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What are good dimensions for a hexagonal gaming table for TI4?

I'm looking to get a custom gaming table and the game I'm using to judge is TI4. I'm thinking now that a hexagonal table would be best, and the table I'm looking at has dimensions 45" edge to edge, 52" corner to corner in the play area, or 51" edge to edge, 59" corner to corner total size (it doubles as a dining table). I'm also looking to give it six cup holders and drawers and clip-on shelves.
Do you think this would fit a six-player game? It would be a tight fit but I think that if players keep pieces and tokens in drawers and use the shelf for objectives and decks, it's playable. For eight players a perfect fit won't be possible; two people might use TV trays or something, but such games will likely be rare.
Any thoughts before I go spending thousands of dollars on a table? Do you think these dimensions would work?
submitted by NTGuardian to twilightimperium [link] [comments]

New hexagon gaming table I build for my group.

After years of playing on a beautiful red rectangular table I built for my gaming group, I wanted to build a new hexagonal table after seeing someone else's table which inspired me.
https://imgur.com/gallery/sDNWmaI
submitted by Samare123 to rpg [link] [comments]

New hexagon gaming table I build for my group.

submitted by Samare123 to callofcthulhu [link] [comments]

New hexagon gaming table I build for my group.

submitted by Samare123 to DnD [link] [comments]

3D model of a hexagon gaming table with indentations to hold dice set. Thoughts? Suggestions?

submitted by olafhovindi to DnD [link] [comments]

Hexagon Game Table

Hexagon Game Table submitted by lazorswoodshop to ArtisanVideos [link] [comments]

Review of the Hexagon Gaming Table from BoardGameTables

Review of the Hexagon Gaming Table from BoardGameTables submitted by qeester to boardgames [link] [comments]

Lane Hexagonal Side Table Serial # Guessing game

Lane Hexagonal Side Table Serial # Guessing game submitted by eliindet to Mid_Century [link] [comments]

Custom Board Gaming Table: Hexagon VS Rectangle

I am looking to design and build my own personal board gaming table. However, I am stuck between designing a hexagon shaped table, or a rectangular table. I have landed on designing it for 6 seats as the vast majority of my gaming sessions do not go beyond 6 players. We don't do a lot of D&D style gaming, though that wouldn't be totally out of the question either. But I'm not looking to do anything with mounting a screen in it or anything like that. Just something standard that can be used for as many different types of games as possible.
So I would love to have feedback from as many people as possible as to which style of table works the best.
We currently use a 6-seater rectangle dining room table, and while it's nice and all, if you're sitting on one of the ends, it's nearly impossible to reach to the center of the table, and even harder to see what's going on at the other end of the table. However I know it fill fit most gaming boards with no issues, and provide plenty of space for individual player boards/areas.
With a hexagon shaped table, it would be a lot easier for people to see everything that's going on, and reach the center of the table. It would also give everyone their own space and elbow room, where people sitting next to them would have a harder time seeing their cards, etc. But... I'm concerned about how large it would need to be in order to fit some of the larger game boards (Scythe, Eldritch Horror, Betrayal at the House on the Hill, etc), along with any individual player boards/areas.
So I'm torn here. The space I have available for this will accommodate both styles, but I just cannot decide. Please help me make up my mind!
Thank you!
submitted by wedge_47 to boardgames [link] [comments]

Tested out a hexagon table since we always have three player games

Tested out a hexagon table since we always have three player games submitted by Bunkerzor to ageofsigmar [link] [comments]

Noob here, looking to build a hexagonal board gaming table and need to figure out how best to mount the top to the base.

Really asking for a way to have the top removable. Obviously, the table top will be covered with felt and padding and access underneath that is not an option in my current plan. Looking at table locks, it doesn't appear that they will be able to, without buying 12 of them, stop movement from all possible directions. So, how do you suggest I best mount the table to this base (towards the bottom page of the link)? TIA
http://www.ana-white.com/2014/02/plans/benchmark-octagon-table
submitted by Slimjuggalo2002 to DIY [link] [comments]

GM Railroading is so strong it starts even before the campaign starts

TL;DR: GM tries to modify every aspect of a game he hasn't even read to have control of everything and railroad to the max.
I had a few brief horror moments in my experience with RPGs, but this is the most extensive, so it will be a very long story.

We had a group in which we rotate games and GM role every campaign, so I played other 2 campaignes with this group and they were really good.
This story begins way before the campaign starts. The group is formed by Me, The Hippy (a really nice guy that just avoid every personal conflict), Mr. Precise (a precise and ordered guy, very gentle, avoid fight but not conflicts) and the GM.

The GM wants to start a fantasy gritty campaign in the viking era (Journey to Ragnarok module for D&D 5e), really cool so far. He played D&D 3.5 before but never read nor play 5e, still suggested to play it as a GM.
Me and Mr Precise (we know 5e) start pointing out some problems that may occur while using D&D to play the gritty campaign he is describing. We suggest he read the manual and rule out some spells or abilities that may automatically solve the problems he wants to put in the story.
For example you can create food for all the party with the goodberries spell. If he wants to play around hunger, he should modify or ban the spell. GM responds that you can take the spell, but if you do you will be incarcerated and forced to cast it every day to make food for the people.
He asks what characters we wants to play (I want to play a Druid, Mr Precise a Wizard) and after we create them he starts to ban some things:
Ok... so Me and Mr Precise stop modifying our characters at every new "rule" and ask him to made a full list of what is banned or modified, he responds that it will be too long to read everything and make a list (Days has passed, he haven't read the manual yet).
Mr Precise still wants to play a Wizard and the GM suggests he can sew runes in his vest instead of having the book...ok cool! But he will have to find the rune corresponding to the spells to learn them AND roll a sew skill check (not arcana) if he fails he can't learn spells until next level.
They start to discuss this thing (Mr Precise thinks is unfair), not really into a fight and after a while the GM says he can't be the GM because we are too hostile to him.
We just state the italian saying: clear agreements lead to long friendship. But at least problem is avoided, right? ...Ahah, not so fast!
GM changes his mind and brings new home rules to the table, like: using swords wears out the edge.
I ask if hammers have the same problem. GM respond that they don't have it, because hammers didn't exist in the viking era. He corrects himself right after, saying that they exists, but only smiths have them and are 10 times as expensive as a sword. (What?)
After some discussion GM cancel house rules and just says that he can use whetever he wants in the campaign because he is the GM ... we don't agree, of course the GM can create his world and modify rules BEFORE the campaign start, but especially after all he is saying, we really like to use clear rules.
At this point The Hippy (that has partecipated very little in the discussion) make a long message that says that changing all the rules in this way is too much and repeat to the GM that he should at least read the manual for start. Mr Precise adds that changing random things really change the balance in the game.
GM ignore the Hippy and tells that there is no balance since the GM has all the power, and that he is changing everything to make the world more realistic and similar to the viking age. (We explain what we mean by balance but he doesn't listen).
At this point he was also mildly insulting us (he said we were polemical, always negative and talking nonsense). So I make a long post in which i say he is ridicolous for not listening to all his 3 players. He if he wants to GM properly this is the first thing to do, other players agree in this.
He spit out some other insults and state that he will not be our GM...nice!
But wait, there's more!
Mr Precise and the GM keep fighting about changing the rules to accomodate the setting. (basically GM would change everything, while Mr Precise suggest to change little things or simply not use an high fantasy game to play in a gritty world).
(I'm skipping a lot of other nonsense, but this is getting too long).
At this point the GM still hasn't read the manual. So i suggest to change the game, or if he doesn't want, to leave us the task to remove all things that can break the gritty game he is describing or as a deseprate move remove all magic... it's really bad to remove magic from D&D, but this is what he was describing for days... a gritty world where people fear hunger and cold, how can we fear hunger and nonmagical cold if we can sput out food and fire out of nothing or create magical space with confortable temperature?
So GM finally decided: we will play Symbaroum (a D&D like game, with low magic) but whith a viking setting.
Ok, finally he changed his mind...
I read the Symbaroum manual, i don't like it very much, but whetever. GM asks what characters we want to do (here we go again! :D)
Mr Precise asks if he can make a necromancer (wich is a school of magic exactly like the others in the game). GM says he can do it, but if he do it he is an NPC (why???) We explain that a necromancer is basically a wizard and doesn't have to be evil, the GM respond his spell sucks because they kills friends.
In reality, there is one necromancer spell that target all living creature nearby... but he can just use it in the right moment or simply take other spells.
GM continues to make home rules and changes things up as for D&D, but you get the idea, i don't want to repat too much, so i skip to the best parts.
After i make my character (some sort of paladin) he tries to modify my abilities distribution, my powers choice, my background (not because it didn't fit the setting, he just wants to make my character one eyed, maybe to resamble Odin I don't know), even the picture i want to use and my F***ing character name (Gorm) because it wasn't viking enough... i literally searched on google "viching names" as HE suggested and chose from them.
I discuss some things with him, trying to accomodate what he is looking for, but I just refuse to agree to the nonsense.
At this point you may ask, why do you still wants to play with a GM like that? Well, this is thrilling me, how will this end?

So the campaign starts...
When we roleplay between characters is really exceptional, but even the parts with the GM are pretty nice, the problem is that in combat he continuosly give us malus for our actions and try to defeat us by "cheating" (using narration he said) but never killed us. The worst part was that every event occur in an awful railroad. Whethever you do, the most predictable thing always happens.
We played the first sessions using a draw program with the GM sharing his desktop (we switched to roll20 later) and at some point he alt-tabbed and show us some notes by mistake: It was a graph formed by 9 or 10 hexagonal boxes and arrows, like this:
[Encounter with NPC, go to the woods] -> [wolf attack, injures NPC] -> [Return to village, other NPC punish them for leaving first NPC there]
I Read only the first boxes, understand what it was and stopped, but everything i read happened.
I lasted 5 sessions...
the last thing was an encounter with an invincible NPC (that healed more damages per turn that we can possible make) in which i just tried to die in an old fashioned viching way before leaving the campaign, but apparently this wasn't his plan, so i didn't die.
So I write a message in the group telling that this is not my style of playing, i'm not having fun and so i'm stopping.
The GM insults me one more time, said he should have never accepted me as player (I was contacted by Mr Precise on a role play website and asked to join the group) and kick me from the chat group before other player can answer me.
The best insult was toward my character that to his words was a "panettone schifoso" ("disgusting panettone", today i don't even know what this mean, my character was basically a noble viching warrior with some heals and divine protections).
Other players answer me privatley telling me they understand me, but will continue playing mainly because he is a friend.
submitted by Lucis_Torment to rpghorrorstories [link] [comments]

[Table] IAmA: Hello, I'm independent game designer Terry Cavanagh, creator of VVVVVV, Don't Look Back, Super Hexagon, and lots of other stuff. AMA!

