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Fantasy

Guest Post! D&D Player Writes Fantasy Novels

December 23, 2013 by holojacob 1 Comment

Jacob Holo: It is with great pleasure that I present a guest post by indie fantasy author Charles Yallowitz, who has just released his third book in the Legends of Windemere series. Charles, take it away! 🙂
Charles Yallowitz: At the age of thirteen, I was introduced to Dungeons & Dragons, which opened the door to several other dice-based roleplaying games. This hobby lasted through college and a few years beyond. If you think I’m outing myself as a nerd/geek/dweeb/whatever then understand that you would get this vibe from me within fifteen minutes of us talking. That’s being generous because I look the part, but that’s not the point of this.
When I hit college, I realized that the characters I was playing and the games I was either in or running would make good stories. So, for some games, I asked permission to write books based on the adventures and for others games I simply tested out characters. This method of story and character testing is what led to the creation of Windemere and many of the major heroes that I use. Unfortunately, this method also came with a major flaw that I did not realize until I sat down to write Beginning of a Hero.
The flaw is that what works for a game does not always work for a book. Very few secondary character conversations happen in games and many games devolve into battle after battle after battle. Your heroes start incredibly weak and level up, which does not translate well to a book setting because leveling is rather abrupt. Imagine if you are reading a book, a battle happens and suddenly one of the heroes instantly knows archery. In the book, you would have to give the character a reason to learn, time to learn, and a teacher, which takes away from the overall story. The ways to counter this is to either have the new skills learned between books or start the heroes off with a decent level of skill. I’m not talking perfect, but able to handle themselves in whatever role they are designed for. The best example of this is the spellcaster Nyx who appears in my second book. In the game, she began with only one or two combat spells, which led to her getting knocked out at least once per game. In the characters defense, the player (now my wife) was new to the hobby and had a habit of rushing into battle like she was a warrior. It was adorable, but not a good thing to transfer to a book. So, I had her start with incredible magical power and her challenge came from keeping it under control and fine-tuning her abilities. This made the book version and game versions incredibly different in ability, evolution, and personality.
Legends of Windemere 1Another part of this flaw is that many players will act out a character in either the same way or so off-the-wall that you have to change the character for the book. Noble heroes are the most common because they are the easiest to play, but there is very little difference in personality for these types. This is where character flaws and strategies come in. For example, two noble heroes that appear in Legends of Windemere are differentiated by one being a reckless warrior and the other being a strategist warrior. In a game, the reckless warrior is more likely to die because of a bad roll of the dice. So, for many characters I had to design new personalities with more depth, which is easier to do in a book because the author makes the rules. My psychotic vampire from World of Darkness can be more monstrous and violent in the book than he ever was in the game because he doesn’t have stats to prevent his rages.
One of the biggest downsides to using games for book influence is that a person can leave the game when they stop having fun or have something better to do. Legends of Windemere never made it to the end of the game. I’m not even sure it made it to the halfway mark. I do know that over the years several players left for various reasons, leaving gaps in the plot and issues for my books. So, you can probably figure out which characters belonging to players who left. At one point, over half the gaming group left, which left me with a weekend of figuring out what to do with the characters. Eventually, I decided that I would stop following the game and use it as a loose outline for stories. The game could change its plot and only we would know, but I couldn’t make essential characters expendable in the book after giving them major build-ups. I remember the biggest disaster that this came up was when a character was introduced and the player left college in less than a year. Within that year, this character was signified as an essential part of the plot’s prophecy and developed a deep relationship with another character. So, this character went through several kidnappings, comas, and other instances until the gamemaster and I had a fight on what to do. He wanted to kill her off while I didn’t see how the game could continue without her. This is probably a perfect example of the different mentalities behind games and books. In the end, I had to redesign the character for the books and redesign most of the events to include her because she was never around in the game. To this day, she is one of my favorite characters and I always feel sorry for some of the things I do to here.
Legends of Windemere 2I think of this topic a lot because I remember the characters and people that I gamed with every time I write the book scenes. Even the characters that I played are different than the one I spent years tracking stats and gear for. He has become a lot more powerful, a lot deeper, and a lot more believable. It is that last part that is strange to me because it really shows that when people play games of make-believe, they really don’t want to touch too much of reality. Many game characters lack flaws or are given minor flaws for the sole purpose of getting more points to increase stats. Rarely did you find someone who took a flaw because they wanted to act out the flaw because in the end for the players, the game was about winning and not about the story. It is a different mentality than the one of an author nurturing characters along their literary path. I have no sense of stats or dice when I write my scenes, which makes many of the game events impossible to transfer.
I would like to say that I treated every character with love and respect when I altered their backgrounds and skills to fit into Windemere. The truth is that some things simply could not be transferred and other things I never understood or liked in the first place. Heck, I’m still not sure about some of the character’s original backgrounds because they were never delved into in the game. I guess this is the risk people take when they try to transfer from a medium of multiple minds to a medium of the single mind.

Legends of Windemere: Allure of the Gypsies has Arrived!!!

Legends of Windemere 3Buy it Here!

Book Blurb:
The epic adventures of Luke Callindor and Nyx continue after their journey down the L’Dandrin River in Legends of Windemere: Prodigy of Rainbow Tower.
Reeling from his failures in their previous adventure, Luke leads his surviving friends to his hometown.  With his mind frayed and his confidence fractured, Luke must face the family and fiancée he left behind.  It is a brief homecoming when the vampire Kalam attacks the village, forcing Luke and Nyx to break into his lair for the key to resurrecting a fallen warrior.  It is a quest that will force both young heroes to reach new heights of strength and power that they never knew they had.
Can Luke and Nyx escape the lair of Kalam?  And, what role will the orphaned gypsy Sari play in their looming destiny?

Wondering what you’re in for? Check out the praise earned by the first two installments of this high fantasy series.

