The Iron Wolf’s Vision

When I created Iron Wolf Games, I have to admit that I didn’t have an entirely clear vision of where I was going with it. I had some concrete plans about creating content and making some money to supplement my part-time job until I found a full-time job or sold a book or something more lucrative. I also had a few discussions with friends of mine about creating a website where people could post their own campaign modules and share them with each other, rate them, etc., perhaps with a subscriber fee for the highest quality content. Over time, I began working toward the goal of publishing a book, ebooks, that sort of thing, but nothing that would qualify as a vision.

Since then, as most of you will have seen, the economy has suffered, jobs are scarce, and layoffs frequently strike the same place twice. After three years of searching in futility for a better job, I lost even the one I had. My own employer was pushed out of his lease by a bigger company with more money to throw around, and without a location, there’s no business. I have an Associate’s degree, training in web design, and have managed two small businesses, but my employment history is peppered with contract work and seasonal jobs. I don’t have a chance.

I can write. I can draw. I can teach. I can write music. I can code in HTML, PHP, a few others. I can administer and manage and organize. In short, I’m a one-wolf band when it comes to operating a small website. But if nobody will pay me to do it, what’s the point anyway? That’s what I told myself, for three years.

This October, my eyes were opened. Perhaps many of you heard about Occupy Wall Street a little earlier than I did, but when I clicked my first twittered link about it, it was already in full swing. I read articles about protestors being arrested. I read articles about corrupt politics and lobbying. I read articles from banks and news media and people who just didn’t understand what all the fuss was about.

But I got it. I heard people voicing the same grievances I’ve had during these last three years of under-employment. I don’t have health insurance. I can’t get a job even though I’m over-qualified. The K-12 school system in my state is a parody of real education. I’m drowning in student debt because I thought gaining a degree meant I could find work. The housing crisis ruined my business. I live in a one-bedroom, basement apartment with my husband and four young children. I can’t buy food for them. The safety net that keeps my utilities on is being threatened by spending cuts made during a time when trillions of dollars – enough to pay off the student loans of every American – were spent to bail out banks that have been defrauding their investors. I know – I spoke with lenders as a regular part of my pre-crisis employment. I knew all about the ARMs and the stated-income loans and I thank my lucky stars that I got out of that before we invested in any of those horrible mortgage-backed securities.

But enough ranting. After I got angry, I got busy. I spread the word, I did my research, I wrote impassioned articles on obscure blogs (…oh, wait). Once I knew I wasn’t alone, I had confidence to air my own complaints, and I did that for a while, too. (You may have been wondering where I’ve been for the past two months; there’s your answer).

Right now we’re kind of watching the dust clear. Though many of the encampments have been removed, and thousands of protestors arrested, we can see the conversation changing. The people who needed to hear our message have, and now the ball is pretty much in their court. Public statements are being made, investigations begun, and other little signs are visible that people aren’t afraid of big money any more, and change may be around the corner.

That doesn’t help anyone right now. It’s promising, but the gears of politics and economy take years to turn. In the meanwhile, we still have people unemployed, uninsured, and in serious need of a resume boost to stay competitive.

That’s what my new vision is about. I recently received second place in a fiction writing contest, and I was honestly more grateful for the plug on my resume than I was for the gift certificate I won (and I was pretty darn grateful for that. Christmas is back on! Yeah!). Add that to a comment a good friend made about wanting another flash fiction contest to enter, and everything fell together for me.

I have a website. I am an editor. I can design the infrastructure. I can market and promote skillfully on the internet. What I don’t have yet is content. You out there who write and draw, you can help create content. I can’t pay you – you deserve it, but that’s going to have to be a more long-term goal – but I can give you something. I can host art and writing contests, I can critique and edit your work, and I can provide a forum for you to get noticed and awards for you to win and catch the eye of that prospective employer. Or that major publishing company. Or whatever it is that advances your goals in life.

It will take a lot of time and effort, but that’s what a vision is, really. A goal for the future, an ideal to work toward. At first the contests are likely to be poorly attended and award little esteem, but I’m willing to stick it out if you are. Cash prizes and publication of your best entries in a periodical is not outside the boundaries of my ambition.

In this time of financial strain, what we all need is to support each other. I can’t hire anyone, I wish I could. But I can do something. I can write, and I can organize. I can teach, I can improve, I can facilitate, and I can empower. It only costs me a couple hours’ work a day that nobody’s going to miss, and some web hosting fees I was paying anyway. What have I got to lose?