Verified? (This bot cannot verify AMAs just yet)
Date: 2012-09-09
Link to submission (Has self-text)
Link to my post
Questions Answers
What is your opinion on Steam Greenlight, including the $100 fee? I'm concerned.
Well, ok, there's two aspects of this really - first, the $100 fee, which is unequivocally bullshit. Jonas wrote a very interesting essay on why that is, which I agree with completely.
It has the same problem all rating systems like this have - it disproportionately benefits already popular games, and makes it harder for niche, experimental stuff to get noticed. Ideally, I'd love to see steam highlight amazing games that really need the exposure instead of just becoming a popularity contest.
It forces indie devs to become PR people, whether they like it or not. If you want to get your game on steam as it currently stands, you no longer just have to convince Valve your game is worthwhile, which is hard enough - you have to convince the public. Which may mean, for example, giving away lots of cool details about your game that you might prefer to let people discover on their own.
I think there are a lot of cool indie games on steam that would not be there if they had to go through greenlight - hell, I'm pretty sure VVV would never have gotten on steam through greenlight.
My game's on Greenlight right now, and your two points have made themselves well known to me. The idea of it being a popularity contest is something that could be fixed if Valve were to take a look at everything subjectively, and actively judge games on Valve's own interest and weighing the number of positive votes against the number of unique views. Also and this is mostly unrelated, the number of comments about my retro-styled indie platformer comparing it to VVV are jarring. It has none of the same mechanics other than running and jumping and a pixelated visual style. I've been deleting most of the "this is a VVV rip-off" comments, but they keep coming. Is there any way I can get a comment from you on it? Jesus, that's ridiculous. I remember playing the original version of Love long before I even thought up VVV. Feel free to quote me on that for your page (and good luck with getting onto steam).
That guys entire argument is that games should go into a moderator queue first to be approved before being added to Greenlight. Somehow I think he is missing the entire point of Greenlight. If there was a moderator queue that Valve had to go through then how would it be any different to what they were already doing? Would we then need a Greenlight for Greenlight? That's not his entire argument at all; it isn't even really part of what that article is actually about. Did you even read it?
You are my fucking hero, this day. Left a comment on your greenlight page. Hope that helps!
Hey Terry, big fan of your works! I only have about 3 questions, really. How do you pronounce VVV? - Do you have any ideas for game development on the Wii U? - From one designer to another, mind sharing a few tips on how to put your games out there? It's pronounced VVV!
Are you really that good at Super Hexagon or are your high-scores faked? They're real - honestly, I've gotten kinda numb to the difficulty! To be fair, I've been playing it incessantly for months, so I have kind of a headstart.
What are your favourite (indie) games? Like a top 5 :) The Sense of Connectedness by Michael Brog - A really wonderful space to explore; it's hard to think of other games that feel anything like this.
Also wanted to say that VVV was one of the best, refreshing games I've played :) Thanks! Deadly Rooms of Death: The City Beneath by Caravel Games - The best designed puzzle game I've ever played. Absolutely mindblowing, had a huge impact on how I think about level design.
How did the HIB impact your sales of VVV? The bundle was great for VVV! And sales stayed more or less the same afterwards, which really surprised me. Very happy and glad to have been a part of it.
I wanna start out by thanking you for all the fantastic contributions you've made to indie gaming so far. Thank you. The first game I made that changed things for me was probably Self Destruct, which was a weekend jam game I made that got some good responses from people - it was probably the first time anyone really noticed what I was doing. Before that, making games was just something I was doing, a temporary state before I'd have to start doing something else. After that, I kinda felt like there was no going back - I wanted to keep making games forever.
What went through your brain when creating the hell-hole that is the Veni Vidi Vici rooms? Veni Vidi Vici had to exist, basically. I didn't make it because I thought it would be fun, or because I thought anyone would honestly want to do it. I made it because the world demanded it; because it was a logical place for the design to extend. It's funny; I kinda thought of it as the worst part of the game when I released VVV. Now I think it's probably the best.
Are you ever planning on finishing your 7dfps game? It looks really nice from everything you've shown, and it'd be a shame for it to go unreleased. Yeah, I'm definitely coming back to that one, though probably not this year. My immediate focus for now is finishing Selma's story! Next year, I'm gonna look into finishing off some of my other prototypes, like that 7DFPS game, but also Four Letter Word and Isothingy.
Where's VVV 2? ;P. Haha, I don't really see myself making a sequel to VVV. That game feels pretty complete to me.
Captain Viridian's sex is never mentioned in VVV. So which is it? Man or woman? Depends on the player.
How has Super Hexagon been performing on the iPhone and what other platforms are you hoping to port it to? Way beyond expectations, actually. It's sold about 10,000 copies in three days, and has been in the top 25 on the iPhone charts. I didn't see that coming at all - I'd really gone into this expecting the game to be a super niche thing that only a tiny handful of iPhone gamers would be interested in, and I'm really glad to be proven wrong.
For other platforms, right now I'm hoping to do an Android port, and PC and Mac ports! And a friend of mine has a Blackberry playbook, so I might give that a shot too for the hell of it.
Email blackberry developer relations, i'm sure they'll fix you up with a free playbook for porting. I think they actually owe me and my flatmate Increpare like eight of them from IGF, we forgot to pick them up, heh.
Any planes for WP ? Nope, the tech I'm using doesn't support it :(
How are Nicalis to work with as a publisher? I haven't heard great things, but I like how they're helping developers like you and Pixel. Also, somewhat related, will Super Hexagon ever make its way to the 3DS? They were pretty good to work with for me. I know other people have had problems with them, but my own experience was really positive. VVV on 3DS would never have happened without them.
So you're a running joke among a game-dev meetup near me. One of the developers happened to have met you once (I believe it was at a TIGjam?) And namedropped you at the pub. It's become a running joke among us to shoe-horn meeting you into every conversation. "Oh I've been playing lots of Super Hexagon recently" "Oh, is your name not in the credits from when you met Terry Cavanagh" And so on. How does it feel knowing that you're well known enough to be namedropped in a pub full of nerds? Haha, is this one of JMickle's friends? He told me :D.
What games do you play, indie or otherwise? Are there an gems out there you think need more attention? Deadly Premonition - Very rare to see this sort of thing in commercial games, a game that really gives you a sense of the person in charge of making it (SWERY). Really enjoyed this.
Catherine - I have some problems with this game, but I also found it really refreshing. There's lots of insanely cool stuff going on here.
Dark Souls - Really got into this earlier this year; haven't obsessed about a game this much since I was a teenager. Deep and brutal and awe inspiring. I finished it with a level one character.
Red Dead Redemption - Sadly, it's padded out to a pathetic degree, but if you get beyond that, it has one of the best videogame endings I've ever seen. I think if this game was abridged a bit, it would be the sorta thing people still talk about a century from now.
Any chances of a PC or Android release for Super Hexagon? I have an inexplicable urge to be further tormented by your games despite the permanent damage that Veni Vidi Vici did to my mental well-being, and I don't have an iDevice. Yep, absolutely!
What is your favorite game that you have personally worked on? What is your favorite game of all time? I'm really proud of At a Distance, broken and obscure though it is.
Don't Look Back was creatively very important for me in ways I can't fully articulate.
I'm sometimes a little embarrassed about Pathways, I feel like it's a very creatively immature game - but I think part of why I feel that way is because it was so exposed, so raw. I can't bear to play it anymore.
I recognise that We Love Mind Control Rocket is a terrible game, but I still think it's wonderful, even if I'm the only person who does.
I'm feeling very warm and fuzzy about Super Hexagon right now. I think it's the best thing I've made in a very long time, and I love that it's so different from most of my other games.
My favourite game of all time? Final Fantasy VII.
Excuse me if you have already done this very thing, but have you considered designing any tabletop games (board, card, or role-playing)? I've been experimenting! There's a board game designer meetup here in Cambridge that I've been going along to. So far I've made two board games, but neither are very good yet - one of the games is about the property market and inflation and it's set in Dublin, with all the players buying property off each other while the value of money constantly multiplies, the other is a game about dark family secrets, and keeping them hidden.
I have a lot to learn about board game design, but I feel like I'm slowly getting better at it.
Was Super Hexagon built in Flash too, or did you port it from the ground up using different tech? Yes, Super Hexagon is built in flash! I'm using the relatively new Stage3D stuff, which is how I got it to run at 60fps on an iPhone.
I really like flash, but that's mostly just because I've gotten really used to it. At some point I want to make a change to something else, but I haven't found anything else yet that I really like...
Did you/will you have to deal with Adobe's new licensing structure for using premium features? So collision detection in Super Hexagon. I've noticed I can go through or not be penalized when hitting the barricades from the side. I seem to recall that in the web version hitting those barriers on the side would end the game. Is this a game design decision, a technical limitation, or my own misremembering? As far as I understand, Adobe's confusing licensing stuff doesn't apply to what I'm doing for some obscure technical reason. Adobe seem to have extreme difficulty communicating things to people - pretty much any time they say anything there's huge confusion! - I can see myself using flash for the next year or so for sure, but I am definitely on the lookout for something new that suits the way I work.
It's a game design decision - I tried to minimise fail conditions in the game to ones that felt fair, and dying because you've nicked the side of a wall just felt really unfair.
Do you read? If yes, what are some of your favorite books? Books: These days I don't read that much - never seem to have the time - but I used to read a lot. My favourite books are "Catcher in the Rye", "Dying Inside", and "Ready, Ok!".
IIRC you live with Increpare and Sophie Houlden. How do you think that affects your game design? Do you think there could be any negative sides about living with two other designers? (too much unwanted influence or something like that) Idols: Finding this one kind of hard to answer right now for some reason. Let me think about it for a bit. Flatmates: Living with Stephen and Sophie is great fun :) We don't actually talk about design that much - I guess we've all got our own very distinctive thing going on.
Diabetic? Have you read the Pete the Pancreas books? They were suggested to me when I was diagnosed. I hear they're fun. Also, am I the only one who thinks that balancing blood sugars could make a half-decent game mechanic? I thought about making a game about it after I was diagnosed, heh. Was quite recent; just last year.
(Haven't read the Pete the Pancreas books.)
How does it feel to have reviewers labeling your game as your Masterpiece (something I agree with completely)? It's hard to process. I mostly just try not to let comments like that go to my head - if you really, really believe you're already a master at something, then you'll never get any better at it, so that's a really dangerous mindset to have.
What's your thought of games having difficulty modes? From my experience playing some of your games I know you like your games to be challenging. Do you feel having an easy mode in your games would "break" the game? Yeah, my biggest fear about putting an easy mode into something like Super Hexagon, say, is that some people might be inclined to only play the game on that mode, robbing themselves of the experience of playing it the hard way, which is way more fun.
I get that high difficulty is a deal breaker for some people; that's ok. I'd rather focus on making games that are really good on some narrow focus than water things down in some ill advised attempt to try to make something that appeals to everyone.
Do you have any plans to make more personal games like Oiche Mhaith, as opposed to the blisteringly difficult VVV and Super Hexagon, or do you just make whatever happens to interest you at the time? I have ideas for more personal games, and would like to make more things along those lines, but I feel like I'm kind of a slave to my inspiration. I can only really work on whatever it is that's ticking away at the back of my head at any given time.
Have you played MMM? Yes, it's by my flatmate :) I owe him a fan game at some point; I'm thinking of remaking Trigger...
How much creative freedom do you give to the chiptune artists that compose for your games? Also, what's your best VVV time? Complete.
The music in Super Hexagon is licensed, nothing was actually created for the game.
The music in VVV was created for the game, but I trusted Magnus to make cool stuff - my feedback usually just came down to "this is really cool" or "this isn't really working for me".
VVV for iPad. Will it ever come or shall I keep dreaming? Actually, maybe. I dunno. I don't want to promise anything, and I'm reluctant to do anything more with VVV because I want to move on from it and do other things - however, with Super Hexagon, I've got most of the hard tech parts of getting flash to work on an iPhone out of the way, so it would probably be a very easy port...
What tools do you recommend to start developing indie games? Any advice for new indie developers? Advice for new indie developers: start making things! Just work on as much stuff as you can, experiment with weird ideas, find your own voice.
You have developed something of a reputation for making hard games requiring excellent reactions to play well. Is this a conscious design choice on your part or just chance? (Assuming you even think this reputation is fair!) It's mostly just a result of how I approach design - I just tweak things until they feel good to me, and that often results in me making very fast, very hard games because I have the attention span of a four year old and I get bored of waiting for things to happen.
Do you plan on going back to your 7day FPS? The lack of colors looks really interesting and I was curious how hard it is to make that come across with exploration and movement? Yeah, I think about that game a lot. I think there's something cool there, and I really want to return to it some day...
How is progress on nexus city going? Nexus City itself is on hold. Haven't worked on it this year at all.
However, Jonas and I are working on a sort of spin off story in the Nexus City universe at the moment, and now that Super Hexagon is out that's the next game I'm planning to focus on :)
How did you learn to make games? Through school, the internet? I am looking into getting into coding. I started out by learning basic on the C64! Wouldn't recommend that path for someone learning now though, heh.
Really, there are two questions you've asked there, and they've both got different answers -
If you want to learn to make games, then use game making tools like Game Maker, Twine, MMF, anything you can get your hands on. Or just try making levels for existing games with mod tools (Knytt Stories is a great place to start!). Starting out high level like that will keep you focused on getting good at the really difficult problems of game design, and hopefully help you avoid common traps (like getting fixated on engine coding).
If you want to get into coding, then that's really very different - different enough to be mutually exclusive. Learning C is fundamental, and useful!
Would you ever consider working with someone relatively unknown if their idea/design philosophies intrigued you enough? Yeah, definitely. Depressingly few people seem to know who Jonas Kyratzes is, for example.
If you could give one piece of advice to an aspiring (iOS) indie developer like myself, then what would it be? Don't think of yourself as an iOS developer; think of yourself as a game developer. A lot of the conventional wisdom floating around out there about what you "need" to do to have a successful iOS game is really toxic, and will make your games worse if you listen to it.
Where did you go to university and what did you study? I went to Trinity College Dublin, and studied Mathematics. Wasn't very good at it.
I've only just noticed, when I type your name into Google, there's a picture of you (from the Eurogamer Expo), but the text beside says: "Terence James "Terry" Cavanagh is a Canadian politician, municipal councillor in Edmonton, Alberta, who served as mayor. He was Edmonton's first native-born mayor" Are you leading a double life? I'm actually leading a triple life: Link to www.terrycavanagh.com
What are some tips you would give to beginning independent game developers? Make lots and lots and lots of stuff. Inspiration finds you working.
Do you have a (even vague) idea of when Super Hexagon will be ready for PC? (I'm a fan of Hexagon without Apple device so I'm currently in an important frustration state :3) I'm going to fantasic fest next week - I'd like to have the PC version of Super Hexagon out when I get back!
Also thanks, you are one of the people who really motivated me to try to make games. Also; really glad to hear that! Keep at it :)
Is indie games your full-time job right now, or are you just incredibly prolific in addition to being incredibly handsome? Oh, you :3.
Do you have any plans for working on another platformer with the same scope as VVV? I don't have any platformer game prototypes right now, but I have other projects that are shaping up to be as large or larger than VVV!
How are you liking Dark Souls: Prepare to Die Edition, or have you not had time to try it out yet? Dark Souls is in my top 5 games of all time now, and I bought it last spring partly because of your constant tweeting about it. Also, I know I've bugged you about it on Twitter already and you have confirmed that is coming, but do you have any idea when we can expect a PC version of Super Hexagon? I haven't had time to try it out, but Dark Souls is one of my favourite games ever. I totally obsessed over it. I've heard the PC port is less than ideal, but from what I've read it doesn't sound like any of the flaws are really game breaking.
What are your thoughts on PlayStation Mobile? I would love to see Super Hexagon on PlayStation Vita. Yeah, that would be cool :) I wanna spend my limited time making stuff, though, not working on ports of existing stuff. If something like that were to happen, I'd need to find someone I trust to handle the port.
Hero's Adventure made me look at certain RPG mobs in a completely different way. Was this intentional? What brought forth the idea of this short, yet brilliant game? Heh, yes, it's the whole idea behind the game. It's just a random idea I'd been thinking about for a long time, when klik of the month 50 came along I just decided to finally do something with it.
Did you intentionally take the idea of ground/ceiling gravitation from the game Metal Storm for the NES? No, I only discovered that game after VVV came out :( I've since played it and I think it's a super cool game that more people should play, especially if you liked VVV.
Hey Terry, what would you say was the most influential gaming experience of your youth? Whatever impacted you the most to lead you to game development. Whenever people ask me this, I usually start rambling about Final Fantasy VII and how it made me want to be a game developer, heh. So let's try talking about something else...
I'm pretty sure the first video game I ever played was Head over Heels on the C64, which is, I think, kind of a wonderful game to have been my first. It's really beautiful, and has its own very strong style, and even now there aren't really a lot of games like it. I'm not sure I can credit it for getting me into game development, but it's definitely a big part of why I thought games were cool when I was a kid.
Hey Terry, how good was Simon Roth when porting, or was it re-writing, VVV from Flash to C+? He's a total pro!
How do you pronounce "Cavanagh"? Ca-va-na.
Love your games, particularly love the music in your games. So, I was wondering, who are some of your favorite chiptune artists? I really like Dubmood, Ensnare, Brother Android, FantomenK, and John Marwin. Dunno if they all qualify as chiptune though, heh.
What is your best time on the Super-Gravitron? I can just barely do a minute, which is why I chose that as the highest record.
Thank you for doing what you do. I love VVV. (cheers!)
Am I ever going to get Super Hexagon on Android? Or maybe PC or something. It looks really fun but I don't have an iDevice :( Yes, I'm working on Android and PC versions :)
Have you heard or seen anything of the Game Design Higher National Diploma in Ballyfermot College in Dublin? Would you be interested in maybe giving a talk to my class on Game Design and your experiences? I'm kind of a rubbish public speaker, heh.
How do you feel about being famous on the internet, after being a somewhat obscure indie designer in the Don't Look Back times? I don't think I'm really very famous. I'm probably pretty obscure to most people!
Have you ever considered making games under an artist-name, or was it always "Made by Terry Cavanagh" for you? I used handles and stuff when I was younger, but when I discovered TIGSource in college and saw other designers I respected using their real names, that made me settle on doing that too.
Did you ever update VVV on Steam to version 2? Yep, the version of VVV on steam is up to date with the official version. There's an unfinished beta patch on my forums but I never distributed it because it introduced some problems with the graphics for some people.
Hey so I know you are from Ireland and I was wondering if there is an active independent game scene there(here), cause I haven't really heard of any other Irish developers, though I could be wrong. There wasn't much going on when I left (it's why I left, in fact). Things might be better now, I'm not sure.
Finally is living with Sophie and Stephen good for game design or does it just get tedious discussing games with each other cause you all do it all the time? Living with Stephen and Sophie is great :) We have a lot in common!
I'll buy you a drink one day. What are you having? Girly ciders!
Have you ever considered releasing the source code for any of your (free) games? Not really - which games would you like to see open sourced?
Any plans for a Windows Phone/Windows 8 port? Super Hexagon looks fantastic, but I can't play it :( Nope, I don't think that's possible. Adobe AIR currently doesn't export to Windows Phone - if that changes though, then maybe!
If you had to start over with no experience and no skill in game design/coding/etc., where would you start now? I wouldn't spent quite so much of my teenage years making RPG engines that didn't go anywhere, probably.
Someday I'll make an RPG :(
Awesome. Thanks for doing good stuff. I wanted to ask your opinion on something. I went to GDC Europe this year and it was my first one. Although after talking to some of the other indies there they said it was odd. Not really anyone showed up this year compared to the last couple. Any idea what might be going on in the indie scene in Europe? GDC in Europe is a very strange conference - even the USA one is strange. It's picked up traction with indies because of the IGF, but GDC itself feels like an alien place to most creative people.
I used to code games in QB way back when. Are you the same Terry Cavanagh who was also running in the same circles (I think it was Tsugumo's board and others)? Yep, that's me!
What was it like working with Valve on the VVV potato sack ARG? I wasn't involved in that, you're thinking of someone else.
Ah, sorry. I picked up the Humble Bundle around the same time, and there was a lot of crossover between the games in the Humble Bundle & Valve's ARG. Were you approached by Valve? Nope!
Chat Chat...you have to explain how that came about. I like cats a lot.
I feel like if you kept updating that, like maybe just a new room every week, I would have played that one for months. I have no idea why, but it was just strangely engaging. I had a lot of fun leading new players to the music room. I think its simplicity is one of the most compelling things about it, though.
Anyway, glad you enjoyed it :)
I can't think of anything to ask you that hasn't already been asked, So instead let me just say, thanks for making great games! You're welcome - thank you for playing them :)
Adam Biessener of GameInformer doesn't like you. :(
Our dads taught us not to be ashamed of our dicks, especially with such good size and all.. Hahaha. Yes yes yes I've seen the video :P.
VVV is fantastic and I loved every second. I didn't even get it in the HIB, but when it was involved I forced my friends at gunpoint to buy it. Just thought you should know. I really hope that's some sort of metaphorical gunpoint, or water pistol, maybe.
Last updated: 2012-09-14 01:00 UTC
This post was generated by a robot! Send all complaints to epsy.
submitted by tabledresser to tabled [link] [comments]

