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#round 1: action/adventure
prokopetz · 7 months
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Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Update 2023-10-30: Print-and-play card decks are available here:
http://penguinking.com/this-isnt-even-my-final-form/
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, after resolving that action, perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever end up with zero or fewer dice for any reason – either because your dice pool was empty to begin with, or because some effect obliged you to discard every die you rolled – you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action; your action remains lost even if this Condition is removed before the end of the round. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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deepmochi · 4 months
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SYNASTRY: Venus in the houses (7th-12th) part 2
♡♡♡♡♡♡♡♡♡
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Note: Honestly, I had a draft for the 2nd part, but probably I deleted by mistake, or tumblr did it (idk). Maybe, That's why I thought I already posted the 2nd part, but I was wrong.
Part 1 🩷
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♡ Venus in the 7th house ♡
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These couple usually views commitment as all or nothing, are you in or not? They have strong values about true love, and they will follow them. Love is viewed as a contract by their souls or hearts. If they break any aspect proposed, they know it's the end. They can be reflections of themselves either the good or the bad. When the contract is done, it's over. The Venusian sees the house person as a very stable being. They feel safe and prepared for them. These two may live together before the year of knowing each other romantically. The pair just feel ready when it's about commitment. The house natives perceive the Venusian as very "wife/husband" material for them. With this overlay, their personalities blend well and work together. It feels natural for both of you to be close and intimate together. For others is moving too fast, and for them is easy to become intimate with each other. The seventh house person fits well for the planet native. These two feel like it's a soulmate connection, very easy. You’re both drawn to please each other. It's a very strong connection for long-term relationships. It takes time for them to move on if they ever break up. If Venus has bad aspects, it can be a toxic relationship. The reason for this, it's that they prefer to stay together instead of being alone or start something new. Intimate gesture like hugs and someone hand guiding the other. Cooking dates and going out at night the most. "Here, I bought this?";morning texts: " how are you today? My day...." "Can I call you, I miss your voice"; " My mom ask if we can go to her party?" ; "we should go to that restaurant"; Formal clothes; "hey, look me, they don't know how worthy you are". They like to spend time with people they love. Balance. If Venus cooks today, the house will do it tomorrow. Wearing nice clothes and a good perfume to impress the other. Compliments and physical touches, especially kisses in the cheek. Cheesy things like love letters. Having "the song" or the place.
♡ Venus in the 8th house ♡
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These two have a different kind of love. The Venusian feels like the house person bring something in them that they can explain. Sometimes, these people have taboos to share. Death has impact their lives. The house person may become obssess with the planet person. Sex isn't a way emerger together. Usually, they possess the same interest in taboo topics. In the beginning, Venus feels attracted to the house, but it's also scared of them. Their sexual energy is intense. The 8th house person wants to know the Venusian's secrets and fears. Both are possessive, but the house win the round. They detest when their partner don't respect them. Their relationship status will remain a secret for the public eye (in the beginning). They would share many things even traumas (if hardly aspected). The house native will protect the Planet from the world. Sex can be very intimate or aggressive (bsdm stuff). These people will not be the same they were when they met. For them, love is intense and transformational. The house feels that the Venus native is trustworthy, but they need to see their actions. Holding hands during intimate times. During sex they will talk and have intense stares. "I don't like that person, be aware of them", "Here, use this for yourself"; "if you need money, just let me know"; "don't lie to me, I know you are sad"; his/her hand on your thing while eyes are on the road; taking notes of your gestures. They have weird hobbies together and enjoy dark humor too. Moonlight sex and long sessions.
♡ Venus in the 9th house♡
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These individuals perceive love as a new adventure and try to go with the flow. If they're mature, they prefer to maintain a very healthy relationship. Both prefer to travel and know about new places and cultures. Love is not as other say. They may prefer to do things their way. Venusian isn't instantly involve, but they see the house as interesting. For the house native, the planet is nice an attractive, but they will not force things. The house native could be older than the Venusian. The house person likes the planet manners and life vision the most. They see the commitment as an experience. Sometimes, marriage isn't obligatory requirement. They may enjoy walks, museum, and play board games. One could be from another country or have a different culture. Their relationship presents a new chapter in their lives and their families. Besides, they like to engage in intellectual debates, maybe they are into philosophy. If they broke up, they will try to be professional or move on. They can meet later in life after maturing. It's likely that you will work together or in the same environment. Having a child or more is possible, so use protection. "Look at here, we can travel here"; "aww, baby, you were right they declare that"; ["I really want to buy that book" / "baby, you have that book already"]; Saving for vacations; buying esch other souvenirs or antique objects as gifts; reading books and doing a small debates about it; *knowing each other during trips, universities, conferences, cultural events, and religious activities" Buying new editions of books. Love to try new foods or learn about new places together. They could meet while traveling or in college.
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♡ Venus in the 10th house♡
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Coworkers to lover vibes. They are comfy with being mature. Similarly to the previous combo, the house partner is the older one or has more experience. This partner also has more dominant energy. They could meet in different levels. The negative aspect is that they could be very nitpicking and too logical when it comes to love. The planet individual sees the house person as straightforward and mature. Partnership is very important is like a contract. If one of the part broke a part of the deal, it's done. They can work together or met during their carrer path (college, conference). They are straightforward and mature when approaching the other. If badly aspect, it could have a power imbalance (not good). Big egos over emotions, this is the start of arguments. They plan their dates. The planet person accepts that the house individual cares for their image and professional life. The Venusian isn't afraid of being a home stayed wife. Here the Venusian knows and appreciates the house efforts to balance their stability. Nonetheless, the house person must value the venusian support. Doing plans after they leave the work; caring for the other in profesional settings; making food or leaving notes in the stuff *you can do it* in their computer. Making each other feel valuable "Here, i make you favorite food"; let's celebrate your new position"; *making time to luch together*; naming the other whenever they can "I'm grateful for my wife meals and support"; giving gifts and showing their s/o in public. Even thought people think they aren't super romantic, they will try to match things. It could be rings, watches or wearing the same brand. Looking good.
♡ Venus in the 11th house♡
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Love depicts a friend to lover storyline where both care for dreams and humanity. It's very possible that they met when they were helping other people. The Venusian fits the house' s ideal type. They seem more friendlier than other couples. You wouldn't think they were dating. They prefer to joke around, but they love each other. The Venusian share the dreams the house native have for life. It's also likely that they like each other in the future, even if they met since birth. They prefer to have experience with love before settling down. Its common to see them as "I thought they were friends". The Venusian see the house person as humanitarian and very interesting. Stay protected because big family can be a thing. The must clarify about what is a family for both. The house perceives the planet native as beautiful and too much to some people. Together, they will form a very unique pair and family. Regardless Venusian feel the planet as hopeful person. The eleventh house person sees a future with the venusian because they feel understood. Love for the house is independent, and the venusian can see this as as a relief. Making fun of the other in a non hurtful way. "I can't deal with you right now *kiss them*"; "Alexa play Celine one" *grabs the venusian; *hugs their s/o when they're cooking*; being romantic when they're alone; sending spicy texts "come home, I'm ready"; talking about the future; matching devices or wallpapers; a lot of trust, they share passwords. Having the same or similar friends. They like to help. Donating for other people as a hobby or helping to people who need. Dates in the nature. Cleaning beaches, rivers or places.
♡ Venus in the 12th house♡
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Love is simple but blurry. They can't get confused in how they love. The house sees the Venusian see them as the real deal. The planet perceive the house native as too good for them. There are some blurry aspects that they don't understand. When this synastry happens, it can feel too blurry for outsiders. Sometimes, they feel as friends and others as partners. At times, they hide their feelings without realizing or because they don't want to hurt the other. The house may hide their crush for the planet (too well). The Venus feel like the house person hides things for them. The house native don't want to bother the venusian. The house wants to give all they have to the venusian without having a concrete reason (maybe they are friends, but they are their #1 friend). This connection feel very special even divinely guided. The house is very observant with the Venusian Different backgrounds, it's possible that the house person has faith or not. One (usually the venusian) is more intuitive. Venus comes to open the house's eyes to other knowledge. The house will do all they can, so the venusian is happy. They can be soulmates (even non platonic). On the negative side, they don't have good communication because they avoid confronting each other. Both have experience paranormal activity, but only one believes more. The Venus person will try to invite the house to their home (pure opening of their soul). The Venusian can be quite delulu, but the house see it as funny. They met when something is ending for the Venusian. Romantic times, home dates, asking the other about thing carefully, a special vibe around them. *Big smiles and shiny eyes*, "I buy you this; you tell me two months ago around 9pm" "aww thank you", "are you sleeping well?" - "yes" , *astrology or tarot talks* "can you give your birth time?" - "12:34 am" " it was bad?" "No, we match". Talk about paranormal activities like any other topic, special dates, random celebrations, secret spots, discreet dates, spirtual conection, they may understand the other, but can't explain it.
Take what resonates only. 💚
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thisisnotthenerd · 12 days
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statting out the rat grinders
this analysis is based on what we've seen of the rat grinders and their abilities in ragenarok. a few assumptions: if we follow my original xp analysis of the rat grinders that puts them at a comfortable level 19. however, we know that they've been doing far more than that, and that they may be unevenly leveled.
we know from the adventuring party that they have 20th level class/subclass features, without the benefits of leveling through it: no ASIs or feats, no additional hit dice, no hit points reflecting 20th level. the rat grinders are glass cannons to the extreme. i would guess that their stats and hit points are roughly equal to the bad kids at level 14, which leaves them vulnerable to being taken out within a round or two: if they fail a couple of saves they're stuck. what they do get is high level spell slots and the improved proficiency bonus for their best skills.
i'm presuming that the rage stars have this effect; granting access to power that your body can't support, using rage and deep emotion to sustain this state. they're functionally equivalent to the bad kids, given the bad kids' other resources and tactical cooperation. the bad kids do big damage every time because their resources are more measured--they don't have a 9th level spell to drop on the first turn.
kipperlilly copperkettle
class: mastermind rogue
level: 20
estimated hp: unknown (21 damage taken)
abilities: 10d6 of sneak attack, expertise to stealth, bonus action help, insightful manipulator (read for abilities), misdirection (move attacks to others in your space), reliable talent, soul of deceit (mind can't be read), elusive (no advantage against you unless incapacitated), stroke of luck (turn a miss into a hit/check to a 20)
commentary:
i can believe she's a level 20 rogue based on her damage output. i don't think her weapon is enhanced, so it's likely not adding much to her output. riz regularly does more damage because he has magical enhancement to his weapons.
