Showing posts with label Firefly. Show all posts
Showing posts with label Firefly. Show all posts

Saturday, December 14, 2013

Mishelved: Firefly

                                     Picture by Odysseyart and taken from www.deviantART.com


By Frank Gori

     Aside from gaming, I was a chorus nerd growing up. By sophomore year I got into the audition based group in my high school that entered into national competitions, and we brought home national trophies in my junior and senior years. When we were at our best my heart would beat faster, my back would stiffen a little, and I’d get a rush that’s hard to describe unless you’ve felt it. For a moment life was transcendent and better than normal.

     I get it sometimes watching other people perform as well. I’ve seen Tom Petty perform live three times and got that vibe at least five times during each performance. I’ve had the vibe in the most exciting moments of UFC pay-per-views like the first time I saw John Jones fight Stephan Bonner. Hamlet when performed properly has that magic. Reading Moby Dick gave me that feeling, and a few episodes of firefly give me that feeling as well.

     It is difficult to single out the element of Firefly that makes me feel something. I like that most of the characters are flawed. I like that they are always on the run. I like that they are revolutionaries of a sort. I like that the frontier stories of our past somehow collided with the sci-fi genre. Maybe I’m just a sucker for characters that are fighting against being totally doomed. Eureka!

     A really good GM does exactly what Firefly does. Picture a game where you’re characters are always on the edge of disaster but never quite fall off. Some die, and sometimes you gain a measure of victory, but the threat always looms. Ravenloft was like that. Dark Sun was like that. Firefly was like that.

Make of that what you will.

Friday, December 13, 2013

Dungeons, Dragons, and Soundscapes: Sci-Fi Sound Effects

Welcome back! Last week, we took a look at how to create a basic background for a forest scene by layering sound effects, using strictly free material. This week, our theme here at the Flying Pincushion is Firefly, so we're going to cover sci-fi-style sound effects. This time, however, we will be focusing on what you can do when you have professional-style resources to tap into. This is the stuff I work with every time I create sound effects or music, whether for my own use or for a client, and it'll give you something to shoot for. But don't despair if you don't have a ton of money to throw at this stuff, because I'm going to give you some resources to do this stuff for free, too.

Last week, I had you grab Audacity. This is your bread and butter program for free audio sculpting. I also directed you to freesound.org, where you can find just about any basic sound you're looking for. If you want to design your sound effects yourself and for free, see last week's article for a step by step guide – the content there is for a forest atmosphere, but the techniques don't change at all for any kind of other sound. Follow the steps there, replacing the sounds I used with sounds of your choice, and you'll get an idea of how to layer effects.

However, this week we're focusing on using professional tools to come up with some really high quality sounds for your science fiction needs. So here's a list of what I will be using to do this, along with the standard prices of each (you can frequently find deals and sales).

  • Avid Pro Tools 11 ($699)
  • Native Instruments Massive ($199)
  • A MIDI controller keyboard of some kind, not expensive at all (and optional)

Pro Tools is the industry standard for audio production (except movies, Steinberg Nuendo takes that one). NI Massive is the synth for electronic music, especially dubstep. It can do just about anything except make you a coffee, and that's only because it's not hooked up to your coffee machine. There are a massive (ahaha) amount of tutorials available for it, because it is an incredibly complex powerful tool. I'll spare you all that, though, because it delves deeply into some very complicated electronics and music theory. By the way, any of the things I'm doing here in Pro Tools can be done in pretty much any professional DAW such as Cubase as well.

