Wednesday, February 18, 2026

D2R Update & Class Spread

Diablo 2 getting DLC 25 years after the fact is not something I was expecting any time soon. More interestingly was the class they decided to add; the Warlock. While I haven't played it myself (given that Blizzard has lost basically all good will), I think the general design of the class is interesting as it really does attempt to fit into an archetype not present in base Diablo 2. But how true is that, really? This got me thinking about "Classes" in games, the fantasies of playing these characters, and the "spread" of fantasy archetypes and fiction each class can possibly represent.

Art @Blizzard

Diablo 2 LOD is already pretty hard to beat in a full spread of all classic fantasy archetypes. Not just from the base classes; but with their expansive possibilities within their skill trees. The Barbarian is probably one of the least "open" of all the archetypes, but does a good job representing the classic barbarian. Notably absent from the lineup is the standard fantasy fighter; which is kinda soaked up by Barb, Paladin (who covers the heavily armored Knight archetype), and Amazon. Amazons are probably stretched the most thin; trying to cover the dex fighter, archer, gladiator, and "lancer" type characters. The Assassin kinda covers the Rogue archetype, as well as Monk with martial arts, and even crosses into Artificer a bit with the traps; but that's more of a support or setting feature with its focus on finding magical gear and the Hoardric cube kinda making everyone the "magic crafter artifact hunting" guy.

As for magic; Sorcerer covers the basic blaster and elementalist Mage, the Druid is just a druid but does a good job of covering the beastmaster hunter type, nature magic, and shapeshifting types all in one. Necro is interesting is as he covers the classic Necromancer with minions fantasy (rare before this game in my memory; and not outdone often since!) but also has curses, poison, cold, and "bone" magic making a nice witch-like kind of archetype to go with it. My own extremely small nitpick? I thought it was interesting has Diablo 3 kind of intentionally got rid of the Necro in exchange for a more flavorful and specific Witch Doctor "voodoo shaman" type archetype; still having the minion summoning, curses, and offensive magic especially playing with corpses. Then they went and added Necro to Diablo 3 anyway as DLC for nostalgia bucks. Oh well.

While somewhat broad, this spread of classes is really solid. It covers pretty much all of the fantasy archetypes you could want in a game or world to explore; while a few obvious omissions exist like the classic arcane magic Wizard, that's folded into some other archetypes (Sorceress, Paladin) and no we aren't saying the Sorc represents a Sorcerer and Wizard is distinctly different; I hate that shit. As said above, it also is missing a bit of the classic fantasy sneak-thief Rogue type, but is mostly covered by Amazon and Assassin.

Naturally in a game like Diablo; a demonologist is a bit of a dark class and not usually something you'd think of as being playable. I distinctly remember thinking how mature and dark Diablo 2 was letting you PLAY a Necro in the first place, always feeling a sort of rebellious glee playing on instead of the more noble Paladin or other classes. However; the Warlock's skill trees do fill a sort of role the other classes don't. The more "occult" and arcane magic caster compared to the elemental Sorc, the conjuration/summoner archetype independent of necromancy or beast summoning, AND it covers the "melee fighter using magic to enhance their attacks" bit you see in high fantasy from time to time. Battlemages or the Pathfinger Magus is an interesting though niche archetype not really present in Diablo 2; minus Enchant on Sorc and maybe Amazon or Paladin with their buffs, but that's a bit different then a guy levitating a sword. Interestingly; the blasting magic is still more fire or poison related; not non-elemental just "magic" damage, which is think is one of the few archetypes still not well served by a single class but instead splashed around in a spattering of all the classes.

But speaking of which; I had the thought to include a bunch of fantasy archetypes and classes and wanted to see what's missing from Diablo 2. I'm sure there's ten thousand pages on all the possible fantasy archetypes you could do; I'm just gonna go with my gut for this one and try to hit the high notes and say if I'd add them or not to D2R as some kind of armchair setting-agnostic game designer. If they want to make Diablo 2 a updated live service "forever game" then here are some possible additions.

Classes already in Diablo franchise; 

Witch-Doctor- Gonna be a "no" from me. As above, already overlaps strongly with the Necromancer, now even moreso with the Warlock inclusion covering both ends of the dark magic spectrum.

