#potion making rpg
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Ok so I don't know if anyone else is into Apothecaria but it's so sweet. Basically, you play as a witch who is replacing the town witch who has gone missing in High Rannoc. Instead of dice you use a deck of cards for randomization.
Your job is to help those with ailments and get them cured up and then journal about the experience.
Like saying "today I cured my first patient. He was suffering from fairy fever"
You get to make your potion, name it and detail the actual process for making it. And of course a successful potion leads to healing leads to coin.
It's super fun and I think if you're wanting to get into solo RPGs it's great place to start!
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moeblob · 1 year ago
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i've been getting a lot of fomo of seeing all my friends and mutuals playing baldurs gate 3 and was tempted to buy it. then seeing you drawing fanart and seeing it on my dash made me look inside myself and acknowledge my true self and desires... so i bought pioneers of olive town. its in the mail, but im excited for it to arrive. :)
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YEAH ITS SUPER CUTE IMO !!! I don't even have a console/PC capable of BG3 so I totally get the thought of 'oh im missing out' but I really enjoy the relaxing farming games... I'm super flattered to hear my love of these games influences people to try em out - that my love shows enough to make people curious. Thank you anon for sending this (I immediately screamed at three people on discord after seeing this bc holy moly truly high honors here).
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mokeonn · 1 year ago
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Since I found out steam does a year in review (I had no idea until this year) I have decided that I must play video games more and play every game in my steam library so that my year in review is 100% accurate next year and I don't get told that my top 2 games were Disco Elysium and Baldur's Gate 3 because I would Hyperfixate on one game for a whole month (or three) and play nothing else, and still have my genre graph have nothing to do with those two top games and instead have "cats" as a genre while calling me a fag
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#simon says#I need to play more games anyways since I have like 80 games in my library but I have only played like... 30#so I'm already working on adding more games I would enjoy to my wishlist and installing games I've been wanting to play but haven't yet#i know the counter doesn't start until jan 1 but I'm having fun already#my spider graph needs to be SO much more accurate#I played ONE cats game and ONE cooking game and it said my most played genre is city builder??#bitch just because my third most played game is city skylines does not mean that's my main genre#i do lean towards simulators and puzzle games though#it's on the right track#but I don't think steam understands that my favorite games are games with beautiful and interesting art styles#games with wonderful narratives#and games where I get to own a funnie little shop and manage stuff#management should be my number 1 genre lmaooo#I do so many simulator games because they're just so fun like yeah I DO wanna make a little zoo or a little potion shop or a pizza place#i hate sales but I love doing it digitally where I get to just do the fun parts (making things and saying silly things)#and puzzle games. I'm a fuckn puzzle master#so yeah my goal is to play just... more games that I own and get more games that look fun#and also more rpgs. i need to play more rpgs#i am making an rpg I need to get some INSPIRATION#anyways that's my rant for now#I'm super sick right now so I don't have much to do besides eat sleep and game#I'm doing pretty well mentally though so I'm excited to feel better and start working on projects and whatnot soon#i also updated my icon recently#i changed my fursona#i will make a post about it later#I'm keeping the calico boy as an oc and also a sona of some sorts#so don't worry about Sock#but i wanted to be a tiger :3#i love tigers :3#also I got a book of dinosaurs so i wanna make a dinosona soon
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jimenez-madrid-art · 1 year ago
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>Among the belongings of the troll you find a magic potion...
>Some of it's ingredients appear to be:
Spider legs, soil from a graveyard, hair from a rat, a twig from a tree where a murderer was hung, a satanic charal...
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yourcousinvinnie · 7 months ago
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If i ever make an RPG
imma make it so every potion, revive, mana regen, etc. weakens in effectiveness as the game goes on just to punish the hoarders.
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tsuutarr · 3 months ago
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As just imagined then everything as a game and the hero as seeing like a freak by all the people and the reader as the only good and nice npc then treat him well and even give him free item even if our store is not very we still give him a apologize about the others (npcs) being rude with him and the hero being so delusinal the fall over us lol
so, because i have absolutely NO self control, I made another story <3
Yandere! RPG Protagonist x Reader
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Gallius isn’t entirely sure when he gained sentience. Maybe it was when he’d have insistent feelings of déjà vu. Maybe it was when he would want to go somewhere or do something, but an external force prevented him from doing so. Maybe it was when the people he talked to would say the same things over and over and over again.
Regardless, one day, he realized that he doesn’t actually exist – at least, not in a way that matters. He’s just a piece of code, a bunch of pixels moving across the screen, trapped in a video game.
The worst part is that everyone around him – and he means everyone – lacks sentience. It’s gotten to the point that he’s memorized everything. Every dialogue, every story path – everything.
It’s a fruitless life, really, especially since he’s forced to obey his code. He’s forced to go along with whatever the person controlling him wants. He’s forced to be the happy-go-lucky protagonist. He can’t be anything but that.
Gods, he’s going to go insane.
And he’s tried to talk to people, really.
“Hey, so, I think we’re in a game.”
“Beer is fifty percent off, young man.”
Gallius never thought the tavern’s owner could look so lifeless. “So, you know, I guess you really don’t have sentience.”
“Man, can you believe the monster outbreak?”
“Don’t you wish there was a way you could… I don’t know, break free? Talk beyond your code?”
“Beer is fifty percent off, young man.”
Gallius holds back a sigh. The tavern owner says three things exactly. “Beer is fifty percent off, young man”, “Man, can you believe the monster outbreak?”, and “I don’t know if I prefer a full tavern or an empty one!” are the exact phrases the tavern owner recycles. It isn’t just the tavern owner, either. It’s everyone else in town. The blacksmith, the carpenter, the seamstress – all of them.
It kind of drives him insane. Maybe that’s why he tries to find solace in anything he can, like you.
“Gods, I hate being the only one who sees that we’re a pile of code,” he tells you. You’re a cute shopkeep – whoever designed you must be a genius – that he likes to see from time to time. If anything, you’re easy on the eyes, at least.
“Yes, it does appear that you’re having quite the rough time,” you say. He knows you’re just saying one of your coded phrases, he does, but he can’t help but latch on to that piece of support you give.
“Yeah, you get it.” He laughs dryly. “But what can I do? I have to keep going. It’s not like I have a choice.”
“You’re doing well. I’m proud of you.”
Gods, he can’t hide his grin. Yes, you’re just saying one of your phrases, but the comfort your words bring – it’s unreal. It’ll probably be even more unreal if he could actually talk to you. If you both had sentience, if you both could go against your code. The thought makes him fall silent.
“...Hey, I’m gonna leave for a bit. Maybe a long time,” he says finally, determined to help you break away from your code. He doesn’t really care too much about the other NPCs, but you? Oh, he wants you. He wants to talk to you, to be with you in a way that matters.
“Have a safe journey,” you say, automated. You hand him a potion, a freebie from your shop, with a smile. “On the house.”
Gallius smiles, taking the potion from you. Yeah, he’ll find a way to give you sentience like him. That way, you guys can truly be together forever.
