Showing posts with label silly. Show all posts
Showing posts with label silly. Show all posts

Sunday, May 19, 2019

And If You Think They Pay Students To Do This You'd Be Wrong

"Wizard schools are hotbeds of hobbies injurious to humanoid health, souls, and minds. And that's not even including the annual Flavortown cookoff, sponsored by the Monster Menu-All, your guide to underground edibles."

 - Asmodeus's Guide to Higher Education

"There must be a way to channel the energies of students into more productive, cooperative, and less rowdy disciplines. Wizard duels are too tightly regulated and boring for these new generations, what with these illegal seconds, thirds, fourths, and contingency spells."

- An excerpt from a memo High Magi Acererak wrote to the Hon. Smaug regarding wizardly spats

From the undoubtedly imbalanced minds of the Oblidisideryptch and the Velexiraptor (whose teams can be found here):

FIREBALL
A game of skill, luck, and informed cheating

Do you wish to contest this ruling, mortal?

Fireball is played between 2 teams of 4 players. At least one player on each team must be able to cast Fireball (or an equivalent spell that creates a ball of fire), and every team member must be able to interact with Fireballs in a way besides becoming seriously injured by them.

The game has 4 15-minute halves, separated by short rests for players to recover HP, strenuous abilities, and dunk their heads in Wyvernade.

A Fireball pitch is just long enough for long-ranged spells (like, for instance, Fireball) to make it halfway (~200', or 60 metres); a goalpost is located at each end.

Teams get one point for each Fireball spell that hits the opponent's goalpost; if it volleys off of 2 or more players besides the caster, it counts for 3 points instead.

There's a laundry list of what counts as a fireball, what counts as a player, what's allowed re. magic items, extradimensional interference, necromancy, time travel, etc. These (and other) rules are enforced by three referees, all loaded up with powerful movement, divination, and abjuration spells.

Gameplay Rules:
Player locations are demarcated by which Zone they're in. You're either on Home Side, Midfield, Away Side, or in Home/Away Goal (only one player is allowed to be seen in each goal at all times)

Home Goal | Home Field | Midfield | Away Field | Away Goal

At the beginning of the quarter, fill a bag with chits, one per player. Teams can set up their players anywhere from Midfield to their own Goal. Determine starting player by drawing from bag (without replacement). On a player's turn, they can move one zone and take one other action (casting a spell, punching someone, trash-talking...). If you move into a zone with an opponent in it, you may move to Cover them, so you can more easily Intercept their spells. If you move while Covered, whoever is Covering you can opposed DEX test to move with you and keep Covering you. If you move while undefended, anyone in the same zone can make a DEX test to catch up with you. If they do, they can Cover you.

To throw a Fireball (or another similar spell), make an INT or DEX test. Fireballs can go up to one zone away. Anyone in the same zone as the caster can try to Intercept by beating your INT/DEX test result with another INT/DEX test; if they succeed at Intercepting, initiative moves to them and they can interact with the Fireball; if multiple players try to Intercept then the highest roll wins. Anyone Covering the caster gets to Intercept as well, and goes first no matter what if they succeed.

If you can handle a Fireball with your bare hands (with a Shape/Control Fire spell, or by being magically fireproof), you can carry Fireballs while moving and hand them off to other players. Only players covering you or your target can try to Intercept the handoff.

If the Fireball makes it to its target:
    Target is an undefended goal: Score points equal to the Fireball's (dice)! If the Fireball volleyed off of at least 2 Intercepting players, it counts for double points.
    Target is a defended goal: Goalie makes a INT/DEX save to Intercept
    Target is an undefended player: The Fireball passes to the target, who now gets to act
    Target is a defended player: Everyone involved makes a INT/DEX test; whoever wins gets to Intercept   

When multiple Fireballs are in play, resolve them from closest to the Away Goal to closest to the Home Goal (this is Home Field Advantage)

If there are no Fireballs in play, next player is determined by drawing a chit; once the bag is empty, the Quarter ends.

