Aug 9, 2020

Cyborg no stranger than milk teeth

It's the future.

Biomechatronics are nothing new. Everyone's got one or several body parts replaced by more or less operational, mechanical, computerized parts. It's nothing new. Nobody cares.

In fact, what if the human body was expected to break down in one way or another? An eye stops functioning, a knee cap dissolves, maybe your nose falls off after sneezing too hard? And the solution to that was to just go to the doctor and have it replaced with biomechatronics; computerized prosthetic implants.

What if it was as expected as loosing your milk teeth? If you meet someone and they tell you they never lost their milk teeth you'd probably raise an eyebrow.

Things I can think of that makes this gameable:
  • Who's paying for these computerized implants that everyone's expected to get?
    • The government? (Hello Sweden)
      • Not top-of-the-line implants, but "good enough"
    • Private practice?
      • Lots of options, for every price category
        • "You could get it cheaper if you accept this harmless metrics collector from GoodCorp™ to be installed as well - you can definitely trust them!"
  • What's the public view on people that hasn't broken down all that much?
    • Not at all?? Are these considered mutants? Aliens?
  • How much of the human can be replaced?
    • "All we got left of grandpa is his soul. We uploaded it to this BrainPod™ last year, and sold the implants as scrap. It's very convenient, we get to choose when the speakers should be turned on!"

(Let me end this post by saying all this is expected to happen in a GAME CONTEXT, using IMAGINATION. It's all MADE UP. Just to be clear.)

Jun 14, 2020

Spells take up inventory space

Just a short and untested idea that's probably been hashed before, but:

Instead of keeping a separate record of what spells that are memorized, make them take up inventory space/weight equal to their level.

So if you're tracking inventory space in a grid system: level 1 spells takes up one space, level 2 spells takes up two, and so on. Or if you're counting weight, make their level equal to some logical unit like pounds.

And to end this post, here's another picture of two wizards arguing:

Jun 13, 2020

Don't choose your own adventure: BOOK 1 - EVIL WIZARD OF SOMETHING SOMETHING


~ 1 ~


Wanderer they call you. Bringer of wealth and bad luck. What ever truth there is in anything, the tavern in front of you will do for the night.

As you step inside, a gnarly old woman holding a glass bauble with swirling swirls inside eyes you from top to toe and is just about to give you a quest but instead you choose to walk over to the barkeep who looks bored as shite.

He eyes you from top to toe and as he's about to ask you something really cryptic and insinuating, you instead toss a knife in his shoulder due to a really good roll of your pen, and as you swing yourself swiftly across the countertop feet first knocking the poor man over and through the back wall - knife still in shoulder - you find yourself landing next to a really old map scribbled with ancient writings that for some reason holds your name. Instead of taking it, you rise to your feet again and walk out to the gnarly old woman again.

She eyes you from top to toe again (along with the rest of the establishment), and as she's about to open her mouth for the second time - swirling bauble in hand - you instead choose to run for the window and throw yourself head first, dealing minimum damage to the north-eastern part of your left knee.

Outside (again), a distant howling brings your attention to the blood red moon above. As it turns around in a unfathomable way to reveal some eldritch, unspeakable horror, ripe with adventure and fortune and more adventure, you instead choose to enter the tavern (again) through the front door (again).

As you step inside, a gnarly old woman holding a glass bauble, gives you a tired look. She raises a finger, pointing directly at you, and as she opens her mouth to hand out your quest, you instead choose to walk over to the countertop (again), where a groaning, pale barkeep tries to uphold his balance. There's a large hole in the wall behind him.

He tries to focus on you - his eyes are a bit all over the place - and as he opens his mouth to reveal the entrance to the inverted tower beneath the tavern, you choose to grab the knife stuck in his shoulder to try and pull it out.

Thanks to another great roll of the pen you instead swing the barkeep over your head as your arm completes the half circle motion, and he takes flight like a boulder tossed by a bored giant.

He lands on the gnarly old woman, who by now quite frankly is tired of your shit.