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sunseed-fandump · 1 day ago
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Witch's Castle Headcanon Time Because I Said So
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Since, in my own works, I imagine the Witch's Castle and Kingdom settings do exist in the same world (the games themselves taking place in different timelines) I've kinda developed a few headcanons revolving around life in the Castle itself! Y'know for funsies. :>
The Witch's Castle itself is rather isolated, this is because when the Witch of Light first built it she wanted it to be a safe haven for herself and her Coven-sisters. I imagine due to their powers and normal humans' general feelings towards witchcraft, they wanted to make sure they wouldn't be hunted down or have a random stranger stumble across their sanctuary. (Or like in the case of the Witch who would become First Grain Cookie, they didn't want anyone who would try to exploit them discovering their hiding place.)
The castle itself is huge because these are 13 witches who had to be entirely self-sufficient. I wouldn't be surprised if there was a wing for each Witch to have space to conduct her own branch of magical research. Not to mention space needed to create basic necessities like a greenhouse for food, a water pump for plumbing, etc etc etc. Even by human standards, it's ridiculously massive and very easy to get lost inside of.
Because the castle is so big yet so isolated, this has had an interesting affect on those who call it home. By Cookie standards, the castle could be considered a small continent in and of itself. There's a multitude of settlements and what could be considered independent city-states scattered throughout.
A common insult around the Castle is "Your batch should've burnt" not just between desserts but its used between non-baked residents as well, this little idiom has stuck in the common Castle vernacular even long after the Witch of Light and her coven-sisters vanished.
SPEAKING of the residents of the castle, as we've seen in the game, not all of them are desserts or food items, they're animals! But while some of them make sense like mice and chipmunks, other creatures should be way too big to fit in castle walls; like the Stag brothers and the Marlin Chefs. They don't LOOK like desserts, so I don't think they were baked, but if they're not desserts, what are they? Well, I wouldn't be surprised if they're a result of whatever Life Powder experiments were being conducted in the castle. When it comes to the Mice, the Life Powder might've given them heightened intelligence. And in the case of the animals that SHOULD be bigger, I personally headcanon that they started off as small things like figurines or toys that were brought to life via Life Powder; made "real" like Pinocchio but retained their small stature.
Most food and water in the castle does not have Life Powder in it. Where on Earthbread, it can be found everywhere, it's a lot more of a precious resource in the Castle. That's why the residents need a constant supply of Life Potion, since it's one of the few resources in the castle that contains Life Powder. Cookies on Earthbread don't need to worry about going stale from not drinking Life Potion consistently, because Life Powder is in the rain, the crops, everything! Life Potion still exists on Earthbread, however it functions more as a typical RPG Healing Potion.
The food grown in the Syrup Garden and the Temple of Abundance are a few exceptions to this, their goods are full of Life Powder, hence why crops grown in those places are so heavily sought after and their well-being is so vital to the Castle overall.
Unfortunately, there are very few left in the Castle who were around during the era of the Witch of Light. As such, when the Shadow Witch moved in, the mood towards Witches shifted from reverence to fear.
So don't say anything like "Witch's Blessings be upon you" in the Castle, you'll get some weird looks.
Most residents within the Castle are active at night since that's when it's considered "safest". As in: the Witch and other dangers SHOULD be asleep. Unfortunately for everyone, the Shadow Witch has a terribly inconsistent sleep schedule.
She's also a massive workaholic. Which does work in everyone's favor, because typically she's too tunnel-visioned on her work to notice little things.
Castle residents don't like being out in wide open spaces, as being out in the open means it's all the more easier for the Witch or her minions to find you.
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leog4u · 11 months ago
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Game Design and Porn Pt. 1
or, How To Fuck Up The Best Intrinsic Reward Ever
Hi, I'm Leo G, veteran pervert. One time while chatting in a server exclusively made of porn artists, I brought up the game design of a porn game I enjoyed. One of them laughed, saying "Who cares, it's just a porn game?" Being unwell, I never let this go. Since then, I have played many adult games and took each one as serious products made by professionals. Fast forward to today, and the demo for my porn game, Joker's Trip, is nearing completion. I also have some sci-fi erotica you should check out.
So you wanna make a porn game. You heard they make money, and hey what’s more fun than making a video game AND porn? But you don’t know where to begin! Well don’t worry, Leo’s got you covered. We’re gonna walk through the line of thinking you should have when designing your porn game. There's gonna be at least three parts to this, with part 1 focusing on how to reward your player.
Define "porn game" for me, Leo.
There are porn games, and then games with porn in them. A porn game is a game where you won’t last 5 minutes, where everything exists solely to meet and, subsequently, fuck. A game with porn in it is a game where everything exists for the purpose of the game, and also, you fuck. Fate Stay Night, for example, is a VN with a story that just so happens to have some CGs where the protagonist rails Saber, but is mainly about Shirou and the Holy Grail War. Much like how I would call Castlevania a game with horror in it, but not a horror game.
Porn games are a lot like horror games. They both get a bad rap for being cheap to make, appealing to base instincts, and generally being low quality. They're also both not actual genres of games, but genres of content. Think about it, if I asked you what a horror game is, you'd say a game that's scary. But what's the actual game part? The unfortunate answer would most likely be "walking sim," but there are a lot of examples that are FPSes, puzzles, driving sims, platformers, deck builders, the list goes on.
The most common genres of game I see for porn games these days are by far RPG Maker RPGs and VNs. I won’t be talking about VNs because they’re closer to writing than game design, which isn’t a flaw but a feature. What used to be everywhere, in days of old, were breakout games, where the more bricks and levels were cleared, the more of the sexy image would be revealed in the background. Other arcadey type deals like shoot ‘em ups and mahjong were also around, and had a similar “strip ‘em down until you have sex” gameplay loop.
Okay, so what’s an intrinsic reward?
There’s intrinsic rewards, and there're extrinsic rewards. Extrinsic rewards, generally, are the number go up rewards. Things that make your character stronger, or give you more resources to buy new gear or whatever. Intrinsic rewards in games can cover a large swathe of things. It can be the feeling of satisfaction of completing a puzzle, a piece of lore or world building, or a new dialogue option with a character you want to fuck.
I like fucking characters, are we talking about porn now?
Yes! I’m of the opinion that you literally can’t make a better intrinsic reward than pornography. On top of setting the tone for the entirety of the game., at its best it can add to a story, add to someone’s character development, or be a beautiful piece of art to look at. AND you can jack off to it! Unfortunately, that’s at its best. Let’s talk about how porn is delivered in a theoretical RPG porn game. (As a head’s up, there will be talk of “bad end” scenes, but this is under the assumption that the player is the one consenting.)
So you’re playing an RPG and get into a fight. Maybe you were underleveled or too cumbrained to remember to buy healing potions. Then your HP goes to zero, and instead of going back to the title screen, you’re getting fucked by orcs. That’s right, let’s talk about Game Over CGs.
You get to watch porn when you lose?
To someone making a porn game with a battle system, this delivery method makes sense. The characters in this world are driven primarily by lust, this is just the obvious conclusion. And it doesn’t even have to be non-consensual! Games like Future Fragments show that it can be presented as a sexy inconvenience rather than anything uncomfortable for the player or our hero. Game Over CGs even have the benefit of softening the blow of defeat, by giving the player a chance to reflect on their defeat and jerk off. Even better if losing a fight isn’t lost progress, but rather a bump in the road. However, there’s a problem here. The player is a dog, and we’re rewarding bad behavior.
