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randomtangle · 8 days
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For anyone that’s worried that the new Shikanoko nokonoko koshitantan (My Deer Friend Nokotan) anime isn’t gonna be as yuriful as you hope:
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Beatrix LeBeau from Slime Rancher and Indus Tarbella & Mera Salamin from Epithet Erased, respectively.
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@randomtangle answering your reply in a post, because I have a lot of words to say about notebooks lmao.
So, quick answer first: I'm using a 2023 Hobonichi Weeks, which is a weekly planner. You can buy them from the Hobonichi website here, from Jetpens, or also Amazon.
I'm using the Weeks for a couple of reasons;
It's what Sean McCoy set up in the initial dungeon23 post!
I like the format of the notebook! The way that the weekly entries are one side, and a blank grid on the other is well suited to dungeon23 entries. The daily entries are also compact, meaning I focus more on getting something done rather than extraneous details.
I already liked Hobonichi as a brand, and the paper is very nice. The Weeks uses a super thin, but still fountain pen friendly kind of paper. I like to write with fountain pens (because they're fun) and the super thin paper keeps the notebook itself very compact. It is deceptively thin!
So for me, the Weeks ticks all the boxes! If you have the cash to burn on a fancy notebook, highly recommend them. That being said! The Weeks are a tad on the pricier size compared to similar planners (its a combo of the high quality, but also some of it is definitely branding).
If you're looking for something with a similar format to the Weeks, but you don't need the particular paper quality, searching for different weekly planners on amazon or etsy (or honestly just google Hobonichi Weeks dupes, or weeks planner)will turn up plenty of cheaper options.
Midori makes similarly formatted weekly planners, though they have cardstock covers and one planner doesn't cover a whole year (you'd need two). they're designed to work with their Traveler's Notebooks covers, but would work totally fine as just little notebooks! They also have very nice quality paper, and are in the same format as the Weeks (you'd want the standard size over the passport size, as a heads up).
The heart of dungeon23 is really just getting out there and writing! So you don't need a fancy notebook (I've seen people using all sorts and also going digital). But I do think a fancy notebook is fun. But I also like notebooks 😅
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randomtangle · 5 days
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Pokémon Horizons Headcanons:
(I’ll be using the English names but typically I prefer the Japanese ones.)
Mollie is transfem, and part of the Joy family. She either had a falling out with her family, or was discouraged from becoming a doctor growing up, due to being a “boy”, or both. Either way, she’s distant from her family and doesn’t like going into Pokécenters if she can help it. Mollie still wanted to become a doctor, but didn’t feel comfortable in the Pokécenters, thus opting to join the Rising Volteccers.
Orla has family back in Hoenn, that’s why she moved to Hoenn for work in adulthood. Source: Just trust me on this.
I’m only assuming this based off of his impeccable style, but I HC Murdock as being Alolan, moving to Galar later on. While yes he’s shown working with Mitchell, he is shown working with Katy, so I feel like he just gets jobs wherever he goes. The Corsola shirt and him having Rockruff are what convince me. Idk I just don’t think British fashion would produce something that cool. (I jest.)
Dot’s Quaxly know’s Ludlow’s secret.
Ludlow has a collection of Old Rods he would be willing to give out to interested trainers, but due to the fact that he lives on an airship, they mostly sit unused. He definitely has different-quality fishing rods.
Dot first got to personally know Iono through sending her an overly long and transparently anxious e-mail, asking for advice with videos and streaming and suggesting a date and time for the advice to be given, all that. Iono replied with “k”, and later got back to her.
Friede funded the building of the Brave Asagi with a research grant but mostly with Orla’s savings. Orla holds that she paid for 2/3rds of the ship over him sometimes.
Orla actually sorta made it big in her line of work back in Hoenn, and is the owner of a number of patented designs for boat parts.
Uh… might add more later, idk. These are just my silly thoughts…
Oh, and HeartstruckShipping is real. GuruminShipping is also real, too.
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randomtangle · 1 year
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THAC0 Thursday: THAC0
Time to explain THAC0! It’s quite simple, really.
First, what does it mean? THAC0 stands for “To Hit Armor Class Zero”, and it’s exactly that. What you need to roll to hit a target with an armor class of 0.