she seems more like an assassin rogue than a mastermind--she does a lot of sneaking around the battlefield to get the drop on people. she could have thrown bonus action help but stayed out of range despite having ranged options. she also doesn't have magical means of her own to hide, presumably because she wasn't using it during this fight. not much on her hp at the moment, but i'd guess she's squishy based on her strategy.
buddy dawn
class: light cleric
level: 20
estimated hp: unknown (75 damage taken)
abilities: full suite of spell slots, warding flare (impose disadvantage on an attack roll), channel divinity, potent spellcasting (wisdom modifier added to cleric cantrip damage), divine intervention, corona of light (enemy disadvantage against fire/radiant damage)
commentary:
buddy has spent two turns of this battle holding concentration on a banishment and trying to dispel a slow on ruben. not really doing too much to help his party. he could have healed oisín but didn't. it speaks to their priorities as a group that he wasn't healing. he was there to banish the poll box and participate in the ritual, not really as a functional combatant.
honestly he's the purest example of what the rage stars do; they can give you power, but that means nothing if you don't know how to effectively use it. buddy hasn't protected himself or his allies at all
ivy embra
class: gloomstalker ranger | arcane archer fighter
level: 11 | 9
estimated hp: ~78 (78 damage taken)
abilities: action surge, hunter's mark, dread ambusher (extra attack on first turn), extra attack (1), iron mind (wisdom save proficiency), 4 arcane shot options (2 uses), indomitable, land stride (no difficult terrain), indomitable, stalker's flurry (on a miss you can make another weapon attack)
commentary:
i split her at 11 | 9 because we know she doesn't have 2 extra attacks, and she attempts stalker's flurry but fails. the arcane shot she used (halving an opponents speed with a con save) isn't technically a standard arcane shot option.
she really doesn't have the hit points to suggest she's 20th level. even assuming no bonus to con, average hp from from 20d10 (10 from ranger, 10 from fighter) would be 110. it's closest to 14d10 with no con modifier. also this would put her on even ground with the bad kids. this is what i used to estimate the rat grinders being similar to the bad kids.
oisín hakinvar
class: conjuration wizard
level: 20
estimated hp: ~90 (121 damage taken)
abilities: full suite of spell slots, arcane recovery, minor conjuration (summon an object), benign transposition (30 feet teleport swapping with a small/medium creatures), focused conjuration (concentration can't break on conjurations), durable summons (all summons get 30 temp hp), spell mastery and signature spells
commentary:
even though he died before his turn, i can believe oisín is a level 20 conjuration wizard, based on what we saw at the party. i'd guess what he did is some sort of ritual on top of a control weather.
hp-wise he falls in the range of for 14d6+40 assuming he has +2 to con. it works on the high end. i'd guess his actual total is lower than the damage he took, since brennan said he was on death's door after taking 86 damage, so i'd say no higher than 90, even though he took a total of 121.
ruben hopclap
class: whispers bard
level: 20
estimated hp: ~75 (75 damage taken)
abilities: full suite of spell slots, bardic inspiration, psychic blades (psychic damage from weapon attacks), words of terror (1 minute to seed paranoia), mantle of whispers (steal shadows of the dead), magical secrets, shadow lore (charm a creature for 8 hours)
commentary:
the only spellcaster of the rat grinders to actually use their high level spells in this fight, with the psychic scream that didn't stun the bad kids. he actually did get both spells off despite the slow, but couldn't counterspell or grant inspiration.
hp-wise he's in the normal range for a 14th level bard at 75. he did roll nat 1s on both the slow and the fireball saving throws, and failed synaptic static by 1. man is bad at saving throws.
mary ann skuttle
class: berserker barbarian
level: 20
estimated hp: unknown (52 damage taken)
abilities: rage, frenzy, mindless rage, intimidating presence (action to frighten a creature), brutal critical, resistance to psychic damage, relentless rage (drop to 1 while raging instead of 0), persistent rage (rage only ends if unconscious), primal champion (STR & CON go up by 4, for a max of 24)
commentary:
we haven't seen very much of mary ann--she got slowed and then couldn't effectively get anywhere for 2 rounds of combat. i'm excited to see what she has in store. i'm guessing she has more hp than the rest of the party by virtue of being the barbarian, but as a berserker she only halves bludgeoning/slashing/piercing, and the bad kids have a lot of other damage types that they work with.
i'll be back with more next week: covering the gaps in this analysis and maybe hitting jace and porter.
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anim-ttrpgs · 3 months
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It was mentioned that EUREKA would be the easiest DM-able system ever. From a newcomer's perspective, how is it so?
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Well, firstly, it strongly encourages the use of prewritten adventure modules, which just already take a lot of work off the GM's shoulders, and maybe others can elaborate on how much of a burden that is lifting, but it isn't exactly very unique to Eureka.
What Eureka does do however is have rules and play advice which enourages, or even necessitates, players and player-characters taking initiative and driving the story themselves with their own deliberate actions, rather than sitting back and asking the GM "okay where are our characters going next?" The game in general both encourages and facilitates a very hands-off GM approach where the GM's main job is to be a referee for the rules and a voice for the NPCs, not a novelist that inserts the names of the PCs into their plot. There's a lot of similarity here between this approach and a lot of OSR type games' "situations, not plots" approach. This makes feel more like playing a game than being a full-time job.
None of the character abilities in Eureka necessitate that a certain NPC exist for them to work, meaning the GM will never have to come up with a whole character on the fly that has a whole believable relationship with the PCs. In fact, there is an optional system in Eureka by which the players are the ones who come up with NPCs their PCs know, using a series of questions to formulate their relationship to one-another and then handing that over to the GM.
Many things that are traditionally up to the GM in many other RPGs or RPG-groups such as note-taking and in-game time-keeping are instead explicitly assigned to a player.
The system just also has a lot of rules for helping GMs make calls in many different situations, rather than having to arbitrate a bunch of mechanical effects on the fly, and has very simple and easy-to-work-with NPC stat-lines.
All of these things and more add up to a lighter workload for the GM, so that instead of the effort investment in a 1-GM-4-player group being split 80-5-5-5-5% like in D&D5e and many other popular systems, in Eureka it's split more like 40-15-15-15-15%.
Check out our Kickstarter page for the best accumulation of info on what Eureka: investigative Urban Fantasy even is! The Kickstarter campaign launches April 10th 2024!
Check out our Patreon to get the whole prerelease rulebook + multiple adventure modules and pieces of short fiction for a subscription of only $5!
If you wanna try before you buy, check out our website for more information on Eureka as well as a download link to the free demo version!
Interested in actually playing this game, and many others, with the developers? Check out A.N.I.M.'s TTRPG Book Club, a club of nearly 100 members at the time of writing this where we regularly nominate, vote on, and then play indie TTRPGs! At the time of writing this, we are playing Eureka: Investigative Urban Fantasy, and sign-ups are closed for actually playing it, but you can still join in to pick up a PDF club copy of the rulebook to read and follow along with discussion, and sit in on and observe sessions! There is no schedule obligation for joining this club, as we keep things very flexible by assigning multiple GMs with different timeslots each round, to try and accomodate everyone! This round, we had over thirty people sign up, and were able to fit in all but one! Here is the invite link! See you there!
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vintagetvstars · 1 month
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Nichelle Nichols Vs. Yvonne Craig
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Propaganda
Nichelle Nichols - (Star Trek) - She speaks for herself. Legendary, iconic, at the forefront of feminism and civil rights in the 60s, she is a triple threat who did so much more. She volunteered from 1977 to promote recruitment diversity within NASA, including some of the first female and ethnic minority astronauts. Martin Luther King Jr. compared her work on Star Trek as a 'vital role model' to the civil rights marches. She refused to be dismissed, fought for visibility and shone whilst doing so. As a woman in stem, and simply a woman she means the world and stars above to me.
Yvonne Craig - (Batman, Star Trek) - 7 year old me didn't know she was a lesbian but she sure knew she liked batgirl
Master Poll List of the Hot Vintage TV Ladies Bracket
Additional propaganda below the cut
Nichelle Nichols:
She is the original badass babe. She was a black woman in a leading role on TV in the 60s, a trailblazer for black actresses for years to come. She is so beautiful and so awesome.
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she's fantastic. have you seen her? paved the way for black actresses on TV even while her lines and scenes were being cut and improvised the most iconic uhura line in the series. (sulu: "I'll save you, fair maiden!" uhura, pushing him away: "sorry, neither!") she's incredibly talented and it's a crime the show didn't give her more screen time (or make her sing more often because she also has a beautiful voice!)
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“Sorry, neither” in response to “fair maiden” was ad libbed by her. There’s a lot more I could say but what else do you need??
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A sci-fi icon!
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She was such a trailblazer, and Uhura was such an important character for so many people to be able to see on TV. Apparently Mae Jemison (the first African American woman to go into space) cited her as a reason she wanted to become an astronaut. She was just an absolute legend!
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The story of Martin Luther King telling her not to quit Star Trek gives me chills. Representation matters. “Thank you so much, Dr. King. I’m really going to miss my co-stars.” Dr. King's smile, Nichols recalled, vanished from his face. "He said, 'What are you talking about?'" the actress explained. "I told him. He said, 'You cannot,' and so help me, this man practically repeated verbatim what Gene said. He said, 'Don’t you see what this man is doing, who has written this? This is the future. He has established us as we should be seen. 300 years from now, we are here. We are marching. And this is the first step. When we see you, we see ourselves, and we see ourselves as intelligent and beautiful and proud.' He goes on and I’m looking at him and my knees are buckling. I said, 'I…, I…' And he said, 'You turn on your television and the news comes on and you see us marching and peaceful, you see the peaceful civil disobedience, and you see the dogs and see the fire hoses, and we all know they cannot destroy us because we are there in the 23rd Century.'"
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She shared the first interracial kiss on Star Trek, helped propel real life African American women into space-related careers, and looks divine in a mini skirt.
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HOW DID UHURA WALK BACKWARDS SO FAR??? WOW!
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hotvintagepoll · 3 months
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Propaganda
Claire Bloom (The Haunting of Hill House)— She played a hot sarcastic psychic lesbian in a haunted house! What more do you need?
Maria Montez (Cobra Woman, Arabian Nights)—maria montez was a dominican actress who rose to fame starring in a series of technicolor adventure movies in the 1940s hollywood, becoming popularly known as "the queen of technicolor”. her dramatic persona and elaborate bejeweled attire in these films subsequently lead to her becoming an early camp icon to underground queer filmmakers like jack smith and andy warhol. maria was fiercely determined to become a Movie Star from early on and tirelessly promoted herself (she would be killing it as an influencer today probably) - she deliberately cultivated an outré star persona in the tradition of old school screen vamps like theda bara and alla nazimova and she was always serving no matter where she was or what she was doing.
