Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, 24 September 2020

The Fantasy HighTech Cocktail

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF

 

 So I saw the trailer for FF16 (or FFXVI) .

It looks like they are rushing out a new Final Fantasy using the engine for the remake of ff7 and heavily drawing inspiration from Dark Souls and Game of Thrones hoping to hit the zeitgeist in doing so.

But it got me thinking about Final Fantasys mix of fantasy and high tech and Lo! made the following table. It makes most sense being a straight d6 and read across table, but you have the option of doing a split result table and trying to draw it all together

 EDIT: I had a table here pasted from google drive and it shat itself . It was okay in reader viewer, but I've crudely converted it to a .jpg below and give you the link to see it as a google drive document here:

https://docs.google.com/document/d/176NwTwlrCLwFkuQk7NG41fiZqzOFAsGrfgltVw1He_M/edit?usp=sharing







Tuesday, 8 May 2018

Part2 of What Exactly is the Problem Here?

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF
Picture Unrelated




Okay that last post got more traction/attention than I thought and now I got to clean up my points somewhat.

And look at some more spells to see if there is other conclusions to be drawn.



So in the last post I was trying to dissect my own disinterest in all these spell lists , but it's become blurred in/ or resonant with enough other people , that it's coming across as  a "objective" critique of the spells.

In this post I will try and be clearer about What I want from a Spell and how/if/does various spells fit that, but also be mindful about how this spell could be successful for other player preferences.


Some Concepts Will Use
Hijink potential:
Both how easy it is to use the spell in a variety of ways and how much unexpected things could happen from the spell.


Red Key Card:
A spell that just solves a particular problem , particular a problem created just to have that spell.

Abstract:
 the spell doesn't exist or barely exists outside the game mechanics for it. Magic missile, shield, true strike.

Materialness:
Like the opposite of abstract, what the spell does that then might needs game mechanics or reference existing game mechanics. A example of a spell that creates mechanics by its material is fireball or grease. A spell that doesn't even have game mechanics for what it creates is something like fabrication. Very often a factor in the spells Hijink potential, but not always (unseen servant)

Push Back:
push back is how hard you make it for any player plan to work, either through complication, dice gating or out right failure. Spells with high hijink potential can get a lot more push-back than abstract or red-key-card ones and if the d.m pushes back harder that the player likes then spells that don't risk it are going to be more appealing , example:

Everytime you use burning hands without thinking extremely careful about it, the d.m has the now on fire goblin crash tackle you or the resulting smoke choke you or the smell of cooked goblin attract a snake bear .

Push-back can done because the d.m likes the players to think really hard, or things to be very chaotic, or in some cases is trying to discourage the player.

Might be useful to define Push-Back that promotes chaos vs Push-Back that just prevent things happening at all. However not doing it now.


 I don't know how to segue into this bit:
There's spells I condemned because they created an easy to grasp real world object rather than a weird magic one (but still one with actual physical propertys unlike magic missile) .
So Mount creates a Horse rather than a weird organ beast.

However as players are familiar with horses they could think up more things to do with a horse than an organ beast, thus more hijniks potential so shouldn't it be regarded as less boring?


Also this one:

 There's trusting the d.m to make rulings about edge cases and then there's writing up Telekinesis as "move 2000 coins of weight"
which is like writing up magic as "the wizard can use spells to change reality. The d.m will decide the limits and restrictions of this"

Because players are going to want to know how fast it can move things, can it move small things fast enough to injure , how delicately , if you can target a held item , if someone gets a saving throw if you are trying to lift them up, can you lift someone up by specific body part like eyes or genitals, can you use it to crush or squeeze a throat, can you use it disable a limb or at least interfere with it enough to make attacking difficult , do I have to see something to use telekinesis on it , etc

The only use of the spell that won't require an immediate ruling is just picking something inanimate up and moving it somewhere else when nothing else is going on and somehow I feel this is going to be a less common use to any of the above


Compare to  "imagine the telekinesis as a mystic leaf blower like force which can push or even lift but can't specifically target or manipulate things with any more skill than you could do with a leaf blower < then some game effects if you use it against someone to slow them down or shove an object at someone>

(not saying telekinesis should be that limited but just giving an example of something that gives me something to work with as d.m)



Wizard Role:
Some people like some spells because they allow wizards to do things that wizards should be able to do like Obscure object or other Single Use spells or allow Wizards to be useful without having a complicated plan.

