Author Archive

Projects and ramblings for 12/08/10

| December 8th, 2010 | No Comments »

I had a minor sanfu with the files for the upcoming Black Tokyo title. Gone! Fortunately Chris Field sent me new copies so I’ll be working on that this week. He’s also nearing completion on the new incarnation of Freeform Anthropomorphica so I’ll be working on the layout for that as well. I took two weeks off from work for the Christmas and New Years holidays so I’ll have a good solid block of time to devote to laying out a few projects.

The Savage Worlds game set for Friday night got pushed back. I was bummed but frankly I have a ton of stuff on my plate for the weekend so it will not be too bad to have the night off unexpectedly. I’m teaching a women-only NRA Basic Pistol class at the NRA headquarters building in Fairfax along with one of my best friends (who also happens to work in the NRA Training and Education department). It should be fun; I do enjoy teaching new students about firearms safety and marksmanship.

I’m trying to get the Zombie game re-scheduled for the following weekend. I have to say that the more I read the Savage Worlds rule book the more I like it. It has many of the things I like most from other systems, and doesn’t seem to have the “rules bloat” that the various incarnations of the D20 system and 4E suffer from.

One mechanic I especially like I first encountered in the Warhammer Fantasy Role Playing Game as the idea of continuing to roll damage if you “maxed” your roll. So if a dagger does 1d4 points of damage and you roll a 4 then you get to roll again; and if you keep rolling 4’s then you keep adding them. In most games a dagger stops being dangerous after about third level; there is simply no way to kill a sixth level dude with only a dagger. But in real life you could bring down Sly Stallone with a pocket knife jabbed into in the right place. It sets up the ability have one of those great RPG “moments” where you get lucky and rack up massive damage from a “lucky” hit or a well placed shot.

As I said I am planning on supporting the system. I’ve started outlining a setting book, but I want to get my feet wet actually playing and GM’ing the rule set. So I’m running the War of the Dead module once we get the schedules worked out. I bought a whole mess of Mantic Games Kings of War Zombies so I have a whole hoard to throw at the party!

I also ordered in a set of 24 plastic zombies on order from Wargames Factory which I should be able to mix-and-match for a truly massive zombie hoard! I plan to hit them with some Army Painter rotting flesh primer and then use the dip-flick paint stuff they sell and get them painted up right quick. I’ll be curious to see how that stuff works; I’ve read good things and I’m fairly handy with a paintbrush so I hope to get some fairly decent figures on the table without too much fuss.

In other news my friends and I have been playing a beta of a MMO real-time strategy game called Dark Expanse. You start with a planet, build resources, a shipyard and expand to other systems. You can build warfleets, send Black Ops troops into enemy planets to cause terrorism and destabalize the government before you invade and land marines. It’s a slow-paced, check it a few times a day kind of game but it has really grown on me.

Part of the fact is that for the last two days the server has been down so I haven’t been able to “get my fix” and play. I think the server crashed and the hosting company isn’t being as responsive as they could or should be. Anyway, the game is FREE and I expect them to back up and running any time now. Go check it out and sign up. Most of my friends are members of the same Federation (The Buttkick Protectorate) so if you do join; feel free to send me a dispatch and join our Federation. (Or start your own if you like!)

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S.C.A.R.E. Vol. 5 released

| December 8th, 2010 | No Comments »

We just put out the latest release in the S.C.A.R.E. line for the Traveller RPG.

S.C.A.R.E. – Secrets, Contacts, Allies, Rivals and Enemies. They are part and parcel of the character generation process, and provide endless opportunities for adventure, intrigue and complication. The S.C.A.R.E. line gives you NPC’s designed to provide maximum flexibility as they can be used in several ways; either as a valuable Contact or Ally, or as a dangerous Rival or Enemy. Secrets can be exploited for profit, patriotism or career advancement; and each could lead to danger, wealth or fantastic new discoveries. Multiple plot hooks and adventure ideas are also presented in each release, allowing easy integration into your game.

It’s a fact that 99.8 percent of all RPG adventures begin at a bar or tavern. Why should Traveller be any different? The latest release in the S.C.A.R.E. line details Marion “Sarge” Dynes, an ex ground assault marine turned bar owner!

This PDF release includes information on Marion Dynes, the “Charlie’s Last Stand Bar” (named in honor of his father), as well as his background, personality, and how he treats his Allies, Contacts, Rivals or Enemies. There are also dozens of adventure hooks and ideas for using “Sarge” in your game.

For sale now at RPGNow and DriveThru RPG. Click HERE to view the sales listing including a full Flash preview of the PDF.

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Post-Thanksgiving Post

| November 29th, 2010 | No Comments »

Hi all, I’m back at work after a long Thanksgiving weekend. I spent it with my family here local and frankly didn’t do too much all weekend. I caught the last disk of Glee Season One and most of Doctor Who Season Two. :-)

So now it’s time to dust off my desk and get back into the swing of things.

Black Tokyo has sold quite well, and work is progressing on the latest release which will hit before Christmas.

I have a few Traveller PDF’s on deck that need some tweaking; look for our latest S.C.A.R.E. later this week.

In print news the Campaign Overlay: Fantasy Firearms book is listed on the Mongoose Publishing site and slated for release in February! There is even a discussion about it on the Paizo site that I plan to wade into after I make this post.

In other news I’ve recently acquired the Savage Worlds rule books and am thinking about supporting it in addition to Pathfinder and Traveller. I plan to run a group through the War of the Dead scenarios to get a feel for the system.

I find I really like the “Rules Light” aspect of the system. Throw in a Zombie Apocolypse scenario and that has all the makings of a fun time! I am also really liking the linear way the scenario plays out in the War of the Dead campaign. The PC’s basically begin on a cruise ship when the Zombie outbreak occurs on ship. Eventually they arrive on land where they find out that it wasn’t isolated to just the ship but the world. I haven’t finished reading it much past the time they get to land and have a few enconters but I do like most of it.

I’ve always like the idea of leading players into a “new world” where we take them from a familiar setting and progress into the new events. Unlike many settings where they take great pains to set up a cool new “sandbox” to play in and just throw the players in. I think Rifts is a great example of this; the world is neat and the factions well laid out. They did a great job of spelling out how the world worked and what the changes were etc. But in the end you just make up a Juicer or a Full Conversion Borg and go have some fun shooting things in the face with a Shemarian Rail Gun!

Now what if they had the PC’s get up and go to work like normal, then have the rifts open and all these crazy things start happening around them? Now that is a completely different game. Don’t get me wrong; I played a ton of Rifts and am not putting them down; I’m just saying that starting within the Rifts (or any other) setting is different than being part of the transition. That is one of the real strenghts of the War of the Dead campaign so far; and I’m looking forward to running it.

