#i also require a drawing of this STAT
Explore tagged Tumblr posts
jinogasux-fr · 22 days ago
Text
PSA: This petsite is too good and it needs more attention (4dopt)
Subtitle: no seriously the customization and how artist-friendly it is is KILLING ME
I'm sorry I have immense brainrot I NEED to talk about this okay SO let me tell you guys about this petsite I discovered a few weeks ago called 4dopt.com.
For the love of god please try this game out (check out the read more for... more info!)
TLDR; You can draw your own species and it'll be added to the game. Players can obtain that species and recolor them to make customs of them if you so choose. You can draw your own items too which can be used for species obtainment and raising stats.
In 4dopt, you can obtain adopts (or pets) through various means, such as using items, getting them from the shelter (which have been discarded by other players), or through the adventure/exploration system as a random encounter.
The fun part? The adopts and items are player-created. Like, I'm talking entire species and items that can increase an adopt's stats or generate a new adopt entirely from them. They're drawn, created, and controlled by the players. Another thing is that these adopts can be completely customizable. You can recolor them, give it different patterns (if available), change the lineart or shading, but only so long as the creator allows it. That's another thing - there is SO much control the creator has over their creations. It's all up to the creator to design different patterns and layers to the adopt, as well as give permissions as to what a player can and can't customize.
There's over 1,000 adopts to collect (and possibly customize) by the way, and more are coming! (It's been a BLAST watching the Discord and seeing all the future adopt WIPs people have been doing ;w;)
I can't describe in proper words how extensive the customization is. Getting the full scope of what I mean is a little difficult unless you've seen it for yourself, so here's a screenshot of me going through some recoloring!
Tumblr media
Aaand because I can't help myself, here's a mini showcase of the adopts I've recolored!
Tumblr media Tumblr media Tumblr media
the species of each adopt, in order are: caprine, oldwood witch, and paint bird
In addition, creators can control the adopt's gender ratio, what items it comes from (if any), which exploration areas it comes from (if any) (as well as their rarities), and more. You want an adopt to be a seasonal-only thing? Go for it and put it in one of the rotating exploration areas or shops! You want to make a specific pattern of an adopt only available by using a certain item? Do it! I'd hunt one down for that!
A creator can make evolutions of their adopt, which can have different requirements, as well as a stats system which can be renamed to be more thematic to an adopt. (For example, I have an adopt whose Health stat is renamed to Size, due to it requiring to get a big size for it to evolve. These stats can also be used as requirements to put certain patterns or anatomical changes or etc to an adopt when customizing it.)
You may be thinking - oh, but being able to create an adopt/item is probably difficult, right? Nope! All you need to do is have your account be level 10, which, with some exploration, takes no time at all. I did it in under an hour! And then submit a small portfolio of your previous work to gain access to an artist panel, linked here (if you're logged in).
4dopt welcomes all artists, whether you're a beginner or you've been drawing for years, so there's no worries on if you're "good enough" or not. (YOU ALWAYS ARE!!!) If you have an idea, just make it, and chances are, us players will eat it up.
Anyways lightning round of more features:
A tagging system where, if you block a tag (like gore or body horror), all adopt species that fall under that tag will not be shown to you.
A weekly contest where you can show off your adopts as well as vote for others' adopts, and at the end of the week, the top votes get some nice rewards!
A breeding system where the offspring will have a combination of the markings/layers of the parents
Collaboration friendly (wanna create an adopt with a friend? fully supported!)
Read funny and weird blurbs that players have submitted (oh yeah you can submit little blurbs too) to exploration.
The game JUST shifted from registration windows to open registration, so I hope more people give this game a try. It's super underrated and deserves more attention!
Here's the site link again, and if you want to use a referral ID, mine is #3761, though you don't have to. I really don't care I just want more people to JOIN!!!!
Anyways I'm gunna end this post with a couple of guides:
Unofficial FAQ
Species Making Tutorial
Oh, and if you join, let me know your user id and I'll send you some goodies to help jumpstart things!!
anyways thanks for reading my yapping and uhhh if you do join i hope you enjoy!!
142 notes · View notes
drenched-in-sunlight · 4 months ago
Text
random math moment but two-handing a weapon will multiply STR stat by 1.5, Marika hammer requires 20 STR, 12 DEX and 19 FTH.
Marika has to hold it in two hands in order to wield it which means girlie’s base stat is probably just 14 STR, 12 DEX and 70 FTH (Minor Erdtree incantation) 💀
Tumblr media
like… im wheezing cuz yeah i still draw her with muscles and all, but all that is just for show. This woman puts all her points into faith !!! [Faith build is viable joke here]
Also if it’s Radagon he can hold the hammer with one hand. (“Here i abandon my STR and DEX build”)
And the thing is, faith build is actually viable in Elden Ring! when it’s her kids! (Miquella, Malenia, Messmer, Godwyn’s faith-scaling spells are all offensive spells), and Radagon who is INT-FTH hybrid (i have a lore rant about how one of the reasons he married into Carian line is to integrate offensive spells into power of Gold)
289 notes · View notes
tainbocuailnge · 3 months ago
Text
post where I argue for the use of some less popular free units (you don't need me to tell you gladiia and lumen are cracked)
vigil
this guy has a combination of qualities from both his subclass and his specific summon that make him really convenient to use because he's able to do a lot of jobs decently: he's a vanguard that often doesn't need a healer because his constantly refreshing wolves are doing the blocking and drawing ranged aggro while you use the dp on other units, he can hit air, the wolves deal multiple hits and have some def ignore which allows them to easily shred most trash to midweight enemies, all combined meaning he can handle a lot of map demands on his own. in terms of stats and utility you're essentially deploying a 4* sniper, guard, and vanguard at once, packaged as a single 14dp unit
he interacts well with a ton of event mechanics too, for example the wolves can block the spread of burning reeds even while inactive, and they block line of sight from the lucent arrowhead enemies and don't care about taking machinegun fire because they have 3 refreshing hp bars, and those bugs from originum dust that reduce aspd when blocked don't affect vigil himself because it's the wolves doing the blocking, and the wolves deal hits equal to their amount of heads so they deal well with hitcount-based mechanics too especially if vigil is on s3. those 3 hp bars and the speed at which they refresh with s1 also makes vigil good at stalling enemies, particularly ones that deal strong but slow hits like mudrock colossi, but also just stuff like heavy defender type enemies. compared to other tactician vanguards vigil is much easier in general use because he requires minimal management, his summon blocks multiple enemies and with s1 constantly refreshes its hp without external input so you just put him down and he either handles it or he doesn't.
his s3 has pretty high damage potential and you see it a lot in vanguard only clears but in my experience it's gimped in more general use by having no buffs to his comparatively low atk + a lot of the damage being contingent on the summon blocking an enemy while giving up on the increased survivability from the other skills + the fact that unless you're in a particular challenge niche there's no reason for him to be the one doing the damage. I find s1 is the way to go the vast majority of the time because it makes the best use of his summon's unique qualities. s2 is theoretically some of the fastest dp printing in the game but only if there's a steady stream of enemies to allow it to actually be used so in practise its a pretty bad skill, you'd only use it over s1 if you're using vigil to block a stream of enemies that can't meaningfully hurt the wolves but might not get killed fast enough with s1 (i saw one vanguard clear where they put him on s2 just so the sp from siege's talent wouldn't go to him lol)
puzzle
puzzle's main claim to fame is that with s1, if he's able to continuously attack a target, he prints dp faster than a flag vanguard. ines s1 has the same dp printing speed (2dp per 4 seconds compared to puzzle's 3dp per 6 seconds) but ines does so much other shit there's still reason to have puzzle on hand to stand there printing dp while ines does her other shit. puzzle also has the upper hand on ines on this particular front in that if there's an event gimmick where you can attack some kind of device, like the orbs in lonetrail or the vents in jessica's event, since those things are technically at max hp every time he hits them he procs his talent (2 extra sp when attacking a target with full hp) on every hit and speeds up to an insane 3 dp per 3 seconds.
the OTHER notable thing puzzle has is a giant poison debuff on his s2 (up to 150% of his atk arts damage per second for 16 seconds), which is good for all the hitcount-related things poison is good for as well as just being a good amount of damage that he can deliver in a comparatively very small window of time as a fast-redeploy unit that also prints dp. I'm not sure whether the 16 seconds counts from first or last application but with a max level puzzle you're looking at a minimum of around 14k arts damage. it makes him really good at wearing down enemies that stand there menacingly in spots that are annoying to reach for regular assassin-type units, as well as contributing damage from behind another unit. I think this video gives a pretty good image of what puzzle s2 can do, look at him melt the power armor and dor-bionics.
jieyun
her first deployment has reduced cost and gives her a hefty boost to her already high artilleryman attack (she reaches 1k atk once deployed before module) and her s2 is a huge splash area with 50% slow + a damage modifier that doesn't clash with her talent so she just shreds everything that isn't really high def, and anything that is still gets significantly slowed while your arts damage units kill it.
since s2 always goes to a specific tile in her range it can also be used to make her prioritise certain targets, and since it's a whole 15 seconds of high per-second splash damage she's a good counter to bosses that spawn a bunch of other weaker enemies like essence of evolution or ya, or just huge amounts of closely grouped enemies like RA raids. it's also only 8 offensive sp at m3 (down from 12 at lv7) which is basically nothing already and even less when combined with common IS collectibles or RA food and support items. she shreds all those annoying flying cunts in collapsals afternoon the moment they come out of their box. she's genuinely just a really good unit for very straightforward reasons and very beautiful also.