The Tempest Federation - Year ~8 - Died to mod errors

The Tempest Federation - Year ~8 - Died to mod errors submitted by LaffyTaffyPRO to RimWorldPorn [link] [comments]

Scrap reward values by sector

submitted by MikeHopley to ftlgame [link] [comments]

[Humans Will Use Any Weapon] #4

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[2 weeks]. [2 weeks]. Atall could barely believe it. For [2 weeks] the hexagonal brick of a battleship has been stalking her fleet, just drifting, maneuvering only when Atall moved her fleet. She could barely grasp how the monster of the species 437 vessel managed to continue its pursuit, especially considering that Atall had her fleet making anti-chase burns every time it got too close. It should have run out of fuel [days] ago, but there it was, angrily spinning as Scout Fleet S32-558-B-437 came to a halt.
Atall slowly wrapped a tendril around her communications interface. "This is Kesselfoor Atall to Gau Jorain, estimated time before we need to maneuver?"
"Gau Jorain to Kesselfoor Atall, if the species 437 battleship follows existing travel patterns, we have a little less than [2 days]."
Unwrapping her tendril from her communications interface, Atall rubbed her backplate and grabbed a nutrient bar from the side of her command nest. She quietly nibbled on the flavorless brick of compressed nutrients. [2 days] would mean that the last maneuver was the second most effective thus far, but it had also been the most dangerous, having to fly through the weapons range of the battleship to save enough fuel to make the maneuver worthwhile. Thankfully, the battleship didn't fire when the fleet got too close. Was it just trying to scare them off? Was it trying to monitor them? Was it simply too slow to react? Had the fleet scared it? Atall put the thoughts aside as she swallowed the last of the nutrient bar, wrapping a tendril around the communications interface.
"This is Kesselfoor Atall to Gau Halamare, what is the status of your system scans?"
"Gau Halamare to Kesselfoor Atall, there appears to be 8 planets, 4 between the local star and an inner asteroid belt, with the other 4 being gas giants between the inner and outer asteroid belts. Multiple dwarf planets detected throughout the system, several with signs of habitation. Most of the activity appears to be focused on the 3 planets within the expanded habitable zone, though one of the dwarf planets appears to be of import and there is a series of strange cargo transfer systems located around 2 of the gas giants."
"Kesselfoor Atall to Gau Jorain, have you learned any information about their vessels? Deployments?"
"Gau Jorain to Kesselfoor Atall, we've gathered enough for the Bureau of Space Tactics to come up with some ideas. Other than that, it would appear that species 437 is taking a defensive posture, focusing their vessels around planets, orbitals, and the dwarf planet that Gau Halamare mentioned. The few vessels that have been moving through open space are now travelling in groups, typically 2 to 5. We've also noticed that species 437 vessels appear to randomly appear and disappear when traveling through empty space."
"No signs?"
"None at all, Kesselfoor. No gravitic fluctuations, no superluminal blooms and no spacetime distortions. They appear and disappear seemingly without warning."
Atall released the communications interface. Sure, her fleet managed to gather some vital locational data, but it also brought more questions. Why are their vessels appearing and disappearing? Do they have some new stealth technology? Is it a never-before-seen method of travel? Do they have the ability to will things into and out of existence? In all reality, any of the options she could think of only served to make Atall rub her backplate more aggressively.
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"Captain! Unknowns are maneuvering. If they continue on their current path, they'll pass through our turret range." Called out the young woman, in a blue jumpsuit, who sat at the sensors station.
Captain Blackburn shook his head, still smiling. "Gunnery, hold fire unless fired upon."
"Yes, Captain!" Shouted a middle aged man in a blue jumpsuit that matched the rest of the bridge crew, before grabbing the microphone on his console and saying "All gunners! Hold fire unless fired upon!"
A woman of similar age to the man working the gunnery chief station called out "Captain! Maintain one quarter energy maneuvers?"
"Navigation! Confirm, maintain one quarter energy maneuvers." Stated Blackburn.
Sitting back in his command chair, Captain Blackburn watched his small bridge crew work their magic as the aliens prepared to reposition again. They'd been playing this game for 2 weeks now, but that only served to make them predictable. Sure, the aliens were fast, but they liked to move, then come to a relative stop, using plenty of acceleration along the way. It was almost as if they wanted him to keep drifting after them. Kinda reminded him of chasing rabbits around the backyard as a kid.
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Stubbs pulled the small, white cloth out of his uniform's chest pocket, wiped the sweat from his palms, then folded the cloth back up and returned it to the pocket from which it came. Returning to a more official posture, he continued down the hallway. A basic red carpet ran down the hallway's center with a recently done wood floor (which the receptionist excitedly informed him was from the artificial forest surrounding New China) beneath the carpet and white-blue metal walls with a mural of the formation of the UMC and a painting for each of the 27 presidents. Frankly, Stubbs was glad the Federal Headquarters was kept as simple as it was. It was slightly calming.
It wasn't long before Stubbs was at his destination: The Octagonal Office. The dark red, wooden door may have only been half a meter taller than Stubbs, but at the moment it seemed as if it was thrice his height. With a deep breath, Stubbs raised his right hand and knocked on the door.
Before Stubbs had a chance to recognize what was happening, the door opened and red suited, gruff and sturdy President Rupert Calhoun shook Stubbs hand and practically pulled him into the Octagonal Office, which Stubbs noted was actually a dodecagon. The office itself had a cement floor with a red, octagonal carpet taking up most of the floor, a large, curved desk for the President and a coffee table with a couch on each side and a comfy looking chair on either end. Along the walls were a mix of secured weapons lockers and quietly humming servers. Calhoun quickly guided Stubbs to the left side of the coffee table, where he stood for a moment before Calhoun spoke.
"Captain Stubbs, it is a pleasure to meet you. I would also like to introduce you to Secretary-General Kouma. He will be sitting in on our little meeting."
After a moment to regain his composure, Stubbs said "It's my pleasure, Mr. President." Offering his hand to the still seated Kouma, Stubbs stated "And it is a pleasure to meet you, Secretary-General Kouma."
Kouma stood up, his lanky form a head taller than Stubbs while his tight, black suit made him look as if Stubbs could snap him like a toothpick. Grabbing Stubbs's hand and shaking, Kouma said "The pleasure is all mine, Captain."
As Stubbs sat down on the couch, Kouma asked "Can I get you a coffee, Captain? I brought a bag of sea-salt caramel with me. It's not quite what they grow on Luna, but I like it."
"Yes, please." Replied Stubbs, desperately holding his poker face.
"While the Secretary-General's up and about, do you know why I called you here, Captain?" Asked Calhoun, taking a sip of his own coffee.
"No, Mr. President, but I suspect you want a direct report on yesterday's incident." Stubbs replied.
"That's correct, Captain."
"Might I ask why the Secretary-General is present for this meeting?"
"Convenience mostly. The Secretary-General was meeting with me to further discuss our unified defense of Sol and a more complete defensive plan for our collective extrasolar colonies." Calhoun calmly stated, taking another sip of his coffee.
Stubbs sat back, a minute of silence passing, which felt like an hour, before Kouma returned with a coffee cup filled with the light brown liquid. Taking the cup from Kouma, Stubbs sipped at the hot liquid meanwhile Kouma took his place in the opposing couch.
"How about you start from the beginning, Captain?" Calhoun asked, a gentle smile appearing on his face.
"It was about 1400 hours, Earth time, when the New America got the call. The New America was on a standard sub-light patrol of the 1st Martian Exclusion Orbit at the time. We were told that a gravitic anomaly was detected at the edge of the Exclusion Orbit and told to investigate. I ordered the New America to begin acceleration towards the coordinates Mars Command gave us and was told by the navigation officer that we were 15 minutes out with the CNSS Musashi and UMC New Britain arriving at the coordinates in 20 minutes. As we began the burn to the anomaly, I called general quarters." Stubbs said, stopping when Kouma raised his right hand.
"Were local scans showing anything in the area? Ships? Asteroids?"
"No, Secretary-General. Just empty space at that point." Stubbs replied.
"Okay, continue."
"About 10 minutes after the New America got the call, the alien fleet started appearing. Each ship they had was announced with a burst of blue-green light. Made them easy to detect and start tracking with active sensors. There were about 15 vessels, so I ordered the New America to go dark and maneuver on cold thrust only, preparing the standard exclusion zone message for 5 minutes later, which would have been 5 minutes before the Musashi arrived. About a minute before we sent the exclusion zone message, we were able to get visuals on the alien vessels."
Stubbs was once again interrupted, this time by Calhoun.
"Did any of the ships match anything we saw during first contact?"
"Only one. An organic missile cruiser. The one that fled during first contact. The rest were 'new' ships."
"Hmm. So, you had just gotten visuals."
"We had gotten visuals and shortly after that we went hot and broadcast the exclusion orbit message. They didn't respond. Actually, they didn't do anything, just drifted there. While we were waiting on reinforcements, I had the sensors officer identify the weapons the alien ships had. If I remember correctly, it was 7 frigates and the cruiser that used missiles, 4 kinetic frigates and 3 sensor cruisers. I'm not sure I got the numbers exactly right, but they're in the New America's ship logs. Either way, the alien fleet was 15 long and mostly missile ships, so I ordered the New America into broadside against the fleet and prepared for evasive maneuvers. This was maybe a minute before the Musashi arrived. I also told my gunners to only fire if fired upon and my comms officer to communicate such rules of engagement to the New Britain and the Musashi."
Calhoun raised his hand to his chest before asking "What did they do in response to your broadside?"
"They fled, Mr. President."
"Did they have any experience with the maneuver?" Asked Kouma.
Stubbs took a breath, then said "The missile cruiser from first contact did. I had the New America perform the maneuver after the cruiser launched a full missile wall at the New America."
"Good to know. Continue." Said Calhoun.
"Yes. The alien fleet began fleeing, just about the time that the Musashi arrived. I think it was 4 of the alien ships that reacted. They broke off from the alien fleet, launching missiles and a small kinetic volley at the Musashi. When the attacks proved ineffective, the kinetic ship returned to the alien fleet, but the missile ships continued their attack. The Musashi retaliated with a volley of its own. The 3 attacking ships must've been frigates, 'cause their defenses did fuck all against Musashi's volley..."
Without giving Stubbs any indication to stop, Kouma asked "What was the effect?"
After a moment's pause, Stubbs replied with "One of the alien ships was destroyed in the volley. The other two had their engines damaged."
"How did the Musashi respond?"
"Blackburn had her close in and use her flak guns for disabling fire. He also had the Musashi launch boarding craft loaded with robots."
"And the aliens?" Asked Calhoun.
"Once the boarders hit, the aliens detonated their ships while the rest of the fleet fled."
"One last thing, Captain. What were the final orders? After the alien fleet fled." Asked Kouma.
Stubbs took a sip of his coffee, then replied with "The Musashi was ordered to monitor the alien fleet, while the New America and the New Britain returned to Mars, Secretary-General."
Calhoun rubbed his chin for a moment before asking "I don't remember you mentioning the New Britain. What happened to it?"
"The New Britain arrived late. Apparently, Jupiter only assigned one slingshot and the Musashi drained it."
Calhoun took a moment to think before asking "What was your read on the alien fleet? Any idea on what they might have been doing?"
"I think they were escorting the sensor cruisers. Seems to me like they're scouting us. We probably scared them with first contact."
"Hmm. Sorry to take up more of your valuable time, Captain, but the Secretary-General and I have to figure out what this means for our defensive plans. Would you mind sticking around for a while?" Asked Calhoun.
"I don't mind at all, Mr. President." Replied Stubbs.
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High Elder Uriren stood before the ornate mirror-like device that matched marble and platinum design of the empty room around him. Standing still as a statue, Uriren watched the mirror, several gold "teeth" disappearing in a row, one at a time. As the last of the gold teeth disappeared from the mirror, the room around Uriren shifted to a large chamber, seemingly carved out of a single piece of granite, with trimming made from emeralds, sapphires, and rubies. At the center and front of the chamber was a massive, wooden chair covered in soft looking furs, in which a tall, thin and pale figure sat, dressed in the same partially transparent garments that Uriren wore, but with a bronze mask that had the face of a feline predator carved into it, with rubies forming the teeth and emeralds forming the ears.
Uriren half bowed to the figure sitting in the chair, saying "It is a pleasure to see you well, Grand Elder Erjor."
Erjor's ears slowly twirled in loops as he stood up, looking down at Uriren as he said "What is so important that the ever informed High Elder Uriren needed a personal meeting with such short notice?"
Straightening himself and looking up at Erjor, Uriren stated "The Hesmanformic Union has found Midgard and their reports have confirmed that simulation 8933 is correct."
Erjor's ears twirled faster as he walked down the steps from his chair, to look Uriren in the eyes as he said "You have just told me two impossibilities, High Elder. Why should I trust either?"
Uriren remained unmoved as he replied with "One of my agenteers received a suspicious report from one of his agents, who has access to the High Council meetings, about a species 437. He did some cross-referencing, and came to the conclusion that the system the event occurred in was the one that held Midgard and that species 437 is the menninir. On top of that, the meeting confirmed that the menninir craft that engaged the Union ships used missile, kinetic, laser, and plasma weapons and survived direct his from laser and plasma weapons, while being able to destroy an entire lyrint missile wall. On top of all this, the menninir ship was a single frigate against three cruisers."
Enjor's ears stopped twirling, settling high and out as he stopped walking to look Uriren in the eyes once again. "Let us say that I believe you. Why would you bring this information to me?"
"Grand Elder Erjor, Midgard sits within your sector. It is only natural and right that information and advice regarding Midgard be sent your way. Though, if you are asking why I went straight to you? That would be because the Union handled first contact with the menninir poorly, which has given us a window of opportunity to bring the menninir into the Æsir, possibly as our client state. If we are able to take advantage of this opportunity the Ancestor has given us, then both the ljósálfar and the dökkálfar would benefit."
"I can see how bringing in a new client state could help win some of the Odin's favor, but it is hard for me to believe such a tale. Sounds like the type of story a High Elder would use to disgrace, or otherwise, trouble a Grand Elder."
"I realize that many of my peers have established well earned reputations as lokis, but I have worked hard to establish, and maintain, a reputation of leaving the lying to my agents and agenteers. I would not waste such a reputation on causing trouble for a single Grand Elder I've little more than read about."
Erjor began pacing around Uriren once more. "You make a good point, High Elder Uriren, but why me? I'm sure you have plenty of Grand Elders you could give this information to that would gladly do exactly what you want. So, why me, in particular?"
"You are in a position to move quickly on this issue, you have established a reputation as an effective diplomat, and, most importantly, you have the authority over Midgard."
"Very well, High Elder Uriren. I'll go to Midgard, and if I find that you've lied to me, no Ancestor will save you. Though if I find what you've said to be true, then I will see to it that your efforts are appropriately compensated."
Bowing, Uriren said "I could ask for nothing more, Grand Elder."
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"This is Gau Zixx to Kesselfoor Atall, we're almost out of mission fuel. We might be able to handle one, maybe two, more maneuvers before we start cutting into our return fuel."
This is what Atall feared when the battleship had begun tailing her fleet. She was down to 3 other ships that had enough fuel to handle more than two more maneuvers and she wasn't even a third of the way through a standard scouting mission... at least according to the manual she had barely enough time to read after being assigned the fleet. Oh well, if she returned with something useful, they might give her enough time for her backplate to recover from the constant rubbing this mission had caused her.
Carefully wrapping a tendril around the communications interface, Atall said "This is Kesselfoor Atall to the Hesmanformic Union Scout Fleet S32-558-B-437: Prepare to jump to System S2-5-A. All vessels are authorized to jump as soon as the battleship is within [5 light-seconds], but no earlier. We need as much information as we can gain before we return home."
Relaxing, Atall wrapped a tendril around the observer interface. It was going to be a tense wait, but there was hope for relief from this prey-like hell coming, even if she had to return with a drooped torso.
And as Atall predicted, the wait was tense. [3 days] of sitting and waiting for the battleship to lumber on over, watching as her fleet slowly left the system, one at a time. When it was finally her time to leave, Atall greeted the subtle queasiness of exiting relativity with a mix of relief and joy. She could feel the relief of her whole hive as the hours of FTL travel passed unfortunately quick.
Then, the sudden stiffness and stretching of reentering relativity hit, and tension once again filled the hive. Neither Atall or her drones wanted to have to report another failure, but they all knew what they had to do.
Atall gently rubbed the communications interface. It was calm currently. She had some time.
"This is Kesselfoor Atall to the Hesmanformic Union Scout Fleet S32-558-B-437: All ships, return to your docks and prepare your reports."
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Councilor Kelrion walked down the center of the room within the Bureau of Space Tactics headquarters, flanked on either side by other kels working hard at their large, blocky terminals. Kelrion ignored those that looked over as he walked, focusing on the only kel here worth his time, Lead Tactician Kelyung.
Kelrion opened the door to Kelyung's office and marched in, closing the door and taking a seat. Kelrion studied the dark yellow furred Kelyung as he sat his torso into the stool and put his massive, 3 fingered hands on the table.
"Lead Tactician Kelyung. What news do you have for me?" Asked Kelrion.
Kelyung brushed his torso face with one of his feet before saying "The reports from the scout fleet came in and we've figured out a few basic stratagems for dealing with species 437."
"The scout reports came in? They shouldn't have even been back for [another month] and I don't remember authorizing them to take a comms node with them." Kelrion asked, his torso tilting suspiciously.
"They returned early, Councilor. They were able to get some baseline space vessel and military deployment information as well some reasonably useful system geography data. Nothing of species 437's biology or culture, though."
Kelrion brushed his own face as he took the information in. After [a minute], he stopped brushing himself and said "I will be certain to be at the hearing of Kesselfoor Atall for this failure, but what have you been able to gather from the information the scout fleet returned with?"
"Species 437 ships aren't slow for no reason. They are laden with armor, weapons, and tools, making each vessel practically a fleet, both in capacity and cost. The analysis of the system, and the number and quality of vessels protecting it, confirmed this. At current estimations, the value ration is 10 to 1 for vessels of equal class. On top of all that, they also possess the ability to make their vessels simply appear and disappear, which, if we have interpreted the data correctly, they use for travel."
Taking Kelyung's pause as an invitation to respond, Kelrion asked "We are dealing with a species that builds entire fleets into single vessels that also uses the ability to cease to exist as a means of travel. Has your team determined any ways to effectively fight them?"
"Currently, all we have is guesses, but collating the data from the first encounter and from the scout fleet, we have some prototype strategies. All of them boil down to a simple concept: Destroy the vessel before it has a chance to attack. The moment the species 437 vessel has a chance to attack, it will deal massive damage and seize the initiative, and the vessel's destructive capacity will cause a mudball effect, in which losses will rapidly become unsustainable and unacceptable."
"Which of the strategies do you think would be most effective?"
"Outnumber each species 437 vessel 8 to 1 with vessels of the same class that all use the same variety of weapon, try to destroy the vessel within [15 seconds], then sweep through the other vessels that other groups are engaging."
"Why this strategy?"
"For one, of all the strategies, it is the most aggressive and should prevent any species 437 vessels from gaining the advantage. It also falls inline with the 437 armor theory that I believe in. Oh, and it cleanly accounts for, and mitigates the effect of, losses."
Kelrion brushed his face torso with his foot as he asked "Armor theory?"
"Yes. Species 437 uses armor capable of protecting from a wide variety of weapons. The first encounter proved that. However, without any examples to test, my team has split into two armor theories: The first states that the armor is designed to protect from multiple forms of attack at once, and is most easily overpowered with heavy fire from a single variety of weapon. That is the theory I believe to be true. The other theory states that species 437 choses their weapons based on their armor, and thus the armor will be more easily defeated by multiple varieties of weapon at once. There is also another theory, but I can count the number who believe it on one foot."
"What is the third theory?"
"That attacking the weapons of species 437, then the vessel proper, would be most effective. I can certainly see such an attack working, but I believe that it gives the species 437 vessel too much time to inflict damage on out vessels."
"Attacking the weapons? That seems rather pointless."
"Normally, I would agree, but the protection and varied weapons that species 437 vessels have means that the playing field isn't necessarily equal. However, most of their weapons are exposed, meaning that direct fire weapons, such as plasma or kinetics, could damage or destroy the weapons. While this is, in my opinion, too slow to be effective on the attack, purposefully destroying the weapons could be very effective in opening up an escape route if the battle is turning against you."
"Hmm. What about that [15 seconds] you mentioned? Why that short?"
"From the data we have, that appears to be how long they take to begin attacking. At least while they are in a ready state. If you could catch a species 437 vessel by surprise, you might have a good deal more time before they can fight back."
"And the 8 to 1 ratio?"
"The number is a theory at this point, but from the data we have, 8 to 1 seems to be the ratio at which we could overpower a species 437 vessel, of equal class, enough to destroy them with no more than 2 of our own lost."
submitted by unseenshadow2 to HFY [link] [comments]

