, from all the reviews, like it's well made and engaging, and for some, will scratch the itch that most likely no RPG has directly, tacitly scratched until now. At $13 for print or $6 for ebook, it's hard to justify against anyone interested in this idea passing it up.

If anyone has any thoughts on it, I'd be interested to see them, and maybe post them in an updated article. Enjoy!

Story Games Thread

Meta Gamemstery Review

Official Hot Guys Making Out Site


Saturday, April 11, 2015

Evilution Unchained Superhero Adventure for Icons, HERO 6 RPG

Evilution Unchained supers adventure and HERO Designer Character Pack for HERO 6E RPG sytem and Icons system. Also a Hero Systems 6E Combat Record sheet!  



Hey everybody! Looking for a fun, entertaining city-based adventure for the HERO or Icon systems? Pete Ruttman at Blessed Machine has released the new Icons version of Evilution Unchained (previously only in HERO format), as well as a pay-what-you-want HERO 6 Combat Record Sheet! I did some of the art/illustrations in the adventure and helped give some feedback, so I'm pretty proud of this product myself! Why not try it out and see what you think?! :)

http://www.rpgnow.com/browse/pub/7646/Blessed-Machine


Evilution Unchained is a three act mystery adventure that takes the heroes throughout the city to solve a series of high profile kidnappings. Heroes will Hunt for clues on nine Fully detailed color maps to discover a horrific plot that threatens the entire campaign city. Also, The Heroes will meet a fresh batch of full color supervillains as they try to solve the mystery of Evilution Unchained


Saturday, February 21, 2015

Free Tabletop RPG Resources 2015

Free Tabletop RPG Resources


Free Games

OpenD6 (formerly West End Games' D6, base for original Star Wars and Ghostbusters)
http://opend6.wikidot.com/

RISUS the Anything RPG
http://www222.pair.com/sjohn/downloads.htm#Risus

Basic Fantasy Roleplaying
http://www.basicfantasy.org/downloads.html

Free RPG Day Site
http://www.freerpgday.com/


Wednesday, January 07, 2015

My Top Six RPG Elements Video on Youtube

Table Scraps: Top Six RPG Elements: http://t.co/A5qZxyFrRf via @YouTube
 
Table Scraps has reviews, humor and other videos on tabletop board, card, dice and RPG games. This is a collection of a few different "top six" lists generated by some "toys" I made and have online. NPCs, useless items, wrestling movies, scene/plot elements, just to name a few. I'd love to get feedback from anyone on this! Enjoy!

Saturday, June 28, 2014

New Online Convention Aug. 16,2014: P&PGCon!


PPGCon I (Pen and Paper Games Convention) is taking place at http://penandpapergames.com in the Chatroom and its various game rooms, and will feature many live text-chat games, as well as possibly some using the chatroom-based voice feature. The chat has exploding dice, card draws, a good selection of game rooms which can host a solid amount of different games at once and alternating all through the day, as well as special guests.


Pen and Paper Games Convention I (Aug. 16, 2014)

Join us in the chat room on the first P&PG Mini Convention on August 16th,2014, where great DMs host one shot games for you! We have practically every genrecovered to choose from! The gaming site caters to roleplayers and gamedesigners alike looking to test their games. With over 20,000 members thissite is one of the few that has an active forum and chat room. You can look forplayers in your area, enjoy tabletop games online in the chat room or in play bypost format. You have friendly staff that will help cater to your needs and tonsof discussions on all types of topics.

Come in and have a great time and look for the chat room on August 16th to play great games or just hang out!

More information can be found at www.penandpapergames.webs.com

 
Please feel free to sign up to be a GM or player, and if you're feeling really civic-minded and want to help encourage and promote gaming and fellowship and help players and GMs find new avenues of opportunity, please plop a banner on your site, print out and put up a flyer at your local gamestore, library, laundromat or any other public place, or mention and link to PPGCon on Facebook, Twitter or whatever else you use - thanks!




SEPTEMBER 20th 2014
OCTOBER 18th 2014
NOVEMBER 15th 2014
DECEMBER 20th 2014
JANUARY 17th 2015


PPGCon Flyers (please print out and place in appropriate areas to help promote PPGCon!)