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I’ve been working hard on the PDF versions of the character class previews posted earlier in this blog, and this morning I’m proud to unveil the updated version of the Ace, in a free, downloadable pdf for your convenience. For those of you just tuning in, the Ace is a science-fiction flavored ranged striker, fully compatible with the 4th Edition D&D rules.

More character class preview PDFs are on their way, so stay tuned!

In the heat of battle, it’s nice to know who’s in charge of what. To avoid confusion and conflict between the players during a single-ship combat, they may want to assign certain roles or stations to each of the characters at the beginning of combat. These roles are guidelines based on the Distant Horizons rules set still in development, but can be adapted for almost any game system.

Helm – The character in this station chooses what movement actions the ship takes during each round, and uses his movement action to maneuver the ship.

Engineer – This character decides how the ship’s power will be divided each round. He must spend a movement action on his turn to change the distribution of Power units.

Captain – This character has the authority to override the decisions of other stations. Once each round, he may take an immediate interrupt action to countermand the actions of one other station, and on his turn he may spend the appropriate action filling in for one of these roles.

Tactical – All characters may take control of a tactical station – even if assigned another role – up to the total number of weapon stations the vehicle possesses. At the beginning of each character’s turn, they may choose one weapon station to control, in initiative order. Changing stations is a move action, but choosing a station if you do not have one claimed is a free action. If another character is using the station you wish to use, you must ask his permission (unless you are the captain and use your override action).

Communications – The character in this station controls all communications sent and received by the vehicle. Activating and disabling the comm are both free actions.

Operations – The character in this station monitors damage taken and tracks what systems have been affected. His player should roll for each point of damage to determine which systems were hit.

Sensors – The character in this station controls the use of the Science Station each round, if the vehicle has one. He also controls the ship’s sensors and makes perception checks for the vehicle. Using the Science Station is usually a standard action.

Medical – The character in this station controls the use of the Medical Station each round, if the vehicle has one. Using the Medical Station is usually a standard action.

Other stations may be invented by the players, and these can either be permanent crew assignments based on character specialties, or change from one combat to the next. If the players wish, they may choose their assignments for each encounter in the order they rolled their initiative.

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I was doing some research the other day (read: Watching old episodes of science fiction shows) and the sheer number of buzzwords used in a crew briefing was tickling my funny bone. I thought to myself; now there’s a gold mine for my next science fiction campaign! The problem is, coming up with stuff like that on the fly for your players. So to help myself out, and incidentally all of you, too, I’ve started a buzzword collection. Here are the first 25 verbs, adjectives and nouns I could think of that are frequently (over)used in science fiction serials. If there’s a good one I’ve missed, add it in the comments and we’ll see how long we can get our list before Distant Horizons is ready for publication.

Here’s how it works. Say you need a random ship malfunction/delay as a plot hook. Simply choose one verb, one adjective, and one or two nouns. There is some cross-over between the noun and adjective lists. Mix and match until you find the ones you like, then plug them into this formula: VERB the ADJECTIVE [NOUN] NOUN. Configure the primary shield generators. Transmit the sub-space coordinates. Recalibrate the neural diagnostic system. Or you can turn it around and use: The ADJECTIVE [NOUN] NOUN is VERB+ing. The kinetic buffer is decompressing. The infinite data emitter is fluctuating. And so forth. I stole the idea from a mix and match chart of archaic insults (.doc file); I even looked it up for you, you bunch of craven elf-skinned flap-dragons. Er. Ahem. Sorry about that. On with the list.

Verbs Adjectives Nouns
Amplify Auxiliary Amplitude
Configure Alternate Buffer
Upload Automatic Conduit
Compress Dynamic Coordinates
Configure Electron Core
Decompress External Data
Decrease Finite Deflector
Download Humanoid Drive
Emit Infinite Emitter
Fluctuate Internal Event Horizon
Increase Kinetic Field
Modify Linear Fluctuation
Observe Multi-phase Generator
Override Neural Hull Integrity
Position Organic Matrix
Recalibrate Phase Parameter
Reflect Pneumatic Particle
Reposition Positron Plasma
Reprogram Primary Relay
Reroute Quantum Rift
Stratify Static Rupture
Transfer Sub-light Shield
Transmit Sub-space Singularity
Uplink Temporal System
Upload Trans- Theory

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Filling in the Gaps

It came to my attention after writing the previous post that the Player’s Handbook and the Dungeon Master’s Guide are missing some important bits of information about Endurance checks, without which it might be difficult to understand the Environmental Hazard rules in the post. Though I didn’t find what I was looking for, I did manage to track down these two charts in the addenda files on WotC’s website. They may help a little.