Actually I'm going to a terrible job trying thinking about spells in ways other people like them. Sooo


MORE SUBJECTIVE TAKES ON SPELLS


Arcane LockM: Magically locks a portal or chest. I guess it's something wizards could do but like could this be broader in application so you can use it on mouths  . It's hard to care about this spell
Obscure Object: Masks object against scrying. This is so red card key door I think it's the archetype
Protection from Arrows: Subject immune to most ranged attacks.  Boring but useful and you could see high level wizards getting to not worry about snipers oh wait that's hitpoints. Moving on
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Boring but useful


Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Alliteration and it has some materialness  I like it
Fog Cloud: Fog obscures vision. There's a level 1 spell that does this , can it just be one spell?
Glitterdust: Blinds creatures, outlines invisible creatures.  C+
Summon Monster II: Calls extraplanar creature to fight for you. covered previously
Summon Swarm: Summons swarm of bats, rats, or spiders. This is a good way to do a low level summoning , and is creepy and there's prob always a swarmable creature nearby
Web: Fills 20-ft.-radius spread with sticky spiderwebs.  C+ oh wait you can burn it B+


Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Detection spells need a whole post on themselves I think , but Detect thoughts and Locate Object are better than See Invisibilty


Daze Monster: Living creature of 6 HD or less loses next action.  Maybe if said why , like a mind jolt or vertigo but without any thing other mechanics it's boring and feels like it's here to give enchantment another spell
Hideous Laughter: Subject loses actions for 1 round/level. Is this still contagious?  Kinda like the Sleep / Colour Spray , I'd get sick of having happen in every combat.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.  Bad. What about the touched target next time has to make a decision just does it really dumb?

Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

A bunch of Okays. Maybe not you Shatter depending on the g.m lets it get used

Blur: Attacks miss subject 20% of the time. I mean okay I guess. Wizards should have some protective spells and it does it in a way with materialness
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. What I said about Fog Cloud but also what said about Hypnosis
Invisibility: Subject is invisible for 1 min./level or until it attacks. Sure
Magic MouthM: Speaks once when triggered. Could there just be a "trigger illusion spell?"
Minor Image: As silent image, plus some sound. SO this is why those level 1 spells couldn't do both at once : (
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). A example of protective Wizard spell that has some special effects to it that make good
Misdirection: Misleads divinations for one creature or object. What the fuck is with all the boring spell : The Return ?
Phantom TrapM: Makes item seem trapped. This actual could be great if was so it made everyone unease not just specific trap detectors

Blindness/Deafness: Makes subject blinded or deafened.  Debuffs are forbidden unless they have some flavour to them , not literally the effect they do as their name. call them "The Devil's Note" and "Unbearable Word" and the effect happens to those exposed.
Command Undead: Undead creature obeys your commands. I mean if you going to have necromancers a thing couldn't they just have this as ability? I guess it's simpler to have it as spell. Bland but forgivable
False Life: Gain 1d10 temporary hp +1/level (max +10). Bland but unforgivable
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. 
Add that if you touch food or drink it affects the consumer. I know the stink just makes it to tie in with the ghoulness but dunno it gives it something
Scare: Panics creatures of less than 6 HD. What I said about blindness , also there was a level 1 spell that did this. I hate this. Just pick how strong the effect is and give it a single spell.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. I feel like this was crude fix for all the necromancer touch spells but a glowing hand flying around combat Sucking the life from people is fine , so sure


Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fox's Cunning: Subject gains +4 Int for 1 min./level.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.  
Darkvision: See 60 ft. in total darkness. F-