Register as a GM (register at webs.com, fill out info for game you want to GM)










Monday, April 14, 2014

Roll20 Token Actions (for Solomon Kane/Savage Worlds)

Hello there neighbors, I've put up a short video demonstrating one way you can use Roll20's Token Actions, which I didn't understand the nature of until very recently. This video covers the free browser-based virtual tabletop (VTT) roleplaying game application's Token Actions macro feature as implemented for the Solomon Kane/Savage Worlds campaign I run online.

The video involved things like a player choosing one or more targets for a certain type of attack, and rolling Fighting against the target('s) Parry, which the program references from the enemy's Character Sheet in the Journal tab. I'm very impressed with Roll20's progress and features and am pleased the Token Actions are so much easier than I thought they were at first. The techniques I use in the video can easily be applied to any other game system, even board or card games, so if this sounds intriguing, I urge you to please check out my video and Roll20. Thanks for reading and watching! -JP



Friday, November 01, 2013

Fate/Plot Points - Pay First?

First, I am in more general agreement that I prefer to be able to use my "plot manipulation" resources, such as Fate Points or whatever, to bring a sub-par roll up to at least a minimal success, rather than be forced to make a "dramatic" decision to spend points beforehand and possibly only roll a 1 which doesn't help me.

However, probably the best read on this question, is that it matters just how much is "on the line", for the real answer. If it's an over the top game where it's expected that lots of action or big gestures (physical or metaphorical) are made and it is generally easy or fairly routine for players to earn back the resources they spend, so they can do it again, then the pay-first mechanic is doable, especially if it's unlikely that even a bad failure is going to just outright kill someone or permanently remove an important option. But in more adversarial gaming (not my cup of tea), players do have enough that they are mentally working on and laudably keeping straight in their heads, to see things work out, that making even a game's possible "equalizer" resources merely a roulette spin, rather than a significant way to insure at least some part of their efforts pays off solidly, could seem honestly just spiteful. I guess it could work if you were going for an extremely gritty, nihilistic atmosphere with brief glimpses of hope.

To me, I still tend to fall into the camp that views gaming as a relative analog of novels or movies, not video games. If my players take the time to read and play by the rules, make characters, invest time and thought and flesh out an avatar and entertain me and the other players, then that makes them the MAIN characters, that will be challenged and have bad things befall them from time to time, and they'll be punished for stupid moves, but mere random chance won't decimate their heroic goals, anymore than a main character in a novel or movie will fail his roll randomly and fall off a ledge he's crossing, without that being intended to be a major plot or turning point. Similarly, main characters that have these Plot Point resources should be able to use this above-normal power, unavailable to most NPCs, to affect real change.

Tuesday, October 29, 2013

Round/Turn Length in Game Design

In game design, timing, and especially tacked timing of "combat rounds" and for chases and things like that, can be very important. This article will give at least a brief treatment to some of the considerations that go into round length in a game.

Savage Worlds and Warhammer both also use about 6 second rounds of combat. The PC turns are effectively the same 6 seconds, but happen simultaneously, with the initiative order signifying really only a fraction of a second difference to put one person above another "in line", so a turn is 6 seconds, and a round is made up of multiple turns, but it also is 6 seconds, because they overlap.

Many if not most games usually include at least a brief note about "attacks" or "shots" related to round length, stating that a melee or ranged attack is not one single sword swing or firing of a weapon, but a brief cinematic shot or scene of an exchange in combat, complete with dodging, parrying, counter-strikes and such.

You can see where it would be nearly impossible for characters to really keep track of their ammo, especially in the heat of battle - so think of every ranged attack you make as not a single pull of the trigger or loosing of an arrow or bolt, but as perhaps up to half a dozen or so, in the span of 6-10 seconds (depending on game system).

Rounds are the nebulous, uncertain but nominally 6-second (usually) length they are in most games because it is a contextually short amount of time, but long enough to be able to "hold" most significant things or actions that combatants would do.

If you are truly serious about "getting it right", the best way to understand round length and compare your own ideas are to simply do some personal experiments.

Pick up a short broom or other weapon-length item, hold it to your side with one hand as a sheath, and try drawing it a few times with the other hand, mentally or even using a stopwatch (or having someone else do it), find out what your average time is to "wield" or draw the weapon. Now do it with a watergun or capgun or bow (or that same sword-proxy), etc. You can get an idea into what kind of "window of activity" a large range of actions would fall. Take your faux-weapon and make a single strike, or even just punch or kick something (insert warnings, disclaimers, etc) and get an idea of how long these things take.