Review Excerpts for Legends of Windemere: Beginning of a Hero:
“I greatly enjoyed the vivid characters, the gripping plot, and the refreshingly unique writing style (present tense). ” – kdillmanjones
“This is a sophisticated and delightful read. I recommend this book to lovers of Fantasy or to General Fiction readers. The story is compelling enough to entertain a wide audience.” – John Howell
“One of the things that won me over was the bouts of humor. Especially in the beginning. “This is not possible! I am a Paladin!” I thought I was going to die with delight.” – C.N. Faust
Review Excerpts for Legends of Windemere: Prodigy of Rainbow Tower:
“Something I find unique about this fantasy novel that I don’t often find in others, is that the hero, Luke Callindor is rather of the unlucky variety. He does not get everything he asks for, he stumbles, falls, gets knocked down (literally)and taught lessons as he goes. This is helping him to grow into the hero that was promised in the first book.” – Ionia Martin
“Nyx is such a strong personality. I thoroughly enjoyed getting to know her and more of the other characters, new and already known, with the rich tapestry of Windemere unfolding in between intense actions scenes and moments of kindness and budding friendships.” – Danielle Taylor
“Almost like the Harry Potter series. The books start out so young and innocent, but by the last book – watch out!” —  Momto4Booklover
Author Biography:
Charles Yallowitz was born and raised on Long Island, NY, but he has spent most of his life wandering his own imagination in a blissful haze. Occasionally, he would return from this world for the necessities such as food, showers, and Saturday morning cartoons. One day he returned from his imagination and decided he would share his stories with the world. After his wife decided that she was tired of hearing the same stories repeatedly, she convinced him that it would make more sense to follow his dream of being a fantasy author. So, locked within the house under orders to shut up and get to work, Charles brings you Legends of Windemere. He looks forward to sharing all of his stories with you and his wife is happy he finally has someone else to play with.
Contact:
Blog-  www.legendsofwindemere.com
Twitter-  @cyallowitz
Facebook- https://www.facebook.com/CharlesYallowitz
Another big event to celebrate the debut of Legends of Windemere: Allure of the Gypsies is that I’m holding a Goodreads Giveaway!  The prize is a paperback copy of ALL THREE LEGENDS OF WINDEMERE NOVELS.  Winners will be picked at the end of December, so go HERE to enter the contest.

Filed Under: Roleplaying Tagged With: Charles Yallowitz, Dungeons and Dragons, Fantasy, Guest Post, Novel, Roleplay, Writing

Iron Kingdoms – Release the Blood Witches!

December 9, 2013 by holojacob 2 Comments

iron kingdoms core rules cover
Sometimes, you get those players. You know. Those players. The ones that really get into their cold, brooding, greedy assassin character’s skin and just aren’t in the mood to party up. And that’s okay, I guess. That goes along with the whole roleplay experience. But the thing is we’ve got a campaign to get going, monsters to slay, stuff to loot. Time to get the lead out, people!
Except that one player has got to be difficult.
Oh, what’s the pay for this mission? Pfft! Not enough. Come back when you get serious.
And it’s not like we can abandon him. Because, unlike the assassin-for-hire at the inn, the player is sitting on the couch eating pizza with us. It’d be kind of rude for us to leave without him. Figuratively, of course. I mean, what’s he going to do? Eat pizza in silence for four hours while we go kill and loot stuff?
And yet, there he is, being stubborn about his pay.
Well, fear not. I’m the Dungeon Master. I have all sorts of shenanigans at my disposal. This was our first session using Privateer Press’ magnificent Iron Kingdoms rulebook, and none of the players really knew what to expect. I, however, was very familiar with the nasty denizens of the Iron Kingdoms.
And you know something? Nothing says “get your butt in gear” like exploding bystanders.
So, the scenario went down like this. Our incorrigible assassin lingered in the inn, waiting for more pay while the other players tried to acquire it. Two cloaked figures entered (secretly Satyxis Blood Witches), and started cutting up innocent bystanders.
And, if you know anything about Blood Witches, you know they leave a mess. People started exploding left and right, and the assassin found himself taking Death Strike damage without being hit. Oh, you better believe he wanted some wingmen to help him out. He bolted out of the inn, which was now filled with bloody fog, and ran straight for the other players.
Yeah, don’t mess with the DM. You want to go and do your own thing? You want to slow down the game while everyone else is itching to kill some monsters? Let me explain to you how this works. You either party up, or I explode people until you get in line.
A friend of mine had a phrase for this. “Rocks fall.”  It means you’re doing something that is making it a lot less fun for everyone else. Either behave yourself, or rocks will fall from a clear sky and crush your character.
He wasn’t joking either.
But the best part, the very best part, is the assassin player didn’t even realize he’d been jolted with a twenty kilovolt cattle prod. He thought it was just part of the story. And sometimes, stuff like that can really make a gaming session special, when things go off script and everyone gets a little creative.
It was fun.  And yeah, a lot of people exploded before they killed all of the Blood Witches.
Good times.
Check out the complete list of roleplaying articles here.

Filed Under: Games, Roleplaying Tagged With: Blood Witches, Cryx, Dungeon Master, Fantasy, Iron Kingdoms, Privateer Press, Roleplay, Steampunk, Tabletop Games

