I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Saturday, December 29, 2007

Whip vs. Sword: Castlevania for the PSP

Castlevania was always one of the more punishing series on the NES, mainly on account of the fact - let's face it - that the Belmonts, the stars of that series, generally moved like slugs. Unlike Samus or Ryu Hayabusa, the Belmonts generally couldn't influence their jumps much once made, and had a surprising amount of trouble navigating stairs. Add in the fact enemy hits could send them flying and that the Castlevania games had plenty of nasty falls, and the fact health items were sparse - generally only once a level - and it was a bit like survival horror at its earliest. Like the later Resident Evil games, the heroes of Castlevania would be crippled by odd controls and very limited resources.

Which isn't to say I don't love those games. I actually do, every much. Despite the difficulty, they were very innovative for the time, with interesting weapons, monsters, bosses, and great level design. And not all those generalities apply - Castlevania 2 was a fair deal easier because of its exploration and upgrade elements. Super Castlevania IV had some pretty neat control features, mainly the controllable whip. Castlevania: The Dracula X chronicles takes us to Rondo of Blood, the last of the classic-style, level-based Castlevania games. Featuring level branches, multiple characters, hidden areas, and a great variety of bosses, it easily stands out as one of the best Castlevania games of all time.

Mind, those have gotten to know Castlevania from Symphony of the Night and its Gameboy Advance and DS descendants may be in for a bit of shock. There are no items or upgrades to manage, no levels to gain. There's rarely much going back, even though the game has an area completion percentage just like Symphony. The fact Symphony of the Night is included as an unlockable "extra" highlights this difference all the more.

For a while I've been thinking on the difference between effort vs. skill in video games. On one side of the equation are console RPGs and MMORPGs, which mainly value effort. Time taken in these games generally provides additional features and power and allows you to confront the higher challenges only through hard and sometimes quite gruelling work. However, they rarely require tight hand-eye coordination or intense mastery of the game's controls. On the other side of things, you have games that require skill. These are your one-on-one fighting games, your curtain fire shooters, and online FPSes. Generally you don't get much in the way of upgrades, and they're often disposable. Most of your success depends on how well you can sublimate the controls and discern the patterns of the CPU or the strategies of a human opponent.

Thusly, Rondo of Blood leans towards the skill side of the equation, while Symphony of the Night heavily shifts the game farther towards effort. While Symphony of the Night is hardly a pure effort game, the fact that effort is included as a more profound game element radically changed the nature of the series. If the player of Symphony finds a creature or challenge too tough, he can turn around and explore more, switch weapons, upgrade, and return with better tools for the task. The heroes of Rondo, on the other hand, better pick up everything they need along the way, because they're going to have a tough time when they get there.

Moving along to the games in question, what you get from the collection of games presented is first the new, 3D version of Rondo of Blood. It's generally a bit easier than the original, providing the main hero, Richter, with a backflip and giving a bit of overall space to the levels thanks to some redesign and the PSP's wider screen. It's an attractive remake, with some more modern touches here and there, and plenty of small secrets to uncover.

Speaking of which, it forces you to unlock the other two games included - the original Rondo of Blood (as it appeared on the PC Engine CD), Symphony of the Night. I think this is unfortunate, as many people bought this just to have Symphony on the PSP, and I don't think they should be forced to jump through admittedly easy hoops just to have it. Personally, I remain skeptical regarding "unlockables" in games. Sometimes they can make a more interesting goal to achieve than just stomping the bad guys, but I would rather see major features like extra characters or games just opened up from the start. It feels a bit cruel to be sold a game and told I can only use a certain percentage of it until I've proven myself, but I won't belabor the point.

The original Rondo of Blood isn't a vast difference from its 3D counterpart. Those who like the old 2D world of sprites and bright colors won't be disappointed, with large bosses and detailed levels. Symphony of the Night is another feast for the 2D eyes, with lots to uncover, terrific enemies and areas to explore, fun upgrades, though it feels almost childishly easy when sitting next to Rondo. It should be noted for those that played the original that Symphony has had some new features added, like a few upgrades that were cut from the American version, an additional boss battle and unlockable character, and a complete rewrite of the voiced script.

Overall, this stands as a great collection for those that appreciate the world of both classic and recent 2D gaming, and a pretty solid introduction for younger folks that haven't been indoctrinated. There's a lot of game here for your buck, and much of it is close to the height of its genre. The difficulty level of Rondo is a bit daunting at times, particularly for players used to the newer "Castleroid" games in the series. But in the end, it demonstrates the divide between "old-school" and "new-school" more keenly than almost other collection, and I find the that dichotomy almost as interesting as the games themselves.

Tuesday, December 18, 2007

It's A Yule Tide

You've all heard of the serial killer Santa, the Robot Santa, the Santa that went crazy, and so on. Here are some more you may not have heard of:

  • The 1984 Santa: Naughty is nice. Big Santa is watching.
  • The Reindeer Santa: Alternately, the ASPCA Santa. Rides his sleigh driven by 12 hungry fat men. On chubby! On weighty! On flabby!
  • The Pirate Santa: Who buries the toys for good little pirates to find.
  • The Devil Santa: He brings you what you really want.
  • The Slaveowner Santa: No, really.
  • The Deliverance Santa: All too eager to slide down your chimney hole.

And finally:

Santa, Texas Ranger

Sunday, December 16, 2007

Simple Spy System

Hopefully this'll be a bit of a revival here, get the ball rolling. I'll probably just start covering whatever's on my mind on a given day rather than worry about it being game "content" anymore. But here's today's thought: spy games. Spy games are cool, but rarely simple. I love Spycraft, but it's got so much mechanical mayhem that the idea of running it is more than a little daunting, particularly after nearly a year of running Exalted. So here's my Simple Spy System idea. Characters have three types of traits: Talents, Skills, and Specialties.
  • Talents cover traits that are essentially inborn - Strength, Intelligence, Flexibility, Looks, etc.
  • Skills are strictly abilities gained through training - Marksmanship, Disguise, Physics, Computer Hacking, etc.
  • Specializations cover experience with a topic or item - Street Gangs, Los Angeles, Casinos, High Society, etc.
When rolling, you're trying to beat a difficulty - 5 for a routine task, 10 for a challenging task, or 15 for a daunting task. Every character starts with rolling 1d6 - this is called the luck die. Beyond that, you add 1d6 for each character trait that applies. So, for example: Firing a rifle could be Dexterity + Marksmanship + Rifles for 4d6, or Perception + Marksmanship for 3d6, and so on, as long as it makes some sense and the GM approves. Each trait can be given enhancements. Enhancements imply level of experience, expertise, or ability beyond the professional level. Some examples below:
  • Master - The character can reroll a die that comes up equal to or higher than the luck roll, allowing the character to make up for bad luck.
  • Efficient - The character can perform this skill while doing another action, but does not get the luck die while doing so.
  • Lucky - Whenever the character rolls a 6 on the luck die, they gain and roll an additional luck die, and add it to the total. If they roll another 6, they roll an additional die, and so on.
  • Competitive - The character can sacrifice their luck die to raise the opponent's difficulty by 5.
  • Deceptive - When rolling the luck die, you can make a hidden roll (by using a dice cup or the like) and state the number. The GM may call you on the number - if your stated number is less than the roll, you get an additional luck die. If it is equal to the roll, you get no benefit. If it is greater than the roll, you lose the luck die you rolled for that action.
Exceeding the difficulty provides a success, but if you can match the difficulty perfectly with any number of your rolled dice, you get a dramatic success. So, for example, if you roll 3d6 and get a 4, 6, and 3 against a difficulty 10, that 4 + 6 could be used to get a dramatic success. Dramatic success provide some extra story effect beyond mere success - in a car chase, you not only outrun your target, you might fake them into slamming into a semi. In a game of cards, you don't just win, you win the jackpot. These may not just be "great successes", but could also be more subtle - for example, in a gunfight, you might declare your enemy to be out of ammo. A disguise might get you swept up into the secret meeting. The player can suggest effects, though approval of any dramatic success is up the the GM. That's all for tonight. I have more ideas for this - building characters, organizations, etc. It might mutate horribly - I'm thinking of how interesting it might be to try and bend this into a card-based system, and mutate it further from its On the Edge / Risus inspiration. We'll see!

Wednesday, February 28, 2007

Munchkin EX Plus Alpha!

p>One idea I keep threatening my fellow players with is a Munchkin d20 game. Mind, the idea was inspired by the lil' hardcover Munchkin RPG by Steve Jackson James, but it doesn't stop there. The idea is to run a firmly tongue-in-cheek game of D&D where players can make any sort of character they want - if they can find the rules for it.

The intention is that you can make your character with any rules you like - as long as you can find them in a commerical d20 product. Class from d20 Modern? No problem. Feat from Spycraft? Sure! Race from Legend of the Five Rings? Why not? Mind, I'd be using a fantasy setting, so even if you do get that nifty M1 Abrams, you might have a hard time restocking on fuel and ammo...

The idea I had while at work today was to up the ante and add Cheats as a character option. I wanted to provide the kind of bizarre class / race combinations you see in the Munchkin card game, the kind of dumbness you can expect out of a good powergamer.