From this, you do a little math to find out what you need to hit a target with a different armor class. The equation is simple:
THAC0 - AC = x
So, if you have a THAC0 of 20, and they have an AC of 8, you need to roll a 12. This works for negative AC as well since you just subtract a negative, which is the same as adding its inverse, so if you have a THAC0 of 15 and they have an AC of -3, you need to roll 18 to hit.
That’s it! That’s all there is to THAC0! It’s not that complicated.
Thank you for reading! Hope you enjoyed!
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randomtangle · 1 year
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Hey! Found an old draft of mine, I never finished it. I might finish it later if I have the time, but I just thought… might as well post it! So, here you go!
Tabletop Tuesday: Konosuba: God’s Blessing on this Wonderful World TRPG
For this Tabletop Tuesday, I’d like to talk about Konosuba: God’s Blessing on this Wonderful World TRPG by F.E.A.R (Far East Amusement Research).
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Setting
Konosuba is based upon the light novel series of the same name by Satō Natsume. I can’t say I’ve read that series, but luckily the book has a section on the setting. It’s a pretty simple fantasy isekai setting. Magical world, starter town is named “Axel”, there’s an Adventurers Guild, the Demon King is bad, there’s a clan of magic users called the “Crimson Magic Clan”.
Rules
The game runs on a purely d6 system, so don’t worry about dice. First, I’ll explain character creation.
Characters each have a race, a class, and seven ability scores, as well as skills and items. There’s also the optional cheats, which are powerful traits that can massively unbalance play.
First off, your race. There are three races: Reincarnated Person, Native Inhabitant and Crimson Magic Clan Member. When you choose your race, you get to select a racial skill. Reincarnated Persons can get bonuses to their equipment (gifted to them as a boon during their reincarnation), Native Inhabitants can get bonuses to their stats and Crimson Magic Clan Members can get bonuses to their magical abilities. Races also affect your ability scores.
Next, Classes. There’s 12 starter classes: Warrior, Priest, Wizard, Thief, Adventurer, Archer, Elemental Master, Creator, Swordfighter, Knight, Lancer and Rune Knight. Additionally, there are four Advanced Classes: Crusader, Arch-priest, Arch-wizard and Assassin. You can only choose them at CL (Character Level) 10, so don’t worry about them. Classes modify your ability scores, HP and MP, and give you some skills unique to your class to choose from. You get 5 levels worth of skills, and can start with class skill levels up to level 2. Pretty simple.
Now, Ability Scores. There are seven scores: Strength (STR), Dexterity (DEX), Agility (AGI), Intelligence (INT), Perception (PER), Mind (MND), and Luck (LUK). They do pretty much what you think they do. Strength is for strength, agility is for agility, mind is your willpower, etc.
Skills are the meat of this rules sandwich. They vary from passive traits to unique actions that modify your rolls. Skills can cost MP, have checks and ranges and targets. Spells are classified as skills.
Items are your equipment. You get 500 KE to spend on items. Classes may restrict equipment.
HP and MP are your health and magic. As mentioned before, MP is used for skills. Action points determine the order of action for characters. Movement is your movement.
Now, onto combat.
Conclusion
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W.I.P
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BEHOLD
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SAMMY SALMONID
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Artorias
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Drawn by request of @ravhils .
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randomtangle · 1 year
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Splatbook Saturday: I adore AD&D 2E Splats.
I need not show any more proof than this cursed item from the Tome Of Magic:
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This probably works in other editions as well with little change, so… go banish your Wizards to bureaucratic hell! Thank you for reading, hope you enjoyed!
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I some upscaled HGSS trainer battle sprites manually
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The coloration might be a bit off. It was done by eye. Pictured are, in order: Pokémon Breeder, Lady, Young Couple , Ace Trainer, Parasol Lady and Lass.
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randomtangle · 1 year
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What you will find here:
This blog is a curated blog based upon a set schedule I have drafted. See more below, but basically I will try to post every day Monday-Saturday, on something relating to history, folklore or TTRPGs, just whatever fits the day. The schedule is subject to change, but in short, all of my posts will be my own, not reblogs (gasp!) if you want to see my other works and my silly reblogs and wackiness, check out my side-blog, @randomtangledoodles. Without further ado, here is the schedule:
Monster Monday
Posts on folklore and monsters, or enemies from games, or antagonist characters in all sorts of media.
