My Games

Saturday, June 29, 2019

TNT Subtypes

In addition to the Mystic Type, which is mechanically very unique, I thought it might be cool to introduce some Subtypes. These are just slight tweaks to the normal three types, that are intended to provide both utility and flavor.

As with basically all of my TNT hacks at this point, these have not been tested, although I'm less concerned with these than I am with the Mystic, which I desperately need to playtest! The eldritch knight is probably the one I'm most concerned since they have an ability that adds to their action economy, even if in a very limited way. It was inspired by the Magus class in Pathfinder.

Unless otherwise noted, assume these subtypes have all the abilities of the main type.

EDIT: 7/11/2019 I overhauled the Paladin subtype, and I think this version makes a lot more sense. It's much more defense-oriented than the normal warrior, but functions mostly similarly.

EDIT: 7/16/2019 Removed the rule for Eldritch Knights that gets rid of the combat adds reduction that regular Wizards have. Prior to this edit, I realized they were basically a better Rogue (minus one talent). This way, since they can't deal as much raw combat damage, Rogues aren't obsolete. I also removed the limitation that casting a spell and attacking simultaneously had to be with a melee weapon.


Paladin (Warrior Subtype)

  • Rather than Warrior's +1d6 combat dice per level, paladins receive 1d6 holy dice per level
  • Holy dice are rolled alongside combat, but not added to the opposed roll
  • If the paladin / party loses the opposed roll the holy dice can be used to mitigate damage
  • If the paladin / party wins the opposed roll the holy dice can be used to recover any lost CON points.
  • Against undead or other unholy creatures the paladin may choose to use their holy dice either as warrior combat dice, or as paladin holy dice, but must decide each turn before rolling

Eldritch Knight (Wizard Subtype)
  • Cannot use a focus
  • Can cast a spell and attack simultaneously eldritch level times per combat encounter 
    • Must be cast through a weapon
    • The spell only affects the target(s) of the attack

Ace (Rogue Subtype)
  • Cannot learn spells
  • Start with one more talent than a rogue
  • Add ace level to SRs when applying a talent (in addition to normal +3 bonus)

Monday, June 24, 2019

Mechs & Monstrosities TNT: Mechs

This is the second post for my Mechs & Monstrosities Hack for Tunnels & Trolls. The first post was solely for Massive Combat. This second post is about how to add mechs to your game! I generally prefer games to be as rules-light as possible, but there's just something really satisfying about customizing a mech, so I wanted to do something to make mechs a little more than just re-flavored PC types, so hopefully this is successful in that regard.


Escaflowne is a great fantasy mech anime

TNT Mech Mechanics


  • Treat mechs as Massive Creatures using M&M hack (link above)

  • Mechs have three scales 

  • PC mechs should probably all be at same scale, with higher or lower scales being for NPCs or have specific practical use-cases so that lower-scale mechs aren't strictly inferior to higher-scale mechs. Lower-scale mechs could be significantly cheaper, require fewer resources to build / repair / operate, or be able to maneuver in environments that larger scale mechs can't.

  • Monster / enemy mech stats are doubled per MR at massive scale 1 (as massive combat rules post), they're tripled for scale 2, and quadrupled for scale 3.

  • In combat between mechs of different scales, the mech with the higher scale gets advantage (always deals their Adds as minimum damage).

  • OPTIONAL RULES: If the mechs in the setting are supposed to be heavy or slow: 
    • Ranged attacks against a mech of the same scale always bypass opposed roll. 
    • Melee attacks against a mech of the same scale involve two SR rolls. Roll a strength SR to determine if PC damage bypasses the opposed roll, and speed SR to determine if NPC damage bypasses the opposed roll. Level of the SRs is the number of combat dice by MR (e.g. MR 0-9 = level 1 SR, 10-19 = level 2, etc.). Some mechs may count as higher level for the purpose of strength or speed SR. 
    • While these rules may slow down the rolls by requiring more SRs, it also speeds up the combat by increasing the amount of damage mechs take, reflecting the slow but devastating power of the mechs. It also potentially places greater emphasis on armor / damage reduction, which seems appropriate for mechs.

