Wednesday, August 6, 2025

glaugust post tinker tinker tinker tinker

Never could leave well enough alone, could you?

MCKEEVER, NEW YORK, IN THE ADIRONDACK FOREST PRESERVE - Anne LaBastille

Class: Tinker

Starting Equipment: the smashed up guts of a spinning jenny -or- a wad of land deeds, each with slightly misdrawn borders -or- 4d10 pieces of broken cutlery


Tinker: You can fix any simple inanimate mundane object that you can fit inside of your cupped hands. This doesn't add mass to the object, instead just spreading out whatever is there to patch it. If you need to fix anything bigger, you'll need to figure out how to get bigger hands.

Fribble: If you can successfully dismantle an object, you can innately understand everything about it. However: you can never put it back together again in that the same way.

Squirm: While your character is engaged in any sort of job, quest, long task, etc. (on behalf of a character whom holds Esprit for them): if you drop everything on the spot and abandon your labor you and anyone travelling with you moves ten times as fast, but in a random direction / to a random location.

Twitch: As your GM is first describing a scene, if you interrupt them before they get too far in, you can announce your character is working on some sort of manual labor or creating some craft. Your character finishes whatever they are working on by the time your GM finishes / play resumes.

Wriggle: Your character can move the bones and anatomy of a willing creature (a character whom holds Esprit for them) around. This is painful while it lasts and makes the related body parts useless for anything else, but makes them impeccable at their appointed task (e.g. reshaping a hand into a flipper for swimming). This lasts permanently, or until that body part is burned by a hot flame.

Shuffle: As long as your character has at least 23 pounds of biological material from each target involved in this ability, they can cause any number of targets (Your character can cause any number of characters whom hold Esprit for them) to spontaneously share a biological familial bond of your choice. This counts for any magical purposes, as well as in the eyes of the law.

Writhe: Your character can melt down a handful of any material, and use it to patch up or repair something made from the same material (e.g. repair a wooden chair with a fistful of molten wood, seal a wound with a lump of molten flesh, etc). This patch inevitably breaks after a few hours or if put under strain.

Fiddle: If you, the player, can describe something in a suitably interesting juxtapositional or poetic sort of way (to at least one character who holds Esprit for them), your character can cause everyone looking at what they are describing in that way from there on after (e.g. if you point out the dome of the king's palace sort of looks like a turd, everyone thereafter will be able to see the turd even if they never heard your character say that).

Trifle: Your character can change any law of the land by burning an amount of money determined by your GM, with more fundamental / entrenched laws requiring greater and greater amounts of money. (There's also nothing stopping kings or councils from just like, re-decreeing the law back to how it was beforehand but they usually have to notice it changed first. Use that time wisely.).

Fidget: Describe some vulnerability of your character- physical, mental, whatever. By making a high-effort effigy of themselves, defacing it, and burying it- they can bundle up that weakness and swallow it down, burying it deep somewhere within their body. Whenever your character does this, it hides away that weakness in the same body part each time. Make all of your mortal weaknesses reside in your pterygoid hamulus or whatever. This works until that body part is struck, at which point it all bubbles back up to the surface at once. Careful not to over do and suffer the same fate as so many ego-drunk Tinkerers.

Monday, August 4, 2025

Balance: A Posture-Type HP-Less System

My post output is entirely dependent on my anxiety at being beaten to a punch vs my anxiety at engaging with a community of people way cooler than me vs my anxiety at sharing fully realised ideas as opposed to quick thoughts

Anyway all of the cool HP-less systems lately have forced me out of my lurking to share one thats been cooking in my head since this great post at Was it Likely? though I don't know if what I made counts as true cottonmouth as much as posering

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I currently use a First In, Last Out Initiative system. Its definitely clunkier at the table but I like the texture that it adds to confrontations, especially as it lets players support each other by interrupting slower enemies leading to those Anime-type turnabout moments or like MtG counter spell duels

To push that back-and-forthness further, I've been currently working on a sorta Sekiro-style Posture-based HP system for a spin-off version of my current house rules that (almost) completely cuts out dice and math in general play. Until I get the full version drafted up in a week or two, here is the gist:

- Successfully landing an attack on a target makes them "Unbalanced" and interrupts whatever they were doing

- Successfully landing an attack on an "Unbalanced", restrained, sleeping, etc. target lets you select a body part of theirs and damage it; resulting in injuries or death

- Each piece of Armour that a character is wearing can protect a specific body part from  specific sorts of injury (e.g. a metal helmet might protect your head from getting slashed or stabbed, but maybe not getting crushed or lightning'd)

- As an Action on a character's turn, if they are not interrupted by a faster character, they can "Steady" themselves to regain their Balance

- Certain super deadly techniques or big monsters can just skip Unbalancing or bypass Armour and just straight up injure and kill targets

- Injuries themselves can be your standard injury table stuff, or also unique status effects and such too

- The FILO Initiative system also plays a big part in team-based play. You might jump in to help protect a slower ally while they try to recover or finish off an enemy after an ally broke their poise sure- but also a LOT of character abilities can play with the timing of things to create fun defensive or offensive abilities. Even just like a single Parry can drastically change the tempo of a fight

- Another consideration of this sort of setup: Speed is king. A consistently faster target can just run circles around a slower one, interrupting them and taking them down. But a heavier armour slow boy then can soak up hits and stay in fights too? In theory anyway the naked guy with a sword is super deadly and thats a feature not a bug

- Unarmored Spellcasters in theory then would also be on the faster side. To make things more interesting instead though, casting a Spell automatically bumps you to the bottom of turn order. This prevents the sort of OP wizard scenario, and also leads to a lot of situations where everybody has to protect the vulnerable wizard as they charge up their spell

- I also intend on using a second similar set of statuses as well for tracking how overwhelmed a target is mentally as well. So a sort of "Shaken" status caused by experiencing the menacing as well