Now complicate your attacks by adding the time you have to take to aim at a certain object at a certain distance, to reload, to draw an arrow from your back or hip-quiver, raise your bow into position, nock it, aim and fire, or do an impromptu bit of LARPing or "shadowboxing" in your melee attempts, making parries, ripostes, recoveries, changed strategies and tactics, moving footwork.

Lastly actually walk at your normal pace a certain speed or amount of time, noting it, then determine any other factors not known at the time. For me it took about 7 minutes to walk around a quarter-mile (1,320 feet or 400 meters) high-school track, which worked out to about a 3 feet (0.9144 meters) per second (2 mph or 3.22 km/h) stroll, which is my everyday walking speed - that translates to 18 feet per turn or round, roughly half the standard movement rate of 30-40 feet per 6 seconds (so standard speed for a Movement 6 character in a 6 second turn game moves 4 mph on average).

From this you can determine what you WANT to allow for your game, in a certain span of time you're calling a turn. From a more concrete game design standpoint, it isn't so much that a round is "as long as it needs to be" and more "it is as long as the GM wants to allow it to be, based on how many actions he wants to be possible in a turn". A single punch or melee weapon strike could take as little as less than even a second (Bruce Lee and many martial artists have been documented as being able to strike with fist or foot, faster than a rattlesnake strike (90 frames of video, at 1/500 of a second each, or 1/5 of a second), which puts trained, top-notch melee unarmed fighters as fast as 0.10 seconds, or even faster.

You then have to "work backward" from these, and see what time frames can meet and average out, to allow most of these actions to all fit within the same duration, which becomes your turn and round length. This is where you have to make the judgments calls on whether or not you want PCs to be able to draw a weapon and attack without it being a multi-turn action, or drop, dig through and draw an item from a pack, etc).

For example, let's say in a game I'm working on, I've decided that the turns are short, encompassing only a single strike, but with the setup, lead-in, strike and resulting changed stance and location for both combatants, or a complex grappling maneuver, and possibly some posing - this still is well within a 3 second window, and that timeframe keeps popping up in my personal project, so it is probably going to be my base.

I don't have a lot of the other examples above in my game, such as drawing items from pouches and such, so I just give a penalty for "long actions" rather than making them multi-round, so I have no need to use the 5 or 6 second turn.

I've also watched some fight scenes from various movies, though mine were mostly martial arts/action movies (Jackie Chan etc), and most action/fight scenes came out to take a minute and a half or two minutes, from start to finish of the entire fight scene. That's for "non-Boss" fights, even with lots of stunts and choreography, while a "final showdown" with a major villain tends to clock in around 5 minutes. From this, I have the additional option of taking the non-Boss fight scene (1.5 minutes), and dividing that by the number of rounds I feel is a good average, or one which I wish most fights to take, to arrive at my seconds-per-turn idea.

If a simple but clever setpiece fight scene lasts 2 minutes, and I intend for the PCs to have to have the opportunity to attack 5 times in that duration, before the foes are eliminated, I divide 2 minutes by 5 attacks or rounds, arriving at 2.5-3 attacks = 1 minute, 1.5 attacks = 30 seconds. I hope you can where I'm going with that. Also  note the preceding example is for mostly unarmed and fact-paced martial arts scenes, not epic fantasy brawling, but the ideas remain the same.

Tuesday, July 02, 2013

Hit Locations and Combat Effects

Some alternate ideas to consider for damage, either for people creating their own system or for houseruling an existing game:

1. One model I've seen is a multiplier for severity in hit locations, like the body is x1, the arms or legs are x2, the head is x3. It simply uses math to make hits on certain body parts "matter" more. You could combine that with a per-location hit chart as well I'd guess.

2. Another model uses modifiers but for "hit points", so the body might get x3 to take or even soak damage, while arms might get x2 and head gets x1, so the body has the most resistive wound levels. You could probably also combine or derive this from the character's Stamina, etc.

3. Savage Worlds does something similar, adding +2 damage to limb hits and +4-6 for smaller/more sensitive targets, though this is more for called shots than random hit locations.

4. Warhammer Fantasy Role Play has hit locations (head, right arm, left arm, body, right leg, left leg) but all damage is still applied to the main Wound pool, but each location may have different levels of armor, which can change the damage inflicted, but not the effects AFTER being inflicted.