PC Mech Stats


  • Treat mechs as regular characters. Most stats can be conceptually mapped as-is. WIZ can just be the technomagical energy of the mech, IQ is the sophistication of the operating system or engineering necessary to contain certain advanced modules (i.e. spells). Mechs can be warriors, rogues, or wizards (or mystics), and a character's type does not need to align with their mech's type. All characters can apply a relevant talent bonus to SRs in their mechs, but otherwise mechs use their own stats, unless additionally noted below.

  • Warrior characters can add their own warrior damage dice to melee attacks with mechs, and also use their damage reduction ability with the mech. If the mech type is also warrior, triple rather than double the damage reduction. Warrior characters in wizard / rogue mechs can cast the mech's spells using the mech's WIZ.

  • Rogue and wizard characters can cast their own spells through their mech. Characters and mechs can each only cast spells that they know, with their own WIZ (i.e. a wizard's rogue mech can't use its WIZ to cast a spell that only the wizard knows).

  • Mech Gear Slots: two legs, two arms, two shoulders, head, back, and torso. These can affect terrain maneuverability, provide armor, add melee or ranged damage, or provide other special abilities. Arm and torso gears can be modeled after regular weapons and armor. Examples for other gear provided, but not an exclusive list.

  • In combat, a Dex SR can be made to do a gear attack, targeting specific gear slots, but unlike with ranged weapon Dex SRs, if the SR fails, the attack is a miss
    • If an NPC makes a gear attack (or PvP), if the attack is successful, the recipient must roll a luck SR to see if their gear takes wear (as regular wear and tear rules for armor), in addition to normal damage.
    • If PCs make a gear attack against an NPC, either the gear breaks automatically, or can take MR level hits (e.g. 0-9 MR can take 1 hit, 10-19 MR can take 2 hits, etc.)

Gear List

I'm terrible with logistics like cost, which is probably obvious given that I don't provide direct rules for mech cost (at least not yet). Having not tested any of this yet (>.<), I'd say let starting mechs take one arm and torso gear (weapon and armor respectively), and two additional gears of any kind. This gear list in general could probably use some work and is more of a proof-of-concept, but feel free to do your own thing with it.

Arms

  • These can be adaptations of regular weapons, shields, or gauntlets

Torso

  • These can be adaptations of armor

Shoulders

  • Light shoulder-mounted weapons: These are lighter-weight / lower damage weapons. 
  • Heavy shoulder-mounted weapons: These are heavier-weight / higher damage weapons.
    • Heavy weapons require both shoulder gear slots, even if only on one side.
  • Scout drone: A drone rides on their shoulder that can be deployed for reconnaissance.
  • Satellite apparatus: A radar dish or some other apparatus used to send signals to a satellite with some single purpose (reconnaissance, communication, orbital weaponry, etc.)

Back

  • Jetpack: Short-range dashes, high or far jumps, dodging (+1 speed).
  • Wings: Medium to long-range gliding, if starting from sufficient altitude and acceleration.
  • Shell: Basically another shield slot.

Legs

  • Advanced Legs: Legs have the proportional strength and flexibility of real humanoid or animal legs (+1 speed).
  • Treads: Slower (-1 speed) and not amenable to difficult terrain (additional -2 speed on difficult terrain e.g. environmental factors, bumpy, etc.), but sturdier (+3 con) and can't be the target of gear attacks.
  • Wheels: Faster than legs (+2 speed) but suffer in difficult terrain (-1 speed) and are prone to going flat (minimum wear & tear SR level 2)


Monday, June 17, 2019

Aquarian Dawn: Fey of a different yet familiar sort

Fey and fairies in myths and fantasy are generally loaded with symbolism, usually about nature, both in its majesty and in its danger. Older stories, in a world where nature was still a threat, tend to focus more on practical morals, whereas in modern fiction, fey tend to represent the majesty of nature and the struggles of nature as humanity takes its resources and destroys the environment. In Aquarian Dawn, I wanted the fey to still represent that "magicalness" of the world, but in this case, they're more so a representation of the "magicalness" of human ingenuity, creativity, math, and engineering. Especially in a world where humanity has seemingly "peaked", they carry forward humanity's legacy in the coming age. That is, of course, assuming a fatalistic end for humanity...