The National Conclave for Arcane Athletics (NCAA)

8 of the 16 NCAA teams follow below.

The Balthifore Oracles:
Balthifore will have an excellent sense of timing. Infrastructure upgrades, downsizing before recessions, and generous college programs for obscure fields that suddenly become hotbeds of innovation and wizardly startups has propelled Balthifore University into generous budget surpluses that are quickly allocated towards fruitful initiatives...most of the time. To prevent massive prosecution over potentially illegal foreknowledge, the university also pours large sums of money into stupid and wasteful projects. Like the ongoing construction of the world’s largest Fireball stadium. Every year, a phase is finished, and the inauguration of the new construction phase takes place the next day. The current “stadium” is capable of hosting 4 simultaneous Fireball games and has been the seat of the last 2 finals. Despite their obvious prescient advantage, the Oracles only perform slightly above average...though their team steadily increases in quality from year to year.

Star Player: Pythia Alexandris, an international student famed for her stunning ability to be in the right place at the right time, especially if a game is on the line.

Special Techniques: The players have an eerie sense of coordination, dodging push-foiling maneuvers and adapting to new strategies with disconcerting speed. However, their audacious stratagems occasionally crater at just the wrong moment. At any given time, an Oracle can reroll any Int or Dex test with advantage or disadvantage. However, every time they use this ability, their opponent gains one use as well.

Home Field: The fields are well pruned and maintained, with no exceptional features save one. The massive projecting screen displaying the game has, without fail, displayed 5 random seconds of the upcoming game 5 minutes before the game begins. Attempts to thwart the projected 5 seconds from coming true have resulted in multiple freak coincidences creating the exact events projected.


The B. Smith Undergraduate College For Indigenous Education Thunderbirds:
The BSUCFIET - or “BS U” - to its students - has had a long and controversial history stemming from its establishment on a native burial ground and the culture of nepotism and racism among the college’s traditional administrators, the Smith family. Despite projecting a reputation as an institution where indigenous traditions were studied and preserved orally and in literature, the programs undertaken by faculty have often been deleterious to the cultures they wished to examine, in some cases benefiting companies seeking to profit off of natural resources held by said cultures. Tensions came to a head in the massive student riots 25 years ago that culminated in the college’s current president and deans being held hostage by students. The standoff with local law enforcement has continued since then, and with large numbers of faculty quitting, classes and facilities have become increasingly student and graduate managed. Despite these difficulties, the college has experienced a windfall in investments ever since indigenous representatives gained a majority seat on the college council, leading to a renaissance in cultural studies and overall education with enough money left to field a proper Fireball team.

Star Player: Quanah Parker, the son of a graduate student and a faculty member. Quanah demonstrates a devastating aptitude for weather magic, and frequently uses high pressure lashes of water to his advantage.

Special Techniques: The Thunderbirds have the power of flight, which they use sparingly as it tends to produce undirected discharges of lightning. A Thunderbird can potentially fly over an opposing player, but when they touch the ground again, they discharge a lightning bolt at a random player (Dex test to avoid) that deals 1 dice of damage for every zone traveled in the air.

Home Field: The field’s location is on a desecrated re-consecrated burial ground with massive sinkholes interspersed between stretches of tall, charred plains grass. The Thunderbird itself sleeps in the field’s’ cavernous holes, and occasionally emerges to conjure a torrential rainstorm over a player or a massive team-shifting gust of wind. The field itself harbors an animosity towards visitor teams, and usually curses one or two players before a match’s conclusion.


The Vigilaincie Beholders:
The Vigilaincie Institute of Opthamology is a small, private college seemingly unsuited to support a powerhouse Fireball team. Despite their lack of a home stadium, the Beholders possess unique abilites which gives them a strong edge to any unprepared teams. The players begin the match completely blindfolded, and communicate through a series of whistling and clicking noises of unnatural tone. When they take off the blindfolds, though, their terrifying power becomes clear. The Eyes of the Beholders possess many strange magical abilities maintained through visual acuity - if they can see a target, it can be affected. These powers are usually replicated in lesser form by fans for goofy effects and staring contests during matches.