Warmachine Tactics – Cryx: Asphyxious the Hellbringer

October 26, 2013 by holojacob 2 Comments

Cryx Asphyxious the Hellbringer
Warcasters are the stars of Warmachine, and Cryx has no shortage of powerful and fun-to-play warcasters. Today, I’m taking a look at Asphyxious the Hellbringer.
IN SHORT: Hey, someone spilled Menoth in my Cryx … and I think I like it!
STRENGTHS: Asphyxious the Hellbringer has an amazing suite of support spells that are very unusual for Cryx. It is these spells that truly define his role as a warcaster. Let’s step through them.
First, there’s Carnage. Any Cryx models in Asphyxious’ control area get +2 to melee attack rolls. Ouch! Cryx has no shortage of powerful melee models, and Asphyxious can make any of them hit more often.
Next up, there’s Scything Touch, a returning spell from Iron Lich Asphyxious. This spell grants +2 melee damage to a friendly model or unit. It’s a great spell for enhancing a unit’s damage output. As an added bonus, the targets also gain Critical Corrosion.
Then there’s, Ashen Veil, which grants concealment to a friendly model or unit. It also causes living enemy models within 2” to suffer -2 on their attack rolls. Yikes! A defensive buff? In this army? Cryx has no shortage of models that would love to boost their defenses, and many already have very good DEF stats. This is a truly superb addition to our arsenal.
Now let’s take a look at Mobility. This spell may be battlegroup only, but it’s a solid one. It grants +2 SPD and Pathfinder for the cheap, cheap price of 2 Focus. While its primary use is to get warjacks into position, Asphyxious can enjoy its benefits as well.
And why wouldn’t he like that? With FOCUS 7, ARM 17, 18 hit boxes, and a P+S 16 beat stick, Asphyxious is no slouch up close and personal. Add Blood Boon on his sword, Daimonion, he wants to be in the thick of it. Take out a living model with his sword, and Asphyxious can cast a spell for free (once per activation).
On top of that, Asphyxious comes with two attack spells, Bone Shaker and Hex Blast, the latter of which is great for clearing enemy upkeeps and animi. He also comes with a versatile feat, Rites of Shadow, which can be used both defensively and offensively. Every time an enemy is forced, casts a spell, or spends Focus / Fury, Asphyxious gets a soul token and heals d3 damage. Just bunker down for your opponent’s big swing, then punish them hard the next round.
Oh, and he even has his own pet Skarlock.
Yes, let’s not forget Vociferon. This unique Skarlock comes with Soul Collector and Death Harvest. This means Vociferon can collect soul tokens in his command range and then transfer them to Asphyxious in the Maintenance Phase. Oh, and he’s also an Arc Node. You know, in case the soul gathering thing wasn’t cool enough.
WEAKNESSES: Carnage and Mobility are not upkeeps. Between recasting these two spells (as needed) and upkeeping Ashen Veil and Scything Touch, Asphyxious is going to feel the drain on his Focus reserves. Add in the fact that he’s a nice, juicy medium base target, and suddenly leaving him drained of Focus doesn’t look like such a smart idea.
Blood Boon, Vociferon, and the feat do help with Focus efficiency. However, none of these are without risk. Vociferon has to be far enough forward to collect those souls, leaving him vulnerable to attack. The Rites of Shadow has a similar problem, though not as pronounced. And Blood Boon requires Asphyxious to engage the enemy directly.
Asphyxious also can’t employ a standard Skarlock. While Vociferon is great, he’s trickier to use.  Plus, Asphyxious has Scything Touch, a spell that is just begging to be bounced around from unit to unit to unit. Without a normal Skarlock to act as a Spell Slave, shifting a powerful upkeep around is a lot more difficult.
Finally, Asphyxious needs living models for their souls. Without them, he cannot operate at peak efficiency. Though honestly, that’s sort of like saying, Asphyxious is in Cryx.
SYNERGIES: Asphyxious’s support spells can produce a diverse set of benefits for basically any model in the Cryx arsenal, but there are a few combinations that really stand out.
Satyxis Raiders are a great target for Ashen Veil. With base DEF 14, Force Barrier from a Satyxis Raider Sea Witch, and Ashen Veil, they’re at an amazing DEF 18 at range and a potent DEF 16 in close against living models.
Scything Touch can be used with any number of powerful melee units, but Mechanithralls are my favorite. Not only are they dirt cheap, but each has two attacks. A full unit of Mechanithralls can put out 20 attacks. With Scything Touch, that’s a damage output swing of 40 hit boxes. You won’t typically see that much benefit, but the potential is there.
And with two great upkeep spells, who can forget the Withershadow Combine. With them in tow, they can help lighten Asphyxious’ Focus load. As a bonus, they’re a unit, so they’re valid targets for Scything Touch or Ashen Veil, as the situation dictates.
JUST FOR FUN: Asphyxious may not be geared towards supporting warjacks, but that doesn’t mean he should ignore them. Mobility brings extra speed to the already swift warjacks of Cryx, and there are plenty of ways to use this.
The Cankerworm stands out as particularly impressive because, due to Affinity [Asphyxious], it gets a free move if it ends its activation in Asphyxious’ control area. Now who doesn’t like an extra fast armor-piercing warjack, ping-ponging back and forth, eating your opponents wreck markers and taking their weapons? I know I like it!
SUMMARY: Asphyxious the Hellbringer has an amazing range of abilities and can support a wide variety of army compositions. With a truly unique spell list for Cryx, he is one warcaster that will make an excellent addition to any player’s collection.
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Asphyxious, Cryx, Epic Asphyxious, Fantasy, Privateer Press, Steampunk, Tabletop Games

Time Reavers: Cover Preview!

September 13, 2013 by holojacob 1 Comment

Time Reavers front cover preview
Daniel held a single finger to his mouth. They were close to where Nicole had been when time stopped, next to the frozen subway train just emerging from the tunnel.
Nicole hardly breathed. She strained her ears. Every little sound they made was like thunder in the silence, but on the very edge of hearing …
It was a most peculiar sound. Like someone furiously typing on an old-fashioned typewriter: distant, but heavy and metallic. The sound grew louder and seemed to come from the closest train tunnel.
Nicole looked at Daniel, who was suddenly all business.
“Reaver,” he whispered.
“What’s a reaver?” she whispered.
“You’ll see. Don’t worry. I’m a professional.”
“For some reason, I’m still worried!” she whispered, following him closer to the subway car.
Daniel reached into his trench coat. There was a brief metallic whisper and suddenly he had a long, elegantly-curved sword in his hand.
The rapid metallic clicking grew louder. Daniel had to speak up so she’d hear him.
“Stand back,” he said, grasping his sword two-handed and lowering his stance. “No need to panic. I know exactly what I’m doing.”
Nicole shuffled back from the subway car, but bumped into a frozen pedestrian and almost tripped.
The sound continued to crescendo.
“Is it supposed to be this loud?” she shouted.
“Must be a big one!” Daniel shouted back. Nicole thought she heard an uneasy waver in his voice.
The metallic chattering grew louder and louder as the reaver came closer.
“How big do they get?” Nicole shouted, putting hands over her ears.
But Daniel didn’t respond. He lowered his sword slightly and turned around. What Nicole saw then scared her more than anything so far. Deathly fear covered every inch of his face.