I have some ideas I’ve wanted to publish as a linear format along the same lines for a while now. (My “Omens of Armageddon” modern setting/adventure path idea.) So now that I see how the pulled off the War of the Dead I am seriously thinking of dusting off that project and moving forward.

In other news I think I’ve mentioned I have a part-time job working at a local game store. Well, in the past few weeks I managed to get a steal on a massive 40K Ork army, and this weekend a guy came in wanting to off-load some old figures so I snagged a basic Lizard Man army and more Necrons to add to my army! (I only really wanted the Monolith, but it was like getting the figures for free to go with it.) The deals were too good to pass up but now I have even more stuff to paint that I’ll never get around to painting! :-)


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New Releases and the Black Tokyo C&D Cover!

| October 19th, 2010 | No Comments »

I just added The Eleusinian Covenant to RPGNow, right after the latest Stock Art release from Nathan Winburn fell off the front page. Be sure to check them out!

I also just finished the cover for Black Tokyo: Chastity and Depravity! Look for it VERY SOON. (Like “just in time for Halloween” soon!)

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One Crazy Month

| October 11th, 2010 | No Comments »

OK, seriously, sorry for the lack of posts. It has been one crazy month. (Well, five weeks anyway, since my last post.)

Did I mention that my car burned up in a fire? I have video:

Car-B-Q

So I had to buy a new (to me) car. Which is just as well, since there were a few things wrong with my old one that had me on the fence as to weather I wanted to fix it or look for another one. I guess the fire made the decision for me.

In other news I also made my directoral debut on the set of a new scene I wrote for the movie I’m editing. It was a great learning experience and will set me up for when I take the reigns of some of my own video projects in the future.

I still have the part-time job which is OK, but cutting into my time a tad more than I would wish. I hope to hand it off to someone else by the end of the year.

On the gaming front there are a few things happening around here. First up the Fantasy Firearms project has been accepted by Mongoose Publishing’s Flaming Cobra imprint and should see release in January or February. We are also talking about the follow-on projects that are fairly exciting; including a Mongoose collaboration!

Chris Field is hard at work on Pirates of the Bronze Sky for LPJ; but he has several projects in the works. Look for the first to be released tonight and the second to follow a few days later. Also, the follow-up to Black Tokyo is set to be released near the end of the month!

I’m also working with artist Nathan Winburn and released his first stock art collection:

He’s got more art on deck and is also taking freelance assignments! nathan_winburn*AT*yahoo.com

More updates to follow soon!

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New Releases

| September 1st, 2010 | No Comments »

I just uploaded a new Otherverse America PDF from Chris Field. Check out Razor Culture:

The almost mythic first generation of Razors predated the formation of the Enclaves. In the old days, back
before the Abortion War first went hot, those first Razors stole everything the Enclaves needed to become
independent: money, supplies, weapons, data, even power siphoned from metro fusion grids. These old school
cyberpunk thieves have become Lifer cultural heroes, because their scams, theft and sabotage helped build the
Enclaves.

Their actions are celebrated in hundreds of Lifer movies, novels and Mesh dramas, and if you’re reading
this sourcebook, you are fortunate enough to claim legit descent from one of these modern Evangelical Robin
Hoods. You are a Razor, like your father and grandfather before you, and you know what…. That’s all you’ll
ever be.

The Razors are best described as secularized Termites. Like their ideological cousins they use stealth and
guile to wage war on choicer society, but unlike Termites, a Razor will never brag or upload video of
one of his crimes. Razors are expert thieves and criminals, and they know that a good scam is worth
its weight in gold. Razors tend to be young, angry and poor… in that sense they are like every other
teenager grown up in an Enclave.

This fifteen page PDF includes all the background on the Razors for the Otherverse America setting, including
new feats, gear and a Starting Occupation to allow players to take up the mantle of the Razors.

And a few days ago I uploaded Beggars & Bandits; a new take on Goblin PC’s for the Pathfinder RPG.

Fast breeding and adaptable, Goblins are an incredibly diverse species. The little folk have adapted to every known environment, from the arctic tundra to the warrens of the world’s largest and most crowded city-states.

“Got that right. My clan’s been in this damn
city since they first laid the bricks, and my great to
the tenth power grandma stole that fool mason’stools!”

Get the low-down on all aspects of playing a Goblin in the Pathfinder RPG right from their very own mouth!

“Now the humans say we’re dirty minded.
Well, they’re right. But we got other sides too. Lets
see, I really like stealin’ almost as much as babymakin’.
Not just because I get something new and
shiny if’n I steal good, but because me takin’
something you was guarding means that you and
your big kind can’t deny I beat you. I just love out
smarting the big folk, and what else…”

This nine page PDF gives you all the insight needed to get inside the head of your next Goblin Player Character, or to breath life into the next group of Goblins your players face!

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Check out the new Fantasy Firearms Cover Image

| August 30th, 2010 | No Comments »

It’s been a long time coming. My first artist was unable to complete it so I handed it off the insanely-talented Jason Rhodes and he hit it out of the park!

Check it…

I have another release from Chris Field on deck later today. Jason also finished up an image for the next S.C.A.R.E. release and the sequel to Black Tokyo is nearing completion! I have art starting to trickle in and I plan to assign some more out this week.

Remember how I said I took a part-time job at my local game store after the wife got laid off? (She’s back to work, so that is a major relief!) Well, it turns out the guy that created Tales From The Floating Vagabond works there. I’ve been helping hi get his website up so look for it soon. He’s got some big plans for the future of the games but I don’t want to dish without permission. Looks like some very cool stuff indeed!

Anyway, I plan to take my meager earnings from the part-time gig and funnel them into our publishing efforts. With Fantasy Firearms 99.9% done, it will be time to move on to the next projects. I have the script for another Campaign Overlay, the updated Freeform Anthropomorphica, and a couple of other print-worthy projects.

Naturally, we are not going to stop our PDF releases either; the next S.C.A.R.E. is on deck, along with a few more Traveller releases including the new Augments & Upgrades line.

Lots of cool things happening; stay tuned!

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Blog Update for 08/02/10

| August 2nd, 2010 | No Comments »

A lot has been going on in all areas of my life.

Wife got laid off over a month ago.

Air conditioning broke on the hottest week of the year.

Spent three grand on a new AC.

I got a part time job at my friendly local game store to make some extra money.

I was contacted by a new artist who is doing a couple of images for our Fantasy Firearms book.
Check out the work in progress:

I have another artist working on the new cover. (My first choice ran into some scheduling issues and was unable to complete the project, costing me over a month of time. What are you gonna do?)

So I plan to have the Fantasy Firearms project completely wrapped by Mid Aug.