Star Player: Ghuanadar Eyries, a humanoid of unknown ethnicity. Rumors that Ghuanadar’s entire body is covered in eyes beneath their black jumpsuit are entirely unsubstantiated.

Special Techniques: The Beholders each possess one team eye power - an antimagic stare - and one individual eye power and can “see” up to 2 zones away while blindfolded. When their non-antimagic eye is exposed, they can manifest powers ranging from petrification effects to walls of turf.

Home Field: None. However, the team lugs along large mirror apparatus that they often set up on the field and use to get the drop on players out of their visual range.

The Minneennim Twinned:
Minneennim University is a beacon for studies covering the broad spectrum of visible and invisible effusive radiations. As such, their Fireball team is composed of the most maddening illusionists they can find. The Twinned specialize in infuriating illusions of themselves, fireballs, and opposing players, often allowing for shenanigans right under the referee’s eyes and false “goals” that send the tally-devils into a frothing frenzy. Often, opposing teams will try to sneak in specially enchanted headwear to filter out the false cards.

Star Player: Hannah Tibbit, a graduate student with a penchant for camouflaging herself or enemy players to match their current background. Is suspected to conjure an illusory duplicate while impersonating a referee during home games. Such flagrant violations remain unproven.

Special Techniques: Illusions of fireballs, players, and medusae. Lots of them. Teams usually employ special tics during games to differentiate themselves from their illusory duplicates.

Home Field: The stadium is regular. The field is a box coated with one-way mirrored glass with two holes for exit and egress and mirrored geometric shapes sprinkled through the field. Snowblind glasses are a must for watching or playing a Twinned match.


The [] Mimics:
[] University is the premiere institution for the fine arts of acting and character impersonation with an impressive graduate espionage program. The University takes on the name of whatever team it’s due to play in it’s next Fireball match, leading to no end of legal confusion and temporary differentiated postage until the match is resolved. The players, consequently, are drawn from other teams. I mean, they impersonate players from other teams.

Star Player: Whatever player is popular at the moment, until the winds of change blow.

Special Techniques: Randomly determine team composition based on all sanctioned Fireball teams except the R’yleh [REDACTED] and whatever the opposing team is. Players may make an Int test to impersonate objects like fireballs and goalposts. Impersonating referees is strictly prohibited.

Home Field: The game takes place inside a large, open air wax museum of famous people and famous university graduates wearing Fireball equipment and magically animated to perform simple, harmless, random gestures. The wax will reform slowly if melted. It’s tradition for the Mimics to impersonate 4 random wax figures that are removed from the stadium as the game starts.


The Steer City Beastmasters:
Steer City University boasts one of the largest arcane animal husbandry programs in the world which spans hybridization, bringing extinct ancestors back, researching common arcane ancestry, and unique veterinary certifications. Their players are often talented students who’ve bred and bonded with archetypical beasties - one per player - that accompany them in matches.

Star Player: Bevonia Langhawrne, scion of a long line of ranchers who successfully bred a displacer beast with a cow, creating a 2000-pound beef behemoth named Vobe with fireproofed horns who’s always in a more inconvenient place than his position would suggest.

Special Techniques: The Beastmasters often bring dangerous animal companions onto the field. Pseudohydras and pseudochimeras are quite popular choices for matches, as the hybrid creatures incorporate classical abilities of many other monsters.

Home Field: The stadium is a squat concrete block stained and scarred by many monster emissions over the years. It features lots of hay bales and tasty treats for hungry beasts that will hopefully prove more appetizing than enemy players.


The Paracelsian Primordials
Paracelsus University is an old, renowned center of elemental studies with Colleges of Earth, Wind, Fire, Water, Metal, Wood, Void, Light, etc…..and the hotly contested Heart. The yearly team tends to be composed of leading students from randomly selected colleges. Inter-college rivalries between elements often flare up during matches, resulting in many widespread expulsions of fans from games over the years. Famously, the 5th final ever played didn’t have a winner because several feuding faculty, with the assistance of students, summoned multiple elemental apocalypses on the playing field at the same time. After decades of magical rehabilitation, the stadium was declared “fit to use pending terms and conditions and signing of a release of liability agreement”.