Excerpt from Time Reavers, by Jacob Holo

Oh yeah! Here we go again! The cover art is almost complete. Robert Chew, a.k.a CrazyAsian1, brings his impressive talents forward once more. Please enjoy this small preview of the awesome artwork that is to come. 🙂
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Time Reavers back cover preview
The reavers lurk outside our reality, watching the Earth with hunger and malice.
The boundaries between our worlds are falling. The guardians at the gate are dead.
The reavers are almost here.

Filed Under: Holo Books Tagged With: Cover, Fantasy, Novel, Time Reavers, Urban Fantasy, Writing, Young Adult

Warmachine Cygnar Cosplay: Kara Sloan

September 2, 2013 by holojacob Leave a Comment

Presenting H.P. Holo’s Warmachine Cygnar warcaster cosplay: Captain Kara Sloan!

warmachine_cygnar_kara_sloan_cosplay_1
The stoic Kara Sloan prepares for battle.

Yes, this costume was about as much work as it looks. But it was worth it!
warmachine_cygnar_kara_sloan_cosplay_2
Sloan watches the horizon for the encroaching Cryx army.

H.P. constructed the armor from Wonderflex, a thermoplastic that becomes extremely malleable at oven temperatures, but will hold its shape once cooled. The armor took two months to construct, including a few all-nighters for both of us in order to finish everything for Dragon*Con.
warmachine_cygnar_kara_sloan_cosplay_3
Sloan: “Get back in line, soldier!”

H.P. Holo also received support from one of the Holo-Moms, who contributed her formidable sewing skills to the project. The skirts and belts were her work, and were made pretty much from scratch.
warmachine_cygnar_kara_sloan_cosplay_4
Sloan readies Spitfire, her trusty rifle.

The boiler was constructed using foam board and PVC piping. It’s attached to the back with industrial strength Velcro. In fact, pretty much everything is being held together with industrial strength Velcro. This made getting into and out of the armor easy as long as one person helps out. Bathroom breaks at the Dragon*Con were not a problem, which was a good thing. That armor is hot, and we were both guzzling water to fend off the heat exhaustion.
warmachine_cygnar_kara_sloan_cosplay_5
H.P. Holo: “Your Cryx don’t stand a chance, Jacob!”

Spitfire, Kara Sloan’s impressive rifle, was built around a block of wood cut by the Holo-Grandpa. H.P. located the original Kara Sloan concept art, took the drawing for the rifle, and created a pattern for the Holo-Grandpa to follow. The rest is a combination of PVC piping and Wonderflex.
I think H.P. did an absolutely awesome job on her costume. But, that’s not all we have! Oh no! I had a costume too! Presenting Jacob Holo’s Warmachine Cygnar cosplay: Captain Lynch of the Black 13th Gun Mage Strike Team!
warmachine_cygnar_lynch_black_13th_cosplay_1
Lynch readies himself to support Kara Sloan in battle.

My contribution to this costume was providing the Cygnar rulebook. H.P. and the Holo-Mom did all the rest. What an awesome job they did! They picked out the material, and then made everything from scratch! It looks awesome, but it doesn’t breathe at all! Heat was a major concern for both of us at the convention, but we managed to spend a whole day in costume. At least 30 people took our picture (mostly because of H.P. :-)), 4 recognized the Kara Sloan character, and 2 even recognized I was playing Lynch! Very impressive!
warmachine_cygnar_lynch_black_13th_cosplay_2
Lynch spots the enemy.

At Dragon*Con, we even got photographed by one of the Privateer Press studio painters. He knew EXACTLY who we were. 🙂 I wish I had written down his name, but in the chaos of the convention, stuff like that got missed.
I like to think of these costumes are Mark I versions. There are plenty of improvements we can make to them, plenty of details from the original characters we can add. For example, I’m not much of a gun mage without a gun. This was my first time cosplaying and it was H.P.’s first time embarking on such an ambitious project. I think we did really well, but I know we can do better for Dragon*Con next year.
Also, the very first change we’re making to the Kara Sloan armor is to put some fans in it. No, seriously. I’m an electrical engineer, and I am building some fans into that armor! That thing is a sweatbox!
So, what do you think of our Warmachine Cygnar cosplay? Please let us know in the comments below. 🙂

Filed Under: Cosplay, Warmachine Tagged With: Black 13th, Captain Lynch, Cygnar, Dragon Con, Fantasy, Kara Sloan, Privateer Press, Steampunk, Warmachine, Wonderflex

Warmachine Cygnar Cosplay Preview!

August 15, 2013 by holojacob 5 Comments

Here’s a small preview of H.P. Holo’s Warmachine cosplay: a Cygnar warcaster! Can you guess who she’ll be for Dragon*Con? Leave a comment if you guess it! 🙂
Here’s her armor, made of a heat-activated material called Wonderflex.

Warcaster Armor

This may not look like much now … but just you wait! 🙂
Warcaster Weapon

H.P. Holo colored her hair for this cosplay.
Warcaster Blonde Hair

Do you know who she’ll be? Leave a comment below and wait for the end of August early September. You’ll find out if you’re right. 🙂
UPDATE 8/30/13: After two all nighters in a row (which were totally worth it to finish her costume :-)), H.P. and I are off to Dragon*Con. Due to the time crunch, we’ll post pictures of our costumes after we return.

Filed Under: Cosplay, Warmachine Tagged With: Cygnar, Dragon Con, Fantasy, Privateer Press, Steampunk, Warmachine

Time Reavers: Cover Color Studies!

August 3, 2013 by holojacob 5 Comments

Time Reavers cover color study 1

Time Reavers – The monsters are real, and time is their weapon.