Though the PHB claims that chapter 3 of the DMG provides rules for hunger, thirst, and other Endurance checks, there is no mention of any of them in the chapter.

I thought I must have read rules for sleep deprivation before, but then I realized those were home-brew rules I came up with on the fly during my first 4th Edition campaign. Since I couldn’t find any official word on the subject (and please correct me if the rules are in some reference I didn’t think to check), I will provide my version for anyone else who has need of them. The basic idea was mentioned in the previous post – that is, failure to pass an Endurance check (see chapter 5 of the Player’s Handbook for example DCs) causes the loss of one healing surge. Attempting to remain awake is a DC 10 + 4 per day (not including the first night skipped). Unlike the other conditions named below, losing your last healing surge does not trigger a death save – you merely sleep for the duration of an extended rest before waking.

When suffering from hunger, thirst, or extreme weather conditions, a character does not regain healing surges from an extended rest, but does regain powers, action points, etc. Once the character runs out of healing surges, he falls unconscious and must begin making death saves. If he makes the save, he regains consciousness after an extended rest, and may continue on until the next save, unless he finds reprieve before then. Checks which test more frequently than once per day, such as holding your breath, do not get this second chance.

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I’ve made a lot of mention of environmental hazards and hazard ratings in the last few posts, and I thought today I’d make some time to explain them in greater detail. If any of you have viewed my lens on building a star system (which is in serious need of a re-write – working on it), you may already know what these are, but for the rest of you, here’s a better look.

In a science fiction setting, characters come across a wider variety of terrains and climates than your standard D&D fantasy realm has. You can argue that those are covered by the various planes or whatnot, but I wanted to make things a little simpler. Here is my take on environmental hazards and how to deal with them in a sci-fi campaign.

When traveling through a hazardous environment, a player must make Endurance checks periodically to resist its effects. The frequency at which a player must check is determined by the hazard rating of the environment, minus whatever protective equipment he or she possesses. For example, if a character travels through an icy wasteland (Cold 2) with equipment suitable for a temperate winter (Cold 1), he checks at a Hazard rating of 1.

Hazard Rating Check Period
0 None
1 1/day
2 1/hour
3 1/round
4 1/minute
5 1/second
6+ No check – Instant death

While insufficiently protected from these hazards, a character does not regain Healing Surges after an extended rest, though he may still take one. If he chooses not to take an extended rest, he automatically loses one Healing Surge every 24 hours (not including the first day) until he does so. Each time he fails his Endurance check (DC 15), he also loses one Healing Surge. If he is out of Healing Surges, he instead falls unconscious, and must make a death save. If he makes his save, he regains consciousness.

Technology/Habitability Level

0 Uninhabited No technology
1 Stone age Crude weapons and simple clothing
2 Iron Age Metal tools, textiles
3 Industrial Age Mechanical manufacturing
4 Space Age Plastics, synthetic fabrics
5 Expansion Age Transparent ceramics, faster-than-light technology
6+ ? Hypothetical future or alien technologies

Temperature

-5 Absolute zero
-4 Vacuum of space
-2 Arctic temperatures
-1 Temperate winter
0 Optimal human habitability (40-90° Fahrenheit)
1 Desert summer
3 Boiling point of water
4 Temperatures required for atmospheric re-entry
8 The surface of a star

Pressure

-4 Vacuum of space
-2 Aircraft altitudes
-1 Top of Mount Everest
0 0 to 8000 ft above sea level
2 2000 ft below sea level
4 Mariana Trench
6 Surface of Jupiter
10 Black hole

Toxicity

-3 Inert gasses
0 Earth’s atmosphere
2 Volcanic Ash
3 Chemical weapons
4 Atmosphere of Venus

Radiation

0 Everyday life
1 Prolonged sun exposure, vacuum of space
2 Earth’s radiation belts
3 Inner solar system (Closer than the Goldilocks zone)
4 Nuclear accident
5 Jupiter’s radiation belts
6 Solar flare