Cheats basically provide an option for players to bend or break the conventional d20 rules for purposes of character creation. Cheats, unlike skills, have no ranks. Every character gets a free cheat to start with, though actual monetary compensation may provide additional cheats. Cheats have no prerequisites or types. Just pick one, only one.

Cheats include:

Broken Race: Reduce the adjustment level of any race you take by 1, down to a minimum of 0.

Bastard!: You may take two races you could normally take, and gain all the racial traits of both. Your size is averaged, rounding up. However, you round down if one of your races is dwarf or a dwarven subtype. Similarly, your movement rate is averaged. All bonuses and penalties stack.

Cherry Picker: Aka the "Jerk of All Trades" cheat. You never suffer multi-classing penalties for uneven levels. Furthermore, you can leave a class and return to it no matter what, as long as you qualify for its basic prerequisites (like lawful alignment for a monk).

Featus Interruptus Choose any feat. You now may take that feat, ignoring all prerequisites required for that feat. Furthermore, you may also ignore any prerequisite for a feat leading up to that feat in the "feat chain". For example, if you choose Great Cleave, you could also ignore the prerequisites for Cleave or Power Attack. If you chose Spring Attack, you could ignore the prerequisites for Mobility and Dodge as well. And so on.

Mad Skillz: All skills are considered class skills for your character, including Speak Language. You may also take tricks for skills you have ranks in regardless of their prerequisites.

More Power!!!: Choose a spell list for a single school of sorcerer/wizard spells, or any non-wizard spell list. You may now add those spells to any other class spell list that you use. This does not increase your list of spells known (for spontaneous casters like bards) but only spells available.

Mutt: You may qualify for any racial prerequisite, from feats to PrCs. You are also considered to have proficiency in all racial weapons as long as you have martial weapon proficiency.

Noblesse Oblige: Pick any one prestige class. You automatically qualify for that class no matter what, ignoring all prerequisites. You may even take the PrC at level 1, but if it has a class feature that improves or continues an existing class feature (like added spellcaster levels), you do not get the benefits of that PrC class feature until you have the base class feature to actually improve.

Superior Race: Any numeric bonus or penalty you gain for your race is doubled. This does not alter size, size modifiers, or base speed.

And so on. Use at your own risk!

Sunday, February 25, 2007

Victoly! (WW eQuarterly Contest)

I already probably mentioned it to most of you who read this, but it's official - I'll have a short article in the WW eQuarterly for the upcoming Spring. Look for the "Dragon's Claws" article under Exalted for a couple of new Terrestrial spells. Fun for the whole family!... if your family consists of mad sorcerers.

I've also been preparing for an Exalted 2e game, and a possible continuation of the Legend of the Five Rings campaign currently being chronicled in these posts. More as things are finalized, of course.

Legend of the Five Rings: Scrolls of the Phoenix 4

Because scribes need work, it's more Scrolls of the Phoenix.

My Lord Shiba Yoma,

I apologize for my absence in the court as I have been away from it close to 2 days so far. I will redouble my efforts upon my return to catch up so that no news will escape your ears. But I feel that Lord Isawa Notodai is in true need of whatever service I can perform, and maybe this effort will help to ease relations between the Phoenix and Dragon.

We arrived in the town to find them in relatively high spirits, though I thought I noticed a slight pall over their winter relaxation. The investigation into the death of the Dragon began in earnest as we arrived. Early inquiries provided little information except that the blacksmith knew a little about the duel. My shugenja comrades went to investigate the bridge and despite some early fear of the Taint we discovered that some blood had escaped the eta on the rocks below. We made sure to purify the area before we left.

Isawa Kenjiro and Moto Bataar went to investigate the body of the Dragon and discovered that all was in order, except for his traveling papers. Rather then bore you with the details of the investigation I will simply explain what we have discovered. Should you request the details they are, of course, ever at your disposal.

It appears that the Dragon was here during their occupation of the town, and, like several of his fellows, made themselves known to the women of the town. It seems that a relationship of some kind (seemingly loving, it seems that the Dragon were honorable in this sense at least) developed between our unfortunate Dragon and one of the townsfolk. Sometime before the Dragon were routed she became pregnant. After the Dragon were driven out he returned to her some months later. The townsfolk saw fit to hide her from their magistrate, as the desire for vengeance against the Dragon burns strong with him and they felt she would be in danger. It was during this time that the duel occurred (unfortunately we still do not know the reason), leading to our investigation. We know that the Dragon did not know the ronin, but he ronin certainty knew him and chose to instigate the duel though personal insult. She has since set off in the direction of Pale Oak. I do not know if we will find her there, perhaps among the shogun’s men. All answers lie with her. We set out soon to Pale oak to track her, return to court and bring this poor girl before Lord Isawa Nodotai so he may decide what is to be done. Though if reputation serves him well I expect she will meet no discomfort at the very least.

Before we leave here we have begun our own investigation into reports of a snow goblin living in the woods and killing Lord Isawa Nodotai’s deer, Preliminary investigations have revealed what sounds to all accounts like some form of perhaps twisted Nezumi. It apparently travels the trees in it’s sleep and shall return near here soon. We plan to investigate further before our departure.

Isawa Momoru has had apparently what he claims to be a vision. I will leave it to his letters to describe it as I do not think that I am the most appropriate interpreter of visions.

- Ever your humble servant,

- Asako Senosuke

There’s no crime in love Only in station, duty Desire the sole crime

    Some observations in retrospect:

  • There was some confusion amongst the shugenja of the group when they interrogated the local kami. There was a feeling of impurity which was caused by spilt blood, but they began to worry about taint... and it took a bit for them to get a clear answer.
  • The town did have a name; but it's lost amongst my notes.
  • The Dragon and Phoenix clans are recently recovering from a feud between the two clans (part of the "Gold Edition" metaplot), hence the recent occupation of a Phoenix town, relinquished back to Phoenix control when hostilities ceased.
  • The "snow goblin" did indeed turn out to be a nezumi - the tribe of them in Phoenix lands bears white fur.
  • Momoru's vision largely concerned the tree being struck by a figure in a blue cloak, and the tree bleeding.

More campaign contributions to come.

Saturday, February 24, 2007

Arcanescape: The Cataclysm Maelstrom

Few places are as hazardous as the Cataclysm Maelstrom, where evocation magic is drawn from. Here, what's more dangerous than the forms of energy themselves is the conflict between them all, and the constant shifting a types. Though a wizard may proof himself against fire, he may find himself dropped into freezing cold or even into spikes of force or waves of sound.

Thankfully, the outer circle isn't quite as hazardous. It can still be deadly, but in a generally mundane fashion. Here, the landscape is blasted to raw, sharp stone landscapes by the various energies which rip across it. Rifts and calderas open up periodically, exhaling ash, smoke, and flames. Almost as important is the sound they make when first appearing, a high-pitched grinding that can harm the ears. Across the skies, cold winds blow, and occasionally snow, sleet or hail will fall, cooling the vents as lightning strikes the ground, weakening it once more.

Few things live in the outer circle, though. With plants being blasted off the landscape, only elemental and energy lifeforms find a proper existence here... if a harsh one. A small number of spellcasters forge towers here, but they must often fortify and repair their homes. The constant sounds of violent energies can be maddening to some, making it difficult for many sentient beings to find sleep or rest while here.

The outer circle has the following traits:

  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is only made at (DC 10 + the level of the spell).
  • Enhanced Magic: All evocation spells are heightened by one level (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one (such as for extend spell, silent spell, or still spell).
  • Constant Noise: Though not always nearby, the sound of thunderclaps, earthquakes, and eruptions echoes throughout the plane. Anybody attempting to sleep in this plane must succeed at a DC 15 Concentration check to do so for every 2 hours of sleep. If the check is failed, the character must wait (1d6 x 10) minutes before attempting sleep again. This DC may be increased if the disturbances are particularly close, of course.

In the first inner circle, the ground breaks up into floating stones that float randomly throughout its expanse. Here, the energies become more polarized. While there is still some crossover, for the large part they drift into several types of regions. Where the magma flows drift out from the outer circle, they become free-floating specks of heat, superheating the air about them. The clouds discharge their electricity into the more conductive rocks, which results in areas where lightning arcs from stone to stone constantly, and towards any other body which should happen to verge too close. The clouds themselves shift into motes of pure cold, the polar opposite of the superheated areas. And from it all flows waves of sound, which result in areas where the stones constantly vibrate and resound with power, dispersing other energies.

Elemental and energy creatures find a better life here, forming an ecology much richer than that of the outer circle. The creatures here are often aggressive and hardy, as the struggle for existence is still quite difficult here. There are rumors that a rare few explorers and hermits carve out homes inside the stones, though few confirmations. Such folk that do actually life here are probably part-elemental as it is, through long-term use of elemental magic or an unusual heritage.