breeze
do not be mistaken there is zero gameplay reason to invest in breeze over any other aoe medic because the others have every utility ever while breeze only has raw healing numbers but when it comes to healing multiple units at once her numbers are legit huge so she's very useable. i also find her very cute and charming, you should check out her english dub it's really good.
her talent is so conditional it might as well not exist however if you combine her mod3 talent (medics and supporters gain 15% max hp when breeze's skill is active) with silence alter's mod3 talent (operators in range gain 10% max hp) and honeyberry's talent (ranged operators in range gain 10% max hp) you could probably make silence take the manfred cannon which is funny.
czerny
the whole arts protector subclass is in kind of a weird spot where they've got good stats (defender level bulk with guard level attack, some res) and good traits (3 block melee unit with arts damage) and their skills and talents do some cool and unique things, but you rarely actually need or look for what they specifically can do so most people only end up using them when they just like them a lot or they happen to fit their particular niche.
czerny's unique niche is reflecting arts damage on his talent which leads to some really funny clears whenever it's his time to shine because enemies will just kill themselves. some enemies that czerny's reflect is particularly good for are dublin flamethrowers (each tick of the flamethrower gets reflected), londinium mobile artillery (the barrage is arts damage that he can take more easily with the increased hp from s2), crossroads units from lonetrail, those really long range sandcastle casters from ideal city who just stand there blasting you from fucking narnia, but really any enemy that deals arts damage will slowly kill themselves while blocked by czerny.
i find that in practise if you want to use czerny just to use him, his arts reflect talent and s2 explosion are secondary to the fact that he has really high innate res (25 thanks to his talent) with an s1 that doubles it, making him arguably the best anti-arts blocker in the game right now, and during s2 he can punch people for up to 2k arts damage per hit over a very respectable 20 seconds for 30sp. and his english dub is really really good.
shalem
I like him :)
shalem s2 hits air with a big forward range and since it's random shots it's unaffected by enemy taunt level, but conversely since it's random with a pretty big range you can't guarantee he'll hit the targets you want and it becomes less effective the more enemies there are. it's also kinda sicko damage (like 45k arts damage total/2.2k dps before res + effective guarantee of proccing his res debuff talent thanks to high hitcount) but it's hard to capitalise on when it's defensive recovery and guaranteed to kill him without someone healing him. in victoriaknights they tend to pair him with hibiscus or reed alter to stack arts debuffs and in defenderknights they often combo with saria s3 not just for the debuffs and heals but also because she can feed him sp to actually use the skill.
s1 is way easier to use and incredibly solid so that's what you go with when simply taking shalem to locations. it improves a lot with m3 (-35% attack interval to -45%) so if you end up raising him and find s1 lacks a bit of oomph that's why. like czerny shalem's got the arts protector problem where it's hard to argue why you should use him specifically since "melee arts damage" or "defender that kills" isn't really hard to come by these days, but that doesn't mean a defender with multitarget arts damage who can hit air isn't still a really good unit.
lessing
this guy has the problem of his subclass having middling base traits that his colleagues compensate for by being an abyssal hunter and having true damage respectively, and he does some things that nobody else does, except for lee who does it better in nearly all cases, lol. if you DON'T have lee available though or are in a situation where lee is simply eating too much dp to be viable then lessing suddenly kicks ass through the power of being the only other guy who can't be stunned, which is a gimmick that enemies throw out often enough to make it worth investing in having a hard counter like this. lessing's s3 modifier also stacks multiplicatively with external buffs so he scales really hard with those and can bonk enemies for some really funny numbers with the right backup.
however EVEN if you don't think you'll ever deploy him I think he's still worth the e2 for his base skill alone, he has a fixed 3 morale cost for all elite material recipes and an 80% byproduct rate increase which means he can cook big piles of high tier materials with a much higher byproduct rate than operators with comparable morale cost reductions.
tuye
tuye s1 can actually solo heal things that other medics would need backup for but you need to really micromanage her for that so nobody wants to fucking bother normally. if you're ever doing a stall strat where enemies are beating your ass in between your healers attack interval then tuye is the one you need, either s1 or s2 and with or without backup, she's the queen of finicky high damage healing.
her RA2 exclusive token is also insanely fucking good, everyone in tuye's range restores hp worth 6% of tuye's atk every second which works on enmity units, you put some atk food in tuye and suddenly everyone in her range has that abyssal regen on top of her healing them regularly. if you play RA2 with any regularity tuye is super worth investing in for this alone
folinic
read my folinic post
astgenne
read my astgenne post
70 notes · View notes
theresattrpgforthat · 2 years ago
Note
I know you've done a game recommendations post about lighthearted solo games, but do you have any suggestions for someone's first solo ttrpg/journaling game?
THEME: First-Time Solo Games!
Hello friend! I sure do have some recommendations! Many of the games I present here are representative of a larger type, so you might be able to find other games within that category by browsing the related tags on itch.io. Most of the games require dice, and many of the games require decks of cards. Other than that, you shouldn’t need anything too fancy or elaborate to play these kinds of games!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The Sky City Charade, by Ashley Morgan’s Games.
Elysia. Midtown. Someone rich was murdered. And you, a private detective from the lowest reaches of Sky City, have been tasked to find out why.
This is a solo journalling game based on the Hints and Hijinx system from Pandion Games. Create a character and navigate through a cyberpunk city stretching into the heavens, dealing with whatever it throws at you.
Using polyhedral dice, a deck of cards, something to journal with, and your own imagination, see if you can bring this case to a satisfying close by actually solving it and finding out who is behind this mysterious crime, and why you were asked to solve it.
Hints and Hijinx games use a pack of cards and a deteriorating dice mechanic to generate a story. In The Sky City Charade, you’ll assign your two highest dice (a d10 and a d12) to two stats: Smarts & Tough. Every roll you make in an effort to find a clue has a chance of giving you what you’re looking for, but also a chance of making future rolls harder. The game is divided into three phases: Setup, Investigation, and Closure. You’ll spend most of your time in the Investigation phase, visiting locations and drawing cards to determine what kind of complications arise in your efforts to solve the mystery.
What I like about this kind of game is the structure. There’s clear instructions for each section of play, and the deteriorating dice mechanic ensures that you both think carefully about when to look for clues and also finish play within a reasonable time frame. I also enjoy the thoughtful world building that went into the location creation for this game; the author knows what kind of world they want to present you with, and they deliver.
If you want more games of this system, I’d recommend checking out the Hints and Hijinx Jam!
Beast at Bay, by Ive Sorocuk.
You arrive back in your hometown.The journey was long.You have little memory of it but you do recall being attacked by some form of beast. A beast you can still feel deep within you, wanting to get out.
Beast at Bay is a solo rpg/journaling game that uses the Second Guess System. It’s a pretty simple game, only one page long, with a Humanity tracker and a list of 20 prompts. You roll a d20 and answer a question from the prompt list, adjusting the Humanity tracker as needed.
The Second Guess System thrives on re-rolls, and frames rolling the same prompt twice as a chance to examine your character’s uncertainty - was their original answer truly what was going on, or is there something hidden, possibly even from themself? In Beast at Bay, every time you must re-examine a question, you will need to roll a d6 to determine whether you lose Humanity. The game ends when you either reach 6 or fall to 0. If you like quick-to-read games that can be played in approximately 30 minutes, then I’d recommend checking out this game.
You can find other Second Guess Games in the Second Guess Jam!
Weeds in the Waste, by Meghan Cross.
Weeds in the Waste is a solo storytelling game about tending a garden in a post apocalyptic wasteland.
Determine the state of your wasteland, create your gardener, plant your seeds, and tend your garden as you play through the seasons in the wastes. It is a narrative, storytelling game played using 2d6s and a 6x6 grid, as well as a series of prompts. 
Grid-based games give you visual references that can help you visualize what is going on in your game world. They also give you a chance to strategize a little bit, especially if the dice you’re rolling will affect the map, like in this game. Despite the fact that this game happens in a post-apocalyptic wasteland, I still feel like some part of it is a cozy game. You’re not saving the world or fighting your inner darkness in Weeds in the Waste; you’re growing plants and striving to make your garden a place of hope. Much of the prompts provided are aimed at building up the world around you, whether that be weather events, celebrations, or the kinds of plants you are attempting to grow.
If you like games with lower stakes and visual references, I recommend this game. If you want other grid-based games with different themes, I’d recommend Wonderfall, by Catscratcher Studio, and Exclusion Zone Botanist, by Exuent Press.
Anamnesis, by Sam Leigh, Blinking Birch Games.
Anamnesis is a 24-page solo journaling RPG about self-discovery, reflection, and identity.
You play as an individual who has woken up with memory loss. You do not remember who you are, where you are, or what you care about. As you draw tarot cards, you fill the blank spaces of your past and learn more about your present. All that is needed to play is a deck of tarot cards and a way to record your thoughts.
Explore your character’s backstory through five acts, divided up using the four suits and major arcana of a tarot deck. This game is highly interpretive, giving you prompts to answer but depending upon your interpretation of tarot cards in order to determine the kinds of details that you’ll end up filling out. The fact that it uses a tarot deck may be it’s biggest obstacle if you don’t already own a tarot deck, but if you do own a tarot deck you’ll likely already have some experience when it comes to interpreting the cards, and so I don’t know if the openness of interpretation is that much of a hurdle when it comes to playing this game.