5. You might consider "effects-based" results as your primary combat results from various types of hits or locations, so instead of focusing on the body parts themselves, they can be interpreted or mapped to what effect an attack has. Say if you do a certain amount of damage or maybe the hit is 5 over what you might say is your 'average' damage roll, that would make the hit a "Good" hit, 10 over would be "Great", etc. These could have different effects, like "-2 to Movement until fully healed", "Drops Weapon", etc. It could be specific as just mentioned, or you could just have a random effect table also.

Thursday, May 23, 2013

Herbal Terminology for Role Playing Games



I'm in the process of making a fairly comprehensive herb-related document which could be used for about any game - it has information and random charts, for randomly generating known plants as well as new ones.

I have to do a lot of research for various aspects and I'm putting these up as a kindness to other gamers looking for info on the topic of the various etymology (origins) and meanings of a lot of typical herbal/botanical terms, with examples.



Apple = round; any non-berry fruit (crab apple)
Bane = slay, wound (wolfbane)
Bar = red or fruit (barberry)
Bay = berry or seed (bay leaf, bayberry)
Bell(a) = fair or pretty (belladonna)
Bil = roots or ball (bilberry)
Boysenberry = named after “inventor”
Choke = poisonous or very acidic (chokeberry, chokecherry)
Clote = burdock, cloud, clod
Conkle/Conker = conch shell (conkerberry)
Cran = crane (cranberry)
Cress = devour or grass (watercress)
Donna = lady (belladonna)
Fal = call or invite, curved blade or grey (falberry)
Farkle = sparkle (farkleberry)
Hack = hag, meaning "bird cherry" (hackberry)
Haw = hedge or fence (hawthorn)
Hem = hops (hemlock)
Huckle = hook/coffin handle (huckleberry)
Lock = like/akin (hemlock)
Meg = musk (nutmeg)
Mul = dull/dark (mulberry)
Nard = name of tree or smell, aromatic unguent (spikenard)
Poke = N. American: stain, smoke, dye, possibly sack, puck (poke salad)
Privet = prime or first (privet berry)
Quarters = tithing time bloom, area, fourth or side of meat (lamb's quarters)
Rasp = sweet, rose colored wine (raspberry)
Ri = another/repeating or laughter (riberry)
Ruff = turbulent, wading bird, swagger, frilled (woodruff)
Saxifrage = "herb"
Seal = crowd/bunch, fastening emblem or plough or crop (goldenseal, solomon's seal)
Serviceberry = blooms when religious services are common
Snap = beak, mouth, quick movement, bite (snapdragon)
Sop = gift to appease or wisdom (sweetsop)
Sorrel = sour or reddish brown or yellowish brown (wood sorrel)
Spike = ear of grain, thorn, nail, splinter (spikenard)
Tay = engineered; named after river (tayberry)
Tea = inner integrity and power (teaberry and tea)
Whortle = hurtle (whortleberry)
Wim/Whin = whistle/whiz through air (wimberry)
Wort = weed (mugwort)
Wrack = marine vegetation, seaweed, kelp (sugar wrack)

Friday, May 03, 2013

Creating Paper Miniatures for Tabletop Games

Also known as cardboard or paper minis, these are the very cheap alternative to buying handfuls of paintable pewter (or originally lead) or even plastic molded or hand-sculpted figures for gaming. Most minis stand roughly an inch in height, and are set onto a flat base, either round, rectagle, square or even hex shaped, to keep them upright. Games Workshop, Reaper and Ral Partha are among the more traditional names for true packaged gaming miniatures, but today we'll be looking at the little brother of these fine figures.




Printable or "print mini" paper minis are usually printed onto a piece of paper or sometimes thin cardstock that can be fed into a typical ink or laser jet printer - many paper mini users print onto paper first to make sure a mini looks good without having to waste more expensive cardstock, and then cut out and glue or otherwise affix the paper mini to the cardstock, which also adds extra strength, combining the cardstock and the paper.


Wednesday, February 06, 2013

Realm Works - Streamlined RPG Campaign Tools Kickstarter


So, have you heard about this "Kickstarter" stuff? I think they used to call it "crowdsourcing" before this enterprising group of souls put together this Kickstarter site and took the ball and not just ran with it, but got in a high-performance car and drove across the continent and jumped the ocean with it. 