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The porn is an intrinsic reward, so why are we giving it to the player for losing? Incentivizing losing on purpose isn’t just bad game design, but a waste of time. And to that end, a lot of porn games try to give solutions to this. One being a kill button on the keyboard or a skill that instantly KOs our hero to get to the lose screen faster. What might seem like a convenience is really just expediting failure.
What it says is that the gameplay doesn’t actually matter. You’re just here for the porn, right? In that case there’s plenty of places I can go to see a chick with huge knockers get railed by an orc, with the added bonus of not having to play forgettable and mid turn based combat!
Another solution I’ve seen is the game outright telling you, “hey don’t bother killing yourself to see the porn. Once you beat the game all of the scenes you missed will be unlocked!” At first this seems like a reasonable way to go about it, but it comes with another problem: your game better be fucking good to make me play through the entire thing before getting to see cock. Like I said earlier, porn at its best can reveal things about the world and drive character development. I uh. Just beat the game. I don’t care anymore. Showing me a scene that’s taken out of context by a factor of 5 hours or more isn’t what I’d call great game design or story telling. It’s also too little, too late.
What if we made the porn actual rewards?
Now we’re getting somewhere! Let’s make the reward…a reward! What if, every time the player beats a level, we get some porn? If we tie the CG to beating the boss, we’ll be tying the reward to game progression. That’s good right? So now, on top of the extrinsic rewards you’d normally get for beating a boss (a lot of EXP, better gear, opened areas) we also get that sweet dopamine rush of pornography! So we’re good, right?
There’s 1142 words left in this post, so I’m assuming no.
Well. It’s a start. It has the problem of predictability. If not handled properly, it comes off as lazy. As a game designer, one of your goals is to not constantly remind your player that they’re playing a video game. Get through the level, get porn. It feels a little too “mouse in a maze looking for cheese” for my taste. And much like the game over method, if the actual game itself is mid, the player will start to question if the reward is worth it, and might be afflicted with the worst condition a player could receive: boredom.
Of course there are exceptions. In puzzle or arcade type games where you don’t get extrinsic rewards, giving the player porn as another form of reward per level or whatever is perfectly reasonable (though it does have the issue of being predictable.) This is a perfectly good way of doing it if your game is short, or if the game is, y’know, good and fun to play. Bad Color’s game, Heroine Conquest, is a level based puzzle game with porn as the reward, but only when you do good. Combining the actual challenge of mastering the game, with a genuinely unique game loop makes for a feeling of accomplishment when beating a level. Pair that up with a sex cutscene, and the dopamine rush will hit.
So! Let’s combine giving the player a power trip, with a less rigid structure for giving the player porn. Instead of tying the porn to purely progression gates, let’s tie it to the progression.
Plot milestones
In Third Crisis, sex scenes are peppered throughout the regular game’s plot, starting with some lesbian bondage before introducing the protagonist, who goes through a tutorial before having their own horny encounters. It’s not just given when you win or lose, but is a natural part of the game. Beating bosses, losing to enemies, and exploring dialogue options in sidequests all lead to unlocking new CGs.
Now what’s nice about that, is that the sex isn’t placed somewhere extremely predictable. It isn’t just a reward for beating The Boss Of Forest Zone, Now Go To Ice Zone And Beat The Ice Boss For More Cock. Because that’s the biggest issue of predictable rewards, you know you’re not getting anything until that checkpoint, which will make the player weigh whether or not it’s even worth continuing. This is fine, again, for an arcade type game, not an RPG or adventure game. By sprinkling sex throughout the plot itself, the player will not only want to progress, but their curiosity will have them wondering “what else is out there?”
Rewarding exploration
By putting sex scenes behind optional side quests or encounters, the dog that is the player will scour every single corner of the map, and leave no pixel unturned. Personally, that’s more exciting to me than what you’ll get in the main progression route. In Future Fragments the player can find their rival Faye in sexual situations if they explore the map enough. These are completely optional, and don’t give any direct rewards like more HP or an item, but they’re by far what motivates me to explore the maps as thoroughly as possible, more so than the plot macguffins the game is named after!
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So now the player is excited. Sex can happen anywhere. Maybe that daunting off road path with stronger monsters isn’t just hiding a secret, but a sexy secret! They’ll be more likely to venture down those optional paths you painstakingly made.
If we’re using sex in game overs, boss fights, and just randos, why not put it everywhere?
So now I want to talk about the concept of a “sex stat”. It’s not a bad idea! Say, the higher the player’s sex stat is, the more opportunities you unlock for fucking. It could even be tied to the player character’s personality, and affect the story! Instead of using a sword and shield, they’ll end any conflict with sass and sex. They open their eyes to the horny world around them and stop being a hero, and instead become a succubus, and the ending is a massive cum filled orgy.
That sounds excessive
Yeah, it does, doesn’t it.
I’m not a fan of “corruption” systems in porn games. Corruption as a kink is totally fine, and having it be a part of the story lets you incorporate more sexuality into the plot. But as I alluded to, it snowballs pretty fast (and I’m not talking about spitting in someone’s mouth). It ends up being like a cheat code, where you’re bypassing parts of the game for no cost. It stops being a reward, it stops being unexpected, and it stops it from being sexy.
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Wait, what? Stops being sexy? What’s not sexy about a succubus orgy?
Alright, listen, we gotta rein it in for a minute. This isn’t so much about game design as it is about writing erotica, but if you have a world where everyone’s fucking and sucking 24/7, there’s no contrast to make what would normally be a hot taboo a hot taboo. If everybody’s naked, nobody’s naked. The aforementioned snowball effect of a corruption system can be seen if you play literally any game that has one. It won’t take long to not have to engage with any combat or adventuring system if you can just press the “Submit to the big dick warlock” button and watch porn to progress.
Which, now that I said that, is exactly the problem. Imagine any other rpg you’ve ever played. Now imagine if every encounter and dialogue option had an option to just watch a short cutscene to skip the encounter. That would suck ass, right? Literally no difference here.
It would. Hey, I’m sort of lost now.
Don’t worry, we’re wrapping this up.
So what did we learn? We learned game over CGs have a critical design flaw that shouldn’t be relied on. We learned that predictable rewards can lead to boredom. We learned to keep sex as a reward and not devalue it.
To summarize, here’s a neat trick to know where to put your porn scenes.
”Would I put an Xbox Live achievement here?”
It’s that easy. “Lose to Goblins for the first time,” that’s an achievement. “Beat orc commander,” that’s an achievement. “Find Hubert the Magical Dickhead,” that’s an achievement. Using that as a guideline is foolproof. Almost.
This sounds like it’d take a lot of resources
It sure does! But don’t worry. I’ll cover that in the next post talking all about how to deal with the resource management of a porn game.
(Shoutout to Taylor, my guy for editing!)
