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Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
Forkholster posted:
I’ve made a couple references to this story on this blog and gotten questions asking for an explanation, so here we go. A full recounting of what my group started calling the Titanium Ear incident. Buckle up, boys and girls, Uncle Fork has a story to tell.
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
Flow of Battle Errata 1.17
The Elemental Aura perk for the Blade Flower playbook may only be triggered once per turn. While summoning a blade and dismissing a blade are free actions, you cannot summon and dismiss a blade over and over again to re-trigger Elemental Aura to deal infinite Panic to a target.
The They're Already Dead perk for the Blade Flower playbook may only be triggered once per turn. While summoning a blade and dismissing a blade are free actions, you cannot summon and dismiss a blade over and over again to re-trigger They're Already Dead on a different opponent in the battle.
The Scimitar Dance perk for the Blade Flower playbook may only be triggered once per turn. While summoning a blade and dismissing a blade are free actions, you cannot summon and dismiss blades in both hands over and over again to stack infinite dance bonuses.
The Healing Embrace perk for the Shield Flower playbook may only be triggered once per turn. While summoning a shield and dismissing a shield are free actions, you cannot summon and dismiss a shield to re-trigger Healing Embrace to remove infinite Panic from a target.
The Fist Flower playbook can no longer take both the Stand In The Air and the Double Jump perks. You must choose one or the other.
The bonus action gained from Staff Flower playbook perk Hit Them Again cannot be used to trigger another Hit Them Again bonus action and deal infinite Panic to a target.
The Max Panic table on page 87 includes disarming in several entries. Disarming is now defined as being forced to dismiss your Flow weapon and not being able to summon it or any other Flow weapon or using any other Flow weapon, and shields count as weapons, until your character loses Panic.
The Dance Belt accessory is now the Dance Boots accessory.
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
[21:08] * Now talking in #dis-hyper-re-assembly
[21:08] * Topic is 'No topic set'
[21:08] * ChanServ gives channel operator status to taNDy
[21:09] * You have left #dis-hyper-re-assembly
[21:09] * Now talking in #re-dis-hyper-assembly
[21:09] * Topic is 'No topic set'
[21:09] * ChanServ gives channel operator status to taNDy
[21:09] * You have left #re-dis-hyper-assembly
[21:09] * Now talking in #re-dis-hyperassembly
[21:09] * Topic is 'Loadouts: reactor choice | hydraulics vs. pneumatics | Balance: sprocket expert cost | you have to CRANK it | RDHA general discussion'
[21:09] * Set by cennostar on Thu April 17th 1998
[21:09] <Varilyth> yea
[21:10] <Varilyth> wrenchy knows more about it then me but
[21:10] <taNDy> hey guys
[21:10] * Extronaut has quit (Connection reset by peer)
[21:10] <Sulfur> Welcome!
[21:10] <cennostar> hey tandy
[21:10] <Zalubrio> welcome!
[21:10] <sweetums|AFK> Welcome!
[21:10] <Varilyth> you can make some DISGUSTING fixes when you can ignore chirality like that
[21:11] <Varilyth> like it should be an 8 pt ability at least
[21:11] <Varilyth> hi
[21:11] * Sulfur nods sagely.
[21:13] <Sulfur> Fair enough. I might talk to my group about house-ruling it for our next run. Nobody had any fun this session. Except the wrenchman, that is.
[21:13] <wrenchy|AFK> i had so much fun
[21:13] <Varilyth> right
[21:14] * sweetums|AFK is now known as sweetums
[21:14] <Sulfur> Not you, Wrenchy.
[21:14] <wrenchy|AFK> :'-(
[21:15] <taNDy> hey guys
[21:15] <taNDy> can I ask a rules question?
[21:16] * sweetums rolls eyes
[21:16] <sweetums> oh here we go
[21:16] * cennostar slaps sweetums upside the head with a large trout!
[21:16] <cennostar> be nice!!
[21:16] <cennostar> go ahead tandy
[21:17] <cennostar> ask away
[21:17] <taNDy> thx
[21:19] <taNDy> so im a noob and have only played one session but ive been reading the rules for playing as the chief and
[21:19] * Extronaut has joined #re-dis-hyperassembly
[21:19] * Extronaut has quit (Connection reset by peer)
[21:20] <Sulfur> Sure.