Fey is a broad term for a range of creatures in Aquarian Dawn. The setting is all about the fantastical High Age of humanity transitioning into the Age of the Aquarians, so in such a world, what does it mean to be fey?

Fey are present in Howlston, the setting for my current campaign.

There are several other "traditional" fantasy species in Aquarian Dawn that also have a bit of twist to them, such as elves and dwarves, and then there are of course the titular aquarians.

Fey are quasi-mortal. They are inherently magical beings, both physical and metaphysical. They are not magic in the sense of some quantifiable arcane energy, but in the sense of wonder and awe, and the implausible. Towards the end of the High Age, humanity lost most of its magic, hunted most of the magical beasts to extinction, tore down the majestic forests to build their roads, and forgot how to work their wonders, and so the fey did diminish for a time. However, with the expansion of the aquarians, they are beginning to thrive once more. 

But their manifestation is not quite like before. They're in a transitional phase. They resemble the fey of old still, for the most part, but their magic is not one of nature and the exploration of places, but increasingly of engineering, economics, and mathematics; of the nature and exploration of the mind and of systems. It is not quantitative magic per se, it is the magic that comes from the eureka, the je na sais quoi, that comes from understanding the application of math, or systems theory, or physics and chemistry, or mechanics.

Goblins

A general term for a set of fey, usually halfling-sized or at most human-sized (although some are significantly smaller or larger), such as the goat-faced puca, goat-legged satyr, pig-faced orcs, the fungal, mutagenic trolls, and many others. Most goblins are hedonistic, playful, pranksters. They are intelligent, with a natural affinity towards mechanics and engineering, but not especially creative. They are able to build mechanical things that should not be possible, and only work to the extent that one believes in them. For as amazing as their mechanical contraptions can be, most fall apart quickly under the ownership of mortals, who usually cannot maintain their faith in the mechanism, or who try and fail to reverse engineer it.


Hobbs 

Human-sized goblins (sometimes called hobgoblins), usually with gray, black, green, or yellow, leathery skin. It is said that they were created in heinous experiments by a Dark Lord of a prior age, descending from the orcs and some say even elves and humans. They are hierarchical, authoritarian, disciplined, and aggressive, generally considered both too orderly and too unsociable for human society. They are quick to fall under the sway of authoritarian rulers, sometimes even serving under human warlords, and it is believed that several kingdoms towards the end of the High Age relied primarily on hobb mercenaries for their armies. In the current era, not even the "empire" is powerful enough or cohesive enough to organize the hobbs, and so most wander the countryside as warlords and mercenaries, however hobbs living in fey or human society is not unheard of.


Leprechauns

Halfling-sized fey coming to prominence in the dawning age of the aquarians. Their skin shimmers opalescent like a rainbow. They grow thick beards of iridescent hard-light, of any or all colors of the rainbow. They have a deep understanding of business, finance, economics, and politics, as well as being crafty engineers. Unlike goblins, their creations seem to follow real scientific and mathematical principles, and they appear to have creative inspiration, albeit derived from something like an interdependent muse-like relationship with humans and other mortals. 

They also have the closest thing to traditional arcane magic from the High Age besides magically-inclined espers, although their magical aptitude is dependent on their wealth. Each leprechaun is tethered to a pocket dimension, contained within a pot, where they store their personal wealth. They can produce a rainbow from within themselves as a signal to the location of their pot. The pots are magical and cannot easily be destroyed, but if their pot is stolen, they are at the mercy of the thief.

Friday, June 14, 2019

Neural Network Fantasy Creatures

I know I'm hardly the first person to do this, but anyway now there's another one out there! I wrote a neural network using Max Woolf's textgenrnn, which trains on a corpus of fantasy creatures from the pathfinder d20 SRD, and generates new fantasy creature names. I'm still playing around with the parameters (and you can as well!), but I'm reasonably happy with the current output. Below are 500 fantasy creature names generated from the model! These were trained with 200 epochs, but the default for the model is 100. You may notice some repeats, or some direct reproductions from the dataset, again the model could use some tweaking, but there are definitely some gems in here.

Also, the database from PFSRD was updated only up to february 2014, so if anyone knows of a more complete database for pathfinder, or for bestiaries from other fantasy games, I would like to add those to my dataset so please let me know!