Alright, so here's the step by step of what I'm doing to create this sound:

Step 1: Open Pro Tools and Setup a New Session
Once you start up Pro Tools it'll ask what you want to do with it. Click Create Blank Session, and set the Bit Depth to 24 and the Sample Rate to 48 kHz. I/O Settings, you can leave at Last Used, they won't have an effect on what we're doing here. Make sure you've checked the Interleaved box, too, and set the audio file type to .WAV. (See screenshot)

Step 2: Get the Instrument Ready
Now that we have our shiny new session open, we need the tracks. Cmd/Ctrl+Shift+N will open the New Tracks menu. You want to create 1 Stereo Instrument Track. Once that is ready, on the top menu click Window > Mix to open up the mixing board window. At the moment, it only has one track. On the top of the track, you have Insert slots. Click one, and click Plug-in > Instrument > Massive to load the synthesizer onto the track. Now, plug your midi controller keyboard into your USB port. Press some keys to make sure there's sound coming into the track (the meter will show you the level). (See screenshot)

Step 3: Picking Your Sound
Those not using a keyboard, go to Step 4 and do that first, then come back here. Use Play to hear the sound Massive is making.

Massive comes with a ton of presets, and frequently you can find what you want for just about anything by poking around in the preset menu, and sometimes fiddling with the controls on the bottom right. Let's open the preset menu in the plugin (see screenshot) and choose the 4AD preset. I don't really like that base tone, but the layers of chirping and beeping seem pretty cool, so check out the Oscillators on the left of the plugin. Osc 3 is the one giving us the sound we want, so just click names of Osc 1 and Osc 2 to disable them.

Step 4: Recording the Sound
The instructions for this one differ depending on whether you're using a keyboard or not.
Keyboard: There's a white dot on the track, both on the left panel in the Edit window and right below the Panorama controls. Click that button and it will begin blinking red – this is the Record Ready button, which tells the program which tracks should start recording when you have Record mode enabled. Now that we've done that, we want to record the sound. To do this, enable Record mode by clicking the red dot button in the transport area (next to play and stop). Then get ready to hold down one note on your keyboard. I like how the sound plays a little lower, so I'm going to use a C note two octaves down, but you can use whatever you want. Just make sure you know which note you're using (even if it's just remembering which key). Now, it's just a matter of hitting the Play button (or spacebar) and holding down the note for as long as you want it playing, then hitting the spacebar again.
No Keyboard: For you folks not using a keyboard, on the top menu bar click Window > MIDI Editor to open the....MIDI Editor! Then find the note you want on the keyboard on the left. Use the Zoom tool (top left of the window, next to the blue highlighted area) till you can see individual spaces well enough, and double click on one in the bar aligned with the note you want, to generate a MIDI note. On the bottom of the window, there are a few other sections, one of which is labelled Velocity. In that section, directly beneath the note you just created, is a little diamond with a line under it. Click and drag that diamond all the way up to maximize the velocity (how hard you 'hit' the note). Now click and drag the right end of the note you just made, and drag it out until it's as long as you want it to be.

Step 5: Layering the Sound (optional)
If you like the sound you just created, and don't want anything else on top, skip this step.
Otherwise, follow steps 1 to 4 again, but pick a different preset and play around with it. A quick way to open a second track is to right click on the name of the first track (Inst 1 in this case), and click Duplicate. Then you have an exact duplicate of the first one. Click the second track's insert of Massive, and change that one's preset to how you want it, and just hit play to hear them both layered together. I picked the Ascending preset. Now open up the Mix window again (Window > Mix) and move the volume faders around until the sounds are layered how you want them. I left Ascending at 0 dB, and moved the 4AD sound to about -6 dB. For added fun, copy and paste both the clips in the Edit window again, then double click the second Ascending clip, grab the Midi note, and pull it down by one key.

Step 6: Save the Sound
Once you're happy with the sound you've created, go to the edit window, click anywhere in the tracks, and hit Select All (Edit > Select All or Cmd/Ctrl+A), then click File > Bounce To > Disk. Leave the Bounce Source alone, File Type 'WAV', Format 'Interleaved', Bit Depth '24', Sample Rate '48 kHz', Conversion Options 'Convert After Bounce' (see screenshot). Then hit Bounce, and pick the location and name you want to save your file to. Let Pro Tools run, and once it's finished bouncing, voila! Your new sound is ready.
Dungeons, Dragons and Soundscapes won't be appearing next week, but will return the week thereafter.