The first inner circle has the following traits:

  • Objective Directional Gravity: The stones exert gravity, but only for a very short distance - only six to fifteen feet, depending on the size of the stone. Otherwise, there is no gravity.
  • Energy-Dominant: Characters take 3d10 points of energy damage per round under most circumstances, with the type varying by the region they are in (fire, sound, cold, or electricity). In some of the "border regions", the damage is half of one type and half of another.
  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is only made at (DC 15 + the level of the spell), however.
  • Enhanced Magic: All evocation spells are heightened by two levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one or two (such as for extend spell or empower spell).

In the second inner circle of the Maelstrom, things become even too hazardous for many forms of elemental life. Here the essential forms of energy manifest, capable of bypassing even advanced magical defenses. There is no stones or land here - only a dangerous, shifting sea of pure energy. Though some elementals do exist here, they tend to be rare, enormous, and voracious in the extreme.

Here, some types of energy can be "harvested" by particularly skilled spellcasters to enhance their evocation spells. Some of the greatest evocation spells require these elements as spell components or for their source, and so this region is a area of great research interest, though few remain for long.

The second inner circle has the following traits:

  • No Gravity.
  • Energy-Dominant: Characters take 3d10 points of energy damage per round under most circumstances, with the type varying by the region they are in (fire, sound, cold, or electricity). Energy resistance does not protect against this damage, but energy immunity halves it. Creatures with an elemental subtype still ignore the damage. Creatures that take an extra +50% damage from a type of element instead take double damage from said element in this area. In some of the "border regions", the damage is half of one type and half of another.
  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is made at (DC 20 + the level of the spell).
  • Enhanced Magic: All evocation spells are heightened by three levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one to three (such as for extend spell, empower spell, or maximize spell).

The third inner circle of the Maelstrom is something of a mystery even to archmagi and loremasters, however. An enormous globe of force surrounds the circle, making so purely magical means are required to find one's way inside. Due to the overwhelming presence of evocation magic, generally force effects are used to pierce the skin of the third inner circle or exit - without such, entry is difficult and exit is nearly impossible. Within is a maze of abstract patterns of force, lit by the elements outside the globe. Constantly shifting, the greatest danger is that of simply being crushed; few things can withstand the indomitable pressure of interlocking force effects.

Some say force is created here by the pressure created by the elements and energy surrounding it. Others claim that force is the purest expression of evocation magic, and thus it forms the core of all without. Others say it is the "anchor" for the plane that keeps it all from mixing and falling prey to entropy. Some say that if the shifting patterns could be puzzled out, great magics could be worked with the knowledge, but so far such musings are merely theoretical.

The third inner circle has the following traits:

  • No Gravity
  • Energy Dominant: Interlocking force effects generally give a Reflex save DC 15 save to avoid, but this may be higher for larger fields and shapes. Anybody caught in such an effect takes 1d10 points of damage for every increment of 5 the DC exceeds 10 (so DC 15 = 1d10, DC 20 = 2d10, and so on). To escape from the effect, the character must take a standard action and a Strength check against a DC equal to the original Reflex save. If the roll is failed, the damage increases by 1d10 and the Strength check DC to escape the effect increases by 5. So if the character has a Reflex save DC 15 to avoid the effect, the damage is 1d10 and the Strength check to escape is DC 15, and if he fails to escape, the damage increases to 2d20 and the Strength check DC increases to 20, and so on.
  • Limited Magic: All spells that are not evocation or universal spells do not function.
  • Enhanced Magic: All evocation spells are heightened by four levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one to four (such as for empower spell, maximize spell, or quicken spell).

Tuesday, February 20, 2007

Legend of the Five Rings: Scrolls of the Phoenix 3

Continuing with my "Rolling Thunder" program...

(Warning: You may have to be a profound L5R geek to get that.)

My Lord Shiba Yoma,

I could both regale and bore you to tears with petty rumors, quiet trysts, and unheralded titters from this year’s Winter Court here in White Oak. But as I feel it would do my lord unjust harm in reciting it all, I shall keep only to what I feel is relevant facts. Should my lord have need of these other matters, he has but to ask.

It seems that Lord Kaneka is, unhappy with his post and his presence here at White Oak. From rumor and observation it appears that the Council politely asked him to move his encampment to another area. This seems to account for his lateness to the dinner. However, he could have easily delegated it to a retainer, thus assuring his presence. It is believed that his lateness was a not quite subtle slight against the Council. Dangerous times, dangerous times indeed. I have been unable to gather any more information on this current situation.

There was also an impromptu performance by the Shiba performers after the dinner out near the gate. From what I hear, under the direction of the shugenja directing it a kami in the shape of a dragon of water in to a gallant dance, ending in a small, harmless thundercloud. Dramatic, wondrous, and from what I hear beautiful. I have begun talking with the performers and find them to be most pleasant company.

I have continues to talk at great length with the Crane, so far I have found them most pleasant conversation companions, especially Lady Kakita Sukune. Our conversations have been highly entertaining, and I can only watch in awe when she turns her sharpened tongue against someone. So far she has been, lenient with me. Given her demeanor, it is unlikely that she would either be so without reason, or do so behind my back. But this is of little use to you.

The Unicorn’s contingent is understandably small given the unique nature of the relationship between Lord Kaneka and Lord Moto Chagatai. This has left Ida Kunyo, who appears to be here on his own rather than official business, and Moto Bataar, a samurai of so far little reputation, apparently a storyteller as well as bushi.

We had a short conversation with Lady Kuni Tansho. Our audience was brief and informative. In the way of her clan she seeks kansen across Rokugan. She seeks to spread the ways to defend the Empire from the Shadowland’s twisted influence. I have offered, with your leave, to help her in what I feel is a noble goal in anyway I can. The Council and the Seppun work closely already with the Kuni Witch Hunters, so I do not feel that this will cause problems.

The Dragon have been quiet.

It appears that the Lion had a much large contingent, but imperial forces stopped them, some problem with their travel papers. I will have to look into this. I wonder what happened.

The Scorpion have also been quiet, apparently practicing their paya, from what I hear, it will be a farce of some kind. I do look forward to it.

It seems that Lord Isawa Nodotai met with Lord Tamori Shaitung covertly a few nights ago, and this has caused some slight murmurs among the court. Few have heard this and I have been appropriately quiet on the matte. But I believe I know the reason for the meeting now. It seems that a relatively minor Dragon was killed in a duel by a ronin duelist in his lands the day I arrived at White Oak. From what I understand, Lord Isawa Nodotai approached Lord Tamori Shaitung with appropriate discreetness to both deliver the message of the poor Dragon’s passing, and to ask to which lord he need send his respects. Apparently he was rebuffed in this simple gesture of courtesy. But I only know what I have been told. What I do know however is that Lord Isawa Nodotai has requested that my fellow retainers and I assist in the investigation. He wishes to know the Dragon’s business in his lands, the reason for the duel, and to which lord he should send his respects.

I feel that his retainer, Isawa Kenjiro, has done his Lord a discourtesy in his manner, especially with the manner by which he requested our assistence. Not so much a request as it was a statement of fact. I had by missive offered my services to Lord Isawa Nodotai in anyway that he felt I could assist him, so I was happy to be of value to the good Lord. However, I feel slightly rebuffed by his retainer. But enough of this.

Assisting in our investigation Lord Isawa Nodotai has enlisted Moto Bataar. How the Unicorn was assigned to this investigation I do not know, but he has so far seemed quite civilized, despite his dress. It seems he was witness to the duel itself, so he may be invaluable to the investigation.

We leave in the morning; I hope to not be away from court long.

May the Fortunes guide your way.

    Some observations in retrospect:

  • The Shiba performers mentioned are the Shiba Tejina (found in Winter Court: Kyuden Asako), now simply known as the Shiba Illusionists in the current edition.
  • Kakita Sukune may have been just a footnote in Secrets of the Crane, and the jester school of the Kakita Artisan Academy may have been eliminated in the new edition, but I still got a lot out of her. It's always fun to fill in the blanks of such a barely-defined "canon" NPC.
  • Oh, and for the record, I just used the jester ability from Secrets of the Crane, with the 3e update being that the roll is Awareness / Performance rather than Jester / Awareness.
  • Isawa Kenjiro was a new PC, an Isawa shugenja of air with a surprising bluntness.

And that's it for the moment... notes are a bit shorter, I suppose because the plot starts to swing at about this point. Lots more to cover in the days to come.

Saturday, February 17, 2007

Arcanescape: The Infinite Mirage

Note: Apologies for how long this took to put together; hopefully you'll find it worth the wait.

The Infinite Mirage is a dream come true. Like a dream, anything one can think of might be found here, and like a dream, most of it will vanish as soon as one leaves. Still, this simple fact has drawn many people here, and the would-be utopias they've formed are things of beauty in any plane. But the riches there hide the desperate struggle they go through to obtain their desires, and the prison this plane becomes for many.

The outer circle is temperate and idyllic, with rolling fields of tall grass, groves of sweet fruit, tall mountains surrounding valleys, and so on. This is a bit deceptive, however, as it is something of the product of long-term magic use by the inhabitants. Here and there, traces of the original landscape can be found - white, fine sand under an iridescent sky. Inbetween the leftovers and the newfound paradises, transitory landscapes can be found, with trees or grass forming out of the sand and progressing until they resemble the rest of the outer circle.