I am not attending Gen Con as planned. (See the above mention of my wife’s job situation.) But I’m still taking the time off from work to focus on Skortched Urf’ Studios business. I’ve got plenty of projects that need attention; the Black Tokyo follow up, Freefrom Anthropomorphica, the next Campaign Overlay and others. Like I said, lots going on.

I see Louis worked out a deal to sell his POD print stuff through Paizo. It will be interesting to get the details on that one. If your producing Pathfinder stuff, then Paizo is where you want to be.

While checking out the stuff on the shelves at my new job (to employ my employees discount!) I almost decided to purchase the Rogue Trader rulebook from Fantasy Flight.

Then I decided I’d rather just have the PDF so I can look at it on my iPad. That’s a big deal right there. I don’t really want a ton of books clogging up my shelf anymore. I do want the content, but I am just as happy with said content on my computer or reading device. Funny thing though, my copy of the Pathfinder Core Rulebook PDF is missing all of the “A”s in the section titles. They appear in the text and the chapter titles, but not throughout the book. I’ve tried two different reader apps as well. Weird. So now I have all 500+ pages of the Pathfinder RPG, along with the Game Mastery Guide (300+ pages), the Traveller core rule book (200+ pages) plus a bunch of other RPG supplements along with books, comics, screenplays and projects I’m working on in one handy device. (In color I might add!)

So when I do decide to get the Fantasy Flight books, I am leaning mightily towards the electronic versions for half the price of the dead-tree. Now of course that doesn’t mean I’ll never get another RPG Book again; far from it. But sixty bucks for the core rules is quite a commitment! Heck, they are even putting out the adventure modules (one-shot use items, bear in mind) as hardback books. Might as well be GW putting them out for the premium price one needs to pay to be fully invested in Rouge Trader and Dark Heresy!

I think the sweet-spot for RPG products is right near twenty bucks. Some products under and some not-too-far over. Think Palladium games, who pioneered the trade-paperback format for rulebooks. Back in the day they were all about twenty bucks; or twenty-four or maybe thirty for the main RIFTS book. That’s two twenties with enough change to let you hit McDonalds on the way home. Rouge Trader is three twenty dollar bills plus tax; so you will break four twenties before you hit the drive-thu for a burger and fries! Don’t get me wrong; they are awesome books. The production value is second to none on these things. Only Privateer Press and the other “Big Names” (WOTC & Paizo) even come close. But I’m just going to dog-ear the pages, spill soda and chips on them and scribble in the margins. Anyway, those are my two cents about the hardback trend in RPG’s. Unless it’s a collectors item or massive like the Pathfinder RPG then I’m happy with the paperbacks. And you can still have a darn nice paperback in color; just check out what Privateer Press is doing if you don’t agree.

More information soon!

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OBS Customer Email sent 07/14/10

| July 14th, 2010 | No Comments »

[Skortched Urf’ Studios] New releases and Announcements

Here is our semi-weekly email detailing the latest releases and company news & announcements from Skortched Urf’ Studios.

New Releases (More details below):

The Dragonbound Core Class (Pathfinder RPG)

Fantastic Races of the Otherverse: The Urlock (Pathfinder RPG)

S.C.A.R.E. Vol. 4 -Vasco Anurin (Traveller RPG)

Minor Races -The Arient (Traveller RPG)

Minor Races -The Neuralon (Traveller RPG)

Announcements:

Galaxy Command RPG setting now just $1.99!
We’ve lowered the price on the 93 page Galaxy Command RPG setting.

Galaxy Command takes place in the Stellar Year 3476.

Galaxy Command is an all-analogue future, a sci-fi utopia where technology got better, but
society still resembles America, circa 1976.

Galaxy Command is a coalition of a hundred sentient races that governs the Milky Way
Galaxy and battles tirelessly against the evil stellar empire, WARSTAR.

Galaxy Command is an interstellar band of astronauts, scientists, police officers, galactic
marshals, military geniuses and diplomats, all banded together to make a finer universe.

Galaxy Command is a gleaming, plastic and polyester future where billowing Afros never
went out of style, and futurism takes a back seat to pulp flavored adventure.

Now is your chance to get a glimpse of the Galaxy Command universe at 1976 prices! If you like what you see, then be sure to check out the other titles in the Galaxy Command line.

New Releases:

The Dragonbound Core Class (Pathfinder RPG)

Land became sky.

The world twisted upside down as Pellar kicked his dragon into a tight loop. The young knight screamed with mingled fear, excitement and pain as he forced himself not to black out. And the relentless line of flame, the hate-fed fire that would have killed both him and his dragon- his only friend, his other self- brushed by close enough to singe his scraggly beard. Pellar felt his dragon’s mingled triumph/fear/dominance urge come through the empathic link, clear and bright as the blue sky the pair flew through.

Pellar barely touched his reigns and his mount wheeled and recovered, reversing her flight path so quickly that even the young knight in the saddle could barely track the motion. The human smiled with pride, and feeling her master’s joy, the dragon bellowed a roar like a granary explosion. And than, without even needing to be told, Pellar’s ice-white dragon opened her great maw wide, and the blizzard inside her body leapt outward. Halfway across the sky, Pellar’s rival knight tried her best to pull her dragon out of its dive, to come up under the river of ice crossing space towards the pair. Too late! The ice river hit hard, knocking the red dragon and its female rider from the sky, killing them even as it wrapped them in gleaming planes of frozen crystal….

Pellar’s dragon roared again, and this time, Pellar added his own trembling voice to the chorus…..

Anne McCaffrey’s Dragonriders of Pern series remains one of fantasy’s most enduring franchises, and the recent PS3 video game Lair allows the hero to take control of a mighty dragon steed. Young adult works like Eragon and How to Train Your Dragon follow young heroes as they bond with incredible beasts. Despite the popularity and sheer appeal of dragon-riding heroes, traditional fantasy gaming has never really supported the trope.

It’s easy to see why: giving a player character a bonded dragon at first level is equivalent to giving that hero a fully armed tank, while everybody else in the party makes do with swords and bows. A veteran hero, riding an adult dragon… the metaphor of a tank gives way to an even more alarming one: the metaphor a fully armed stealth bomber with a nuclear payload. Dragons are overwhelmingly powerful, and having one in your corner, loyal only to you… that’s a class feature that certainly outdoes Weapon Specialization and Barbarian Rage.

This sourcebook presents a new 20 level core class: the Dragonbound, a unique breed of knight who is defined by his empathic bond with a great dragon steed. The Dragonbound is an intentionally unbalanced campaign option; in terms of sheer damage dealing potential (as well as mobility and endurance), the Dragonbound certainly outclasses the Fighter and Barbarian. Character classes that depend on a mystical mount or animal companion, such as Paladin and the Ranger are similarly outclassed. Since the Dragonbound’s core concept resolves around a partnership with a dragon, and mounts and animal companions are tangentially related to the concept of what a Paladin or Ranger is, the Dragonbound’s companion beast is naturally more impressive.