You hear a distinct cracking sound of glass breaking - the glass bauble! The swirling swirl inside is seeping out into the room, and panic ensues among the guests. A haunting voice booms out, counting backwards in an ancient accent - the end is nigh, but there is still time. An iron pot within reach, a dome to cover the doom - at least something to buy the world some more time.

Finally, at last, you choose the right action, and with iron pot in hand, galloping towards the cracked glass bauble on the floor, you suddenly die, because there was something in the starting chapter of the last book that you ate but shouldn't have, and here ends your adventure.

Go to 1 to try again.

Jun 11, 2020

Daisy chaining spells and attacks

This is a silly and untested idea.

But what if player's could build up to some grand finale, some kind of über powerful finishing move, but daisy chaining their spells? Maybe there's some kind of power meter, a gauge, that builds up a little bit, for every successful chain?

And how do you daisy chain spells?

Well I'm thinking, one way to do it would be to cast a spell that starts with the letter that the last cast spell ended with.


Each chain builds up that gauge a bit - or maybe each chain adds that spell to some bucket, that releases them all at once, when the proper word is pronounced, or decided upon, or when the chain is broken. Or record each spell level, and treat the sum as a bonus to the last spell cast that breaks the chain.

And to end this post, here's a picture of two wizards arguing:

Skull tree

Feb 26, 2020

Spells run through Google Translate a couple of times

  1. Go to
  2. Copy all spells you want - I just used those under "A" because this is a silly method and I don't want to waste my time
  3. Go to
  4. Paste them into the left textbox, pick "Identify language" (or whatever it's called in your browser) for the left one always
  5. Choose a language you can't pronounce properly in the right selection box, translate
  6. Copy the translated text and paste it into the left textbox, having Google auto-identify it
  7. Repeat step 5-6 a number of times
  8. Lastly, translate it into English
  9. Tada

Well, in my head I pictured bullet item 9 to be more exciting than it was - probably because Google always translates to English as a middleware-language every time (or so I imagine) - but my odyssey through Finnish, Chinese, Russian, Zulu, Thai, Norwegian at least produced some interesting new spell names:
  • Call the police
  • Prepare weapons
  • Self-correction
  • Dweomer review
  • Animal condition
  • Let him die
  • Life Guard
  • Anti-dynamic field
  • Hat
  • Implant-resistant housing
  • Aachen's eyes
  • Bend lock
  • Mark Oken
  • Mysterious sight
  • Arcane Eye, the biggest
  • Compensation
  • Preview
  • Get up
Who are Aachen and Mark Oken? Mark Oken sounds like a 90s techno DJ from the Netherlands.

Feb 10, 2020

Anagramming Players Handbook - Part 4: ALIGNMENT


You support or are drawn to that which bring the most destruction or desolation.

You support or are drawn to solutions/people that are really crappy but make things flow somehow.

You believe in Nature being the highest ruler, and are drawn to solutions/people that upholds that.

You detest quick decisions. You support or are drawn to the bureaucratic, slow moving, the "let's sleep on it" solutions.

You support or are drawn to decisions taken by VERY OLD PEOPLE. The older, the better. Like, you know when their skin looks like tree bark - that's your compass in life.

You are drawn to whatever people pay you to believe at the moment, but nothing's free, and that it works both ways.

You do not believe anyone - everyone has a secret agenda. Even the kindest person in the world has another layer to peel, beneath which some sort of scheme is forming.

You believe in old scriptures, written words, the longer the better, unless you have to read it yourself. Any idea that has been formalized in a orderly, cursive, written structure, is an idea you can support (though you may not have the focus to hear or remember it all, surely someone else did).

You support or are drawn to those that upholds principles; no grey areas, no second chances, paragraphs are there for a reason.

Feb 8, 2020

Anagramming Players Handbook - Part 3: CHARACTER CLASSES


A religious class. A Circle lives after the following principles:
  1. Keeping equal distance - the personal sphere is of utmost importance. A Circle that doesn't uphold the strict order of keeping equal distance between things is called a disc; someone who let things inside their boundary
  2. Upholding an Eccentricity of Absolute Zero - that is, be like everyone else
  3. No weapons of straight lines, not even thrown weapons (i.e. bow and arrow, darts, throwing knives)

People of the coast, of the sea, of where ever the ground is moist and wet and at least shallow. Possess great navigational skills. Can predict the weather (if close to water). Can hold their breath for extended periods of time if submerged in water.