The communities found in the outer circle have had difficulty in the fact that though the land is beautiful, food grown here does not sustain them. The difficulty is that they can trade little of their personal wealth elsewhere, as most of it merely dissolves to sand in other planes. Instead, travelers go deeper into the plane to gather up powerful conjuration components which can then be transmuted into more "real" sustenance, or others seek deals with other planes for supplies. Some have been become trans-planar tourist spots, offering wonders few other planes could duplicate.

More rarely seen are the Obscura, wellsprings of illusion. Winding their way from the inner circles to the outer circles like rivers, few dare to enter - much less cross - these zones. Various creatures of shadow dwell in these dark patches, where shades begin to dim as pitch-black, ink-like shadows color everything in high contrast, while colors dim and gray. They also contain one of the most valuable assets on the plane - matter that can be shaped into something real. It is not unknown for some to venture into these areas to collect the shadowy material, which is then sold at the various communities about the plane. Even food and drink can be crafted with the shadowstuff and magic, though most imbibe such creations in moderation. Those who consume too much of it find themselves becoming changed by it, gaining strange powers but also weakening in various fashions, from madness to infirmity.

  • Impeded Magic: All spells that are not illusion or universal spells. The Spellcraft check is only made at (DC 10 + the level of the spell).
  • Enhanced Magic: All illusion spells are heightened by one level (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an illusion spell, but only if the metamagic feat normally requires that the spell's level is increased by one (such as for extend spell, silent spell, or still spell).
  • Magically Morphic: Illusion spells that alter the appearance of the local terrain may modify it semi-permanently (hundreds of years) if cast repeatedly in such a fashion. This requires a caster level of 20 to do at once. It can be altered more slowly by casting the spell in the same fashion at least once a day, and the required caster level "accumulates" until it reaches 20. So, for example, a 2nd-level caster casting an illusion spell once a day would take 10 castings and 10 days to make it semi-permanent. Similarly, if a 2nd, 3rd, and 5th level caster all cast the same illusion spell once a day in the same fashion, it would take them 2 castings each and 2 days.

The first inner circle is both more malleable and less permanent, making it more hostile. Supplies must be carried, for few inanimate objects remain unattended in this area, sand burying them in hours or days. A rolling desert of dunes, this realm is made up of the malleable sand only found occasionally on the outer circle. Despite the bleak appearance of the land, there is no extreme heat, and the light is merely that of twilight, shifting stars spinning through the sky. It darkens to pitch-black as one approaches to the dark black sand of the Obscura. Here, the laws of reality begin to bend more profoundly, with even gravity itself lessening.

Only dedicated and powerful illusionists can afford to call this place home, and it largely appears unpopulated. Instead, one usually encounters beings, monsters, and places similar to those from one's past. These sorts of mirages are often oddly familiar, but details are always off from the original memory. Sometimes when folk travel close together, meldings of their memories are warped into entirely new, and sometimes intensely bizarre mirages. Other times, one will encounter things created by the past experiences of other travelers, lingering past their presence. Though these fade away over time, they do not fade in the presence of their 'creator'. Though they fade to sand when brought outside the plane, they are real enough in this land, and affect things normally while they do exist. It is not unknown for those from the outer circle to seek out these mirages, for they can often be brought back... though they do not venture into the outer circle of their own accord.

In the Obscura, the mirages tend to have a more nightmarish quality, and tend to appear more often as enemies or predators of their creators. Ironically, there are fewer physical shadow creatures, as there is less reality to support any such ecology. Instead, mirages and less substantial creatures make up most encounters in this realm. Though overall less dangerous, it has the potential to be far more dangerous on rare or unique occasions.

  • Low Gravity
  • Impeded Magic: All spells that are not illusion or universal spells. The Spellcraft check is only made at (DC 15 + the level of the spell), however.
  • Enhanced Magic: All illusion spells are heightened by two levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an illusion spell, but only if the metamagic feat normally requires that the spell's level is increased by one or two (such as for extend spell or empower spell).
  • Magically Morphic: Illusion spells that alter the appearance of the local terrain may modify it temporarily if cast repeatedly in such a fashion, lasting several days. This requires a caster level of 10 to do at once. It can be altered more slowly by casting the spell in the same fashion at least once a day, and the required caster level "accumulates" until it reaches 10. So, for example, a 2nd-level caster casting an illusion spell once a day would take 5 castings and 5 days to make it semi-permanent. Similarly, if a 2nd, 3rd, and 5th level caster all cast the same illusion spell once a day in the same fashion, it would take them 1 casting each and 1 day.

The second inner circle is more a sea of iridescent mist than a landscape, as the sand begins to drift towards the sky until it becomes a fine mist of dust and sand, swirling and obscuring vision. Though it is not immeditately dangerous to breath, those who sustain themselves on the air of this plane risk losing their reality and becoming little more than just illusions themselves. Those who have perished in this fashion become insubstantial illusions, aping out scenes from their past for all of eternity. Even objects become instinct, fuzzy versions of themselves if left about entirely. Here gravity becomes lost entirely, and one can will oneself in any direction. There are few hazards to be found here other than the plane's essential nature, save within the Obscura.

In the veins of Obscura that wind through the plane, these faded illusions become real, and often dangerous, replaying more violent or traumatic experiences in their lives. Even objects can be dangerous, as sometimes they are left drifting at dangerous speeds... or may be dangerous by their mere proximity. They fade to nonexistence again outside the Obscura, but are dangerous while they remain there.

  • Subjective Directional Gravity
  • Impeded Magic: All spells that are not illusion or universal spells. The Spellcraft check is made at (DC 20 + the level of the spell).
  • Enhanced Magic: All illusion spells are heightened by three levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an illusion spell, but only if the metamagic feat normally requires that the spell's level is increased by one to three (such as for extend spell, empower spell, or maximize spell).
  • Magically Morphic: Illusion spells that mimic a real thing actually reproduce an actual copy of that thing here for the duration of this casting, though such a replication vanishes outside the bounds of the second or third inner circle of the Infinite Mirage. These copies can inflict real damage, though the caster cannot create anything with a challenge rating or character level (whichever is higher) greater than half his caster level in this fashion. This includes traps, hazards, and any other type of challenging or dangerous encounter.
  • Thick Mists: The mist blocks all vision (low-light vision, darkvision, etc.), scent, and hearing beyond 30 ft. In addition, all detect spells have their range similarly reduced to 30 ft.
  • Fading: This is a special trait unique to the Infinite Mirage. Creatures who are not outsiders native to this plane begin to fade entirely. Every 24 hours a character spends here, they must make a Will saving throw (DC 10 + 1 per hour spent here) or take 1d6 points of temporary ability damage to their lowest ability score (determine randomly if there is a tie). If an ability score is reduced to 0 in this fashion, they become illusions that wander this plane, their body fading away entirely. Additionally, characters that die in this plane also fall victim to this fate if they or their body has remained on this plane for an hour or more. The same is true for inanimate objects that have been in the plane for an hour or more if they remain away from a character for more than a turn, though magical items get a saving throw just as a character does. If they succeed, they must then continue to make saving throws each hour (as a character would) until they fail or are taken up by a character again. Only a true ressurection or a wish or a miracle followed by a ressurection spell can restore a character that dies in this fashion, though objects are lost forever.

Though much like the second inner circle, the purity of the illusion magic here increases greatly, breaking down people and objects so fast it can be seen clearly. In addition, those who fade here, though still a form of illusion magic, remain real but nonsentient, mockeries of their former selves. This makes this area even more dangerous, and they change the local landscape to fit their former existence. For example, an mock-elf from a woodland home will replicate that woodland environment in their immediate vicinity, though this can be far more dangerous when it comes to mock-outsiders, who even bring copies of their former planes with them. Sometimes such copies even bring their companions or inhabitants of the realms they recreate, though that can make it very hard to determine which is the "core" copy. The random quality of such dangers can make this area of the plane extremely hazardous beyond the magical erosion that occurs here.

In the Obscura, all of the above holds, though as with the second circle, the illusions that wander this circle become more dangerous and violent. Furthermore, those closest to the purest example of shadow magic risk becoming altered by it by their mere presence, becoming tainted by it as mentioned above.

Finally, in the core of the plane, even the mockeries and illusion that infest this plane are devoured by the spinning, swirling mass. A globe of marbled iridesence and shadow, it is said to slowly consume the reality of the plane in order to keep this plane from ever becoming truly static. Here, one risks becoming consumed entirely in mere seconds.