Anyway, my point is not them, but the things that can be done with Kickstarter, like this, Realm Works - Streamlined RPG Campaign Tools, a new "virtual tabletop" application, for tabletop role-playing games, allowing for sharing of maps, chat, dice rolls and various other things, but I have to say this project seems to really raise the bar on the features it offers. I'll be amazed if they can really provide the things their intro video shows. A GM can make or upload maps, sure, but also link to sub-node type of content on those maps, and have documents and other maps all associated with these, information blurbs that the GM can simply highlight or check to make known to the players, rather than typing things out at the given time - assuming you're not a lazy GM, of course. If you're just a horrible GM like I am, you might as well mail your players a half-eaten tuna sandwich with your bitemarks forming an image of a clue they uncovered, for all the pleasantness and speed you'll deliever, with any application.

BUT, for those that DO drag themselves out of bed before 5 PM and put some forethought into their role playing game adventures for their players, Realm Works seems to be able to offer a plethora of tools that could multiply any GM's productivity and efficiency. Check out the Kickstarter page for it - they've got 18 days to go at the time of this post, and are halfway to their projected goal to make Realm Works a reality. I'll be interested to see what happens.





Friday, February 01, 2013

BlessedMachine's CROSS at Garycon Mar 14-17 2013

Hey, all you tabletop role playing gamers, you know what GaryCon in Lake Geneva is, right?

Well it's happening again March 14th-17th, 2013, and among the awesomeness will be the debut of a completely new campaign setting and/or supplement for HERO called CROSS, the clandestine spy agency known as the Catholic Response Organization to Strategize and Strike, an organization that secretly fights evil for the good of Christianity using cutting-edge technology coupled with powerful prayers honed over two-thousand years of history.  

CROSS is published by Pete Ruttman's BlessedMachine.
 
If you haven't checked it out yet, I recommend you head on over to BlessedMachine and get the scoop on this new take and see what's in store for players at GaryCon. Pete's put a lot of creative work, thought and time into getting this into shape, and is really hoping to see some smiling faces there. He's a good guy and always welcomes feedback, so stop by, chat him up and get yourself a seat at CROSS and become part of BlessedMachine, if only for a few sessions (so far)!




Friday, December 14, 2012

Tabletop Tools: Inspiration Pad Pro 3 Free Download


 I've been organizing pdfs and articles i have on writing better adventures and such, to
help me find and focus on all my works of that kind, with the proper references, to get this Inspiration Pad generator thing to work better. It went south when i tried to do too much in the same generator, especially with me not being super-familiar with its scripting, so i'm going to separate them out and go one step at a time - baby steps.

If you haven't seen Inspiration Pad, it's an awesome free (also a pay version) application you can download that lets you easily make random generators out of simple text files, some of them quite sophisticated - most useful for tabletop role playing games (at least for me).



Inspiration Pad Pro 3: http://www.nbos.com/products/ipad/ipad.htm

They've got a character sheet designer and fractal mapper and other tools gamers might find helpful.

NBOS also has some neat online generators, which look to have been created with Inspiration Pad Pro, and the results put up on their site as examples. http://www.rpginspiration.com/


I hope to be able to make random villains of my own choosing for RPG systems that I can't find that sort of thing for. Maybe random hazards, etc. The possibilities are almost endless!

Green Dragon Adventure: Casual Online RPG Starting Soon!

The Green Dragon Adventure site now has a blog, which potentially could prove to be a "value-added" feature to the main GDA site, with possibly artwork, creative writing, tips and other discussions related to his game, as well as possibly RPGs in general. If you haven't checked it out yet, I urge you to take a look at Green Dragon Adventure's blog and the main site, which will be starting a new game perfect for casual "tabletop" and forum-like RPGers who don't have the luxury of being able to do hours-long online gaming, but can visit regularly at times of their own choosing, to make the "command decisions" for their characters, to engage in adventure!

Green Dragon Adventure




Greed Dragon Adventure Blog: http://greendragonadventure.blogspot.com/

Greed Dragon Adventure Main Site (sign up to play!): http://www.greendragonadventure.webs.com/

Monday, December 10, 2012

My Thoughts on a Post at RPG.NET about Counter-Intuitive Lessons from Video Games

I was just at RPG.NET and found a topic with some interesting points, posted originally by forum member Lugaru, and I'd like to duplicate my thoughts here, paraphrasing his points:

Gamer cries of "that's not realistic" are really cries of "that's not authentic/intuitive".