Whispering Wind: Sends a short message 1 mile/level. Bland but forgivable


Alter Self: Assume form of a similar creature.  What I said about Scare



Knock: Opens locked or magically sealed door. The classic red key card door spell and the beginning of the wizard starting to do everyone's jobs. I guess it's the "resource management" aspect to d&d challenge so if that works for you, fine. This spell is a pariah to me
Levitate: Subject moves up and down at your direction. Bland but unforgivable

Pyrotechnics: Turns fire into blinding light or choking smoke. Feels like it should be level 1 and/or replace the spells that do stuff like this without needing a fire

Rope Trick: As many as eight creatures hide in extradimensional space.  fine
Spider Climb: Grants ability to walk on walls and ceilings.  fine

3RD-LEVEL SORCERER/WIZARD SPELLS



Dispel Magic: Cancels magical spells and effects.  I guess wizards should be able to do this : /
Explosive Runes: Deals 6d6 damage when read.  fine
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
everything I said about the first level one


NondetectionM: Hides subject from divination, scrying.  holy shit how many spells did this??
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.  make it one spell please

Phantom Steed: Magic horse appears for 1 hour/level.  it's a level 2 mount spell
Sepia Snake Sigil: Creates text symbol that immobilizes reader.   I mean it's okay but 2 spells to trap reading necessary?
Sleet Storm: Hampers vision and movement bland but forgivable


 Stinking Cloud: Nauseating vapors, 1 round/level. fine
Summon Monster III: Calls extraplanar creature to fight for you. covered already
Div
Arcane Sight: Magical auras become visible to you. this is divination kinda alright.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. bland but forgivable
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.  I mean it sounds wizardy but would anyone miss it if it wasn't here?
Tongues: Speak any language. as what I said for comprehend languages

Ench
Deep Slumber: Puts 10 HD of creatures to sleep. this is my face for when a higher level spell is identical to a lower level spell - _ -
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Number increaser
Hold Person: Paralyzes one humanoid for 1 round/level. Like there's snake sigil and that ghoul touch one that I guess are limited versions of this but can we just have those?
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.  Still no
Suggestion: Compels subject to follow stated course of action.  Fine

Evoc  I was deleting the schools But I guess I should leave them because I refer to them
Daylight: 60-ft. radius of bright light. a 3rd level light spell -_-

Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Sometimes people say these are boring but there's a lot of plans that go around trying to get dudes all in the one place so these spells ruin them the most and a lot accidents that happen because not enough of plan happened before they got used. So don't estimate the "hi jink potential" of spells with high "materialism" I feel weird about making terms now like Ron Edwards




Tiny Hut: Creates shelter for ten creatures. A spell carefully written to only get used for this one thing and makes it so any characters that are good at wilderness survival are redundant boo
Wind Wall: Deflects arrows, smaller creatures, and gases. bland but forgivable

Illus
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
The only one of these that isn't an existing effect could be 1st level and is pretty limited in scope . Could there just be a Wizard writing that allowed you to do the Snake Sigil, The Explosive Runes and Say Different Things To Different people?


Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
F-

Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
boring but forgivable


Water Breathing: Subjects can breathe underwater.
Flame Arrow: Arrows deal +1d6 fire damage.
Blink: You randomly vanish and reappear for 1 round/level.
 Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
bland but forgivable 

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

Buff debuffs should always be like these 2


Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
No
Secret Page: Changes one page to hide its real content. See Illusionary Script
Shrink Item: Object shrinks to one-sixteenth size.  Sure it could be used in someweird ways but does it have to be a spell?

Okay that's all the 2nd and 3rd done , this getting boring , stopping here.

How to fix :
Obviously if you don't have a problem with these spells then they don't need fixing.

A lot of people mentioned reskinning, or just adding enough materialness to make it interesting.

So Fly gives you wings or something. There's argument for the spells being presented in simple bland ways so you can then modify them for each wizard.