From the moment the ritual of binding is complete, the dragon hatchling and the young knight who will one day ride it into battle are one being. Spiritually and emotionally, the two creatures are linked. When one is wounded, the other bleeds. When one is tired or afraid, the other weakens, but when one side of the partnership is happy and content, they both thrive. In every culture that produces Dragonbound warriors, the relationship between dragon and rider is a scared bond. Even the most evil Dragonbound refuse to mistreat their dragon steed, because doing so is more akin to self mutilation than rage. The love between Dragonbound riders and their mounts runs deep, all the more so because the two die together. Once bound, a dragon cannot survive long without its rider, and vice versa.

This twenty-level core class includes everything needed to include Dragonbound in your campaign; from customizing your dragon to the various factions of Dragonbound, iconic dragon-breeds, new Dragonbound gods, feats, and magic items.

37 pages, $2.99

Fantastic Races of the Otherverse: The Urlock (Pathfinder RPG)


The Fantastic Races of the Otherverse series converts the most interesting, unusual and powerful player races from Otherverse Games’ D20 Modern-powered settings: Otherverse America, Psi-Watch, Galaxy Command and Black Tokyo, and adapts them for use with the Pathfinder Roleplaying Game. More than a just simple conversion to the new rule set, these short sourcebooks imagine how heroes from super-scientific worlds would look in campaigns where magic and the divine are the norm. This series of supplements also provides a few new hints at how the vast and interconnected multiverse of Otherverse Games fits together.

In Galaxy Command, the powerfully built Urloks are an alien race of psychically enhanced warriors. They are known for their courage and sense of honor. The bear like humanoids have recently entered the galactic stage, after a successful first contact by Galaxy Command’s heroic astronauts.

Urloks first appeared in the Galaxy Command Campaign Setting (Otherverse Games, 2009).

For the Pathfinder Role Playing Game the Urlocks have been re-imagined…

According to the Urlok’s own creation stories, the bear-like giants fell from heaven long ago. Otherworldly and somber, Urloks know the Prime Material Plane as a cosmic penance for racial sins long forgotten. Talk to any Urlok and if you can over come the race’s legendary taciturnity, he will tell you that once upon a time, his race were the soldiers of Heaven itself. During a great battle against a legendary cosmic evil, Urlok soldiers fled the battlefield, and for their cowardice the entire race was cast down. Urloks strive to atone for their mythical ancestors’ betrayal.

Courage and loyalty are foremost virtues for the race, and an Urlok knight would rather die than betray a trust. Oathbreakers and cowards are punished harshly, with the normally noble bear-men reaching extremes of torture and atrocity that give even savage humanoids like Orcs and Hobgoblins pause when punishing traitors within their proud race. Urloks who show fear or even the slightest trace of deception brand and scar themselves with their mightly claws. More severe offenses are punished with the amputation of fingers, hands or even whole arms. Urloks hold themselves to incredibly harsh standards and a completely unscarred Urlok is a one in a million rarity. Among their own kind, the rare unscarred Urloks are treated with a living saint’s respect, and a bit of jealous suspicion: are they truly as righteous as they claim, or are they simply too afraid of pain to scar themselves for hidden offenses?

Urloks live far from most other humanoids. They prefer the cold places at the top and bottom of the world. Because of their distance from civilization and their savage and masochistic punishments, the Urloks rarely receive a warm reception in peaceful humanoid kingdoms. Urloks venturing into warmer regions are often mercenaries. Dozens of kingdoms, both good and evil, hire the bear-folk as indomitable shock troops. Urlok tenacity and courage is well known among fighting men, and the race’s soldiers will display reserves of bravado and willpower unknown in other races.

8 pages, $1.99

S.C.A.R.E. Vol. 4 -Vasco Anurin (Traveller RPG)


S.C.A.R.E. – Secrets, Contacts, Allies, Rivals and Enemies. They are part and parcel of the character generation process, and provide endless opportunities for adventure, intrigue and complication. The S.C.A.R.E. line gives you NPC’s designed to provide maximum flexibility as they can be used in several ways; either as a valuable Contact or Ally, or as a dangerous Rival or Enemy. Secrets can be exploited for profit, patriotism or career advancement; and each could lead to danger, wealth or fantastic new discoveries. Multiple plot hooks and adventure ideas are also presented in each release, allowing easy integration into your game.

Volume 4 in the series details Vasco Anurin.
The Starport Authority (SPA) manages and builds all of the starports in imperial space. SPA inspectors like Vasko Anurin provide oversight of Starport operations, arriving unannounced with a team of investigatorschecking everything from airlock seals, accounts, traffic control protocols, and the honesty of starport personnel to the customs procedures,security procedures and so on.

Vasco Anurin is good at his job; he can smell a fake manifest in hard vacuum, ferret out a contraband cargo and spot the holes in Starport security. Though he is harboring a terrible secret, his loyalty cannot be purchased.

He is notabove using his influence to help friends or hinder foes, however.

8 pages, $1.49

Minor Races -The Arient (Traveller RPG)


The Minor Races line details some of the many life form inhabiting your Science Fiction Traveller game. Unlike the Major Races who discovered Jump Drive technology and began exploring, the Minor Races have rarely ventured farther than a single system or planet. Of the numberless stars, planets and moons; many have hosted unique species and civilizations yet to be discovered!

The first race detailed in the line is The Arient. The Arient are a species of reclusive but arrogant psychics feared by the Imperium and Zhodani alike. They refuse to accept Imperial or Zhodani jurisdiction, and their home planet is Red Zoned by the TAS; though both the Imperium and the Zodanin have bases in system for opposing purposes.

While the Imperium wishes to isolate the Arient, the Zhodani continually try to foster diplomatic contact without much success. The key to this frustration is one of Arient arrogance: the superior psions regard the Zhodani as too impure as a whole strata of Zhodani society lacks any psionic capability at all and their culture promotes the use of Psionics in their daily life, thus damaging its purity and the achievement of celestial openness. Nonetheless, the Zhodani are resolute, hoping to alter the Arient attitude and gain inroads. It is mainly through Zhodani merchants and government-supported “smugglers” that the Arient gain their off-world technology.

This eight page PDF gives players and GM’s everything they need to add the Arient to your game including stats and description of the Arient home world, details about the race, Arient society, politics and religion, new skills and typical career paths. There are also player hints should a player wish to use the Arient race for his/her character in a game.