What I do know is that Anamnesis has won several awards, and is pretty well-known in the gaming scene. There’s both digital and physical copies, and the creator offers both discounted damaged copies as well as community copies pretty regularly. There’s also an Anamnesis Jam with many other Anamnesis - inspired games for you to check out!
The Sealed Library, by Sealed Library.
The Sealed Library is a solo journaling RPG played with a deck of cards, a tumbling block tower and a notebook/scroll.
You are the sole surviving librarian of the greatest library in history. It sits in the centre of culture for an ancient land, now fallen to invaders. They pillage and raze. 
The library has been barricaded and you are under siege. What important texts can you move down into the vaults and seal away forever before the barricade breaks? What will future generations discover inside the Sealed Library?
Wretched & Alone games such as this one usually recommend a Jenga tower but I’ve found them very playable without one. All you really need is a deck of cads, a six-sided dice, and some tokens, which can be anything (I use poker chips). Personally, I think the biggest con is the tone of the games - most Wretched & Alone games are meant to be tragic or horrific. For example, in The Sealed Library, you are a librarian trying to save as much of the library as possible before invaders knock down the doors and kill you, or before you die of starvation.
These games divide events in between four categories, to match the four suits of cards. In this game, these suits represent saved books, new discoveries, invader events and dwindling resources. If the tumbling tower falls, you die. If you draw all four Kings, you die. There are a few ways for your character to escape alive, but the chances of drawing the right cards in the right order are low. What I appreciate about this game is that it includes a debrief section, allowing you to process the story you have just told yourself. If you’re interested in playing out a story that may pull you into a tragedy however, games like this one may suit you.
Games I’ve Recommended in the Past
Untitled Moth Game, by S. Kaiya J.
Osteozee, by Psychound.
Global Dragon Egg Conservation, by KuumatheBronze.
Games from the Solo But Not Alone Bundle.
675 notes · View notes
tragedynoir · 2 years ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
— introducing 003: PLAYER ONE + [ link ]
a semi-mobile friendly google doc template inspired by retro nintendo gameboys and 1 bit platformer games. this template is super versatile and perfect not just for gamer muses, but also sci-fi rps or tabletop games like d&d. it can also double up as an rp information document, or even an app form for rps, as the template has been made to be flexible for the inclusion of extremely long writing! this premium template and a page-by-page preview can be found in the link above or in the source link.
features:
10 unique 11" x 8.5" pages with plenty of space for writing; some quotes, multiple short sections and special long text and connection sections that make them flexible to fit your needs
duplication of specific pages that will allow many connections or writing as long as you require in the document while maintaining aesthetic cohesion!
pages that can all be easily duplicated, deleted and rearranged to your liking, with some google doc knowledge
all elements that are fully customizable within google docs & google drawings — including stats and health bar
terms of use:
you may edit to your heart’s desire. Change the colours, replace, add or remove elements and images etc.
you may remix pages with pages from my other templates.
you may not remove the credit from the templates.
you may not copy, sell or redistribute my templates whether wholesale, in part (i.e. taking out certain pages) or remixed (i.e. modified).
you will also receive an additional guide with images on how to use and edit google doc templates! if you have any problems or issues, feel free to leave an ask or join our discord server.
this is definitely my favourite template so far, and I'm so excited to be sharing this with all of you. it's just so versatile, practical and easy to edit. I hope you enjoy this template as much as I do, and as always, likes + reblogs are always appreciated. ♡
435 notes · View notes
horrorvale · 1 day ago
Text
HorrorVale Development Blog: End of Year
Hello, citizens of HorrorVale!
As the year draws to a close, we (or more specifically me, Dustin) wanted to put together a little blog to talk about HorrorVale! How launch went, what our current and future plans are, and more!
(Note that this blog post does not receive audio, so if you respond I cannot hear it.)
Dream Colosseum
First, before I start talking about HorrorVale's Launch, I want to discuss an upcoming patch.
Currently, we're working on a massive patch for HorrorVale that will include the following:
Even MORE bug fixes
Brand new optional dialogue for every single party member in the game for main story cutscenes
More skill re-balancing
Other minor things and scenes I still wish to include
But most importantly... The DREAM COLOSSEUM!
Tumblr media
I originally didn't think many people would bother with the "Secret Bosses" in HorrorVale, but since so many of you enjoyed them and also desired to get more opportunities to mess with party combinations, I decided to punish you horribly!
The Dream Colosseum is a brand new feature that will allow you to fight Bosses you fought previously, now all scaled up to End game stats, with new moves and quirks, and all very difficult.
If you've fought the "Last Secret Boss", now you get to imagine what a Dream Colosseum version might be like.
It will require you to 100% the game to access, but won't give any unique rewards outside of a cosmetic change to Alice's bedroom so people don't feel compelled to torture themselves for completionists sake. Naturally, there won't be any new trophies either.
Right now we're working steadily on this update, and hope to have it out very early next year.
Now that that's out of the way, let's talk about how launch actually went for HorrorVale...
HorrorVale Launch
After 8 years in development and 5 years since announced, HorrorVale finally released on October 1st, 2024.
This reception has been tremendous.
Leading up to release, I was anxious but overall feeling pretty good about launch. There were minor things I wish I had included or changed, but knew that delaying what was otherwise a feature complete game would be extremely silly.
I actually intended on releasing these things as a patch in the first week of launch, in the hopes of catching most people before they get too deep in the game.
...What I did not expect however, was the unfortunate discovery of several bugs, some of which were game breaking.
What made these bugs especially frustrating is that most of them were NEW bugs, created from me adding things right before launch, or fixing other unrelated bugs.
Due to these bugs and the massive influx of new fans, comments, reviews, and more I found myself extremely overwhelmed, and it ended up being probably one of the most stressful 2 weeks of my life after launch.
In the end, everything worked out and I was quick to patch the game...
...Multiple times.
Still, despite these issues the reception was overwhelmingly positive. Certainly some critiques here and there, but the general response was that the game was so enjoyable that even the most egregious critiques could be brushed aside. All of the wonderful things I've read by people who had fun in the world I created... It truly means the world to me. The... Underworld you might say.
I'm sure some people are also interested in how the game actually DID. Good reviews and positive reception are one thing, but this is also a product being sold, so how did it DO!? Did it SMASH RECORDS and become bigger than UNDERTALE? Did it FLOP???
Well, to be honest I'm not entirely sure!
Which is a strange thing to say, but it's difficult to gauge "Success" when so many factors can change what that means. For a AAA game, success means something very different to a small indie game with a publisher, which also means something very different to a ragtag team of people with no real budget, no publisher, no marketing, and especially no notoriety whatsoever. Not to mention as first time developers we have little to compare it to...
But that being said...
As of right now, HorrorVale has sold...
1,000 COPIES!
Tumblr media
That's an INSANE amount of people. If all of you were in a big room crowded around me, I would be very scared.
That's 1,000 new citizens to HorrorVale that have entered its gates.
If we gauge success purely based off "did it make back what you invested in it?", then HorrorVale was absolutely a success!
However, unfortunately it did not necessarily meet the expectations we had.
Going into the launch of HorrorVale, I had 3 goals in mind.
To make back what I invested in it (out of pocket, not including Patreon earnings)
To pay Matt, the composer full royalties for the HorrorVale OST (since he created the entire 170 track monster soundtrack for FREE.)
To be able to devote myself full time to Game Development
Of these three... Only 1 has been achieved so far.
While I generally try to avoid discussing topics like these, I feel like it's important context for the next piece of discussion. The future of HorrorVale.
HorrorVale: Act M
Tumblr media
HorrorVale: Act M is a small side story featuring none other than Mothman himself! This spinoff game was greenlit thanks to HorrorVale fans reaching our Wishlist goal for the main game. This game will tell the story of HorrorVale from Mothman's perspective, giving you new insight into his side of the story, as well as elaborate on events leading up to and following that story.
I think there's something really special waiting for you in Act M, and I want to use it as an opportunity to experiment with the HorrorVale formula based off of feedback from the main game.
No matter what, this project will begin development and it will be in your hands....
...At some point.
Which is where the previous topic comes into play, because naturally how long Act M takes to make is dependent on the time I have free to work on it. HorrorVale sales could certainly pick up, and I might one day be able to devote myself fully to game dev, but for now Act M will have to follow the same development process as "HorrorVale", which means it's difficult to give an estimate of how long it'll take to make!
What I can say for sure, is that Act: M will be much, much shorter than HorrorVale. Don't expect a 50 hour experience! I'm aiming for something more like 8.
And yet, you might be asking yourself dear reader...
"How can we help?"
Indeed, you asked yourself that exact sentence and in the voice of the King from Zelda CD-I no doubt.
Which brings us to the next topic!
Patreon Revival
My original plan after HorrorVale launched was to completely retire the HorrorVale Patreon as it seemed unnecessary at that point, but since:
We did not reach our expectations of sales so far
Several fans expressed a desire to support the game in some way because of the Steam Early Access debacle
I thought it made sense to keep it up and give it a little makeover.
Now fully dedicated to "Act: M", you can expect Monthly Progress Reports here, just like the main game!
Not only that, but we've added a brand new "Cryptid" Tier, that will allow you... Yes YOU! The ability to design a Creepy, Scary, or Starry for Mothman to fight in Act: M! We don't want Mothman to just fight all the same enemies as Alice! He'd naturally encounter foes she never even knew existed. This is your opportunity to help the game out and get to be a part of it as well.
(Please note that in order to participate in this reward, you must be 18 years or older and willing to give all rights of your design to Batworks Software.)