Here's a mech dragon because why not :)

EDIT: u/LupNi on reddit gave a nice little writeup demonstrating how one could put these creatures to good use:

Adventurers! You must venture forth and slay the Very old quued beetle flob in the mountains before it's too late! But beware, the beast's influence has attracted swarms of Young adult creep mumbles and Bloib gargoygeres. You will need help in your journey. Fortunately, the old wizard has built an entire army of Adult golems. Let's... not talk about why they're called Adult golems. The old wizard gets lonely.

Old green dragon
Sealer
Migricine
Parga
Banner
Octoc
Shakoif
Great swarm
Aspi
Very old dragon
Death' azecad
Grayter swarm
Adult golem
Bores
Tendam
Very old quued beetle flob
Addus
Deep hunter elementalche dragon
Ancush
Ingy elemental
Adult shackling bourd
Young roncer popita
Giant positive energy elementaugher beetle
Cilatr swarm
Shira wolk of torm green dragon
Fire worman
Giant lightning sea snakker
Giant black dragon
Spath
Sangus mast
Greater elemental
Hawler
Taspling oaze
Part
Warer
Ancient squais wyrm black mast
Margita
Ghowlew
Young creep mantom
Giant elemental
Cran at
Marrasu
Giant blood manged emetat
Irclew
Shadow hunder
Mahure
Batste dragon
Theller devil
Large negative sephall elemental
Ice swarm
Timmon cuat
Stoimotan
Juvenile colota
Polsae
Mammoth
Kort
Dragon
Lilgungus
Shadow wolf
Alding marma
Lerger golem
Elder swarm
Warer
Shagari
Cise gray dragon
Vercap
Greater elemental
Shind brass dragon
Giant sea serpent
Acorpiker
Oct
Slaug
Keranggaller
Sark
Deliolequ
Thing winp
Cerstom
Mythic elemental
Adult red dragon
Nechwang bronze
Clood ooze
Very old creeper
Torvering blue dragon
Stole
Elcer
Giant mud elemental
Young elemental
Ock dragon
Thring crab, spider
Aldino
Urder
Adult sea sea serpling golem
Banthy
Stopositive spider whetle
Draconadaemon
Dire gylulus
Giant swarm
Kales
Tirder serpent
Juvine
Tant spider
Mythic mernon
Souandasu
Lesser dragon
Storm dragon
Raven spike red dragon
Deve
Juvenile copcangient
Giant bladodaemon
Seaher giant sea scorpion solak
Frork
Huge steerapeir
Trona
Shadow worm
Tightning elemental
Margu
Clockwork spawnes
Conar dragon
Death shask
Young olb dragon
Blood urch
Fire gargoyle
Frost dragon
Greater swarm
Mythic watergaanter barra
Ord
Giant amble
Very ooze
Lythic crab
Flases
Korps
Star crobon
Sea serpent
Adult golem
Undead
Greater horring
Raval
Phasous
Shipper dragon
Giant wight swarm
Shadown
Oross swarm
Great cyyppolid
Wilvone okas
Oll green dragon
Borelach dragon
Elder night
Giant ant sea serphe troll
Captintanf
Crimm
Hellow bese
Hengea
Greinger swarm
Marlor
Kunl
Silvere
Fire golem
Slarle
Carly blue dragon
The swarm
Thite swarm
Darcershaen
Sea sea swarm
Old blue light
Dreg warr
Lurar
Mond dant
Hangorm
Adult bragmy elemental
Adult golem
Manire elemental
Ancient molouc banromon
Large leegar
Vog
Belaem stor
Lerantud
Cave minotair elemental
Albing dragon
Adult green giant scabo
Rava
Medium spawner
Fudan
Devil
Phalider
Karabar ooze
Cuvemilictecitin
Jinx
Monstral dragon
Charing cattan
Young vyry brask dragon
Skig
Spider
Danwialterphinx
Small obri
Ancient hond
Juvenile sea serpel dragon
Henss
Wyrklider
Cloddeman
Wyrmligan
Dire stomairth noma
Young copper
Shadow wraitan beedle
Moner
Demon
Large leeph
Carniae quasi
Fasma
Medium oaze
Lick dragon
Barch
Kalto sard
Frost dragon
Stone budder arzosid bear
Small obazor dragon
Natiuer armon
Hunger crow
Blood mud elemental
Mah-thal
Parrack
Ircrant witchar
Conne golem
Zombar stor
Imprey
Slamprall
Lehantom armosiyn warpectre pat