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raven-at-the-writing-desk · 9 months ago
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Quick world lore question; does the game ever specify what kind of potions/poisons exist in twst? Like, since it's technically a fantasy world, would things like health/stamina potions like you'd see in rpg's exist? Or would it be closer to reality, like home remedies and basic pharmaceutical stuff?
I'm only an EN player and I havent read all the pomfiore student's vignette's so if they answer this there then im sorry for the bother ; ;
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Potions aren't talked about in the only Pomefiore students' vignettes! (In fact, if we're talking just strictly Labwear vignettes... Vil and Rook's don't really focus on potions at all; only Epel's sort of does.) There isn't actually a ton of lore about potions, and in the times when they do become relevant, the writing tends to focus more on the ingredients and/or the preparation process rather than what kind of potion would be produced. For example, the entire Labwear series of vignettes frequently brings up rare or dangerous plants that require the application of magic in order to safely harvest, such as the mandrake and the lantern blossom.
I wasn't able to check all vignettes (since that would be like... what, probably a few hundred at this point? If not that, then at least over 100.), but there's definitely mentions of potions with various effects. From all lab vignettes alone and combing through the main story, here's what I could glean:
transformation/transmutation potions (prologue, book 2, Beans Day, book 6, etc; this is probably the most often mentioned type of potion)
voice-changing potions (Leona Labwear vignette)
color-changing potions (Epel Labwear voice line)
plant growth potions (Epel Labwear voice line)
sleeping potions (Silver Labwear vignette)
awakening potions (Silver Labwear vignette)
magic enhancing potions (book 2)
breathing underwater potions (book 3)
a potion that changes one part of your body to that of an animal's (book 3)
itch-relief potion (Lost in the Book with Stitch)
potion that heals burns instantly (Jamil Labwear vignette)
On the subject of poisons, no specific kinds are mentioned as far as I'm aware. There's a Poison Refining class (Cater Labwear vignettes), but we don't really get specifics. When poisons are talked about, it's usually in reference to the Fairest Queen or the Pomefiore dorm leader being skilled in making potent poisons, or it's Kalim talking about the many attempts on his life and unnamed poison antidotes. There may be more mentioned in other places, but at this time I don't have the capacity to check every single event and vignette. If you know of any more that aren’t listed here, please let me know and I can update the list!!
It should also be noted that "potions" can also be used for other purposes. This includes creating special effects for movies (mentioned in Vil's Labwear vignettes) and enhancing the effects of skincare (book 6, Azul Ceremonial Robes, etc.).
You'll notice that the effects of these potions can also be achieved via regular spellcasting. (In fact, we see Adeuce practicing color changing magic in Floyd's Labwear vignettes + Vil using color changing magic to help himself hide from paparazzi, etc., Jack's/Malleus's/Azul's UMs also allow them to do things without the help of potions.) Because of this, I believe that potions are meant to be an alternative way of spellcasting without actually needing to use magic. This makes already prepared potions usable by mages who don't want to expend energy/build blot as well as by NON-MAGES.
Within the world of TWST, there is an occupation known as the “medical mage”, who appear to combine magic and medicine into their practice. Furthermore, what is called “Potionology” in EN is written as 魔法薬学 (literally, "magic pharmaceuticals") in JP, implying that there is, in fact, an intersection between magic and medicine. This is similar to how "technomancy" is described to be the cross between magic and technology.
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In terms of a "healing potion", there are instances which show that a magic potion may heal or at least speed up the body's natural healing process. For example, in 7-68 of the main story, Baur gives Lilia something to drink to help him with the dire blow he just took. It doesn't appear to restore him to full health though, as Lilia states he still needs rest afterward. In EN, they use the term "potion" but in JP they use "薬" (kusuri), which is "medicine". Baur qualifies the character with "魔法" (maho), which is "magic", so the term he's using is "magic medicine". This is probably the closest thing to a "healing" potion that we know of in the TWST lore.
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So technically, yes, TWST has "healing potions". I wouldn’t say there is one blanket cure-all potion though; based on what we know of potionology and how it’s very similar to irl chemistry classes, we can assume that there are generalized “healing potions” but that there must also be far more specialized and targeted ones, similar to medicine irl or non-enchanted or non-magic infused medicine. This is supported by Riddle mentioning a potion that instantaneously heals burns, implying that there is no “cure-all”.
I would imagine that, like transformation potions, “healing potions” would have to be highly regulated since they’re basically a drug 💀 (There would probably be OTC types too, given proper governmental approval!)
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felassan · 8 months ago
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Game Informer:
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"A Deep Dive Into Dragon Age: The Veilguard’s Combat, Abilities, Skill Tree, And More by Wesley LeBlanc on Jun 18, 2024 at 02:10 PM If you're at all familiar with the Dragon Age series, you likely already know BioWare has experimented quite a lot with its gameplay. From Dragon Age: Origins' real-time strategy RPG approach to Dragon Age II's mostly-set-within-one-city action experience to Dragon Age: Inquisition's strategy-action mix, BioWare hasn't quite defined the franchise's combat. However, a through-line is apparent from Origins to Inquisition: BioWare seemingly wants this franchise to be action but has attempted to shift to that without abandoning its longtime fans.  With Dragon Age: The Veilguard, BioWare has completed its transition from strategy to real-time action, but thanks to an optional tactical pause-and-play combat wheel that harkens back to the series' origins, I feel it's found a great (battle)ground for Dragon Age combat. Of course, it's hard to tell how Veilguard's action will hold up over what is sure to be a dozens-of-hours-long RPG, but if what I've seen so far is any indication, the studio is on to something. A Shift In Strategy"
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""I think the first thing to keep in mind is that combat [...] in the franchise has been an evolution," game director Corinne Busche tells me within BioWare's Edmonton office. "Every single entry reimagines what combat is like and I would say our goal was to make sure we had a system that allowed players to feel like they actually were able to step into the world of Thedas. They're not a player observing from afar – they are inside of this world. Being this authentic world that's brought to life, the combat system needs to support that, so you are in control of every single action, every block, every dodge, every swing of your sword." Busche says players complete every swing in real-time, with particular attention paid to animation swing-through and canceling. On the topic of canceling, I watch Busche "bookmark" combos with a quick dash. With this mechanic, players can pause a combo's status with a dash to safety and continue the combo where they left off afterward. Alongside the dash, there's a parry for some classes, the ability to charge moves, and a revamped healing system that allows players to quickly use potions by pressing right on the d-pad.  Busche says each character will play the same in a way, regardless of class, in that you execute light and heavy attacks with the same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way. During my demo at one point, we use a sword-and-shield Warrior Qunari that hip-fires and aims their shield to throw it like Captain America while hammering down big damage with a sword. Pressing the same buttons as a mage might throw out magical ranged attacks instead of a shield. [embedded link to DA:TV gameplay reveal video] Abilities, like a Spartan-like kick from a Warrior or a Mage's firewall that deals continuous damage, add to the player's repertoire of combat options. Warriors can parry incoming attacks, staggering enemies in the process. Rogues have a larger parry window, and Mages can't parry at all but instead throw up a shield that blocks all incoming damage so long as they have the mana to sustain the shield.  "That is just the baseline that allows us to get that level of immersion of, 'I'm actually in this world; I'm a part of it,'" Busche says. "But again, the abilities, the strategy, linking my companions' abilities together to perform devastating combos, that is really where the depth and the complexity comes into play." Abilities And The Skill Tree"
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"[caption for image above] Warrior Rook Skill Tree This extends to companions, who, at your choosing, bring three abilities (of their five total) into combat, executed either with quick select buttons or the pause-and-play combat wheel. Every time you rank up a companion's Relationship Level, you unlock a skill point to spend specifically on that companion – this is how you unlock new combat abilities.  Though companion skill trees pale in comparison to Rook's expansive tree, which features passive abilities, combat abilities, and more, as well as paths to three unique class specializations, there's still some customization here.  You can find the skill tree for Rook and companions within Veilguard's start or pause menu. This menu contains pages for Veilguard's map, journal, character sheets, and a library for lore information, too. Here, you can cross-compare equipment and equip new gear for Rook and companions, build weapon loadouts, and customize your abilities and builds via the aforementioned skill tree, which looks relatively easy to understand."
