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I picked this figure because I like it but don't have strong attachment to it. The face turned out a bit mushy, but eh, s'ok. OSL was a "hmm, it should be there". Skin tones are Reaper vampiric and dusky triads. Most of the rest of the figure is with Kimera Kolors which are crazy heavy pigments; this figure was an experiment in learning how to use them.
Photo is... so so. Didn't have ability to set up proper station so this'll have to do for now.
A good friend gave me this out-of-production Tomb King for my birthday last month; it is a fabulously detailed sculpt, with vulture motifs and fancy collars and greaves. My Google-fu is weak, so I don't know its exact designation beyond "Tomb King on foot," but you might know better!
I decided to give him a monogrammed cartouche on his tattered robe; I had looked up Neferkasokar for a Call of Cthulhu game previously.
I wasn't sure what to make of the tattered stitched-together sheets on his kilt and shield, so I decided they would be papyri with apotropaic ensorcellments and spells.
And while I was on the subject, I gave a touch-up to some of the other mummies and ushabtis I'd previously painted.
My husband and I are about to join a campaign to play through the Curse of Strahd adventure for 5e. My husband is playing as a half-orc sorcerer and I am a human fighter. We decided to go with 03879: Gon'Tarr Orc Shaman and 14604: Joeliyn Sister of the Blade as our respective PC minis. They will be the third and fourth minis I have ever painted, the other two being from one of the Learn to Paint kits.
My mini hasn't arrived yet but my husband's has so I've made a little progress on him. I cleaned him up, glued to a square base, used some green stuff to smooth out his integrated base, primed him, and put some of the base coat colors down. I've used all Reaper paints so far - their white primer along with Leather Brown for the leather bits, Harvest Brown for the wood, and a hobbled together mix of Camouflage Green, Military Green, and Warrior Flesh for the skin.
I plan on doing a base coat of all the colors first to make sure we are both happy with the choices before moving onto washes and highlighting. My shipment with my mini along with some bone colored paints that I need for Gon'Tarr's skull accessories should be here tomorrow!
Fantasy Grounds Unity is the name of the upcoming version of our virtual tabletop software, Fantasy Grounds. It's been completely rebuilt from the ground up in Unity. Read on to find out what this all means and why we are excited for this project.
Fantasy Grounds is a popular system for playing a host of different roleplaying games online. It is used by more than 130,000 gamers worldwide to connect and play popular games such as Dungeons and Dragons, Pathfinder, Savage Worlds, Call of Cthulhu, and more. This type of program is commonly referred to as a virtual tabletop, or VTT, due to their ability to emulate various part of an RPG session in a digital form.
What makes Fantasy Grounds different than competitors is how we expose character sheets and automate large portions of gameplay specifically for each system we support. This is done through rulesets. Your experience playing Deadlands Reloaded will differ from D&D and will be unique to that environment, contain custom graphics, character sheets, and automation specific to that game system.
One feature shared across most game systems is maps. Some may use hexes while others use square grids and some may not use grids at all. Facing is important in some and less so in others. While FG has featured maps for many years, they have been primarily focused as reproductions of maps in existing adventure modules from our many licensed publishers. We believe that we can enhance these to provide dynamic line of sight, fog of war, and even map building support with painting and tiles.
What you get for backing this project will be a license for Fantasy Grounds Unity (or FGU). This new game engine has all the great features of current version of Fantasy Grounds (soon to be called Fantasy Grounds Classic) along with new enhanced features.
Original Features Supported:
Multiplayer support for playing tabletop games of Dungeons & Dragons (2E, 3.5E, 4E and 5E), Pathfinder RPG 1, Pathfinder RPG 2, Starfinder. Built-in content for D&D 3.5E, 5E and Pathfinder 1 Officially licensed add-on content available for D&D, D&D Classics (2E), Pathfinder, Starfinder, Savage Worlds, Call of Cthulhu, Basic Roleplaying, Castles & Crusades, Mutants & Masterminds, 13th Age, W.O.I.N., Traveller, and Rolemaster Classic Generic system support through our CoreRPG ruleset Brilliant Campaign Management Integrated character sheets with lots of automation built in for playing and leveling (depending on ruleset and content owned) Combat Tracking 3D dice Fantasy Grounds Unity Enhanced Features Include:
64-bit support to allow for more content (quality and quantity) Native support for Mac, Linux and Windows PC Network lobby for easy hosting and joining of games (no port forwarding required) Tile based map building Enhanced Drawing Tools Additional Dice Macros support A new FGU only skin Dynamic Line of Sight with enhanced toggle blockers Paint with images, such as walls Animated image effects Backward compatibility with all existing campaigns and DLC from FGC In addition to these features, we are now poised to add even greater functionality going forward. We have lots of ideas for new features and this rebuilt engine will make it easier for us reach those goals and deliver consistent updates for free.
Tile based Map Building
Dynamic Line of Sight (LOS) and Fog of War (FOW)
Map Fx Layers
We have already devoted over 4 years and 10,000 developer hours to this project. Any funds raised will help us push it over the edge and begin work on new features and functionality. If the project does exceptionally well, this may even allow us to add even more resources to the team.
We have over 1200 existing DLC and add-ons. Our goal is to prioritize these by popularity and work on enhancing as many of these as we can. Without enhancements, they will continue to function as they always have in Fantasy Grounds Classic. You will be able to add dynamic line of sight to maps and begin using the new features straight away. As we work through this large back catalog of DLC, we will do all the enhancement and upgrade work for you so you can just load it up and begin using the advanced features without having to define any Line of Sight blockers yourself.
Let's see if I can finish one of these for a change... Of course I neglected to take good pictures of the early steps...
Mossbeard assembled, "primed" with Sepia Liner, which after a year was kinda gloopy... Thinned with a little airbrush thinner, it went on fine though and gave really good coverage and gave the figure a nice brown on top of the grey bones. The green then got an overbrush with Jungle Mist and then a wash of Vallejo green wash. The brown got a wash of Vallejo dark Grey Wash and some spots with Vallejo Rush Wash. I've since started with a over/dry-brush of Wolf Grey over the wood. Torso, head and one arm done. He's a big one!
Thanks for looking.
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