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A Call for Guest Bloggers

As some of the game content approaches completion, I would like to invite a few people to test play the Distant Horizons game system and write up some short roleplay logs and comments on how the game seems to be running. These will be featured on the Roleplay Logs page, and guest bloggers will be given access to content which will only be available in the PDF store for most people. I need guests who have some skill with writing, and they need not be the storyteller of their campaign, but must be familiar with D&D 4th Edition as well as the Distant Horizons rules posted so far. Test players will be accorded first priority when determining which content will be posted and which classes updated next.

If you or your storyteller is interested in test-running the system, send me an email at ironwolfgames@gmail.com and briefly describe your gaming group and the campaign you’d like to run.

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Adding Some Color

Sci-Fi Gunner - Red WaspSo the other day I was looking over the blog and decided that I needed to do something about the serious lack of nice images – especially as I prepare some of the PDFs I’m planning to release in the near future. Not being a particularly patient artist (and not having one on staff), I suited myself up with the very best space gear $8 would buy and set out looking for some interesting science fiction themed venues in Second Life.

Thanks to the help of some very talented builders, I was able to snag quite a few great shots, many of which I’ll be featuring in the character class PDFs soon. If you’ve never been to Second Life, it’s a great place for virtual interaction, creativity, and even business. Players create their own content, from scripts to clothing to houses and more, and buy, sell and trade their creations with other players. I don’t spend much time there anymore, but when I do you’ll most likely find me – Lironah Daviau – on Adam ondi Ahman with my friends.

Special thanks to Blackmamba Sands (Scenery), and to Groll Greggan (Costuming) and Sho Kenin (Poses) for their excellent selection of merchandise.

Edit: I’ve added a Donate button for anyone who wants to help me buy real art. Or food. I like food.

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Here are the basic armors for Distant Horizons, my science fiction mod of D&D 4th edition. They’re fairly self-explanatory, if you’re familiar with the standard D&D armor rules. Science fiction armor enhancements are called Augmentations, and use the same pricing scale that magic armor uses in the Player’s Handbook. You may wish to borrow some types of 4th edition enchantments as Augmentations, but be sure that the bonuses given are in concert with the look and feel of your science fiction setting. Some sample Augmentations are given later in this post.

Armors in Distant Horizons have two states – open and closed. In open state, an armor is not sealed against the elements. Typical examples of open state armor are when the helmet is opened or removed, or when hands are bared for fine manipulation of objects. In closed state, all armors are airtight, and provide a +1 environmental hazard protection. In closed state, each of these armors hold enough oxygen for five minutes of unaided breathing. Switching between open and closed state is a minor action.

Armor

Name (Type) Bonus Min. Enh. Bonus Check Speed Price Weight
Space Suit (Light) - +0 - - 1 4
    Spidersilk Suit +1 +4 - - Special 5
Aramid Fiber Vest (Light) +2 +0 - - 25 15
    Nanotech Fiber Vest +3 +4 - - Special 15
Aramid Fiber Suit (Light) +4 +0 -1 - 30 25
    Nanotech Fiber Suit +5 +4 -1 - Special 25
Cerametal Vest (Heavy) +6 +0 -1 -1 40 40
    Halycite Vest +9 +4 -1 -1 Special 40
Cerametal Scale (Heavy) +7 +0 - -1 45 45
    Halycite Scale +10 +4 - -1 Special 45
Cerametal Plate (Heavy) +8 +0 -2 -1 50 50
    Halycite Plate +11 +4 -2 -1 Special 50

Space Suit – protects the body from the background radiation of space. It is temperature controlled, and contains fittings for complex armors,  power cells, and supplementary oxygen. Optionally includes a helmet with visor. Functionally, it reduces the environment’s hazard rating by 1 while worn in the closed state. The spacesuit is the basis of all other armor types, and can be worn over, under, or in place of other clothing, but does not give any other bonuses.

Spidersilk Suit – a close-fitting garment made of a special fiber with extreme tensile strength. Spidersilk can be fashioned into clothing or a spacesuit, and looks like a normal fabric despite its protective qualities. It is highly sought after by rich spacefarers.