Demon Hunter- I'm honestly surprised this wasn't the new class added to D2R if they were going to add anything. I'm not familiar with how they work really; but I know they're a sort of Van Helsing monster-hunter type character. Depending on the implementation and skill trees; this could be a big yes from me and probably the thematically strongest class you could add that doesn't step on the others too much. Closest parallels are Amazon (which you could honestly sidestep a lot by just making the Witch Hunter a male), Paladin (who is more holy magic then monster hunter with silver bullets and witcher sword-oils), and Barb as a generalist non-magic fighter. I'd actually really like this class but if they go with the "default" look being the two crossbows thing it might be a little bit too "Renaissancey" and steampunky for Diablo 2. Mostly I think another kinda-sorta Ranger themed class with a bunch of monster hunting skills, maybe powerful single target marks/curses and some alchemy & traps as a support tree would be a good fit that doesn't overlap with the other classes too much.

Monk- Gonna be a "no" again, once again, overlaps with Assassin. I want to quickly note that there's a tradeoff here thematically: Diablo 2 especially gives me a sort of medieval fantasy D&D-esque vibe that the newer games lack, but it's also a very multicultural sort of "globe trotting" type of game; where you go to the desert where all the paladin holy knight brown people are from, and you have the Asian-esque Assassin ladies. It's not unthinkable to imagining a Wushu monk chi fighter type; but at the same time including it takes away somewhat from the sort of sword and sorcery kind of vibe. Also I think Diablo especially (ARPG hack & slash loot grinding gmae) doesn't gel with an unarmed combat master type. You either have to give them fist weapons or have some alternate forms of advancement to make the gearing meaningful and interesting; which is something the Assassin already solves. Hence, a No.

Rogue- Diablo 4 and 1 both had one, just D2 skipped it. This one I'm more on the fence about. I said above we really don't have one in the game that's covered by the other classes; but it's also thematically weaker then the classes that pick up its slack (Assassin, Amazon, maybe Witch-Hunter if that gets added in our hypothetical example) so I'll give a cautious maybe.

Crusader/Wizard- Gonna be a no, just different names for already present classes in D2.

Blood Knight/Tempest- As much as I want to just totally ignore and write off the Diablo Immortal classes; Blood Knight is extremely thematically cool, but too similar to its opposite (Paladin) and Necro in my opinion; and especially overlapped now with the Warlock. Very close to a good class though. I don't even know what a "Tempest" is and I don't care.

Spiritborn- Lol no. Even if it was retyped as a Shaman; it's thematically too similar to a Druid just in aesthetics to make the cut. If it's too weapon and combat focused, then it's a lot like a Barb, and too occult then it's too much like a Witch-Doctor and overlaps the Necromancer and/or Druid again. Even Amazon could cover this class if you focus more on the gifted natural huntress/dex warrior type of thing. Pass on this one.

Now, let's talk about possible archetypes missing from Diablo 2.


Ranger-
 Bit of a rough start. Rangers I think are really thematically cool; especially given the possibility of an animal companion summon which they can only get one of but keep throughout their journey; perhaps a bit like an Iron golem (but they enslave a beast? the same way a warlock enslaves a demon?) and once again we lack a lot of bow-focused classes imho. But the problem is the Amazon. The Amazon really thematically overlaps with the Ranger in most ways; the huntress, a little magical but not really, and a dex-based fighter kind of look. The only thing missing is the animal companion which is an unfortunate sacrifice, but it'll be a no from me.

Scout/Hunter/Archer/Elf etc.- I'm adding this here to not make the Ranger paragraph too long. Basically Rangers are weird; you have the sort of archetype of Aragon (with his cloak up only), a bit of nature magic, a bit of the WoW Hunter, and the animal thing. These archetypes I feel are too similar to the Amazon once again, it's just a gendered version of these. I do think adding an Elf & Dwarf class like we're playing OD&D after 25 years of Diablo's worldbuilding would be extremely funny however.

Witch- I really like a good witch. PoE's Witch is a decent enough version of this type of class, but kinda only works in that game's schema with its three pure/three hybrid stat system. The problem is the overlap with Necromancer (curses & dark magic), Warlock (even more dark magic) and Sorceress (for all other kinds of magic). Even trying to got the more Satanic Wicker-Man type magic user now you start stepping on the Druid. It's also harder to squeeze given its gendered name; if Diablo 2's Sorc was a generic male fantasy Wizard, I think you could maybe stomach this, but as its stands it just has too much overlap unfortunately.