[21:20] <taNDy> and i wanted to ask what happens when the reactor goes critical *during a jump*?
[21:20] <sweetums> lol
[21:21] <taNDy> like it says I can work any system at -1 and do any repair at -5
[21:21] <taNDy> attempt* any repair
[21:22] <Sulfur> Depends on how much of a sadist the captain is.
[21:22] <taNDy> but it also says i can only repair the system im working on right now
[21:22] <sweetums> my first run ended like that
[21:23] <taNDy> so if im working the jump drive and the reactor starts playing up i have to choose between either doing the jump and stabilizing it after, or aborting and stabilizing now, right?
[21:23] <sweetums> reactor go boom-boom, need jump and go buy new core
[21:23] <sweetums> we try jump, captain rolls, captain laughs
[21:23] <sweetums> ship got folded
[21:24] <taNDy> folded??
[21:24] <Sulfur> Folded.
[21:24] <Varilyth> lmao get folded
[21:24] <Varilyth> pwned
[21:25] <Zalubrio> lol
[21:25] <Zalubrio> tandy read tha jumps chapter in tha captain's book and ull get it
[21:26] <Varilyth> or don't
[21:26] <Varilyth> and experience the game the way it was meant to be played :-)
[21:26] <taNDy> oh
[21:26] <sweetums> yea
[21:27] <Sulfur> Seconded.
[21:27] <Sulfur> Or thirded, rather.
[21:27] * Extronaut has joined #re-dis-hyperassembly
[21:27] * Intranaut has joined #re-dis-hyperassembly
[21:28] <Extronaut> fffffffffffucking dial-up
[21:28] <Extronaut> Hey guys
[21:28] * Extronaut has quit (Connection reset by peer)
[21:28] * Intranaut has quit (Connection reset by peer)
[21:28] <Sulfur> Hey Naut. Hey Mrs. Naut.
[21:28] <Varilyth> lmao
[21:29] <Sulfur> :(
[21:30] * Sulfur stares melancholily out of the closest viewport.
[21:30] <sweetums> melancholily isnt a word
[21:31] <Sulfur> Buy a dictionary, sweetums.
[21:31] <Zalubrio> lol
[21:31] <Zalubrio> but yea tandy
[21:32] <Zalubrio> tha good news is that if ur reactor goes critical during a jump
[21:32] <Zalubrio> ur captain is *trying* 2 TPK u already
[21:33] <Zalubrio> so ure dead newai
[21:33] <sweetums> dead n folded
[21:34] <Zalubrio> unless it was obv precrit before tha jump
[21:34] <Zalubrio> like sweetums group
[21:35] <Zalubrio> so dont worry about it
[21:35] <taNDy> oh ok
[21:36] <Zalubrio> besides u shuld have a fields engi on tha reactor n nav on jumps newai
[21:36] <Zalubrio> most important roles 4 shure
[21:37] <Varilyth> yeah forget the reactor and the jump drive, you're forgetting about the chief's most important ability
[21:37] <cennostar> lol
[21:37] <Varilyth> +3 on the best action in the game
[21:38] <Sulfur> Uh oh.
[21:38] <taNDy> ???
[21:38] <Varilyth> hand. cranking. machinery.
[21:38] * Varilyth CRANKS it!
[21:38] * sweetums CRANKS it!
[21:39] * wrenchy|AFK CRANKS it1!
[21:39] * cennostar CRANKS it!
[21:39] * Zalubrio cRANKS IT!!
[21:39] <sweetums> llmmmaaaooooooo
[21:40] * Sulfur doesn't crank anything.
[21:40] * Extronaut has joined #re-dis-hyperassembly
[21:40] * Extronaut has quit (Connection reset by peer)
[21:40] * You have left #re-dis-hyperassembly
God I want this game to be real so badly.

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Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
GarbletheDarble: Does anyone actually understand how the interaction between chrysopoeia and metastasis is supposed to work?
Wormbutt [MOD]: Please check the pinned post
Enzzyme: another one?
GarbletheDarble: I checked the post, and it does not explain the altered order in which to make my trigram rolls.
Enzzyme: oh yeah lol
Enzzyme: a column of the 8tf table was just missing from the og rulebook
Wormbutt [MOD]: As stated in the pinned post, we recommend not using the class. It’s underdeveloped and was likely a late addition.