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"- Large circle: Class - Diamonds: Abilities - Medium circle: Major Passives and Ability Upgrades - Small hexagon: Traits - Small circle: Minor Passives and Stat Boosts You won't find minutiae here, "just real numbers," Busche says. In other words, a new unlocked trait might increase damage by 25% against armor, but that's as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like firewall and spartan kicks to your arsenal. As you spec out this skill tree, which is 100% bespoke to each class, you'll work closer to unlocking a specialization (which doesn't take reaching the max level of 50). Every class has three specializations, each with a unique ultimate ability. Busche says BioWare's philosophy with the skill tree is "about changing the way you play, not the statistical minutiae."  Companions In Combat"
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"If you completely ignore companions in combat, they will attack targets, use abilities, and defeat enemies all on their own. "[Companions] are their own people, "Busche says. "They have their own behaviors, they have their own autonomy on the battlefield, they'll pick their own targets. As their plots progress, they'll learn how to use their abilities more competently, and it really feels like you're fighting alongside these realized characters in battle." Speaking to companion synergy, Busche adds, "I see all the abilities Harding has, and I see everything that Bellara is capable of. And sometimes, I'm using vulnerabilities synergistically. Maybe I'm pausing or slowing time with Bellara so that I can unleash devastating attacks with Harding, knocking down the enemy, and then me, as Rook, I'm rushing in and capitalizing on this setup they've created for me. It is a game about creating this organic sense of teamwork." Busche says there are more explicit synergies, with intentional combos where specific companions can play off each other, and you can queue up their abilities to do just that. That’s what the pause-and-play combat wheel is for in Veilguard.  In this screen, which pauses the camera and pulls up a flashy combat wheel that highlights you and your companions' skills, you can choose abilities, queue them up, and strategize with synergies and combos the game recognizes, all while targeting specific enemies. Select what you want and release the wheel to watch your selections play out. Putting It All Together"
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During a mission within Arlathan Forest after Veilguard's prologue, Busche utilizes Veilguard's dual-loadout mechanic. As Rook, you can create two weapon loadouts for quick switch-ups mid-combat. As a mage Rook, she uses magical attacks to add three stacks of arcane build-up to make an Arcane Bomb on a Sentinel, a mechanical set of armor possessed by a demon. If you hit the Sentinel's Arcane Bomb with a heavy attack, the enemy will take devastating damage. Once the Sentinel has an Arcane Bomb on it, Busche begins charging a heavy attack on her magical staff, then switches to magical daggers in Rook's second loadout, accessed with a quick tap of down on the d-pad to unleash some quick light attacks, then back to the staff to finish charging its attack. She then unleashes the heavy attack, and the Arcane Bomb explodes in a liquidy whirl of green magic.  "I've seen [Veilguard's combat] refined over time [and] I love it," BioWare general manager Gary McKay tells me. "I love that balance of real-time fluid action, but also the ability to have the depth in the RPG, not just in terms of pause-and-play, but the depth in terms of how you bring your companions into the battlefield. What are you going to do with their skill points? What's the loadout you're going to use? Everything is about bringing Rook to the center of the battlefield, and I love it."  Former Dragon Age executive producer and Veilguard consultant Mark Darrah feels Veilguard is the first game where the combat is legitimately fun. "What I see in Veilguard is a game that finally bridges the gap," he says. "Uncharitably, previous Dragon Age games got to the realm of 'combat wasn't too bad.' In this game, the combat's actually fun, but it does keep that thread that's always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in your party."  I get the sense from watching Busche play several hours of Veilguard that BioWare has designed a combat system that relies heavily on players extracting what they want out of it. If you want to button mash and use abilities freely when their cooldowns expire, you can probably progress fine (although on the game's easier difficulties). But if you want to strategize your combos, take advantage of elemental vulnerabilities, and min-max companions and Rook loadouts, you can do that, too, and I think you'll find Veilguard rewards that with a more enriching experience.  For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below."
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panthera-dei · 1 year ago
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Technomancy 101
Hi, friends! I'm back with another witchy FAQ from the past couple weeks. This time from the world of tech magic!
Here are some quick TL;DR technomancy tips for those who may not want to read the long FAQs post beneath the cut:
1. Chest spells (like a jar spell but with a chest filled with in game items that match the intent)
2. Poppet spells using the game characters by giving them items or altering their names/appearances
3. Similar to a chest spell but not necessarily magic per se - using chests or sheds with in-game items as altars and/or offerings
4. Build a shrine / altar / temple with offerings, or leave an item such as a torch in the game world as an offering
5. Burn/bury/destroy ingredients to activate a spell with the desired effect
6. Write an affirmation or a spell on a sign or other in-game item and destroy it to activate as a sigil
7. Build a golem or animal pen or something as a servitor for protection
8. Use some form of sympathetic magic connecting in-game items to IRL items
9. Light sticks, flashlights, plastic lightsabers, and toy sonic screwdrivers make *awesome* wands, especially if they light up and make noise.
10. The possibilities are limited to your imagination!!
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(I am choosing Wittgenstein from The Brave Little Toaster movies as my mascot for tech magic, simply because I like him and because I can. Image credit - Fandom Wiki.)
What is technomancy?: Technomancy, techno magic, and tech magic are all terms for a form of magic that utilizes common modern technology, such as smartphones and video games. Technically, “technomancy” could refer specifically to divination with technology; however, in my experience, the term usually has a broader meaning in common usage. I personally tend to use these terms interchangeably, with perhaps a slight preference for technomancy, since I learned that name first.
What are some forms of technomancy?: Common forms of technomancy include digital sigils, emoji spells, shufflemancy, video game spells, and video game altars.
How do I create a digital sigil?: The ways are about as unlimited as creating a physical sigil on paper. You can use a drawing app on a smartphone or tablet, find a digital sigil generator online, use a photo editor on a picture, or even add a string of charged letters to an email signature (just make sure they blend in!).
OK, and what's the deal with emoji spells?: Yes, this is an actual thing (though not a thing that I'm particularly experienced with). They're pretty straightforward. They can be done like a sigil - string emojis together and charge them. Or like an actual spell - put them together and send to cast, or like to charge and send/reblog to cast.