Fed up with bad teachers and daily fights with her sister, sixteen-year-old Nicole Taylor yearns for something better. Sadly, she’s in for a letdown, because the world ends next week.
Nicole discovers she has a rare gift. She can bend time around her and even stop it completely. With her powers awakening, she must face the Reavers: horrific killing machines that exist outside our time. The Reavers know about her now and have unleashed their cruelest hunters.
Plagued by nightmarish visions and ambushed by terrifying monsters at every turn, Nicole has one chance to stop their genocidal invasion. With help from a chain-smoking pyrokinetic, a neurotic sword-wielding assassin, and an icy Goth chick with a crossbow, she may stand a chance. But the Reavers are tireless foes, and Time is on their side.
Oh, man! This is so exciting!
Robert Chew (a.k.a. CrazyAsian1) has been hard at work rendering the front and back covers of Time Reavers, a young adult urban fantasy novel. Above, you can see the first color study of the front cover. Seriously, how cool is this?
The color studies look great. Robert and I are going to play around with the colors a little bit, and then he will begin the detailed painting. The reavers look absolutely fantastic. I’m so happy with how they are taking shape. These creatures, implacable combinations of metal and flesh, have been swimming around in my head for years, and it’s so gratifying to see their artwork take form.
When designing the titular villains of the novel, I made a very conscious decision to make them intelligent. These are not brutish monsters. They’re an army. They engage the heroes with coordination and purpose. They will lay ambushes. They will fake an attack to throw defenders off balance. Not only can they outfight the heroes, they can outthink them as well. It is their intelligence that makes them a truly formidable foe.
Here’s the back cover color study featuring the Mantis: general of the reaver invasion.
Time Reavers back cover color study 1
Just look at that face! This is not a guy you want to meet in a dark alley!
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Filed Under: Holo Books Tagged With: Color Studies, Fantasy, Novel, Sketches, Time Reavers, Urban Fantasy, Writing, Young Adult

Warmachine Convergence of Cyriss Review: Solos & Battle Engine

July 31, 2013 by holojacob 2 Comments

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss solos and the battle engine.

SOLOS

ACCRETION SERVITORS: Like all servitor solos, the Accretion Servitors come in packs of 3, but this group only costs a single point. For this bargain bin price, they bring Bodge and Strip. They can repair friendly warjacks and damage enemy warjacks, 1 point of damage at a time. They also must be base to base to do this.
A single point of damage may not seem like a big deal, but there are three of them, and their abilities always work, unlike Repair which requires a skill check. Got a point left over? Throw in some Accretion Servitors.
ALGORITHMIC DISPERSION OPTIFEX: This guy costs 1 point and you can take up to 4. He’s sort of like an arc node. When this Optifex is within 6” of a Convergence warjack, not in melee, and inside the warcaster’s control area, that warcaster can channel spells through him.
Some warcasters are going to love this guy, such as Syntherion with his Magnetic Hold debuff spell. Also, like all Optifex models, he comes with Iron Sentinel. Place him base to base with a Convergence warjack and he gets +2 DEF and +2 ARM, which takes him up to a respectable DEF 15 ARM 14.
ATTUNEMENT SERVITORS: For 2 points, here’s another set of 3 servitor solos. The Attunement Servitors come with Lumichem Ampules, a 7” range 4” AOE that does no damage, but reduces the DEF of anything hit by -2. With good speed and a wide AOE, they shouldn’t have much troubling hitting their intended targets. Any army can make use of these guys. Seriously, who doesn’t like hitting more often?
ELIMINATION SERVITORS: Another set of 3 servitors for 2 points. These come with Spike Ejectors, 9” ranged weapons with Puncture. They do an automatic point of damage against anything they hit. With RAT 5, they’re somewhat underwhelming … until you pair them with the Directrix and her Backlash spell against a Warmachine opponent. Then they become absolutely sick!
ENIGMA FOUNDRY: Do you like Convergence infantry? Well, here’s a solo that can bring them back from the dead! Most Convergence infantry are Clockwork Vessels. That means they drop soul tokens. Well, the Enigma Foundry collects Convergence soul tokens in its command range. It can then cash in those souls for more troops, either 1 medium based model or 3 small based models a turn. As a bonus, it comes with Repair [10], just in case a Convergence force needs even more access to Repair.
With a large base, the Enigma Foundry is a tempting target. ARM 18 and 10 hit boxes helps, but I see this guy hanging back, using the full extent of his command range to collect souls, then cautiously approaching the front lines to deploy extra troops.
REFLEX SERVITORS: Here’s one last set of 3 servitors for 2 points. Reflex Servitors are basically 4” AOE mines that explode at POW 7, and they have plenty of rules that help them be extra annoying.
They come with Advanced Deployment to help them get into position. Counter Charge lets them react against enemies that close within 6”. And finally, they can Dig In to take their base DEF 12 up to DEF 16! I can see these being annoying against infantry heavy forces.
STEELSOUL PROTECTOR: ARM 17, 8 hit boxes, and Shield Guard on a 2 point model. Not a bad deal. Need something to not die from shooting? Stick a Steelsoul Protector near it and let it absorb the incoming flak. It even comes with Defensive Strike, letting it poke would be attackers when they come in range. Not exactly flashy, but definitely useful for warcasters and models like the Enigma Foundry.

BATTLE ENGINE

TRANSFINITE EMERGENCE PROJECTOR & PERMUTATION SERVITORS: Wow. What a name. I love it! I think Privateer Press may have had a little too much fun with this one.
So here’s the Convergence Battle Engine, and it’s awesome! It’s basically an artillery piece. Looking at its stat line, we have RAT 4 on a 10” spray attack at POW 10. It also has Auto Fire [2] for two shots. Not exactly impressive stuff, but that’s where the Firing Formulae comes into play.
You see, the TEP&PS probably has the most versatile gun in the whole game. Here’s how it works. After the TEP&PS moves, it deploys three satellite servitors (which can later absorb incoming fire). The positions of the satellites are key. Each servitor can either (a) add an Auto Fire shot (b) add a die to all attack rolls (c) add a die to all damage rolls. And you can do this in any combination you want!
You can conceivably roll 5 dice for attack rolls! Or 5 dice for damage rolls! Or shoot the gun 5 times! Or any combination in between! Seriously, that’s a lot of versatility in an attractive 9 point package.