Tabletop Tuesday
Mainly tabletop roleplaying games, but I’m not limiting myself. If it can be done on a tabletop, it qualifies.
Warfare Wednesday
Warfare and combat-related topics. This can get sorta out there so watch out!
THAC0 Thursday
Aka To Hit Armor Class Zero Thursday, it’s all about Advanced Dungeons & Dragons 2nd Edition.
Focus Friday
Basically a free day! I’ll post on a topic of my choice, or make a follow-up to a previous post.
Splatbook Saturday
If you aren’t in the know, a splatbook is a supplemental rulebook in a TTRPG. So posts on Saturday will be based on supplemental rules. Or maybe I’ll make a supplemental post? Who’s to say?
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randomtangle · 1 year
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Monster Monday: Ogres
Ogres are large, humanoid monsters that appear in folklore from around the world.
Art by me
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Etymology
In English, the word ogre is said to have first appeared in the 18th century, being borrowed from French ogre, from Latin Orcus, Roman god of the underworld and punisher of oath breakers, from Ancient Greek Ὄρκος (Órkos or Horkos), personification of the curse inflicted upon those who break their oaths and avenger of perjury. The work orc is a doublet of ogre.
Description
Ogres are often described as hideous and inhuman in their appearance, with first their large size as well as their abundant hair, disproportionately large heads, and often simply being ugly, just like their personalities. They are man-eaters sometimes particularly enjoying eating infants, and are often linked with giants in folklore. To describe them in one word would be “brutish”. They often have odd skin coloration. They are often compared to the oni of Japanese folklore, as well as Polyphemus from Homer’s Odyssey, the ghouls of pre-Islamic Arabic folklore, Grendel from Beowulf, and Humbaba from the Epic of Gilgamesh.
Narrative Roles
Ogres are a form of boogeymen, scaring children into not straying too far. They are also ideal stand-ins for evil rulers, many ogres have castles in folklore, their subjects controlled by fear of being eaten. They are warped reflections of humanity, emphasizing its worst traits, mostly gluttony and greed, the ever-consuming appetite of the ogre is never satiated.
Conclusion
Ogres are varied and useful in stories, able to fit many antagonistic roles. A truly classic folkloric monster synonymous with brutish behaviors and voracious appetites, ogres are easy to fit into any setting.
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randomtangle · 1 year
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Warfare Wednesday: Stone Tools
To start Warfare Wednesdays, I’m going to take it back to 3.3-3.2 million years ago to with Kenyanthropus platyops, the earliest known tool-making hominid.
So, stone tools. They are grouped by archaeologists into industries. Grahame Clark grouped the industries into a sequence in their evolution, from Mode I to Mode V. Let’s take a look!
Pre-Mode I
“Aha!” You cry, thinking you’ve caught me slipping up my act. “This isn’t Mode 1!” And you’re right. It predates it. In fact, it predates humanity. How does that work? Because Kenyanthropus platyops existed.
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This crusty old skull is responsible for these little guys:
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Weapons! Or, erm, tools, heheh. Flint flakes (yum!) made with knapping by use of a lithic core and a hammerstone. Sounds complicated but it’s literally hitting two rocks together. But you wanted human tools. Lets get to those.
Mode I: Oldowan Industry
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Pictured above is a drawing of an Oldowan chopping tool. The industry is named after the sites in Olduvai Gorge, Tanzania, where mass amounts of these tools were discovered. They are identified primarily by their core forms; simple river rocks. They were struck by spherical hammerstones, as shown by their conchoidal fractures (the way brittle materials fracture following no natural planes of separation). They were held proximally and brought down upon their foestargets. They are believed to have been manufactured by either Australopithecus garhi or Homo habilis.