What kind of games can you use for technomancy?: Any of them. Minecraft is a very popular one. So is Stardew Valley. Skyrim and other RPGs are other common choices. As with other forms of magic, the only real limit is your imagination.
What kind of spells can you cast in a game?:
Chest spells - like digital jar spells - are very common.
Poppet spells are another common choice. In games that allow you to create a character, or in games where you can give items to an NPC, you can turn the character into a poppet of someone and give them an item to cast the spell. For example, if I wanted emotional strength, I could create a Skyrim character as a poppet for myself, and have the character drink a strength potion to cast a spell of strength for myself in the real world.
Burying or burning items in games like Minecraft can be done to cast spells that are similar to physical spells that require burning a paper, bay leaf, or other ingredient.
Enchanting! Use the enchanting function in a video game like Skyrim or Minecraft to enchant a physical object. For example, you might choose to connect a physical scarf to a shield in Skyrim, and when you enchant the in-game shield with a damage resistance effect, voila! You now have a fancy enchanted scarf to protect yourself from spiritual attacks.
Customize your avatar to your advantage! In games such as Sky: Children Of The Light, where you can accessorize your character, you can equip different items to cast a different spell on yourself. For example, you might use the Saluting Captain's staff as a cosmetic to cast a spell of protection on yourself, or you could use a particular cape as a spiritual veil.
For deity work & spirit work, consider creating a space in your game (e.g. a chest, shed, home, biome, character, etc.) dedicated to the entities you work with. For example, temples and altars in Minecraft are common. Devotional sheds and chests are popular in Stardew Valley. I’ve named some appropriate Pokemon after an entity or dedicated the critter to them. You can even place a torch or candle in the game world as an offering.
There are lots more out there, too! This list is a starting point, not a limitation. Use your imagination and swap ideas with others, too!
How exactly does all of this work?? How is it possible?!: OK, so the principle behind tech magic is that you're harnessing the energy of multiple sources.
First, the device itself (and if you're using something like a Switch, the cartridge or other physical media). Each of these items has its own materials - electricity, glass and metal, etc. And each of those materials has a magical property that you can use... Glass and metal come from the Earth and have their own correspondences, while electricity is pure energy in itself.
Second, you have the energy of symbolism, or as I like to think of it with a butchered sociology term, symbolic interactionism - i.e., the idea that we create our own reality (or our *perception* of reality) via symbols. In other words, the power of correspondences! A candle is still a candle whether it's physical or digital. Lapis lazuli has the same qualities in this world that it does in a pixelated version. And so forth. So when you use the correspondences in digital spell work, provided that you raise the energy, it can and does have real world consequences. Similar to doing magic in the astral as opposed to the physical world... you are making a conscious decision to connect a digital item to an effect either in the astral and/or physical worlds.
Finally, you're also harnessing the power of belief and the energy of attention, which is where the chaos magic concepts start to come in. The digital worlds are real because you believe they are and you pour parts of your energy and personality into them - and so do *millions* of other people, in many cases. All of that energy is sort of like a reservoir in these games and it's just waiting to be harvested for spell work!
So… This is another subset of chaos magic, then.: Pretty much, yes. I haven't seen it categorized as anything else yet, except for in those cases where technomancy is given its own category.
And what did you mean by “energy of symbolism” again?: Correspondences. Both traditional ones and your own. For example, obsidian corresponds with protection IRL. So if you were making a chest spell in Minecraft for protection, you'd want to consider adding an obsidian block to your spell. Some of this is also stuff that you can brainstorm on your own and explore! Like for example, in the Elder Scrolls series, there are several plants and items that don't exist IRL, such as the corkbulb root - but in the game, that item can be used to make a potion of healing, so for me, it has a healing correspondence. Also, if the game you’re playing has spells already, you can consider how to adapt those spells to affect the real world in a logical, realistic way! Many pop culture magicians have done a great job of turning Pokemon moves into real spells, for example. So feel free to play around (pun intended) and see what works best for you!
How come you only mentioned shufflemancy once in this whole entire post??: That, my friend, needs to be a post for a later date. I assure you, I absolutely can (and probably already have, and probably eventually will) write an entire post about shufflemancy.
How come your formatting is crap?: Because I wrote all of this on a smartphone and pieced it into a post with the mobile app. Bear with me. XD
Where do I learn more and fact check you, smarty-pants?: Tumblr. The answer is usually Tumblr for this kind of thing. Or sometimes Discord. Like pop culture magic, techno magic is simply very new. Some tags to search include tech magic, techno magic, technomancy, video game magic, etc.
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theresattrpgforthat · 7 months ago
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Hi! I was talking to some friends at work about possibly, some time in the future starting an RPG group with them. I asked what kind game they wanted and they asked for a game based on food and puzzles, influenced by currently popular media.
I’m not familiar with a game that is centered around both puzzles AND food. Can you offer any suggestions?
Thanks!
THEME: Food and Puzzles!
Hello friend, so I have a Dungeon Meshi recommendation post that was very poorly tagged, but I’ve fixed it now!
Not everything in this post is beginner friendly, but I’ve talked about these kinds of games a lot before, so I definitely recommend checking out the other links I have in this list, especially Cook & Hero and Wilderfeast. Now, on to the recommendations!
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FOODIE’S, by Sam Bullock.
The world has ended. Only psychotic people are left limping through the devastation, trying to scrape by on whatever prepackaged and shelf stable food they can find picking through the wreckage. You are sick to death of eating this shit. You are a Foodie, and your tastes will be satisfied even if it kills you (and it probably will).
Become crazy wasteland chefs willing to fight and die for their next insane culinary creation. Kill raiders, hunt radfauna and escape the endless cycle of mediocre food.
This is a game that’s meant to be as radioactive and shocking as the apocalypse it’s set in. Use whatever you can around you to cook horrifying meals in an effort to make something more than edible. The game uses a system that adds and subtracts dice from your pool depending on traits that you (and your food) might have that make things slightly easier to do or less appealing to cook with. If you want a game that’s stomach-churning but only a few pages to read, maybe check out Foodie’s.
Forager’s Feast, by FUNONEGames.
Your old adventuring group retired, but you couldn't keep yourselves out of the action. And so, you opened a fine-dining establishment where you serve only the finest monster, locally caught and immaculately presented.
Each week after serving your exclusive clientele, you sit down to eat from the menu and tell tales.  Before long, reliving current and past adventures has you sharing deeply with your comrades.  
Roll on a series of d12 roll tables to determine what kind of adventurer you were, and what your role is within the restaurant that the group of you run together. Players take turns selecting a dish from the provided menu, and telling a story about how the group found the related monsters, the process of putting the dish together, and what heavy price they had to pay: an experience from their adventure that left a mark on who they are as a person.
Forager’s Feast is definitely the least focused on stats and mechanics, and more focused on storytelling happening within turns. You are provided with prompts and then asked to jump right in - great for groups who are really interested in storytelling, and much less focused on things like character abilities or hit points.
No Picnics in the Dungeon!, by Biscuit Fund Games.