Star Player: Hawea Kekoa, a burly undergrad with many animated tattoos. He carries around a fireproofed surfboard that he always seems to find a use for, whether to swat fireballs or surf crowds.

Special Techniques:
Pyromancers: Can cast a 2 MD fireball with one dice and bend the path of fireballs.
Aeromancers: Can fly and suck the wind from opponents.
Hydromancers: Can extinguish or repel players with water.
Vaccuumancers: Can attract opponents or fireballs into gaping voids torn in reality.
Luxomancers: Can create blinding flashes of light and make hardlight implements.
Timbremancers: Can warp greenery into weapons or fashion lethal plants.
Empathomancers: Can cause opponents to feel the pain they inflict.
There’s an infinite number of mancers!

Home Field: A cracked, pitted wasteland of charred earth, rivers of lava, acid, and molten metal, occasional patches of greenery, and several named geysers that erupt in sync with the small volcano in the middle of the field.


The Lost Angels Radiance:
The Radiant Word Seminary was a small theology college until the Fall of Notre Dame. Surviving faculty and students took refuge in this college, leading several unsuccessful crusades until formally christening the Radiant Word as their new home. With the endorsement of leading clerics and paladins, the Seminary has become a thriving force of light opposite the blackened, crumbling spires of Notre Damned. Their rivalry is one of the most intense in the league. It’s rare a Radiance/Balors game goes by without at least half of each team carried off the field.

Star Player: Joan d’Arch, a living saint dedicated to an eternal crusade against the forces of Go’al. She leads a team of devoted paladins, each ready to martyr themselves to win against the forces of darkness.

Special Techniques: The Radiance are masters of banishment and containment of eldritch and demonic forces alike and possess massive staying power as each player knows how to heal.

Home Field: A consecrated, polished slab of white marble, where harmful enchantments are punished by angelic smites.

Write your own conferences! We'll play some games someday.

Monday, April 1, 2019

GLOG Class: Really Bad Rabbit and G+ Eulogy/Break

Her companion lay asprawl on the grimed stone, limbs slack and head twitching as in sleep. As she approached, a small, writhing bundle of fur peeped out from the other side of his head, shaking and twisting with the rhythm of his neck.

No, his neck twisted with the furry thing.

No sooner had this correction flittered across her mind than a dainty white ear flopped out, and rotated towards her. She stopped, acutely aware of her chinking mail and her pattering heart. Another ear joined the first, and the bustling movement stopped.

A small face red as roses and slick as oil rose above her companion’s neck, with crimson beads languidly sliding down blood-thickened whiskers. Its teeth were drenched, but not enough to conceal the sickly yellow of their enamel or their absurd fanged enormity.

The eyes, though, yes, the eyes were the worst, she thought. No sclera, iris, or nictitating membrane, just an abyss of shifting, fluid red. And the pupils! Dull, white, sightless things, drooping carelessly to either side.

While its hindquarters tensed and its belly sank, she thought of a stray cat right before pouncing on a bird. How the cat’s eyes fixed steadily on its prey, mesmerizing it. How the bird shrieked before the cat casually slapped its head against the gutter stone!

The eyes, though, the eyes were certainly nothing like a cats. And the teeth sinking into her throat couldn’t have come from any feline either.

Oh yeah, April Fools. Here's my "funny" thing. Heheheheheh.

GLOG Class: Really Bad Rabbit


A: Just a (Killer) Rabbit, Hop, Carnivore
B: Arterial Spray, Bunny Nose
C: Dodge, Swirly Eyes
D: The Great Escape, Kits!

For every Really Bad Rabbit template you have, your bite increases by one dice size. Start with a d4.

