Showing posts with label superhero. Show all posts
Showing posts with label superhero. Show all posts

Wednesday, 14 June 2017

Forgotten Heroes - Slaymaster - Part 7

Slaymaster is complete!


I won't go through the tedious painting process in detail; It was mostly block colour and dry-brushing, with a thin ink wash into some of the recesses to pick out detail.


In the comics it's unclear what colour hair he has. It looks black, but is sometimes coloured with a little bit of brown, which may just be artistic highlighting. I opted to paint it black and give it a token brown dry-brush.


It was no trouble at all to use a fresh, sharp and sturdy scalpel blade to remove the figure from its original Heroclix base. I then glued him to a clear perspex base from Aetherworks.


Here he is in comparison to the original Daredevil figure. Yes; I had a duplicate; that's why I used the figure for the conversion in the first place. 




On the whole I'm very pleased with how Slaymaster has turned out, given that I wasn't sure I'd be able to deal with one or two of the technical or modelling issues involved. Once again, making things up as I went along stood me in good stead.

Here's all of the posts covering this conversion:


Old foes fight once again!





And finally, here he is with my Forgotten Heroes entries from last year (including the Marvel Girl I did as a practice run). From left to right: Captain UK, Marvel Girl, Slaymaster, Jenny Everywhere


Thanks to everyone who's followed this project over the past week or so. I'm not sure I will start a new figure this month, but I do have one I started and half-completed earlier in the year, so I will probably finish that off just to stay in the game.

Tuesday, 13 June 2017

Forgotten Heroes - Slaymaster - Part 6

It's time to start painting Slaymaster!

First of all, a grey undercoat.


It may have missed a few bits. No big deal.



His costume is yellow. Dick Garrison suggests that yellow is always fun to paint, and I know what he means; a lot of yellows are horrible to use, and mine are mostly very old GW paints, which are the worst. Fortunately his costume isn't a bright yellow, and I have a rather nice Derivan 'Desert Yellow' which covers beautifully. I brushed it over the top of an orange-brown base, the brushed a brighter yellow over the top for highlights. The result is ... yellow.



I painted the belts in a darker orange-brown, and did his face the same as a base for the flesh-tone.


In the next post - the finished figure!

Monday, 12 June 2017

Forgotten Heroes - Slaymaster - Part 5

The final modelling stage for my Daredevil to Slaymaster conversion was to equip the assassin with some weapons. The version I am basing my figure on uses a rather impressive claw device attached to his right hand, and I decided to try and build it.

Of course, what I hadn't thought through was just how I was going to do it, since claws are small, fiddly things to model. I considered thin card, but thought it might be too flimsy. Also pieces of toothpick. At one point I just considered scrapping the whole thing and giving him a weapon of my own design (as in 'something easy). Then I was looking at the mess on my painting desk, and saw a small piece of foil I'd taken off the end of a tube of acrylic paint a few days previously. A couple of minutes with a scalpel shaped it into the claws I was looking for, and I attached them to his hand.


Ah, you say, but foil is no more robust than card. Yes, that's true. But it was easier to cut and shape and, once I'd fitted it, I hit on a cunning plan. I coated the claws with a couple of alternating layers of superglue, then white wood-glue using the end of a cocktail stick. Each layer was left to dry in between. When it was done I had something that was solid, but still maintained the thinness I was after.


Why is the inside of the device green? Because the foil it's made form came from a tube of green paint, silly!


One it was all done I added the body of the device, and then what the Lego people call 'greebling' from more card and a piece of tube from a cotton-bud.


On his other wrist I added some spiky weapons, the nature of which I'll leave to your imagination and mine. They're just three pieces of wire, cut to length and carefully glued into position. They help balance the figure out.


So, unless I think of anything else, that's the conversion work finished. The next stage will be a thin coat of PVA glue just to seal all of the joints and help everything hold together, and then I can undercoat and consider how I'm going to paint him.


Sunday, 11 June 2017

Forgotten Heroes - Slaymaster - Part 4

This afternoon I set about doing Slaymaster's hair, including his distinctive beard.

First of all I lopped off the top of his head, since it's easy to replace with a blob of milliput which can then be worked into the hair itself. I've found working a thin layer of milliput over a 'complete' head to be more difficult.


If you look closely, you can see that I drilled a very small piece of wire into his chine. I reasoned that giving the beard a little support wouldn't hurt and, if I couldn't mould one with the putty, the wire itself would do at a pinch (and with a creative paint-job).

Here's the hair and beard completed. I added more hair than I needed, and then carefully removed bits until it looked right. I think there's still more hair than the figure needs, but it looks good, so I'm going to leave it for now.


The trickiest part was getting the look of Slaymaster's widow's peak. I'm not sure if I've really managed it, but I'll get a better idea when the figure is undercoated, and can make minor adjustments then if need be. The beard worked out fine.