Small spider
Stone skakaim
Dermagher giant oms
Witcer
Dowing
Giant swarm
Adult white swarm
Theling of titan
Small giant
Bog stuned
Mongosaurus
Nightning energy elemental
Young adult creep mumble
Greater elemental
Great wyrm bones
Chire lizard
Adult devil
Janing elemental
Ligir
Stakon
Flest dragon
Funguspider
Chore
Larre drake
Monset
Young bris
Ancient brass dragon
Shikon
Spider
Phrelisl
Juyn arch
Ligit cuser
Train ooze
Rablis
Strightning elemental
Clockwork span
Kerbank
Medium babe troll
Abers
Carele
Spinten spider
Cave moont
Nerra
Giant crawler
Dire elemental
Mythic fring bronz
Pherchon
Devil
Idule
Tixe
Stral candalion
Fere
Greater borg
Ancient bone of spider
Nald
Kalester
Adult white whate thollo
Pleel golem
Shaghael
Huge gray dragon
Wareripore gravity elemental
Wargoyle riget culas
Ancient soldier
Istardaanterdiend sea
The yra worm
Clobeatt
Beland
Elder ant swarm
Elder rora
Giant flen
Borest dragon
Juvenile elemental
Giant viper
Iran pudding
Hell magmit
Mamic cand
Thrram
Wyrmling righting seat wyrm black dragon
Hagant
Fanthon
Warewon
Ancient swarm
Urdralk
Sheant
Lorge
Ancient centto dragon
Chang
Huge dragon
Thengiter crowle dog
Adult stor
Hatut swarm
Deagh
Torting devil
Thone
Timming of spider
Phoran
Undead swarm
Kille drakei
Lergite
Ware
Than
Cathic faaceleswork dragon
Wyrmling hound gray dragon
Mythic hunter earth devil
Shard
Valpaen
Giant sea serpent
Manur
Formilacras
Witer
Lesser walr aroch swarm
Bater corbian quasi
Anose swarm
Shark
Kalus
fagwh
Creveer
Large gravity elemental
Carpiang monterl
Halk elemental
Greated frog
Old bree elemental
fire hag
Mosse
Young black dragon
Juvenile of therium
Shackain
Telran
Raval
Loran
Piter
Ooze
Small condation
Warer dragon
Phoar
Boue ountju skell
Graven spawn skoleftite dragon
Certous
Bagrind
Young olbera
Young brine old dragon
Young skur
Bernon
Cama demon
Large wasp
Adum
Shadow rone golem
Brass dragon
Trebinterous giant spider
Farphet spider
Aphierfal-nakd
Funche
Chole
Blood dragon
Adult whis
Eddler
Giant flecher
Craych dragon
Hanuner
Barponati
Young hart devil
Thetil
Huge mastrakk snake
Marden head skole
River dragon
Rake
Pant
Urder ight
Small obsidian
Nightning crow
Mythic miphie
Carsian dragon
Domonstronge
Plast man
Formion
Archer
Young dunger beetle
Young greater swarm
Verblosk
Giant pend
Phoric faling elemental
Funid
Giant sea dragon
Night
Reddemla
Great horsinkin cist
Trigan
Garda
Dracodaemon
Min sea sea treantl
Corre
Navous
Mardian dragon
Mythic fia
Winsllaus sea wasp
Train arch
Witch
Leant
Gray devil
Foras devil
Sea servadle dragon
Deant
Bone of scel gaant adult blie
Old grim
Phawl
Trenzioner
Giant creater slarge meer
Fire spider
Giant marma
Clockwork spirian
Medium bangover
Hell black dragon
Dark stee
Haven lat
Ravone golem
Juvenile lign dragon
Juvantling
Spice elemental
Jolin
Borble swarm
Nenision cyplotz carosh dragon
Clockwork dragon
Plastoden
Raven hostidar
Giant sea serpent
Ancient beetle
Adult suln
Medium mastiggai
Great dragon ooze
Charan
Grey snille stag beetle
Hanged gasp
Night
Manid
Kerm
Bloib gargoygeres
Staggath
Very of snake
Planter
Luster
Clow white dragon
Morkernite
Ice golem
Spire
Plicer bebal
Seaner
Nigat
Hound swarm
Giant bones
Giant rotan
Shadow white
Satal sea serpent
Tir gurcubius dag
Marto dragon
Cargoyle guard
Skential scair
Ancel pravant
Bleater borg of sky swarm
Spind anter linnorium
Very ypin
Omated erem
Dark dragon
Pathan
Scorbsning earth gylasin queentie
Devourforne devil
Giant crow
Monstoak
Chore coly ctil
Night
Borbery
Livith man
Magmot
Worm oca