You are Just a Rabbit. You are an exceptionally intelligent rabbit, able to count coins, find traps, and remember conversations, but you are still a rabbit. Algebra and writing are out of the question. Most creatures will underestimate you if they can’t see your crimson eyes or your huge goddamned fangs.
You can communicate with your fellow PC’s with body language and bunny squeaks and you understand the lingua franca of the setting. You also speak Lapin, the language of rabbits and hares. The only rabbits/hares you really get along with besides other killer rabbits are dire haremoths and jackalopes. Normal rabbits and hares will flee unless you really, truly pinky swear like you’re bestest friends promise not to eat them. (Eat them, and their children, and their parents, and their friends. Spatter them with the blood of their family! Coat their warren in blood!)
Your eyes are pure red with dull white pupils after you taste blood and your teeth are fangs. This is a significant tell that you’re not a regular rabbit. Also, you can detect killer rabbit lineage by scent, and may rarely encounter cousins.
Because you are a killer rabbit and therefore dangerous, you are illegal to own or transport (live) in civilized places. Your fur is worth 10 times as much as a regular rabbit fur. You may be hunted for your fur alone or to become an exotic pet of a foppish, spoilt noble.

Maks Copylove


Hop along like a demented pogo stick. Whatever a rabbit movement normally is, yours is twice as much and your leaps are thrice as long. You can leap backwards too.

You’re a Carnivore. Your best food is fresh, bloody meat. Cooked meat will do, but bloody meat is best. Vegetables and fruits do nothing for you, and carrots are poison. For every day you go without meat, you lose some movement and a hit point. If your stats ever reach those of a normal rabbit, you must Save every hour or kill the first meaty thing you see. When you drink blood, your eyes turn crimson and stay crimson until you’re hungry again.

Arterial Spray spurts from the necks of your victims. For every creature you kill in battle, you gain +2 HP and + move. This HP and move can exceed your normal maximum but goes away as soon as the blood on you dries or disappears. If a creature watching this has never seen a rabbit tear through necks and limbs like a demonic wood chipper or something equally traumatizing it must Save versus Fear.

Your Bunny Nose is adorable - when you want it to be. You can attempt to charm a creature that might like cute animals by spending a minute being petted and cooed at. This attempt fails automatically if your teeth are seen or if you have blood on you. If you attack a creature that is charmed by you, they must Save versus Charm or you crit them. The charm lasts 1 hour per RBR template you possess.

Dodging is second nature to you. Every round you don’t attack a creature that attacks you, you get +2 to AC/Defense rolls against its attacks and +1 to damage against that creature as you learn its attack pattern.

Your Swirly Eyes are mesmerizing. Once per day, you can force a creature making eye contact with you to Save or be paralyzed until they take damage, succeed on the Save, or somebody slaps them.

You have been summoned by the Council of Caerbannog to rescue another killer rabbit from the horrible state of pethood with a Great Escape. You have a week before the killer rabbit is defanged. If you fail, killer rabbits will shun you until you successfully rescue another. When you succeed, you may summon 1d4 killer rabbits once a year to aid you with a task.

Eventually, Nature digs her claws into you and commands you to have Kits! You must immediately seek out another rabbit and procreate once a month. Gestation for killer rabbits is one month.
If your mate is a regular rabbit, you have a 10% chance of bringing one killer rabbit into the world instead of regular kits. It ate all its siblings in the womb and starts with an extra hit point. (Female killer rabbits: eat your normal male mates after the act!)
If your mate is a killer rabbit or a jackalope, you instead bring 1d4 killer rabbits into the world. God help us all. Roll on the following tables for each killer kit you spawn.
If you have Kits and then die afterwards, you may immediately start play again as one of your children with your first RBR template.

Run away! RUN AWAY!