(Also please note that Mothman will kill your beautiful creation with a crossbow and it will hurt very badly.)
Since as of now I can't "live" off of HorrorVale sales, instead my plan is to put it and Act: M Patreon earnings towards Act: M itself and Mystery Future Project. This will help ensure a smooth development cycle as possible. If you're interested in helping out the HorrorVale universe, now's your chance!
Of course, forking over your hard earned candy isn't the only way to help though!
Just enjoying the game and telling your friends about it is a MASSIVE help. Without a marketing team, word of mouth is a tremendous help to us, and it's thanks to that that we're here at all!
Closing
In closing, I just want to say thank you to all of the HorrorVale fans that have supported us over all these years. The love that HorrorVale has been shown has been one of the greatest experiences of my life. As long as I'm able to, I'd like to read every comment and message I can, but I fear that if the game does get bigger one day I won't be able to see them all. Just know that the love you've given Alice and her friends mean the world to me.
Wait Stop Right There What Do You MEAN "Mystery Future Project"???
That's all for now goodbye!!!!!!
*The device he was speaking from explodes spontaneously*
31 notes · View notes
indie-ttrpg-of-the-week · 1 month ago
Text
Eidolon: Become your best self!
Gee, Jojo, that sure was a Bizarre Adventure we Stardust Crusaders went in Genre: Shonen, Fantasy
Touchstones: Jojo's Bizarre Adventure, The Persona Franchise
What is this game?:  Eidolon is a game about super-powered individuals fighting using powers that are as bizarre as they are strong
How's the gameplay?: Eidolon (2E) uses a system of tarot cards instead of dice to roll for anything, characters draw cards equal to their relevant stat in the roll, then choose one out of the cards drawn, each card has a Forecast and a Polarity, Forecast gives you a rough vibe on what's gonna happen if you play it, and Polarity tells you if its negative or positive, for example "The Magician" is a Positive Card, and its forecast is "You achieve the impossible"! Characters may also choose a Resonant and a Dissonant card, both must be Neutral cards, Resonants and Dissonants do not have forecasts, instead having a unique effect based on the character's playbook, not only that but if you draw a dissonant, you MUST play it. Now for the fun part: Eidolon creation, each playbook has a template for how to create your eidolon, for example the alchemist's template says "My eidolon can turn any *blank* it touches into *blank*", those two blanks can be replaced by literally anything you'd like! Get creative!
What's the setting (If any) like?:  Eidolon's setting is entirely generic, however the world requires a few universal constants, specifically the Undertow (a supernatural underworld that form the foundations of the universe) and Eidolons themselves
What's the tone?: Chosen by setting!
Session length: 2-3 hours, drawing cards is a bit slower than rolling die
Number of Players: I think you should keep the number of players low, 4 players including the GM 
Malleability: You could theoretically run any setting in this
Resources: An online character sheet is available, you may use your own personal tarot deck if you wish
34 notes · View notes
honeydewandcake · 3 months ago
Note
I'm actually crying omg youre so kind
(Tumblr fricking closed on me when I was almost done and I had to write this all over again AAAAAAH)
Uhhhh I guess I'll start with some game mechanics and info about my first OC:
"Twist" the Mobile
Name: Twist(Called Twisty by her friend Meta)
Gender: Female
Age: 20
Stats(Playing):
Health:
♡♡♡
Skill Check:
☆☆
Movement Speed:
☆☆☆☆
Stamina:
☆☆☆
Stealth:
Extraction Speed:
☆☆☆☆☆
This is Twist. She's a mobile.(You know, the ones for kids? She's a planet mobile.)
She has a very close relationship with her chldhood friend named Meta,(who I'll ramble on about later)practically inseparable from her. Who knows what would happen if Meta were to just disappear…
Here are her game mechanics, both Twisted and Playing. Rest of the stuff will come after cause this is too long. Keep an eye out for bits of lore scattered in...
Game Mechanics(Twisted):
Rare
(Due to her song's hypnotising ability)
Speed: Average
Mechanic: Has a song that will temporarily hypnotise the player into going towards them.(More details below)
Attention Span: High
Detection Range: Low
Half of the planets that normally would circle around her head have been dipped in ichor, and the other half have pieces broken off of them. The once pure white hoop that holds all the planets has also been splattered with ichor. ...You can see smudges if you look closely.
Has a recording made for children to help them calm down that will eerily play once in a while. It’s become staticy and quiet since she was turned into a Twisted, and so is somehow hypnotising. If she's spotted you and the tune plays, you'll walk towards her for 1.5 seconds.(Keep in mind: walk, not run.) This event purely depends on if you have bad timing and how far away from her you are. If you happen to be playing the character Meta, you'll be drawn to her until she takes one heart of damage from you.(Lore?)
When she pauses in her walking(like Tisha), she'll stare at one of her planets and reach up to tug it. It's a habit(caused by stress) she's kept through becoming Twisted.
Game Mechanics(Playing):
Her skill, "Glow Stars" lights up the room a bit, making it easier to see. Doesn't light up you, only the room you used it in, so if you walk out of the room, it'll be dark again. Is permanent, but you can only use it once. Be wise with it. Especially handy for blackouts.
When paired with a another player who's using Meta, she'll get a speed buff of 10%. If there's a Twisted Meta on the floor, she'll get a -10% speed debuff. The player and Twisted(if on the same floor) cancel each other's abilities out.
Requirements to buy:
3000 Ichor
100% Research on Twisted Meta
Walk 120000 meters
I might draw her later but for now everything else. God this takes so long but I'm really excited to see people's reactions...will continue later. It's 1:49 am and I need to get a snack/drink.
-A
Wait I love this idea!! A mobile. . . Omg I would have never thought of that!! And the gameplay is cool too!! Oh, I want to see her design so bad!! :00
This is so awesome!!!
28 notes · View notes
magicwithclass · 7 months ago
Text
Tumblr media
Homarid Shaman is unplayable. It costs too much mana, has terrible stats, has an extremely niche ability and the ability requires additional mana. What is the point of talking about cards like these? Even newer players would likely realize that this card is jank. There are many reason why even cards like this one deserve a discussion. First, this is still a reserved list card. It is part of the history of the game that can never be reprinted so it is easy to forget. If you don't take a look even at unplayable cards then you might forget that recurring nightmare is on the reserved list too! Next, not everyone knows that this card shouldn't see play in any deck. Newer players may need to see a card like this too understand costs and what to expect for the amount of mana you pay. Third, you never know what card can come along that can break a card in half. They could make a card that draws ten cards when a play creature taps down a green creaure and then we would all have egg on our face when homarid shaman is 100 dollars. Never say never. Furthermore, you can use cards like these to talk about the living history of the game. Right now many creature types are being chaged to match the animal they are based on. For example, viashino became lizard and Cephalid became octopus. There is mixed reaction in the community if this is a positive change but change is usually met with some resistance. In 5 years this may all be forgotten and people may not realize why some of the lizard cards used to have creature type viashino. It could also hint at a subtle shift in mtg as a whole from an intellectual property trying to carve out an identity to a big business seeking conformity to appeal to a majority. After all, isn't one of the stated reasons behind universes beyond is to attract a broader audience? Even some mtg fans may not know what a cephalid is but everyone knows a lizard. The point of bringing this up is that homarids survived this creature type update. Homarid fans rejoice! Homarid remains homarid! However, that is merely because the creature type is not used very much. There is a very real chance that homarid becomes crab. What does everyone think about this? Do you want to see this change? What do you think about these latest creature type updates? Did you like this way of capturing living history in the discussion of a reserved list card where there is not much to say? If you must play homarid shaman in a deck I would suggest Hylda icy queen or any other commander with a tap theme. Most 4 person games should have some green creatures you can tap.
32 notes · View notes
vikingschism · 5 months ago
Text
Thoughts on the Stormlight TTRPG
This will be a fairly lengthy post detailing my impressions of the Stormlight Archives TTRPG by Brotherwise Games based on a session played with some other fans of Sanderson's works. Some general details of the scenario are discussed as well as the details of the pre-generated character I played, but is otherwise spoiler-free.
Background
I like Brandon Sanderson's books well enough so I was naturally interested in an RPG set in his most epic series (The Stormlight Archives). My tastes in TTRPGs generally tend towards the more narrative focused games - I enjoy PBTA, FitD and Resistance Engine games - so seeing that it was going to be a D20 system with a D&D 5e style character sheet had me a bit worried. I have enjoyed tactical combat before with systems like Draw Steel (having tried it out in a playtest - looking forward to another session soon) or even Pathfinder 2E (even if I find that system to be a bit much in other places), so there was still some hope.
I decided to take part as a player in an adventure making use of a prepared scenario using the freely available beta rules. This scenario was intended to show off the game and get new players, possibly new to TTRPGs as a whole, going. The basic premise is that the players are on an expedition towards some ancient ruins
The Character
There were multiple pre-generated characters available so I elected to play as Vedd - a disgraced Alethi soldier serving in the bridge crews. This was essentially the basic warrior class which suited me well enough, though in a full campaign there would be the option to have the character become a Radiant which would definitely give more opportunity to express the character through the powers selected. The character notes gave some good hooks to get the player into character; in the case of Vedd it was his connections to his bridge crew, his grizzled nature as one of the longest serving Bridgemen, and that he has attracted the attention of a spren who appears as a streak of light when he takes heroic or self sacrificing action.