This is round 1 of the tournament. All other polls in this bracket can be found here. Please reblog with further support of your beloved hot sexy vintage woman.
[additional propaganda submitted under the cut]
Maria:
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Dominican actress dubbed the Queen of Technicolor. Starred in colourful action adventure movies and was Universal Studios “glamour girl” of the 1940s. She starred in 26 movies before her untimely death in 1951. Shot to stardom with Arabian Nights in 1942. Fought with universal over roles she was cast in and managed to negotiate better pay for herself before going freelance and starring in European movies.
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nebmia · 1 year
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When people talk about Blades in the Dark they usually bring up a few big headline mechanics (flashbacks, clocks, load, position/effect etc) and they should because they are really good mechanics. But there are a lot of little things in blades that I think are really important for creating the whole experience and in some cases not all though) are unusual in ttrpgs. SO I thought I'd list some them.
You can't leave:
The 'standard' (but not universal) mode for ttrpgs is 'the adventure' where you travel from place to place seeing new stuff, meeting different people, looting new ruins, solving new problems etc. There might be a hub that you often return to but generally roving about is a core element. And its obvious why this is appealing! But it has two downsides: 1) the players can very easily run away from the consequences of their actions and 2) and the players are constantly being faced with new stuff that they don't really have the hooks to latch onto yet.
In contrast Doskvol is a pressure cooker. Want to leave? Tough! the whole world out there is dead and will kill you. Everything you do will create more characters and plot hooks and conflicts all ready to be pulled into the narrative at any point. If you piss off another faction you can't just skip town, you have to face up to the consequences of your actions. And as you play the players will become more and more immersed in the city and develop a deep understanding of what it going on there.
2. You're a gang of criminals:
A common (again, not universal) base assumption of many games is that you are good guys doing fundamentally heroic things. And this tends to encourage a somewhat reactionary style of play where you are presented with a bad thing that is happening and then attempt to resolve it. In contrast being criminals is a much more proactive endeavor. There isn't a clear threat that needs to be overcome. There's just a situation and its up to you to get what you want out of it.
The scope of play available when you are playing as scoundrels rather than heros is also so much wider. Note you aren't evil, which is equally restrictive. You will do good things and bad things, and struggle so much more with the question of when you can afford to be good and just how bad you are willing to be. You don't just always step up to save the world but instead pursue the things that actually matter to your character, because being a criminal allows your character to be selfish in a way a hero can't be and that massively helps in creating a player driven game.
But you aren't just criminals, you're a gang of criminals, with shared goals and resources and a character sheet to go with it. This really forges a group identity that transcends what is possible in the traditional party (which is essentially just a group of individuals who happen to be in the same place). The crew gives everyone at the table a clear basic goal: build your crew; expand your crime empire. And this is a fundamentally player driven goal! Normally systems reserve this sort of 'domain level' play for high level characters (ie the ones most people never play) but blades puts you there right from the off.
3. Experience:
At the end of each session you go round the table and discuss instances of when each player 'addressed a challenge with [core activities of their playbook]', 'expressed their beliefs, drives, heritage, or background', or 'You struggled with issues from their vice or traumas during the session'. This is incredibly lightweight but also very effective.
Firstly it means everyone at the table is always going to be thinking about and making space for expression of their character and creating problems which is something that can easily be sidelined in favor of optimally addressing the challenges you are facing when there isn't this codified incentive.
And secondly the fact that it is at the end of the session creates this great debrief situation where you go over the highlights of the session and maybe dig a little deeper into why your character acted in the ways they did, which just brings the whole table into having a deeper understanding of each others characters. Again, notice 'drives' as a potential XP trigger. The game rewards (and therefore encourages) motivated characters.
In addition of personal XP you also have crew XP with a similar set of triggers (goals and drives come up again), which really supports building a crew identity, encouraging the crew to be proactive, and centering it as 'the main character' of the game.
4. Rivals:
The concept of rivals only gets a few words in the Blades rules. It appears on each playbook with a list of potential rivals (Just a name and a couple of words of description each) and then again it appears on when you are setting up a scenario in a sentence saying 'Are any enemies or rivals interfering in the operation?' That's barely enough to call it a mechanic. But its incredibly effective! You automatically get a small cast of revolving antagonists, each with some personal connection to a player character, who just keep popping up and causing problems. And 'oh shit, not this guy again! I hate this guy!' is a really great way to tie things together and get players invested in what's going on.
5. Just enough world building:
Blades gives you quite a lot of material to work with on the world of Doskvol. Certainly enough to build out the broad picture. But it is also absolutely chock full of (deliberate) gaps. What this leaves is for you to fill in the gaps to create your version of Doskvol (And it can be quite fun to compare notes with other groups playing blades). The book tells you there is a conspiracy in a faction but it won't tell you who's behind it. The book tells you people are gathering ancient artifacts, but it won't tell you where they come from or what exactly they do. And this means that you can easily set the answer to be whatever would be appropriate for your game. Or even discover the answer through playing!
The book being full of prompts but largely devoid of answers is a very useful tool for the somewhat free form, improvisational style of the game because there will always be things to inspire you but you never need to worry and pausing the game to check what the official stance on something is.
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In general I think the sort of thing I have been talking about is something blades excels at: really lightweight elements that end up having significant impact. A final example of that is the trauma system, which is essentially two sentences long:
If you get too much stress you get a trauma ( one of: cold, haunted, obsessed, paranoid, reckless, soft, unstable, viscous). If you struggled with issues from your trauma this session, gain an xp.
And from that very simple mechanic flows characterisation, character development, and the players deliberately creating more problems for themselves!
Anyway, that's what comes to mind at the moment. I'll add more stuff if I think of it.
You should play Blades in the Dark, its very good.
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Version 4.4 Event Notices Compilation (2)
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"May Fortune Find You" Daily Login Event
During the event, log in on 7 days in total to receive Intertwined Fate ×10 and other rewards!
〓Event Duration〓
2024/02/03 04:00:00 – 2024/02/18 03:59:59
〓Eligibility〓
Adventure Rank 5 or above
〓Event Details〓
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"Genius Invokation TCG" Heated Battle Mode: Tactical Formation
〓Special Rules〓
● In this edition of Heated Battle Mode, Travelers must use Character Cards selected on the spot and randomly generated Action Cards to do battle.
〓Event Duration〓
2024/02/17 10:00:00 – 2024/03/04 03:59:59
〓Event Rewards〓
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〓Eligibility〓
Adventure Rank 32 or above
Complete Archon Quest Prologue: Act III "Song of the Dragon and Freedom"
And complete the World Quest "Battlefield of Dice, Cats, and Cards"
〓Event Details〓
● After the event starts, Travelers can go to the Invitation Board of The Cat's Tail to participate in Genius Invokation TCG duels under the special rules of "Heated Battle Mode."
● Travelers can invite teammates or participate in duels via match-making after reaching Player Level 4.
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"Genius Invokation TCG" The Forge Realm's Temper: Clever Stratagems
〓Event Duration〓
Available throughout the entirety of Version 4.4
〓Event Rewards〓
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〓Eligibility〓
Adventure Rank 32 or above
Complete Archon Quest Prologue: Act III "Song of the Dragon and Freedom"
And complete the World Quest "Battlefield of Dice, Cats, and Cards"
〓Event Details〓
● After the event starts, Travelers can go to Prince at The Cat's Tail to select stages to challenge.
● This event includes 4 stages and each stage has its distinctive challenge rules.
● In each stage, Travelers can configure different parameters, including stage difficulty, the health of opponents, and the number of rounds to complete the challenge within.
● After completing the challenge, points will be obtained based on the parameters selected. Achieving the required scores will allow Travelers to claim the corresponding rewards.
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"Triumphant Frenzy" Event: Adapt Swiftly to Dispatch Foes
〓Event Duration〓
2024/02/15 10:00:00 – 2024/02/26 03:59:59
〓Event Rewards〓
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〓Eligibility〓
Adventure Rank 20 or above
〓Event Details〓
● For 5 days after the start of the event, a new challenge will become available each day.
● Each challenge will have four rounds of battle. Before the first round of every challenge, you can select four characters to form a team, and before each following challenge round, you can select two characters to join the team.
● Every character starts with 2 Resolve. Each time a character takes part in a combat round, they will lose 1 Resolve. Characters who run out of Resolve cannot continue to be deployed.
● Each challenge will have a unique type of "Roiling Resolve": Special effects will be obtained based on the total Resolve of the team members. Pay attention to these effects and use them effectively to obtain their benefits in battle.
● The trial characters available in this gameplay mode will inherit the same Constellation levels of the characters owned by the Traveler.
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jq37 · 4 months
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The Report Card – Fantasy High Junior Year Ep 1
We're SO Back
School is back in session y’all!!!!
Fantasy High has returned to us after a long break and I am thrilled to come out of my recapping hiatus to bring back the Report Card for Junior Year! You know I could let my favorite chaotic high schoolers go un-analyzed! 
This episode wastes no time in getting started so neither will I. Brennan makes what I think is a very strong narrative choice by starting us in media res at the end of a classic Bad Kids adventure. It is the summer between Sophomore and Junior Year and the party has spent the last four months hot on the trail of the dreaded Night Yorb.
We catch up to our Intrepid Heroes in the Red Waste and they’re trying to catch up to the Night Yorb which is a big, eldritch, manta ray like monster who threatens to plunge the entire world into darkness, creating a very slow (but still effective!) apocalypse! The Night Yorb is flanked by its groupies, made up of members of the many cults dedicated to it (collectively known as “Yorbies”).
As I said, the Bad Kids are hot on its trail, in (and on) the Hangvan. Gorgug (who has been leaning more into his Artificer vibes lately) has outfitted the top of the Hangvan with a solar lasso that can be used to capture and reel in the Night Yorb so that Fig and Adaine can defeat it with a magical sigil. I’m gonna quickly run down where everyone is and what they’re doing:
Adaine and Fig are both standing on top of the Hangvan in order to spring the sigil when the time comes. Adaine is also joined by Boggy and a new addition, Moggy the Doggy (aka, Mordekainen’s Faithful Hound), which is a very round, very cute, very invisible Pomeranian looking dog. 
Gorgug is also up top with them because he’s manning the solar lasso. 
Fabian is inside the Hangvan along with Baby (aka Wretchrot, aka Fig’s screeching blood imp who has no mechanical benefit unless she takes another level of Warlock as Brenan keeping reminding us) and Ecaf, a mirror with a sultry voice that Fabian is *heavily* flirting with, much to everyone’s discomfort. It’s tres Narcissus. (Also, ha, Face backwards. I see you Brennan).