Thursday, June 13, 2019

Coffee for Mandy

For reasons that may or may not have to do with things you might find on the internet right now, I would like to throw some attention to this ko-fi page for Mandy Morbid. Buy her a coffee!

Tuesday, June 11, 2019

BONUS: Mutants Metamorphica

EDIT 6/11/19: I've been going through and changing a bunch of my labels to coincide with my OSR blog roll search engine, but for some reason this one got re-posted which is weird. This is a really old post 0.o. I must have accidentally changed something in the title which caused it to repost? Ah, well anyway this is a decent list!

This table was inspired by the Metamorphica Revised, an awesome book with a 1d1000 table of mutations! I like to personalize my mutants, so here what I did was randomly select three mutations, and create a mutant from those three. Technically this is not anything you couldn't do yourself if you owned the book, but I tried to think about interesting ways to combine the mutations such that my mutants are more than the sum of their parts, and hopefully you'll get a kick out of them.

This is in no way meant to undercut the book, but to show what an awesome and powerful tool it is. In fact, if at least 20 people say they were encouraged to buy the book from this post, I'll make 20 more! Admittedly, I may just end up doing it anyway eventually, since it's a lot of fun!

The book has detailed descriptions of each mutation and subsets them by categories, but I chose to just pick at random from the full 1d1000 table, and to draw my own interpretations of their meanings. Likewise, in certain cases I bend, extend, or add to the interpretation of the mutations, for the sake of cohesion or because it struck my fancy. This exercise wasn't about "staying within the lines", but about using the metamorphica as a kickstarter for my own imagination. I try to be vague about any non-pertinent details so that it can be used flexibly. Many of these entities could be interpreted as one-of-a-kind fantastical beings, or as a template for an entire tribe or species. Many could vary in intelligence from bestial to god-like, or vary in shape from inexplicable to bestial to humanoid.

I also think this could be a good reference for the kinds of mutants one might encounter in Phantasmos, as mutants are the most populous "species" in the setting.