However if the cosmetics (like Fly's wings) don't have any materialness (like being able to tickle the inside of a throat with the wings) then it could be just additional description that gets skipped over. "The enemy wizard makes a glowing carpet appear and/ Yeah he's casting a fly spell I shoot him"

But if the carpet means you can body the wizard off his carpet and flying around on it , then that's good.

However then if each wizards spell flavour actually has materialness it makes their pressure to try a game that.

So either roll with that or just give spells that bore you materialness until they don't.

The same version of a spell but it's a different level. Just have it be the one spell and you can cast it as a second level spell if you want the more powerful effect.
If you just want a bigger spell list for conjurers etc , how about don't and give them some ability other wizards don't have , then stuff like Summoning , Protection Circles, Raising Undead could get its own mechanics rather than cutting it all up and putting it as spells.

I guess that's kinda a simpler solution but I dislike it for some reason.

An alternative to Materialness of effect is making the spell have a circumstance to its use that make hijinks happen around it.
  Like Comprehend language requires a shared meal or the tongue of the creature (attached or not) in your mouth. 

However if the circumstances seem too difficult or involve too much push-back for the players tastes they might hate you.

A way to make this more palatable to players is having the circumstances be exploitable in some way or the spell more powerful than it was.


So Obscuring Mist, Stinking Cloud and Blinding Light (Wait was it called that) all require fire you use because you also folded them into Pyrotechnics make it so the bigger the fire the more powerful effect.

Or Spectral Hand actually involves having real severed hand to animate make it be able to effect more people if get your hands on a bigger hand. Or you can use it on a living hand and fight the owner for control



Monday, 21 March 2016

Not understanding the question : Animal Mineral Vegetable

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF So this is a thing:
http://rayleklai-world.blogspot.co.nz/2011/06/story-of-leklai.html

Key quote:
"... one is assured that Lek Laï is not a simple mineral but a kind of metal-animal , capable of "swimming across mountains"

Which other than being worth sharing because it's amazing, is interesting because it's easy to take for granted the thinking of animals, minerals and vegetables as obvious and distinct categories.

The idea of spontaneous generation is possibly the first thing you might think of ; the idea that animal life 
(specifically verminous and unwanted life; I guess this was the only kind no-one bothered to check that hard. If someone was "hey silkworms come from water evaporated in moonlight" some entrepreneur would of got onto that )
could spring from inanimate; maggots hatched from meat, mice from old grain, snakes from dresses trellises left in rain barrels. 

Other examples from this mindset were the mandrake( it's a plant but a screaming plant) or bears licking their cubs into being from salt, the "vegetable sheep" explanation for cotton.

Numerous plants marked a mythological event  ; the first cultivated daffodil "Narcissus poeticus" , Judas ear fungus springing from the tree Judas hung himself on*

And then there was all shenanigans with whatever the fuck alchemists were on about.

Now before we get talking about animism : how do we know what was actually believed , what was metaphor or some kinda of catchy story to remember what a plant looked like or where it grew or just something to tell the kids to shut them up for minute? 

Who the fuck knows and it's possible it was varying degrees of all this at  various times or more accurately it would be some semi-fluid hybrid of bullshit, pragmatism , belief and faith which cannot be easily translated to any modern mental frame of reference.

So that plants don't have feelings, animals are distinct entities from the landscape  , and just what was going with kings love life is completely irrelevant to soil quality : these are not self evident facts at various points of time and culture.


So this is where I go : make up weird shit for how the world works for your campaign for fun.
Well yes But. 
So Ars Magica was set in "mythical europe" , the idea being, somewhat in passing, that all that weird medieval shit was true. 

Which was a somewhat terrible idea as if all the ideas we actually treated as true it wouldn't actually feel medieval. 

As in if dress trellises always turned into snakes could a siege hold out by turning spare clothing into protein? (okay maybe medieval people believed snakes were poison so it wouldn't work)
The point being in would kinda turn into a baron munchausen setting . Which is fine but it's just interesting result. 
Though arguable you could make up more medieval bullshit  to stop people treating the bullshit seriously or start claiming that being rational about things just makes them not work (because of the Realm of Reason , a thing in Ars Magica which was awkward and dumb)

I'm getting away from myself.

