geek

Comic Book Idea Fleshed Out

The car crash that took my legs wasn’t really anyone’s fault. It was winter and the roads were slick. We hit a patch of black ice and swerved into the other lane. All I remember are bright lights and a screech.  Then I woke up in the hospital. I didn’t notice I couldn’t move my legs until the doctors asked me if I could. I was bruised and banged up but somehow it didn’t register that there was pain everywhere but my legs. Some people may have been in my position and been disheartened, and don’t get me wrong I totally was for a little bit, but I couldn’t mope. That just wasn’t me. When I realized that I hated the person I was turning into, I turned to the one thing that had always helped me get through hard times, engineering. I did research and tests and built computer models and physical models. And finally, I had a pair of hydraulic legs. I had to ask a friend of mine for help developing the neural interface, but the rest of the work was my own. And in the end, I could interact with the world in a way that someone with paralysis had never done before.

I knew I had to help others like me, so I started trying to find someone to produce my technology and share it with others who needed it. That’s when Ms. Forseon approached me. She was a striking lady, and I’d never met someone like her. She was smart, funny, charming, and just happened to run a multi-billion dollar tech company. She wanted to make my leg technology available to other paralysis victims, and maybe even develop other limbs and enhancement. She painted a beautiful picture of a world where no one had to feel left out or disheartened by paralysis. I was so naïve…

So, I handed over my designs. The first thing she did was patent all of them, and that’s when I started getting suspicious. Then, some villain who called herself Eon Force showed up wearing a modified version of my design! I went to the police, my parents, my teachers, but nobody believed me! They all said that I was too young to concern myself with such things, and that I should go play with my dolls or something. As more and more villains showed up wearing bits and pieces of my technology, I finally had to take matters into my own hands. I engineered a full suit based on my original legs, and set out to stop evil on my own.

Some concept art:

Eon Force Ms. Forseon, normal

 

 

 

 

 

 

 

 

 

 

 

super hero

If you want to make your own super hero, here are the creators I used: Eon Force/ Ms.Forseon and Cybergirl

Brainstorming Kid’s Book Ideas

Idea 1:

A young girl creates worlds with her mind, but eventually she gets picked on so much she grows out of it. She goes through life trying to fit in until she meets an extraordinary child who shows her the magic inside her again.

Idea 2:

A children’s story told by parents in the Warhammer 40K universe about the Emperor of Man.  The story is meant to teach kids about their ruler and indoctrinate them into the religion. The book tells of the savior of mankind and his wonderful deeds while glossing over the bad parts.

Idea 3:

The story of two changeling children in the Dresden Files universe. They realize together that they are different and special and become fast friends. However, as they grow they discover that one is Summer Fae and one is Winter Fae. They struggle against their ‘destinies’ and in the end discover that friendship can overcome many odds.

Idea 4:

I comic book about a young girl who loses the use of her legs as a child but learns about technology and engineering to create a new set of legs. She is pressured by a big corporation to sell her designs to them, but finds out that they are trying to create super soldiers with her proposed technology. She ends up having to don a mask in order to take down the corporation and save the world from their evil plan.

If any of you out there are artists and feel inspired contact me please. Or if you want to steal my ideas I guess that’s okay too. I don’t really care who writes them but I think we definitely need more nerdy children’s books.

A Call to End Nerd Girl Shaming

A lot of people have written about what it feels like to be a girl nerd. It can be very hard sometimes, and I happen to attract a lot of negativity because of my appearance. This is me:

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I clean up pretty good, right? I have been on both ends of the spectrum that this ↓ comic cleverly outlines, and neither side is fun.

However, I have also been fortunate enough to experience the middle ground, the ground where I am treated as an equal and not an item to be worshiped or mocked. As my previous post has shown, I enjoy the Warhammer 40K universe, and I was lucky enough to learn about it from a group of gamers who were patient and understanding. They knew that I was new to the nerd community and treated me like they treat all newbies. I was not afraid to learn as many girls are because I didn’t have to deal with the snide comments or the rolling of the eyes. I knew that I could ask stupid questions and only get good-naturedly mocked before being taught.