Classic adventuring through megadungeons and catacombs distilled down to an easy-to-follow recipe: the comfort food of dungeon crawlers! 
Built on the robust Powered By the Apocalypse engine, No Picnics in the Dungeon! is an accessible, rewarding dungeon-crawling experience that’s easy to run and even easier to play. Create an adventuring party in minutes and descend through dungeons requiring a minimum of preparation. Find rare ingredients from the monsters you battle and the flora you find, and cobble them together into beneficial potions or hearty meals. Track down rare Curios, negotiate with the dungeon’s denizens, and come up with a recipe for a fantastic adventure.
The dungeons hide many secrets and many more delicacies within their walls for you and your friends to discover. Ah, dungeon picnics… there's truly nothing like them.
Combine your class and background to put together an adventurer right out of Dungeon Meshi. Powered by the Apocalypse games are very different from what you may expect in D&D, but I think they can be easier to learn because each character works similarly, and doing things is boiled down into moves, which typically involve rolling 2d6 and interpreting the results as either success, failure, or mixed. If you want to learn more about the PbtA school of games, you can check out my system overview, as well this advice on resources when learning how to play.
Death Cap Sauté, by Junk Food Games.
It’s the year 23XX and our world is now The Wasteland. The legendary, reclusive Shroomp Lord is hosting a new cooking competition and your restaurant has received an invitation! Can you survive through the challenges and cook your way to the top?
Death Cap Sauté is a GM-less TTRPG and dice game for 2 to 5 players and is meant to be played in a single session. Each player takes the role of 3 culinary team members representing their restaurant that has entered a deadly cooking competition. Make the best dishes and impress the judges to earn Shroomps. The restaurant with the most Shroomps at the end wins! 
Because Death Cap Sauté is GM-less, it requires everyone around the table to have some understanding of the rules; which means you could teach it as if you were teaching a board-game. The pdf includes a bunch of roll-tables for the competition, as well as hazards that show up in your attempts to make the best dish at the competition. Your characters each have mutations that lend them special powers, allowing you to do things like add or subtract values to your dice, or re-roll certain dice. This is also designed to be a one-shot, so if you want a goofy game that is low-commitment, this might be the game for you!
Delicious in Torchbearer, by Games by Corey.
Delicious in Torchbearer is a Delicious in Dungeon inspired supplement that adds a variety of cooking centred options to Torchbearer 2E. Ideally meant for use at character creation, these rules extend and increase the focus on cooking in the game.
This game is meant to be an add-on for Torchbearer, so I’d only recommend it for your first group if you really want to get up to your neck in the amount of game that’s here. Torchbearer uses a system called Burning Wheel, and much of its mechanics involve making tough decisions regarding your resources, in the hopes that you will be able to outlast your enemies. If you want puzzles, this game can definitely provide them; many of your choices will require your characters to think carefully about their resources and the best way to go about solving problems. Character progression is slow and painstaking; perfect for groups that are in it for the long haul, but for your first game, maybe not so much.
You might also want to check out…
The Laughing Kobold, by therabidbanana.
Bug Dish: Amouse Bouche, by Ryan Khan.
Spirited Cafe, by A Couple of Drakes.
Stewpot: Tales From A Fantasy Tavern, by Takuma Okada.
Consuming A God Recommendations
My Monster Recycling Rec Post
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maleyanderecafe · 4 months ago
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Love Hex (RPG Maker)
Created by: diamii
Genre: Horror
This is a fun little horror RPG Maker game made by the same person who made Synthetic Heart, another fun RPG yandere maker game. This game, while relatively short, is a fun little story that has a somewhat happy ending for the main character, Mina and the yandere Valen.
The story starts out simply with Mina being held captive by a handsome person who is attempting to feed her. We then see Mina attempting to create a hex/potion for getting a boyfriend. She's missing the final ingredient of a dark mage's skull and goes into a cave to retrieve it. As she goes through the cave, she finds various demonic circles with varies text on it, mostly talking about the sacrifices that are being fed to the monster. On each of these demonic circles, Mina talks to a tentacle like creature. She initially puts herself as a sacrifice to open a specific part of the dungeon, before talking about what the monster's favorite type of sacrifices are (the type that tastes like caramel), talking about what she's doing here in the cave, and then finally feeding the monster caramel as an attempt to kill it, only for it to enjoy the sweets. After getting into a locked security area, Mina is finally able to retrieve the skull she needs, but the monster seems rather unhappy considering that she's about to leave. After attempting to leave, she finds that the outside is blocked by black goo that slowly starts spreading. After unlocking another door, she finds herself inside of a laboratory. It is implied that the cult used both magic and science to keep the monster alive, but after some mishaps, was unable to contain it and got itself killed. Upon nearly leaving, the monster captures Mina, developing into a form that looks like a handsome human named Valen to appease Mina. When asking why she was looking for the skull, Mina starts to talk about her past.
She states that the entire thing was triggered by watching her brother get married. From when she was small, Mina was prophesied to bring doom to her village, thus shunning her from pretty much everyone except for her family. As her parents were busy and Mina was not close to her other siblings, she became very lonely and tried to make something that would get her a boyfriend. Valen seems to empathize with Mina as he too has been lonely for a long time. While initially going to eat her as she is a human that he enjoys the taste of, Valen seems to change his mind and instead asks if he could be her boyfriend instead. Initially Mina refuses, but Valen asks for her to play a game of chase with him. He pretty much declares that he wins by default as he's holding Mina and takes a protesting Mina into the underground. From there, we see the end scene of Mina and Valen hanging out together, with Mina complaining that she doesn't want to play house with Valen and Valen trying to eat food with Mina so that he can be like her. Mina accepts her fate as she enjoys being with Valen and continues to live with him, presumably forever.
The story itself is pretty good for a small game. I think that the idea of having magic and more scientific elements together in the cave was a cool idea and cool world building that is presented in such a small place. I also think that the reveal of why Mina wanted to have a spell/potion for a boyfriend is also pretty cool and does make sense why she would eventually have been happy being with Valen in despite being isolated because she already didn't have a lot of people whom she cared about (though I do feel bad for her parents though, since it seems that while they were busy they didn't have bad relationship or anything). It does make me wonder if releasing Valen (sort of) is what the prophecy that made Mina isolated in the first place, and if it isn't... then was the prophecy false? Would there still be something that she does that causes the village's downfall? These things seem to be left out for this game, but perhaps it can be explored in a future game. I do like that she is willing to try to trick and kill Valen for her goals, even if they don't really work at the end. She is very determined to get what she wants which was nice.
Valen as a yandere is pretty much made by Mina indirectly, considering he doesn't really seem to understand humans all that much. It seems that Valen was pretty much just used for sacrifice feeding, and initially only liked Mina because of the fact that she was a tasty sacrifice, even almost just using her as a meal. Of course, in the end, he does seem to sympathize with Mina more especially when she reveals the reason for wanting a boyfriend. He does take care in transforming into a form that she does like, and in the end does try to pretend to be more human so that Mina will like him more and try to play games with her. It is nice that he does try so hard to make sure that Mina actually does like him, even if it does seem like he doesn't fully understand what love is when it comes to humans. He does trap her and try to attend to her every need, so really both of their wishes of no longer being lonely is finally fulfilled.
