October 20, 2019

Nuclear Ooze

I finished the first draft of my gloghack, Nuclear Ooze! Finished is a strong word, I guess. I looked through it again after I published the pdf, and noticed a bunch of wonking formatting, weird choices, and wording issues that I can't be bothered to go back through right now. Next time, I'll fix it.

It's primarily frankensteined together from Arnold K's original rules, Skerple's Rat on a Stick, Meandering Banter's Die Trying, and Cratered Land's Mimics and Miscreants, although there are a lot of influences (read: things I've mercilessly stolen and ripped from other games).

>>Get Nuclear Ooze Here<<

Tell me what you think, especially if you use it!

Here's a bonus race, because I haven't posted any actual gameplay related stuff in a while.

Bipedal jungle fish-people. Long, single-finned tails and stubby legs like newt's limbs. The tail is thick with corded muscle, wide as two human thighs. Their heads are large and covered in thick plates of bone; two beady eyes stare out pugnaciously above a wide mouth lined with two razor-sharp ridges of bone, able to shear straight through a spear's haft.

They are unwieldy on land; they propel themselves through the water with powerful motions of that huge tail and catch prey like riversquid and the bastard dolphins that move in the silty water. A bonefish kraal is made of padded, clay-thick mud, woven with water reeds and bamboo beneath the surface. They sleep in the mud, gills gently moving and bubbling through the surface.

Despite their fearsome appearance, they are quite friendly with traders and other denizens of the Hundred Rivers Valley. They usually choose to remain in conclaves with other bonefish families, although a few of their number go to Larothe or any of the other Lake Cities to make a life in the newly-burgeoning modern, industrialized world.

Perk: Your head always is considered armored. +1 AC or AP or whatever system you use, ignore most head wounds.
Downside: You must return to the water (or at least a wet bank of mud) to sleep every night, or you'll start to suffocate.
Stat Reroll: Strength

October 13, 2019

The Prismatic Studio

About a month ago, Lexi of A Blasted, Cratered Land and I collaborated on a project to make an art-wizard and corresponding dungeon. We talked back and forth, brainstorming for a week at most before Lexi told me she was almost done writing her wizard. I hadn't started the dungeon yet. Some feverish, sleepless nights later I had finished this, The Prismatic Studio, a painted world of corrupted art and surreal architecture plagued by posers and encroaching muses.

I'm pretty satisfied with the actual writing (although I think the power of null paint should be more clear to players, after some playtesting), but not so much with the layout and design (google docs fucking blows for layout, especially the columns). I'm slowly making a full art, better laid out zine-style version that I might put up for sale if the stars align, but for now, here's the free pdf for you to run some pretentious dadaist mercenaries through.

Pairs well with animal collective.


Dungeon Room Generator

Another generator courtesy of paperelemental! This one is for generating individual dungeon rooms.

October 12, 2019

NPC Generator

Just a quick post combining my personal NPC generator with paperelemental's HTML creator.

October 5, 2019


How I felt when I realized it was Saturday and I hadn't started writing this yet

The glog community challenge is ending soon, and I haven’t written lore yet, but here are the rules to steal and do with what you want. Inspired by Neon Genesis Evangelion, which in my humble opinion is one rad fucking show.

SIZE: 1-10
1 is barely taller than a human, 5 is an office building, 10 is a city.

HP: SIZE*100

HULL: Number from 0-5.
When you get hit, roll a d6 under your Hull to negate the damage (it’s just cosmetic damage, scratched paint and dents and showers of sparks).
If you get hit with max damage or a crit, reduce your Hull by 1.

MECH DEATH AND DISMEMBERMENT: When you are reduced to half your HP or below, roll below. At a quarter HP, roll again. The wound becomes severe (aka limbs ripped off, massive damage, weapons destroyed). At 0 the mech is destroyed.

1-2. Torso or head damaged.
3-4. Limb damaged.
5. Weapons system disabled for 1d4 rounds.
6. Internal systems damaged. Roll damage again.

ATTACK: +2 to the pilot’s base attack stats.
The basic mech attack (fisticuffs) deals damage in the form of (SIZE)d10. A small mech might do 1d10 damage per hit, while an Eva or Jager will do 5d10 per hit.

SPEED: 3d6, -1 for any more legs than 2.
Like basic player speed, but on a grander scale.

Roll under Stability when something tries to knock you over.

Any other checks use the pilot’s base stats, just scaled up to mech-size.

Small enemies (individual humans) deal 1 damage to you, negated by Hull unless they critically hit.

To pilot a war-machine, your blood chemistry must be altered, usually through injections of a specialized drug matrix called an interface cocktail. It makes you rage as a barbarian as the machine’s alien fury floods your mind. 2-in-6 to stop your homicidal rampage and exit the machine, with a +1 to the chance for every level you have.

War-machines bond to their operators, not (usually) allowing others to pilot them. There’s a 1-in-20 chance the machine will allow someone else to drive them.

Horrible weapons and technology incoming in another post.