  • Subjective Directional Gravity. Near the core (within 100 ft.), the core exerts a normal gravity on all nearby.
  • Limited Magic: All spells that are not illusion or universal spells do not function.
  • Enhanced Magic: All illusion spells are heightened by four levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an illusion spell, but only if the metamagic feat normally requires that the spell's level is increased by one to four (such as for empower spell, maximize spell, or quicken spell).
  • Magically Morphic: Illusion spells that mimic a real thing actually reproduce an actual copy of that thing here for the duration of this casting, though such a replication vanishes outside the bounds of the second or third inner circle of the Infinite Mirage, or beyond the third inner circle of the Infinite Mirage if the challenge rating or character level (whichever is higher) is greater than half his caster level. These copies can inflict real damage, though the caster cannot create anything with a challenge rating or character level (whichever is higher) greater than his caster level in this fashion. This includes traps, hazards, and any other type of challenging or dangerous encounter.
  • Thick Mists: The mist blocks all vision (low-light vision, darkvision, etc.), scent, and hearing beyond 15 ft. In addition, all detect spells have their range similarly reduced to 15 ft. Most of the recreated environments ignore this restriction, though only within their bounds.
  • Fading: This is a special trait unique to the Infinite Mirage. Creatures who are not outsiders native to this plane begin to fade entirely. Every 24 hours a character spends here, they must make a Will saving throw (DC 10 + 1 per minute spent here) or take 1d6 points of temporary ability damage to their lowest ability score (determine randomly if there is a tie). If an ability score is reduced to 0 in this fashion, they become illusions that wander this plane, their body fading away entirely. Additionally, characters that die in this plane also fall victim to this fate if they or their body has remained on this plane for a minute or longer. The same is true for inanimate objects that have been in the plane for a minute or more if they remain away from a character for more than a turn, though magical items get a saving throw just as a character does. If they succeed, they must then continue to make saving throws each minute (as a character would) until they fail or are taken up by a character again. Only a true ressurection or a wish or a miracle followed by a ressurection spell can restore a character that dies in this fashion, though objects are lost forever. In the Obscura, the character just make two rolls, the first to determine if they become shadow-tainted, and the second to see if they fade as well. In the core of the plane, the same is true, only it occurs every round rather than every minute. Only a wish or a miracle followed by a true ressurection spell can restore a character that dies in this fashion near the core, though objects are lost forever.

(Though no firm rules are presented for the shadow-tainted, a spot solution is to use the shadow template from Manual of the Planes, found on page 190, but the victim loses 1d6+2 points from their lowest ability score as well, permanently.)

Thursday, February 08, 2007

Arcanescape: The Citadel of Forbiddance

Note: the planar traits here supercede those put together in the preview.

The source of abjuration magic, the Citadel of Forbiddance is a fortification of epic proportions. The broken lands of its outer ring consist of sharp, jagged heaps of bent stone. Perhaps once walls were broken here, or perhaps they mere mere prototypes or groundwork for the infinite wall that surrounds the first inner ring.

Stretching to the sky, the wall that surrounds the inner ring has no seeming top or bottom. Those who have tried to scale it find their efforts in vain, the clouds only seeming to rise higher as they ascend. It is said that high on the wall, there are cells from which there is no escape. It is said those that offend the jailers of this plane are kept here. Quite often this consists of those whom try and break out other people and things imprisoned within this place. However, it is said that the jailers of the plane accept anyone placed in a cell as a prisoner, whether worthy of the punishment or not.

Few live here, but it has the name of "Hermit's Paradise" for a reason - the harsh terrain discourages any casual visitors, and the powerful abjurations powerful here mean that a number of spellcasters hide themselves away here, constructing towers or hidey-holes in which to conduct their own private research or schemes. Often designs are duplicated, in order to better confound those who might seek them out. It is said some secretive orders also make their home here, conducting their rituals and traditions on the rocks and dust. Some merchants travel here to conduct home deliveries of sorts, a profitable if uncomfortable pasttime. Most such places are found in the outer circle or the first inner circle, as beyond that, things become less habitable.

The guards here are a mysterious lot known largely as the Fettermen. Their origin is unknown, but it is largely presumed they are a natural feature of the plane itself, a local race of outsiders. Most are dressed in heavy armor layered in rags and chains, hiding their faces behind elaborate steel masks and often using weapons such as mancatchers or nets as well as spears and crossbows. In addition to great strength and fortitude, they have magical abilities and a variety of forms, such as those with many asymmetrical limbs that make their way along the outside wall or broken terrain gracefully, those with almost comical bodies that seem custom-fit to block the hallways of the second circle, or the massive giants that serve as gatekeepers to the second circle (or first circle, in emergencies).

There are gates upon the wall, but they are rarely guarded same in an emergency situation such as an invasion or breakout. The only real difficulty is opening the doors, which are massive stoneworks that simply do not stay open easily. A DC 30 Strength check is required to typically force the door open for one round wide enough to let a single medium-size or large creature through.

The outer circle has the following traits:

  • Impeded Magic: All spells that are not abjuration or universal spells. The Spellcraft check is only made at (DC 10 + the level of the spell), however.
  • Enhanced Magic: All abjuration spells are heightened by one level (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an abjuration spell, but only if the metamagic feat normally requires that the spell's level is increased by one (such as for extend spell, silent spell, or still spell).

The inner circle is comprised of harsher terrain, with deadly ravines and tall spires of stone. It comprises the courtyard between the outer wall and the immense castle, and air rips through this area like a wind tunnel, winding between small mountains and through deep canyons. It seems the sole purpose of this area - if any - is to make travel to the other inner circles more dangerous and tiresome.

The first inner circle has the following traits:

  • Impeded Magic: All spells that are not abjuration or universal spells. The Spellcraft check is only made at (DC 15 + the level of the spell), however.
  • Enhanced Magic: All abjuration spells are heightened by two levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an abjuration spell, but only if the metamagic feat normally requires that the spell's level is increased by one or two (such as for extend spell or empower spell).
  • Limited Magic: All teleport castings add +25% to their d% roll. All greater teleport castings are treated like normal teleport castings instead, without the above penalty.
  • High Winds: All flight has its manuverability reduced by one class, so perfect becomes good, good becomes average, average becomes poor, and poor becomes clumsy. Clumsy flyers cannot effectively fly in these winds. Furthermore, all flight speeds are reduced by half.
  • Hampered Movement: All unworked terrain in this circle inflicts hampered movement on those that seek to travel through it.

Beyond the first inner circle is the enormous keep of the Citadel, a labyrinthine maze beyond human mapping or reckoning. It is easy to become lost in these halls, which make up the largest prison known. Furthermore, even the very nature of the plane weighs on one here, tiring one quickly and weakening even the mighty. There are numerous traps in these dimly-lit halls, which largely consist of things such as pits, deadfalls, and other manipulations of the construction itself rather than any sophisticated or subtle entrapment.

Here, the worst violators of magic are kept. These are not merely those who have broken human laws, but those who have found ways to break the laws of magic itself. The guards here do not appreciate any intrusion, and only humor outsiders on their way to a cell. Curiously enough, though, they do treat those who volunteer themselves surprisingly well, often allowing them to keep any belongings they may bring... presuming they desire a permanent safe haven rather than punishment. Also found here are creations and mutations that threaten the existence of magic itself, things that might infect entire planes or erode abjuration magic on a large scale.

The second inner circle has the following traits:

  • Heavy Gravity
  • Impeded Magic: All spells that are not abjuration or universal spells. The Spellcraft check is made at (DC 20 + the level of the spell).
  • Enhanced Magic: All abjuration spells are heightened by three levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an abjuration spell, but only if the metamagic feat normally requires that the spell's level is increased by one to three (such as for extend spell, empower spell, or maximize spell).
  • Limited Magic: All attempts to teleport, greater teleport, gate, dimension door, and similar spells do not function in or out of this plane.

Perhaps the ultimate dungeon, little is known of the third inner circle of the Citadel, save that it can be found by going down below the keep. Here things from outside all planes are kept, horrors beyond the laws of existence, as well as mad yet epic mages. It is said that the lowest levels are but black pits where forgotten, blasphemous gods are kept. The guards do not travel here, but rather, a dangerous ecology of monsters, infighting between prisoners, and even the terrain itself keeps its members imprisoned. Numerous permanent abjurations also divide up the regions of this plane, making the greatest danger being unable to get out.

The third inner circle has the following traits:

  • Heavy Gravity
  • Limited Magic: All spells that are not abjuration or universal spells do not function. All universal spells require a (DC 25 + level of the spell) roll to function. Additionally, all attempts to teleport, greater teleport, gate, dimension door, and similar spells do not function in or out of this plane.
  • Enhanced Magic: All abjuration spells are heightened by four levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an abjuration spell, but only if the metamagic feat normally requires that the spell's level is increased by one to four (such as for empower spell, maximize spell, or quicken spell).
  • Confusing Layout: Any attempt to find one's direction with the Survival skill finds the DC increased to 25. Furthermore, any attempt to map is futile; the layout changes subtly from hour to hour.

Tuesday, February 06, 2007

Do you have any missing time? (Also, Arcanescape.)

If you're wondering why I haven't been posting, it's been because I've been writing two pieces for White Wolf's Spring eQuarterly Contest for Exalted. We'll see how that goes.

In the meantime, a preview for... Arcanescape!... pun intended.

Arcanescape is intended as eight new planes for d20 games, based on the eight schools of arcane magic provided in the rules: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Though these planes aren't attached to any particular world, they do presume that all arcane spellcasters draw their power from these planes.