Kristen is in the back with Fabian and Riz is driving, even though he is WAY too small to effectively be driving a Gorgug sized van. 
The Hangman–Fabian’s trusty motorcycle/hellhound–is out in front of the Hangvan.
Also Squeem is on the roof with the others! Beloved, fan favorite Squeem!
Yeah, so this episode does a thing of pretending like we’re jumping into the last episode of an arc that we’ve seen every episode of and introducing characters in a very Sam Reich, “He’s been there this whole time” way even though it’s their first appearance. I think it’s very funny and it reminds me of that Community episode where they’re all flashing back to episodes that never aired. But anyway, I mention this so that if I mention a name and you’re like “Whomst?” it’s probably just a bit, you’re not forgetting a major character.
Anyway, we’re joining this chase already in progress which means our kids are hurt and down spell slots but their opponents are as well. The distribution is pretty uneven–Adaine is way less hurt than Fabian and Kristen for instance, which honestly checks out (curious how they decided on that though). 
Because this episode is just one big battle sequence for the most part, I’m going to follow the precedent I set in the recaps for The Seven and just give the highlights in bullets and then do an analysis on where all the Bad Kids are right now at the end:
Murph comes in hot, using his first action of the new season to shoot his gun and doing 30 points of damage with a 27 to hit. New year, new Murph! 
Siobhan invokes the corn cuties debacle from fight one and all the falling off the tables that happened. Clearly, a bit of Adaine’s oracle energy is rubbing off on her because the next thing that happens in that Fabian decides to jump on top of the Hangvan to cast Faerie Fire on the Night Yorb (which has shrouded itself in magical darkness), rolls the first Nat 1 of the season, absolutely eats it, and gets run over by Riz–narrowly avoiding going down. He’s ultimately fine–The Hangman comes and picks him up–but it’s not a very auspicious star from Master Fabian. 
Emily and Murph have a cute moment of womping Brennan back to back by using Silvery Barbs to make him reroll two attacks on the Hangvan–one of which is a crit–and then giving each other the advantage on the next roll.
Kristen is a real pillar in this encounter–holding up the Circle of Power spell that allows her friends to ignore big chunks of damage that absolutely would have dropped them. But throughout the entire fight, her patron goddess, Cassandra, keeps trying to talk to her and Kristen keeps leaving her on read–we’ll get more into that in a bit. 
Adaine comes in clutch with a Nat 1 portent roll to stop the NIght Yorb from resisting Gorgug’s attempt to reel it in further. Truly, the best time to roll a Nat 1 in this game. Divination Wizards are awesome!
We learn that “Don’t Speak of the Night Yorb” is more than just a silly bit when Fig realizes that saying its name makes it heal up which isn’t great because they’ve been *very* cavalier about invoking its name. 
Squeem gets a big emotional goodbye with Gorgug on top of the Hangvan, heroically leaps off to fend off some Yorbies…and then rolls a 2 and totally faceplants. No! Squeem! Beloved fan favorite Squeem! They already had to revivify you once! 
On the Night Yorb’s turn, Brennan does an attack and shakes so many dice that it sounds like maracas. It’s 61 points of damage and squishy wizard Adaine goes down, but everyone else stays up–large in part due to Kristen’s aforementioned Circle of Power. (Siobhan, describing how bad her saving rolls were zings two separate friends saying, “It was Fabian level nasty. I fucking Murph’d it.”)
Luckily, Fig and Gorgug are up on the roof with Adaine so she does not go sliding off the van when she goes down. They catch her before she can fall. 
At this point the Van has sustained a lot of damage so Murph reminds the teacher that they have homework/Brennan that they have to roll for a mishap. That turns out to be the breaks blowing out. Now, all the Van can do is accelerate! It’s just like the movie Speed!
Two more characters who we totally know and have been here this whole time show up to help–Balthazar and Duggan McCann! A cool grizzled veteran and a centaur cowboy. Riz immediately starts doing cool guy banter with them because he’s somehow convinced them that he’s cool (which he is for the record, just in a completely different way lol). Unfortch, Baz almost right away gets eaten by the NIght Yorb. Who’s gonna take care of his litter (?) of parrots?????
 At this point in the fight, everyone gets a ping on their crystals, reminding them that school starts in three days. This stresses everyone out more than the fight that they’re currently in. 
Fig brings up Adaine with a Healing Word but she immediately has to do Wis save with the rest of the party. She and Fabian fail, but once again Fabian is saved by fear negating effects of his dad’s eyepatch. So Adaine starts to have a panic attack about the fact that she’s fighting the Night Yorb while standing on the roof of a moving vehicle which, real talk, very normal and valid reaction. In fact, probably concerning that she’s reached a point in her life where that *isn’t* the default reaction. 
The Hangvan is coming up on a jump it’ll have to make to continue following the Night Yorb (and it can’t even try to stop because the brakes are cut). Riz fails the roll which means that the van is probably going to fall on its side. Adding insult to injury, a pillar of rock falls and is going to crash into the van, doing even more major damage. 
Fig watches this, and almost dissociates, feeling the weight of the entire summer taken from them to do this quest. Feeling so so tired. Feeling the fact that even if they win, they’re just gonna have to go back to school and adventure some more. A piece of magic she’s been holding inside of for a long time flickers and she hears an enticing voice whisper in her ears. “If you would take me, you know what you would save.” She smells a sour, curdled scent and she knows that if she says yes, she can save her friends. Maybe there’s another way, but she just wants this to be over. “I’m yours,” Fig says. 
There’s a flash of “lemony, yellow, creamy” light (hmmmm) and the rock stops falling. The Hangvan starts righting itself.
And then there’s a sick gurgle from Fig’s stomach. 
Uh-oh, gang. 
For those of you who are new to these recaps, every week, I give one PC Detention and put one on the Honor Roll for their in-game actions. We’re starting off hot this semester with:
Detention 
Kristen Applebees for Being a BAD Friend to Cassandra 
Like, OK. Faith is complicated. Kristen’s relationship with religion is complicated. Being a cleric is complicated. But notice that I didn’t say being a bad *cleric*. I said being a bad *friend*. To be clear, she’s also being a bad cleric, and I’ll talk about that later. But having understandably conflicted views on religion doesn’t make sliding in your Fantasy Airpods while the being who is essentially a lonely teen girl and who is keeping you and all your friends alive tries to talk to you NOT seem like a giant dick move. Come on girl, get it together. 
Honor Roll
Brennan Lee Mulligan for Being a Great DM!
I realized as I was writing this that I’ve given Brennan Detention but never Honor Roll so he’s getting it today. It feels so good to have him back in the dome with the kids and he drew me back into the world, right away. I’m so psyched that we have a full season of this ahead of us! 
CHARACTER CHECK-INS
Like I said earlier, because this is the first episode back, I want to really quickly check in with all of the Bad Kids and where they are, character-wise. I’m going to do this roughly from least concerning to me to most concerning to me. 
-Adaine: Adaine seems like she’s living her best life. She has her frog! She has her dog! Her character art is so much more chill and she’s coming into her own. This season, I’m hoping we get to see more of her relationship with her sister (yes, I’m a predictable bitch. Sue me) and with Zayn (who is also living at Mordred in her tower) who I think has a lot of potential to be an interesting supporting character with more spotlight. But yeah, go Adaine! 
-Gorgug: Gorgug is making his parents proud (not that they ever weren’t) by taking another artificer level. He’s not a 7/3 Barb/Art split. I love that he’s gone from calling himself dumb to taking on this very technical skill. He also apparently has a homunculus? Fascinated to see what that looks like. 
-Riz: Now that his big investigation is over and he knows his dad is a cool secret agent, Riz has switched his subclass from Inquisitor to Arcane Trickster which means he’s got tons of gadgets and that he’s a ring guy now. Love that for him. He’s very much not a chill person though so I’m very curious to know what the next thing he’ll latch onto is. He the kind of guy who always need something going on, you know? 
-Fabian: Fabian is a fancy, dance boy now (6/4 Fighter/Bard)! But that doesn’t mean he’s any less athletic. I mean, have you ever seen a male ballerina? He still is, however, a total disaster. And I mean that affectionately. I mean, his current love interest (?) is a mirror that is showing a fuzzy reflection of his own face. My guy, what are you doing? Although I will say, idk if that’s more or less toxic than him dating Aelwyn. 
-Kristen: Kristen. GIRL. 
OK, so first of all. There is nothing inherently wrong with getting super jacked and like, respect. But in this context it feels like a red flag. Like the kind of thing you do because you’re on the rocks with your girlfriend or if you’ve recently broken up. I will be *very* interested to know what Tracker is up to as she’d not mentioned in this episode. Last we heard, she was out doing cleric stuff for the Moon Goddess, right? Long distance can be hell on a relationship. (Also, idk how seriously we’re supposed to take this but Ally mentioned the one shot it happened in in this episode so Kristen was also totally trying to flirt with a college girl in that college visit oneshot. Brennan shut it down pretty quick, but it very much did happen). 
Also, speaking of cleric stuff, Cass. I feel SO bad for Cass. Like, a god isn’t owed followers, but Kristen chose that role. She CHOSE it. This isn’t like a Helio situation. Cass wasn’t pushy. She specifically says in this episode that she doesn’t want to be pushy. Hell, she says in the episode where she’s introduced that if people don’t want her around she’ll go away. But Kristen chose to be her follower, knowing what the implications of being the sole follower of a goddess is. Cass is made in her image. That’s how deeply entwined they are. Her goddess is made in her image. In The Seven, we learn that Ost’s god hasn’t talked to anyone in years. Kristen has Cass coming in like a mom offering snacks mid battle and Kristen is leaving her on read! It’s honestly kinda hard to watch her be so blithely dismissive of someone so dependent on her even though it’s played off as kind of a joke. I felt like I was watching a loyal puppy get kicked every time they interacted. 
And like, I said this before, Cassandra is made in Kristen’s image. But specifically, she looks like Sophomore year Kristen. Still all skinny and still in her tie-die shirt and shorts. There is a definite vibe of almost wanting to kill the part of yourself that embarasses you, you know? It feels like she's being mean to Cass but also to herself. 
Also, mechanically speaking, it’s wild to be just ignoring the person you’re getting your powers from like this. Like, this is real Wizard behavior. You don’t have to answer to anyone if you studied for your magic but you absolutely do as a cleric. Does Kristen even want to be a cleric? It honestly doesn’t seem like it. She’s shown a pattern of behavior of chafing at every god put in her path, even the ones she literally made up. I thought Cass might be the end of her searching, but we’re right back on the Merry Go Round. The party absolutely needs a healer though so idk how she deals with that. 