The character sheet was serviceable, though it was sometimes hard to locate the skills I was looking for when making a test due to the amount present, so the organisation maybe could've been better. There's also just a lot of derived stats on the sheet - do we really need a carrying capacity for example? That seems a bit more simulationist than this game needs. I do like the idea of having Physical, Cognitive, and Spiritual defences and them being placed between the two stats that determine the value is nice. It's also nice that the stats are just the bonus rather than needing to derive the bonus like in 5e. Skill modifiers also made sense since you just add the points in that skill to the relevant stat to calculate the modifier.
In the scenario my character's skills were mostly in athletics, perception, and heavy weaponry. The social skills weren't too high, although intimidation was definitely on the table. This spread of skills suggested a character who was taciturn in social settings but excelled when it came time to put himself into the thick of the action.
Combat
Overall it felt good to play, the combat system allowed for a lot of flexibility and I appreciated its action economy. Players can choose to take a fast or slow turn - a fast turn grants 2 actions, a slow turn grants 3. Fast players go first, then fast enemies, then slow players, then slow enemies - within each category there is no set initiative order, players can work it out themselves). On a turn you have a number of actions you can take, and some will cost more action points (for example a recovery costs two points - however you may want to do this on a fast turn if you think an enemy will attack first). This draws on both Pathfinder 2e (with the action point system) and Shadow of the Demon Lord with the fast/slow turns.
In each round everyone gets a single reaction too. Most of these reactions require spending a point of focus, but they give good options for mitigating damage or assisting in the fight (for example Reactive Strike is the Opportunity Attack equivalent, however it requires a focus point to use - these are limited and can be recovered or are regained fully on a long rest). In our fights in the session I didn't remember that I could use the reaction to dodge which would've given the enemy disadvantage on their strike, leading to me taking a large amount of damage. Another reaction involves assisting an ally when they attempt a test in combat in order to grant them advantage on the roll. This combos quite nicely with an action that allows the player to attempt a skill test to gain advantage on their next roll.
The abilities that my character had weren't too flashy, though I should've remembered to enter vigilant stance at the start of combat - this grants advantage on perception, increases deflect, and causes enemies to require 2 actions to attack allies. Combat training also meant I could graze (upon missing, deal the value of the damage dice with no modifier) a single enemy per round for free - normally grazing would cost a focus point.
Exploration
Outside of combat I had more mixed opinions - mainly related to the plot die. This is intended to add more narrative twists to skill tests - the intention is that this is rolled for tests that are more high stakes (the process of asking for it to be rolled is called "raising the stakes"). This is a d6 (although a proprietary die with symbols is available), and rolling a 5 or 6 grants an Opportunity while a 1 or 2 imposes a Complication as well as granting a bonus of double the value on the die face to the roll (which could be enough to push a bad roll into a success). A result of 3 or 4 does nothing, and rolling a 20 or 1 on any test grants an Opportunity and a Complication respectively (this does mean they can stack when rolling the die).
Opportunities can be spent to regain a focus point, grant advantage to an ally on their next test, turn a hit into a critical hit (on attack tests in combat), or on a beneficial narrative event (which the GM must rubber stamp) - some abilities also interact with these. Complications are imposed by the GM and can essentially do the opposite of what an Opportunity can do.
So what's my issue with it? I personally found that having a null result on the die (3 and 4) meant that Opportunities and Complications felt a little rarer than I would've liked - if the roll matters enough to use the plot die then I feel like it should really have one result or the other.
This system also interacts with Events - these are similar to clocks in games like Blades in the Dark where they signal an impending event. These are ticked, depending on whether the event is positive or negative with an Opportunity or a Complication. This never came up in the scenario, however I think this is another reason I'd prefer the plot die to always produce an Opportunity or Complication; as is Opportunities and Complications just don't come up that often, so it might make Events a bit harder to use. In a system like Blades the clocks are constantly being ticked which really contributes to the sense of impending danger, or gives players a focus on an objective in the scene (eg: escaping from something chasing them).
Skill tests otherwise were straightforward, and advantage is a standard roll 2 dice and pick the higher result (although interestingly advantage can stack and be applied to multiple dice in the roll - which does mean you can give the plot die advantage as well as the d20 if you have two advantages on a roll).
The Scenario
I don't want to spoil the scenario, however I will say it was decently put together. There was a fair amount of railroading, however since we were all there for that adventure I think that was ok. There wasn't anything that stood at as being too egregious and there was some nice artwork along the way to help picture the events. It also gave some good opportunities to play into the pregen characters. All of the players came out being fairly satisfied with the adventure; it will be interesting to see how the game plays once Radiant powers are involved.
Conclusion
Overall I feel the game was competently put together and will be a fun way to explore the worlds of Sanderson. I don't think it's going to be replacing any of my favourite narrative systems, however, and some areas (like the plot die) left something to be desired. The combat was fun and will likely only get more fun once characters have access to Radiant powers, so I wouldn't be against playing again. I likely would not want to GM however, as there is a bit more crunch than I prefer in my systems. It does also remain to be seen how the game will adapt other worlds such as Scadrial from Mistborn given the different tone and nature of the world.
For those who have read all of this, thank you - I hope you enjoyed reading my thoughts on the Stormlight TTRPG and I'm curious to know what other people think of it so far.
23 notes · View notes
lorbanery · 10 months ago
Text
UM
EXCUSE ME
Tumblr media
DID FMA 03 USE A DESCRIPTION OF A DND SOURCEBOOK AS FLAVOR TEXT FOR AN ALCHEMY TEXT BOOK?????
Transcription of the main text:
[...] also the DM [...] improvement [...] here or on other sites) [...] woodsy tome, with a leaf, leather [...] motif. The pages are thick and durable, [...] size is very good and text density is exception- [...] Artwork is good throughout, and all in full color. Border art is very attractive and also includes section headers for easy navigation. dozens of interesting NPC's (with however only race, class and sex as stats). a beautiful full-color rendition/map of the school [...] finer points of alchemy [...] a good chance of meeting the requirements for some of the special Prestige Classes. The school is described in great detail, populated with [ ...]
OH
OH WAIT THERE IT IS, THE CAPTION UNDERNEATH THE TRANSMUTATION CIRCLE ILLUSTRATION
Bastion Press: Alchemy & Herbalists by Jeff Ibach
Now, Jeff Ibach, while apparently a writer for sourcebooks, appears to not actually be the author of this sourcebook. As near as I can tell, the text actually seems to come, at least in part, from a review. I can't find the review, it's entirely probable that the site the review was posted on no longer exists, given how long ago the first version of Alchemy & Herbalists had to have come out for an anime released 20 years ago to have pulled the text from a review of it. But I do see endorsement quotes on all of the listings for the book, and there is one from Ibach. So that's probably why his name got pasted there instead of the actual author, Steven Schend.
Anyway, here it is! The book that taught Edward and Alphonse Elric how to perform alchemy!
33 notes · View notes
betterbooktitles · 7 months ago
Text
Tumblr media
Guillermo del Toro owns a second home that only has his stuff in it. Though the 59-year-old filmmaker is married with children, he keeps an entire second house to himself and fills it with frightening sculptures, inspiring pieces of art, toys, books, and movies, all of it his own curation. There are no kid’s drawings on the fridge, no side tables picked out by his spouse. It’s his personal playroom. He does most of the upkeep himself after a housecleaner broke the finger off one of his statues. He refers to it as a “man cave” or the “Bleak House” and often spends time alone writing there. Del Toro claims his wife likes it and has always supported his childhood dream house. She also prefers that his horrifying decorations don’t impede the aesthetic taste of the home they share as a family.
Having an entire home as a creative man cave that I am entirely in charge of would sound perfect to me if it weren’t for the fact that owning one home has become a nightmare even the best horror director could not fully capture on film.
I know I am lucky. The stats on Millennials owning their own homes are (if you will) bleak. But whatever I thought was irritating me in the city wasn’t nearly as bad as the physical and mental work required to live in a house. It drains bank accounts and my will to do more than one thing per day. When I was young and lived in New York, I scheduled my days like a CEO or politician: meetings, lunches, podcasts, and stand-up shows all crammed together to the minute as if I could teleport between venues. Now, if Wednesday morning includes a Home Depot run and a painting project, realistically, I’m not doing anything after that until Saturday. The laundry list of what needs to be fixed or maintained in the house grows every day. In the winter, there are rooms I simply don’t use because of a draft I can’t fix. In the summers, the yard becomes something we have to actively fight against lest new trees and mushrooms and 6-foot tall weeds that resemble stalks of asparagus take over everything. The current issue is a dead tree blocking a path to the backyard because wisteria vines are pulling it to the ground. It’s the fastest I’ve ever seen a plant move outside of��Evil Dead.
Though we struggle to keep up with our checklists, my wife and I have ambitions for the house outside of general maintenance. We’d like a bigger kitchen, a functional garden, and a fence that looks like a stiff breeze wouldn’t knock it over. The house is fine without these physical flourishes, but the fantasy is always there, nagging whispers in the brain of how nice it could be given unlimited time and resources. That nagging gets into my head about a whole house devoted to my creative dreams.
