Thursday, June 21, 2018

The Podcast Post

I listen to a lot of podcasts. A LOT of podcasts. So, taking a page out of Connor W's book, here's a selection of what I've been listening to. Podcasts with an extra recommendation will be marked with a [GOLD STAR].

Several of these show up on Connor's list too (that's where I was introduced to them in the first place), and they're well worth mentioning again.



The Dollop

David Anthony and Gareth Reynolds

Two comedians discuss obscure and absurd American (and sometimes Icelandic or Australian) history. Lots of interesting and gameable things here, and a certain amount of zen that comes with the acceptance of the perpetual insanity of the world. [GOLD STAR]


Jack Chambers, Stuart Ashen, Alec Plowman, Matthew Stogdon, Tim Maytom

Four British men propose re-writes of bad sequels to good movies. Played as two teams competing against each other for the completely arbitrary favor of the judge. The end results are always interesting, with plenty of left field curveballs to go along with the more true-to-the-original pitches.

Blogs on Tape

Nick Whelan

Fun, interesting, and useful blogposts from the OSR / DIY RPG community for your listening pleasure.

Bad Books for Bad People 

Tenebrous Kate and Jack Guignol

Do you like people talking about horror-gothic-weird-sex-stuff books, and occasional other books? Good, they do that. It's fun.

The Magnus Archives

Rusty Quill

A god-damn excellent horror serial series. Spooky stories, intricate metaplot, excellent acting, a mythos ripe for exploration, and a plan to see through things to the end at episode 200. Top marks, an absolute must-listen. This will not be the last time I talk about them. [MANY GOLD STARS]

Science & Futurism with Isaac Arthur

Isaac Arthur

An actual rocket scientist talks about big picture concepts in space exploration, colonization, the Fermi Paradox, and more. Absolutely worth a listen if you're in the mood for some more optimistic ideas of future technology, or really feel like some mind-bending huge scale. It takes a little bit to get used to Isaac's speech impediment at first, but you get used to it soon. [GOLD STAR]


Cynthia Graber, Nicola Twiley

Fun food history and science. Always puts you in a good mood, if a hungry one.

TFS Bento: Anime FMK

Kirran, Scott Frerichs, and Ben Creighton

Three guys watch a bunch of anime that no one has time for, and sort out the chaff from the good stuff. Actually works decently well as entertainment with no context at all for the shows in question, but I might be an outlier on that.

Heaven's Gate

Glenn Washington

A detailed and empathetic look at the Heaven's Gate cult, from inception to end. A fantastic documentary. Don't take the lack of words here as lack of content, it is fantastic [TWO GOLD STARS]

Journey to Zyxx 


Improv sci-fi comedy, right in the Star Wars / Star Trek / Hitchhikers'. Great for a laugh. 18 episodes, season 2 will be coming along soon enough. [GOLD STAR]

LeVar Burton Reads 

LeVar Burton

The man himself reads his favorite short stories. Loads of great sci-fi and fantasy here. Further explanation unnecessary. Start with "The Second Bakery Attack" if you want a blind jump-in point [GOLD STAR]

The Diecast

Shamus Young and Paul Spooner

A laid back show about games and programming. Lots of letter-bag segments, occasional themed episodes. Easy listening, good if you like programmer dads being chill.

Actual Plays

The Foreign Beggars

Tabletop Twats

An excellently edited and acted two-man DCC adventure. Hilarious and great listening, irregular uploads but lots of care given to presentation. [GOLD STAR]

Role Playing Public Radio

Ross Payton et al.

High-quality APs of a variety of games. Lots of Eclipse Phase, Base Raiders, Call of Cthulhu, Delta Green, Red Markets, and one-offs. The recent Zweihander episode and "Somewhere Lane" are some of the best APs I've ever listened to.

Film Reroll 

Paulo Quiros and many other people

Famous movies are played through using GURPS. Shenanigans ensue as scripts are thrown right out the window and movie logic is overturned.