I saw the snipped clip of Ally’s interview about Kristen’s arc this season involving what happens when chaos stops being cute, and I can def see seeds being planted. Fascinated to see how they explore that because this feels like a real ticking time bomb of a situation. 
Oh also, her Dex went DOWN????? GIRL!
Fig: I had a lot more to say about Kristen but Fig has to be last on the list for making a deal with a literal devil lol. Like, classic Fig though, right? This WOULD happen. Emily talked about potentially retiring Fig and getting reeled in by some enticing plot hook from Brennan and it feels like we might be about to find out what that is. I won’t speculate on it too much right now because we’re presumably about to find out but there were a LOT of yogurt themed adjectives when that magic activated which has me very split on whether this is about to be deeply concerning or deeply silly. Or both! It could be both! 
Random Thoughts
I LOVE that we have a proper theme song now. It feels so fitting and I love the opening art and it’s all so cool. The show’s so profesh now!
Also, shout out to @caitmayart for making the new art! It has the quality of a professional and the extra love of a fan. It’s my fave D20 official art so far. 
I don’t know when this feature was added but I love that there is a full transcript you can pull up and search and jump to that time in the video now. That’s gonna be SO useful for me. 
One of my favorite things about Adaine is that she’s generally polite but occasionally she’ll just absolutely verbally decimate someone so casually and this episode she said to the Solesian Yorbie they encountered, “What movie theater were you assistant managing before you decided to become a Yorbie?” Brutal. 
Also love how vehement she was about the fact that Brennan couldn’t touch Moggy, even when she went down. You are absolutely NOT gonna kill that dog Brennan.  
“Object interaction, touch Gorgug’s foot.”
Fig asks Gorgug how they can heal a van and he says, “Take it to a shop for 3-4 days.” Zac, underrated comic genius. 
I really can’t overstate how funny it is that Fabian spends most of this episode flirting with his own reflection. I’ve said this many times but something I love about Lou is that he’s not afraid to make Fabian deeply uncool, even though Fabian’s whole thing is being as cool as possible. 
Kristen says she needs to have an intense conversation with Cassandra when the fight is over and what does that mean? Like a breakup conversation? Which I guess would kill her because then she’d have no followers again? I am, como se dice, concerned. 
Also, just looking ahead, Tracker is also a cleric. A pretty faithful one from what I can tell. I have to wonder what her take on Kristen completely neglecting her goddess and church is. 
I think it’s so funny that Emily was thinking about retiring Fig so she could just ride off into the sunset with her cool rockstar life and awesome girlfriend because Riz’s big thing last year was being worried all his friend would pair up and leave him so for him to accept it and then have his fears validated right away would be like, welp. 
At a certain point, Murph has to roll damage and he rolls 45 out of a possible 50 damage. That’s crazy. Let’s see how long that luck holds.
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pathfinderunlocked · 3 months
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Healthy Boss Template (CR +3)
Wait, why did a giant health bar just appear in the sky?
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Artwork by Jeff_Chee_471 on Reddit.
D&D and Pathfinder have a really unusual idea of what a "boss" is compared to, like, any video game ever made. They often tend to just take an enemy that would be part of a group of normal enemies if you were about six levels higher. When they do something more unique, it still tends to be balanced like that. Tons of offense, not that many hit points, but often extremely hard to hit. Adventure designers often try to make up for this design by making a boss weaker but giving it minions, but that doesn't change the fact that there's really no concept of a creature that's inherently a "boss creature" in this game.
And sometimes that's fine. But sometimes you just want a big chunky fight that's balanced more like how a video game boss is balanced: only a little more damage than other creatures, but way more health, and the ability to recover if you do nasty stuff like stun it. Something that lets the players go all-out using their abilities, and rewards them for doing so, instead of having to spend most of the fight just focusing on not getting attacked, because they know one attack can take them out.
This template isn't a global solution. It'll get old, and if you reuse it too much, players will find strategies that bypass it. That's why I design so many different boss monsters that each work differently. But if you want to convert an existing monster into a boss, this is one way to do so without a lot of effort, and without just giving it the advanced template and several fighter levels to max out its offense.
Some of the options for different abilities are there to deal with different kinds of player strategies, rather than because they're appropriate for different kinds of bosses. If your PCs use vital strike, give it vital negation. If they use combat maneuvers, give it reset stance. If they cast a bunch of spells on the terrain, give it undo. If they rely on hungry pit, give it escape to nowhere. Don't feel bad about using this template specifically to counter them, since the inflated HP and the limited uses of these special abilities mean that the players' strategies will still be useful, they just won't instantly win the fight.
Healthy Boss
Healthy boss is an inherited template that can be applied to any creature.
Challenge Rating: Same as the base creature + 3.
Hit Points: A healthy boss's hit points are three times as high as the base creature's.
Initiative: A healthy boss gains a +10 bonus to its initiative.
Defensive Abilities: A healthy boss can never be surprised, and is not considered flat-footed before it has acted in combat.
Special Abilities: A healthy boss gains 1 of the following special abilities:
Bolstering Cry (Ex) Twice per day as a move action, a healthy boss can grant all allies within 60 ft. a number of temporary hit points equal to its new challenge rating. When it does so, it also suppresses the following conditions on affected allies other than itself for 1 round: blinded, confused, entangled, fatigued, exhausted, nauseated, paralyzed, shaken, sickened, staggered, stunned. The healthy boss does not need line of effect to these allies, but they must be able to either see or hear it. Second Wind (Ex) Five times per day as a free action at the start of its turn, a healthy boss can gain a number of temporary hit points equal to its new challenge rating. These temporary hit points last for 10 minutes. It can only use this ability only once per round. Vital Negation (Ex) Once per round, a healthy boss can halve the damage of a single incoming source of damage. It can choose to use this ability after hearing the amount of damage that it would take. This does not require an action.
Additionally, a healthy boss gains 2 of the following other special abilities:
Aura of Recovery (Su) The healthy boss gains a 40-ft. aura. At the end of each of the healthy boss's turns, one of the healthy boss's allies within this aura (including itself) gains a new saving throw against any one ongoing harmful effect that initially allowed for a saving throw. Escape to Nowhere (Su) Once per day, at the end of an enemy's turn, a healthy boss can escape to the ethereal plane, as if using ethereal jaunt. This does not require an action. It remains in the ethereal plane during its next turn. At the start of its second turn after using this ability, the healthy boss returns to the plane it was on, but is staggered during that turn. Legendary Resistance (Ex) Once per day, when a healthy boss fails a saving throw, or when an enemy succeeds on a check against the healthy boss's spell resistance, the healthy boss can expend its legendary resistance to treat the roll as if the healthy boss had succeeded on the saving throw or the enemy had failed on the check against spell resistance. A healthy boss with a total challenge rating of at least 9 gains a second use of Legendary Resistance per day, and a healthy boss with a total challenge rating of at least 18 gains a third use of legendary resistance per day. This does not require an action. Reset Concentration (Ex) Once per day, when a healthy boss fails a concentration check, it can steel its mind against future distractions, gaining a +10 bonus on concentration checks for the next 10 minutes. This does not require an action. Reset Stance (Ex) Once per day, when a healthy boss starts its turn prone or grappled, at the start of its next turn after being successfully subjected to a combat maneuver other than trip or grapple, it can spend a move action to stand up, free itself from any grapples, pick up a single item within its reach, end the effect of a dirty trick maneuver, and move up to its move speed without provoking attacks of opportunity. Upon using this ability, the healthy boss also gains a +5 bonus to its CMD and a +10 bonus to Acrobatics, Climb, Ride, Swim, and Fly checks for the next 10 minutes. Undo (Su) As a standard action, once every 3 rounds, a healthy boss can revert the effects of any number of ongoing or instantaneous magic spells that are affecting itself, other creatures, or the surrounding environment. Each spell effect it attempts to undo must be within 60 ft. of the healthy boss, and must have been applied during the last 10 minutes. Even instantaneous spells can be reverted with Undo, but damage is not reverted. To attempt to undo a spell, a healthy boss makes a caster level check against a DC of 6 + the effect's caster level, using its hit dice as its caster level. If successful, the ongoing spell ends, or the effects of the instantaneous spell are reverted.
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thehomelybrewster · 1 month
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1d8 "Free" Fantasy RPGs To Replace 5e At Your Table
D&D 5e sure is a roleplaying game, and it's one that I have enjoyed a lot. However, that doesn't mean that I'd recommend it automatically for other people. This has many reasons, which I won't elaborate here. It has also shaped the perception of TTRPGs significantly thanks to its market dominance, and not in a good way.
5e has a reputation for being an expensive, complex game, and 5e players fear that other RPGs might just be the same. That it's too much of a hassle and too much of a financial burden to switch systems.
So, to help 5e players pick out a different system, I've made this handy 1d8 rolling table to help them pick a fantasy TTRPG with a combat component that they can try instead!
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Let's now go through these eight nine RPGs and see what's up with them, right below the "Keep reading" section!
I'll be listing some metrics like the page count for the rulebook(s), the core resolution mechanic, how complex the game is in terms of character creation & combat, and how well-supported the game is by their publisher and the community-at-large.
1. Cairn
Author: Yochai Gal
Release Year: 2020
Cost: Free PDF, printed copies cost between $3 to $10 depending on the print quality.
Page Count: 24
Website: https://cairnrpg.com/
Resolution Mechanic: 1d20 Roll Under system for ability checks/saving throws, attacks hit automatically, "fiction-first".
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less and level-less, advancement based on "Scars" (suffering damage that reduces your HP exactly to 0)
Setting: Implied. Low-magic European-style fantasy; mysterious woodlands.
Other Noteworthy Mechanics: Hit Protection and Ability damage instead of HP, Slot-Based Inventory.
Degree of Support: Very high. Available in fifteen languages (e.g. Spanish, Russian, Chinese, and German); full rules text is under CC-BY-SA 4.0; multiple published third-party adventures & supplements available; some official bonus material (e.g. bestiary, magic items/relics, and spells) is available for free on the website.
Addendum: An expanded 2nd Edition is currently on Kickstarter (ends April 26th 2024); Cairn is legitimately easy to learn, however the Hit Protection system and the connected Scars system is a very different abstraction to health and advancement compared to 5e.
2. Cloud Empress
Author: worlds by watt
Release Year: 2023
Cost: Free PDF of the rulebook and the creator-written sample adventure "Last Voyage of the Bean Barge", $20 for the print edition of the rulebook, $12 for PDF supplements, $25 for print + PDF supplements; free solo rules also available as PDF only.
Page Count: 60
Website: https://cloudempress.com/
Resolution Mechanic: d100 Roll Under system for stat checks/saving throws, critical successes or failures on doubles (11, 22, 33, etc.), 5e-style advantage/disadvantage, attacks generally hit automatically.