When I fantasize about what I’d like most if money and time were no object, I find myself thinking about a home theater. Unfortunately, money is an object, and the “fun budget” was consumed by the “necessities budget” a year ago. We already replaced the furnace and AC, dug up tiles in the den, painted nearly every room, replaced doors, one of which was rotting the wood at the edges because it hadn’t been replaced since 1986, the year I was born. Still, the list grows. A dedicated line to the kitchen needs to be added by an electrician so the fuse doesn’t blow whenever I use the toaster and the electric kettle at the same time. The fence and what it nominally protects behind the house needs to be reworked before bunnies consume everything that isn’t a weed. The ancient carpeting needs to be ripped up, bathrooms need to be redone by professionals so my body can actually fit comfortably inside one. Walls need to come down to make living spaces seem less like hallways, and the bay window on the second floor that appears to be melting toward the ground needs to be addressed by a professional architect before the wind rips it off the bedroom wall like a giant scab. After all of that is finished, I’d still need to move into a newer, much bigger house if I want to have a home theater. 
Where did the yearning for a private theater come from? Unlike Del Toro’s childhood fantasy of having a house all his own, my wish for this extravagance came much later. I was 30, and I remember exactly how the seed was planted: Zillow. I spent hours on the site, letting the mortgage/insurance calculator tell me what I could afford for the same amount I paid in rent in Brooklyn. On my phone’s screen, I saw a $400,000 mansion in my wife’s hometown outside of Pittsburgh that was the most beautiful house I’d ever seen. It had high wood ceilings and multiple fireplaces to make the whole giant house feel like a cabin. I had 8 bedrooms and a home theater. Imagine, I thought, how good a movie must be in a theater in your own home. Imagine the parties with friends. Imagine movie nights where you force your kids to watch Back to the Future for the first time in a close approximation to the space where you saw it. Playing an old cartoon and a few YouTube’d trailers from the 80s. A little popcorn machine in the corner. Speakers that are way too loud. The dream.
I’ve realized recently, however, how silly the longing for a home theater is for me specifically. I don’t like watching sports at home. I need the atmosphere of screaming people either in the arena itself or in a bar. I need the game to be live. I need to be out among strangers or friends. I feel the same way about movies. I need other people with me, laughing, crying, gasping, clapping. 
Read the rest here.
24 notes · View notes
forlorn-plushie · 9 months ago
Text
Would You Like To Play A Game? A Tapletop Role-playing Game?
Inspired by this post over here, I thought I'd put my own Nothing To It game together right here in our very own Tumblr Text Editor, for anyone who has no patience for learning rules. It's a bit more than the other one, though still very small.
How to play: Talk about your characters' adventures. Whenever you want to, focus on a scene and figure out how it plays out using Checks
How to make a Check: roll one Stat Die and the highest relevant Asset Die. If both matches or beats the DC, you do it. If only one matches or beats the DC, you still do it - but something bad happens, related or otherwise - a cost, a worse situation, an imperfect success, or a cutaway to the villains progressing their schemes. If neither die is high enough, you fail and something else bad happens.
Difficult Classes are about as follows. The vast majority of rolls should be in the 4-8 range.
DC 3 is "wouldn't it be funny if you messed up though"
DC 4 is an easy task where failure would be interesting
DC 5 is a typical task some random anybody could maybe manage
DC 6 is a task which requires some level of skill or talent
DC 7 is a tough task for which expertise is required
DC 8 is beyond most professionals
DC 9 is firmly in the realm of masters
DC 10 is the highest you should see.
Your stats are Grace, Face, Force, Wits, and Wise. Assign 1d4 to one, 1d8 to two, and 1d6 to the others. These are your Stat Dice. Rename these if you want for your theme/setting.
Also pick a Background, Specialty, Quirk, and Thing for your character, plus another of any of the four types. Assign 1d10 to one, 1d8 to two, and 1d6 to the others. These are your Asset Dice.
Give yourself 3 abilities, of any of the following sorts
When you use [one of your Assets] in [more specific way], DC -1
You have [some sort of power]. To use it, spend Resource.
You have [some sort of passive]. When you spend Resource while using it, you can reroll two times.
You have a [new asset]. Its Asset Die is 1d8.
One of your Stat Die is one size larger, up to 1d12
One of your Asset Die is one size larger, up to 1d12
Draw four circles, and label them Damage, Stress, Resource, and Experience. Split the Experience circle into 8 segments, and the others into 4, 6, and 8 in any order.
When something strains your character, mark a segment of Stress. When something hurts your character, mark a segment of Damage. When you overcome adversity, mark Experience. Mark all segments of Resource, and spend them to reroll any die. Clear half of Health and Stress and fill half of Resource when you get a good rest.
When Damage is full, you are defeated. Maybe you die. When Stress is full, you can't take it anymore. Freak out, pass out, whatever seems interesting. When Experience is full, you have a revelation. Gain a new ability, from the same list as above.
When you start playing, pick three questions of the form "Did you [do what we want the game to be about]?". At the end of a session of play, mark a segment of Experience for each Yes.
16 notes · View notes
lesvegas · 1 year ago
Text
My Beginner/Newbie Guide to Neopets
Never used the site before in your life but wanna check it out? Just logged into your old account and wanna get back into it? Saw my promo and wanna take advantage of it? Wanna make loads of neopoints? As someone with about 20mil in the bank I can't guarantee following my advice will make you MEGA rich but I can get you pretty close with pretty minimal effort.
TL;DR do your dailies and invest in stocks (it's way easier than it sounds, idk shit about real life stocks)
(And before I hear any "isnt neopets run by scientologists" the answer is no, it never was, neopets.com once fell into a company that was run by a scientologist for about a year back in the early 2000s)
Guide below the cut!
THE MOST IMPORTANT ADVICE TO TAKE FROM THIS GUIDE:
Spin Trudy's Surprise wheel every day (link here)
Invest in stocks (guide here)
Do whatever dailies you want (link here)
Use Jellyneo's item database to search/price anything (link here)
This guide assumes you've already made an account, a pet, and have about 2000np (given to every new account) to spend, and that you're currently logged in (you'll need to be for most of these links).
Confused by the site layout? No idea where to go? No worries, I'll link just about everything you need here.
DISCLAIMER: There's a lot of stuff I DON'T do, but if there's something that interests you, go ahead and try it!! I just do the bare minimum when it comes to dailies lol
~~Dailies~~
If you clicked on this link, you're probably already overwhelmed by the sheer number of dailies your expected to do. The good news is, I don't do at least half of these. Most of these aren't worth your time or points and I only really do easy 1-click dailies that net me free shit. I'll show you exactly which ones those are.
Let's start with the Classics-
Tumblr media
I've already gone ahead and erased the ones a new account will never have to worry about.
These are the priority freebie dailies you should be doing each day when you can. Lemme explain what each one does:
Soup Kitchen: Until you have 3000np, you can feed your pets here for free!
Free Jelly: One free jelly (worth 2 meals) each day
Giant Omelette: One free omelette (worth 3 meals) each day
Interest @ Bank: You can collect interest on your bank account each day (you need a bank account, I'll explain later)
Money Tree: Free stuff people throw away, guide further down
Trudy's Surprise: Free neopoints daily
Monthly Freebies: Once a month, not daily, free 2000np and food
Obsidian Quarry: One free piece of obsidian daily. I just sell them for 1np a piece to get people coming to my shop
Apple Bobbing: Free item daily (small chance to lose an item or nps)
Anchor Management: Free item daily
Mysterious Negg Cave: Solve a puzzle for a free item (solver here)
Grave Danger: Petpet required. Send it down into the catacombs daily to find items.
These are all the easiest of the dailies. Next up we have
The Wheels-
Tumblr media
Yes, just these wheels, because none of the scratchcards are worth trying to me. I've never won anything good from them. These wheels are all relatively low-cost, but if you only wanted to pick ONE, do the Wheel of Mediocrity. I've found it has the highest return for the cost.
Also, the Wheel of Monotony can go for literal hours. I tend to let it go in a muted tab and do other stuff in the meantime. Anyway, next is
Win NPs, Items, Stats-
Tumblr media
I've erased anything that takes too much time, doesn't work cause flash, can only be accessed at certain times, or isn't newbie accessible. I'll elaborate on the rest;
Tombola: Draw a ticket and win a prize (free)
Deserted Tomb: Go into a tomb and potentially find treasure (may hurt your neopet)
Fruit Machine: One free spin per day for fruit
Coltzan's Shrine: One of the best dailies. Potentially increases stats, gives NP or items
Kreludor Meteor: Free items when it works
TDMBGPOP: Free items (usually plushies) or NPs
Underwater Fishing: Free fish or fishing-related items
Forgotten Shore: Requires treasure map (guide here)
Healing Springs: Heals your pets or gives you an item. Can be done every 30mins. I recommend coming here last to heal pets after some dangerous dailies. You can also come here every 30mins if your pet is sick until they're cured.
These are also good, easy freebies I recommend doing daily. Personally I also use the Battledome but that's because I've actually trained one of my pets to fight. Now for the
Pay NPs and Win-
Tumblr media
No, really, that's it.
Okay, I also personally do Cheeseroller, and I used to do more carnival games when they worked, but these are the only ones you really need to worry about in this section.
Faerie Caverns, Test Your Strength, and Pick Your Own are simple games where you can win NPs and items.
Garage Sale is a shop where most items are sold below market value. Great for reselling.
Bargain stocks are cheaper than regular stocks and are only for poor/new users.
And what about
Other Neopets Stuff To Do-
Tumblr media
A lot less intimidating now, huh?
Most things in this section are just... things to do. Things that aren't all that profitable. These four are the only ones you should bother with if your priority is getting NPs.
Symol Hole requires a PetPet. You can win items, but this is rare.
Stock Portfolio... I'll get into that soon. But this is important.