Orpheus Protocol

Rob, Staci, Dan, Jhan 

Long-running AP of the game by the same name. Lots of weird magical-horrific conspiracy stuff going on (this appears to be a theme in my picks). The GM knows what he's doing when it comes to slow burns, unsettling imagery, and cranking up the nightmare fuel

Not Actually Podcasts

Down the Rabbit Hole

Fredrick Knudsen 

A look into bizarre and forgotten corners of the internet and unsettling stories that have slipped through the cracks of memory. Deep well of gameable material.

Game Maker's Toolkit

Mark Brown

In-depth, but approachable, discussions on specific mechanics in video games and how they work. [GOLD STAR]

Like I said: A LOT of podcasts...

Saturday, June 16, 2018

Danscape Planejammer

Space is so cool.

When life gives you a book filled with superpowered monsters and high-magic weirdos, you put them in space. You can only have so many high-level wizards running around before someone builds a moon base. It's self-evident.

Mordenkainen's Tome got me thinking about 5e, and this is the result. If we're going to go high-magic multi-species cosmopolitan, then by Jove we are going all the way!

The planets below are listed in order according to distance from their sun.  Names have been changed to protect the delicate sensibilities of those poor IP lawyers, but you can figure them out.

Last note: you can help! 

Yes, you! Simply head over to this spreadsheet and add whatever pre-existing D&D species or original aliens you want. There are plenty of examples already there, and I'm planning on making some big old tables out of it, so fill it up till your heart's content.

The Cosmos

The universe consists of five primary parts: the Firmament, the Astral Sea, the Gods Themselves, the Twin Suns, and the Elemental Worlds. One might also find the City in the Center, the Great Machine, and the Clouds of Chaos within.

The Firmament

The wall between the universe and the unformed Outside. It is, to mortal knowledge, unbreachable by science or magic, but cannot provide complete protection against the eldritch influence of the Old Ones. Those who approach the Firmament without adequate protection will begin to suffer deleterious effects upon their mental state days before reaching the wall, increasing with great intensity as they approach.

The stars seen on the wall of the Firmament were once believed to be holes that led to the Outside; recent expeditions have indicated that they are bioluminescent organisms tens of thousands of miles across.

The Astral Sea

The medium which fills the cosmos, a mix of aether and phlogiston in which float the corpses of the gods, the Suns, and the planets.

Unprotected exposure to the Astral Sea is not recommended for those who are not constructs, undead, or obscenely powerful, as it will generally involve one’s lungs acting very much like a combustion engine.

The Gods Themselves

They are all dead. Clerical magic is derived from their remnant sparks. Their calcified, ossified, mummified, fossilized corpses float in languid orbits around the cosmos. Their hearts, burning still with phlogiston, can serve as miniature suns. Most of the cosmic population lives on, around, or inside these divine bodies.

The Twin Suns

The White Sun and Black Sun chase each other around a central point. Each harbors orbiting worlds

The White Sun


A golden fractal puzzle box, resplendent and radiant, within which are the tablets bearing the words of the deceased gods. The angels and their associates are quite proud of this accomplishment, though no known beings have ever laid eyes upon the tablets, and their writings are unknown. The Cosmos beyond the White Sun


Breadbasket of the White Sun system, every spare square foot of the planet is devoted to food production. The grids of meticulously-kept fields and fish farms can be seen from orbit.


Pleasant and pastoral, forever on the edge of the Industrial Revolution. Filled with a great variety of lands and cultures. Filled with legions of bright-eyed youths looking to make their fortunes in the distant reaches of the Cosmos. Considered a boring backwater by nearly everyone else.


What happens when the unimpeachable State takes advantage of the population’s self-suppressing behaviors of pleasure-seeking, submission to authority, self-delusion and lack of long-term planning? Huxley happens. Do not stay too long, visitors are surveilled with vigilance.


A dyson tree grown out of an ancient comet. Home and crucible of the great ecological movements, a close ally of the Kingdom Animalia on Zoan. The laws of peace and care of nature are enforced without delay or indecision.

High Hrothgar

Chilly militarist fortress-world. Most of the planet’s industry is devoted to building war material to be used against the inhabitants of the Black Star. Technically aligned with Empyrean, the Hrothgari might be contracted by outsiders easily enough if the pay and glory is right.