Um.

Animism. And those "tribal stories" where a mountain is also a daughter who ran away but also a mountain. 

Animism can't be easily understood as "invisible things in stuff"  , it's a complete rethinking or irrelevance of those categories of animate / inanimate, animal and mineral , agency and co-incidence.**

Tribal stories: are they a story or belief or a metaphor? My understanding of my own un-understanding is , that, basically no.

Trying to frame them or understanding them in such terms seems like trying to understand an ocean  by writing about what the splashing noises sound like.



Fuck this is what keeps throwing me off writing posts , this was gonna be a list of weird shit  and it's spiralling out of control in multiple directions and taking up hours.

I'm will try and wrap up somewhere useful:

Defining "animals" as things that are animals in this world and "monsters" as everything else is pretty terrible.

Everything should have a reason to exist that makes sense for the world and hopefully little sense in ours. I'm sure Arnold wrote something about this but now I can't find it so read this one as an example:

Magic as technology or magic as technology in a pulp comic have been done a lot.

Magic as technology is pretty familar, but so is the other one, it's just not explictly labelled as such.

Basic this form : there is magic, it's all over the show, it doesn't make sense , but it doesn't intergrate with anything and only monsters and wizards and their various aracana have it.

(Which in one form is the "magic is chaos" variant , where magic is always spooky and rare and corrupting and outside civilisation which is just kings and digging holes but some how magic is still worse than that. Which is generally considered more interesting than guards with +1 swords but I still think it's played out as shit and is more echos of christian metaphysically framing which is even more played out as shit. Even if has great production values like lamenations.)

AS opposed to "folk magic" , where everyone is kinda doing spells or bargaining with spirits and shit and there is an absolute intregation between magic and how the world works. There might be a lot of risk vs reward type deals and death spells and  curses .

Like a guy that you buy magic items off sounds like bullshit but that's literally what happens 
here 
http://www.atlasobscura.com/places/akodessewa-fetish-market
and it's great and there is couple of books I wish I had on me to reference right now about "outside priests/magicians" and "inside priests/magicians" and the activation of objects to deflect curse but I don't so it's a dumb content farm link.

but also average people have been doing magic forever 
https://en.wikipedia.org/wiki/Curse_tablet

and voodoo dolls was people mistaking vodoun stuff for how white people used to curse each other and then promptly forgetting they used to curse each other
https://en.wikipedia.org/wiki/Poppet


So I'm saying you can world where the barbarians have magical armour because they snuck around and dug up all your graves and made shirts out of your mourneds hair and that's even better than the shit where there is no magical swords except for one and it's super weird and you have to roll on a mutation table every time you use it and there is kings and hole digging.

and possibly you could reskin something that everyone**** complains about doesn't feel cool because everyone has magic powers (like 13th age or 4th edition or Feng Shui wait no-one complains about Feng Shui. Well okay they don't complain about that) not just the wizard and the priest.
Also the priest is as boring as possible so he's not mistaken for the wizard and mutation tables and what the fuck am I doing I'm literally collating very different systems philosophies into one straw man here I need to stop adding more to this bit and finish the table at the bottom which is what I intended to write 5 hours ago 

and you should read everything here if you haven't already 
http://straitsofanian.blogspot.co.nz/

and I just started to scratching the surface of this oh gawd I just wanted to make up this thing

like that thing I talked about at the start.

1. Mountain Bear : It's a type of rock but it's also a punishment for taking too much prey and not leaving offerings when staying in caves.
Like it's any rock that looks like a bear that someone found , and everyone lets their kids play with them. But it's also death scary to find one in a cave if you don't have anything to offer them because then a large bear of earth with a rock skull that breathes with stolen breath will kill you before that night is over. Unless you go out and kill and over the first thing you see. If you make that promise , go off and see something and don't kill it then the Mountain Bear will kill both of you.
It's also a rock that is good for sharpening hunting spears and knives (reroll the first attack roll with that weapon in a hunt and take the best), but if used for war you then have to go to Mountain Bear (it's a place too, but not a literally place, except it kinda is) and make a successful case to Mountain Bear (it's a god too) why it was a legal war or your entire village disappears. 