Trading Post is where you go to offload tons of junk, get tons of junk, buy/sell anything worth more than 999999np, and find good deals
Employment Agency is where you take jobs that involve finding and buying a certain number of a particular item in a certain timeframe. I only recommend this if you've become familiar with Jellyneo's item data base and the Shop Wizard.
Now what about the next sections, Quests, Competitions, and Games?
Don't worry about 'em.
When you're financially better off, you can try doing some daily Faerie quests if you want, but I don't recommend getting into them right away. Contests are cool and all, but not my thing personally, so I can't tell you much about them. As for games... most of them are still broken.
But the game Fashion Fever is an easy free 900np a day. Just wait 10 seconds before finishing the game, then send score.
Wait, how does the Stock Market work?
Great question!
The stock market is the easiest way to rack up neopoints. I can't comment on bargain stocks because I haven't done them, but I can tell you all about the regular stock market.
(You could also uh, watch this 5 minute guide here, which is how I originally learned how the stock market works)
Conceptually, you buy stocks while they're cheap, then wait until their value goes up and sell them at a high price. You can easily turn 15000np into 45000np by simply waiting.
Also, I really recommend you have 15000np before buying any stocks. Do other dailies until you have that much at least.
Your stock portfolio is here. Read the scrolling stocks at the top of the page:
Tumblr media
Until you find a stock valued at 15np (circled above). Once you have the stock name (this one is SWNC), go to 'Buy' (right under the scrolling stocks in blue),
Tumblr media
And buy them! Buy 1000 at a time.
15np is the LOWEST a stock can go before it's unbuyable, and you can only buy a total of 1000np per day.
Now, we just have to wait for the value to go up.
Tumblr media
I only sell stocks once the value is +300%. SWNC is currently at 0.00% because it's worth the value I originally bought it at (15np).
Check your portfolio daily, buy new stocks when you can, sell when they're high, and sooner or later you'll be raking in hundreds of thousands of neopoints per sale!
Does Trudy's Surprise really guarantee thousands of free NPs?
Yes. No, seriously, yes.
The first time you spin the wheel, you'll probably only get about 1000np. Come back the next day, spin it again, maybe you'll get 2000np. By the end of the first week, probably 6000np.
And on day 25? 100000np. Guaranteed. Then the cycle resets to day 1, and it's back to about 1000np.
With Trudy's Surprise, you can very easily obtain around 200000np a month.
BUT. You need to spin the wheel once EVERY DAY or the counter resets and you're back to day 1 again.
There are days where I really don't feel like doing my dailies at all, but I always try to make sure I get this one in. It's absolutely worth logging it.
You mentioned a Bank Account?
If you haven't opened a bank account (for neopoints, not actual money), do so now!!
A bank will hold onto your neopoints for you so you don't lose them during random events, and you can collect interest every day. There's a cost to open and upgrade an account, but no fees besides that. The more nps in your account, the more interest you can collect! I collect about 6000np a day just from my nps sitting in my account.
Okay, I did my dailies and now I have all this stuff sitting in my inventory. Now what?
Well, you have a few options:
Use them. Food feeds your pet, books educate them, toys entertain them... before doing anything else with some items, consider if you want to use them on your pet.
Donate them. If you're completely at a loss or don't want to bother selling them, you can always donate or discard them to free up space.
Store them in your Safety Deposit Box. Got items that you think you'll use later that are currently taking up space? Store them in your SDB or Closet for now.
Trade them. Go to the trading post, browse new trades, and use these items as fodder for getting good deals. Alternatively, put them up for trade and see what people offer.
Sell them. If you haven't opened a shop yet, I highly recommend you do so. You can put items in the shop, but they won't be displayed until you've set a price. Don't know what to charge? Search the item in the Jellyneo item database to find out how much it's worth!
Why even do any of this?
Honestly, that's up to you to decide.
Neopets is a weird site. People came for the pets, but the only ones that stayed have remained for the economy. You either find it fun or you don't, and I know it's harder when you're a beginner.
What really got me into neopets again was finding a goal. If you want to get rich, that's the one thing you need most: a goal. It could be a static number, a dream pet, a dream gallery, w/e. My first main goal was a gold paintbrush for a pet I don't even have anymore, and my current goal is 25mil in my account. After that, I think my next goal will be to access the lab ray.
If you're just starting out and don't know what you want your goal to be, I'd suggest finding that old dream pet or picking a new one here: This site shows every pet in every colour. Find one that speaks to you, find out how much the paintbrush or morphing potion or whatever method costs, and work for that.
I'm still confused/have questions.
Please feel free to DM me!! I love neopets and am trying to get more people (especially my friends) into it. I don't know everything but the least I can do is point you to a guide that can help. Don't hesitate to reach out to me!
You can also neomail me if you want <3
57 notes · View notes
theresattrpgforthat · 6 months ago
Note
hi! my sister wants to be able to play with me and my brother, but she has trouble reading and writing, do you have any ttrpgs that dont require a lot of reading or writing?? (like, character sheets dont take ages or whtvr)
THEME: Little Reading or Writing Required.
Hello friend, so for folks who aren’t great with reading or writing, I think the best approach is to use systems that provide you with small amounts of information that you can keep in your head, or games that provide you with a lot of visual cues. I’m going to include some systems that seem pretty rules-lite (because they allow you to create a character pretty easily) but I’m also looking for games that give you visual or tactile aids to help you remember what’s going on in the story or with your character.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The Best Job on Earth, by Hilander.
Welcome New Employee! Please fill out your personal info!  Note that supevisors are not beholden to know your name, and may refer to you by the 4-digit hiring code helpfully displayed on the front and rear of your uniform!
Players will take on the role of unpaid interns working for SolTech Industries, a perfectly ethical research consortium funding a Better Tomorrow! Of course, when these experiments get out of hand, our fine interns are deployed to clean up.
The Best Job on Earth is not a very long read for the GM, and probably an even shorter read for players. Your character sheet can fit on 1/3 of a piece of paper, with three stats and a little bit of space for the items you get from a d20 roll table. This game isn’t necessarily a one-shot: your interns can spent earned XP in order to get a promotion, which involves increasing personal scores and getting an extra Luck point, which basically is a resource you can use for a free re-roll. This game is great for fans of horror, paranormal science, and the crushing weight of unpaid internships.
Mausritter, by Losing Games.
Take up the sword and don the whiskers of a brave mouse adventurer in Mausritter, a rules-light fantasy adventure roleplaying game. Mausritter is built on the chassis of Into the Odd, with new rules for setting, character generation, magical artifacts, and mouse-scale adventures.
Mausritter has very concise character sheets, with only 3 stats to keep track of and a card-based inventory system. If you buy the physical version, or if you decide to do some printing, you can use these cards to put in/on your inventory slots, as visual reminders of what you are currently carrying and how much room you have left. The book is 25 pages, but character creation is one, maybe 2 at the most - and most of your creation process just involves rolling on tables! Make your mouse in minutes and you’re ready to play.
Flyover Country, by Headstone Hills.
Fields of wheat and corn ripple in the wind, hungry eyes peering out between the stalks. Billboards along the road advertise strange and dangerous attractions. Smiles are too wide, manners too polite, secrets buried too deep. The neon light of a diner glows in the distance, but you may never reach its doors. An empty highway stretches out to the horizon before wrapping back in on and around itself, twisted on into the forever horizon. This is Flyover Country.
Flyover Country uses a tarot deck as a resource and oracle as you play the game. Character creation is simple and quick - although I recommend the GM do a bit of reading and prep beforehand. Each character gains a score (or pool) of points for three aspects: Body, Mind and Wyrd. Every time they use their ability, they draw a number of tarot cards equal to their score. The player can then choose which card they want to use to represent their outcome. Characters that are injured will reduce the score of a relevant trait by 1.
One way to make this game a bit simpler is giving each of the players a card with their character’s Ghost and Haunting already written on it. This is a combination of your character’s dark secret and the strange ability that will manifest inside them once they make that secret known. When I played this with my characters, we used poker chips as tokens to represent our ability Scores, and players would hand in tokens whenever they had to reduce their scores. I think the tarot cards make for an exciting mechanic, although the game’s success certainly depends on how well the game master can interpret the outcomes of cards being drawn.
This House Will Outlive Us, by pludmale.
Residents change, but the house remains. Everyone is changed by the house, and the house, in turn, is changed by its visitors.
In this game players take turns building the story of a house. The narrative is guided by flipping a coin onto different areas of the game board. The game is played in 3 stages: determining the type of house, picking out character roles and playing out the history and future of the house itself.
This House Will Outlive Us uses a map of the house, a number of cards with prompts, and a coin that you flip in order to tell its story. Each card has to be read to figure out what happens next, but the amount of information you’re expected to retain and communicate is very small, and because the game is so collaborative, you could potentially have one person do the bulk of the reading while the table shares the role of providing answers to the prompts.
This is a game that also doesn’t really require anyone to write anything down, as it’s meant to be played in a single session, and the changes from era to era should be pretty easy to remember - although you could also assign someone to be a note-taker if you like.
Horse Girl Infinity, by Jordanfish.
The majesty of someone's passionate vague horse fantasy. Inspired and empowered by the grace and might granted from the union of girl and horse, hero and pony, pilot and mecha.
The combination perfect for horse-lovers and mech aficionados, Horse Girl Infinity is high-action but relatively simple to play. You are presented with a grid of strengths, three of which your horse is specifically good at. The amount of dice you roll is dependant on how close the skill you are using is close to one of your strengths. Some especially difficult challenges may require a group roll, where everyone has to roll their dice and contribute Victory Points dependant on your success.