Rogue/Thief/Acrobat- Same issues as the Rogue labelled above. Really thematically cool, and kinda missing from the D2 Roster, but we have overlap with the Amazon, the Assassin, and the Demon Hunter/Witch Hunter if we decide to add that too. Keep it as an easter-egg continuation of one of the Diablo 1 classes fallen from heroism, one of the legendary "proto-classes", but not one of this game's slightly more flavorful but not too culturally specific so it has wide appeal sort of archetypes.

Artificer/Gunslinger- As stated above; Artificer is an in-between and possible support class that kinda falls flat when it comes to this setting. Given everyone uses and has magic items, everyone sockets their own runes and makes their own potions and the like, and the Horadric cube is a thing, this class kinda isn't as thematically interesting. While you could justify this class having any role or using any spell with magitech; I think it doesn't fit well with Diablo's gothic fantasy artstyle and vibe. While it doesn't overlap with any other classes in a bad way other then maybe Sorceress (high fantasy wizard) and Warlock (dark occult wizard); I don't like this here for personal taste and we have a better one just below. Assassin traps are about as far as we should go down the magitech line, so no steampunk or magic guns either.

Alchemist- This is one of the big ones. Alchemist is a hugely thematic class that doesn't fit any of the other archetypes. If the Warlock wasn't in Diablo 2 now as the arcane/occult magic user; I would say it's even stronger as a sort of general "magic" class that doesn't rely on Elemental magic, dark magic, or nature magic; even more thematically unique if Trap-Assassin didn't exist. The only issue with this class, the large amount of potions present in the game already as standard healing and plot-relevant items; could easily be smoothed over by simply naming these types of potions as something else. The Alchemist just makes short term "concoctions" and "tonics" instead of regular "Potions" anyone can pick up and use and make in the Horadric cube. You even have some possibility for group wide buffs NOT from a Paladin's aura here, which I think would be extremely cool as a secondary sort of "support" class. If Necro didn't have golems they would also be a shoe-in for a summon tree here too; Iron Golem is like a perfect Alchemist theme'd summon. Otherwise I think a class who maybe has a meta element (like consuming gems or runes for powerful temporary buffs) would be unique, and can specialize in those otherwise useless throwing potions people use in Act 1 normal before they have a build that does anything would also be cool.

Adventurer/Grave Robber- This is where we're getting really close to something viable. A sort of low to non-magical fighting generic "adventuring" jack of all trades class, but not as thematically potent or specific as the Amazon. Lacks setting-specific elements so can kinda insert your own ideas and personality into the fantasy, but has wide enough gameplay implications to be made into a whole class. It's just ever-so slightly beaten out by a slightly more thematic barb (being the "Fighter" version), and our ever-reliable Amazon. We also have a slight bit of a disadvantage making this class unique given Diablo 2 kinda already relegated the role of a scrappy resourceful class that "finds extra items" to the Barbarians scavenging abilities (find potion, find item, etc.) so we kinda have to surrender this one. But we're getting close.

Bard/Jester- Now THIS is a new archetype. Follows the sort of dex fighter/rogueish thing we don't have much of in Diablo 2, but with a magical twist. Similar to our alchemist idea above; could be an interesting secondary support class to expand that role from the Paladin. Musical spells that grant short term but strong buffs are interesting, though essentially the same thing as battle cries. Maybe they could have an instrument off-hand weapon that appears on their back. Character wise I think this would be really cool but am in two minds about it. On the one hand; a good aligned, happy-go-lucky wise cracking bard type would be really unique for Diablo 2 as most of the characters there are really serious and dour. The whole setting has a dark fantasy/gothic sort of tone, so you'd have to use the bard's humor or whimsy sparingly. On the flip side, theming this more as a slightly crazy quiet masked Jester type is almost exactly in line for Diablo's setting; but this starts to creep into the Assassin's zone if you focus too much on the illusions, stealthy assassination, or lethal attacker type archetypes. Bards do have some overlap with the other classes mechanically; specifically Paladin & Barb for support, Amazon for general weapons or ranged/dexterity focus, and Assassin for some possible skill inspiration, but I think a generalist "adventurer" type class flavored as a bard could really pop. I'd give it a unique class identity by giving him a town portal & identify spell you can get early on, meaning you can clear up inventory space for charms which I think thematically fits for a Bard. However one issue you have with these types of classes is without an obvious source of minions to summon to support, supportive or aura builds seem kind of pointless outside of multiplayer. As a fix and another unique class feature; maybe let this be the class that can have two mercenaries instead of one. I know that's a huge change that probably wouldn't fly given everything else, but given Diablo 2 being a bit more "oldschool" in game design and experimental, allowing these things to put forth the class fantasy, I think it'd be a really interesting gimmick to try and design around as essentially being the most charismatic and "personal" summoner class; the summoner just getting two hirelings instead of one.