8 pages, $1.49

Minor Races -The Neuralon (Traveller RPG)


The Minor Races line details some of the many life form inhabiting your Science Fiction Traveller game. Unlike the Major Races who discovered Jump Drive technology and began exploring, the Minor Races have rarely ventured farther than a single system or planet. Of the numberless stars, planets and moons; many have hosted unique species and civilizations yet to be discovered!

The volume details The Neuralon; often called “Neuralon Seductors” by outsiders. The Neuralon are willowy, curiously seductive, non-human, bipedal pleasure-lovers. The Neuralon reputation within the Imperium is based around their medical knowledge, particularly in the area of analgesia, anaesthetics and in the treatment and management of both acute and chronic pain, and in luxury technological items of all sorts.

This peaceful race has evolved to be highly sensitive to those around them, using that sensitivity to create and broadcast pacifying pheromones and adjusting their own body language and vocal range to tones and flexions that quickly calm and pacify the aggressors. This automatic, uncontrollable pursuit of appeasing and pacifying aggressors through virtually undetectable means leads to a lifestyle that is monopolised by sensory seduction.

Their home planet, Neuralos, is a holiday destination for the extremely rich and powerful or for the decadent pleasure-seekers. The pleasures they can provide, from food, clothing, drinks, beds, entertainment or mere pampering cannot be matched. Oddly, (to an offworlder, that is) the seedier forms of entertainment do not exist outside startown. The Neuralon find it emotionally upsetting to see the degradation of enforced slavery or prostitution. What is more useful to offworlders is that the Neuralon medical capabilities, growing from their natural urge to appease and aid those they meet, exceed all expectations, and are on the cutting edge of technological advancement.

As a species and society, their strength is also a drawback. They do not build armed warships and are completely reliant on the Imperium and hired mercenaries for their defence: the very thought of inflicting pain on another sapient creature causes them severe distress, triggering their own, reactive-defence measures. As a result, when making their way in the galaxy, they either take jobs as medics or as entertainers, or sometimes as advocates, as many other jobs involve too much pain. There can never be a Neuralon empire or conquered world; but for the same reasons they cannot force their will on another, others find it difficult to force their will on the Neuralon.

Learn more about this race, their homeworld and some of their advanced technology in this eleven page PDF.

11 pages, $1.49

-END OF MESSAGE-

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Blog Update for 7/8/10

| July 8th, 2010 | No Comments »

Sorry for the lag in posts! The air conditioner died at home a few days ago and it has been HOT. Unbearably so. I have a guy coming out today with the part we need (or at least the part we think we need) to finish the install from yesterday. With luck that will get us back on track. There will be a new release up later tonight, with several to follow shortly thereafter. Still waiting on art from a few sources to finish up some other projects.

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Blog Update for 6/28/10

| June 28th, 2010 | No Comments »

The Arient just fell off the front page. Look for the Neuralon later tonight.

I have a couple more Traveller projects on deck behind them as well; another S.C.A.R.E., a new career option and the first Augments & Upgrades release.

Chris Filed is also working on some smaller releases. We’re also hard at work on the follow-up to Black Tokyo! I can’t wait to get the art back fro some of the concepts; should be a lot of fun.

I’m still waiting on the new cover for the Fantasy Firearms release. Between that and a few interior images that project will be done and “off to the printer” shortly with several other projects right behind it. Next on deck is the new, updated version of Freeform Anthropomorphica. Behind that there is another Campaign Overlay dealing with adding Ley Line magic to your campaign.

More info soon.

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What I’m working on now -6/21/10

| June 21st, 2010 | No Comments »

Sorry for the lack of posts! I have been super busy the last few weeks. On the home front my wife lost her job a couple weeks ago which really sucks. The job hunt is on but needless to say the stress level has jumped a notch or two. (It may even affect my GenCon plans!) Time will tell.

Also, work had me hopping last week. My day job had me clocking fifty hours including two days where I had to be in at Oh-Dark-Thirty which curtailed late night RPG work. (But the overtime will be nice since!)

But never fear, I have been toiling away every spare moment I could find. In fact yesterday I finished the layout of two new Traveller releases. Check out the first two releases in our Minor Races line:

We have quite a few new races lined up. These two were the first and a third one is already in my hand ready for art and layout. Just the thing to spice up your Sci-Fi game!

The first installment of the Augments and Upgrades line is nearing completion as well. I focusing on augments that change or alter ones appearance for the first release. I figure grouping augments by category will be a good way to tackle them. I’ve got some really cool ideas and can’t wait til we get into adding power-plants, weeapons and massive cybernetic re-construction to the mix!

I’m also putting the finishing touches on the big Fantasy Firearms release; including a new cover. I’m expecting a draft of the cover any day now.

On deck I have a couple of smaller releases of my own and quite a few from Chris Field. He’s been busy with a new core class, a short PDF on Alchemy and some more Fantastic Races of the Otherverse.

On top of all that I am also in the beginning stages of a large modern RPG setting/game.

Right now I’m trying to get as many small (5-10 page) projects laid out and ready for release as I can to clear up the log-jam. Once I have them all lined up and ready I can focus on the larger projects and automate the release schedule.

I really enjoyed seeing the free adventures Mongoose put out for the Traveller game. I may begin running them for a local group. It also gave me the idea of doing something similar. I’ve been reading what Louis Porter Jr. has been talking about regarding a free version of the Dungeon a Day concept, and spoken a bit with him about it. So I am toying with the idea of turning my Zhawaan Shipyard project into a “Base of Operations” around which to stage free adventures for the Traveller community to use. It’s still in the very early planning stages, but instead of a PDF or print project I envision it as a website where players and GM’s can access info about the system in general (Shipyard, High-Port, Low-Port, Breakers Yard, Naval Base, Scout Base, Asteroid Belt etc.) as well as specific adventures set in, around or that jump off from the system.

More info soon!

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Monday update 6/7/10

| June 7th, 2010 | No Comments »

I got some good feedback from two different sources regarding the Fantasy Firearms project. As a result of that, I am shopping for new cover art. I’ve already got a guy in mind, and hope to hear back from him later tonight. I’ll probably re-do a few of the interior images while I am at it; some of the stock art and a couple I had done before I had the finished script in my hand.