[Let's Build] d100 Distinct Locations in a Fancy Estate

d100 Distinct Locations & Characters in a Fancy Estate

Channel your most Downton Abbey or period-piece drama, places where a fancy party, drama, folk or gothic horror, or violent excitement can occur on, or near a large estate.
  1. Seaside Boathouse: Estate Grounds, Outbuilding. Down at bottom of cliff, complete w/ sea-wall, & 5-man ketch. Large enough for three bedrooms, servant's bunks, extra kitchen, & small stable! Its own little mini-estate! Loyal sailor mans place, w/ hook hand & peg leg, lost in war.
  2. Apse Oceanus: Underground. Secret grotto at base of wave-wracked sea-cliffs; cave entrance just above high water line. Inside cave, beach-gravel floor; an apse, seemingly carved by nature - semicircular recess covered w/ hemispherical vault. In center is ancient granite cauldron perpetually filled w/ fresh, clear water, as if by magic.
  3. Moaning Cavern: Underground. Partially natural staircase in cavern & sea-cliffs. When wind blows strongly from right direction, it moans & whistles w/ ghostly sounds. Staircase seems natural (but has actually been artfully worked to appear so), it heads further in, up into cliffs beneath Manor.
  4. First Lord's Tomb: Underground. Remains of First Lord of Manor & few relatives, interred in carved grotto in stone, deep beneath Manor. Occasionally trick of wind & strong draft make moaning noises... nothing to be frightened of, surely.
  5. Ossuary: Underground. Vaulted ceilings somehow make underground crypt feel imposing & cramped. Ossuary walls hold recesses for stone boxes nearly impossible to move alone, each box storing interred bones; mortally departed going back to start of noble name of the Family. Some ossuary chests currently empty in preparation for family members whose remains are still in earth, either in Cemetery on grounds or Elsewhere. (u/crimebiscuit)
  6. Garden Wilderness: Estate Grounds, Garden, Wilderness. Transitional area between formal gardens & large park surrounding the house known as “the Wilderness”. Originally as meticulously planned as other areas of Estate, but here plantings more irregular & included native plants and trees; gravel walkways; lawns that resembled meadows; & areas where the vistas were framed to deliberately look natural. Now, without groundskeepers, the real Wilderness is overtaking the Garden. A “Ha-Ha”, low wall & ditch designed to blend into landscape separates area from Common Pasture & errant farm animals.
  7. Gardener's Cottage: Estate Grounds. Leaky roof, made of thatch; needs repair. Single room, w/ hearth. Dried herbs & flowers hang throughout. Gardener is old, but has v. young & precocious niece or nephew.. too young to do much work.
  8. Old Vegetable Garden: Estate Grounds. Said to be haunted at night in Fall. Nothing but weeds grow here, since Gardener is getting too old to do any gardening. Enclosed by a dying hedgerow & rotting wooden gate.
  9. Orchard & Vineyard: Estate Grounds. Fruit-trees in need of pruning & an arborist. Medlar, Quince, Apple, Cherry, & Pear. Several long rows of trees, growing on terraced hillside, interspersed w/ sad, underperforming grape-vines; surrounded by hedgerows in need of maintenance. Small shed & woodbox hides an old copper still & moonshining equipment, along w/ shears & saws for trimming fruit trees, tubs for mashing grapes & other fruit. Still a few jugs of Orchard-keeper’s secret reserve “White Lightning” Fruit-Schnapps buried beneath Wood-pile. Also, that tree over there is where Orchard-keeper was found hanging by neck, five winters ago.
  10. Apiary: Estate Grounds. Much of Estate’s Honey was cultivated here, until plague wiped out hives two years ago. Those that survived have flown off or been slaughtered by hornets this year. Next year’s fields will likely underperform without bee-driven pollination. Bee-keeper abandoned their post, too depressed to continue. Now all that is left is bunch of earthenware hives infested w/ killer hornets.
  11. Main Stables: Estate Grounds, Outbuilding. One of several, for all the work animals that pull the carriages, etc. Hidden behind a wall from view of Main House & Gatehouse by wall. The Stable-master is dour, sullen drunk.
  12. Gatehouse: Estate Grounds. Outbuilding. Literally built across front gate of Estate, part of wall surrounding Main House, Courtyard; 3-story house w/ lower level garage for carriage, small foyer, sitting room, 3 bedrooms, privy w/ new interior plumbing, small kitchen, basement & attic bunk for servants. Used to house Old Lord’s mistresses while Lady was home. Plaster fresco above main bedroom fireplace features prominent image of Lady’s stern & displeased face, supervising the activities in room.
  13. Courtyard: Estate Grounds. Cobblestone & gravel driveway past the Gatehouse, Old Wellhouse to the Front-door of House. Drive around side of house to Coach-house, East Stair & Servant’s Entry. During parties, lit up w/ outdoor braziers, torches, & lanterns.
  14. Petite “Cour de Marbre”: Estate Grounds, Entry. Former Lord, some generations ago, fell in love w/ foreign Ruler’s palace so much, decided to replicate it here in miniature. Striking, intricate patterned, polished black & white marble courtyard patio, up short flight of steps; Courtyard driveway goes right up to foot of it. Front Door opens onto it. Terribly slick in wet weather.
  15. Main Kitchen: Servant’s Wing. Row of iron stoves & warming counters, wide hearth & spit w/ an excellent draw, butcher-block, slate, & flagstone everywhere. Several large copper tubs, pots, & pans. Room itself smells of smoke & food permanently etched into its soul.
  16. Upper Battlements: Upstairs. Highest walls of Estate are adorned w/ stone merlons. Several gargoyles lay in stony wait perched atop walls. Some say they serve Master of the Estate; need only be summoned in order to come alive. (u/Milkslinger)
  17. Morning Room: Upstairs. Small, high windowed office w/ excellent light. Wallpaper has cobwebs & mildew spots down by corner & floor, behind worn bookshelf loaded w/ moldering books. Close inspection might reveal secret behind bookshelf.
  18. Batmen’s Quarters: Servant’s Wing. Long, narrow hallway w/ only one window at end, runs length of the entire Main Estate building. Chief Servant of the Master takes calls for whatever They may need, using this hallway to swiftly move from one end to another, unseen. Each room in House, adjacent to this hallway, has a secret door (DC Medium, Investigation) one may use to enter. Should PCs find this, may also find blueprints of Manor w/ all hidden passages; also rations & diary of Master of the House’s comings & goings. (u/TheBeginningOfMe)
  19. Portrait Gallery: Upstairs. Series of interconnected rooms featuring most-recent portrait work of the artist the family currently patronizes. His idiosyncratic manner captures Family in a striking stylized fashion. But the real oddity is addition of one handsome scion who reoccurs in paintings that no one seems to have any recollection of. (u/crimebiscuit)
  20. Long Gallery: Main Floor. V.long, tall ceilings room turned into something more than hallway, w/ other rooms, v.tall dbl-doors, opening into it; stretches entire length of Mansion, has excellent light, wooden parquetry floors, three fireplaces, two full sets ancient plate-armor, several large taxidermied curiosities, giant decorative vases, etc. Nobles take exercise here when weather is inclement.
  21. White Stateroom: Main Floor. For meeting important people. Large room all in white, ornamental plasterwork on ceiling in shape of fluffy feathers & clouds. White & Cream wallpaper w/ motif of feathers. Cream curtains, nearly completely covered in embroidered silky white feathers. White furniture w/ white & cream upholstery. Pale hardwood parquetry floor, w/ gigantic cream & white ornamental carpet. Silvery, platinum-leaf decoratively applied to plaster mold-work. Maids work extra hard to scrub soot from fireplace’s white granite hearth.
  22. Marble Hall: Main Floor. black & white chequered marble floor; stunning oak carvings, by famed craftsmen. On wall hangs a portrait of Ruler, inscribed w/ motto ‘Non sine sole iris’ (No rainbow without the sun). 23 sets of ivory & stags’ horn scrimshawed into chandeliers w/ scenes of ancient life. Carved Stone Fireplace w/ marble busts.
  23. Green Salon: Upstairs. For entertaining guests at intimate parties; tall ceilings, cream & vibrant-green trimmed “boiseries”, ornamental wood panelings. Room imitates the Salon of a Foreign King; everything is given names that are fancy words in other language. In pride of place, matched set of “fauteuils á la reine”, ornamental armchairs wide enough that even largest panniers on court-dress can sit comfortably w/out wrinkling. V. large, gilded mirror above gigantic fireplace & mantle, v. expensive porcelain vases on display. Oval plasterwork bas-relief fresco of Old Lord’s (embellished) military victories.
  24. Mirrored Ballroom: Main Floor. Colonnade supported large ballroom, surrounded in full-height mirrors. Mirrors enchanted to record & display glories of masquerades & balls past, dancing in time to whatever music is being played. Several large crystal chandeliers. Balcony over entrance overlooks Ballroom from Master’s Chambers, 2nd Balcony over musician canopy connects to Green Salon; Balcony in rear opens to Gardens.
  25. Grand Dining Room: Main Floor. Marble walls, w/ magnificent painted murals higher up and on large vaulted ceiling. Large chandeliers, decorative magical sconces provide light. Grand dining table, seating for 30. Marble tile floor. Fancy dinners here.
  26. Room of Abundance: Main Floor. Continuing decor of Grand Dining Room, but w/ more Gold, Silver. Painted walls & murals of abundance, statues of wealth & opulence. During parties, silver platters full of food placed here by caterers. Connects to Ballroom & Grand Dining Room.
  27. Secret Passages: Hidden tunnels, hideaways, spider-holes; behind every statue & painting. The walls have ears. Eye holes in carvings, etc. Useful for clandestine maneuvering through House. Every major room has secret access routes, in addition to back-hallways used by servants; it’s just a matter of finding them.
  28. Grand Office: Upstairs. Stateroom pretending to be an office-chamber, white, gold, & warm wood color-scheme. One lord was into business, decided to convert stateroom into fancy meeting-place. Square room made to look vaguely hexagonal, w/ facets carved into walls, low bookshelves mirroring & follow hexagon motif floor. Gold hexagon pattern tiled into floor. Huge desk placed on hexagonal raised step; supplicant must approach dias, placed in low, uncomfortable chair. Arched ceiling, ornamental plasterwork suggests beehives, hexagons, bees touched w/ gold-leaf. Wide hexagon fireplace, ornamental gilded plaster mantel of dripping honeycomb & bees. Single large circular window; ample light, hexagon shaped leaded panes & amber colored stained-glass bees. Hexagonal double door w/ stained glass beehive to enter. Bees magically enchanted, reflect attuned user of desk’s mood, move when no-one looks at them. “Secret” door on wall to Petite Office, concealed within woodwork.
  29. Petite Office: Upstairs. Smaller office, (compared to the Grand Office, anyway) w/ private bath & privy. Wood paneling, lots of books, old gas & (new electric lighting from Galvanics). Worn, comfy executive chair. Wood paneled “secret” door connects to Grand Office. Knick-nacks & Taxidermy everywhere there isn’t books & paperwork.
  30. Thinking Room: Main Floor. Small Alcove off Main Library; small table & chair. Eerily quiet, architecture baffles sounds from Library, making anything quieter than shouting easy to ignore. Encyclopedias, dictionaries & other reference materials usually found here, & upon finding books missing from Main Library, inexplicably one’s first inclination is to sit down & look up whatever one wants to know, instead of taking it back. People found after being missing for minutes or hours, sometimes looking up things unrelated to the subject they originally intended to; usually their reaction to being asked about this is a simple, "I got kind of curious." (u/thecomputerking)
  31. Main Library: Main Floor. Wall to ceiling books, w/ brass rails & rolling ladder to reach multiple levels of books, v. little else. Grooves in well-worn wooden floor show extensive use of ladder happened at one point in history of Estate. Books may or may not be just for show. Roaring fireplace & lanterns provide warmth & light; "Thinking Room" & "Study" are adjacent.
  32. Study: Main Floor. Large, padded leather, comfy chairs w/ high backs, resembles throne, along w/ small side-tables, lamps, & writing desk; all oriented to face set of v. tall, wide, windows for the best natural light. Adjacent to Main Library.
  33. Nursery: Upstairs. Filled w/ all manner of children's Toys & complete w/ crop of Ankle-biters & accompanied strict Nurse. Alternatively, room that has been abandoned & seen much neglect.
  34. Children's Quarters: Upstairs. Tiny beds or cribs where children sleep. Patterned w/ toile wallpaper, simple furniture. No doubt filled w/ ghosts of murdered children, there is no joy here. A small room adjacent to this is where Nurse sleeps.