Kit Color: (1d50 or 1d100/2)

  1. Agouti: Bands of color occur on each hair in rabbits with aguit fur. The colors of these bands vary depending on the type of agouti coloration.​ Roll again twice, ignoring this result.
  2. Black: Dark black.
  3. Black otter: This pattern includes a black body with a lighter underside, hair may be orange tinted at the border of the black and lighter color.
  4. Blue: Medium or slate blue.
  5. Blue otter: Blue coat with fawn tipped guard hairs and fawn areas.
  6. Blue steel: Blue with silver or tan "ticking."
  7. Blue tortoiseshell: Blue and beige.
  8. Broken: This pattern can include rabbits that have white fur with any color patches or spots, with nose markings, colored ears, and/or eye circles.
  9. Brown-gray agouti: The individual hairs of this color of rabbit are blue at the base (closest to the skin) then medium tan, charcoal, and finally tan at the tip.
  10. Californian: White body with black on nose, ears, tail, and feet.
  11. Castor: This is a pattern that has brown fur over top, a slate blue undercoat, with orange or red in between.
  12. Chinchilla: Slate or black blended with pearl and black tipped guard hairs.
  13. Cinnamon: Rust or reddish-brown color.
  14. Chocolate: Deep dark brown color.
  15. Chocolate agouti: Bands of tan and chocolate with a chestnut tip.
  16. Chocolate chinchilla: Chocolate and pearl with chocolate tipped guard hairs.
  17. Chocolate steel: Chocolate with tan or silver ticking.
  18. Chocolate tortoiseshell: Creamy chocolate with fawn.
  19. Copper agouti: Bands of red/orange and dark slate with red at the tip of the hair ticked with black tipped guard hairs.
  20. Cream: Pinkish beige to almond color.
  21. Crimson: Blood red with white patterns on chest and face.
  22. Fawn: Straw color.
  23. Frosted pearl: Pearl with black, blue, chocolate or lilac shading.
  24. Gray: Three different colors of hair: black, black with tan tip, and black with a tan band, and slate undercolor.
  25. Light gray: Agouti with slate blue at the base of the hair, off-white in the middle, and light gray at the tip with black tipped guard hairs.
  26. Lilac: Pinkish pale gray.
  27. Lilac chinchilla: Lilac and pearl ticked with lilac tipped guard hairs.
  28. Lilac steel: Lilac with tan or silver ticking.
  29. Lilac tortoiseshell: Lilac and beige.
  30. Opal agouti: Slate blue at the base of hair then gold then a blue tip.
  31. Orange: Light to bright orange color.
  32. Pearl: Light creamy gray color.
  33. Pointed white: White with a black, blue, chocolate or lilac colored nose, ears, feet, and tail (like a classic Himalayan cat coloring).
  34. Red: Rich brown red color.
  35. Sable: Dark grayish brown color.
  36. Sable marten: Siamese sable coloring with silver-tipped guard hairs.
  37. Sable point: Cream body and sable on the nose, ears, feet and tail.
  38. Sandy: Reddish tan color.
  39. Seal: Dark (almost black) sable color.
  40. Self-group: Solid color in black, blue, lilac, blue-eyed white, and ruby-eyed white.
  41. Shaded group: Color transitions from dark to light (e.g. frosted pearl, sable, sable point, siamese sable, seal, tortoise).
  42. Silver or silver fox: Silver with white or white tipped hairs.
  43. Silver Marten: Black, blue, chocolate or lilac color with silver-white markings and silver-tipped guard hairs.
  44. Tan Pattern: Marks (not necessarily tan) on the nostrils, eye circles, jowls, inside ears, belly, inside leg, and underside of tail. Groups included marten and otter colorations.
  45. Ticking: Solid or tipped guard hairs different than the main coat color interspersed throughout the coat.
  46. Tortoise: Orange with black, blue, chocolate or lilac.
  47. Tortoiseshell: Orange or dark fawn and black.
  48. Town Watch: Grey with tan head and brown paws.
  49. Tri-colored: White with either black and orange, lavender blue and fawn, chocolate and orange, or gray and fawn colors.
  50. Violet: Deep mottled bluish-purple.

(I made up three of these colors. Guess which ones they are without searching.)