I’m also knee-deep in several other smaller projects getting ready to hit the streets. Look for a new Fantastic Races of the Otherverse very soon, as well as some Traveller stuff. The first Minor Races and a new series called Augments & Upgrades are nearing completion. I re-worked the augment description I posted earlier, which I think makes it much better. To wit, check it…

Skin Pigmentation Mod
Type: Biological or Hybrid
Description: This augment allows the user to change their skin pigmentation virtually at will. When activated, an amino acid sequence is altered in the host that interacts with the the pituitary gland (or alien equivalent) to regulate melanin content in the skin. This can be achieved naturally, limiting the available skin tones to those normal for the species, or use a supply of synthetic melanin that allows virtually limitless color variations. Higher TL variants can produce patterns rather than a single tone. This augment is fairly common, and is used to protect citizens of planets and bases where the star emits high levels of ultraviolet radiation. On particularly dangerous stations, a metallic sheen embedded in the skin is been used to actively reflect harmful rays or protect from extreme temperature ranges by reflecting heat away from the body. Naturally, the addition of a synthetic melanin supply has opened up the augment to use by the military for camouflaging scouts and forward observers, spies so they can blend in with a native population, and even entertainers who can now make their beauty literally ‘skin deep’.

Restrictions: Not typically restricted where augments are common, but might be on low-tech worlds.

TL9 Drain 0 Cr.1500 This version of the augment achieves the change in skin tone via a simple gene switch which causes the body to naturally produce the desired amount of melanin. Because the augment utilizes the bodies natural chemistry, it is limited to only the normal skin tone ranges for the species. This augment is undetectable by passive scanners and requires an advanced medical scan to detect. (Naturally, if the skin tone adopted does not match other physical features like the hair or eyes, then an advanced medical exam would not be required to detect the augments use.) The color change takes three hours per shade along a ten shade human normal range from pale white to deep ebony. (i.e. 30 hours to go from pale white to deep ebony.)

TL10 Drain 0 Cr.3000 This augment utilizes synthetic melanin along with that naturally possesses by the skin to create a near-limitless single color palette. Synthetic melanin is produced by hybrid melanocyte cells injected into the dermal layer of the augment recipient. These cells allow the user to control the activity of the melanocytes as well as the color of the cells output. This augment is undetectable by passive scanners and requires an advanced medical scan to detect. The color change takes three hours per shade along a ten shade human normal range from pale white to deep ebony.

TL11 Drain 0 Cr.6000 This augment works just like the TL10 version but adds a control unit that can alter the melanin output of melanocyte cell clusters to create patterns on the skin. While not precise enough to create something as detailed as a tattoo; it can create patterns, alternating colors, spots or mimic the surrounding area. The control unit is the size of a small coin and actively monitors the output of all melanin. It can be located just under the skin anywhere on the body. New patterns can be added to the unit via wireless interface or it can be tied into other augments such as visual sensors. The control unit is detecable by passive scanners due the material it is composed of and the low-power charge it emits. (Though not enough to cause Drain on the bodies bio-electric power since the pigment remains static after the change occurs.) The control unit is capable of storing patterns in memory and reduces the time to change by one half, thus it would take 1.5 hours per shade of change along a ten shade human normal range from pale white to deep ebony.

TL12 Drain 0 Cr.12,000 This augment works just like the TL11 version but adds multiple control units that and many more melanocyte cell clusters. This version of the augment includes the ability to change patters or add them to memory via a comm device or other augment sensor the user possesses. Multiple control units and the additional melanocyte cells increase the speed of the change to fifteen minutes per shade of change along a ten shade human normal range.

TL13 Drain .5 Cr.25,000 This version acts as the TL12 version but vastly increases the number of control units and melanocyte cell clusters which allows the skin to take on any appearance desired; including intricate patterns such as might be seen in a tattoo or other skin art. The larger number of control modules and the ability to adjust skin pattern on the fly increases the Drain and renders the augment detectable by passive scanners, but decreases to just five minutes the amount of time required to change shades. Adding a detailed pattern to an area such as a tattoo takes about five minutes for a small area such as the arm, and up to fifteen minutes for a large, detailed image across the chest or back for example.

TL14 Drain .5 Cr.50,000 This augment acts as the TL13 version but increases the power of the control units and adds an order of magnitude to the melanocyte cell clusters. Patterns can be changed on the fly via visual input from an optic sensor, stored memory or touching a sample of the color with either hand where a modified control unit analyzes the color. The increased power of the control units and melanocyte cells decrease the time required to a mere six seconds (one round) per shade of change, including intricate tattoo patterns!

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Project Updates

| June 3rd, 2010 | No Comments »

I sent off the next S.C.A.R.E. script to JDavid for some art treatment, so look for that soon-ish. I’m in the middle of laying out various other projects as well. The first of the new Minor Races line for the Traveller RPG is on deck, with another right behind it that both have art already done. I’ve got several short projects from Chris Field as well, including a couple new Fantastic Races of the Otherverse and a new class.

Fantasy Firearms is 99% done! I meant to bring the file with me to work but left the thumb drive plugged into my computer at home. I want to print it out and give it another read before I send it off. It’s been a long time coming, but I am quite pleased with the results and have learned a ton by producing such a large book. Looks like the final page count will be 96 pages of AWESOME! :-)

I started work on a Traveller release I’m calling “Augments & Upgrades”. I’m stealing borrowing the drain mechanic from work Chris Field did for D20 modern and implementing it into the Traveller system for augments. Some small augments have little or even no drain, but once you reach a certain level you’ll need some kind of power supply as many cybernetic augments require more juice that a normal human body can produce. I’ve got some really cool stuff planned, from P.A.N.’s (Personal Area Networks) that tie multiple augments together to Battle Dress interface mods and ways to make characters tougher, smarter and faster.

Here is a (still in the early stages) preview of one I worked up last night:

Skin Pigmentation Mod
Type: Biological or Hybrid
Description: This augment allows the user to change their skin pigmentation virtually at will. When activated, an amino acid sequence is altered in the host that interacts with the the pituitary gland (or alien equivalent) to regulate melanin content in the skin. This can be achieved naturally, limiting the available skin tones to those normal for the species, or use a supply of synthetic melanin that allows virtually limitless color variations. Higher TL variants can produce patterns rather than a single tone. This augment is fairly common, and is used to protect citizens of planets and bases where the star emits high levels of ultraviolet radiation. On particularly dangerous stations, a metallic sheen has even been used to actively reflect harmful rays or protect from higher than optimal temperature ranges. Naturally, the addition of a synthetic melanin supply has opened up the augment to use by the military for camouflaging scouts and forward observers, spies so they can blend in with a native population, and even entertainers who can now make their beauty literally ‘skin deep’.

Restrictions: Not typically restricted where augments are common, but might be on low-tech worlds.