  35. Nurse's Chamber: Upstairs. Actually two small rooms, cramped bath, & privy w/ cranky, indoor plumbing. Nurse uses one tiny room to sew, & to lock naughty children in as punishment, there is one specific corner that is noticeably stained by tears & snot of unruly children. Second tiny room has bunk for Nurse to sleep & chest to keep things in.
  36. Billiards Room: Main Floor. Huge table, ample room around sides for cues. Chandeliers provide ample light. Gilt trim & mirrors make room bright, opulent at same time. Cards tables, other entertainments available. Notable artwork in room: triptych story of Noble who hosted other Noble for fancy dinner, but failed providing standards of hospitality. Last panel of triptych: host is murdered by offended guest.
  37. Attic: Museum of failed & forgotten dreams; furniture covered in tarps, dust, leaves, and bird nests. Surely haunted. Don’t let the Creepy Urchins scare you.
  38. Garret: Attic. Habitable space, at top of House; small, dismal, & cramped, w/ sloping ceilings, often leaky roof. Where “unfortunate” members of the Lord’s family are kept. Optional: Set of manacles, collar, chain, other irons mounted to one beam, slop bucket. Alternatively, the cramped room contains small bunk & tiny writing desk, stool, & campy unfinished manuscript or private diary by servant w/ literary aspirations.
  39. Servant’s Wing: Back of the house, covers several stories, many rooms & store-rooms; shared bunk-rooms for servants. One half has locked hallway to keep male staff & female staff separated. No shenanigans!
  40. East Stair & Servant Entrance: Servant’s Wing. Steepest, Narrowest, most treacherous stair in house. Connects to Servant Entrance, Mud Room, lots of traffic as staff hurry up & down w/ tasks about House. Servant Entrance has Mudroom, none DARE use Front Entrance for Business.
  41. Boot Room: Servant’s Wing. Where cleaning of boots, shoes & certain items of clothing take place. Don’t scuff the Lord’s Boots, worth more than lives of three servants in price.
  42. Servants Hall: Servant’s Wing. Place of congregation for Staff House; sit & relax by fire during break, eat & play music on battered piano. Large table, chairs lines length of room. “Bell Board” w/ every upstairs room listed on it; each w/ their own bell, linked by clever pulley.
  43. Butler’s Pantry: Servant’s Wing. Contains large desk, cupboard storing expensive silverware, & keys to House, wine pouring accouterments, & many other furnishings & fittings. Everything is always tasteful, & professional; even the stuffed fish & list of awards on the wall. Situated opposite Kitchen & alongside Housekeeper’s Sitting Room in the Servants' Wing.
  44. Housekeeper’s Sitting Room: Servant’s Wing. Serves as Housekeeper’s Office; full of books & paperwork as well as small desk & swivel chair. Connected to small Housekeeper’s Bedroom; located next to the Butler’s Pantry in the Servant’s Wing.
  45. Laundry: Basement. for washing loads of cloth generated by Estate. Large blue-ish stone cellar-room w/ tables, tubs, washboards, dry-lines for hanging. Of course entire place is moist & smells of soap/mildew, or filled w/ great billows of steam, depending on mood. (u/mr_earthman)
  46. Gymnasium: Basement. Old timey barbells, medicine balls, & other implements of self-torture in the name of “health”. Room always reeks of cigar-sweat & sausage.
  47. Sauna: Basement. Fiery Furnace, Hot Water Tank, & unholy mess of pipes & valves combine forces to create a steam-room sauna that can steam hams in just a blink should anything go awry. Some staff think there’s a poltergeist that writes things on mirrors, leaves blood everywhere - others doubt one exists, blame the blood on Estate Lords being.. “Oh so clumsy!”
  48. Wine Cellar, Cheese Cave, & Tasting Room: Basement. Barrels & bottles gathering dust inside enormous, climate controlled, vaulted, brick-lined wine-cellar deep underground. Even deeper, perfectly climate controlled cheese-cave w/ cheddars older than most of Staff, just now achieving maximum ripeness! Includes medium sized tasting room, lit by lanterns (and recently, electric light from Galvanics). Secret entrance, perfect for clandestine rendezvous & intimate cult meetings. Secret exit to surface, good for villainous escapes.
  49. Mad Laboratory: All sorts of creepy-crazy-unholy-weird in here. Scary experiments. Possibly long unused, at risk of catching fire any second now & burning whole place to ground. What are you doing w/ that match? Either located deep in basement, in secret dungeon in garden outbuilding, or in highest attic of furthest tower, in case of accidents.
  50. Cozy Dungeon: Basement. Several cells, a vaulted torture chamber w/ flickering gas-lamp (also recently installed electric light from Galvanics), manacles, custom graffiti & wall scratches, etc. A Lord, three generations ago, had water piped in to have dankness adjustable, & to hose out cells whenever they got too filthy. Now mostly just used for illicit cult-sex-stuff & occasional dungeon-orgy. One wall is suspiciously bricked over, looks like it used to be another cell. Second wall has sconce that when pulled, reveals another secret entrance, for secret comings & goings.
  51. Star Chamber: Basement. Every Estate needs an Occult Ritual Room for Cult meetings & such. 8- or 9-sided large underground room w/ polished marble terrazzo floor, polished marble walls, intricate design of clock face & zodiac motif on floor. Domed ceiling painted midnight blue, w/ magical pin-pricks of light to resemble stars in night sky. Pinpricks magically focus light on whoever is in room, so they glow & are lit, while giving illusion of everything being night around. Gold & Platinum magical braziers burn to represent sun, moons, levitate across ceiling in time w/ astronomy. V. special, v. mysterious. No less than 3 secret entrances, plus special dumb-waiter access, chair & table storage for multipurpose room.
  52. "Family" Chapel: Small, single room w/ shrine, where house-staff & family practice religious devotions, away from prying eyes of yokels; who knows what dark deities Estate Lords worship?
  53. Rooftop Observatory: Upstairs. Great domed contraption built into a tower; magnificent 360 degree view of sky. All sorts of equipment & charts strewn about benches crammed into this space, dominated by huge brass telescope. This behemoth, covered in all sorts of gears, cranks, & levers, can easily bring craters on Moon into focus, or... spy on midnight rendezvous in garden. In a place dedicated to the stars, what could possibly draw one's attention away from the heavens? (u/Longjumping_Piano55)
  54. Local Chapel: Estate Grounds, Outbuilding, Church. Where yokels worship. Father Ted presides. Small brick structure w/ tile roof, seven pews, & small altar. Within sight of Manor-house, but far enough away to be "separate". Has small garden where Father Ted tries & fails to grow sweet-peas.
  55. Vicar's Cottage: Estate Grounds, Outbuilding, Church. Even smaller than Gardener's Cottage, this one is at least still in repair. Father Ted lives here, Has but small bed & tiny desk to write sermons on.
  56. Cemetery: Estate Grounds, Church, Cemetery. Small, lonely grave-site filled w/ locals from Village. Estate "lovingly" donated to Village Church by former Lord. Rusty mort-safes protect some of the remains.
  57. Mausoleum: Estate Grounds, Outbuilding, Church, Cemetery. Imposing structure on grounds of Cemetery; may be connected to Underground Caverns & Ossuary. Occasionally haunted.
  58. Widow Row: Estate Grounds, Outbuilding. When former staff families are retired, or die in service to Estate, their widows, children, & infirm elderly are offered small rooms in run-down worker's cottage-house that existed on site before even Grand Manor was built! Rooms barely bigger than a stall for horses in a stable have several family members crammed into them, but includes free use of tiny patch of garden. Hidden from Main House by wooded bit of hills & muddy track.
  59. Mad Muckbang's Lab: Estate Grounds, Wilderness. Out near river on far estate edge; small cave w/ brambles growing over entrance. Inside, lab full of strange glass tubes & bubbling pots, liquids in thousand colors, & heavy cloying mist in the air. Alchemist & Inventor Finias Muckbang rents use of cave from the Nobles. Ignore occasional sound of explosions; possible entrance to Old Mines within.
  60. Hermit's Shack: Estate Grounds, Gardens, Wilderness. Home of official Estate's Garden Hermit; resembles nothing more than few large stones & brush lean-to w/ tiny fire inside to keep warm. Out of the way part of Estate, but famously favorite destination for party-goers at former Lord's big shin-digs. Garden hermit gives guests fright; the Lord would enjoy themselves w/ their terror!
  61. Rose Bush Labyrinth: Estate Grounds, Gardens. Wall of tall & sturdy rose bushes towers around exterior; suggests much the same inside. Plaque affixed by entrance to maze w/ message embossed: "To find your center, follow your heart." Hint to navigate labyrinth; always turning left leads you to center. Nearer you get to it, clearer the burbling, rippling sound of fountain that sits at heart of maze. (u/crimebiscuit)
  62. Garden Fountain & Statues: Estate Grounds, Gardens. Statues or Ornamental Fountains throughout Gardens. Weeping Angels, Prancing Cherubim, Fanciful Animals, or Heroic/Historical Figures. Stone & Brass. Sometimes accompanied by water-feature.
  63. Animated Topiary: Estate Grounds, Gardens. Large bushes trimmed to look like creatures, animated to patrol the garden-grounds.
  64. False Gazebo: Estate Grounds, Gardens. Vine-covered gazebo oddly recessed without broad view their type usually affords. Stone cobbled floor, interior has moss extruding in strange geometrical, almost artificial shapes; might betray presence of subterranean level, cellar accessible through means not immediately evident. (u/crimebiscuit)
  65. Stone Exedra: Estate Grounds, Gardens. Depressed semicircle in ground lined in fieldstone & tiles,; lichen covered limestone & granite benches. Old marble or granite columns, some toppled, decorate the semi circle. Little known, this area predated Estate by many centuries. Acoustics inside circle are excellent.
  66. Tiled Stoa: Estate Grounds, Gardens, Ruin. Existing on site before construction of Manor; ancient weathered marble columns in Doric style, line black & white weathered marble tile walkway, covered w/ cracked earthenware roof tiles. Some columns & portions of roof left to collapse, artfully. From these spots, Gardener is apparently allowing wildflowers & vines to bloom.
  67. Amphitheatre: Estate Grounds, Gardens. Small open-air stage built at bottom of gently sloping hill. Seating on the slope; audience looks down at stage. Mostly unused, apart from occasional travelling theatre troupes passing through... however if you go on moonlit nights, might just witness an otherworldly performance. Be warned though, it may not be to your taste... (u/Zawoopdoop)
  68. Garden Ambulatory or Loggia: Estate Grounds, Gardens. Located few dozen yards away from Main House is rubble & freestone structure w/ stone slate roof, six bays of arched columns, flagstone lined arcade filled w/ comfortable looking wicker furniture. In crest of each arch, crude medallions of several different figures, now weathered & worn beyond easy recognition.
  69. Old Treehouse: Estate Grounds, Gardens. Small hut in branches of reat oak, hideout of noble child long since grown up. Accessed via rope ladder; within shouting distance of manor, it's rather peaceful once inside. Wooden building, still holding strong, contains only simple chairs & table, tattered rug, some forgotten toys. Perhaps there is secret item hidden within - an old child-treasure, or someone else taking advantage of abandoned space. (u/Zawoopdoop)
  70. Coin Tower: Estate Grounds, Gardens. Given fancy name, Folly guards one outer-entrance to Manor-grounds. Miniature castle tower, complete w/ battlements & arrow slit fortifications; only two stories tall. Metal-clad door w/ slot sized for gold-piece; place one piece inside & it locks main-gate to toy-tower via clever clockwork mechanism. Gate & anyone inside is locked in for 12 hours. Locking coin box on the inside holds deposited coins.
  71. Dungeon of Wayward Toys: Estate Grounds, Gardens. Inside Garden Folly that looks like miniature castle tower; guards one outer-gate to the Manor, small alcove w/ rusted jail cell, palatially sized for several small creatures or v. cramped adult. The moldering remains of several stuffed animals & children's toys locked in or chained to the wall w/ rusty, miniature manacles... the toys have been long forgotten. Close inspection might reveal the mummified or skeletal remains of poor animal too.
  72. Overgrown Polo Field: Estate Grounds, Gardens, Ruin. Off in a corner of the estate, long overgrown by woods & ivy. Tournaments held here regularly some one or two generations ago but the sport's popularity decreased, & so did this once well manicured plot's use. It is rumored that the field is inhabited by feral polo horses left in the stables to rot & anyone who enters the green must be ready to face their wrath! (u/Win5get1free)