Mode II: Acheulean Industry
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The Acheulean industry is named after the site in Saint-Acheul, France, where early human has lived since at least the time these tools were manufactured. They are notable by their bifacial quality and amygdaloidal (almond-shaped) shape. Most famous are the hand axes. Taking a look at Mode I compared to Mode II, the upgrade in quality it clear. Oldowan tools are cruder and simply one sharp edge on a rock, while Acheulean tools are more deliberate and thoughtfully manufactured. Due to their lack of a haft, they were probably not used for killing, but instead butchering. It should be noted that in folklore, tools such as these have been called thunderstones and kept as amulets, based off of the belief that they arose where lightning had struck.
Mode III: Mousterian Industry
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The Mousterian industry is named after Le Moustier in France, where examples were first discovered in the 1860s. They feature usage of the Levallois technique of knapping around a core (called a “tortoise core”, above) in the shape of the desired tool and subsequently separating it. (Pictured below). it is also known as “prepared core technique”.
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This allowed for smaller and sharper tools formed from the flaked tools. Just see for yourself!
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Mode IV: Aurignacian Industry
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The Aurignacian industry, named after Aurignac, France, is notable for its blades instead of flakes. We start to see daggers and killing weapons. It’s also notable there was a rise in bone and antler tools, but we’re not talking about those here.
Mode V: Microlithic Industry
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The Microlithic was by far the most advanced and varied. Long, geometrical tools, such as the harpoon depicted above (left) and trapezoidal ones (right) are just two examples of what the microlithic contained. These are your spear points and arrowheads. Finally approaching something that seems almost modern, if it were made of metal. (That’s foreshadowing.)
I hope you found this interesting! Thank you for reading!
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randomtangle · 1 year
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Tabletop Tuesday: Stars Without Number by Kevin Crawford
For this Tabletop Tuesday, I’d like to talk about the TTRPG Stars Without Number by Kevin Crawford.
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Setting
SWN is a spacefaring sci-fi TTRPG set in the distant future. On Earth in 2108, the spike drive, a device that allows faster-than-light travel, was invented. Soon humanity became a spacefaring race, colonizing space in an era called the First Wave.
In 2240, some children started to develop something called “Metadimensional Extroversion Syndrome”, or MES, which allowed them to channel metadimensional energy with their minds; Psionics.
Psionics were quickly harnessed and used to advance humanity, leading to pretech and psitech, highly advanced technology thrusting humanity forth with their colonial efforts. The Jump Gates, massive rings powered by choirs of psychic teleporters, allowed humanity to spread further than they previously could.
But the Second Wave wouldn’t last. In 2665, a massive wave of metadimensional energy swept over all of human space, and all psychics were killed or driven to madness. The Scream was followed by the Silence, the Jump Gates inoperable, the colonies cut off from the core worlds, humanity fell quiet.
The game take 600 years after the Silence, as humanity begins to pick itself up again.
Rules
SWN is modeled after old-school TTRPGs like those crafted by the old TSR crowd.
Characters have six attributes: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis) and Charisma (Cha). To determine them, you either roll 3d6 and assign them in order, then if you want change one number to 14, or you can use the array of 14, 12, 11, 10, 9, 7 assigned as you wish. The score of the attribute determines its modifier (mod), which is used in skill checks, attack rolls, and saving throws.
A character has three saving throws: Physical (15 minus better mod of Str or Con), Mental (15 minus better mod of Wis or Cha), and Evasion (15 minus better of Dex or Int).
Characters also have a background, which you use to determine your skills. Skills and backgrounds are pretty simple, the only thing you should know is that skills have levels which you use to add to checks along with the pertinent attribute modifier. There are also psychic skills, which I will get into later.
Then you have your character’s class. There are three classes: Warrior, Expert, and Psychic, as well as the fourth class, Adventurer, which is more of a special group of dual-classes (Warrior/Psychic, Expert/Warrior, Psychic/Expert). There’s more classes in expanded material but we needn’t get into that here.
Warriors have and extra 2 Hit Points (HP) and a 1st level attack bonus of +1, get one extra level in a combat-related focus (I’ll get into that later) and once per scene (encounter) as an Instant action, they can turn a missed attack roll into a hit.
Experts get one extra level in a non-combat-related focus, and upon leveling up get a bonus skill point to spend on any non-combat, non-psychic skill. Once per scene, Experts can reroll a failed skill check.