MutationsNumbers (d1000)Description
Material transparency; Increased Empathy; Decreased Empathy 869, 553, 516Transparent, bioluminescent skin with two polarities, red and blue. In blue-state, is loving and empathetic. In red-state, is aggressive and selfish.
Physical Coward; Large Ears; Internal Portal472, 83, 851Has elephantine ears, from which it can withdraw or deposit objects from a pocket-dimension. It can "hear" the muscle contractions of approaching lifeforms, which evokes a reflexive flight response.
Sexually Attractive; Aura of Disgust; Tusks136, 724, 183A succubus/incubus-like, tusked being. It is both alluring and revolting, which may manifest in its physical appearance or in a more subtle, existential manner. Maybe you're into it, and that's ok...
Demonic Phenomena; Control Clocks; Aura of Disgust778, 752, 724Reflects the time of death of any who observe it (and in some cases, can change it). Rather than inducing fear, most individuals instinctively externalize their feelings into hate and disgust towards the being.
Largesse; Drone Producer; Roots and Vines449, 425, 344A large, tree-like being. Produces animate fruit of various shapes, sizes, and properties, which do its bidding.
Precognition; Suckers; Decreased Awareness664, 374, 513An octopoid being with no sensory organs, except for the psychedelic swirls on its suckers which can sense the future through a complex space-frequency transform and predictive modeling.
Extra Fingers/Toes; Linguistic Mimic; Tail45, 567, 169A bird-like being with a long tail, at the end of which is a mouth surrounded by fingers. Manipulation of the mouth and fingers allows for perfect linguistic mimicry.
Editorial Evaluation; Re-Arranged Face; Toxin Resistance534, 126, 384Its face re-arranges to either literally or abstractly reflect whoever it is facing, allowing it to think as they do (more so sympathy than empathy per se). Any toxins, physical or metaphysical, can be spit out of its re-arranging face.
Wings; Microscopic Vision; No Pain Receptors199, 304, 308Wing-like appendages over its eyes sheer trace quantities of atoms in the environment into sub-atomic particles which it can "see" by touch. This would be a painful process, if it could feel pain...
Attention Deficit Disorder; Tumours; Light Generation505, 182, 296Covered in light-generating nuclear fusion tumors. It is bursting with so much energy that it struggles to focus on any one task (technically ADHD but still).
Fortune Teller; Long Legs; Math Brain819, 92, 569Its brain is actually a hyperplane which can do statistical prediction or multi-dimensional scaling of reality. In order to gather as much data from its environment as possible, it stands on tall legs to survey a wider area.
Diffused Organs; Energy Blast; X-Ray Vision35, 797, 998A large but biologically simple eukaryote. Most of its biological systems are generalized, redundant, or replaceable. Has fine-grain control of x-ray radiation which it can use both for visualization and energy projection.
Superhuman Strength; Romantic Rapport; Sense Interference948, 583, 585Has the proportional strengh of a spider, a precognitive sense towards danger, and is surprisingly charming- in a dorky way.
Force Field; Hallucinatory Possessions; Telescopic Vision817, 825, 376Primarily exists on a hyperplane. By pulling at the vertices of lower dimensions, can manipulate space like a force field, or project higher-dimensional objects into lower-dimensional space. Is able to observe at high-fidelity anything in lower-dimensional space within its range of vision.
Powerful Jaws; Tremor Sense; Create Darkness327, 386, 767Has a large jaw which utilizes compound mechanics across multiple gears, giving it dynamic range. Can produce vibrations in its jaw which ping the ground like echolocation to sense tremors. Can produce vibrations at the speed of light, in opposite phase of light, creating darkness.
Painkiller; Aura Reading; Parasite Infestation891, 605, 313Covered and filled with gross, worm-like extra-dimensional parasites which sense and feed off the magical or metaphysical auras of those around them, including the host. This allows them to absorb physical and emotional pain. If not for how quickly they run through their host, they'd actually be more of a symbiote.
Addicted; Slow Healer; Enhanced Senses401, 358, 541Body produces soma, a hyper-addictive drug which induces synesthesia and hallucinations which enhance the senses (and provide plenty of new ones). The being is unfortunately addicted to its own bodily excretions, to the point that much of its energy is focused on the production of soma, at the expense of physical repair.
Weather Sense; Short Legs; Anthopomorphic Animal600, 137, 9An anthropomorphic groundhog, close to the ground, with a hyper-acute sense of environmental phenomena.
Increased Physical Strength; Fortune Teller; Loose Skin285, 819, 96A large, strong being with loose skin (its foldy flaps). By pinching and pulling on the foldy flaps, reading them like palmreading or phrenology, can draw inferences not just about its own fortune, but of others touching the foldy flaps.
Superhuman Speed; Herbivore; Earthquake Prediction947, 439, 533A plant-strangling, vine or weed-like creature, burrowed deep in the ground. Unlike most plants, it is not only highly animate, but in fact faster than most animals- faster than their perception, even. Being so deep in the ground, it's developed a knack for sensing earthquakes.

Monday, June 10, 2019

OSR Blog Roll Search Engine!

Have you ever tried to find some specific article, but couldn't remember when it was written, or what it was called, or which blog you found it on? Isn't it maddening!? If this has happened to you, hopefully this new search engine will solve your problems!

To the best of my knowledge this does not already exist, but I apologize if somebody has already done this.

I've added a search engine to the footer of my blog which should include all blogs from the OSR blog roll as of 6/10/19.

You have to go to the main page of the blog, not just this article specifically, in order to access it.

I have not done a whole lot of testing on it, so if you think it's broken or missing something please let me know!