TL9 Drain 0 Cr.1500 Simple, biological mod restricted to species normal pigments. Three hours to change skin tone.
TL10 Drain 0 Cr.3000 As TL9 but adds synthetic melanin for near limitless color palette. 3 Hr to change skin tone.
TL11 Drain 0 Cr.6000 As TL10 but can reproduce patterns stored in the mods memory chip. 1 Hr to change skin tone.
TL12 Drain 0 Cr.12,000 As TL110 but can reproduce patterns captured via camera, optics etc. 15 min to change tone.
TL13 Drain .5 Cr.25,000 As TL111 but with multiple melanin implants-points for added speed. 5 min to change skin tone.
TL14 Drain .5 Cr.50,000 As TL113 but with many melanin implants-points for increased speed. 1 round (6 sec) to change.

Some of my most astute readers (Hi Mom!) might recognize that mod from SCARE Vol. 2 but in this case I’ve actually spelled out how the mod works and how much it would cost to buy it in game terms. If you want simple protection and don’t mind waiting a few hours for the change it can be had fairly cheap, but if you want to change colors on-the-fly then it will cost you a bit more.

So what do you think? Like it? Hate it? Please share your thoughts on the matter by either commenting here, via Facebook or Twitter. Got any ideas for more mods you would like to see? I’m all ears!

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S.C.A.R.E. Vol. 4 Released!

| June 2nd, 2010 | No Comments »

S.C.A.R.E. – Secrets, Contacts, Allies, Rivals and Enemies. They are part and parcel of the character generation process, and provide endless opportunities for adventure, intrigue and complication. The S.C.A.R.E. line gives you NPC’s designed to provide maximum flexibility as they can be used in several ways; either as a valuable Contact or Ally, or as a dangerous Rival or Enemy. Secrets can be exploited for profit, patriotism or career advancement; and each could lead to danger, wealth or fantastic new discoveries. Multiple plot hooks and adventure ideas are also presented in each release, allowing easy integration into your game.

Volume 4 in the series details Vasco Anurin.


The Starport Authority (SPA) manages and builds all of the starports in imperial space. SPA inspectors like Vasko Anurin provide oversight of Starport operations, arriving unannounced with a team of investigatorschecking everything from airlock seals, accounts, traffic control protocols, and the honesty of starport personnel to the customs procedures,security procedures and so on.

Vasco Anurin is good at his job; he can smell a fake manifest in hard vacuum, ferret out a contraband cargo and spot the holes in Starport security. Though he is harboring a terrible secret, his loyalty cannot be purchased.

He is notabove using his influence to help friends or hinder foes, however.

Be sure to check out other Volumes in the S.C.A.R.E. series:

Or get them all in a bundle for maximum savings!

For sale now at OBS.

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OBS Customer Email 5/27/10

| May 27th, 2010 | No Comments »

[Skortched Urf’ Studios] New releases and Announcements

Here is our semi-weekly email detailing the latest releases and company news & announcements from Skortched Urf’ Studios.

New Releases (More details below):

Fantastic Races of the Otherverse: The Ubasti for the Pathfinder RPG

Adventurer Essentials: The Common Tongue for the Pathfinder RPG

Project Watchtower for the Psi-Watch Campaign Setting

Announcements:

New Website. I broke our website. So I built a new one! We are in the process of moving from one server to another and I managed to break the site. (Don’t worry, I have good backups!) Since I had to monkey around under the hood, I figured it was time to update the look and feel of the site. Now we have more of a company portal that a simple Blog. I think you will like the new look. There are still some things that need to be addressed, so stay tuned for heavy updating in the next few weeks. Check out the new site HERE.

Facebook & Twitter. In conjunction with the site re-build I’ve added Skortched Urf’ Studios to Facebook, Twitter and our site content can be read via RSS.

Please become a fan, follow us, or sign up for a feed!

Adventurer Essentials: The Common Tongue for the Pathfinder RPG has been in the top 15 on OBS since we released it! We are currently sitting at number 11. For those of you that purchased it, thank you so much for support. If you have not yet gotten a copy, now would be a great time get it so we can move up into the top 10 again. :-) Don’t forget about the Adventurer Essentials Bundle, that will give you all ten titles in the line at over 50% off.

New Releases:

Fantastic Races of the Otherverse: The Ubasti for the Pathfinder RPG

The Fantastic Races of the Otherverse series converts the most interesting, unusual and powerful player races from Otherverse Games’ D20 Modern-powered settings: Otherverse America, Psi-Watch, Galaxy Command and Black Tokyo, and adapts them for use with the Pathfinder Roleplaying Game. More than a just simple conversion to the new rule set, these short sourcebooks imagine how heroes from super-scientific worlds would look in campaigns where magic and the divine are the norm. This series of supplements also provides a few new hints at how the vast and interconnected multiverse of Otherverse Games fits together.

In Otherverse America, the Ubasti are a small species of genetically engineered lions which willingly serve the Choicer’s Coven of Bast. Created as military working animals, Ubasti proved smarter than anyone expected. As soon as their sentience was discovered, the Ubasti were freed. As of 2107, the Ubasti work with the Choicer nation as free sentient beings, and are beloved by Choicer America for their loyalty and courage.

The Ubasti first appeared in the Coven of Bast sourcebook (Otherverse Games, 2009).

For the Pathfinder setting the Ubasti have been re-imagined as nomadic, long-lived sentient lion-folk. Ubasti prides have prowled the veldt since before the bipedal races began recording history. Collectively, the Ubasti are ancient beyond imagining, with the race’s rich oral history acting as their memory and conscience.

This release gives you everything you need to add the Ubasti to your game as a player race. Also included is a short history of the Ubasti, their pantheon, new feats specifically designed for these four-legged warriors and more!

For sale now at OBS .

Look for more Fantastic Races of the Otherverse soon!

Adventurer Essentials: The Common Tongue for the Pathfinder RPG

To convert the unbeliever, you must speak his language. To command an army, your soldiers must understand the bellowed orders of their generals. To trade, to demand surrender or to plead for mercy, to complement or to insult, to seduce, to proselytize, to scheme, to plan….

a common language must first be found.

From almost the beginning of the hobby, fantasy gamers have used such a common language to allow their characters to communicate with one another, and with their friends and enemies. The omnipresent Common is a mostly unquestioned part and parcel of fantasy gaming. If gamers think about what Common is at all, other than a quickly filled in word on a character record, they tend to imagine Common as some kind of trade language, a pidgin blending words and grammar rules from dozens of other languages.

The Common Tongue is not a hodge-podge trade language.

Learn the origins of the Common Tongue as well as varient rules for employing it. Also included in this Pathfinder compatible PDF are a new Diety and his factions, the new Language Clerical Domain, four new language-realted feats and six new spells. Do something un-common with The Common Tongue!