Your characters’ advancement is built around their goals, which takes a mechanical effect. Your Dream is something about yourself that you want; when you act in accordance with it, you gain Determination or XP. Determination can be spent to give you an extra dice on a roll, while XP can be spent on a separate grid that gives you a new narrative advantage. I think the spatial organization of information may make it easier to find and keep track of, and you can use tokens like poker chips or coins to help you keep track of your Determination and your XP.
If you want a slightly different genre, you can also check out Demon Blade Ultimate, which is more aligned with Shonen-style anime.
Crescent Moon, by Ema Acosta.
Go on a strange journey into the patchwork world of the daydream in Crescent Moon ☾, a feelings-delving role-playing game of brave children and bold adventures.
Rules for crafting your own whimsical tale full of breathtaking landscapes and unlikely friends await inside. Delve in to uncover stories of daring deeds and fantastical creatures—of calm afternoon naps and of promises whispered under starlight.
I don’t own Crescent Moon, so I can’t say for certain that this is super non-reader friendly, but I’m willing to go out on a limb and say it is, because the character sheets remind me very much of Mausritter character sheets.
The most obvious connection is the hand-drawn inventory: you draw the objects you carry, as well as items and conditions that may affect you. Because you use cards to represent what your character is currently carrying, I think this element has the potential to reduce the amount of reading and writing the player has to do. The GM on the other hand, likely has a little more work to do in terms of planning an adventure - although I don’t think the work a GM does in this game is as much as say, a D&D DM.
71 notes · View notes
sakarrie-creates · 1 year ago
Text
Tumblr media Tumblr media
It’s that time of year! Here’s my 2023 art summary! After two years of having to include non-colored pieces, I finally did enough ‘full’ pieces to fill my art summary template! I did have to get a bit creative with the months since I was able to draw a LOT more during the summer, but I’ll take it! Sorry it's a bit blurry. I'm not sure if that's just for the preview or not, but it was a smaller file than normal and since these reflections are 99% for my own interest, I decided it wasn't worth trying to change.
As usual, I got rambly so reflection questions are answered under the cut. The template I used is available here in case anyone else wants to make their own! My fic summary will be coming in a week or so, so stay tuned for the stats and round-up there. :)
What events did you participate in (with art)? Player Appreciation Week, Fandom Trumps Hate, Dear Fellow Traveler (Animatic), Weird People (Editing), SPN Comfortably Queer Zine (dropped), and lots of zine applications for page artist, merch artist, comic artist, and spot artist roles!
What was your biggest challenge this year? While time, like last year, was still a challenge, I think my biggest challenge was a mix of low motivation and an intense perfectionistic mindset. At the start of the year, I got super into TOH and was super hyped about all the zines with apps opening. I really REALLY wanted to get into them and figured I should apply for art too just cause it would increase my overall chances of getting in. After the finale, I did a screenshot redraw that ended up being absolutely fantastic for where my skill level is. I went deeper into rendering than ever before, and somehow it worked for me. 
That probably was the start of my unreasonably high expectations, and I got it into my head that maybe if I could make a whole portfolio of artwork at that quality level, I actually stood a chance at getting into a zine as an artist. From then on, I was hardcore crash-coursing perspective, rendering techniques, and generally trying to improve without allowing room for mistakes. While I do think it helped me grow a lot, it burnt me out so I struggled to work on stuff past summary (when all the zine apps were) and even dropped from the SPN Comfortably Queer Zine cause my imposter syndrome was so strong. (Though that was also partially because it was a ‘sign-up and you’re in’ zine, so they never saw my art during the application process and had no way of knowing if I was good enough.
What was something you were surprised by? I’m pretty sure I discovered the perspective tool is CSP this year! CSP has so many tools I’m not aware of (despite watching tons of tutorials and guides), so it wasn’t super surprising but it was nice. I have to say, they’re a serious hassle to work with and require a higher understanding of vanishing points and such than I currently have, but I could see it being very useful for future scene art pieces.
Did you try anything new this year?
Yes! This year I kicked down the door to the merch world and have been collecting and designing throughout the year. Though the designs have mostly just been for zine app portfolio’s, everything has worked out really well for me and I hope to produce charms for my collection as I improve my skills. Where do you think you most improved? Definitely my confidence in rendering! And probably my rendering itself too. I did a ton more pieces with it this year and it’s definitely a favorite part of the art process for me. I think I’ll have a lot more fun with it this year too, since I’m trying to keep it lower pressure, so I can experiment more to find out what brushes and styles I like most. What are you most proud of? I think I’m most proud of how ambitious I was with my zine apps. Though I didn’t get into any for art and it burned me out a fair bit, I did a lot of hard work and made pieces I can be mostly happy with. As for specific pieces, I’m very proud of my animatic clip for the Dear Fellow Traveler MAP (which is what the Belos art from the summary is from). My portion was about 5 seconds with 24 fully colored and shaded frames. A few of those were moving frames too, so the end result is the closest thing to actual animation I’ve done. I also really like the rendering on the Huntlow Epilogue art and generally how the Steve&Matt hug turned out.
How’d this year compare to your 2023 goals? I honestly couldn’t remember what my goals were, but all things considered, I didn’t do too bad! Thankfully past-Sakarrie was wise and made it a bullet list so I can just check things off. Met: -Player Appreciation Week -Add to zine portfolio -Apply to at least one zine as an artist (fine if don’t get accepted) -Keep experimenting with backgrounds and shading -Pull out some old WIPs -Build more consistency of style
The checked off ones I definitely met, so good for me! This was a very zine-focused year, so I way exceeded those goals. The last two I did do, but they’re a bit subjective. Specifically, I think the ‘WIPs’ I was referring to were old sketches, but most of the old WIPs I revisited were already colored and I was either adding rendered or cleaning them up for zine usage. As for style, I’m REALLY bad at telling haha. That said, my characters seem reasonably similar when I draw them, so I’m going to tentatively count it. Kinda: -One fully colored piece per month
I’m gonna give myself a half check on this one. I didn’t have a fully colored piece every month, but I did have over 12 fully rendered pieces in the end, several of which had backgrounds. So while I didn’t meet the letter of the goal, I feel like I met the spirit of it.
Did Not Meet: -Finish Huntlow comic -30 minutes animatic digitalize rough draft -Maybe make some fanart of my favorite fics
These don’t shock me. They’re all personal projects and this was a very external-goal-driven year for me. The Huntlow comic is a big love of mine but it’s definitely ambitious for where my skill is. I’ve got the whole thing messy-sketched and most of it has been clean sketched, but the jump from that to lineart is gonna be hard, and I have no idea what I’d be doing with color since the panels don’t have a background. That said, I do feel like it’s some solid work and I adore the angst vibe of it, so maybe I’ll get it done one day. I could also see myself posting it as a messy lineart comic so that others could enjoy the concept being executed in case it never gets finished.
As for the 30 Minutes animatic, I still 100% intend to complete it eventually. I love the way it fits to the music and I’m so proud of the thumbnails. Even if it never becomes a full animatic, I want to digitize the frames and line it up with music so I can share the concept I see in my mind with others. My brain was somewhat overtaken suddenly by TOH this year, so now that that’s settled and I’m hoping to follow my muse more this year, maybe this will be something I can get excited about again.
The fanart for favorite fics is no surprise since it’s kinda the tack on. With low motivation and projects with deadlines that needed my focus, personal art like this was buried way below other priorities. It’s a nice though for sure though.
Alrighty then, now it’s time for 2024 goals!! Oh goodness, I really don’t know what to expect of myself. I definitely am going to try to allow for more personal projects with lower pressure, but I do still have some goals. Hopefully most can be accomplished without applying big pressure though.
2024 Goals:
-Number One Priority: Create for my and don’t put myself in a place to get crazy burnt out and still have requirements. If I meet this goal, then it’s okay if I don’t meet any of the others. (It would be sad.... But I would still count it as meeting overall goals.) -Participate in Summergen and PAW Week (Art or Fic) -Design Handplates charm as anniversary gift (November) -Design CS Charm -Have a fully usable Zine Portfolio (Currently need more merch samples and rendered pieces with backgrounds) -Apply to new TOH Zines or other loved fandom zines. If I end up getting into any, I can pull back, but since that doesn’t seem likely, I want to get into the habit of always being ready to apply with what I have. -Make an ongoing project list to pin to my tumblr. This applies mostly for fics, but that way people coming to my page can see what fandoms I’m actively creating for and what they can look forward to (as well as have an opening to ask questions if they’re interested). -Post more (at least 10 times throughout the year) and add my best pieces to instagram (8+ pieces by end of year). -Do ONE of the following:     1. 30 minutes digitized so it can be shared with music      2. Open Up Your Eyes fully thumbnail      3. Fanworks for other people’s fics      4. Participate in an extra bang or exchange with art      5. Design and manufacture a pin -Play with different brushes and rendering styles -Draw something from scratch every month, no matter how small -Not exactly art, but I want to have a finalized long-term merch display plan for all my items Overall, how’d the year go? I think I did well! I didn’t meet all my goals and I pushed myself too far, but I learned and improved a LOT this year. All things considered, I made pieces that last year me would be blown away by, so I think that’s an automatic win. I’m pretty uncertain on how this next year will go (even more so than last year, which is surprising since I was changing schools last year), but I’m hoping to enjoy what I do and create art semi-regularly. Here’s to 2024!
21 notes · View notes