Untamed wilderness world, home to the Kingdom Animalia. Off-world access is limited to a single spaceport atop a high plateau: any of the beasts may leave as they will, but outsiders are not permitted farther than the port without permission of the Kings.

The Black Sun


Wet, polluted scablands overrun with a singular species of underworld maggot. The planet is a soul-trap, stealing wayward souls mid-upload and embodying them in the gigantic larvae, to serve as a food source.


A dumping ground for the Cosmos’ refuge. Continents of garbage, perpetually smoldering. Volcanoes oozing like zits. Unlikely home for high-end resorts and casinos, catering to the tastes of the decadently rich.

9 Rings

A police-state ecumenopolis split into nine rival princedoms. Billions live in the lightless hives below the infernal nobility, slaving and warring away in ignorance of any other world or any other life. Order is maintained by an impenetrable bureaucracy, and the Princes’ inability to overpower each other.


The moon of 9 Rings, used as a prison for those the Princes wish to torment beyond the cruelties of life on the city-world. Is ruled over by six houses of demons shipped in from Grinding-of-Teeth ages ago.

Charnel House

A scab-brown gas giant with a necklace of pocked iron moons. Constantly fought over by the forces of Grinding-of-Teeth and 9 Rings.


Homeworld of all demonkind. Scarred and broken continental shelves rise up above ocean bottoms now filled with everchanging jungles. The temperature fluctuates between boiling hot and freezing cold, the humidity shifts between oppressively liquid and dry as a bone. What water is left is mostly poison. Everything is attempting to kill everything else.


A slightly large asteroid with a trace atmosphere, honeycombed with caves to the point that it is more like sponge than stone. The winds that flow through its inner halls form a constant keening moan, granting the place its name. The only people to live here are those who have managed to escape the other worlds of the Black Sun, but cannot find their way out. It is the last stop on a dead-end road.

The Elemental Worlds


An immense, pale blue-white gas giant, around which the other Elemental Worlds orbit. In the calm upper layers there are many floating palaces and sky-islands, where those without wings, sails, or flight bladders may live.

The Big Empty

A delicate spherical framework of diamond and graphene. Transparent habitat-bubbles house the wealthiest inhabitants of the Elemental Worlds, who praise a life lived nextdoor to complete oblivion.


A squat golden disc some thousand miles across. Its rim is thorny with thin protrusions. Lightning dances among its branches, arcing out across the aether to any ship that comes close. Exploration has been sporadic, and answers to its nature and origin few.


A water world, spotted with young volcanic islands and tossed about by great storms. Beneath the surface one might find coral reefs a mile deep, thousand-mile kelp forests, and the single greatest display of biodiversity in all the cosmos. Boat cities, tropical hideaways, seabottom stations, and ice-cap settlements


A small moon of Pelagia. Its shallow seas dried up long ago, leaving behind a dry expanse of salt crust and the fossils of what once lived there.


The second moon of Pelagia. A small rocky world with little atmosphere to speak of, its internal ocean strains to break free, and shoots up in great boiling geysers a hundred miles tall at times.


A world trapped in winter. There is just enough heat and light to support life, but the summer melts are still frigid to offworlders. Those who live here receive guests rarely, and with distrust.

The Pit

An oozy, muddy slimeball; a dense atmosphere of mostly water and soil that has been reduced to mostly muck. Avoided by all who enjoy living in places that are not constantly and aggressively moderately unpleasant.


The greatest source of mineral wealth in the Cosmos. Mining conglomerates and banking families keep their home offices in the badlands, overseeing the stream of gold and gemstones pulled up from the depths.


A high-gravity terrestrial world, sculpted by the masterful hands of wind and water over millions of years.


The moon of Terragio, named so for its near-perpetual storms of red-brown dust. It is a place for desperate types who wish to remain unnoticed and unseen. A planet of dry wells and ghost towns.


Angelic travelers from Empyrean once settled here, but vanished generations ago. The world was shaped according to their whims and needs


A desert world whose biosphere can exist without any water at all. The sands are brilliant bands of red and orange, and the skies are alight with hurricanes of fire.


Ash and coals, nothing more. Smote to ruin for sins not even remembered.