Characters of this class lives in clans, all sharing the same surname, which is that of a specific fish (or amphibian). They can communicate with these in their own bubbling language.

Characters of this class are experts of transports and bringing stuff along. They will always find a space left in their inventory for any item smaller than a clenched fist.

In situations that demand a specific item, characters of this class will nearly always (see table below) have it in their backpack, whether or not they packed it beforehand (as long as it's smaller than a clenched fist).
If smaller than a clenched fist, the requested item will be (roll below):
  1. Just the right one - exactly what we needed!
  2. Just the right one - only broken beyond repair
  3. Just the right one - broken and unusable, but not beyond repair
  4. Almost the right one - same type, different fits
  5. Almost the right one - only half as big as we needed it to be
  6. Almost the right one - only inverted/mirrored/flipped/inside out
For some reason this does not include gem stones or coin. Trying to pull out a gem stone at the right situation (using the method above) will ALWAYS summon a tortoise instead.

The project leader. The one of will get things done - if we only find these four or five people living very far from each other. She who knows experts in all fields - but is a master of none herself.

Characters of this class can always come up with a solution to ANY problem, but the solution always includes:
  1. Other people, equal to a 1d6 roll...
  2. ...all living in different parts of the country/plane (village, city, town, etc.)...
  3. ...the written consent of a professor of one of the many UNIVERSITIES that train Aid Plan characters
(Sometimes, one of the required person in the first bullet will be such a professor. Happy days.)

Solving problems without a written consent will be punished by death. There is no running away from the UNIVERSITY BOUNTY HUNTERS.

The collector. Characters of this class are often excellent tradesmen, or runs little shops with strange goods and items, bought at cheap (or, "bought") and sold for a nice profit.

Garners have no moral.

Garners are sometimes compared to dragons in that they accumulate wealth, but unlike the dragon, a Garner does not wish to hold onto things for too long - a "stale" good, however expensive, is a lost profit if never sold.

The bard who never inspires, but may annoy and distract their enemies. When a Rage Musician starts playing (only in combat, otherwise they can't stand music, not even a whistle), they will play fast, hard and angrily for 1d4 rounds - after which they will smash their instrument to pieces:
  1. On the closest enemy - inflicting 1d6 points of damage
  2. On the closest enemy - inflicting 2d6 points of damage
  3. On the closest furniture
  4. On the closest party member - inflicting 1d4 of damage
  5. On the ground
  6. On the ground - causing a shockwave that knocks everyone in a 10 feet radius to fall on their behinds
During this musical rampage they are invincible, and hardly still (they will bump into whoever).

The alchemist. Addict. Give them a day, an alembic, fire, and any four ingredients, and they will produce an oil of unknown effects - unless they drink it themselves (80% risk).

Characters of this class are excellent burglars. Legend speaks of the Ur-He Fit, the one who needed only a keyhole.

He Fit-characters lacks any strength. They are terrible fighters.

Another religious class, only of no real faith. They make up a faith suitable to the current situation, so that it benefits them the most.

Characters of this classes may only be 16 years or younger. They can't feel fear. They dismiss enemies of non-humanoid types as silly - which is actually a strange kind of magic that uses Dismissive Psionic Waves to bring insecurity and annoyance to their enemies.

They are usually really good at learning things quickly, but they have no interest in displaying these skills when they are most needed.

They have like a lot of friends.

Feb 4, 2020

Anagramming Players Handbook - Part 2: CHARACTER RACES


You gain advantage when facing problems that involves patterns, logical thinking, and pushing tiny, tiny squares in a orderly, correct sequence - BUT ONLY during combat. You cannot think without adrenaline - when out of combat, you are really dumb.

You wear glasses. You have disadvantage at all times if not. They are not magical.