Something was missing. The moustache. I had planned to just paint it on, but decided that there was no harm in modelling one. Aside from the fact that it was very fiddly work indeed. Again, if it doesn't work out I can correct it later.


The next stage is to add the claw weapon he used in the Denmark Street fight, and possibly add something to the other arm. And then the modelling stage will be complete/

Saturday, 10 June 2017

Forgotten Heroes - Slaymaster - Part 3

I have given Slaymaster his equipment belts today. They're probably chunkier than they should be, and lack a certain amount of detail, but should do the job.

The basic belts.


And with pouches and holsters added.


The holsters should be higher up under the armpits, but the figure didn't really allow for that possibility. As I said at the outset, the later incarnation of Slaymaster has no fixed costume, giving me a lot of leeway in how I choose to interpret him.


My next job will probably be the hair and beard.

Friday, 9 June 2017

Forgotten Heroes - Slaymaster - Part 2

Nine days into Forgotten Heroes 2017, and my progress on converting Daredevil into Captain Britain's arch-enemy, Slaymaster, has been slow. I have trimmed the excess bits off the figure, although I suspect I'll find some more work for the sharp knife once I put an undercoat on the figure and can see it better.


I did notice that the pose of the figure would cause some awkward problems later. The way the head is turned means that it will not only be tricky to fit the crossbelts over one of the shoulders, but also quite hard to put on Slaymaster's trademark beard.

So I cut off the figure's head ...


... and then reattached it facing in a more usable way. I re-positioned it slightly after taking the photo; it looks better in reality than it does in the picture. The gaps in the neck can be filled in with milliput, but Slaymaster has long hair as well, so some of them will be covered up.


The next stage is to fit him with some additional belts for his weapons and equipment.

Wednesday, 31 May 2017

Forgotten Heroes - Slaymaster - Part 1

Those of you who follow this blog will remember that last June I took part in an event called Forgotten Heroes in which a number of us committed to producing a 25mm superhero/villain miniature for a character that doesn't currently have a figure. This could be either through conversion, or scratch-building. The link above will take you to the blog in which our efforts were recorded.

I produced two figures: Captain UK and Jenny Everywhere.

Having now done Heroclix conversions for two of the characters from the 1980s UK run of Captain Britain, (I made a figure for The Fury a few years ago) I felt fired up to try a third. This time I decided to do what another of the Captain's nemeses - Slaymaster

Slaymaster actually first appeared during the US-style run in the 1970s, when the Captain had the staff and amulets and a lion on his chest, but was basically a US-style character with UK backgrounds. He was a mercenary/assassin, and pretty similar to a whole range of Marvel characters of the time. However he was reinvented during the Alan Moore/Alan Davis era, and appeared three times. This version was a more sophisticated character; cunning and cruel to the point of sadistic, but with a certain degree of honour. It's this version I have decided to create a figure for, specifically based on his first appearance when he battles Captain Britain in the Denmark Street branch of Forbidden Planet.



I do like the claw device he has in this costume.


For the record here are his other look. This is his 1970s appearance


And here he has just emerged from his disguise as Alice in Wonderland's Caterpillar. I prefer the hair of this version, so will probably model it like this.





And this is his final appearence, where her wore a costume which amplified his abilities to superhuman levels and fought Betsy Braddock (the X-Men's Psylocke) during her brief appearance as Captain Britain.


And if you ever wondered why she had artificial eyes ...

My base figure is this one of Daredevil, mostly because it's a duplicate in my collection and the pose is relatively interesting.


To be honest I haven't entirely decided how I will approach this conversion yet. One advantage I have is that Slaymaster doesn't really have a set costume during the era I'm covering, so I can afford myself some artistic licence, so long as I capture the essence of the character. I'm as interested in seeing where this goes as you are.

If I manage to finish Slaymaster by the end of the month, then a have a couple of possible bonus characters to try. But let's get one done, shall we?

Wednesday, 15 February 2017

Dice-Base Initiative for 'Clobberin' Time'

You know that sometimes you get ideas in your head and they won't go away until you let them run their course? Well, this is one of those times. After having read Nate's reports of his Clobberin' Time games for the Six By Six Challenge I was reminded that I wanted to find a way to change the game so that it didn't use playing cards for initiative. It's not that I have anything against cards, and I think the current system is excellent in many way. But dropping them removes a component from the game, with the only other solution being to switch the whole game to using playing cards (which is worth a thought too).