A greenhouse atmosphere of boiling black smoke drives off most visitors. Some spacers tell of a world hidden beneath the clouds, but rarely when sober.

The City in the Center

The City sits in the very center of the Cosmos, at the point both Suns and Aeros orbit around. It is neutral ground, a hive of scum and villainy, the cage in which god-killers are kept, the gate and key to all the Cosmos, and so on. You know the deal.

The Great Machine

There was a third Sun, golden-yellow. The progenitors of Machine-Life saw that it was good, and took it for their own. It sits now nested within a sphere of metal and law, all of its energy feeding the lockstep legions of mechanical beings who inhabit its boundless depths and vast chrome continents.

Clouds of Chaos

A roiling nebula of cosmic amniota filled with teratomatous, unborn worlds. Immensely dangerous to those that pass through without defensive preparations. Tracking their movements through the Cosmos falls to the Free Navigator Network - make sure to have it on your spaceradio presets!

Monday, June 11, 2018

Some Thoughts About Degenesis

Marko Djurdjevic

Degenesis Rebirth is the strangest goddamn RPG I have ever experienced.

I paid 120 dollars for it. Yet, I feel no real buyer's remorse for it, despite that price point being well past where I would normally begin to have second thoughts. I attribute it to the books' quality: they're head, shoulders, and most of the torso above everything I've seen that isn't Lamentations. The covers are great. The binding is great. The paper quality is great. The art is as close to perfect as one can get. These are good books...if we focus on the book aspect.

The first of the two books, Primal Punk, is lore. Entirely lore. No game mechanics at all. 346 pages of straight, uncut lore. I love it.  It's evocative, it leaves open ends and dangling mysteries and in some cases just doesn't tell you at all what's going on. And it's a translation! Sniffing its own farts more than a bit, but I can forgive it. I can forgive a lot when I'm given something both cool and new.

It's a downright unicorn: a detailed setting that has an incredibly strong identity. You can recognize it at a glance. It draws you in. Post-apocalyptic new-ice-age Europe infested with alien fungus of spiritual significance barely understood? Yes please.

The second book, Katharsys, is where the system is laid out, and it is here that the terrible secret of Degenesis is revealed: I don't think the designers ever intended for people to play this game.

The basic game system is a pretty standard dice pool mechanic: roll X dice, anything above Y is a success, the task at hand has a difficulty of Z and requires that many successes. I find it clunky and unintuitive, but it's not the worst in the world. This isn't the problem.

The problem is that the book seems designed to make it difficult to use. The fart-sniffing prose that I forgave and praised a few paragraphs ago has intruded upon the mechanical underpinnings. I was fine when it was on its own - that's actually a pretty fine idea, splitting up lore and mechanics into different books - but it is now officially in the way of running the game.

Add to this a death by inches, of little things that make no sense building up into the damning blow.

Say you want to look up the rank progressions for your cult. You're playing an Anabaptist. Obviously, since Anabaptist starts with A, that would be at the start of the section, right?

Wrong. The Spitalians are first. Anabaptists are twelfth out of thirteen. Is this an issue with the translation? I don't know. But have fun having to flip through the entire section to find what you are looking for, every time you go looking.

There's no end to this sort of thing.
  • There is no entry for a day's rations anywhere in the item lists. Rules for scavenging and trapping, yes, but not buying. Scavenging for food and scavenging for scrap are in different sections of the book.
  • There are enemies listed that have no stats provided at all. This includes human opponents. Not even a quick-use template for "clan warrior".
  • The bestiary is anemic; with the above taken into consideration, there are four non-boss enemies in the entire book that have stats listed.
  • The list of minor clans, which is supposed to cover the entire setting, has several that are all locked in their own little isolated conflict within a tiny pocket of one particular region.
  • Certain cults not only don't play well together, but are practically "murder-on-sight". A mixed team of European and African cults is possible with some wrangling, but the Apocalyptics (whose entire deal is dealing in alien fungus dust drugs) would run afoul of the Spitalians, Judges, and Anabaptists (who are practically guaranteed to be in the party.) This used to be worse in the original version of the game, but that's faint praise.
  • Character generation is all about assigning skill points, and you are required to dump into your toughness skills if you don't want to be killed by stiff breezes. I had a player who would be instantaneously killed by any given attack, because she wanted to be a charismatic and social character.
  • The item lists are needlessly subdivided, with no overarching order to them. Most are overloaded with specific cult items.
  • Items / characters / concepts / places will be referred to multiple times, without any proper explanation of what they are or (more importantly) how to use them in an actual game.
There's also the flip side of the praise I gave to the setting: it is, frankly, overwhelming. There's a relatively easy in, one particular region more newbie-friendly and recognizable, but the book's scope is broad and the referee needs to do the leg work. Here is the deep end, swim or bounce off.