Wednesday, December 11, 2013

Jeff Crunch: Two Guns for Sister Saffron



By Jeff Harris

Simon: Um, I’m trying to put this as delicately as I can… how do I know you won’t kill me in my sleep?
Mal: Listen, you don’t know me son, so I’m gonna say this once: if I ever kill you, you’ll be awake, you’ll be facing me, and you’ll be armed.
Simon: Are you always this sentimental?
Mal: I had a good day.
Joss Whedon’s Firefly Pilot Episode “Serenity” (which if shown first, might have changed things a bit)    

Gun change things, that’s just a fact, in the history of humanity, and when introduced into a campaign setting.  I give credit to Paizo for being reasonable and providing a set of rules for firearms that is decently balanced.  The WWI style equipment from the Reign of Winter adventure path is not my style, but the early and advanced firearms are workable.  The clash of sword and gun is always on in some capacity, and don’t start a geek brawl on that account, but it doesn’t have to preclude the use both in game.  Just because I as a person dislike firearms does not stop me from allowing players the freedom of their use when GMing.  The trick, as it is with most player shinnies’, is using them effectively and not letting them get out of hand.   A gun is only as good or bad as the hand that wields it.
                
            Thus this week’s Jeff Crunch presents the two most famous Firefly guns, Jayne Cobb’s “Vera”, and Mal’s Browncoat Sergeants’ Pistol, oh, and one crazy woman they both have foiled in the past, Saffron (all Pathfinderified and such).  There is a disclaimer attached to these big damn hero guns, as they are powerful, and could easily muss up a game if introduced to early or into a game where they just don’t belong.  But then again, as Mal says, “No son, you murdered yourself. I just carried the bullet a while.”


Browncoat Sergeants’ Pistol (advanced fire arm)
Aura moderate divination, moderate transmutation; CL 8th
Slot weapon; Price 12,300 gp; Weight 4 lbs.
===== Description =====
This older model revolver is well made but simple, lacking flourish or needless foofarah. Made of blued steel and fitted with a hardwood grip, the weapon is solid, dependable, and uncannily accurate.  By the many scratches and signs of wear, it would seem this revolver has seen action, and often at that.
The Browncoat Sergeants’ Pistol is a +2 Distance Reliable revolver.  Because of the reliable property this weapon has a misfire chance of 0, unless somehow given the broken condition.  Strangely enough, this weapon while not intelligent, seems to only come alive in a gun hand that puts it to a noble use.  Evil characters that use the Browncoat Sergeants’ Pistol find that it functions as a normal revolver, losing it’s to hit and damage bonuses, as well as all special properties.
===== Construction =====
Requirements Craft Magic Arms & Armor, clairaudience/clairvoyance, mendingCost 6,300 gp


(Modern) Two-Handed Firearm
Cost
Dmg (S)
Dmg (M)
Critical
Range
Misfire
Capacity
Weight
Type
Callahan Fullbore Autolock “Vera”
10,000 gp
1d10
1d12
×3
100 ft.
0
10
12 lbs.
B and P

Callahan Fullbore Autolock “Vera”: It is unknown what gun maker created this work of art, but few can disagree that the automatic weapon lovingly known as “Vera” by her current owner is the pinnacle of the gunsmith’s art.  Vera holds a 10 round magazine, the changing of which is a move action.  Because she also has been outfitted with a scope the wielder of Vera may add their intelligence bonus (if any) to their attack rolls with her.  Also because she is a masterwork firearm, Vera also has an inherent +1 to attack rolls and a -1 to misfire chance (reducing it to 0).  There is a drawback to Vera however, because of her complex and exacting construction, all checks to repair or modify her take a -4 penalty.