In order to become a proofreader for Fantasy Flight Games, I had to take a test to prove I was familiar with the Warhammer 40K universe. Needless to say, I was not. So, I did the only thing I could think of. I Googled it. I figured there couldn’t be that complicated (spoiler: it is). Luckily, the test questions were simple enough to answer and I got the job. I was also so blessed to be working with a friend of mine who lived and breathed Warhammer. He was editing a series of books in the DeathWatch line and that’s where I really started to learn and love 40K. I met with him when he gave me my first chapter to go over the edits and proofreads that I made. I asked him a whole slew of dumb questions about the game and the universe which led to a very interesting and enlighten discussion about how awesome 40K is. He never made me feel like an idiot for not knowing, and that helped me get through the newbie phase and into the obsessed with the universe phase. Now, I am nowhere near an expert, but I can hold my own.

Unfortunately that is not the case for a lot of other girls. Girls who try and learn about new nerd things are often greeted with scorn and rude behavior.  So, let’s all make a pact today, nerds of every gender. Raise your right hand and repeat after me, “I solemnly swear to uphold the sacred oath I am about to take. I acknowledge that nerd girls are people too. I will treat them no differently than any other nerd. They are not ‘nerd girls’, they are just nerds.”

Beginner’s Guide to GMing

Hello lovely people! I hope you all had a wonderful weekend. Today I’m going to talk about the wonderful world of GMing. For those of you that don’t know, GM stands for game master. This title is given to the person in tabletop role-playing games, or RPGs, that runs the whole shebang. When I started GMing, I was kind of just thrown into the mix and had no idea what I was doing. Thus, this is the quick and dirty beginner’s guide to being a GM.

Step 1: Pick your game. There are tons of universes and game systems to choose from, and choosing the right one to fit your own style and the style of your players is key. Some systems are easier to get started in than others, and some universes are easier to approach than others. My advice is to talk to your future gamers and see what setting they would like to play. Here are some of my suggestions:

Fantasy – if your players want to play a traditional fantasy setting, I would suggest playing the old standby, Dungeons and Dragons. The newest installment of this system has premade characters as well as adventures to make newbies comfortable. However, it is also highly customizable and easy to manipulate if the GM or characters wish. This system is ideal for GMs that like involved stories as well as killing monsters.

Science Fiction – As much as I would love to suggest my favorite RPG universe Warhammer 40K, I can’t with good conscience suggest it for new players because it is a fairly advance style of gameplay and universe.  If you want to play a sci-fi universe, I would suggest the Star wars RPG. This system is easy to pick up and a universe that most people are at least a little familiar with. There are premade characters and settings available for the game system as well which makes it easier for new GMs and gamers. This game is ideal for people that like fast-paced game play and interpersonal intrigue.

Horror – This is a tricky one because it’s not a very popular genre, but Call of Cthulhu is a great place to start. This game provides fewer premade settings and no premade characters, but the horror aspect of the game is well thought out and definitely creepy. This system is great for people who like getting creeped out and don’t mind their characters dying in the game.

Step 2: Learn as much as you can about the game. The easiest way, in my opinion, to do that is to Google the game system and read the Wikipedia page. Then, buy the book. Most systems have a book specifically for GMing, but even if there isn’t a book just for the GM there is always an introductory book. Once you have the book, read the whole thing. It may get tedious and annoying, and you definitely won’t remember every bit of it, but you will get a really great feel for the game. This is important because different games require different types of GMs. (For example, a survival horror GM needs to scare the characters and one way to do that is to be barely cooperative with the players while a D&D GM needs to be fully cooperative with the players.)It will also probably help to inspire you if you are creating your own story. The other vital reason that you need to learn about the game and not just GMing the game is that your players will be looking to you for answers. When they create their characters and when they play you need to be the reigning authority on rules. Of course, GMing is a collaborative process and listening to your players is important, but they will also be coming to you for answers when they get stuck.

Step 3: Plan out your game timeline. At this point in your prep you need to figure out when you’ll actually be playing. Is this going to be a weekly game? A one shot? Do you need to meet up once just to make your characters and introduce the setting? If you’re playing with new gamers I would suggest devoting an entire meeting to setup and general troubleshooting. You can even run a mini-campaign to help your gamers get a feel for their characters and the setting. The timeline also helps you figure out how much time you have to prepare and how deeply you need to delve into the game. If you plan a one-shot campaign you don’t need to have as in-depth a plan for the game as a multi-week campaign, obviously. Also if you are busy outside of the game, maybe planning to meet biweekly or once a month would be better because you would have more time to prepare.