Anyway I suddenly had an idea to use something based on the initiative system that Peter used in his grid-based 40K games that I tried out last year, with each activation being determined by an opposed D6 roll. Clobberin' Time has a low unit density, so it wouldn't be too arduous or slow the game down any more than the card system does. And I was reminded that during discussion of that system last year I'd considered the idea of using doubles (which are rerolled in the 40K variant) to trigger random events. In Nate's reports I rather enjoyed the way he'd built side-plots into the game, and I thought that there may be a way of building that into Clobberin' Times mechanisms, instead of just making it part of the scenario design.

It all seemed to click together very logically, and what follows is something that I pretty much threw together in a spare hour the other day. I ran a few, very basic, test games just to check that it wasn't too broken, and it seemed OK, but it still needs some work. But I present it for your consideration.

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Dice-Based Initiative for 'Clobberin' Time'

Basics

Characters are either Ready or Activated. (Strictly this is the case under the card-based system, but it's important here, as you will see).

Both sides roll a D6. The player with the highest score has initiative and must activate a ready figure if one is available. The players then make another opposed D6 roll.

If, before rolling for initiative, all characters in play are Activated, then the turn ends and all characters are automatically returned to Ready.

If you win initiative with a ‘6’ then instead of activating a figure you may return a single Activated character to being Ready.

Doubles

On a Double 1, the turn ends immediately, all characters become Ready, and the players test for initiative again.

On a Double 6, the player who didn’t win the previous initiative roll decides who wins.

On any other double:

If both players have characters who are ready, then the player with the lowest total levels of Sub-Plots (see below) decides who wins, with the player who didn’t win the previous initiative roll breaking a tie. 

Otherwise the only side with Ready characters wins the initiative.

A score of Double 1 will trigger, and other doubles may trigger, a Sub-Plot against the last character activated.

The first initiative roll of the game cannot be a double. If it is, then reroll it.

Sub-Plots

These represent events and complications that crop up in the story to distract the characters.

If the initiative score is a double, and the dice score is equal to or less than the level of the last character to activate or be returned to ready, then that character acquires a Sub-Plot.

Sub-Plots remain active until they are resolved. A character may only have one unresolved Sub-Plot; until it is resolved they ignore new ones, unless they are currently affected by a Dark Secret, in which case the new Sub-Plot replaces that one.

Except in the case of a Dark Secret, the level of the Sub-Plot is equal to the dice score. Eg a Level 3 character is activated. The next initiative roll is a Double 2. That character acquires a Level 2 sub-plot.

Roll a D6 to see what the sub-plot is:

1 - Puzzle - Roll 2D6 and add 6. The other player places a puzzle equal to the level of the sub-plot at that distance from the affected character, in any direction. The sub-plot is resolved when the character solves the puzzle. Other characters on the same side cannot attempt to solve the puzzle. Roll a dice to determine the type of puzzle: 1 - Clue, 2 - Science, 3 - Magical, 4-5 - No specific type, 6 - Affected character chooses.

2 - Arch-Enemy - Select an opposing character at random. The level of the Sub-Plot is the number of attacks the affected character must make against that enemy. Attacks must be those that can potentially score damage, and can include those made by other characters if the affected character is either mind-controlling them, or has activated those character via the Leader ability. The sub-plot is resolved when the requisite number of attacks have been made, or if one of the attacks defeats the character. If the arch-enemy is defeated by someone other than the affected character, then remaining attacks are converted to a Puzzle Sub-Plot, placed where the arch-enemy fell.

3 - Great Responsibility - Randomly place the Sub-Plot on a friendly character. Each time the affected character activates, reduce the Sub-Plot level by one. The Sub-Plot is resolved when its level reaches zero. If the friendly character is defeated before the sub-plot is resolved, then it is immediately resolved, but the remaining levels are converted to Self-Doubt on the affected character.

4 - Self-Doubt - This sub-plot is immediately resolved. Place a number of hinder markers on the character equal to the level of the sub-plot.

5 - Loss of Powers - This sub-plot is immediately resolved. Randomly select one of the affected character’s abilities. That ability cannot be used for a number of activations of that character equal to the level of the Sub-Plot.

6 - Dark Secret - The character is marked with a sub-plot equal to their level (not the dice roll). It is not removed or reduced in level, but if the character becomes affected by another sub-plot, then it replaces the Dark Secret. The new sub-plot cannot be lower in level than the Dark Secret. If it is, then its level is increased to that of the Dark Secret it replaces. If the new Sub-Plot is also a Dark Secret, then the level of the Dark Secret is increased by one, and it remains undetermined. Note that this is the only case where a character that has an active sub-plot becomes subject to another.

As descibed above, on an initiative roll that is a Double 2, 3, 4 or 5, total up the remaining unresolved sub-plot levels for both sides. If one side has fewer unresolved sub-plots than the other, then that side automatically chooses who wins the initiative.