Saffron
female vishkanya deadly courtesan (rogue) level 9
Description: Unless one checks very carefully, Saffron appears to be a very lovely young human woman.  Red haired and fair of complexion, her green eyes smolder when she looks upon her next mark.  Ever looking to play everyone and trusting no one, those that do really get to see the real Saffron, if that is her name, find that she is in fact a snake.  If one gets VERY close to her, they may find that description is apt in more than temperament and ethics however.                                                                                                                                                             


Saffron    CR 8
CN Medium humanoid (vishkanya)
Init +3; Senses; Perception +16
===== Defense =====
AC 19, touch 13, flat-footed 19; (armor +4, Dex +3, natural armor +2)
hp 52 (9d8+8)
Fort +3, Ref +9, Will +2
Defensive Abilities Evasion, Poison Resistance +9 on saves vs. poison, Uncanny Dodge
===== Offense =====
Spd 30 ft.
Melee MW kukri +10/+5 (1d4/18-20x2), unarmed strike +9/+4 (1d4/20x2)
Ranged MW revolver +10/+5 (1d8/20x4)
Special Attacks performance strike, sneak attack +5d6.
===== Tactics =====
Before Combat Saffron prefers to keep things out of bloodshed, as she finds seduction normally gets her what she wants.  However if she can find no other option, sneak attack is always the favored method, using stealth before beginning combat whenever possible.
During Combat Saffron always attempts to have the advantage over her target, either in the form of flanking or avoiding their attacks whenever able using Acrobatics.  She also has no qualms about using her superior social skills to bluff, feint, beg, plead, or seduce her way to getting behind a poor bastard.
Morale Whenever it looks like the value of the take is less than the threat of bodily harm, Saffron gladly flees, knowing a new sucker is born every day.
===== Statistics =====

Str 10, Dex 16, Con 10, Int 14, Wis 8, Cha 18
Base Atk +6/+1; CMB +6  CMD 19
Feats Improved Unarmed Strike, Skill Focus (Bluff), Sleep Venom, Weapon Finesse, Weapon Proficiency Exotic (revolver) 

Skills Acrobatics +10, Appraise +6, Bluff +17, Climb +4, Diplomacy +11, Disable Device +12, Disguise +13 (+17 to appear human), Escape Artist +13, Intimidate +8, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nobility) +6, Linguistics +7, Perception +16, Perform (oratory) +18, Sense Motive +10, Sleight of Hand +12, Stealth +17, Swim +5 and Use Magic Device +9.
Languages Common, Chinese (Tian), Aklo   
SQ bardic performance, canny observer, charmer, fascinate bardic performance, honeyed words, inspire competence bardic performance, limber, poison use, sensual, subtle appearance, toxic, weapon familiarity (blowgun, kukri, shuriken)
Combat Gear MW kukri, MW revolver, +2  red eel hide jacket, amulet of natural armor +2, 30 cartridge bullets, 2 vials of sovereign glue; Other Gear peasant outfit (for her act), disguise kit, compass.  
 

===== Special Abilities =====                                                                                                                                                          
Bardic Performance (Su) Saffron gains the bardic performance ability and the fascinate bardic performance. Her fascinate DC is 18. She can use this bardic performance for up to 12 rounds per day.                                                                                                                                         
Inspire Competence (Su) Saffron can use her bardic performance to inspire competence. This bonus is +3 to the appropriate skill check.

Performance Strike (Sp) As a swift action, Saffron may expend rounds of bardic performance to gain a morale bonus on one attack roll. The amount of the bonus is equal to the number of bardic performance rounds expended (maximum bonus +4)                                                                                                                       

Toxic: Once per day, Saffron can envenom a weapon that she wields with her toxic saliva or blood (using blood requires her to be injured when he uses this ability). Applying venom in this way is a swift action.                                                                                                             
Vishkanya Venom: Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.                                                                                                                                 
Sleep Venom (feat) As a swift action, Saffron may alter the effects of her venom so the target falls unconscious. This changes the initial and secondary effect of her venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter the venom before applying it to a weapon.