SUMMARY

Okay, I’ll admit it. I love my Cryx, but man, I’m seriously tempted to branch out and collect some Convergence. These guys are pretty solid. Plus they look fun to paint and fun to play.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Time Reavers: Back Cover Rough Sketches!

July 30, 2013 by holojacob 3 Comments

Time Reavers Mantis rough sketch 1

Time Reavers – The monsters are real, and time is their weapon.

Fed up with bad teachers and daily fights with her sister, sixteen-year-old Nicole Taylor yearns for something better. Sadly, she’s in for a letdown, because the world ends next week.
Nicole discovers she has a rare gift. She can bend time around her and even stop it completely. With her powers awakening, she must face the Reavers: horrific killing machines that exist outside our time. Nicole may be the only one who can stop their genocidal plan, but the Reavers know about her now and have unleashed their cruelest hunters.
Plagued by nightmarish visions and ambushed by terrifying monsters at every turn, Nicole has one chance to halt their invasion. With help from a chain-smoking pyrokinetic, a neurotic sword-wielding assassin, and a Goth chick with a crossbow, she may stand a chance. But the Reavers are tireless foes, and Time is on their side.
I am really enjoying this part of the project. It’s fun getting to see my characters for the first time.
Robert Chew (a.k.a. CrazyAsian1) continues his exceptional work on the cover art for Time Reavers, a young adult urban fantasy novel. This time, he’s provided some rough sketches of the back cover. Unlike The Dragons of Jupiter, Time Reavers will feature separate art for the front and the back.
Ladies and gentlemen, I would like to introduce the Mantis: general of the Reaver army and main antagonist of the novel. He’s about a friendly as he looks, and wow, does he look cool or what?
As always, Robert has provided multiple sketches to help us zero in the final design. Here’s another version. It’s really hard to choose my favorite!
Time Reavers Mantis rough sketch 2
Wickedly cool, huh?
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Filed Under: Holo Books Tagged With: Fantasy, Novel, Sketches, Time Reavers, Urban Fantasy, Writing, Young Adult

Warmachine Convergence of Cyriss Review: Units

July 30, 2013 by holojacob 1 Comment

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss units.

LIGHT INFANTRY

CLOCKWORK ANGELS: These mechanical ladies prefer to engage at range, and they have plenty of abilities to help them do that. With SPD 7, Advanced Deployment, and Flight, Clockwork Angels are fast. Reform gives them a 3” move after they’re done attacking, which helps them hold the distance open. They also have Blade Shield, which gives them +2 DEF to ranged reprisals.
Offensively, their primary weapon is the Binomial Beam. It has 10” range and POW 10. Nothing special, but the Clockwork Angels can use Combined Ranged Attack. When all 3 of them (they only come in units of 3) combine, that attack becomes RAT 8 and POW 13. Very nice!
Like most Convergence infantry, they are clockwork vessels. Basically, they’re not living models, but they do generate soul tokens. They also have magical weapons, which is something Convergence doesn’t have a lot of.
All in all, a nice ranged harassing unit at only 3 points.
OBSTRUCTORS: Basic, cheap, dependable Shield Wall unit. They come with Combined Melee attack and a Chain Weapon with Reach, so they can also act as an anti-Shield-Wall unit. Nothing too fancy, but solid nonetheless.
OPTIFEX DIRECTIVE: Coming in units of 3 and costing 2 points, the Optifex Directive brings 3 useful abilities to the table that support Construct models in the army (of which there are plenty). They can add Pathfinder to the model for a turn, make its weapons magical for a turn, or perform a Repair [8] action. All of these actions require them to be right up against their targets, though, so keeping them safe could be tough. However, having so much access to Repair in a Convergence army is worth bringing them by itself.
REDUCTORS: With stat lines similar to the Obstructors, Reductors give up their shields for shotguns! Each of them comes with a 6” spray attack at POW 13. Even better, they have the Clear! rule. Their ranged attacks automatically miss friendly models. Combine this with how spray attacks ignore shooting into melee penalties, and the Reductors are at home shooting into melee to support other Convergence models.
RAT 5 isn’t anything special, but they’re cheap and Convergence has plenty of ways to increase accuracy.

HEAVY INFANTRY

ERADICATORS: If you’re looking for heavy infantry that can mulch high DEF targets, the Eradicators can deliver.  Each comes with two P+S 12 attacks with MAT 7 and a 2” Side Step move when they hit. Not bad, but what really makes them scary is their Variable [melee] rule.
You see, Eradicator weapons have two modes. They can either add +2 to attack rolls, boosting their MAT to an incredible 9, or acting as bucklers, boosting their ARM to 17.
With two MAT 9 attacks, there isn’t much they can’t hit, and with the high ARM on the approach, they stand a good chance of reaching their targets.
RECIPROCATORS: Now here’s a Shield Wall! With base ARM 16 and 8 hit boxes, Reciprocators are tough to put down. Put them behind a Shield Wall, and they’re ARM 20. Even better, they can switch between Set Defense and Empowered Attack. Set Defense takes their DEF up to 14 against charge attacks and the like. Empowered Attack boosts their P+S to a beefy 14. They take hits like a champ and dish it out hard. What’s not to like?
PERFORATORS: High ARM models beware. It’s a whole unit of heavy infantry equiped with Armor Piercing javelins. How cool is that? By itself, the Protean Javelin doesn’t look like much. 6” of range and POW 6. Pretty measly, right? Well, for starters, it’s Armor Piercing, so anything not on a small base has its ARM cut in half. After that, the Perforators can either add Snipe for extra range or Empowered Attack for extra damage.
They also come with a P+S 12 melee attack. And thanks to the Assault rule, they can use both weapons on the charge. Nice!