2. Traitors river: This is water that will poison peoples minds against those that trust them. You can find it by drowning someone and using them as a boat in a moonless night in most small bodies of water.  After that the easy bit is getting someone to drink it , it's exactly like water and so can be easily slipped into their drink or food. The next bit is a bit tricky; whatever you were hoping to happen will genuinely work but create such a shitstorm it will fuck your shit up as well. 
So in order to not have that happen you have got to work out what the water wants to do and then betray it before it betrays you.  
A good rule of thumb for how this works is if when you, as your character, declare you are using it and the d.m can't work out why the fuck you would do that or at the very least , why you would do that right now, why then the Traitor's river is properly just as shocked.


3. There is this tree and this whale and they swap places sometimes and tell each stuff and pissing off one means the other is going to be really pissed off and everyone in the respective environment listens to the tree / whale so it's going to be a bad time. The locals use the same name for both the whale and the tree but are real vague if they are talking about every one of this tree and every one of these whales or there is just one tree and one whale or even if they recognise there is difference .


4. Cats are literally shithead shadows from hell and the only good thing about them is they eat mice and mice are terrible gossips as well as shitheads from hells so if a cat knows something you know only that cat and whoever in hell bought the secret knows it. Mice learn something, everyone in hell and everyone who talks to hell  will know it.

Nobody kills cats that often because all the mice that haven't been digested will escape. 
Also all shadows are a kind of dead cat and cats age in reverse so there's bound to be another one soon anyway.

Oh and when they digest mice they cough them up as moths which are idiots and fly to moon and tell them all the stories they have misremembered and/or made up. Then the moon tries to verify all this bullshit with you at night and that's what dreams are.

So obviously if you can keep away from mice, cats and mothies you will stop dreaming and then no-one can see or remember you except in song.*****




No , none of those entries were "rumours" , I am saying they should be literally true if you use them in campaign. 




*yeah for purposes of ye olde time fungus is a plant. Also the tree is supposedly a elder tree, so good luck finding a decent strong branch there Judas"

** I mean someone's prob going to learn me here , I mean all you bastards seem to have all these degrees and such. But I will learn something

*** Speaking of grossly ill formed but talking about stuff anyway let's just stop here

**** by "everybody" I'm just flailing at some fucking straw windmills here like Don Quixote on a rpg forum this is worst mixed metaphor.
I was watching Vikings and man if you are going to play that loose with your historic "France" just give everyone onions  and striped shirts and berets and have the fucking eiffel tower right there it would distract me from how terrible that siege plan was like holy shit guys they have crossbows inside the castle we didn't expect them to shoot us with crossbows when we got inside though they only worked when they used them against people outside the castle. 
No, I'm not being facetious I would be able to take it seriously if all the French people had berets but don't take it seriously when they have a stupid plan and keep forgetting about shield walls. You don't understand my complicated relationship with the ridiculous yet. 


***** Rats are noble and wise because they have kings which is the dumbest thing about this whole thing. No-one has worked out what happens when cats eat rats or rats eat mice. When rats eat cats however it's a matter of political delicacy and people don't talk about it.

Saturday, 25 July 2015

Ready made Golems

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF
cut up thought stuck out here in the light  so shadow of it  goes  through your eye


Anyway
This scrap of paper I wrote some things and now I will type them here.


China Miéville has premade golems in his Bas lag. Little contrivances to be loaded with power and pointed with a task.

Here are some more from me to you:

Cloth:
Anoint it in blood, it will stretch as it drinks, the blood scabs and sharpens , it folds over some limbs and a pointed head and moves on 4 for speed and 2 when it fights.
Such prepared cloth this can be used a trap (disguised as a bandage) , or worn to become a bodyguard or ambulance when the wearer is stuck down.