GarbletheDarble: how did this even ship
Enzzyme: i think lizzie has a working replacement
Enzzyme: @ GREATANDTERRIBLELIZARD give us your furnace table
Enzzyme: @ GREATANDTERRIBLELIZARD
Enzzyme: @ GREATANDTERRIBLELIZARD
Enzzyme: @ GREATANDTERRIBLELIZARD
GREATANDTERRIBLELIZARD: ok jeez im here!
GREATANDTERRIBLELIZARD: you could’ve just sent it yourself!
GarbletheDarble: sorry, I didn’t mean to bother
Enzzyme: yeah but I can’t answer follow up questions
GREATANDTERRIBLELIZARD: EightTrigramFurnaceTable_fixed_final(2).pdf
GREATANDTERRIBLELIZARD: and there won’t be follow-up questions. it’s entirely self-explanatory
Wormbutt [MOD]: It’s really not.
GREATANDTERRIBLELIZARD: literally what’s unclear about it
Wormbutt: the “applicable modifier”
Enzzyme: which modifier to use
Enzzyme: lol
GREATANDTERRIBLELIZARD: it’s your exegesis bonus, and if you don’t have one just use your secondary class attunement
GarbletheDarble: what if I have neither of those
GREATANDTERRIBLELIZARD: then your build is so awful you’ll die before it matters anyway
[GREATANDTERRIBLELIZARD was warned by moderator]
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Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
How do I make a jack of all trades in this game??
kingbardo33 [10:33, yesterday]
My group was recommended this system instead of D&D for the Feywild campaign we were planning, but I can't figure out how to make my character premise! I want to run a bard like Melchior from Caer Ywnn, but it seems like it's impossible to meet most skill thresholds (at least in the sample scenario) without having a skill of at least 3, and we're starting off at Majesty 4, so even if I spent my whole Legend on it, I could only get three skills to level 3! Is there some rule or supplement I'm missing that would let me make this?
mistermonkeypie [11:02, yesterday]
caer ywnn fan L
roseate-handmaiden [15:56, today]
Corebook page 52, "Party Composition":
Crown, Rose, and Blood is intended to be played with parties exclusively composed of fairies. Mortal characters are playable, but outside of using the optional rebalancing in Appendix 1, they will not be competitive unless the Majesty score of party members is very low. Player characters should be very distinct from one another; fairies shouldn't share Epithets, skills, or Tales in their Legend unless a special case is in play such as the Twin or Shadow Self Epithet.
I'm not sure what exactly you mean by a "jack-of-all-trades". "The Boar King's Tournament" (which I'm assuming you're referencing since it's the prebuilt for Majesty 4) has seven check types, so I'm going to assume you're trying to build a character to hit all of those checks at level 3. If you're using the standard character creation rules, the only way I can see for you to get that is taking 7/8 of your starting Tales as Minor Contract Tales, all of which are perpetual Contracts with Endowment clauses that give the skill in question. An Endowment for a level 3 skill is Major, so the only way you can squeak that by Tale RAW is if it's counterbalanced against three Minor Obligations, and that's only because the wording technically reads that every clause has to be Major for it to count as a Major Contract Tale. I personally think it's against the spirit and don't allow it in my games.
I don't recommend doing this, for the record. If you do this, you'll be forced to spend your last Tale as an Epithet Tale, and you'll also be juggling twenty-one Minor Obligations to keep all of your skills, with virtually no stats outside of what you're getting from your preexisting Contracts.
violetvenison [19:58, today]
Who the hell is watching Caer Ywnn?
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
r/bladesunderaharvestmoon
Does the bonus for 3rd degree sword forms stack with svartelf off-hand technique or not?
The core rulebook says it does, explicitly, on page 138: "Bonuses from legacy-specific techniques do stack with advanced sword form bonuses."
...and sample characters in, for instance, the Duels by Moonlight supplement are built to show this.
But I was looking at the latest Eastern Front module, and on page 34 there's a footnote that says: "Remember, sword form bonuses never stack with any other bonus."
So which is it?