  73. Trucco-ground & Terrace Estate Grounds, Gardens. Soft green square for leisurely form of ground billiards played w/ heavy balls; brilliant beds & borders of small brick-walled gardens, gray flags of great terrace; rows of little orange trees, once heavy w/ flower & fruit, set in blue delft-ware tubs; now cracked and dying. Oriented to catch the last light of sun & remain warm in early evening. Lit at night during parties by great copper braziers & torches. Big Portugal Laurel grows in the back corner, conceals secret entry into the house.
  74. Decrepit Mews: Estate Grounds, Wilderness, Ruin. Just beyond estate-walls, still within the watchful, downcast eyes of smoke-stained windows; a modest hillock. In days past affluent gentlemen of the Manor took fancy to falconry, doting on birds like dearest children. In those days the mews was fine building constructed mostly of wood & wire mesh cage; playfully built miniature clone of the larger estate. Time has lain itself upon the estate like a smothering blanket; little remains of this once proud roost. One of the walls has rotted through, eaten away by termites until the whole of the tiny house sagged to the side, a precarious arrangement of warped wood & bending metal. The falcons are gone, replaced by the occasional dirt-feathered barn owl or nest of starlings. (u/Knightheart777)
  75. Ye Olde Dovecote: Estate Grounds, Ruin; Back in the day, one of the Estate Lords decided they liked the taste of roast pigeon & doves, as well as using them as reliable message carriers, they decided to breed them. Homing, Roasted, Boiled, Baked, & Stewed; the dovecote was the home-roost of these flexible multi-purpose birds. Now-a-days, chicken & pheasant is tastier, & the roost is in disarray; feral pigeons infest the place like winged rats!
  76. Wind-Swept Sea-Cliff: Estate Grounds, Wilderness. Battered by waves, where else will forlorn lovers throw themselves to their doom?
  77. Wrack & Ruin: Estate Grounds, Wilderness. Wave wracked sea-cliffs at base of Manor; brutal & often site of beached wreckage & powerful currents. Who knows what poor soul has met demise here?
  78. Common Pasture: Estate Grounds, Wilderness. Vast, rolling field of un-farmed grasslands & moors; nearby villagers pasture animals for small fees to Estate. Sheep are common, as is occasional howl of a spectral & terrifying black hound at night!
  79. Wheal & Woe: Estate Grounds, Wilderness, Ruins; Ancient coal or tin & copper-mine sprawls beneath Estate. Don't fall into one of many unmarked, open shafts or pits! Known Hazard, scary.
  80. Old Pumphouse Engine: Infrastructure, Ruins; Rusting clockwork & steam powered pump-engine w/ tall brick chimney; maybe powers Estate, or maybe used to pump out Old Mines beneath, if it can be made working again. Ghosts of several rage-filled engineers no-doubt guard it; must be exorcised before repairs begun.
  81. Oak Forest: Estate Grounds, Wilderness. Where bulk of Estate’s wood comes from. Home to wild boar & truffles; also a well groomed section w/ lone-giant tree, twelve foot trunk; stone benches & small swing.
  82. Common Right of Way: Estate Grounds. Locals are still furious Old Lord enclosed Right of Way; posted “No Trespass” on old trail that runs thru Estate & Oak Forest; short journey to Mines & Coast is now made longer by several miles!
  83. Game-keeper’s Shack: Estate Grounds, Outbuilding, Ruin. Built in hidden ravine, deep in Oak Forest. Shack built on huge fallen log; straddles small but swift flowing stream. Also here: decrepit smoke-house, abandoned kennel for hunting hounds, & vacant, rotting butchery. Rotten animal hides hang on rusty hooks inside, literally every surface coated by thick layer of sprayed blood, gore, & viscera. No clue if it is human-blood, it is gory nonetheless.
  84. A River Runs Thru It: Estate Grounds, Wilderness. Fast flowing brook, w/ gravel, & large rocks perfect for trout, salmon, etc. Just deep & wide enough for small boats or canoe to navigate it, out to sea. Several small ponds connect, including one large pond from Old Abandoned Mill. Sportsman’s Paradise.
  85. Old Abandoned Mill & Bridge: Estate Grounds, Wilderness, Outbuilding. Used by villagers, large mill-pond, spillway dam from Old Mill, & Bridge. Pond is several dozen acres, near Commons; large enough for locals to boat on, even fish when given permission by Lord. Mill has seized, hasn’t been repaired for three generations. Bridge across Spillway is stone w/ several arches. Children play games by dropping sticks off one side, racing them to the other. V. Scenic.
  86. Lonely Sea Wall: Estate Grounds, Outbuilding, Wilderness, Infrastructure. Long wall blunts majority of sea's rage; protects v. small harbor, dock, & boathouse. At end of brick & stone structure, former estate owner installed an ever-burning torch & large brass bell. When wind blows strongly, bell rings by itself. No doubt several former estate owner's family have been brought to sad end here.
  87. Groundskeeper's Shed: Estate Grounds, Outbuilding, Infrastructure; filled w/ rusty tools & pots for wintering plants. Rusty nails & hooks, no doubt able to give one tetanus, simply by looking too long at them.
  88. Old Courtyard Wellhouse: Estate Grounds, Outbuilding, Infrastructure. 100 feet of dark, dangerous shaft down to water table; in disrepair, unused for years, & possibly poisoned. Hidden cavern connected to who-knows-where. Large covered house w/ locked iron gate protects pulley; keeps fools from falling in.
  89. New Wellhouse: Estate Grounds, Outbuilding, Infrastructure. Provides fresh water for Estate, w/ aqueduct & pump to rest of village too. Clockwork or wind-powered. Brand new, 100 years ago! Up on hill in copse of trees behind House. Probably not poisoned.
  90. Great Oven: Estate Grounds, Servant’s Wing, Gardens, Infrastructure. Fire-brick, the size of a building; detached from House because of prodigious heat, w/ small awning to keep out rain. Large enough to cremate bodies, it has several openings. Used by Estate daily; bread & baked goods. Privileged members of Village who charm Chief Cook may use.
  91. Hot Water Cistern: Infrastructure. Made of wood & iron, several thousand gallons of boiling hot water, in Attic, kept at temperature by Fiery Furnace in Basement below. At least one servant's children, playing around, have fallen in & boiled themselves to death over last 100 years. Occasionally leaks onto Servant's Quarters one or two levels below.
  92. Galvanic Array: Infrastructure. New-fangled Storage Battery, charged via generator or magic. Used to provide power to House, or for current/former Lord's magical or scientific experiments. Serious risk of electrocution; pay no attention to creepy hunchback.
  93. Garden Privy: Infrastructure. Gardeners & groundskeepers have to go somewhere, you know. They say that 3rd Earl's grandfather was brutally murdered & unceremoniously buried in muck here, a hundred years ago, their ghost still haunts it!
  94. Enclosed Kailyaird: Servant’s Wing, Estate Grounds, Gardens. Don't let Gardener touch the Turnips. Chief Cook of Manor has claimed enclosed garden behind Kitchens as their own secondary kingdom. Whatever they grow there is incorporated in fine cooking Kitchens produce. Some kitchen staff are convinced several foolish scullery maids have been murdered & buried in back, as fertilizer.
  95. Sewer Catchment: Infrastructure. “We all Float Down Here, Georgie”. Miles of rain-gutters, sink-drains, & indoor plumbing connect here. All that water from laundry’s got to go somewhere; into huge vaulted timber, stone, & iron septic tank underground before percolating into ground-water. Something has stashed at least 150gp of treasure inside.
  96. Fiery Furnace: Infrastructure; burns copious amounts of fuel, provides steam-heat for estate. Connected to coal-chute, wood-storage area, or fuel-tank filled w/ bunker-fuel. Infrastructure.
  97. Dumb-waiter: Infrastructure. One of several, also chute for Laundry. Used for sending food & drink up & down from stores, cellar, kitchen, etc. Not an elevator, but staff & drunken partiers often use it as such, occasionally get stuck, become laughingstocks.
  98. Chief Cook: Overly portly, overly fond of pepper, loud & runs Kitchens like some sort of hyper-militant dictator. Could have even served in military in past.
  99. Wheeze the Lost Groundskeeper: just like the polo field, a young groundskeeper who manicured the pitch was left behind. "We'll be back after a quick lunch!" They said, "just trim sidelines & clean the bleachers please!" & so he did... for decades. They never came back; his tools rusted long ago. His name is long forgotten; grasp on common language tenuous at best. Only companions feral equines that roam this place; they too know what it's like to be abandoned like so many playthings. He is one of them, one of them now, more horse than man, some might say. (u/Win5get1free)
  100. Garden Hermit: Crazed guy who, for some reason, lives in shack in secluded area of Estate, & is never bothered. Hermit never leaves place, or holds conversation w/ anyone for at least the last seven years! During that time they've neither washed, nor cleansed themselves in any way whatsoever, letting their hair & nails on hands & feet, grow as long as nature permits them. Used to be a hit at fancy parties, when previous Lord would show them off to party-guests as a prank!
  101. Eldritch Hobb: Pile of filthy rags in corner of Laundry. Laundry Urchin steers well clear of it & & any drainage catchments, complaining of “red eyes glowing” & alternatively “face of dead sibling”, “red balloon filled w/ blood”, or “harlequin w/ painted face”. IT has taste for nicking shiny jewelry, there is well over 150gp worth in catchment, & Lady of House’s prized earrings were found hidden under pile of rags, years ago; footman was blamed for it & sacked. (u/mr_earthman)
  102. Mad Muckbang: Finias Arquist Muckbang is youngest son of Knight that had been in the Lord's service decades ago. No one bothers him much these days. Alchemist & Inventor, rents use of cave on the Estate for sometimes dangerous experiments. (OwenMcCauley)
  103. Father Ted: Local priest, lives in Vicar's Cottage. Secretly views this posting as punishment for misusing church funds, although such knowledge isn't widely known.
  104. Game-keeper: Ghost particularly reported around Old Vegetable Garden; elderly gentleman in old-fashioned clothing carrying flintlock or blunderbuss; seen late in evening during October; vanishes if approached. Linked to Gamekeeper wrongly executed for murder of a servant to former Lord.
  105. Gardener Wyllet: Getting on in years, losing their sight, hearing, & barely able to swing scythe or turn hoe in order to keep Grounds from turning to weeds; still has knack for finding & tending to medicinal herbs. Mostly found in Gardener's cottage these days.
  106. Laundress & Urchin: Short, powerful, arms likely to bend steel bars, & fists like iron. Shrill voice & accent that can peel paint. Skin & face red & peeling from caustic soda, she’s only 24, but “ain’t got time for suitors or no guff like that -- she has Laundry book to finish before sunset, thank you very much.” She, her 10 yr old urchin cousin, & whatever housestaff she can wrangle away from other duties, crew Laundry from dawn till dusk; for only 25p/day plus food & lodgings in Manor. Urchin is somehow terrified of pile of filthy rags in corner & walks well clear of drains & catchments, foolishly complaining of glowing red eyes within.
  107. Lost Maiden: Haunts Estate; often spotted standing alone in corridors, rooms, or wherever w/ a confused look upon her face. Wears fine, but dated, gown w/ silver lacing. Sometimes only seen in corner of one's eye, other times right in view. However; whenever anyone tries to communicate w/ her, she steps out of sight & is gone! It is said that on occasion, she may look right at you. When she does, you suddenly find yourself, too, lost for just moment before World seems to bounce back into place. (u/Rigaudon21)
  108. Nurse Trunchible: Nasty, strict, & hates children. Doses laudanum & arsenic to get 'em to sleep & to keep that healthy waxy pallor. Sleeps in set of v. small rooms off Nursery & Children's Quarters. Has feud going w/ Head Housekeeper or Butler.
  109. The Twins: Pair of gangly youths, one deaf, one mute; children of an Estate Widow. Rapidly outgrown their rough clothes; aim to serve Estate, in order to survive. Live in Widow Row.
  110. Younger Wyllet: Gardener's niece or nephew. Too young to do much work, even though they try to take up slack for far-too-old-to-be-working relative, Gardener. V. precocious; studying herbology & plans to be master arborist one day. When they aren't trying to weed garden, can be found in Gardener's Cottage.
  111. Unfortunate Son: “Deformed”, or “Mad” Lunatic trapped up in the Attic Garret. “Fresh” slop bucket twice a week. Chained, or straight-jacketed, and basically ignored.
submitted by MaxSizeIs to d100 [link] [comments]