While I do like this game, the one big gripe I have about it is the three codes that you have to put throughout the game. For the first one, I think you can actually find the code by using the last three numbers for each of the rituals that you go through, but if you fail, the game will automatically kill you after three tries. The other two locks seem to have no real good way of figuring out what you're supposed to type with them, with one being based off of the various grime on the number pad, which is difficult when you can hear the black goo coming after you and eventually killing you if you take too long, and the last code in the lab for the computer, which I have no idea how you were able to solve that one. I had to check the answers for the codes in the comments to find those out. Generally, games will have better clues on what you need to submit for the number puzzles, but for this one it feels like you really need a tutorial or have to stretch pretty far to figure it out, so it can be pretty frusterating to try to figure out what the codes are for that one.
Overall though, I do like this game, as it's short, it has a pretty fun and compelling story with some nice rpg maker gameplay and we get a nice yandere in the end, with a sort of happy ending. I want to be able to write a recommendation for Synthetic Heart at some point, maybe when we see more of the yandere action going on as it does seem like it has some interesting potential (but not enough for me to really talk on it more.) But I would recommend this game if you enjoy the premise of it.
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tigergirltail · 10 months ago
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TIGER HRT CHAPTER 3 - MONTH 0 - BIOCHEMISTRY
First - Prev - Next
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It finally arrived today!!
I'm shaking with excitement as I arrive home and start opening the large package. My partner is there too, watching closely. They had expressed interest in therian HRT when I brought it up, but were a bit more hesitant about committing to it, at least until I do it first.
Besides, it's a bit of an expensive process. Not just arranging the visit to the clinic in the first place, but also getting the actual meds. Something about import costs for a potentially hazardous substance? Whatever it was, insurance wouldn't cover it, and I had to pay through the nose for it.
Inside the package is a cardboard box marked all over with "FRAGILE" labels. Inside THAT is a solid block of foam. Not like packing peanuts, but the sort of shaped styrofoam that computer monitors come packed in. Lifting out the top half of the foam, I see it. A glass bottle with a black rubber stopper, containing a blurry white fluid. Lifting up the bottle and swirling it around, the liquid inside seems slightly viscous, like maple syrup.
"What kind of RPG-ass potion bottle is this?", I wonder aloud. Noticing some labels on the opposite side, I turn the bottle around…
And immediately get the spook of my life as I recognize the biohazard trefoil.
"What in the…" Did I get sent the wrong package??
I take a look at the second label below it.
PANTHERA TIGRIS
MUTAGENIC HORMONES
TAKE 1 T▮P PER WEEK WITH FOOD
DO NOT EXCEED
There's a bit of a smudge on the dosing information, some spilled ink maybe. I'm pretty sure I can make out what it's supposed to say, though.
My partner leans in and spots the biohazard symbol as well.
"Are you still sure you want to do this, love?"
I lean my head towards them. "Not as sure as I was five minutes ago…" I take a steadying breath. "But yeah… I think I am."
Into the kitchen. Get out a measuring spoon. Eat some snack food so I'm not on an empty stomach. Get some water ready to wash it down.
I turn to look at my partner. I know the meds take months to work, but it feels like this is the last time they'll get to see me as a full human.
They silently walk up to me and pull me into a tight hug. It's enough to give me that final bit of courage.
Carefully, I pour some of the biohazardous liquid into the measuring spoon, and then it's down the hatch.
"How's it taste?", my partner asks.
"It's…" It's weird. It tastes weird. It's like if the smell of dust after rain, petrichor I think is the word, it's like if that was combined with the sound of wind rushing through grass, and the result was a taste.
"…It tastes like running free."
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strawberry-spectre · 4 months ago
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saw someone say Spelldon's only chara trait is being Valentine's bf so heres some Spelldon hcs >:(
his first instrument was the lyre, Apollo had taught him how to play bc he followed Hermes everywhere to hear him play again
he was born from the blood of Circe, rebirth and growth potion and the Costus spectabilis (national flower of Nigeria)
he used to braid the Aeaean nymphs hair as a child and got really good at it
he has dimples
he's insanely curious
he DIYed 80% of his clothing
he pierced all his ear piercings by himself with a sewing needle
he hates labels bc other monsters compared him to Casta growing up
he doesn't fear anything, fear fears him
he will wake up at the break of dawn every morning just to watch the sun rise then go back to sleep
he used to make dandelion wine with Casta and his mother every summer, it's one of his favourite memories of Aeaea
he used to run around Aeaea barefoot until he stepped on a sharp rock and started bleeding
he first started travelling with Casta when he was 14 and she was 16, he works backstage during shows
he likes dancing
his powers is dependent on the sun, the more sunny, the more powerful he is, thats why he loves summer
he mainly focuses on potions making though, so his natural powers are mid at best
ask him about politics and you'll be listening to him for 4+ hours
he gets sidetracked really easily
sometimes he will just stand while gazing out a window looking very pensive with his hands behind his back, and his mind would just be empty
his handwriting is lowkey sharp
he will look up to the sky and start talking about stuff, to others it seems very strange but he's just talking to his grandfather :D
he's in Environment club, MH Music Society, Mad Science club and SKRM
he's 17
he's lowkey stressing bc he doesn't know what he wwanna be in the future
one of his pet peeves are monsters who walk slowly
he's chaotic good
Circe never stopped his curiosity and encouraged him + gave him oppotunities to explore and investigate so he's become really independant, pesistent and a good problem solver
he has noise cancelling headphones with spikes
he has slit pupils cuz i think it'll be cool
he's a bit reckless bc he wants to prove himself and lowkey impatient
he hates when monsters bordeline yell when they sneeze bc it always jumpscares him
he loves collecting pretty plates and cups
he likes playing rpg games
he speaks english, greek and italian
he steals Casta's credit card all the time
constantly doodling
doomscrolls on social media when he can't sleep
when he's flustered he takes a step back and averts eye contact
his bed is full of plushies, and his walls are filled with posters
loves wearing fishnets
he's half nigerian and half greek
he tried to pierce his own snake bites at 3am but before he could Casta busted the bathroom door open and forced him to go to a professional
loves late night walks/early morning walks
professional procrastinator
he doesn't like Ghoulish Literature class bc he doesn't like writing essays
introvert
struggles with having a monotone voice, he sounds neutral even if he's excited or angry
resting bored face
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lankira · 3 months ago
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I'm a queer, disabled creator in the tabletop gaming niche. I'm currently fighting with the Social Security Administration and, while my spouse makes enough to keep us afloat, we could use a hand this holiday season.
So, in a rare turn of events, I've got my entire Etsy shop on sale for the rest of November. Everything is 20% off, including custom dice!
Among my offerings, you'll find (IDs in alt text)...
Potion of Healing/Potion of Greater Healing jars (usually $12 each or both for $22, currently about $10 each or $18 for both)
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Bamboo RPG keychains (usually $5 each, currently $4)
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Custom sharp-edge dice (usually $50, currently $40)
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And more!
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