I personally like the refinement of the "realistic" issue into "authentic", which only means "authentic to what we expect", not necessarily what is. This is a fine point and the reason you can have arguments about whether zombies "realistically" be killed with head shots or not, or if you can dive away from a 20 foot diameter fireball with no damage. It's not whether it really happens in real life, but whether we can generally agree, "Okay, that makes sense".

Overpowered isn't as bad as repetitive
"Playing Superman is by definition, overpowered. If players can use their overwhelming superpowers to immediately defeat any threat, that is a flaw in game design (or at least GMing).

I would note that this is true, but, having an overpowered or all-applicable tool to deal with almost everything, does tend to LEAD to repetitiveness, so while one may not equal the other, there is a strong correlation that could nearly be a direct evolution, making both almost equally worthy of being on guard against.

Games are timewasters, but don't waste players' time

"Fetch and collecting quests, mini games and long distance walks in video games pad out  the running time, while tabletop games seem to fall into this same pattern with excessive die rolling (to hit, critical, damage, location, etc). Standard actions that should be expected to be routine shouldn't need a roll at all, such as picking a typical lock or eating well enough while in town, unless there's a monster bearing down on you, a battle is going on, food is scarce, etc."

My main issue here is that an example of "picking a standard lock" is mentioned as something that shouldn't even be rolled for, to keep the game flowing, to avoid doing things that by and large, aren't important until a certain situation arises, yet in Point 1 above, it is considered a given that vehicles run out of gas and guns run out of bullets, which, though not explicitly stated, seems to indicate a pretty prosaic adherence to ammo tracking and bookkeeping, which I personally find the worst violator of game flow, bar none. To me, unless there is a REASON to be making tickmarks while you're just in standard combat or driving from one place to another, that should be turned into some sort of resource roll, to leave the mundanity in the background where it belongs, like itemizing every single envelope, piece of string and iron ration you have.

Friday, November 30, 2012

What I've Been Doing, Part I: Animals in RPGs, Medieval Measurements



I've been doing a lot of work, research, writing and organizing on:

animal bite forces, sizes, weights, senses, abilities
diets, care, space, speed, burdens, abilities for horses (need to do dogs, birds, tigers, bears)

I realized that in the Solomon Kane game I run, and others, I've had people with either just trained animals or pets, or actual NPC allies which they've even turned into sidekicks (NPCs that can gain levels like PCs), but I have little or no real support or treatment of how these are to be treated or used in play, or what other features they may have outside of "monster manual"/bestiary stats, and that needs to change.

Also:
medieval measurements: linear (ancient measures: fingers, cubits, roods, perchates, chains)
medieval measurements: area (acres, hides, baronies, manors, etc)
deep settlement (village/city) creation and development, including land features (water, arability, resources)
deconstructing the Solomon Kane plot hooks, to add to an adventure generator to produce a very involve level of detailed elements from which to create new adventures, using randomness/die rolls
putting hopefully 3+ adventures together to sell on an rpg site

Thursday, October 25, 2012

Free Downloads: Feng Shui RPG Character Sheets and Dragon's Heirs Archetype Sourcebook



The Dragon's Heirs for Feng Shui
- Made with express consent and hosted by Atlas Games, my compilation of all 59 of the official archetypes for the Feng Shui archetypes can be downloaded for free here.





Feng Shui Character Custom Sheets Pack
- 10 different custom character sheets for Feng Shui with different "theming", from Basic White to Jade to Wood.

Wednesday, October 24, 2012

Zoat Sourcebook for Warhammer Fantasy Role Play 2nd Edition (WFRP2)

 This is a completely unofficial fan-made sourcebook for Warhammer Fantsy Role Play 2nd Edition (WFRP2), fleshing out the Zoat race, which was removed from 3rd edition.

Friday, October 19, 2012

Free Art: Turtle Centaur (WFRP Zoat)

This isn't fantastic or anything, but I thought I'd share a vector art image of a turtle-centaur I just made, which the Warhammer game would refer to as a "Zoat". It is "open" clipart so is free to use for any purpose as far as I'm concerned.