Speaking of referees, the referee tools are essentially nonexistent. Of a 350 page book, there are 17 pages devoted to that end, all of which are devoted to topics such as "Believable Characters", "The Three Act Story", and assorted broad-strokes conflicts. There are some bullet points offering some suggestions for content, but it's not enough. There's nothing in the way of practical tools for building, populating, and running a session.

The referee tools do not contain the following:
  • Quick NPCs
  • List of old world artifacts found while scavenging
  • Travel times between major locations on the provided world and regional maps
  • Encounter tables in general or specific to region or environment
  • Interesting sights along the road
  • Ruin generator
  • Town and settlement events
  • Town and settlement generator
  • Rumor list
  • Consolidated secret list 
  • Player-facing reference sheets
There is one proper random table in the entire book, for clan generation. They included a decent started adventure, so there's that, at least.

The one non-setting related positive I can offer is how I really like the rank-based progression. That's worth swiping and tinkering with. But the rest? Utter chaff. Useless.

It's a useless game book.

Final Thoughts

I still have no idea what to think about this game. Who was it made for? Why was it made? Are all these quality-of-life-improvements I take for granted still nestled in one specific subset of the hobby and unheard of by those outside the circle?

Still, even for every complaint I have, the setting scratches an itch that other games haven't. In light of all its many failings, I still love the setting that's been built. I'm a sucker for unique apocalypses and rebuilding from them, I suppose.

120 US dollars plus tax worth of a sucker.

That's enough to buy six copies of Yoon-Suin.

What the hell is this game?

Sunday, June 10, 2018

Shadow of the Eschaton (Draft 1)

Marko Djurdjevic

I hacked Degenesis into the Shadow of the Demon Lord system. You can find it here. It's neither pretty, complete, or tested, but it should work well enough to not immediately collapse. Mostly it's a means of getting ideas out of my head and testing out some mechanical waters. Depending on how things go, there might be further drafts down the line.

Right now, it contains:
  • Character creation
  • 7 cults, with progression templayes
  • Cult-related items
  • Spore infection mechanics
While making this, there was a lot of translation of progression via ranks within a faction (rather than "get X money and go up a level"), and so character growth is focused on accessing better equipment and greater privileges. I really like this idea, and will certainly be returning to it elsewhere later.

If anyone happens to take this for a spin, let me know! I'll do my best to fix any breakages.

Sunday, June 3, 2018

Some thoughts about Mordenkainen's Tome of WORDS


Words Words Words

Words words words words words words words words words words words words words words words words words oh God make it stop.

It is legitimately difficult to read the first five chapters. Eyes go glazed like a donut almost immediately. It is so bloated, so vacuous, so pointless. It's the text equivalent of using sawdust to extend mashed potatoes. Sifting through for the interesting stuff is a chore, made worse because there is actually good stuff in there, but there is a tenth as much usable material in a book of this length as there should be.

The Blood War is nonsense

I actually really like the law / chaos division between devils and demons, I even like them fighting each other, but this is nonsense. An entire chapter is spent detailing in painful specificity their endless conflict, and not once did I see a phrase rhyming with

"delatavistic pill treehicle greathed pin goalie pyre ruccompanied guy gosts dove lung-do pain-gel gorbital crop clock goopers"
in the entire blasted thing. It's a prime scenario for the players to get their E1M1 on, and there is no support for that whatsoever. There's some babblety-bibble about keeping balance between the two forces so that neither wins, but that is boring.