You may summon thick prismatic lines from a flat, square, abysmal black, polished rock. These lines bounces around the flat surface of the polished rock for 1 round, before materializing into reality, and start bouncing round in straight lines, like rays cast FROM BEYOND THE VOID. They deal very little damage. They may mesmerize any opponent for 2 minutes.

You are a mook. You are never outnumbered - you are on the opposite side, outnumbering that lone, naked-from-the-waist up person kicking her way to the top of the tower, where your leader is. BUT YOU CAN CHANGE!

You have a vast network of contacts wherever you are. You only need to do a quick nod to get into shady establishments - proven that the bouncer at the entrance has that same grim look on her face as you do.

You are really tough. Like, rock hard. You weigh ten times more than everyone else.

Normal weapons cannot harm you, but watch out for pickaxes.

You can never heal, and you can never die. You can only become more and more divided, into smaller parts, until your conscience is too spread out and you become of the wind (or the muddy sea bottom). So watch out for that pickaxe.

You have no parents. You are made in the dirt by the tangled roots of the trees of FANG HILL, and you long for blood.

You have two abnormal long teeth. You can unscrew these and use as tools, or for climbing a hill side, maybe even the side of FANG HILL, or for tossing them at an enemy (treat as throwing knife).

You are of the race of eternal children. You have never seen grown ups, and can never understand the concept of ageing. Any humanoid older than ten is a Giant Ma Shun in your eyes.

You are very shy among non-eternal children. Unless you cover your eyes in combat, you are paralysed and cannot act. Covering your eyes lets you perceive the world in a wireframe mode. You cannot see ropes or straight lines in this mode.

Feb 3, 2020

Anagramming Players Handbook - Part 1: CHARACTER ABILITIES


  • St. Nth Erg - determines the character's faith in one unspecific incarnation of the saint that protects all sailors of small vessels
  • Let In Nice Leg - determines the character's ability to sneak into establishments where she really shouldn't be allowed to
  • Ms. Id Ow - determines the character's ability to withstand and inflict psionic pain especially targeted against the dark pleasure parts of the brain
  • Ex Tit Dyer - determines the magnitude of strange and exotic jobs taken prior to the character's current way of life (which is that of an adventurer)
  • To Tonic Units - determines the character's skill in potion brewery and insight into alchemical potency, especially those dealing with alcohol
  • Archaism - determines the character's ability to deal with old history, the outdated, the no longer understood - whatever the topic. Also determines how well understood the character is (higher score, less so)

Jan 29, 2020

Anagramming Monster Manual - Part A

Larvae Snare It
Tiny things that strangles their victims

Stupid monster that ruins a blog post.

Anti Gnat
Grotesque mosquito that injects a load of blood into your veins, for different purposes (to marinate you from the inside, to make you fluorescent, to...).

Green and mean and hideously large beings that rolls down hills and CRUSH their enemies - while still being very healthy for you.

A Bake Ex
A golem you used to date. Very aggressive.

Jan 20, 2020

Instead of starting in a tavern maybe just do Marvel Zombies

...where the players are infected zombies with superhuman powers and super hunger for human flesh and they just try to infect as much as possible - across the planes.

Jan 4, 2020

Pouch Pals

Pouch Pals always comes in pairs. They keep small pouches dangling in strings from all over their body - but mostly wrapped around their fingers.

Their sour look may give the wrong impression, but they're usually non-hostile. They never speak, so all communication is done through hand waving, pointing, nodding, grunting, the usual stuff. Pouch Pals talk to each other only through stares.

Their pouches contain all sorts of things - 50% magically in one way another, i.e. powder that summons piglets, conjures burning goat heads, very fast snails, or just goes POFF and that's it with the neighbourhood. If not magical, it will most likely be some kind of spice - cinnamon or allspice are popular.

They are not believed to be of the living, or even human.

Gamable quotes from my daughter

”This sucks out bad dreams from your brain, and turns it into food.”

”Daddy, once there was a troll, and he sneezed a forest.”

"There are Big-Kings, Middle-Kings and Little-Kings. Middle-Kings are the size of a puppy."