Each of these planes shares some characteristics in common. They are each divided into an outer circle and three inner circles. The outer circle is essentially the "foyer" of each plane, where things are stable and normal enough that things such as communities and trading posts might form. Beyond that, things get increasingly hazardous, strange, inconvenient, or all three. In the first inner circle, things will generally be difficult but little special protection might be needed. The second inner circle is likely to be dangerous by its very nature. The third circle is highly alien and dangerous, representing the pure power that underpins the entire school of magic.

In general, these planes add +1 to the caster level of spells of their respective school cast within them, and -1 to the caster level of any others. Both modifiers increase by 1 for each inner circle one passes into, so by the third inner circle, one is +4 to the caster level of that school and -4 to the caster level of any others (to a minimum of 1).

Generally, one can only plane shift to or from the outer circle. Any attempt to plane shift from an inner circle simply moves you one circle outward or inward, as you intend, but most travel on such planes is done by causeways, relatively protected means of travel. Of course, travel on some planes, like abjuration, is more difficulty, while on the plane of summoning, it's hard not to get bounced around from place to place.

More to come.

Tuesday, January 30, 2007

Iron Meeces

I recently read the whole of the recent Mouse Guard comic series, and it gave me some ideas for a offbeat game world for Iron Heroes...

"Nobody knows what happened to the Ancients, but everybody agrees they were big. The rats claim their ancestors brought the humans down for their dark god; others say the Ancients transcended on to some sort of Heaven. Most of what they have left is monolithic and mysterious, and many mice have raided their ancient stores of grain and things far stranger. Their former cities are home to more hostile beings, such as the savage rats and fearsome predators."

"We mice have become smarter and stronger than our forbears, no longer restricted to simple burrows or four legs. We are the only civilized race. While the clans of rats are cunning and the ants numerous in their hordes, we alone have learned to work with the metal and resin left behind by the Ancients to create something more. The fallen branches build our homes, and we find protection together. Though the predators that hunt us in the wild are nightmarish things, by banding together we can survive and grow..."

"It is a sad thing, then, that we still have so many violent disagreements..."

Iron Mice is a concept for a Iron Heroes game, replacing the usual human heroes with anthropomorphic mice. Though it would take place on Earth, that fact would be academic, since travel times would be greatly extended due to the size of the heroes involved. A medieval-era society of humans ("The Ancients") is presumed to have existed at some point, but plague, divine fiat, or similar disaster wiped them out, leaving only their ruins behind. Everything would be tweaked with mice as the baseline, so mice would be medium-size, rats would large, cats would be huge, and so on.

Most of the material in Iron Heroes would be available to them; the lack of magic in the world would mean the Shadow Born background and the Arcanist class would not be available. Armigers would be rare, and work with lighter forms of armor than the average human member of such a class, as a slow mouse would most often be a dead mouse.

Unlike normal humans, mice would have some additional abilities as a race - a 40' (or '40 seeds' by mouse reckoning) move speed, low-light vision, scent, and a 1d4 bite attack and two 1d4 claw attacks as natural weapons. Other than that, they would play like normal Iron Heroes characters. As for other races and monsters... well, perhaps that'll come another day.

Sunday, January 28, 2007

Legend of the Five Rings: Scrolls of the Phoenix 2

Time for another letter from my relatively recent Legend of the Five Rings game. This is the second letter of Asako Senosuke to Shiba Yoma, following up on the first letter from before.

My Lord Shiba Yoma,

I continue my journal in preparation for your perusal this coming spring.

Our good hosts have finally arrived, along with many other notables. Many have arrived following the beginning snow. So far I have not had the chance to meet many of the true players in this court, but I certainly hope to begin soon. I believe our gift was well received, I hope that my poem depicting the wonder of the gardens at Kyuden Doji and how wonderful a wedding must be there was stirring and appropriate, and Isawa Momoru and Shiba Shigetoki’s contributions with the calligraphy cannot be overstated. As a finishing touch we had the local glassblower create a case of clear glass that I am told is exquisite to behold.

As feared the Lion and Dragon have sent paltry contingents to the court, including Tamoru Shaitung, it seems they are determined to advance the coming confrontation if only by negligence. I will have to warn my compatriots to tread lightly that they do not give the Dragon or the Lion the opening for war they so obviously desire.

I have continued my dialogue with the Crane as much as possible and do hope to form some sort of alliance against Dragon and Lion aggression. The Lion and Crane’s ancient animosity should work in my favour, alongside the Crane’s rightful desire for peace. The Phoenix and Crane can and should be powerful as an alliance, and the Lion would not push far into such.

The Dragon’s gift of a single stone makes me wonder yet, I am not going to jump to conclusions of yet, though many implications seem clear.

On to others, the Crab have sent a single emissary, but that emissary is Kuni Tansho. Her presence here rather then on the wall makes me wonder. Obviously the Council and she have dealings with each other. This looks promising.

I have yet to meet the Scorpion, though their promise of an exquisite performance promises to be something not to be missed, though I look more forward to Kakita Morihime‘s performance myself.

So far I know remarkably little about the Mantis and Unicorn’s presences here. The Mantis seem to have a slight presence and the Unicorn almost none. And even they do not seem to act with authority in the clan. I wonder still.

Our good Shogun has not yet shown himself at court. This has lead many to worry, both about his intentions and about his well-being. I plan to being investigating at the first subtle opportunity.

Your Humble Servant, Asako Senosuke

Empty Road White Oak Plains

Silence here to silence there

Active White Oak Court

    Some observations in retrospect:
  • The gift in question was for Doji Akiko, hostess of the courtly meeting. Asako Senosuke managed the poem, Isawa Momoru and Shiba Shigetoki worked on the calligraphy, and they commissioned the case with a local glassblower.
  • The Lion contingent mainly consisted of Ikoma Otemi and his retinue, who I do believe is now the Lion Clan Champion in the CCG, ironically. They largely played back seat to the Dragon-Phoenix conflict. Though the Lion Clan is traditionally louder, the personal complications between the Dragon respresentive (Tamori Shaitung) and the Phoenix council made for the more interesting part.
  • And if you're wondering why Tamori Shaitung, traditionally blunt as a stone, was chosen to play a diplomatic role... well, that gets more complicated. Blame the wisdom of the Dragon Clan.
  • Speaking of enigmatic Dragon decisions, the gift of a stone is represenative of their willingness to give up at least some of the disputed land between the clans. What the stone says about the amount of land is left as an exercise for the observant samurai.
  • Kuni Tansho's reasons for being here would turn out to be decidedly more convoluted as time went on. After all, for the Kuni family daimyo to come up implies she's worried about something other than the Shadowlands... or is desperate for the Phoenix Clan's help.
  • The Scorpion's performance referred to their upcoming play. Kakita Morihime is the head of the Crane Clan's music academy, and her performance was to be an elaborate piece performed with taiko drums.
  • The Mantis emissary was Yoritomo Kugera. He really was just a token fop, but he would take up a greater role as time went on. The Unicorn representatives were the aforementioned Ide Konyo and Moto Bataar.

And that's all... until next time.

Tuesday, January 23, 2007

Epic True Necromancer

In the D&D game I'm in, I recently graduated to that epic 21st level with my true necromancer, a complex prestige class to convert to the higher levels. However, since no official rules exist for true necromancers, the obvious thing would be to do would be to compare it to the epic mystic theurge. However, the epic mystic theurge is agreed by most to to be, in generally, drastically underpowered. In the long run, it saps the mystic theurge of any comparative magical power, rendering the class unable to face up to most threats of its level without seriously focused alterations. Add in the fact that necromancy generally gets somewhat weaker as challenge ratings increase, as more and more high-CR creatures become immune to death effects and ability drain... or at the very least, can get easy access to it.

So I decided to ignore the epic mystic theurge and build the epic true necromancer from the ground up as if I were designing it from the ground up. And here are the results...

Epic True Necromancer

The epic true necromancer is the epitome of necromantic mastery, able to raise armies of the dead or execute the living with ease.

Hit Die: d4

Skill Points at Each Additional Level: 2 + Int modifier

Spells: At every four levels beyond 11th level (15th, 19th, and so on), a true necromancer gains new spells per day (and spellls known, if applicable) as if she had gained a level in a in an arcane spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that arcane spellcasting class also increases by +1. At every four levels beyond 12th level (16th, 20th, and so on), a true necromancer gains new spells per day (and spells known, if applicable) as if she had gained a level in a in an divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that divine spellcasting class also increases by +1. At every four levels beyond 13th level and every four levels beyond 14th level (17th and 18th, 21st and 22nd, and so on), a true necromancer gains new spells per day (and spells known, if applicable) as if she had gained a level in both an arcane and a divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in the arcane and divine spellcasting classes also increases by +1 each.

Rebuke Undead: Use the true necromancer's class level to determine the most powerful undead affected by a rebuke check and the turning damage, just as normal.

Necromantic Prowess: A true necromancer's bonus to her effective caster level with necromantic spells continues to increase. Her bonus increases by +1 for every three levels higher than 12th (+5 at 15th, +6 at 18th, and so on).