It's a poor man's Perdition, is what I'm getting at. Below a poor man's Perdition, because a poor man's Perdition would still be pretty good.

Devil military units being named like Culture spaceships is cool though.

The new elf lore is pretty okay when you strip away the WORDS

Corellon is an abusive dad-mom who has entrapped his/her children in a neverending cycle of death and rebirth, unable to permanently return to elf heaven, in which they are perpetually reminded of all their past lives and the boundless disappointment of their mother-father, because he-she disapproves of their life choices. The book tries to frame this as a good thing, but Corellon's really just an asshole.

The whole "elves can transition their sex" thing is limp-wristed faffery, so I am going to stat up Gethenians instead

Gethenian player characters receive the following traits:
  • +1 to two chosen attributes, +1 CON
  • Immunity to all cold weather effects above freezing, and resistance to all cold damage.
  • Kemmer - Gethenians have a 26-28 day sexual cycle, as follows:
    • Day 1 - Day 21 / 22 - Sexually inactive, no outward sex traits.
    • Day 18 - Preparatory hormonal changes are triggered, individual remains androgynous.
    • Day 22 / 23 - Individual enters first stage kemmer. Will only gain sex traits in the presence of another individual also in kemmer. Establishment of sex takes 2-20 hours. The sex assumed by an individual in kemmer is random.
    • Day 24 - 28 - Culmination of kemmer, height of sexual drive. If conception has not taken place, individual returns to latent state within a few hours. A pregnant individual will remain female for 8.4 months gestation and further 6-8 months of lactation.

Lolth is Darth Vader now

The book inadvertently her look sort-of in the right, at least in the beginning. She started out heading the faction of primal elves that wanted static bodies so they could do something with their lives instead of farting about being fey and twee and mystical all the time.

She immediately takes a heel-turn into weird femdom fascism, so that doesn't last long.

I should note that, in circumstances where elves are not nature spirits intrinsically linked to the earth, I prefer drow (for many strange and silly reasons, stone me as appropriate), so I am absolutely reading this as pro-Corellon propaganda and presuming that there is a far longer period of being a hero for a people who just want to live their own lives outside of the whims of their mom-dad before she falls and goes femdom fascist.

Also Ellistrae is Luke, I guess.

The Duergar did nothing wrong

Moradin is just a dick who blames the victim. They're got the best lore so far, too - duergar are teetotalers because booze triggers their horrific ancestral-memory PTSD.

The Astral Plane is apparently just space, but filled with god corpses

Right then, I know where we're headed in the future.

The art is excellent 

This really isn't much of a point, as the official 5e stuff is overall fantastic. This keeps up the good trend.There are a few re-used assets here and there, but hey, I don't own those books.

None of the archdevils are wearing business suits, though

This is a silly way of saying that I don't feel that there's enough stylistic differentiation in how devils and demons are presented. The archdevils do not say "this is a being of terrible law" to me. The demon designs are okay, though. They get the point across.

The bestiary is A++  

Now we get into the actual good stuff. The major complaints are done and over with, this is the worthwhile part of the book. They brought their A-game, and it's nice to see that there's life still the dusty corporate bones


While part of me says it'd make more sense for hippo-headed guys to be demons, on account of the oceans of bloodshed that inventively follow in their wake, I love seeing them. You can do silly British voices for them, it's great.

Seasonal Eladrin get a thumbs up 

Anything that makes elves more nature-spirit-like and less like humans with pointy ears is great in my book. The art for them is fantastic, too. It's mostly just ornamental, but hey, it's something. 

Sorrowsworn are better demons than the demons are

They're the embodiments of mundane aspects of suffering: anger, hunger, loneliness, being lost, overall wretchedness. They make sense as lost souls given in to despair. I want to use these guys to that very end. They get the point across.

Star Spawn get the short end of the stick

Five monsters with one piece of art. There's so much space wasted on elf gods and halflings being twee, but we get no support for the big lads from beyond the stars. There's a name list and some cultist blessings, and that's it. Why bother having them, then? Devote to your bit, guys! They have always felt like a fifth wheel, and that's because they never get the support that's needed. I'd almost want to devote a lore chapter to them, but that would involve making a large new lore thing that shakes up the status quo. Having nothing is probably better.