Device:
Like a pocket knife that keeps opening and opening until it's a bird or a utilitous worm

Bag:
Like that what a doctor would have. Open it and breath into it and it inverts and flops out as rubber limbed drudge and brute

Powder:
Sprinkle it on a fluid and watch it congeal it into crude ambulatory life.

String:
A cats cradle that holds a murderous void. An anti-life cage. Simple but dangerous and uncommandable

Razor:

The wounds will heal fast and the scars will slough and pile too high into a keloid slug. Can be discharged to scar closed a door , a maw or any other portal or wound

Tumour:

Swallow a blade or seed and it will grow slowly inside , until you need it.

Pins:

To hold a skin on to the air to make it work again.


Recognizing its occult master, it then painfully arises to its wobbling feet, upon which it later leaps and bounds in mysterious abandon.




Wednesday, 30 October 2013

I am wearing Fungus , results may vary

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF

Some armour "tags" for non conventional armours

Not Really Magically Armour Tags:

Climbing Aid: Has hooks, spurs , claws or helpful rope hoops to aid in climbing



 Non-ferrous metal: This armour is made from metals that are not ferrous so if the g.m tries it on with magnets or electrical attacks that ignore metal a.c you can be like nuh-uh non ferrous metal. Examples Um some kind of bullshit fantasy titanium or something.



Buoyant: It floats! Possibly too well. Examples coconut husk (see links at end of post, I suspect though that would sink), reeds, packed with kapok or some other plant fibre, bamboo, mushroom caps



Noisy: Ceremonial bells and clappers and chimes. Makes a lot of noise. Might be terrifying to a particular kind of spirits. Also lets animals know you coming a mile off so you are less likely to startle a bear or a snake or something.
examples: ring mail with little charms and bells attached, a internalized bag pipe system (also Buoyant!), layers of extraneous loose plating like scales, rings similar to those attached to a Buddhists monks staff (for warning away animals and to alert people within ear shot that there was a monk nearby for all your monk needs)

Custom: It's made just for you, so it penalizes other people wearing it , and when ever the g.m tries to be "that would be uncomfortable in armour" you have a reasonable amount of wiggle room to go "nah I'm sleeping in my armour anyway"
example: expert craft work, a clone of your own skin grown harvested and tanned, luke warm wax that is poured over you and hardens but remains soft at the joints, it's assembled by ants or homunculus on you.



Insulated: It counts as cold weather clothing. Examples untreated seal or walrus hide like just roped to your body, thick furs, sacks of hot ash (sending up blinding clouds when penetrated ), penguins, congealed fat coated cloth



Intimidating: it makes you look big and scary. Morale check for dumb things.
examples; big ass horns adorned with burning pitch , skull masks, ludicrous spikes, helmets that disguise and/or amplify your voice, mummy bandages or other monster disguises


Subtle: it's not that noticeable and can be worn under clothing or gives the appearance of clothing
Examples: fine chainmail, stylish black leather, reinforced great coat , dress reinforced with steel banding


Don't Touch Me: It is spiked , anointed in caustic paste, sharpened , barbed ,hooked , foul tasting or smelling or otherwise trouble .  Grappling or eating you cause pain or at the very least discomfort
Examples: barbs , hooks , etc, obsidian scales, covered in chili oil, thorns/insect stings attached with tar or sap, toad skin armour, hedgehog skin armour

Magical Armour Tags:

Ablative : this armour is designed to break away absorbing damage, either with a fixed pool of damage reduction (absorbs 2 points of damage until it has absorbed 12 points) or a "Shield must be Splintered" system. (you may sacrifice the armour to reduce damage from a blow to a single point)
Examples: A potion that makes you bleed  from skin , and then hardens into a thick scab crust, layers material frozen on you,  stitched together vermin , semi-real illusions or alternate reality armours
Possible non-magical examples pumice stone , quilted paper , cloth 


ehh. It not so bad ?