Zone of Desecration: The supernatural aura of negative energy surrounding the true necromancer continues to extend to a radius of 10 feet per true necromancer class level (150 feet at 15th, 160 at 160th level, and so on).

Bonus Feats: The epic true necromancer gains a bonus feat every 4 levels after 14th (18th, 22nd, and so on).

(And yes, the spells section was as much of a headache to write as it probably is to read).

Sunday, January 21, 2007

The Ravenous Kingdom

Time to go back to my "monster world", tenatively named Fallen. For those who haven't seen the original posts, the general idea behind Fallen is that, in the rules of D&D, monsters are, generally, far more potent than the average PC race. So why aren't they in charge? The usual answer is that they're not fecund enough, or resourceful enough, or ambitious enough, but Fallen assumes that they were all three. Traditional D&D races are, in general, fodder, servants, pests, or even a valuable resource. Back when I was doing the Serpent Kingdoms (found here and here), I mentioned that I would do a ghoul kingdom as well. Well, some of the work was done - it was just left behind when I stopped posting. Though incomplete at the moment, here it is:

Darshlen: The Ravenous Kingdom

I don't know if I'll do any further work on it, but I had rough plans for some other lands. There was to be a number of territory-states held by dragons, which would probably be the friendliest to humanoid races. Each individual dragon would generally rule loosely, demanding tribute in various forms from its inhabitants. Of course, chromatic dragons might be akin to the dark god that demands constant sacrifice, making near-slaves out of those in their lands, but metallic dragons were more likely to be hands-off, only asking more or less what the inhabitants of their lands could spare (which could still be quite a bit). Of course, the dragons would keep other powerful creatures out of their territory, ensuring relative safety for the humanoids of their lands.

There would also be a faerie kingdom and a kingdom ruled by intelligent plants that would have been at war for ages; this was to some extent inspired by the mysterious animosity the needlemen (plant-based humanoids from Monster Manual II) hold for elves. Treants would rule the plant kingdom, with other races like needlemen, phantom fungi, and others, while the faerie kingdom would also have a hierarchy with elves at the bottom, and powerful sidhe-esque fey on top.

There were also going to be a underwater kingdom ruled by krakens, and things like a giant kingdom or using more exotic D&D monsters were also possible. Of course, 'kingdom' is kind of a misleading term when discussing these things... but that's that.

Thursday, January 18, 2007

Random Anime Theatre IV

Yes, it's time for the psuedo-regular feature that's the intellectual equivalent of a circus peanut...

Guardian of Darkness: Okay, Japan, we know the Izumo myth cycle by now, rehasheded as it is once again for Guardian of Darkness. Between Dark Myth and Eight Clouds Rising - reviewed previously - we don't need the scene anymore where the person goes and looks up the myth like it's some obscure legend lost to modern Japan. I think people notice when Susanoo-wo and Orochi are popping up again what the deal is with this swiss-army knife of Japanese mythology. We've seen Susanoo-wo as a cosmic horror, a crazy evil psychic, an alien invader, so what now? The deal this time is that Susanoo-wo is a suit of um... spiritual power armor, more or less, or a kaiju-sized warrior, depending on what the plot needs. And Orochi is an evil dragon. And all of it involves two protagonists that are essentially whines given bodies. From the reluctant protagonist to the childhood friend who's really in love with the protagonist to the self-sacrificing Buddhist nun... we've seen this all before. If you really want the Izumo cycle recycled again, read Orion or at least watch Blue Seed. Yes, it's a rare day when Blue Seed is the high-water mark for anything at all. Some of the kaiju-sized battles in this are pretty fun, but overall it's a fair anime otherwise, and my growing distaste for "yesterday's Izumo myths, today!" doesn't much help.

The Humanoid: Before you watch this movie, have you had a good pot of coffee? Did you know coffee is the most widely consumed beverage in the world? Did you know coffee is a metaphor for the human spirit? So The Humanoid tells us, anyway! Though the cover for seems to try and sell this anime as a dull skin(less) flick about a robot, it's a dull sci-fi piece with cookie-cutter characters and a rather modestly-clad robot who learns to love and... an odd amount of focus on the aforementioned coffee. So I'll say it: The Humanoid hints at hot coffee, but instead provides that disgusting Japanese canned coffee. Yeck.

Time Stranger: This is an oddity - it's a movie follow0up for the GoShogun anime, despite the fact GoShogun has never come to the states in any commerical form. I imagine if I had seen GoShogun, I would feel rather differently about the whole thing, but it comes off as trying to get a bunch of in-jokes amongst people you've never hung out with before. Add in that it's a surrealist "forty years later" piece for what seems to have been a relatively straight mecha show, and it's a tough one to watch and understand. Most of the movie is told as a dream sequence, but I didn't get that in my first watch-through... I figured it must be a flashback at the time, being unfamiliar with the series. Knowing that now makes the whole thing make considerably more sense, and probably would be more enjoyable now that I know that. The characters certainly seem cool, and there are some neat action sequences, but overall this seems to depend a lot on the viewer having a love of the preceding anime. Throughly okay for its time, though perhaps a bit overly sentimental for my taste.

Legend of the Last Labyrinth: With only two episodes, we never get to find out what the legend is, much less about any labyrinth. What we do get is a charming story where a boy is walking in the woods and a magical girl falls on him and... well, it's pretty much Ah! My Goddess with a bit more conventional magical girl show mixed in. If you've seen one harem anime, you've pretty much seen them all, and such is doubly so here, particularly when the girl's sisters show up and it descends into villain-of-the-week a la Sailor Moon. It's all been done elsewhere and better many, many times over. I can only see this being really entertaining if you haven't seen a harem anime before, but there are better ones if you haven't - try Ah! My Goddess, the Tenchi Muyo or El Hazard OVAs, Saber Marionette J, Mamotte Shugogetten, Dual, Love Hina, Urusei Yatsura or anything like that before you bother with this one. It's just mind-bloggingly derivative in a genre of anime that's already very, very worn out.

Hyper Dolls: Probably the best of the night, this comedy two-part OVA - yes, once again, two seems to be the magic cancellation number - features a pair of alien superheroines and, of course, their ordinary teenage sidekick. Or is that male sidekick the main character? Anyway, it's obviously inspired by Dirty Pair, with two heroines that could care less about the troubles they're assigned to fix. In any case, the absurd gags are funny enough to hang in for two episodes, and it made a nice capper to the night. Coming from Pioneer, it reminds me why there was a time I liked just about everything they released, but that was before the company started milking its cash cows (particularly Tenchi Muyo) to death. Not exceptional in any way, but entertaining. Once again, I wish there was rather more than we get.

Don't know when the next'll be; we'll see.

Monday, January 15, 2007

Legend of the Five Rings: Scrolls of the Phoenix

I've discussed my like for Legend of the Five Rings before, and I thought I'd revisit the campaign I did during the gap between the original blog here and the recent revival.

Over a year ago, I decided that after problems with party division in earlier Legend of the Five Rings (L5R) games, any game I would run would be largely single-clan, for one, and two, I would try and avoid making the Shadowlands - the big blatant evil of the setting - a major plot element. Mind, it would still be there, but no more than any of the clans might be about.

After some discussion with my players, I opted to run a Phoenix-centered game. I felt it would let me play nicely with Rokugan's more spiritual elements while being able to also run a relatively social game as opposed to the war-and-big-evil centered campaigns I used to do. More specifically, the game would be set during "Winter Court", the traditional time of intrigue across the setting. While armies fail to march, samurai of all sorts manuever for the favor of their lords and misfortune of their foes.

I got some good player contributions out of this one, so I thought it'd be fun to look back on it. Here's one of many letters sent by his player to his lord. Notes follow!

My Lord Shiba Yoma,

Your most humble servant, Asako Senosuke, here writes the events witnessed during Winter Court at Pale Oak Castle.

I received your letter and the enclosed invitation at Asako Haruko’s court a week ago and was en route within the hour. I arrived at Pale Oak last evening and was greeted at the gate by Isawa Nodotai. I presented him with a tapestry I acquired before leaving Kakita Mizu’s court. Isawa Nodotai, received it well and welcomed me into his home. I appear to be early for court and took the time to familiarize myself with the area.

The Shogun’s army had already encamped itself upon my arrival and from what I can gather there are over a 1,000 soldiers standing outside the castle. I have yet to meet the Shogun himself however. I believe he is staying in the encampment. Security seems truly heavy here. Many traditional Isawa – Shiba guard pairs, paper checks at every gate, and every guard armed with well crafted blades. One wonders. The town itself has a true rarity, a glass-blower. I will have to acquire a piece of his work. It would make for a fine gift, though transporting it would prove difficult.

I met with your other envoys to the court, though I fear I have not yet had the opportunity to speak with them at great length. Shiba Shigetoki seems to be a man of, singular purpose, even for a Shiba. I am certain that even a cold would have trouble harming Isawa Momoru on his watch. Isawa Momoru is, quiet, I have had trouble getting him to open up, and so has the rest of court. I have done my best to cover for his, very few, minor faux pas. He is a competent Kami-speaker, but he is lost at court, and knows it.