Cleric/Priest/Oracle- Don't write this one off immediately. While it's easy to say "yeah that's a Paladin" there is a few small differences between them that could be interesting. More caster focused maybe even with holy minions; but now we get into the inherent issues with Diablo's worldbuilding and tone where being able to summon Angels who always seemed to be the most powerful, coolest, and untouchable NPCs would likely ruin their mystique a bit. Plus Paladin does most of the supportive roles that a Cleric could have; but a White Mage type holy magic or spiritual healer does have some potential; it just overlaps a little bit too much with the Paladin, Druid, and other classes. Diablo does kinda let you play classes as multiple archetypes on a spectrum; so your Paladin can be more of a Cleric wizard/fighter hybrid with magic or pure fighting prowess. If we have the Bard idea included above, then this one is surely dead in the water as all its possible outlets are covered. 

Wizard/Magus/Battlemage/Illusionist/Enchanter- Covered by Sorceresses, Paladin, Amazon to an extent, and Bard if we include it. I would say there is a small potential here before; but once again with the inclusion of the Warlock, we kinda have our battle magic caster. Most dark wizard types besides Necromancer we already have covered well. Specifically for illusionists; while enchanting/mind controlling magic in this regard is somewhat unique, it's a bit too limited for a full class with multiple skill trees and once again overtaken by Sorceress and Warlock (and Bard). Magic archer is also straight out with Amazon.

Ronin/Samurai/Duelist- Unfortunately overlapped too much; at least in gameplay. While a serious katana wielding fighter from a far away land is kinda open in this class setup; it's gameplay of highly mobile dex fighter is covered by Amazon and the eastern influence is covered by Assassin. Barb covers the more traditional Fighter role. This one is unfortunate because be kinda don't have a light sword wielding archetype; besides Paladin with shield. Obviously multiple classes can use swords, but it's more sword & shield with European style longswords less katanas parrying and slashing through enemies with precision. We're going to have to just leave this archetype behind imo

Knight/Juggernaut/Pure Tank- Regrettably, a heavy armored warrior is already covered both Paladin & Barbarian in both directions. It's pure fighter again; but this time its more of an artstyle thing. One of my favorite things about classic Diablo 2 in this regard is how it did the graphics for classes as you equipped heavier and heavier armor. So a Sorceress remains kinda sleek and magical-y despite wearing super heavy plate mail. This is also because of the game's own individual eccentricities; with so many pieces of equipment not being class locked means you really can just use swords or the best armor on any character you want, even characters usually locked behind class restrictions. As such, this archetype is more of an aesthetic one and not belonging as a class.

Abomination/Beast/Monster Race Class- Another regrettable one; the possibility behind a "good" demon being playable is interesting but I think would sabotage the overall vibe of human heroes overcoming the forces of Hell which is so core to Diablo's theme. Plus the gameplay of raging warrior is covered by Barbarian, the Druid's shapeshifting form, and thematically by Necro & Warlock being the "bad guys fighting for good". I do think if we included the Alchemist in the above example I'd wanna give them a "turn into a Gargantuan" shapeshifting form like a Druid; not only gives some fun possible class overlap but thematically hits the beat of inhuman monster that's not an animal. I also really like Gargantuans as they are one of Diablo's "weird" monsters, like Quill rats, that are very memorable and setting specific. So this one gets a pass too, with some caveats.

Conclusion
With the Rise of the Warlock DLC, there is an opportunity for Diablo 2 to get more classes and possibly cover all the big and popular fantasy class archetypes missing from its lineup. But how many of these archetypes are actually missing? Only a few; and even those are nitpicks. Still, I think in a perfect world, we'd only get a few more that are thematically very distinct from the others, and preferably keeping the number odd so the Barbarian can stay in the middle right above the campfire. It's tradition at this point.