Aramid Fiber Vest – worn over clothing or a space suit, Aramid Fiber is stiffer and more durable than a normal space suit, able to cushion the wearer against bullets and absorb some of the damage from energy weapons. It normally includes numerous pockets and a sheath for a knife or firearm.

Nanotech Fiber Vest – Nanotech fiber is constructed at the molecular level by microscopic nanites. It is superior in durability to all other fabrics.

Aramid Fiber Suit – usually taking the form of a spacesuit, an Aramid Fiber Suit covers the entire body with dense protective layers of blast resistant Aramid Fiber. It contains attachment points and serves as a base for all Cerametal armors.

Nanotech Fiber Suit – The full-body version of the Nanotech Fiber Vest. Serves as the basis for all Halycite armors. Cerametal Vest – Made to be worn over an Aramid fiber suit, a Cerametal vest covers the chest and other vital parts of the body. It is made of an extremely resistant ceramic alloy much like that used on the outside of a spaceship. It can absorb blaster fire and completely deflect projectile weapons.

Halycite Vest – This vest is made of an extremely heat-resistant alloy, and is buckled over a suit of Nanotech fiber.

Cerametal Scale – made up of overlapping pieces of Cerametal attached to an Aramid fiber suit, Cerametal scale covers significantly more of the body than a Cerametal vest.

Halycite Scale – made from overlapping plates of Halycite alloy, Halycite scale is usually sewn directly into a suit of elastic Nanotech Fiber to reduce vulnerabilities from buckles and gaps.

Cerametal Plate – Made up of jointed plates attached to a solid breastplate of Cerametal, this bulky armor is only worn by the hardiest of spacefarers. It usually includes a reinforced helmet with a built-in voice amplifier to counteract the muffling properties of the Cerametal.

Halycite Plate – This full-body armor fits like a glove, and contains its own power unit for donning and doffing it without assistance.

Augmented Armors

Augmented Armor – Just the basics.

Lvl 1: +1 bonus 360 CR
Lvl 6: +2 bonus 1,800 CR
Lvl 11: +3 bonus 9,000 CR
Lvl 16: +4 bonus 45,000 CR

Booster Armor – Contains a built-in booster rocket, for emergencies. Power (Encounter): Move Action. Gain two free squares of vertical movement.

Lvl 3: +1 bonus 680 CR
Lvl 8: +2 bonus 3,400 CR
Lvl 13: +3 bonus 17,000 CR
Lvl 18: +4 bonus 85,000 CR

Coolant Armor – Responds instantly to extreme heat. Property: Resist 5 fire. Level 17: Resist 10 fire.

Lvl 2: +1 bonus 520 CR
Lvl 7: +2 bonus 2,600 CR
Lvl 12: +3 bonus 13,000 CR
Lvl 17: +4 bonus 65,000 CR

Grounded Armor – Channels electricity into its batteries. Property: Resist 5 electricity. Level 17: Resist 10 electricity.

Lvl 2: +1 bonus 520 CR
Lvl 7: +2 bonus 2,600 CR
Lvl 12: +3 bonus 13,000 CR
Lvl 17: +4 bonus 65,000 CR

Thermal Armor – Responds instantly to extreme cold. Property: Resist 5 cold. Level 17: Resist 10 cold.

Lvl 2: +1 bonus 520 CR
Lvl 7: +2 bonus 2,600 CR
Lvl 12: +3 bonus 13,000 CR
Lvl 17: +4 bonus 65,000 CR

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Today’s post is a little late – it was my birthday last week, and birthdays being what birthdays are, I’ve been a little … er, busy enjoying my present. But I finally managed to drag myself away from Minecraft for half an hour to put this up for you, and my next post should be on schedule for Friday.

As promised, the Officer is the fourth and final Destiny power source class for my sci-fi version of the D&D 4th Edition rules. It fills in the last gap – Leader (if the name didn’t make it obvious). The Officer is a ranged leader specializing in augmenting his allies’ attacks, and of course healing. The Officer can double as a Controller in a pinch, with a selection of powers which allow ally movement, including one of his class features.

Take a look, feel free to comment/playtest/offer suggestions, and stop by later this week for a look at either science fiction armor rules or an updated version of the solar system designer – whichever I find enough time to write up tomorrow. Also check out the updated version of my first class, the Ace, and a downloadable pdf version of all four Destiny Class previews.

Download the Officer Class Preview.

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