I have met only a few notables here so far, the most predominant being Kakita Sukune, a Kakita Actress and apparently the head of the jester academy. I have begun some small amount of dialogue with her, and seemed to be seeking me out as I sought her.

I have also been withing close proximity to and therefore have met a Unicorn by the name of Ida Konyo. He is loud, boisterous, and irreverant. He claims to be an explorer of some renown, speaking of a ruin in the depths of Unicorn lands. Apparently a small civilization or town was there before some object fell from heaven. I do not know the truth of his claim, but he seems sincere if nothing else. Tomorrow I hope to send a message to Isawa Nodotai. He seems heavily worked already. I plan on asking him if he requires any assistance.

Your Humble Servant, Asako Senosuke

Some observations in retrospect:

  • Asako Senosuke, to be noted, was a blind courtier and swordsman, in that order.
  • Pale Oak Castle is the primary diplomatic castle for the Isawa family of the Phoenix Clan, largely created to host other people while keeping their own secretive research at their home castle private. Or to "not bore visitors with our plain academic matters", as the case may be. It and its shugenja master, Isawa Nodotai, can be found in Secrets of the Phoenix.
  • Isawa Nodotai's name, probably on my account, was frequently confused as "Notodai" or even "Nicoti" or other permutations. The Japanese names used in L5R are great for atmosphere, but can be hard for us western players to parse sometimes.
  • The Shogun is the military head of Rokugan. Due to political manuverings in the game's metaplot, he's currently settled in on Phoenix lands, creating a tense political situation in this Winter Court.
  • Glass is rare in Rokugan, and so the glassblower would come to be a recurring feature in the game. It should be noted that any glassblower would have to learn from - or have the skills passed from - a foreigner. Such is a common practice in the Unicorn clan, who hosted the craftsman in question.
  • Shiba Shigetoki, a bushi, and Isawa Momoru, a shugenja, were also PCs in this campaign. Shigetoki was a simple but devoted bodyguard for Momoru, excellent at going relatively unnoticed (due to a random roll for his ancestors). He would go on to show a great streak of compassion as the game went on. As for Momoru, he was skilled in the Void, the joining of all five elements, but was thrice-cursed with social ineptitude, a pronounced limp (due to a sorcerous mistake), and a dark background that... remains a mystery for now. Or, rather, I should say, he was gifted with the ability to avoid social entanglements, had a rather striking gait, and knew well the power of secrets.
  • ... which is the sort of line so would expect from Kakita Sukune, who was fun to play as one of the more plain-spoken figures in the court, though she veiled it through sarcasm and faint praise. Rokugani jesters are more about sharp comments and wit at other's expense than outright tomfoolery, making her a dreaded, if not feared figure in the courts.
  • Ide Konyo, as would be revealed later, is actually an Emerald Magistrate working undercover. The Emerald Magistrates work under the Emerald Champion, the right hand of the Emperor, so his presence here is significant...
  • Two PCs go unmentioned here - Moto Bataar, a Unicorn warrior-poet, and Isawa Kenjiro, a Phoenix shugenja specializing in the element of air. The former hadn't been in contact with Senosuke yet, and the latter had yet to enter the game.

More of these player contributions to come!

Monday, January 08, 2007

Random Anime Theatre III

This actually covers two showings - the first covering Cyborg 009 and Dark Myth, and the second showing including the rest.

Cyborg 009: Light sentai fun based on the old, old Cyborg 009 manga. It quickly settles down into monster... er, cyborg-of-the-week threats. Though about as shallow as a puddle, it's fun if you take in the Saturday morning sense, with fun characters that are much more diverse than your usual anime cast. While nothing really special, I do have a soft spot for retro pieces like this, given the obvious influence of the source material on later anime.

The Dark Myth: Logic, plot, and characterization take the day off in this horror attempt, where things happen because... well, the script says so. Quite why any of the characters do the things they do is something of a mystery, and it drags it all out with a long, ponderous butchering of Eastern mythology. Mind, the mythology is well-researched, and there are some good cosmic horror gems-in-the-rough for those who want to use Eastern mythology in the Call of Cthulhu RPG. But there's no real excuse for just how boring this piece is. There's wet paint out there with more action than this.

Art of Fighting: Continuing in the tradition of terrible anime based on video games, there's Art of Fighting. But really, has there ever been a good anime based on a video game? Ever? Fatal Fury, Samurai Shodown, Street Fighter Alpha, Street Fighter V, Final Fantasy Unlimited, Disgaea, Tekken, and Viewtiful Joe all stank, stank, stank. The best one was probably the Street Fighter Movie, but even so, it's gained a certain rankness with age. Why do they stink so? Well, I'd give two main reasons: One, they feel the need to change central elements of the game. For example, Art of Fighting throws in a jewel heist element that would embarass even the worst 1980's action movie, changes the roles of characters blatantly, and... uh... even avoids using the end boss of the original game. Two, subpar animation. The fighting is not a draw in Art of Fighting. The characters never even use their signature moves once, particularly bizarre in an anime like this, where overusing such elements is usually the standard operating practice. I know you probably spent too much money on the license, but please, at least make sure you have the money left to buy cels to paint on. Utter garbage. But then, most video games based on anime are similarly, utter garbage.

Dog of Flanders: Schmaltzy period piece about a poor child and his pet dog in 19th century Belgium. Apparently, it's very popular in Japan, if not in Belgium. While it starts out fun if bittersweet, it quickly spirals into tragic, depressing drugery, which feels bizarre for a film that seems to have more in common with American children's films than anything you typically see out of Japan. Though it's hard to criticize any of the technical elements - the animation and cinematography are rather good - it's a just a tiring sob story, too dull for adults and too depressing for kids.

Demon Fighter Kyoko: Disposable two-part OVA where the 'heroine' removes her clothes to lure ghosts (no, not demons) out so they can be exorcised. In case you're wondering, she doesn't do much fighting, either. Her name is Kyoko, though, so one... out of three ain't bad, I suppose. Most of the gags fall short, though occasionally it overcomes itself with some nice breaking of the fourth wall. Though generally bad, it is at least delivers its badness with a winking enjoyment, which is refreshing after plenty of terrible anime delivered with straight faces.

Detonator Organ: You see, a Detonator is a robot from space, and Organ is the star robot from space in question. The sort of naming inspiration that gave us the "Boomers" of Bubblegum Crisis, which shouldn't be surprising considering this anime has some Bubblegum Crisis alumni on board. Average robot action, pulled down by some whiny protagonist antics and pulled up by some solid robot fighting sequences and good animation. I liked the twist for the alien invaders, though the double deus ex machina on the conclusion is so bad as to almost ruin the whole anime. Still, the overall package is probably average, above average if you have a fondness for old mech-suit series like Bubblegum Crisis or Guvyer.

Interlude: One of those intriguing anime like Lain that delivers mystery but not many answers, Interlude scores points with pretty eye candy and bizarre ideas, but generally spins its wheels to keep from spoiling the big finish. When the male protagonists finds out reality isn't all it's cracked up to be, he finds himself diving into an alien world of horror! and mystery! The problem is that most of the mysteries are left dangling without many answers, and though I'm glad it doesn't shy away from a dark conclusion. It's a fun ride while it's lasts, but it's one you look back on and realize you were on a wet'n'fun slippery slide when you really wanted to ride in a barrel off a waterfall. Nice character designs, though.

Gestalt: Probably the best of the night in question, this two-part OVA promises a sweeping epic that... well, it can never deliver in only two parts. But it does ofter some fun gags-n-sorcery akin to Slayers, with some nice riffs on Japanese RPGs. Very much does what Sorcerer on the Rocks wanted to be but failed. Also includes the requisite D&D references - carrion crawlers and dark elves - to fufill a solid geek quotient of some sort. Hey, carrion crawlers are in the public domain, aren't they?

Maetel Legend: I know the Captain Harlock anime is supposed to be a classic, but you'd never know it from this spinoff. Twenty minutes of animation and plot is dragged out to an excruiating eighty-five minutes. Dramatic speeches are repeated over and over in spirit if not in form - there's some pieces where they drag out a character's tragic fate about a half-dozen times, threatening some kind of resolution each time but just only dragging it out. The animation is similarly painful, with pieces of animation being run forth again and again and again - watch for the villain pouring and drinking wine with the sort of enjoyment for recycled animation that I suppose only his robotic nature could appreciate. Or any time a person is converted into a robot, they play the same repeating animation of the same people being converted into the same robots and dumped into the same bin while the same rats chew on their same mechanical parts while you, the viewer, are reduced to grinding your same teeth and throwing up your same hands in the same frustration each time. It also hammers in its pet theme - people becoming robots is bad, okay? - with the joy of beating a dead horse several whacks past horsey mush. I suppose if you're a Harlock devotee, you might enjoy the answers this movie provides, but don't hesitate with that fast-forward button.

Believe it or not, this is only a fifth of the stack of budget anime we're digging through. So... more to come, though probably at a much slower rate in the future. I have another set I just finished watching to review, though thankfully fewer to cover.