UNIT ATTACHMENT

TRANSVERSE ENUMERATOR: And finally, here is the universal unit attachment. This guy can be attached to any Convergence unit. Any of them. Even the Directrix’s unit!
So what does he bring for 2 points? Well, he’s got Repair [9]. Not a bad start. He brings Tactics: Ranked Attacks so that friendlies can ignore models in the unit when determining line of sight. That’s definitely useful, especially with Shield Wall units. CMD 9 can boost the low CMD 7 of many Cyriss units, letting the units spread out for more tactical options. He even comes with a flame thrower.
But the real gem is Realignment, the Enumerator’s mini-feat. Once per game, models in his unit can reroll failed attack rolls and skill checks. This is what makes the Enumerator very worth taking. He takes any Convergence unit and makes it better.

SUMMARY

Convergence has no shortage of solid infantry and comes stocked with plenty of ways to support them. Honestly, the whole codex looks solid and fun to play.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Warmachine Convergence of Cyriss Review: Warjacks

July 29, 2013 by holojacob Leave a Comment

Convergence_of_Cyriss_Cover_lores
IN SHORT: The new Convergence of Cyriss rulebook is here, and with it Privateer Press delivers a whole faction of big, mean robots! Oh, yeah!
On a presentation level, Privateer Press continues to set the bar high with a gorgeous full-color spread. Convergence models have a clean robotic look that is both very unique but also feels perfectly at home in the wider Warmachine universe. The rulebook comes fully loaded with 5 warcasters, 11 warjacks (including a Colossal!), 7 units, 1 universal unit attachment, 7 solos, and a battle engine.
Wow! Privateer Press has been busy.
Today, let’s take a look at the Convergence of Cyriss warjacks.
VECTORS: All Convergence warjacks are considered vectors, which brings a few interesting wrinkles with it. First, they take their controlling warcaster’s MAT and RAT stats as their own. Second, they don’t have a cortex, making them immune to abilities that prey on cortexes, such as the Cryx Machine Wraith.
Finally, there’s Focus Induction. When a vector spends a focus point, it can allocate a focus point to another vector within 6” that’s in the same battlegroup. You can literally have the same focus point get used by every vector in the whole battlegroup. Not too bad.

LIGHT WARJACKS

COROLLARY: Meet the Convergence warcaster’s best friend. The Corollary accumulates free focus when near its controlling warcaster, extends said warcaster’s control range, can store up focus for later, and can power up nearby warjacks. And it does it all for 3 points. For a support piece, its 18 hit boxes are nothing to sneeze at either.
So, yeah. Get used to this guy. You’ll be seeing a lot of him.
DIFFUSER: Here’s a 3-point light warjack that I can see fitting in a lot of lists. Its main call to fame is the Homing Ripspike. Hit an enemy model with this and friend models can charge it for free. They also get +2” on the charge, so it helps both warjacks and infantry out.
Now, that’s great, but the Diffuser has to hit its target first, and some of the Convergence warcasters have really low RAT. So, should they leave the Diffuser at home? Well … not necessarily. You see, the Homing Ripspike has Luck. It rerolls misses.
With boosted range attacks from Focus Induction and rerolls from Luck, a bad RAT score means a lot less than you might think. The Diffuser is an excellent supporting light warjack.
GALVANIZER: For 3 points, you get a decent POW melee attack and the ability to Repair with a solid skill check of 9. The Repair skill is pretty awesome in Convergence, especially since some of their warcasters are Repairable, and the Galvanizer can attempt a repair even if it’s on its last hit box. Nice!
MITIGATOR: Here’s a 4-point warjack with a quirky gun called the Razor Bola. It’s an AOE 3 with Puncture and Quake. Anything hit automatically takes a point of damage. Not bad for clearing infantry behind a shield wall. And if the target is directly hit, everyone hit is knocked down. Pretty cool, huh?
The catch? The Razor Bola’s range is only 7”.

HEAVY WARJACKS

ASSIMILATOR: Packing the ridiculously named Dissevering Microswarm, the Assimilator means business. This gun can perform the Ground Pounder special attack. Place its 4” AOE anywhere completely within its 11” range and make one ranged attack roll (oh, and boost this roll while you’re at it, just to be safe). This attack ignores concealment, elevation, Stealth, doesn’t scatter, and doesn’t need LOS. Whew! That’s quite a list! Anything hit suffers a POW 12 damage roll.
With the ability to ignore so many special rules, the Assimilator will find a welcoming home in many lists. It even comes with a solid melee attack. It’s only P+S 14, but it has Weapon Master to compensate.
CIPHER: Versatility is the Cipher’s middle name. Its Servipod Mortar is a two-shot 4” AOE with three useful modes. It can perform POW 6 blast damage, can create craters of rough terrain, or inflict enemies with -2 DEF. And when it’s done shelling the enemy, it can close in with its two P+S 18 Piston Spikes. It’s also built solid with Steady, ARM 19, and 32 hit boxes: traits it shares with the Inverter and the Monitor.
With so much flexibility built into a single model, I can easily see the Cipher becoming Convergence’s go-to heavy warjack. Even with low RAT from some warcasters, its multiple, flexible AOE blasts can still get the job done.
CONSERVATOR: This heavy warjack wants to get in close and personal, and goes great with supporting infantry. Not only can it protect vulnerable models by taking ranged hits with Shield Guard, it also benefits from infantry casualties with Hand of Vengeance. If a Convergence warrior model falls within 5” of the Conservator, it gets +2 attack and damage rolls for that round. This can take it as high as MAT 9 with Axiom or even MAT 10 with the Directrix on feat turn.
The Assimilator/Conservator/Modulator chassis is somewhat squishy with only ARM 18 and 28 hit boxes, so the Conservator comes with two bucklers to lift its ARM to a very respectable 20 and Pathfinder to help it get to grips with the enemy.
INVERTER: With only SPD 4, the Inverter is going to take its time getting to the enemy, but when it does, watch out! Its Macropummeler is P+S 20 and inflicts knockdown! Yes, you read that right. P+S 20 on an 8-point warjack.
To balance this absurd power, the Macropummeler can only be used once a round, so the Inverter must rely on its Meteor Hammer for all other attacks. In this case, a still impressive P+S 17 Chain Weapon with Reach.
The Inverter, ladies and gentlemen. Slow, but really hard hitting.
MODULATOR: This heavy warjack is dirt cheap at 6 points and has some interesting anti-infantry abilities. It comes with two Emitter Surges, POW 10 guns with 11” range. Whenever they hit a target, draw a line between the target’s center and the Modulator’s center. Anything in that line gets an automatic POW 10 electrical zap.
Defensively, it has Plasma Nimbus. Any infantry that engage it has to contend with more automatic POW 10 electrical zaps whenever they land a melee hit.
If the Modulator can get off a good shot, it can fry a whole mess of infantry. But still, lining up an Emitter Surge shot for maximum effect can be tricky and can leave the Modulator vulnerable to counter attack. Unfortunately, it is poorly equipped to go head-to-head with other heavy warjacks or even heavy infantry.
MONITOR: This heavy warjack feels like a sniper to me. Its gun, the Ellipsaw Flinger (I love these names!), has 13” range and POW 13. Pretty good for a Convergence warjack. But better yet is True Sight! It ignores concealment, Camouflage, and Stealth. Combined with the Ellipsaw Flinger’s Critical Brutal Damage, the Monitor can deliver some impressive pain at range.
And for when things get crowded, it can pound away with its Spring-Spike Fist, which can make Sustained Attacks. So once it hits, it can keep on auto-hitting until it’s out of focus. All in all, a pretty well-balanced warjack. There are a lot of annoying soft targets running around with Stealth, and the Monitor can make short work of them.