This really needs to be in the FAQ. The sentence from the core rulebook is a typo; it was meant to say "do not stack." The typo wasn't caught until after the first print run was published, and when it was they silently corrected it for the second print run but never issued it as a formal errata. The result is that some versions of the core rules say "do stack" and some say "do not stack." Furthermore, they must not have communicated the change even in-house very well, because some of the supplements were written by people using the first-print-run edition and some by people using the second-print-run. This has been a source of confusion ever since the game came out, and the fact that the supplements don't agree with each other just makes it worse. Besides which, if you dig through the forums you'll find people with passionate opinions about what the rule *should* be, in both directions. Some tournaments even ban svartelf characters to avoid the whole issue. So honestly, at this point, just play it how you want.
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
Boneseller38: Does anyone know how the rules for tertiary weapons are meant to work? We had an argument at the table last night since it reads like they're supposed to be a last resort thing you can't use very often but it doesn't put any clear limits on how often you can use them? If I'm playing a caste with good tert pics why wouldn't I just use them every turn?
Josh_Shrubbery: Check the forum rules, dipshit. You need to post the section you're talking about so we actually know what ruleset and expansions you're going by. This is just clogging the category.
W0r1dB4N3: Kinda rude but we do need the specific quote, those rules get changed up a lot. Terts have been a balance nightmare in every edition.
Boneseller38: Sorry, I'm back, dealing with life shit. We're running 4th Edition with the Still Water, Soft Rains expansion but none of the later ones since they'd break the module. Here are the two parts that confused me.
"Unlike their natural and wielded weapons, the tertiary weapons of a Stranger represent the culmination of their mastery, drawing directly on their lifeforce and knowledge to force patterns onto the world around them. They follow the same rules as Riddle Engines, as they operate under the same principles, but are not consumed when used, instead leaving the user drained both physically and psychologically. "
"During a Stranger's second combat phase, they can make attacks with wielded or tertiary weapons equal to their Attacks stat, or use a consumable with the Thrown, Ranged, or Riddle Engine keyword."
First quote makes it seem like they're supposed to be a rare special move but there's no mention of any kind of actual limitations. Yeah there's a bit of self-damage and usually a status effect on the weapon statblocks, but I picked Tidebreaker Caste and Secret of Rime at level 1 so they literally just don't affect me. Is there something I'm not getting? Why wouldn't I just spam it every turn?
Josh_Shrubbery: You can't just run a cheese build and then act confused when it's a cheese build.
Boneseller38: It's literally one of the example characters.
W0r1dB4N3: Running 9 Gates? Nice. Yeah, 4thE was kinda weird about that. A lot of people got really mad about how tight the limits were in 3rd, especially since the short stories have Strangers using what would be terts IG multiple times in a row (at great cost, of course), so they tried to do something like that but balance it around the "average" caste. I don't think they actually expected anyone to spec survivability just to spam them. SWSR made it way worse with Tidebreaker. I think they erratad some of the self-damage numbers higher but you can still totally do it with 1-2 extra defensive secrets, tertspam is THE classic 4thE meme build.
[THREAD LOCKED BY MODERATOR - QUESTION RESOLVED]
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
Does the Enchantment Level increase from working with another artificer of equal level stack with the Wondrous Materials modifier? Do they stack past level 30?
Asked 7 years, 4 months ago, by [staminamina]
Modified 2 hours ago
Viewed 1k times
Just like the title says.
The rules text for Fine Materials from Principia says
Fine materials […] when used for an enchantment project, allow you to create things beyond your normal limits, including beyond the normal level cap of 30. […] wondrous materials allow an increase of three levels.
It’s obvious they meant this to go past 30, since they say it, but notably, they also extend the enchantment time/cost/difficulty table to level 33, and add 31 to the prime table, so they clearly have support for it.
The problem is that Toil and Trouble adds tandem enchantment, and I don’t know what to make of its rules!
The text reads:
While enchanters normally guard their secrets jealously, working alone, they can perform remarkable feats together. […] if allowing total cooperation, where no secrets are kept from each other, the boost increases to 5.
Which, unlike Principia, doesn’t stipulate it can go past level 30, but also doesn’t specify otherwise.
Muddying the waters, Toil and Trouble doesn’t extend the time/cost/difficulty table, but does give the appropriate formula for how to calculate those values at each level past 25 (which do line up with Principia).
Perhaps most importantly, if these modifiers did stack, we would have access to the prime 37 enchantments, which are not described anywhere in the book to my knowledge.
My instinct is that tandem enchantment caps at 30, or else does not stack with wondrous materials.
--
ACCEPTED ANSWER by [goodgriefer] (+12)
P.125:Principia states the following on the topic of stacking buffs.