Psychics are able to learn psychic disciplines and techniques, and get two psychic skills as bonus skills (you can pick the same skill twice to make it level-1). Psychics have an Effort score equal to 1 plus their highest psychic skill level, plus the better of their Wis or Con mods, with a minimum of 1 Effort.
Adventurers are a mix of two classes, and thus get abilities depending on the classes they partially belong to.
Partial Warriors get a free level in combat focus, a +1 attack bonus at 1st and 5th level, and +2 HP per level.
Partial Experts get a free level in a non-combat focus, and an extra skill point each level for a non-combat, non-psychic skill.
Partial Psychics get one psychic discipline as a bonus skill at level-0, and cannot learn or improve any other psychic skill. They have an Effort score equal to 1 plus their psychic skill level, plus the greater of their Wis or Con mods.
Now, Foci. Each character gets one focus during creation. A focus is a particular trait or talent of the character that sets them apart. Foci have levels which determine how powerful they are. Some foci are ones like Die Hard (makes it tougher for the character to be killed) or Sniper (makes certain shooting attacks more deadly).
Before we go to equipment, let’s talk Psionics.
Psionics are an important part of SWN. Psychics and Partial Psychics can harness metadimensional energy to use in a variety of ways, divided into the six disciplines. Each discipline is represented with a psychic skill that the Psychic must train. Within these disciplines are many techniques which are what Psychics actually do in the game rules. Techniques are powered by Effort, which is Committed to a technique for the time specified, ranging from just for a moment to the entire day. It returns after the technique is completed. If a Psychic runs out of Effort, they can Torch, which gives them an extra Effort point for the rest of the scene, but often at the permanent detriment to their attribute scores. Here are the six psychic disciplines:
Biopsionic techniques deal with living creatures. They can heal and repair as well as harm and debilitate.
Metapsionic techniques alter the Psychic’s other techniques and power over psychic energy itself.
Precognitive techniques deal with prediction of future events and the altering of them.
Telekinetic techniques manipulate matter, and are often useful and powerful in combat.
Telepathic techniques concern those of mind-reading, brainwashing and thought broadcasting.
Teleportative techniques move matter from one place to another nigh-instantaneously, once used in the Jump Gates.
Now, onto equipment. You can either choose an equipment package (preselected equipment, useful for quickly-made characters) or receive 2d6x100 credits to spend. Equipment will be extremely important to our next topic: Scenes.
Scenes are times in the game where the GM might require the players to roll some dice, either as saving throws, skill checks or as part of combat.
Saving throws are easy enough. When the GM requires a saving throw, you roll 1d20 and try to beat or match the given score, usually your pertinent saving throw, possibly modified if the GM so wishes.
To make a skill check, you must roll 2d6 and try to beat or match the check’s difficulty, set by the GM. You can add your pertinent attribute mod and skill level to the check. If an ally attempts to help, they make a check too (it doesn’t have to be the same, negotiate with your GM), and if they succeed, they add +1 to your check.
Combat is a bit more complicated. First, everyone rolls 1d8 for initiative, adding their Dex mod. This determines the order of actions of the round, highest goes first, lowest goes last. One side of the conflict might be surprised, depending on the situation, in which they do not act for that round.
In the round, on your turn, you can take one Main Action and one Move Action, as well as any amount of On Turn Actions. Instant Actions may be taken anytime, any amount of times. Main actions are your typical attacks and skill checks. Move actions concern movement, On Turn actions are quick but only on your turn, such as dropping to the floor or dropping an item, and Instant actions are your split-second reflexes.
Attacking requires an attack roll to hit. To do so, you roll 1d20, modified by your attack roll bonus or other modifier determined by your GM. If you match or beat the required score, you hit the target and deal damage, determined by whatever you are attacking with.
There are more rules to speak of, such as Hacking and Starships but most are either variations of the rules shown above, or are GM rules I needn’t list here.
Conclusion
Stars Without Number is a game that is easy to get into, with its fairly simple rules, and quite freeing to run, drawing from the old-school TTRPGs many adore. I would highly suggest checking it out. There’s a free copy available legally online!
Thanks for reading, hope you enjoyed!
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