Kit Changes: (1d10) These changes are only hereditary if you breed with another killer rabbit with the same change.

  1. 1. Scrawny. -2 HP, +3 Move.
  2. 2. Plate Teeth. Can crush/shred an armor piece on max damage roll.
  3. 3. Claws. Gain small retractable claws that deal 1d4 damage and can help cling to objects like a cat.
  4. 4. Beefy. +2 HP, -1 AC.
  5. 5. Keen Ears. Better at hearing but Save versus loud noises (gunfire, etc) or take 1 nonlethal damage.
  6. 6. Keen Nose. Can track by scent but must Save versus hideous smells or be unable to smell for a day.
  7. 7. Smart. Can understand another language, read, and do simple math.
  8. 8. Pouch. Like a kangaroo. You can carry a few coins or a very small object.
  9. 9. Bunnicula. You can drain blood from a sleeping creature without waking it up to sustain yourself. This deals 1 damage and gives the creature -1 to Saves for the next day.
  10. 10. Roll twice on a Mutation table and pick one of your choice. Roll 4 times and choose two if you’ve eaten the brain of a magical creature. These mutations have a 50% chance of cropping up in descendants.



Design Notes:
Well, I wanted to do something goofy for April Fools and something to wrap up G+. Originally I planned on releasing my druid to mark the end of an era but work and procrastination prevented that.
I think the real strength of this class is in the descendants. After a couple generations of breeding and “bunny retirement”, a killer grandrabbit would be quite entertaining to play. Hell, roll on the table before you start if you like. I’m not too worried about killer rabbits overunning my campaign world because they are pruned/hunted for fur quite vigorously. Usually killer rabbits are lone, territorial creatures, but if you kill enough they will hunt you down in a pack of rustling, lithe, adorable fur and fangs. Your skull will be picked over and dragged back to the Council of Caerbannog’s Dread Warren.
This class has perhaps more “+1 to X” bonuses than I originally intended, but I tried to make those dynamic rather than passive. I find flat bonuses boring.  I'm trying to create a tension between Dodge and Arterial Spray so that each is advantageous at different times without having to resort to dice mechanics.
 My favorite part of this class is the hypnotizing bunny eyes and the charm. It just warms my rotted, stony heart thinking about charming the tyrant’s child and then ripping their throat out in front of their parents. Also gives the class RP/ambush tools so the killer rabbit can be a good infiltrator/spy. Basically, seduce children and then listen in to their parents. Have a kid snack, leave droppings everywhere, and report back to the party.
Why would a killer rabbit even adventure with the party? Well, the Really Good Dog is there as a companion. Why not a killer rabbit? Killer rabbits can form friendships with other PC's just like other animals can.

Future Thoughts
I'm going to be taking a month-long break from blogging. Finals and whatnot. Expect a slapdash parasite and then radio silence until the first week of May.

If you were never part of G+ you can skip this next part cause there's no game material.

Things Fall Apart...
To accompany this.

...which is the title of an excellent book by Chinua Achebe and the eventual fate of almost every TTRPG. How many campaigns get a bang instead of a whimper?

DISCLAIMER: ALL THE FOLLOWING IS FROM MY PERSPECTIVE WHICH IS GUARANTEED TO BE NOT QUITE RIGHT. I ONLY OFFER OPINION HERE. Also apologies if any of this is triggering. I'm recounting my own little story here and if you don't like thinking about past events on G+ please don't read this.

When I first started lurking (and started this blog), G+ was on a pretty steady roll. Zak S (rot his soul) was handily coordinating most of the OSR sphere and launching semiregular attacks on other people (most D&D and some conservative) he didn't like. Arnold K's posts were slowly but surely in decline. Patrick Stuart was releasing Maze of the Blue Medusa with Zak S to much acclaim and working on Veins of the Earth.

Arnold, Patrick, and Zak were how I measured the pulse of the OSR world, which was slowing on some fronts. Blogs were becoming slightly less active, some went dark. I shouted a few piddly things into the abyss. It seemed a stable place, if a slightly tense one. I didn't like the way Zak talked about people from the start.