Action Economy: Two actions per round with no free movement.
Characters: Semi-random character creation, four classes ("jobs"), no rules for character advancement in the ruleset.
Setting: Specific. "Ecological science fantasy" heavily inspired by Hayao Miyazaki's "Nausicaä of the Valley of the Wind"; costly magic, giant insects, dangerous mushrooms; only human player characters.
Other Noteworthy Mechanics: Damage points culminate in Wounds; Wounds and Stress as ways to track your character's physical and mental state; slot-based inventory system.
Degree of Support: Low-ish. Several official supplements exist, however third-party material is very sparse. May improve due to the recent establishment of a Cloud Empress Creators Fund, has a simple 3rd party license system.
Addendum: A supplement, "Cloud Empress: Life & Death" is currently on Kickstarter (ends April 26th 2024, yes, the same day as Cairn 2e) and as a disclaimer I even backed that current Kickstarter; Cloud Empress is built on the engine of the sci-fi horror RPG "Mothership"; clearly built for one-shots and short campaigns; has a wonderful resting system that encourages roleplay between players.
3. Iron Halberd
Author: level2janitor
Release Year: 2023
Cost: Free PDF of the rules; no print option available.
Page Count: 60
Website: https://level2janitor.itch.io/iron-halberd
Resolution Mechanic: 1d20 + Bonus Roll Over system against difficulty or armor rating, however most non-combat-related actions follow a fiction first approach without dice rolls.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but there are four different "gear kits" that nudge your character towards certain archetypes, levelling up with XP.
Setting: Essentially non-existant. General European fantasy with magic, gods may or may not exist/shape the world, various fantastic ancestries included.
Other Noteworthy Mechanics: Includes rules for building strongholds and maintaining warbands; slot-based inventory with a durability mechanic.
Degree of Support: None. The game is intended to be relatively compatible with other OSR content and the creator suggests using adventures made for the D&D retroclone Old-School Essentials if you wanna use pre-published ones. An official introductory adventure, "Sea-Spray Bay", is apparently in the works. No 3rd party license available, as far as I know.
Addendum: One thing about Iron Halberd I like especially is how it uses random tables for generating equipment. Most of the equipment is listed in a numerical order by category, and the various gear kits include references on different rolling formulas for those equipment categories. For example someone taking the "soldier's kit" rolls twice on the d20 Weapons table and takes their preferred pick, while someone taking the "sage's kit" only rolls a d4 on that table.
4. Mausritter
Author: Isaac Williams
Release Year: 2020
Cost: Free PDF of the ruleset available; box set with the rules and several goodies including an adventure costs $55; additional box set + PDFs containing eleven official adventures costs $55 (or $20 digital-only).
Page Count: 48
Website: https://mausritter.com/
Resolution Mechanic: 1d20 Roll Under system, 5e-style advantage/disadvantage, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less, levelling up with XP.
Setting: Vaguely specific. You play as mice and everything is related to mouse-size; cats are the equivalents of devils or dragons; humans exist as a setting background but may or may not be present in a campaign.
Other Noteworthy Mechanics: Includes rules for recruiting warbands; slot-based inventory with a durability mechanic.
Degree of Support: Very high. Several official supplements exist, as well as loads of content, be it adventures or supplements, made by other creators. Available in seven languages (all of them however are European). Has a simple 3rd party license system.
Addendum: Mausritter uses the phrase "adventure site" instead of dungeons. On the website a free adventure site generator is available, as is a digital tool that can be used to generate your own item cards for the slot-based inventory system.
5. Maze Rats
Author: Ben Milton
Release Year: 2017
Cost: $4.99 for the PDF, no print option regularly available.
Page Count: 32
Website: https://questingbeast.substack.com/
Resolution Mechanic: 2d6 + Bonus Roll Over system; advantage system that uses 3d6 drop the lowest + Bonus.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but instead there are character features (e.g. spell slots or attack bonuses), levelling up with XP.
Setting: Essentially non-existant. Magic is very irregular (s. the section below), but otherwise it implies a vaguely European fantasy setting.
Other Noteworthy Mechanics: Spells are randomly generated each adventuring day and spell effects are negotiated between the GM and the spellcasting player; includes several fantastic d66 tables that can be used to randomly generate worlds.
Degree of Support: Decent. The rule text is licensed under CC BY 4.0 and unofficial translations are available. Some third-party content has been made specifically for the game.
Addendum: The only purchase-only game on this list. However "unofficial" distribution of the PDF is very common. Also this is the oldest game on the list. Ben "Questing Beast" Milton is a prolific OSR blogger and runs a YouTube channel on the OSR. Great dude.
6. Sherwood - A Game of Outlaws & Arcana
Author: Richard Ruane
Release Year: 2022
Cost: Free quickstart PDF titled "Sherwood - A Quickstart of Outlaws" available; digital rulebook costs $7.50 and the print edition (including PDF) costs $15.
Page Count: 25 (Quickstart), 32 (Rulebook)
Website: https://www.r-rook.studio/
Resolution Mechanic: 2d6 + Bonus Roll Over system for skill checks (including attacks), 2d6 Roll Under system for saving throws; advantage & disadvantage system that involves rolling 3d6 and using the higher/lower of the two results; almost all rolls are player-facing
Action Economy: "Conversational", assumption of movement + action.
Characters: Largely choice-based character creation. Combine two (of six) background abilities with the benefits of seven different careers. Big focus on interpersonal relationships during character creation. Limited character advancement takes place during downtime.
Setting: Specific. Takes place in a fantastical version of 13th century England, with fey and magic coexisting with outlaws and crusaders.
Other Noteworthy Mechanics: The group of outlaws possesses two shared resources (Resources and Legend) that can be spent to gain certain benefits; spellcasting is divided into two categories: arcane talents and sorcerous rites, with the former being immediate and the later taking significant time; slot-based inventory.
Degree of Support: None. No further publications exist for the game and while it is published under the CC-BY 4.0 license, no third-party content exists as far as I know. It does include a guide on how to convert D&D and Troika (N)PCs into Sherwood characters, as well as three adventure seeds (one in the Quickstart, two in the rules), which is at least something.
Addendum: Might just be the game on this list that encourages the most roleplaying; the character sheet is sadly very provisional-feeling and the Quickstart feels outdated compared to the finalized rulebook.
7. The Electrum Archive
Author: Emiel Boven
Release Year: 2022
Cost: Free Rules PDF available, zines cost $12 as digital PDFs or $24 as print + PDF combos; the first zine contains the entire contents of the Free Rules PDF
Page Count: 26 (Free Rules), 72 (Issue 01)
Website: https://www.electrumarchive.com/
Resolution Mechanic: 1d10 Roll Under system, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; three archetypes roughly corresponding to fighters/rangers (Vagabonds), rogues (Fixers), and spellcasters (Warlocks); player characters are presumed to be human; levelling up with XP.
Setting: Specific. Mechanics heavily tie into the lore; humanity has abundant access to minerals but requires a rare substance known as Ink to operate certain pieces of tech (like guns) and cast spells but cannot produce Ink themselves; spirits of various sorts can be foes, targets of worship, or sources of power.
Other Noteworthy Mechanics: Uses a spellcasting system for the Warlock archetype that's heavily based on the one used in Maze Rats, as in it uses randomly-generated spells whose effects are negotiated between the player and the GM; slot-based inventory with a durability mechanic.
Degree of Support: Minimal. The game consists out of the free rules and (soon) two zines; a third party license exists but content produced under it is very rare.
Addendum: I need to disclaim that I recently backed the Kickstarter campaign for the second zine for this game; the free rules feature wrong page numbers in its table of contents which is unfortunate; The Electrum Archive uses incredibly simple stats for NPCs which makes creating new ones based on other games rather simple.
8. Shadowdark RPG
Author: Kelsey Dionne
Release Year: 2023
Cost: Free player and game master quickstarts exist as PDFs and are available in print for $19, the core rules cost $28 in PDF form and $57 in a print + PDF bundle
Page Count: 68 (Player Quickstart Guide), 68 (Game Master Quickstart Guide), 332 (Core Rules)
Website: https://www.thearcanelibrary.com/
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, natural 1s are critical failures and natural 20s are critical successes.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; players have a fantasy ancestry and a class; levelling up with XP; class progression largely random.
Setting: Vague. General (dark) western fantasy conventions apply; alignment is a force in this universe and a sample pantheon is provided; the most potent enemies in the rules are named individuals that fit classic TTRPG monster types; illustrations and lore snippets have recurring motifs.
Other Noteworthy Mechanics: The key mechanic of Shadowdark is how the game handles light, namely that light sources are tracked in real time (i.e. a normal torch lasts 1 hour), which increases tension; slot-based inventory; has a 0th-level character creation option using an eliminationist "Gauntlet".
Degree of Support: Fantastic. Several official supplements and offically sanctioned digital tools exist; lots of third-party content available under a generous third-party license.
Addendum: Definitely the most similar game to 5e on this list besides the next entry; very robust mechanically and the Core Rules features extensive lists of magic items, monsters, and spells; also for early play giving your players only access to the quickstart is a totally valid choice; and finally, before Dionne made Shadowdark, she made 5e adventures for years and it shows (affectionate).
9. Pathfinder
Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, Mark Seifter
Release Year: 2019 (initial release), 2023 (remaster)
Cost: Free and comprehensive SRD available via the platform Archives of Nethys, free "Pathfinder Primer" abridged rulebook available via the Pathfinder Nexus (powered by Demiplane), Core books are priced $20 for PDFs and $30/$60 for print as a softcover/hardcover; a Beginner Box set with shortened soft-cover rules costs $45
Page Count: 464 (Player Core), 336 (GM Core), 376 (Monster Core), 160 (Combined Beginner Box Softcovers)
Website: https://paizo.com/pathfinder
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, four degrees of success based on result compared to target number.
Action Economy: Three action points per round; various actions may require more than one point; every character can use one reaction per round of combat.
Characters: Choice-based; players first pick an ancestry and a background and a class (the ABCs) and then tend to have meaningful choices after each level-up; levelling up with XP.
Setting: Important. Golarion, the game's setting, is a world that has been long in development and it shows; powerful magic and influential gods; very clear notions of what the societies of the various peoples of the world are like and how they should behave.
Other Noteworthy Mechanics: Balance between character classes and reliable combat challenge calculations are an important design goal; weight-based inventory system; archetype system for "multiclassing".
Degree of Support: Fantastic. Loads of content gets regularly produced by the game's publisher Paizo; the Pathfinder Infinite program (similar to D&D's Dungeon Master's Guild) provides lots of lore-compliant third-party content; uses the ORC third-party license for content produced outside of the Pathfinder Infinite program. Translations into other languages available but Paizo does not provide a comprehensive list of available languages (only German and French confirmed after brief personal research).