Final thoughts

This is a book that epitomizes "if you want something done right, you'll have to do it yourself." If you want it to work, you have to work for it. In a lot of cases I would say that the work required isn't worth it, but here that's not really the case. Long expanses of WORDS are annoying only as long as I have to read them, and I shan't be doing much of that. I've got sticky notes, I can find what I like and ignore the rest. The bestiary is what I am here for, and it has delivered. I'm interested in 5e for the first time in a very long time, so that is an accomplishment in itself. I want to run something with this book. It seeks to be used...

Guess what time it is, kids

You know exactly what time it is.

Thursday, May 31, 2018

Class: Traveler


There's a great wide world out there, filled with all sorts of folk who might come passing through. Pull up a chair, friend, and tell us where you've been.

Class: Traveler

  • When assigning stats, one attribute may be rerolled with the higher number kept.
  • Roll (or choose) 1d4 options to determine what sets you apart, either biologically or supernaturally. (If you want to skip the roll, take three biological, or two biological / one supernatural)
  • Select HP / XP, saves, and class features. These may be of any combination (example: HP / XP as fighter, saves as cleric, gains skill points as specialist.), and a different class feature may be taken every level, if one desires.
  • Select one of the traveler class features from the list below.
  • Roll three times on the list of cultural ways, and make up something them. There's no mechanical benefit associated with these, but they can help shape a traveler's home culture more clearly.
  • Roll for a Token from a Distant Land.
 Upon leveling up, you may take another traveler feature in lieu of that of a different class.

I Know Something of Interest to You
In your travels you came to know the location of a noteworthy site: ancient ruins, an abandoned temple, the treasure vault of a lost kingdom, and so on. It will be a significant journey to get there, but your information on how to get there is correct.

You can pinpoint your location, current time, and current date using only the sun, moon and stars. This will require some translation and a map to be its most accurate,

You have a gift for quickly figuring out the basics of a language quickly. When you come across a new language you have a 50% chance of having already learned enough to hold basic conversations and read simple texts. This does not work with dead languages, secret languages, and is of limited use with complex literary / legal / magical / theological texts.

Traveler's Tales
You can enthrall a crowd like no other. You can hold the attention of a small group for 1d6 hours, provided it is an appropriate time for sitting down and telling stories.  

When in Rome
You take to local customs like a fish. A day of interacting with the locals will help you walk among them comfortably. 

cosimo galluzi

Token from a Distant Land

  1. A cracked human skull filled with waves of blue glass. Announces when the gods are fighting among each other.
  2. A palm-sized clockwork compass, engraved with runes reminiscent of family members. The needle mostly hangs at the blank space.
  3. A knotted tree branch with tiny golden leaves. Fruit like amethysts filled with wine dangle from the twigs.
  4. A glove of black silk, covered with pink-white whorls of ceramic. Makes clear notes when fingers are struck against a surface.
  5. A stained-glass hummingbird. It nests in glass flower worn on a headband.
  6. A scarf of whale-fur and mahogany beads.  Drifts when there is no breeze.
  7. A bag of striped hide, tied shut with a cord of pearls. It smells of salt and spice, and is warm to the touch.
  8. A human head, wrapped up in linen gauze. Amber marbles filled with insects swivel about in the sockets.
  9. A flagstone, inscribed with thousands of minuscule symbols. If dropped, it falls slowly, and lands gently.
  10. A jade hair comb. Lightning pulses just under the surface when it is touched.

From where do you hail?

  1. Bhakirri, the Opal City of Whores
  2. The Great Dog Plains
  3. A boneturners' camp from beside the False Sea
  4. Beneath the City Where Stars Meet
  5. From the lands stricken by the Doom that Befell Ton-Zho-Lur
  6. Blue Tiger Womb-Monastery
  7. The flooded cathedral of Dead Queens' Bay
  8. The hives of the Golden King
  9. A quiet town on the Angel Coast
  10. The Shrike Range

What brings you here?