Share holder Parasite : This armour has a store of hit points that you can replace your own with when wounded. The percentage of hit points you have replaced as compared to your own however is its chance of making you do what it whats you to do. Once hit points have been replaced they are replaced for good. 
 Examples
Ground up Golem: this armour has an interior space filled with sand. Heavy but very good at absorbing force. The sand leaks out and replaces your spilled blood until you are replaced with maddened elemental spirit. 
Fungus: Starts inserting itself in your organs and blood supply . At some stage will want to convert your whole body to a fruiting body and get you to climb stuff and release spores.
Ancestral armour: empowered by cantankerous committee of ancestor spirits. Possible unaware, possibly just uncaring that the current wearer of the armour is not their descendant. Because they are going shove your soul straight out of your body, you good for nothing gadabout!


Workaday Parasite: the magic properties of this armour are powered by your life force. It skims the first 3 hit points of any healing you receive but this armour cannot be disenchanted like a standard magic armour.
examples: Transparent glass , inserts needles into you and fills itself with your blood
A tangled mat of leeches, armour hide that grows into you and has to be cut lose to be removed (troll skin)


Space Warping: Using magic principle as those involved in creation of portable holes, bag of holding and carpets of entrapment, missiles pentrate this armour but fail to ever reach the flesh on the other side , mere fabric millimeters away.
It has a limit to how much it can absorb though. At which point it releases all the missles outward from the wearer in a fearsome torrent of pointy shit.
Variant 1: as above but each missile is not stored but redirected and released 1d10 rounds/minutes/hours later
Variant 2: the interior distance of the fabric is greatly stretched but the missle will still make it through, but a hour later. Wearer is advised to not be wearing it then. Or turn it inside out before hand.

Anointed: armour is not ignored by ghostly hand touch attacks or stuff that just has to touch "you" but not your skin exactly, for the magic to work.
Examples: woven witch hair, mosaics , inscriptions , mummy bandages, calligraphy (on the armour or attached paper) , ghosts or protective spirits incorparated into the armour, talismans in the form of teeth , bone, skin or gems.


Secretions: the armour secretes a fluid or oil. This might make it silent, slippery , fire resistant , highly flammable , insulated (cold or electricity) or just gross.
Examples: decorative spouter gargoyle heads as  pauldron , drowned perpetually wet haunted armour, polyps oozing away merrily , algae clots , symbiotic ooze or giant protozoon . Xenophyophore ? or an oversized Foraminifera?


Hive: insects live in the armour, either through specialized compartments or incorporating the hive in the armour. They may be capable of repairing the armour or just sting and bite the shit out of your enemies. This could be non magical if you were somehow secreting the pheromones that would make the hive believe you to be their queen,
examples: ants, bees , wasps. Little naked versions of you. Flies in a semi rotting organic armour. Fur with charmed fleas that infest and bedevil your foes 



Sustaining : the armour is capable of giving you food , water or air.
examples: symbiotic algae, plant or fungus which converts sunlight , or your own detritus into substances. Still suits from dune. Biotech. Bonded Air elemental. 


Weaponized: has built in or concealed weapons, or weapon potential. Maybe melee or missile, only suitable as a back up or actually formidable enough to rely on.
Examples include coconut husk weave with trimmings of animate rope with sharks teeth as for a chain saw like effect  or extend as a whip like radula .
Judge Dread/Death (skeletal) eagle pauldron that can be commanded to strike as a heavy crossbow. Quills .
 Hatchet head helm. Nematocysts (possibly ranged), seed pods or acidic spore blasts. Concealed chains or spine with snapping skull. Animal skull gauntlets . Sashimono that converts to a spear or stave.



coconut husk armour from the Kiribati http://web.prm.ox.ac.uk/weapons/index.php/tour-by-region/oceania/oceania/arms-and-armour-oceania-222/ 
(notably often using a dried puffer fish as a helm)
also the stuff about their martial art schools http://en.wikipedia.org/wiki/Culture_of_Kiribati