Step 4:
Plan out your actual game. This can be as simple as picking the ‘boss’ monster that your players will be fighting and a series of stronger and stronger minions to get them there. Or it can be as complex as a fully realized dungeon with multiple outcomes based on the players’ choices. Each gaming system has its own ‘rules’ for the ideal game, but feel free to play around with them. It also helps to know your gamers and find out what they like. Always remember, however, to remain flexible. Gameplay will rarely go exactly as you plan, but allowing yourself to be fluid will make it much more enjoyable for both you and your players. It is also important to plan out various tiers of difficulty. If your players are killing everything too easily it will become boring, but if the characters are dying too easily the game will end too quickly. Even in a survival horror game, the main draw is the suspense of almost dying not the dying itself.


Step 5:
 
Gather your supplies. It is important to be fully prepared for the game. I suggest making sure you have: lots and lots of dice that pertain to the game system you are using, the rulebook on hand, an empty notebook and lo of pens and pencils, extra character sheets, and extra paper and pens. It is always better to be over-prepared.

Step 6: Play the game. The main advice I have for this stage is to remember that you’re doing this to have fun, and the players are most likely your friends. This can be hard because you probably spent a lot of time on your campaign and it might flop with your players, but it’s always important to remember that it is just a game. Also, I suggest having food readily available. Most campaigns take a couple hours and having something to munch on makes the gaps between a player’s turn much more enjoyable.

Step 7: Evaluate and adapt. This is especially important in long campaigns. Adapting your story to fit your characters will make the game go smoother and be much more fun for everyone involved. However, I think it is also important for one-shot campaigns because evaluating your game can make the next one-shot you do even better. For a first time GM it might also be useful to get feedback from your players especially if they are RPG veterans. When I was first starting out I got the best advice from my players. They provide a useful perspective on the game that you can use to make future games better.

Step 8: Plan your next campaign! Be it the next campaign in the series or the next one-shot, once you GM once you will inevitably want to do it again.

Nerdy Valentines!

Here are some awesome nerdy valentines!

Doctor Who

Chemistry

Supernatural

Game of Thrones

Computer Science

Sherlock

Superheroes

Comment with your favorites! 🙂

Beginner’s Guide to Warhammer 40K

Today is nerd day and I am going to kick off this theme day with one of my favorite game universes: Warhammer 40K. A lot of you may not have heard of this universe as it is not a very ‘mainstream’ one; others of you may have heard of it, but been intimidated by its vastness and dept. So, I’m here to help you out with my:

Beginner’s Guide to Warhammer 40K!

The first thing you need to know to begin your foray into the 40K universe is what types of games are based there.  This universe was created with a miniatures game and has expanded to encompass books, graphic novels, pen and paper RPG’s, board games, video games, and card games. This allows the universe to be accessible to many different people and interests.

Next you need to delve into the universe itself. When I first did this I must admit I was overwhelmed by the extent of information out there and how huge the universe was. That’s why I’m going to help you out and give you the short and sweet version. Here’s the run down.

  • The game is set in the 41st millennium.  The human race has spread out over millions of planets and most are part of a ruthless theocracy called the Imperium of man.
  • A return to mysticism after the Age of Strife led to a severe regression in technology and scientific advancement, but the Emperor of Mankind and the Senatorum Imperialis, whom he left the day to day running of the imperium to, is trying to bring the human race back to the light of reason and technology after uniting them.  
  • The imperium is constantly at war with alien races and the forces of chaos who are vying for ultimate control of the galaxy. These forces are primarily: Orks, Tyranids, Chaos Space Marines, dark and light Eldar, Necrons, Chaos Daemons, and the Tau. 

  • There is a parallel dimension made up of psychic energy. In this dimension dwell the Chaos Gods, and is the only means of faster than light travel available to humanity. It is a nightmarish dimension of terror and insanity, and is how psykers get their power, and why they are so prone to madness. There are four Gods that dwell in the Warp, as this dimension is known. They are: Khorne, the God of war and battle; Tzeentch, the God of change and sorcery; Slaanesh, the God of pleasure and sensation, and Nurgle, the God of death and decay.
  • The main fighting body of the imperium is the Imperial Guard, but there is a highly elite force called the Space Marines. They are genetically modified soldiers that are created to be faster, stronger, and more skilled than normal soldiers. They don’t get sick with human diseases, and they can sustain wounds that would kill a normal human many times over.  
  • They are created by a strict regimen of genetic modifications, psycho-conditioning, and rigorous training. They are also given a suit of power armor that gives them even more strength and stamina as well as some of the most powerful weapons in the galaxy. Each space marine is born into a different chapter, and that chapter decides what types of challenges they face and skills they acquire.

So there you have it, a super simple run down of WarHammer 40K.