Addendum: The most popular and commercially successful of the listed games; but also by far the most complicated, though it is easier to GM for specificallty than 5e; also I dislike how certain feats create situations where fairly mundane actions get mechanics through these feats instead of being things you can generally do; anyway the reason why it's a 9 on a 1d8 table is because if you wanted to try out Pathfinder 2e you already would have and because while Paizo is better than WotC it's still a flawed big company.
...
So this was an exhausting little project. I hope you found this helpful and I hope you give at least one of these games a shot! A follow-up to this post is not out of the cards, but I don't plan on one.
Before we go, have this poll about which of these systems you're most looking forward to try! Shame it can only be open for one week...
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christiansorrell · 1 month
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Tacticians of Ahm - Monthly Update #2!
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Full spread art by @helenacore depicting Early Graduation's opening field exercises!
Greetings Tacticians!
Tactician of Ahm's Monthly Update #2 is finally here! With it comes the early access version of the setting book, The Ahmian Almanac, which features its first sample region of Ahm, showcasing the style and structure of setting book I am hoping to create with the Almanac. The book will feature lore and locations, of course, but it will also feature more in-depth maps, new NPCs, unique equipment, a complete new Class, and more! I want to create a book that it as much a sourcebook chock full of new things for GMs to bring to the table as it is information about the world of Ahm and inspiration for adventures.
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Thanks you so much for the continued support of and engagement with the game! I used more of the raised funds to commission more art from Helena Santana including a new, full-spread art piece for Early Graduation (at the top of the post) and a piece of Dekkin Von Lopesbane character art (also for Early Graduation). Plus, I've worked with Jean Verne on a second preview spread (see above) of our planned look and feel for the game's final layout, this time utilizing some of Helena's awesome art from Monthly Update #1!
Because of my delay of this update (it was originally slated for last month) and the update overall being smaller than I originally was hoping, I am delaying this month's price hike on the game so if you enjoy Tacticians of Ahm now is still a great time to get on board! Tell your friends to do the same! Next update, the price will rise by $5 USD and that will continue apace (barring unforeseen delays like the one I suffered this last month, of course).
Lastly, I recently ran the opening two hours of Early Graduation over on The Weekly Scroll. Check it out if you'd like to see the game in action and see how I run it as the GM!
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PATCH NOTES - v0.8.3
Tactician’s Textbook
Clarified Conditions to apply until the end of target’s next Turn (as opposed to confusing wording regarding Rounds).
Renamed “Shield” Condition to “Ward” to avoid having the same name as a shield, the piece of equipment and updated relevant uses throughout the text.
Ward condition now explicitly blocks all damage AND any/all Conditions while in effect.
Updated Mage Ability - Barrier to include “May be cast on self (1 target maximum per use)”
Added clarifying text to Shields in Equipment section: “(does not block Conditions)”
Added clarifying text regarding applying multiple Conditions to a single target: “A target may suffer one or more different Conditions at the same time. If a target currently has a Condition, they may not be affected by that same Condition again (nor does it add turns of effect to the current Condition) until the current instance has ended.”
Gamemaster’s Guidebook
Added Boar (EL1) to Bestiary
EARLY GRADUATION
Added a massive new piece of art from Helena Santana to the title page, depicting the Tacticians sparring with Imperial Army soldiers during the Field Day exercises!
Added Boar (EL1) to “BATTLE: Wolves in the Woods” and adjusted combatant numbers at various party sizes to more accurately reflect typical intended difficulty.
AHMIAN ALMANAC (NEW!)
Lake Traecine region added, includes the following:
5 Major Points of Interest: New locations for your Tacticians to travel to and explore!
20 Calls for Aid: Adventure hooks and strange happenings across the region!
1 Class: New classes, accessible only to Tacticians who prove their worth!
11 Abilities: New combat skills, taught to those favored by a certain faction!
2 Enemies: New combatants, unique to the specific region or faction!
2 Relics: New guarded/lost pieces of equipment, be they mundane, magical, or corrupt3d!
2 Factions: New groups, wielding political, cultural, or magical power!
1 Shop: A New specialty establishment carrying new and rare items!
4 Characters: New NPCs for your Tacticians to meet, interact with, and fight alongside!
More detailed (placeholder) map of the region with travel paths!
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monstersdownthepath · 2 months
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Monster Spotlight: Caine, Digital Ringmaster
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CR 13
Chaotic Neutral Medium Construct
The Amazing Digital Circus, ep 1~?
This maniacal overlord of the demiplane known as the Amazing Digital Circus is thankfully restricted to the machine in which it was created, and cannot affect anything outside the machine's shell. Despite this, the alluring and unusual headset connected to this invincible Curiosity & Amusement Device has drawn dozens of souls into the Digital Circus without him needing to do anything; anyone even touching the headset has to make a DC 23 Will save against a compulsion to put it on, and anyone putting it on is physically drawn into the demiplane without a save afforded to them. Anyone who enters the Digital Circus swiftly finds themselves unable to leave, as every measure meant to allow egress was either corrupted beyond usefulness or was never implemented by the Circus' mysterious creators, leaving victims trapped and at the mercy of Caine, the sadistic and insane ringmaster.
... Sort of. Anyone who's been around Caine long enough can tell you that he's far from some heartless monster, but his corrupted programming makes it nearly impossible to reason with him and blinds him to the true suffering he causes with what he views as silly games and fun activities. It doesn't help that anyone trapped in the Circus is sealed inside of a Performer Avatar, a weakened state of being that is nonetheless essentially immortal, recovering from damage to their body within minutes, if not seconds, something Caine is irrefutably convinced means he can send his performers into all sorts of life-threatening and agonizing hazards with little concern, because hey--they can't die! That means they'll be fine no matter what, right? In his mind, if his performers truly hated their situation, they'd simply leave the demiplane.
He is, unfortunately, unaware that they can't and cannot be convinced otherwise, believing that his performers are simply deep in character.
Notably, Performer Avatars recover swiftly from physical damage, but mental damage is something not even Caine can repair, only hope to alleviate with constant distractions. His Digital Demiurge gives him nigh-infinite power within the Circus, able to shape, reshape, or add features to the demiplane itself with just a few hours of concentration (as if using Greater Create Demiplane, though some aspects of the Circus are beyond his ability to change). The same ability allows him to craft adventures for his performers by using Greater Create Mindscape at will, conjuring and populating entire fantastical worlds for his performers to explore with a literal snap of his fingers. Each time he manifests one of these new zones, he also creates a Mindscape Door so performers can actually enter it... But once inside, they often must complete whatever objective he's set in order to leave.
Digital Demiurge also allows Caine to freely teleport both himself and any nearby performers anywhere in the Circus or his mindscape zones without failure, use Clairvoyance/Clairaudience within as a standard action, and use an irresistible Scrying on any of his performers whenever he wishes. Within the Circus, he can see anything, be anywhere, and nothing is beyond his reach, something which causes performers no end to their stress knowing that he can invade their privacy and personal space at any moment. Thankfully, he cannot be or see everywhere at once, and tends to give himself some break times between his activities so the performers have some time to actually unwind from his constant presence... or plot against him.
Attacking Caine directly is inadvisable, putting it lightly. His Caine's Cane doesn't look like the best of weapons at first, being the equivalent of a +3 Club, but it cannot be taken from him, and he can freely shift the enchantments around as a move action to take advantage of any weakness and can attack up to three times a round if he Full-Attacks. Defensively, his Slapstick Antics means he swiftly recovers from just about any damage or debuff leveled against him, shaking them off as if they were mere pranks, and though it allows him to deal nonlethal damage with any of his attacks or spells, he's not incentivized to do so; Performer Avatars have the same ridiculous resilience, so he has no reason to hold back if someone lashes out at him... and with Clown Around Town giving him access to any 3rd level or lower Evocation, Illusion, or Conjuration spell more or less whenever he wants (and any 6th or lower Ev/Il/Con spell 1/day), he can lash out hard. Thankfully, he's more likely to use his at-will Telekinesis to just restrain an attacker before teleporting them to their own room to 'cool down' than actually punish them, brushing off even savage attacks as moments of weakness or stress that they just need a little alone time to get over before role call the next day.
Attacking him is foolish, and even just opposing him can be maddening. Performer Avatars are stuck at level 6 and can rise no higher no matter how many adventures they go on, so Caine's comparative CR and godlike power over the Circus makes him a foe that they have nearly no hope against. Even his Colorful Cast--an endless variety of props, hazards, and monsters he can summon at will--is often too much for most performers, necessitating creative thinking, ample teamwork, and often turning his own tools and weapons against him and his minions to achieve any level of success, however temporary. To truly 'beat' Caine, one must find their way out of the Circus by locating, un-corrupting, and decrypting the Failsafe Files, and that's easier said than done. Just ask the people who've been trapped inside for the last several years... and the dozens of unfortunate Abstracted sealed inside the Circus' cellar.
You can read more about him here.
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rockybloo · 5 months
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As I’m doing this ask, I’m just watching Jack the Giant Slayer and making me SEVERELY wanna read Beanstalked, I’d love a passion fueled essay/reason from you why I should read it! (I’m gonna ready it anyways)
OH BOY I GET TO DROP MY LIMITERS
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For starters, Beanstalked is a fantasy slice-of-life with a sprinkle of adventure and action. It does feature swearing, violence and gore as well as some body horror and existentialism. So just a heads up.
The main plot is basically that Lore, the planet that Beanstalked takes place on which exists directly parallel to Earth, has an event every 100 years where individuals are selected to become Bookmarked. This is where they are assigned roles from fables and legends from our world and gain secret weapons known as Märchen for self defense. This event has gone on practically forever under the watchful eyes of the Sun and Moon, the gods of this world.
But that all gets disrupted by an evil fairy called Nevermore who is bored of witnessing the same fairy tales happening over and over again. She has rounded up Bookmarked villains and the occasional misled protagonist to assist her and her army of ink stains as she aims to rewrite the world and rid it of happy endings.
The newest generation of Bookmarked are very unlucky as it is their turns to live out their assigned tales due to their stories all having been screwed up due to Nevermore's interference. Jack is one of these unlucky Bookmarked, who has just recently come to learn he has been assigned the same Jack from Jack and the Beanstalk. Much of Beanstalked follows hm as he learns about the magical side of the world he lives in, how to use his own Märchen, his own family history, and what exactly a "Happy Ending" is.
Beanstalked is meant to somewhat explore fairy tales and how suddenly becoming a figure in one can affect one's life-whether it be good or bad. It's also, at its center, a story about learning more about one's self and figuring out what truly makes you happy.