When multiple effects modify some element of the creation process, they apply only to what portion of the process makes logical sense. A 10% reduction to the cost of reagents will not reduce the cost of shipping the final product. When two effects modify overlapping sections of the creation process, additive/subtractive effects are applied simultaneously, then multiplicative effects are applied simultaneously.
Then on P.169:Principia, we see
Drunkenness – A state of intoxication, whether by alcohol or other, more exotic substances, caps an enchanter’s effective level at 2 levels below their actual level, regardless of any other buffs
From this we can gather that multiple ‘effective level’ effects should be able to stack (there just wasn’t another such effect that increased levels, as of Principia), and that if they intend something to set a cap, they probably will.
That implies that, yes, you can technically create a level 38 enchantment (or 37).
As for what the theoretical prime 37 enchantments would be, I would point to P.56:Principia on the existing prime enchantments, which says:
Often, a player may wish to create an enchantment that is outside the scope of the primes, especially as it is recommended for a character to have an eventual capstone goal for their enchanting career. In such cases, it is worth remembering that the only enchantment known categorically to be impossible is one that confers true immortality. It may be possible to approximate using a combination of primes, or else by adding the functionality to an existing prime. Page 287 lists commonly used prime combinations.
Which is to say: A prime can have whatever functionality it needs to for a game to make sense. Considering 37 is so far beyond normal enchanting as to be unthinkable to the average enchanter, it makes a logical place to put whatever macguffin result overarches the whole game.
And to be clear, when I say ‘unthinkable’ I mean unthinkable; taking a look at the formula in T&T more closely, as well as taking into account the cost of using Wondrous Materials (or even Marvellous Materials, if you just want a new prime)
First, a theoretical level 38 enchanted item would take over 40 years for an enchanter to create (and no, you don’t get the assistant improvement to creation time from tandem enchantment, you’re doing it purely for the level boost).
Second, the cost, (including the increase from wondrous materials), would be on the order of 12 million gold.
Even if you had the time and the money, you’d still be stuck, because setbacks are rolled for on a monthly basis, and lose a percentage of progress. Without mitigation, you’re looking at losing 4 to 20 years of progress, about every two years. Mathematically, your odds of completing this project, are basically zero, especially if you’re mortal.
The only way to have a reasonable chance of creating an item with level 37/38 enchantments is to have two lead enchanters of level 29/30, with functionally limitless funding, and then also, to have some significant number of assistants, who, I will note, will have to be of at least level 27 to 28, due to the 10 level gap limit for assistants. Doing the math, a quick and dirty estimate suggests you’ll need at least 5 such assistants to maybe break even, and realistically, you’ll the maximum 18-19 of them to actually get the project done in a reasonable timeframe, which, may I note, is still ten years, which is probably more like twenty years, due to the probability of setbacks.
That is to say, to create a prime 37 enchantment, you need a team of about 20 world class enchanters to spend 10-20 years of their lives, with limitless funding (likely in the realm of 50 million gold, after accounting for who you have to pay, and the increased material cost from setbacks), to put their lives entirely on hold, and pool the entirety of their knowledge without reservation.
That is not a two person project. That is the manhattan project. That is the project that your players will, in the endgame, either get pulled into, or have to resist getting pulled into. That is an overarching plot thread that is running from the very beginning of the game.
What will it do? Frankly, that is entirely up to the game master. It may literally be the manhattan project.

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Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
Formatting Rules For Group Finding:
This forum does not allow for specifically 18+ groups or nsfw topics, go to the sister site for that
Make sure to include which editions you are running A. yes, this includes specifying if you have v.1 from the initial public print or are using the version given to kickstarter backers. B. if running mixed versions, clearly mark what you're mixing (for example mostly v3, but v2 augury rules & v1 orithomancy tables)
if including any Wilderness rules, make location clear. You do not need to dox yourself, but saying you have players that are mostly in the pacific north-west will make all Wilderness choices run smoother
You cannot only be recruiting for Lake or Desert fortune tellers.
City Wizards are not official errata & means nothing. Do not include it in your application.
Be clear about what the timeline for the game is. Signs of Fate plays very differently in the Summer and Winter.
Do not specify that this is a play by post game, that's how you're supposed to run the game.
Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
@shoutyourporpoise replied:
I could SWEAR you’ve made this post before, or perhaps this is such a characteristically “you” concept that I already imagined a world in which you had
I don't think so, no. I did once (unintentionally) curate a game jam about writing supplements for invented or hypothetical games, the product of which you can find here, but this is a different thing.
(If anyone really wants this one to be a thing, though, feel free to toss your entry into the reblogs. I'm not going to do a proper game jam on itch.io or whatever because its UI really wants you to have cover art and a promotional blurb and such, and this doesn't feel like it warrants it!)
[21:08] * Now talking in #dis-hyper-re-assembly
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[21:09] * Now talking in #re-dis-hyperassembly
[21:09] * Topic is 'Loadouts: reactor choice | hydraulics vs. pneumatics | Balance: sprocket expert cost | you have to CRANK it | RDHA general discussion'
[21:09] * Set by cennostar on Thu April 17th 1998
[21:09] <Varilyth> yea
[21:10] <Varilyth> wrenchy knows more about it then me but
[21:10] <taNDy> hey guys
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[21:10] <Sulfur> Welcome!
[21:10] <cennostar> hey tandy
[21:10] <Zalubrio> welcome!
[21:10] <sweetums|AFK> Welcome!
[21:10] <Varilyth> you can make some DISGUSTING fixes when you can ignore chirality like that
[21:11] <Varilyth> like it should be an 8 pt ability at least
[21:11] <Varilyth> hi
[21:11] * Sulfur nods sagely.
[21:13] <Sulfur> Fair enough. I might talk to my group about house-ruling it for our next run. Nobody had any fun this session. Except the wrenchman, that is.
[21:13] <wrenchy|AFK> i had so much fun
[21:13] <Varilyth> right
[21:14] * sweetums|AFK is now known as sweetums
[21:14] <Sulfur> Not you, Wrenchy.
[21:14] <wrenchy|AFK> :'-(
[21:15] <taNDy> hey guys
[21:15] <taNDy> can I ask a rules question?
[21:16] * sweetums rolls eyes
[21:16] <sweetums> oh here we go
[21:16] * cennostar slaps sweetums upside the head with a large trout!
[21:16] <cennostar> be nice!!
[21:16] <cennostar> go ahead tandy
[21:17] <cennostar> ask away
[21:17] <taNDy> thx
[21:19] <taNDy> so im a noob and have only played one session but ive been reading the rules for playing as the chief and
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[21:20] <Sulfur> Sure.
[21:20] <taNDy> and i wanted to ask what happens when the reactor goes critical *during a jump*?
[21:20] <sweetums> lol
[21:21] <taNDy> like it says I can work any system at -1 and do any repair at -5
[21:21] <taNDy> attempt* any repair
[21:22] <Sulfur> Depends on how much of a sadist the captain is.
[21:22] <taNDy> but it also says i can only repair the system im working on right now
[21:22] <sweetums> my first run ended like that
[21:23] <taNDy> so if im working the jump drive and the reactor starts playing up i have to choose between either doing the jump and stabilizing it after, or aborting and stabilizing now, right?
[21:23] <sweetums> reactor go boom-boom, need jump and go buy new core
[21:23] <sweetums> we try jump, captain rolls, captain laughs
[21:23] <sweetums> ship got folded
[21:24] <taNDy> folded??
[21:24] <Sulfur> Folded.
[21:24] <Varilyth> lmao get folded
[21:24] <Varilyth> pwned
[21:25] <Zalubrio> lol
[21:25] <Zalubrio> tandy read tha jumps chapter in tha captain's book and ull get it
[21:26] <Varilyth> or don't
[21:26] <Varilyth> and experience the game the way it was meant to be played :-)
[21:26] <taNDy> oh
[21:26] <sweetums> yea
[21:27] <Sulfur> Seconded.
[21:27] <Sulfur> Or thirded, rather.
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[21:28] <Extronaut> fffffffffffucking dial-up
[21:28] <Extronaut> Hey guys
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[21:28] <Sulfur> Hey Naut. Hey Mrs. Naut.
[21:28] <Varilyth> lmao
[21:29] <Sulfur> :(
[21:30] * Sulfur stares melancholily out of the closest viewport.
[21:30] <sweetums> melancholily isnt a word
[21:31] <Sulfur> Buy a dictionary, sweetums.