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Some of the Sub-Plots are simply designed to designed to hamper or annoy a character. Others can, seemingly, be ignored - Puzzle, for example. However unresolved Sub-Plots put your side at a disadvantage when it comes to resolving initiative ties, so it may not always be to your advantage to ignore that problem. This is a side of things I need to test properly, in order to see if the penalty for ignoring Sub-Plots is pitched at about the right level.

Obviously switching to a dice-based initiative system affects a whole range of abilities which rely on the card-based activation, and I am working through redoing them to fit in with it. One new ability worth mentioning, however is one I have called Quick. This allows a character from be returned to Ready from Activated on a roll or 5 or 6, instead of just 6. What this allows is a practical way of pitting one powerful character against a group of slightly less powerful ones - a master villain vs a team, for example. At present a master-villain is rather hampered by the fact that they can be overwhelmed by the number of actions a group of heroes can throw against them. The Quick ability allows the villain to activate more than once per turn on a more frequent basis than their opponents do. This is the theory, anyway; I've yet to properly test it.

I welcome comments and suggestions.

Saturday, 13 August 2016

Jenny Everywhere Day - 2016

It's August 13th and it's Jenny Everywhere Day.

Enlighten yourself HERE. I imagine contributions will appear through the day as August 13th progresses around the globe.

I had planned to put together a Clobberin' Time game featuring the Jenny Everywhere figure I made for Forgotten Heroes back in June, but I forgot about it until the last minute, didn't feel inspired and then ended up going out to lunch at our local Buddhist temple instead.

So; maybe next year.

I did take another picture of the figure, though.



Monday, 4 July 2016

Captain UK and Captain America in "Sow The Wind ..."

Because You Demanded It!
Captain UK Stands Alone!*


But those that sow the wind must reap ... The Whirlwind!


Fortunately on this special day, Captain America is able to lend a hand. But he has a mission of his own. A insane character, with floppy hair and presidential ambitions, has appeared; so strange he could only be from another universe.


Yes, The Joker! And he's ready to play his trump card!


Together they are teamed up against our heroes.


But what is at stake? Well, in one of those crates is enough money -  £350 million in fact - to build an insane man's presidential dreams. Or to build a hospital for poor, sick orphans.


Captain UK flew towards the middle crate, whilst Whirlwind used his superspeed to get him there first.


Captain America and The Joker were not as fast, but both headed for the same crate.


The Joker got to it first, and struck lucky! It was the right one.


Whirlwind rushed to attack Captain UK ...


... but she fought of his assault and sent him flying, with a couple of hits for good measure.


She then moved to block The Joker's escape.


Captain America moved up and threw his shield, but The Joker's unpredictable movement threw his aim off.


The next round saw both sides draw a Joker which, in the current version of the rules, allows them to give one of their activated characters an extra action or move.


The Joker used smoke bombs to distract Captain UK ...


... and the extra action to make good his escape.


But Captain America's aim was true this time. The Joker managed to evade the first attack, but a second throw hurt him badly.


This gave Captain UK time to escape the smoke and block him again.


But Whirlwind swept into the attack, and rained a hail of blows at Captain America ...


... who fell! And on his national day. Disaster!


Meanwhile The Joker confused Captain UK again, and escaped in more smoke.


A pattern was developing; Captain UK would move to block The Joker, who would then outwit her, and escape in more smoke. And meanwhile Whirlwind was coming up to support his ally. Both villains were on their last hit, but Captain UK was struggling to even make an attack, let alone score any damage.


The Joker slipped away again.


And Captain UK moved in pursuit ... again.


The Joker had nearly escaped. Captain UK got the chance for an attack, but The Joker confused her, and she launched it at Whirlwind instead. he survived, but was knocked flying again.


But the distraction was enough for The Joker to escape, and begin his insane presidential campaign.


Captain UK was left alone, defeated, and without the promised hospital money. Those poor, sick orphans.

The Clobberin' Time character stats were:

Captain UK - Flight +3", Strength, Block
Captain America - Martial Arts, Ranged Attack (M), Tactics

The Joker - Outwit (M), Misdirect, Hinder (S), Weak Ranged Attack (S)
Whirlwind - Superleap, Superspeed

I realised afterwards I should probably have given Captain America a Block ability as well, although his defence rolls against the final two attacks that Whirlwind launched at him were so abysmal that it wouldn't have mattered. Also I forgot to apply knockback a couple of times.

The Joker's Outwit ability was very useful, pretty much stopping Captain UK from achieving anything at all. I think I might amend it so that it requires an opposed roll to work, rather than just being automatic. Against Captain America it was particularly nasty, as his Tactics allowed him to redraw activation cards (to get higher ones, obviously), which The Joker then just stole off him in order to act first.

Still, it was a fun, if rather short, game, and was useful from a rules testing point of view in a number of areas.

*Well, 52% of you. But that's considered an overwhelming majority, these days. 
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