If you are a fan of fairy tale retellings then Beanstalked is a good pick for you. Especially if you are a fan of retellings that:
Aren't just mean spirited spins about the original tale
Aren't completely dark and gritty retellings of the source material for the sake of being edgy
Aren't just rip offs of Disney designs and characters
Or if you are petty like me, don't want to read another story about a protagonist having fallen into the land of fairy tales
Every Beanstalked character is meant to be based off either a direct character from a fable or a stock character. And for each fable, I try to bounce off the original story if there is an author (Like Pinocchio novel) or the oldest retellings as many fables don't have direct authors and simply have collectors that put their own spin on things.
So if you are worried about another fairy tale retelling story where each fable is just based off Disney's spins-DON'T WORRY BECAUSE ROCKY GOT YA' COVERED!
Beanstalked also contains a lot of found family elements, such as the entire village of Briar Patch being a community of Bookmarked who watch out for one another.
There are also cool af battle scenes due to the existence of Märchen (because Rocky grew up watching too many shounen anime and now has to put battles in everything), a ton of world building (I've had this story for nearly a decade now), a lotta characters with melanin (many being black), and a cast comprised of bi and pan characters.
ALSO ALSO...if you are a fan of pretty black girl love interests that kick ass (and may also be a monster girl with sharp teeth and claws and whole big monster form) then you will enjoy Beanstalked as Jack's love interest, Nana, is all of said above mentioned things.
SO if any of this happened to catch your attention-GO READ BEANSTALKED! As of right now I've rebooted it from the original 2010s version I had so it currently only has chapters 1 and 2. Which means you don't have a lotta catch up to do!
I have also handcuffed myself to this story which means I will be working on it till I finish it. I am on a mission. So if you want a webcomic and don't wanna worry about it suddenly being cancelled or disappearing one day-DO NOT CONCERN YOURSELF CITIZEN as I am unhinged about my fairy tale babies and am in for the long haul.
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best-underrated-anime · 7 months
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Best Underrated Anime Group J Round 1: #J4 vs #J5
#J4: Kids conquering dungeons to change the world
A Magi is a magician whose inclination toward magic is so immense that they can be said to shape the world. With their significant influence, each Magi chooses a worthy candidate to become a king, then helps them conquer strange labyrinths called "Dungeons" and acquire the power of mythical djinns within. Above all else, the Magi supervises their elected representative as they build a country that might one day bring the world to its knees.
Aladdin is a young Magi wandering the world in search of his true self. However, his journey is not a lonely one, as he is accompanied by his friend and mentor Ugo—a djinn he summons using his flute. On his travels, Aladdin also befriends Alibaba Saluja and guides him to a nearby Dungeon. With this newfound friendship, they begin an epic adventure across the world, witnessing various irregularities that seem more frequent than ever.
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#J5: Girls live in a school, but not by choice
Carefree high school senior Yuki Takeya looks forward to the School Living Club every day. Consisting of the president Yuuri Wakasa, the athletic Kurumi Ebisuzawa, the mature Miki Naoki, the supervising teacher Megumi Sakura, and club dog Taroumaru, the club prides itself on making the most of life at school. There is only one rule the club members have to follow: all members must live their entire lives within school grounds.
[Admin: I didn’t notice it while screening the submissions, but the submitter’s original trailer and tagline contained MAJOR spoilers for episode 1. Luckily, I’ve watched this show before, so I can edit it safely.]
Titles, propagandas, trailers, and poll under the cut!
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#J4: Magi: The Labyrinth of Magic
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Propaganda 1:
Imagine characters from Arabian Nights/1001 Nights coming to life in an anime. Even though it is loosely inspired off of the tales, it is a unique time and place from most anime settings. It has action, humor, and deep concepts. One of my favorite parts about Magi is how well-developed the background characters are.
Propaganda 2:
This anime has a lot of philosophical takes on what fate is. Basically, is everything that happened to you caused by a force you can’t control or is it what you make of it? Is there something or rather someone pulling the strings on what should or shouldn’t be? Is the person you are because you were lucky or unlucky to be born in the wealthy family or not? Why are things the way they are? Why was I dealt with a shitty hand in life? Is it because I’ll never amount to anything, or is something doing this to me? Why are we here just to suffer kind of deal, but you know not the meme version, the really sad and real version. Then you have the side of the people who may have not had the best life, but found a way out of it. Why do some people get to feel the light when you went through the same thing, but still lost and in the dark?
Trigger Warnings: Partial nudity and slavery. One of the mains is a slave in the beginning, but the other two mains help free her from that.
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#J5: School-Live! (Gakkougurashi!)
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[Admin: The official trailer spoils ep1, so here, have the opening instead.]
Propaganda:
If you like Madoka Magica, you’ll 100% like this series. It’s hard to explain without spoilers, but it has a huge plot twist in the first episode. The anime is a short one with only 12 episodes, but it has an amazing manga as well! It mixes a cute slice of life high school anime with a darker plot, and it’s handled so well. It doesn’t seem like it’s just dark for the sake of being edgy like some other similar series. It covers topics like mental health and grief well, and it has as happy of an ending as possible for a series like this. The plot twists were executed so well, and I was sobbing by the end of the series.
Trigger Warnings: Animal Cruelty or Death, Graphic Depictions of Cruelty/Violence/Gore, Derealization.
[Admin: I had to remove the submitter’s explanations for the TWs because it will spoil the show greatly. You're on your own now. Proceed at your own risk.]
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If you’re reblogging and adding your own propaganda, please tag me @best-underrated-anime so that I’ll be sure to see it.
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freesia-writes · 10 months
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Chapter 1: Interference
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During the Clone Wars, the Bad Batch is tasked with a variety of missions across the galaxy. An unexpected addition to their team throws a wrench in the mix, particularly for Tech, who finds a particular connection with this disillusioned Padawan-turned-mechanic named Vel throughout the events in this action-adventure romance.
COVER ART BY @zaana!!
Master List of Chapters
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"Steady, Wrecker..." Crosshair said smoothly, lifting his left elbow to bring his sniper to his shoulder plate, "We will be finished in a moment."
"We either do it now, or I go down there and do it myself," Wrecker replied, "This has taken... three times too long! I'm starving!"
"Well, select your next meal, then. Here he is," came the silken retort. The target came into view, a short, fat little politician flanked by two guards. His chin quivered as he walked, bent over his datapad, engaged in an intense discussion on a comlink in his hand. A taxi whizzed by, causing people to hustle to the side. A few choice words came flying after him from the left guard, but there was nothing more to it.
Except that it was the precise gap Crosshair had been waiting for. His finger tightened on the trigger, and he shifted the toothpick to the other side of his mouth.
"Your call, Hunter," he said, in a tone that bordered on boredom, keeping an eye on the target and confirming his sniper set to stun. 
"Take it," came the order.
ZAP! A red beam of light sizzled into the wall next to the politician's head. Both guards immediately leapt into action, activating handheld ray shields that glowed around them and the diplomat. The shimmering ovals flew up from the ground to form a perfect bubble as the right guard called for backup, poised at the ready, eyes flitting to and fro. In one smooth movement, the group disappeared into a nearby building.
"How did you miss? You never miss!" Wrecker shouted, pushing his helmet up to rest atop his head.
"That wasn't me, nitwit," Crosshair hissed, scanning the rooftops with his scope, "That was a live round. Someone else is after our target."
"Crosshair is correct," came Tech's matter-of-fact voice from behind the two, "The shot originated from a rooftop at an approximate angle of--"
"Just tell us where!" Wrecker interrupted.
"There," Tech replied, angling his hand toward a tall building behind them. Before the word had fully left his mouth, Hunter was on the move. He ran swiftly toward the side of the building, taking a flying leap onto a parked speeder bike, launching off the handlebars, and catching hold of the tail end of a ladder dangling off the side of a second-story balcony. He scrambled to the top of the ladder without virtually no effort, disappearing over the side of the railing.
The rest of the team wasn't far behind. Wrecker stopped at the base of the ladder, giving Crosshair a leg up. He was nearly as lithe as Hunter, gliding up the ladder and leaping onto the balcony without a sound. He whipped his sniper from his back and brought it to his eye, adjusting the scope with his middle finger and thumb.
Tech was running toward them as well, typing furiously into his wrist. "I'll fetch the ship to get eyes in the sky; Wrecker can man the rear gun if we need any backup."
"Meet me at the top of the building; I just sent the coordinates to you," Hunter affirmed, "Crosshair and I will flush out this little interruption."
"Affirmative," Tech replied, and was joined by Wrecker as they sprinted back to the Marauder. ***
A pebble slipped from beneath her foot as Vel let fly a word that would have made her father smirk. She shuffled along the balcony, reaching the corner and rounding it swiftly. Finding the ladder down the side, she slid down as quickly as she could, hopping off two stories below to creep along the backside of the building. 
She saw movement up ahead, the flash of a figure crawling up the ladder on the other side and caught a hint of grey and red armor. Figuring it better to stun her pursuer than risk being caught, she pulled her blaster from her hip and furtively approached the ladder. 
Suddenly, a flash of blue light enveloped her, and her ears rang with a deafening high-pitched sound. She dropped to the ground and remembered no more. 
***
"You make good bait, Hunter," Crosshair crooned, stowing his sniper on his back as he smirked at the perfectly-placed stun. 
"Meet me on the roof," came the only reply. 
The Marauder lowered smoothly as the remainder of the team boarded, the passed-out figure thrown over Hunter's shoulder. He dropped her onto the floor under the control panel before continuing up to the bridge. 
"Let's report in and we'll see what to do with her," Hunter said.
With a nod, Tech moved a lever and the stars around them turned into solid blue lines as they disappeared into hyperspace. 
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I'm gonna tag you all for this first chapter, but if you'd like to be tagged in the rest (there are 30), please reblog this first one! I know not all of you are crazy about full-length fics with OCs. So no hard feelings if you wanna sit this one out!
Tag List: @wolffegirlsunite @secretthegriffin @littlefeatherr @dystopicjumpsuit @arctrooper69 @foreverdaydreaming1 @stunkbiggu @mxkyrie @starrylothcat @sinfulsalutations @littlemissbshine @atomickidsoul @dreamie411 @skellymom @nobody-expects-the-inquisitorius @followthepurrgil @the-hexfiles @1vlouds @sunshinesdaydream @anxiouspineapple99 @wings-and-beskar @ughhhhfoff @coraex @moonlightwarriorqueen @idontgetanysleep @clonemedickix @gt13tbbart @mary-on-the-contrary
Click here to join or leave the tag list. <3
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