So my dream classes added to D2R in the future? Just the Warlock and then the Bard. These would be the strongest ideals that don't overlap with the class-fantasy of the existing classes too much while being distinct and having the most gameplay opportunities and make the classes a nice solid 9 as an odd number. If we absolutely had to make it ten, throw on the Alchemist. Any more then that and we've gone too far and will start to dilute the other classes too much. This is just my opinion, and who knows what Blizzard will do. My only prediction is they will continue to charge 25 dollars for each lmao

Wednesday, February 4, 2026

[Vagueposting] Wugs are my new favorite

So recently I did something I normally don't do; and that is look at indie RPGs coming out. Lands of Eem was one such game. Personally, I don't really vibe with the overly nice, colorful, or "cute" type of games like this based on art style and approach, but I think the design of some of the creatures and races are cute. Nothing too remarkable; UNTIL I got to the Wug.

I fucking love Wugs. Just the name is perfect for what it is. But there is another reason. Archetypal fantasy races tend to fall into categories. Elder Scrolls Elves and Tolkien Elves are very different from each other but still feel "elvish" due to a similar overlap of commonalities and cultural traits. Same goes for Dwarves, Gnomes, and a few others. But what about "that" creature?

I don't think it's at all the creator's intention; but to me the "Wug" is kinda the perfect, archetypal name for this "kind" of fantasy creature. The intelligent, usually good natured race of kinda dumb, big, kinda animal person that isn't a furry but isn't an enkidu-type hairy beast man creature. It's that final last category you really see on the "Big Five" table of races; the "gentle giant" types who oust the human as the tallest and strongest race, but tend to not be as capable of agility or spellcasting type of things. Sometimes Half-Orcs fill this role too, but it kinda has its own specific baggage.

It's hard to describe, hence why this is a Vaguepost. I'm also going to be excusing myself at crediting the artists, because there are just so many pieces of commissioned artwork and AI shit I have to sift through to find what I'm talking about; sorry.

This archetypal role is often named something else, but the names never fit perfectly. Sometimes they're Bugbears but I hate that name, both for the weirdness of being goblins but big(?) but not being green??? And they aren't part bear or bug at all??? I know fantasy games have tons of folklore names turned into species which don't make sense but for some reason I just do not like this for "bugbears" at all.
Sometimes people call them troll/ogres but that's usually a monster. And if you make them dumb and lovable it takes away a lot of the mystic wilderness that a big scary troll (that's smart and can talk but just lives under a bridge and eats people instead of working a job and paying taxes).
Sometimes they are firbolgs, but firbolgs have their weird different mythological connotation and doesn't really roll off the tongue as well.  Plus you got that one weirdo who is like "firbolgs aren't cow people they're scottish giants!!!" as if a single fucking person EVER had the specific intention to use a "firbolg" in place of a generic giant encounter in their game ever in the history of D&D other then because it had more hit points.
Sometimes they're Goliaths but Goliaths are weird D&D invention and usually more humanoid.

We need a name for them. The issue with making up new weird fantasy names is they have no cultural background. That's why it's easier to make your own elves and orcs and goblins, but if you make yours too weird they cease to be that fantasy archetype and fall into the scrimblo-bimblo worldbuilding discourse. It's not that you're not allowed to do that but nobody else will want to interact with it on face value because they have zero cultural overlap with your vision. But this "kind" of creature I feel is just right for the cultural overlap zone; just iconic enough with enough examples and relevance it could be codified into a "thing", like when kobolds went from little men sprites to yappy doggish things into little dragon-minions and before they became a sex thing; they went from this vague soup of "have your own interpretation" into "everyone draws them like this now". Critical Roll tried with its Firbolgs but I don't think it was super successful.

Now I want to make it clear I'm not delusional enough that my own ideas for Wugs, nor do I think "Eem", have the cultural staying power or memetic potential to overhaul this entire fantasy archetype the same way kobolds did. But I feel like there is something to this archetype that is still in its larval stages; All Elves are Legolas, all Dwarves are Gimli, all Wugs(?) are... Torbek?