My head hurts

My head hurts submitted by BluPickle to twilightimperium [link] [comments]

Cooler Master 2021 Product Showcase Megathread!

Showcase Webpage

Table of Contents

Use CTRL + F to help navigate!

Note: Availability and MSRPs are subject to change.

Chassis

Thermal

Peripheral

  • Keyboards
    • MK721
  • Mice
    • MM731
  • Recolored & Special Editions
    • CK550 Sakura
    • MM711 Sakura
  • Accessories
    • MP511 XXL/XL/L
    • WR531 Full & Compact
    • MM71X & MM720 Grip Tape
  • Key Cap Sets
    • PBT Sets
    • Banana Sets

Power

  • XG Plus Series
  • MWE Gold V2 Series
  • Fanless Platinum Series
  • G Gold Series
  • H Platinum Series

Miscellaneous

  • Gaming Chairs
    • Hybrid 1
  • Desks
    • GD120 ARGB
    • GD160 ARGB
  • Monitors
    • GM32-CQ
    • GM32-FQ
    • GM27-FQ ARGB
    • GM27-FF
  • Stands
    • Ergostand Air
    • Connectstand
  1. Links
  2. Giveaways
  3. Updates/Changes
Note: This megathread was designed with old reddit in mind. If it looks a little wacky-- my bad. Trying to balance both so everyone can enjoy what we're bringing to the table :D

At A Glance

Chassis

Open-air / Test Bench

MasterFrame 700
  • Premium Variable Friction Hinges
  • Open Air Design / Test Bench Mode
  • Unmatched Hardware Support
  • Extreme Liquid-Cooling Support
  • Panoramic Tempered Glass (650mm wide)
  • Built-in VESA Mount
  • Designed for Customization
Additional Info/Press Kit
ETA: Q1
MSRP: $179.99

Mid-tower

MasterBox 540
  • ARGB Ether Front Panel
  • Standardized ARGB Connector & Controller Included
  • Removable Top Panel
  • Screwless & Tool-Free Design TG Side Panel
  • Versatile Cooling Options
  • Room for Upgrades
  • Breathable PSU Shroud
Additional Info/Press Kit
ETA: Q2
MSRP: $109.99
Elite 500
  • Filtered Intakes
  • ODD/Non-ODD Options
  • Versatile Cooling Options
  • Full Black Coating & PSU Cover
  • Breathable PSU Shroud
  • Room for Upgrades
  • Removable HDD Cage
Additional Info/Press Kit
ETA: Q2
MSRP: $39.99 - 49.99
MasterBox MB600L
  • Brushed Front Panel
  • ODD/Non-ODD Options
  • Versatile Cooling Options
  • Mesh Intakes
  • Breathable PSU Shroud
  • Room for Upgrades*
  • Removable HDD Cage
  • Hexagon Gleam
Additional Info/Press Kit
ETA: Q2
MSRP: $39.99 - 49.99

Miscellaneous

MasterCase EG200
  • External GPU w/ Hot Swap Bay
  • Greatly Boosted GPU Performance
  • Thunderbolt 3 Connection
  • Built-in Laptop Stand
  • Dedicated IO Ports
  • Space-Saving Compactness
  • High Component Compatibility
Additional Info/Press Kit
ETA: Q1/Q2
MSRP: $349.99
Pi Case 40
  • Programmable Power Button
  • Easy-access IO Ports
  • Cool-looking, Cooler-running Aluminum Core
  • Universal Mounting
  • Designed for on-the-go Users
Additional Info/Press Kit
ETA: Based on Region
MSRP: $24.99

Accessories

ARGB GPU Support Bracket
  • Tempered Glass & ARGB Edge-Lighting
  • No GPU Sag
  • Magnetic Base
  • Easy to Install
  • Multiple Orientations
  • Protection for Components
  • Versatile Support
Additional Info/Press Kit
ETA: Q1
MSRP: $27.99

Thermal

Air

MasterAir MA624 Stealth
  • Aluminum Black Cover
  • Dual-tower Heat Sink
  • 6 Nickle Heat Pipes
  • Dual SickleFlow 140mm Fans
  • RAM Clearance Options
  • Easy Mounting
Additional Info/Press Kit
ETA: TBD
MSRP: $99.99
MasterAir MA612 Stealth
  • Stealth Black Hardware
  • Asymmetrical Heat Pipe Design
  • 6 Nickle Heat Pipes
  • Dual SickleFlow 120mm Fans
Additional Info/Press Kit
ETA: TBD
MSRP: $79.99
MasterAir MA612 Stealth (ARGB)
  • Stealth Black Hardware
  • Asymmetrical Heat Pipe Design
  • 6 Nickle Heat Pipes
  • Dual ARGB SickleFlow 120mm Fans
ETA: TBD
MSRP: $89.99

Liquid

MasterLiquid ML360 Sub Zero
  • 2nd Gen Pump
  • Thermoelectric Cooling
  • Intel Cryo Cooling Technology
  • Software Enabled
Additional Info/Press Kit
ETA: TBD
MSRP: $349.99
MasterLiquid ML360 Illusion
  • Optimized Dual Chamber
  • Expanded Dissipation Surface Area
  • MF120 Halo Fans
  • Translucent Dome
Additional Info/Press Kit
ETA: TBD
MSRP: $139.99
MasterLiquid ML240 Illusion
  • Optimized Dual Chamber
  • Expanded Dissipation Surface Area
  • MF120 Halo Fans
  • Translucent Dome
Additional Info/Press Kit
ETA: TBD
MSRP: $139.99

Case Fans

MasterFan MF120 Prismatic
  • Tri-Loop ARGB Lighting
  • Silent Driver IC and Cooling Technology
  • Crystalline Effect
  • Two-tier Sealing Design
  • Wide-range Compatibility
Additional Info/Press Kit
ETA: TBD
MSRP: $29.99
MasterFan SF120M ARGB
  • Industrial Grade
  • Anti-Vibration Pads
  • Double Ball Bearing
  • Static Logo
  • Luminescent Lighting Effect
Additional Info/Press Kit
ETA: TBD
MSRP: TBD

Peripheral

Keyboards

MK721
  • Cherry MX Switches
  • Hybrid Wireless
  • 3-way Customizable Dial
  • Portable 60%
  • PBT Double-Shot Keycaps
  • Braided Cable
Additional Info/Press Kit
ETA: Q3
MSRP: $129.99

Mice

MM731
  • Hybrid Wireless
  • Lightweight Design
  • Ergonomic
  • Gaming Grade Sensor
  • Optical Micro Switch
Additional Info/Press Kit
ETA: Q2
MSRP: $89.99

Recolored & Special Editions

CK550 Sakura
ETA: Q2
MSRP: $99.99
https://www.cmshowcase2021.com/products/ck550-v2-sakura-pink-edition/
MM711 Sakura
ETA: Q2
MSRP: $69.99
https://www.cmshowcase2021.com/products/mm711-sakura-edition/

Accessories

MP511 XXL/XL/L
The MP511 Mouse Pad is an upgrade in every sense of the word, featuring legendary CORDURA® fabric for improved durability, flawless splash resistance, and smooth performance for generations of battles to come.
Additional Info/Press Kit
ETA: Q1
MSRP: $39.99
WR531 Full & Compact
The WR531 series of wrist rests ensures convenient comfort and premium durability for anyone and everyone in front of a keyboard. A splash-resistant cloth surface provides cushy comfort without any irritation, while a natural rubber anti-slip base ensures it won't get away from you in the heat of the moment. And with nearly universal keyboard compatibility in both Full and Compact sizing, comfort has never been more convenient.
Additional Info/Press Kit
ETA: Q1
MSRP: $9.99 - 12.99
MM71X & MM720 Grip Tape
Our new Mouse Grip Tape is available in custom adhesive grips that are specially pre-cut for your favorite Cooler Master mice for hassle-free convenience. Thicker than most other tapes on the market, it provides superior comfort and grip without compromising on weight. In addition, installation is as easy as peel-and-stick, with long-lasting 3M adhesive that won't come off in the sweatiest palms.
ETA: Q1
MSRP: $9.99

Key Cap Sets

PBT Sets
ETA: Q1
MSRP: $12.99 - 29.99
https://www.cmshowcase2021.com/products/pbt-gaming-keycap-set/
https://www.cmshowcase2021.com/products/pbt-backlit-keycap-upgrade-set/
Banana Sets
ETA: Q1
MSRP: $29.99
https://www.cmshowcase2021.com/products/banana-keycap-set/

Power

Note: Due to the wide array of configurations, just basic info will be posted with links.
XG Plus Series
Additional Info/Press Kit
Web Page
ETA: Q2
MSRP: $159.99 - 179.99
MWE Gold V2 Series (1050w/1250w)
Additional Info/Press Kit
Web Page
ETA: Q1
MSRP: $159.99 - 179.99
Fanless Platinum Series
Web Page
ETA: Q1
MSRP: $179.99 - 189.99
G Gold Series
Additional Info/Press Kit
Web Page
ETA: Q1
MSRP: $79.99 - 109.99
H Platinum Series
Web Page
ETA: Q3
MSRP: TBD

Lifestyle

Gaming Chairs

Hybrid 1
The Hybrid 1 chair is the ideal all-around solution for modern-day lifestyles, combining the breathable comfort essential for office chairs with the must-have ergonomic support in a gaming chair. With all the features necessary for both work and play situations, it is the chair of choice for those who are professionals by day and gamers by night.
Additional Info/Press Kit
ETA: Q1
MSRP: $499.99

Desks

GD120 ARGB
The GD ARGB series of desks are specially designed for both work and play - as a productive workstation and an impressive battlestation. Adjust your height effortlessly with dual motors and multiple memory presets and make full use of the spacious real estate (available in both 120 and 160cm) with dual monitors, a full-sized rig, and more. And if you needed more oomph to your station, ambient lighting on both sides adds some extra spark to your personal setup.
Additional Info/Press Kit
ETA: Q1
MSRP: $319.99
GD160 ARGB
(Same as above ;))
Additional Info/Press Kit
ETA: Q1
MSRP: $849.99

Monitors

GM32-CQ
The GM32-CQ adds already-beefy specs into a fully immersive, curved 32” configuration. A wider field of view, rich colors, and vivid details gives you immersion like you’ve never had before.
Additional Info/Press Kit
ETA: Q1
MSRP: $499.99
GM32-FQ
The GM32-FQ gives you solid performance and visual clarity in a 32” package. A 2K resolution combined with DCI-P3 95% color gamut at 165Hz truly gives you everything you need for a smooth visual experience in the office or at home.
Additional Info/Press Kit
ETA: Q1
MSRP: $499.99
GM27-FQ ARGB
Visuals have never looked smoother or more vivid with the GM27-FQ thanks to Fast-IPS technology and a AdobeRGB 99% color gamut - all in a 27” display with ultra-narrow bezel and 2K resolution for good measure.
Additional Info/Press Kit
ETA: Q2
MSRP: $549.99
GM27-FF
The GM27-FF gives you an edge against the competition with top-of-the-line visual capabilities in a 27” monitor. A 240Hz refresh rate, 1ms response time, and DCI-P3 90% wide color gamut gives you an astonishingly fluid visual experience. This allows for minimal artifacting, more precise details, and the little things that can lead to a total victory in your favor.
Additional Info/Press Kit
ETA: Q1
MSRP: $349.99

Stands

Ergostand Air
The ErgoStand Air is our new notebook stand specially designed with portability and simplicity in mind. The minimalist aluminum alloy design offers ample ventilation and airflow, with adjustable ergonomic height settings to reduce eye strain and maximize posture. If you need to take things on the road, the stand is foldable for easy portability - or storage if you like keeping things neat at home. The ErgoStand Air is the perfect stand for those who need efficient, ergonomic notebook support at home, in the office, or everywhere else in between.
Additional Info/Press Kit
ETA: TBD
MSRP: TBD
ConnectStand
The Connect Stand is an optimal cooling solution specially designed for your network devices. Metal mesh and plastic combine for a sturdy, cool platform, while a SickleFlow 120 Reverse Edition fan provides the exceptional bottom-up airflow for superior cooling. In addition, USB cable management is built-in for hassle-free neatness, and a stackable design allows for easy organization of multiple network devices.
Additional Info/Press Kit
ETA: TBD
MSRP: TBD
Let me know if there is any information that looks off.
submitted by CM-Myke to coolermaster [link] [comments]