[21:31] <Zalubrio> lol
[21:31] <Zalubrio> but yea tandy
[21:32] <Zalubrio> tha good news is that if ur reactor goes critical during a jump
[21:32] <Zalubrio> ur captain is *trying* 2 TPK u already
[21:33] <Zalubrio> so ure dead newai
[21:33] <sweetums> dead n folded
[21:34] <Zalubrio> unless it was obv precrit before tha jump
[21:34] <Zalubrio> like sweetums group
[21:35] <Zalubrio> so dont worry about it
[21:35] <taNDy> oh ok
[21:36] <Zalubrio> besides u shuld have a fields engi on tha reactor n nav on jumps newai
[21:36] <Zalubrio> most important roles 4 shure
[21:37] <Varilyth> yeah forget the reactor and the jump drive, you're forgetting about the chief's most important ability
[21:37] <cennostar> lol
[21:37] <Varilyth> +3 on the best action in the game
[21:38] <Sulfur> Uh oh.
[21:38] <taNDy> ???
[21:38] <Varilyth> hand. cranking. machinery.
[21:38] * Varilyth CRANKS it!
[21:38] * sweetums CRANKS it!
[21:39] * wrenchy|AFK CRANKS it1!
[21:39] * cennostar CRANKS it!
[21:39] * Zalubrio cRANKS IT!!
[21:39] <sweetums> llmmmaaaooooooo
[21:40] * Sulfur doesn't crank anything.
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Inadvisable tabletop RPG jam premise #137: Game jam where each entry consists solely of paratextual discussion of the mechanics of a hypothetical or invented RPG; examples include an errata document, a developer Q&A, or a forum thread debating the correct interpretation of a particular rule.
LFG - Online
I'm looking to start a new Prism: Agency game, but my last group fell apart (don't ask). I'd be down to start off playing the Prism, but we definitely need to go on a scheduled rotation and not per locale.
A few house rules, if these aren't to your liking than this game is NOT for you. I play Prism HARD and CHALLENGING. Storytelling comes from the struggle.
- All characters start with one pursuing Inhabitant. If you're playing the Found or the Scarred, you start with two.
- I decide what your documentancy downtime practice is - you'll have to submit samples of your writing, drawing, voice, and some other stuff.
- Geegaws and trinkets are always painful if you don't roll a 6 to retrieve them. Their rules also don't supercede Locale rules (let's be real, they never should have).
- If you fall off your progression path, you take the full penalty AND you start your next one on the Underside. No picking and choosing.
- If an Inhabitant is using one of the three core skills, you CANNOT use another one against it. Not even temporarily. An exception can be made for the Newcomer's move "Untraditional Straightforwardness".
- Instead of starting with a home base Locale, you earn one during downtime. It'll start full of Inhabitants though, and no, you don't get to handwave it because of the starting guidelines, real life doesn't just give you free stuff.
Now that those main ones are out of the way, a little about the setting we'll be playing in:
It's the changing of the seasons, set just before Agency swapped to Grasslands. Prism is cracking, it's coming apart, and there's no hope for survival (we're ignoring the supplemental stuff that came later). You're all the last members of the Agency, you've all being chased and hunted down (reminds me of another one of the house rules actually - downtime always leaves you both Hopeless and Tormented, and if you don't roll well it can still have the regular consequences too, even on Earth). No hope remains - except the hope of a painless oblivion. The Final Day Locale, the manifestation of the end of your lives, awaits you somewhere in the darkest depths of the Hunting Woods... Will you find it? What will you lose on the way?
Oh also if anyone wants to take the Petals Around the Edges progression path, then I will have an excuse to bring in some reeeeally cool monsters, I'm a big Lovecraft fan and I think that's the general direction the game should go (I know monsters aren't usually a thing in Prism, but it will be so cool the way I've homebrewed them in, trust me.)
Not only do I get a very evocative shadow of what the full game might look like, I have opinions about this gm, those being that they should just go write a fuckin book already and that they are incredibly obnoxious to work with.
I particularly like the implication that they expect to exercise full creative control over the entirety of the campaign, but also want a rotating GM arrangement so they don't actually have to run most of it.
They should let you vomit a black sludge and when you are done you feel better about yourself. Also the black sludge forms into an evil clone you can make out with.

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crazy soundscape in this video but what really sticks with me is the title. single sock solutions. its like theyre sponsored by socks
Evil evil crushes