  1. It is too dangerous to stay at home, you come seeking asylum.
  2. Curiosity and disposable income can drive someone far from home on a whim.
  3. You are looking to make trade connections with foreign merchants.
  4. You are on a religious pilgrimage to the far-distant homeland of your faith.
  5. You are a scholar on a lengthy research expedition.
  6. It is time for one last journey before you die.
  7. You need a new start, anywhere far away from where you were.
  8. The powers beyond time and space command it to be so.
  9. The open road has always called to you, this is one stop of many.
  10. You will not say, even when pressed.

Tuesday, May 29, 2018


7.5/10 too much water

Pokemon games are really just ready-to-use pointcrawls when you get down to it. Here's a map. Apply your favorite wandering monster tables and travel event tables. Throw in whatever modules you have lying around. Play as a summoner if you want.

What's Up With This Town?

  1. Elderly local biologist seeks research assistants.
  2. Old man lying in the middle of main street is not actually crazy.
  3. Museum curator is working on fossil resurrection project.
  4. Bridge over the river hosts regular prize-fight gauntlet.
  5. Run by military ex-pat. Famous cruise ship docked in port.
  6. World-famous shopping center. Casino run by the mob.
  7. Entry to city blocked to cover mob takeover of ghost-tech corporation. Famous dojo.
  8. Haunted cemetery tower, populace possessed by unsettled spirits.
  9. Rare game preserve. Also, ninjas.
  10. Abandoned mansion serves as front for mob-aligned mad scientist. Also, on a volcanic island.
  11. Seaside village of perpetually-blooming cherry-groves.
  12. Tower populated by botanist-sages, good local schools.
  13. Well leads to cave system filled with tasty, dimwitted creatures.
  14. Region's largest radio station headquarters located here. High speed train line under construction.
  15. Bell tower pagoda. Twin structure was struck by lightning and burnt down years ago.
  16. Lighthouse powered by brilliant electric monster.
  17. Dead-end island town. Sailors talk of monsters and whirlpools off the coast.
  18. Local souvenir shop owner is incredibly suspicious, store is built on top of secret mob bunker.
  19. Built right into the cliffs next to a cave filled with dragons.
  20. One inn, one store, sixteen people, and nothing else.
  21. Your dad works here. Neat! 
  22. Home office of philanthropic industrial magnate and globe-trotting geologist son.
  23. Isolated village always prowling for the next Big Trend. Lots of surfing and spelunking.
  24. Large seaport with open-air marketplace and maritime musuem.
  25. Bustling crossroads city covering up catastrophe at nearby power plant.
  26. Hideaway village. Sick folks sent from the big city to get some rarefied air.
  27. Famous for volcano-ash glasswork and bands of scholars studying local meteorite impact sites.
  28. Built right on a volcano slope, very difficult climb up or down. Hot springs and hiking.
  29. Ecologically-friendly treetop city, most inhabitants work in nearby weather center.
  30. Lavish tourist destination with world-famous fashion shows and high-end shopping.
  31. Astronomy institute and telescope array found here. Entirely too-chipper psychic twins, also.
  32. White stone caldera-city, difficult to access. Ancient cave-temple to the water / earth gods.
  33. Collection of huts built atop coral reef. Nearby mirage island and ancient tower. 
  34. Sleek and modernized communications and media hub.
  35. Prosperous coal-mining town, completed with coal-mining museum.
  36. Flower fields and beehives as far as can be seen.
  37. Fading metropolis displaying remnants of once-glorious history
  38. Gentrified yuppie place lacking in distinct identity.
  39. Built at mouth of ancient ruins filled with alien language beings.
  40. Cut off from the rest of civilization by high mountains. Cult headquarters located here.
  41. Right on the border of the great marsh. Who thought this was a good idea?
  42. Historical recreation town keeping traditional folkways alive.
  43. Bisected by a shipping canal. Region's best library located here.
  44. Perpetually snow-shrouded. A temple sits just up the mountain.
  45. Port city with scenic elevated walkways. Leading the charge with solar power.
  46. Secret base in a giant bush.
  47. Secret base in a big tree.
  48. Secret base in a cave.
  49. Secret base in a huge network of underground tunnels.
  50. Secret base is now so secret they forgot to add it in the game.