[H] 400+ Games [W] Endless Space 2, Trine 4

Looking for games in the title, let me know your offers, thx!
140
11-11 Memories Retold
2Dark
7,62 High Calibre + 7,62 Hard Life
911 Operator
A Case of Distrust
A Good Snowman is Hard to Build
A New Beginning - Final Cut
A Valley Without Wind 1 and 2 Dual Pack
A Year Of Rain
Aarklash: Legacy
Absolver
Act of Aggression
Action Henk
Aeolis Tournament
Agent A: A puzzle in disguise
Airline Tycoon Deluxe
Alchemy Garden
Alekhine's Gun
Alien Rage - Unlimited
Alien Spidy
All You Can Eat
ALLTYNEX Second
Almost There: The Platformer
American Fugitive
Amnesia Fortnight 2012
Amnesia Fortnight 2014
Amnesia Fortnight 2017
Among the Sleep
Ancestors Legacy
Angry Video Game Nerd Adventures
Angry Video Game Nerd II: ASSimilation
Anomaly Warzone Earth
Arma X: Anniversary Edition
Armello
Art of Murder - Cards of Destiny
Assault Suit Leynos
Atari Vault
Automachef
Autonauts
AVICII Invector
Ballpoint Universe: Infinite
Basement
Basingstoke
Battlefield 3 (Origin)
Beat Hazard 2
Beholder
Beholder 2
Beyond Eyes
bit Dungeon
bit Dungeon II
bit Dungeon III
Black Moon Chronicles
Blood: Fresh Supply
Bot Vice
Boundless
Brawlout
Broken Age
Brütal Legend
Bulb Boy
BUTCHER
Call of Juarez
Car Mechanic Simulator 2015
Carrier Command: Gaea Mission
Castaway Paradise
Cat Quest
Chariot
Check vs Mate
Chivalry: Medieval Warfare
Chook & Sosig: Walk the Plank
Chris Sawyer's Locomotion
Chroma Squad
Chronicles of Mystery - The Tree of Life
Chronicles of Mystery: The Scorpio Ritual
CHUCHEL Cherry Edition
Close to the Sun
Clouds & Sheep 2
Clutch
Codex of Victory
Cook, Serve, Delicious!
Cook, Serve, Delicious! 2!!
Costume Quest
Crew 167: The Grand Block Odyssey
Crowntakers
Crying Suns
CryoFall
Darksburg
Darksiders Warmastered Edition
Day of the Tentacle Remastered
Days of War: Definitive Edition
Dead Age
Dead End Job
Dead Secret
Deadly 30
Dear Esther: Landmark Edition
Death's Gambit
Deep Sixed
Deleveled
Deponia: The Complete Journey
Desolate
Detention
Devil Daggers
Devil's Hunt
DISTRAINT 2 + Soundtrack
Distrust
Divekick
Do Not Feed the Monkeys
Dog Sled Saga
Dogfight 1942
Don't Escape: 4 Days to Survive
Doodle Derby
Double Fine Adventure
DreadOut
DreadOut: Keepers of The Dark
Dry Drowning
Dub Dash
Ducati - 90th Anniversary
Dungelot : Shattered Lands
Dungeons 2
Earth 2140 HD
Earth 2150 Trilogy
EARTH'S DAWN
EARTHLOCK
EarthNight
Eastside Hockey Manager
Enclave
Endless Space - Collection
Enemy Front
Enforcer: Police Crime Action
Epic Manager
Equilinox
Escape Goat 2
Eternity: The Last Unicorn
Europa Universalis IV
Evergarden
Everything
Evil Genius
Evoland Legendary Edition
eXceed 3rd - Jade Penetrate Black Package
Exception
Fae Tactics
Fahrenheit - Indigo Prophecy Remastered
Fairy Tale About Father Frost, Ivan and Nastya
Fantasy Blacksmith
Fantasy Versus
Felix the Reaper
Fell Seal: Arbiter's Mark
Figment
Fire: Ungh’s Quest
Flashback
FootLOL: Epic Fail League
Forager
Four Sided Fantasy
Fractured Minds
FRAMED Collection
Frog Detective 2: The Case of the Invisible Wizard
FTL: Faster Than Light
Full Throttle Remastered
Fun with Ragdolls: The Game
Furious Angels
Galaxy of Pen & Paper +1
GemCraft - Chasing Shadows
Genesis Alpha One Deluxe Edition
Giana Sisters: Twisted Dreams
Gift of Parthax
GNOG
GOAT OF DUTY
God's Trigger
GoNNER
Gorky 17
Grim Fandango Remastered
GRIP: Combat Racing
GRIS
Guacamelee! Super Turbo Championship Edition
Guilty Gear X2 #Reload
GUILTY GEAR Xrd -SIGN-
GUILTY GEAR XX ACCENT CORE PLUS R
Guns, Gore & Cannoli
Guns, Gore and Cannoli 2
Gunscape - Standard Edition
Guts and Glory
Hack 'n' Slash
Hacknet
Haimrik
Halcyon 6: Lightspeed Edition
Hard Reset Redux
Hard West
Headlander
Heavy Burger
Hello Neighbor
Hello Neighbor: Hide and Seek
Hive Jump
HIVESWAP: Act 1
Horizon Chase Turbo
Human Fall Flat
Hyperdrive Massacre
I Expect You To Die
ibb & obb
Idle Champions of the Forgotten Realms - Celeste's Starter Pack
Impulsion
In Between
InnerSpace
Inquisitor
Internet Cafe Simulator
Iron Brigade
Iron Danger
Jagged Alliance 2 - Wildfire + DLC
Joggernauts
Jotun: Valhalla Edition
Juanito Arcade Mayhem
JYDGE
Kathy Rain
KHOLAT
KIDS
Kill to Collect
Killing Floor + 5 DLC
Killing Floor: Incursion
King of Dragon Pass
King's Bounty: Armored Princess
King's Bounty: Crossworlds
Kingdom: Classic
Kings of Kung Fu
Knight Squad
Knights of Pen and Paper 2
KnightShift
Knock-knock
Leap of Fate
Legacy of Dorn: Herald of Oblivion
Lethal League
Lethal League Blaze
Lichdom: Battlemage
Lifeless Planet
Light Fall
Lightmatter
Little Big Workshop
Little Misfortune
Livelock
Lost Technology
Lostwinds
Lovely Planet 2: April Skies
Lucius
LYNE
Mages of Mystralia
Magicka
Mana Spark
MASSIVE CHALICE
Master Spy Deluxe Edition
Meadow
Medieval Kingdom Wars
Meridian: Squad 22 + Soundtrack
Metal Unit
Minoria
MirrorMoon EP
Monstrum
Moonlighter
Mordheim: City of the Damned
Morphite
Mount & Blade: With Fire and Sword
Mountain
My Big Sister
My Memory of Us
Narcos: Rise of the Cartels
Necronator: Dead Wrong
NECROPOLIS: BRUTAL EDITION
NecroVisioN + NecroVisioN: Lost Company
Newt One
Nidhogg
Niffelheim
Nihilumbra
No Time To Explain Remastered
Not Tonight
Of Orcs And Men
Old Man's Journey
Omerta - City of Gangsters
One Finger Death Punch 2
One Step From Eden
One Way Heroics
Operation Flashpoint Complete
Original War
Out of Reach: Treasure Royale
Out There: Ω Edition
Outcast - Second Contact
Overclocked: A History of Violence
Overgrowth
Overload
Overlord II
Override: Mech City Brawl
Oxenfree
PAC-MAN™ CHAMPIONSHIP EDITION 2
Pacify
Paratopic
Path of Giants
Path to Mnemosyne
PAYDAY 2
Peregrin
Pesterquest
Phoning Home
Pikuniku
Pinstripe
Pixel Heroes: Byte & Magic + Soundtrack
Planet of the Eyes
Portal Knights
POSTAL 2
POSTAL Redux
Precipice
Psychonauts
Psychonauts in the Rhombus of Ruin
Pure Chess Grandmaster Edition
Quantum Replica
Rad Rodgers - Radical Edition
Radio Commander
Railroad Pioneer
Railway Empire
Rain of Reflections
Rain World
Raw Data
Re-Legion
Realpolitiks
Rebuild 3: Gangs of Deadsville
Rec Center Tycoon
Red Riding Hood - Star Crossed Lovers
Redeemer
Redirection
Redout: Enhanced Edition
Regular Human Basketball
Remnants of Naezith
Replica
Republique
Reventure
RiME
Rise of Insanity
Road Redemption
Rogue Stormers
RollerCoaster Tycoon 2: Triple Thrill Pack
RollerCoaster Tycoon: Deluxe
ROOT
Rover Mechanic Simulator
Safety First!
Salammbo: Battle for Carthage
SanctuaryRPG: Black Edition
Scheming Through The Zombie Apocalypse: The Beginning
Scribblenauts Unlimited
Septerra Core
Serial Cleaner
SEUM: Speedrunners from Hell
Shadows: Awakening
Shadwen
Shark Attack Deathmatch 2
Shenmue I & II
Shining Resonance Refrain
Shiny
Shoppe Keep
SHOWTIME 2073
Shutshimi
Sigma Theory
SimCity 4 Deluxe
Sine Mora EX
Sins of a Solar Empire: Trinity
Skullgirls
SkyDrift
Slime-san + Soundtrack
Smile For Me
Smoke and Sacrifice
Sonic and SEGA All Stars Racing
Sorcery! Part 3
Sorcery! Part 4
Sorcery! Parts 1 & 2
Space Rangers HD: A War Apart
Spacebase DF-9
SPACECOM
Speed Brawl
SpeedRunners
Splasher
Stacking
STAR WARS Knights of the Old Republic II: The Sith Lords
STAR WARS: Knights of the Old Republic
Star Wolves 3: Civil War
StarCrossed
Starpoint Gemini Warlords
Starward Rogue
STASIS
State of Mind
Stealth Inc 2
Steampunker
Stick Fight: The Game
Stick It To The Man!
Still There
Strange Brigade
Streets of Red : Devil's Dare Deluxe
Stronghold 2
Stronghold Legends
Struggling
Stygian: Reign of the Old Ones
Styx: Master of Shadows
Sudden Strike 4
Sunless Sea
Sunless Skies
Super 3-D Noah's Ark
Super Cloudbuilt
Super Hexagon
Super Time Force Ultra
SUPERHOT
Supraland
Surgeon Simulator: Anniversary Edition
Surviving Mars
Sword of the Stars: The Pit - Osmium Edition
Swords and Soldiers 2 Shawarmageddon
Syberia
Syberia 2
Syberia 3
Syndrome
System Crash
System Shock 2
System Shock: Enhanced Edition
Table Manners
Tabletop Playground
Take On Helicopters
Take On Mars
Tales from Candlekeep: Tomb of Annihilation
Tales of the Neon Sea
Talisman: Digital Edition + 3 DLC
Talisman: Origins
Teleglitch Die More Edition
The Adventure Pals
The Age of Decadence
The Ambassador: Fractured Timelines
The Ball
The Beast Inside
The Bureau: XCOM Declassified
The Charnel House Trilogy
The Coma 2: Vicious Sisters
The Coma: Recut
The Descendant - Complete Season (Episodes 1 - 5)
The Final Station
The Flame in the Flood
The Haunted Island, a Frog Detective Game
The Hex
The Inner World Bundle
The Keep
The King's Bird
The Letter
The Light Keeps Us Safe
The Little Acre
The Messenger
The Night of the Rabbit
The Occupation
The Pit: Infinity
The Shapeshifting Detective
The Signal From Tölva
The Slater
The Spectrum Retreat
The Stillness of the Wind
The Suicide of Rachel Foster
The Technomancer
The Testament of Sherlock Holmes
The Textorcist: The Story of Ray Bibbia + Soundtrack
The Town of Light
The Uncertain: Last Quiet Day
The Walking Dead + 400 Days DLC
The Walking Dead: Michonne
The Walking Dead: Season Two
The Way
This Strange Realm Of Mine
This War of Mine
THOTH
Throne of Lies The Online Game of Deceit
Through The Darkest of Times
Through the Woods
Thunder Wolves
Titan Quest Anniversary Edition
ToeJam & Earl: Back in the Groove
Torchlight
Torchlight II
Tormentor❌Punisher
Total Tank Simulator
Toto Temple Deluxe
Townsmen - A Kingdom Rebuilt
Toybox Turbos
Train Valley
Train Valley 2
Treasure Hunter Simulator
TRI: Of Friendship and Madness
Tropico 4
TSIOQUE
Two Worlds II: Velvet Edition
Two Worlds: Epic Edition
UFO: Afterlight
Unexplored
Unholy Heights
Unity of Command
Uurnog Uurnlimited
V-Rally 4
Vampire: The Masquerade - Coteries of New York
Vendetta - Curse of Raven's Cry
Verlet Swing
Vertiginous Golf
Vikings - Wolves of Midgard
Voidship: The Long Journey
VVVVVV
War Tech Fighters
Wargroove
Warhammer 40,000: Dawn of War - Game of the Year Edition
Warhammer 40,000: Kill Team
Warhammer 40,000: Sanctus Reach
Warhammer 40,000: Space Wolf
Warhammer: End Times - Vermintide
Warlock - Master of the Arcane
We. The Revolution
Western 1849 Reloaded
When Ski Lifts Go Wrong
Where the Water Tastes Like Wine
Windscape
Wings of Vi
World of Goo
World War II: Panzer Claws
Wrongworld
Wulverblade
X-Morph: Defense
XIII - Classic
Ylands - Exploration Pack
Yooka-Laylee and the Impossible Lair
Youropa
Yuppie Psycho
Zombie Night Terror
Zwei: The Arges Adventure
Zwei: The Ilvard Insurrection
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hexagon game table video

Apr 4, 2012 - Howard Miller Pub & poker cherry Game Table Furnishings by ty Pennington 699013 Niagara The Grand Hexagon The Hive is our Grand Dedicated Hexagonal Table. Due to the size required because of it’s unique shape it is mostly aimed for Dedicated Game Rooms but as with all of our tables it can also transform into a dining table, made from White European Oak and always comes with the Game Cellar and aluminum railing system. You can build your own hexagonal poker table in a day -- and for a fraction of what you would spend at a store. If you're not only a poker enthusiast, but also a woodworking hobbyist, you can build it with tools you already own. The next time it's your turn to host the game, you can entertain your poker ... McGuire Rattan Copper Tops Hexagon Table Base. $1,999.00. $550.00 shipping. Circle 19.5" Side Table. $255.99. Free shipping. Antique wood End Table Inlaid Mother of Pearl. $265.00. $40.00 ... MAITLAND SMITH GILT EMBOSSED LEATHER TOP MAHOGANY GAME TABLE. $3,950.00. or Best Offer. Local Pickup. Hexagon oak side table x1. $95.00. or Best Offer. 0 ... Building a hexagon poker table playing – we make playing with the top bonus codes that simple! No deposit cash bonuses, free spins, or no deposit free spins with time: name building a hexagon poker table it and we have it for you here. And even better, you get to play them at the best online casinos around. Aptos Dining / Game Table. The Aptos 66 Reversible Top Game Table is one of the premier game tables in the world. Featuring a dining surface on one side and a poker surface on the other, family and friends will be able to enjoy this table for many years to come. Pictured table features storage area beneath top. Also available with Bumper Pool. BoardGameTables.com was founded in 2014 by Chad DeShon. In addition to selling high quality custom board game tables, BoardGameTables.com also sells an affordable some-assembly-required solid wood table, board game bags, playmats and a line of quick, but deceptively strategic board games. THE HIVE is our Grand Dedicated Hexagonal Game Room Table that can transform into a dining table, made from White European Oak that always comes with the Game Cellar and aluminum railing system. It’s purely for Gamers. I've been working on a hexagon gaming table design in Fusion 360, and thought others might find it useful to have access to. So here it is, my work-in-progress hexagon gaming table design. [b]Disclaimer:[/b] I am not a woodworker, and as such have not taking Walker Edison Modern Hexagon Nesting Side End Table Set Living Room, Set Of 3, White Marble, Gold, Side Table (AF16HEX3WM) 4.0 out of 5 stars 424 $105.21 $ 105 . 21 $149.00 $149.00

hexagon game table top

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hexagon game table

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