Project Watchtower for the Psi-Watch Campaign Setting

Project Watchtower is a semi-secret government program whose stated goal was the control and supervision of America’s rapidly growing Mutant population. When the program was instituted in 1953, ‘controlling’ mutants meant extermination, and for generations of America mutants, the grimly iconic “Watchmen” mecha have been harbingers of death. Project Watchtower predates the creation of Psi-Watch by several years, and the two government agencies have worked at cross purposes at several points. Project Watchtower has the brainchild of FBI Director J. Edgar Hoover- plans for the program date back to the late 1940s, but Hoover lacked the funding and technological know-how to initiate the black program until decades later.

The first Watchman mecha came on line in 1962. Prior to that, the agency used well armed, FBI-trained mutant hunters to capture or kill mutants. As to be expected, casualties were high, as the hunted mutants fought hard for their lives, slaughtering dozens of FBI-affiliated hunters. Hoover’s towering mechanical warriors were a welcome substitute, and quickly became the most potent weapon in the pure-human arsenal. Upgraded dozens of times over the years, the Watchman series of mecha have included several similar units of gigantic mutant hunters, as well as smaller, more efficient experimental models.

Psi-Watch itself opposed Project Watchtower since its inception, arguing that Mutants make excellent operatives and that hunting the species en masse only breeds more Mutant terrorists. Despite Psi-Watch’s objection, and despite several black operations against Project Watchtower itself, Hoover was able to keep his robotic army in service. By the late 1960s, the large scale Mutant purges of the intolerant 1950s had ended, and Watchman robots were only publically deployed to combat Mutant riots in the inner cities. Well connected, ultra-wealthy Mutant hunters (especially the close friends of Hoover) occasionally ‘rented’ a Watchman mecha as a bodyguard of sorts when they ventured into America’s ghettos to slaughter the genetically unfashionable.

Project Watchtower was officially ended by Jimmy Carter in 1979, but by that time its technology had fallen into the hands of various interests. The Republic of Cebary fields advanced versions of Project Watchtower’s creations, using them to police its enormous slave-Mutant population. The technology has made its way into the open market, becoming almost obsequious. China uses modified Watchmen mecha to maintain internal security, Al Queda uses jury-rigged versions of the robots to carry out terror strikes, while Humanity’s Sweat uses the massive war machines for their original purpose: the eradication of the Mutant threat, wherever it may hide.

This sixteen page sourcebook for the Psi-Watch Campaign setting details Watchtower Mecah units, rules for them gaining sentience, as well as Bio-Guardians and an alternat timeline that introduces Grendel Generation Technology.

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Fantastic Races of the Otherverse: The Ubasti released

| May 27th, 2010 | No Comments »

Skortched Urf’ Studios is pleased to announce the first in a new series of PDF releases: Fantastic Races of the Otherverse – The Ubasti.

The Fantastic Races of the Otherverse series converts the most interesting, unusual and powerful player races from Otherverse Games’ D20 Modern-powered settings: Otherverse America, Psi-Watch, Galaxy Command and Black Tokyo, and adapts them for use with the Pathfinder Roleplaying Game. More than a just simple conversion to the new rule set, these short sourcebooks imagine how heroes from super-scientific worlds would look in campaigns where magic and the divine are the norm. This series of supplements also provides a few new hints at how the vast and interconnected multiverse of Otherverse Games fits together.

In Otherverse America, the Ubasti are a small species of genetically engineered lions which willingly serve the Choicer’s Coven of Bast. Created as military working animals, Ubasti proved smarter than anyone expected. As soon as their sentience was discovered, the Ubasti were freed. As of 2107, the Ubasti work with the Choicer nation as free sentient beings, and are beloved by Choicer America for their loyalty and courage.

The Ubasti first appeared in the Coven of Bast sourcebook (Otherverse Games, 2009).

For the Pathfinder setting the Ubasti have been re-imagined as nomadic, long-lived sentient lion-folk. Ubasti prides have prowled the veldt since before the bipedal races began recording history. Collectively, the Ubasti are ancient beyond imagining, with the race’s rich oral history acting as their memory and conscience.

This release gives you everything you need to add the Ubasti to your game as a player race. Also included is a short history of the Ubasti, their pantheon, new feats specifically designed for these four-legged warriors and more!

For sale now at OBS and Paizo.

Look for more Fantastic Races of the Otherverse soon!

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General Update 5/26/10

| May 26th, 2010 | No Comments »

Lots going on. Since I broke the old site I am elbow-deep in the re-design. It’s coming together but will be a slow process as I get in and fill out all the pages. Bear with me. I really like the four rotating images that comprise the front page. The four there now I whipped up fairly quickly, but I can really see the benefit of promoting upcoming projects there.

I am starting to dig the whole Twitter/Facebook thing. I need to hit the marketing on these sites better. Possibly free swag for people who follow me on Twitter or Facebook? Time will tell.

I heard back from one of my artists; he’s diligently cleaning up a slew of sketches I approved so they should be in my hands in a few days. That will give me all the pieces I need for three Traveller projects on deck. One S.C.A.R.E., a new Minor Races (the first in a new line of Traveller PDF’s) and another I am keeping under wraps for now.

Chris Field has three short projects on deck as well; just waiting for me to finish the layout. The plan is to get one of them out later tonight. (Fingers crossed!)

After work I need to hit the DMV to renew the registration on my motorcycle and then to the gun range to sight in my buddies new .987 Huffalump Uber-Magnum. (Okay, .338 Lapua ***I was wrong it’s actually a .300 Winchester Magnum*** if you want to be all technical about it.) Either way I know my shoulder is going to be hurting when I get home tonight. But in a good way. :-)

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Three down and one to go

| May 25th, 2010 | No Comments »

I whipped up three quick front-page images and uploaded them.  I’ll do the last one after work I think. I’ll be working on a couple different projects tonight; one of them being the weekly release scheduled to go up on Wednesday. Fantasy Firearms is going to weigh in at 98 pages.  It is 99% done.  I need to polish the introduction, re-do the index since I added two pages after I had already done it (D’Oh!) and put some text on the back cover.  Then it’s off to wherever it is files go before becoming the dead-tree kind! Since moving the site I see I broke just about EVERYTHING I was hosting.  Looks like my footers are hosed on the OBS sites, as well as my self-hosted flip books.  I’ve got some work ahead of me.

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New site on Facebook, Twitter and still tinkering

| May 24th, 2010 | No Comments »

I created a Facebook page for Skortched Urf’ Studios as well as a Twitter account.

Facebook page HERE.

Twitter account HERE.

Pay no attention to the slide show images; they came with the site. I’ll whip up some cool ones to go along with our current projects shortly.

Right now I’m trying to figure out how to get Blog posts not to appear on the front page; just under the Blog heading. I want to use the front page for press releases and other “official” content. **UPDATE** I did it! I will be showing our “Press Releases” page as the front page of the site, and the Blog posts will now go right where they belong; in the Blog section.

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