COLOSSAL

PRIME AXIOM: And now here’s the big boy! So what is there to say about the Convergence’s colossal? Well, for starters, it’s one fine colossal!
Let’s start with the fundamentals. SPD 5, ARM 20, and 58 hit boxes. Solid. It gets two P+S 20 melee attacks with Open Fist and Sustained Attack. Now, Sustained Attack on something that hard hitting is really nice. Also, it’s a vector, naturally, so it benefits from Focus Induction and will take on the MAT and RAT of its warcaster, for better or for worse.
For guns, it has a really nice spread. Its Accelespiker can fire twice with Auto Fire [3] for a total of 6 shots. Not bad for a range 13” POW 11 gun. But the real stars are the Tow Cables!
These two beauties come with 11” range, Drag, and Puncture! Combined with the Prime Axiom’s SPD 5, it can pull in models up to 16” away and wallop it repeatedly with P+S 20 melee attacks. Ouch!
Oh, and it also spits out a servitor solo every turn. Just in case it wasn’t awesome enough. Never mind that most Convergence warcasters come with plenty of support for this beast.
Syntherion can boost all of its ranged attacks, among plenty of other tricks. The Directrix can give it MAT 8 RAT 8 for a turn. Lucant can give it +2 melee attack and damage (along with everything within 3”), and he can hide effectively behind its huge base.
Even Axis can use it by boosting all of its melee attack rolls. Boosted MAT 7 sweep attacks anyone? Bulldoze on a huge base? His Rat 2 is going to be a liability, but the Axiom can still boost to hit and drag in enemy heavies for a pounding. Heck, even Aurora can use it for some Drag and Refuge shenanigans on feat turn, though she’s better suited for warjacks that can use Apparition and Admonition.
All in all, the Prime Axiom is a great colossal.

SUMMARY

For a faction fresh out of the gate, Convergence has some really impressive warjacks that mesh well with the army as a whole.
The Convergence of Cyriss is an exciting new faction with gorgeous models and solid rules. As more of their models get released and people get used to their new abilities, I look forward to seeing their full might displayed on the tabletop.
Should be exciting!
Check out the complete list of Warmachine and Hordes articles here.

Filed Under: Warmachine Tagged With: Convergence, Cyriss, Fantasy, Privateer Press, Review, Steampunk, Tabletop Games

Time Reavers: Front Cover Rough Sketches!

July 28, 2013 by holojacob 3 Comments

Time Reavers cover rough sketch 4

Time Reavers – The monsters are real, and time is their weapon.

Fed up with bad teachers and daily fights with her sister, sixteen-year-old Nicole Taylor yearns for something better. Sadly, she’s in for a letdown, because the world ends next week.
Nicole discovers she has a rare gift. She can bend time around her and even stop it completely. With her powers awakening, she must face the Reavers: horrific killing machines that exist outside our time. Nicole may be the only one who can stop their genocidal plan, but the Reavers know about her now and have unleashed their cruelest hunters.
Plagued by nightmarish visions and ambushed by terrifying monsters at every turn, Nicole has one chance to halt their invasion. With help from a chain-smoking pyrokinetic, a neurotic sword-wielding assassin, and a Goth chick with a crossbow, she may stand a chance. But the Reavers are tireless foes, and Time is on their side.
Oh, yeah! Here we go!
Once again, the extremely talented Robert Chew (a.k.a. CrazyAsian1) is hard at work on some amazing cover art. Up next is Time Reavers, a young adult urban fantasy novel. The cover features the heroine, Nicole Taylor, facing off against the awesome physical might of a Reaver. As you can see from these rough sketches, we’re off to a great start. Already, even in this early stage, the reaver exudes menace. I can hardly wait to see it detailed in.
The rough sketch above will form the basis for the next step, but it was tough picking out my favorite. Here’s another rough sketch of the cover for your viewing pleasure.
Time Reavers cover rough sketch 1
And another.
Time Reavers cover rough sketch 3
And one more.
Time Reavers cover rough sketch 2
Pretty cool stuff, huh? This is going to be one fantastic cover!
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Filed Under: Holo Books Tagged With: Fantasy, Novel, Sketches, Time Reavers, Urban Fantasy, Writing, Young Adult

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