2017 was a hell of a year. Throne of Salt and Coins and Scrolls began to rip their way through the blogosphere. I wrote what I consider my best post so far. It's about how druids will fuck you up from a distance. 

Then, something started to give. Zak and Paolo G had an argument which Zak refused to lose. Patrick got tired of moderating the personality clashes. Patrick severed his relationship with Zak. I wrote Patrick on G+ and it was whoooo boy. Wow. I was an awkward kid. 

In between the game posts, it seemed that something was building up...or not. Skerples and Patrick had a falling out of their own. Then, things settled down. I became busy with school and checked G+ once a month after one-offing a couple of wizards and not blogging.

Then things changed. Google announced the shutdown of G+ and moved the shutdown date up later. Gradually, as 2018 faded into 2019, people became aware that things were shutting down, the great circuits going quiet. Every time Google posted some info about the shutdown, there'd be a string of farewell posts. 

Despite that, though, the G+ community rallied. I think Jan 2019 up until the notification icon went away was the most active the community's been in years. That was awesome. Long post discussions, interesting ideas, and cool kickstarters. Silent Titans! Ultraviolet Grasslands!

Then, Mandy Morbid posted about Zak's history of abuse. And the sky fell. Other people - Patrick, Scrap Princess, Arnold, Skerples - said what needed to be said. Zak was denounced. I blocked him, left his Discord OSR for Chris M's OSR Discord, and felt happier. Mandy's post was an insight into the why and who of Zak, and I think the catharsis G+ finally needed. 

The poison has been purged. I wish that it were earlier, say true and say thankya, but the poison is purged. I have immense respect for Ms. Morbid and the others who told us the truth of Zak and I'm so sorry for their suffering. I wish them the best in recovering and living a full life.

After the notification icon died, G+ entered its twilight. The number of posts dropped dramatically. People started saying final goodbyes.

Tonight, I think, G+ ends. I will wake up tomorrow morning and attempt to open the app if it isn't already gone. When that fails, I will delete the app from my phone. And probably tear up.

The G+ community has been quite good to me. I will miss our tumultuous little corner of the internet. To everyone who isn't sure about Discord, I can vouch for the one I'm on. It's not nearly the same but it's quite nice. 

After I publish this post, I'm going to import my G+ data into MeWe, and preserve a bit of its glory. This will be my last Google Plus post. I may check and comment until I sleep, but this is it. 

To all the G+ers: Thank you!

Some specific goodbyes:

K Yani: I'm glad to be your friend. I look forwards to coming along wherever your journey takes you, and I encourage you to join us on MeWe. I think it most resembles G+.

Arnold K: Thanks for being my original inspiration. Please post more. That's kind of a shitty goodbye, but I really can't put it any better in complex words, and I feel like an ass when I try.

Patrick S: Keep doing your thing, man. Your weird, byzantine, esoteric thing. Can't wait for Silent Titans.

Ian Reilly: Thanks for being an early supporter of my chicken scratchings. 

To all those others: Long days and pleasant nights. I'll see you again. Please, add people to your blogrolls.

Wednesday, October 19, 2016

The Great Rave, Part 2

Meatsmiths 
Meatsmiths are what make the inhuman performing arts possible. They are called 'menters, roboys, bots. They work on subjects that feel no pain and are constantly twitching or dancing, and as such they have really good skills and are super fast. If the PC's figure out what they're all about and want to get in on the fun, they can walk up to a meatsmith. The proper procedure is to stick out or indicate the limb that is to be altered. If a player walks up and stands still, a meatsmith will take that as tacit consent that they are donating themselves to be a bloodspeaker (50% chance) and will hit them with an injection of the most powerful tranquilizer they have and start carvin them up.

10,000 Chambers of the Cnite King

Deep within the turgid reaches of the Samarkand Desert, a lone crag of withered sandstone presents a visage long scoured by time.  Samuele B...