The hairy, tusked, big-man who is not an orc and is connected to nature but is not a troll or giant or god forbid a satyr; perfect to fill the spot of "human but stronger" without being an off-shoot orc or stepping on the toes of dragonborn with their dragon and elemental aspects or orcs and their "dark mirror to humanity" aspect or gnolls and their savage beastfolk aspect which is also not a furry but has elf ears and shows up all the time in fanart as some weird thing? 

What is this stupid fucking kind of creature called!??!? It's a WUG! It's PERFECT!

Sunday, February 1, 2026

Valve cooked BUT I liked the old patron names more

Note: Writing this blogpost in January when the update first dropped. By the time this is out the characters will likely already all be released and the hype will have worn off. Despite how much I like Deadlock at the minute, I still kinda liked the old patrons. "Street Mother" and "Hidden King" don't have the same ring to it IMHO. 

The "Patrons" I felt had a very supernatural, mystic aura with their naming convention and voices that fit very well will the idea of them being these almost unknowable, elder gods without it being a straight ripoff of Cthulhu mytho stuff. Amber Hand & Sapphire Flame felt like names and titles given to them by foolish mortals who astrally projected to view them; the beings otherwise otherworldly and out of the realm of human understanding. The occultists looked into another realm and just saw endless blue fire, constantly consuming, burning with eldritch knowledge, everywhere, which spoke to them in a voice; that's why it is called the Sapphire Flame. It didn't pick that name, but it accepted the name mortals gave it so it could spread its influence into other realms. This vibe is more present here then with the the more mundane and pedestrian new patrons. It also gave them identity that was somewhat generic and expandable; allowing you to easily imaging more rituals going on in New York between other, smaller entities.

At any rate; have some more Deadlock style patron names.

Otherworldly Patron Names [d12]
[1] Sapphire Flame
[2] Amber Hand
[3] Ruby Throne
[4] Emerald Eye 
[5] Onyx Tower
[6] Amethyst Star
[7] Opal Blade
[8] Pearl Shroud
[9] Jade Wing
[10] Agate End
[11] Garnet Hydria
[12] Diamond Chain

Sunday, December 14, 2025

8 Methods of Modern Fiction Empowerment that isn't just "Cybernetics" or "Magic"

Maybe private security for the world's elites, your order of John Wick assassins, tacticool operators who you want to be slightly more plausible then action-movie heroes in how they survive and thrive in multiple firefights? You want your only-slightly paranormal investigators to be able to survive battles with the crocodile-sewer-people? How do you do that in a way that fits a modern setting and is something you could work towards a player character, or something that a secret organization or high-level group could give to their field agents to give them some kind of edge? 

This question was also somewhat built out of the idea of adding new enemy types for modern shooter games; similar to something like FEAR or a Call of Duty game. Obviously enemy types can be programmed to do whatever you want; but the silhouette and general weapons, tactics, animations, etc. are all going to be similar. Real life humans can't take a face full of bullets. So barring equipment, some fantastical upgrades are needed. So what's the answer to add some enemy variety and power levels in modern stuff? The answer always seems to be cybernetics or magic. But that's boring. Let's think of some more.

Quick note: The table is also roughly in order of unrealistic and gonzo. You can use smaller dice to represent more "grounded" methods based on your desired level of "fantasy" in modern fantasy-fiction. 

8 Methods of Modern Fantasy Empowerment
[1] 
It's all in the genes. Some people are just born better then others, sorry! But even if you aren't especially gifted; modern technology has allowed you to gain some of these gifts with platelet-rich blood transfusions on a twice monthly basis. If you miss one? You not only lose your powers, but probably get anemia or something.

[2] Tantric meditation, mindfulness, mental discipline, and lucid dreaming techniques to gain complete and total control of the subconscious, instinct, and psyche. Lets you resist pain & torture, not flinch even around explosions, control body heat, hold your breath for extended periods, lessen bleeding or the effects of shock, control your heart rate, and so on. May include references to Tibetan Monks.

[3] Far eastern herbal supplements, raw milk, and probiotics cultured from a private stash. Grants poison resistance, rapid healing, improved strength and so on. None of the active ingredients are present in any performance enhancing drugs nor can be traced to any specific chemical; but something about the whole is greater then the sum of its parts. You think this one is bullshit until you actually eat probiotic yogurts in real life regularly and maybe go walk outside for an hour holy shit it's crazy. Also I'm including "kung fu but actually works in a real fight and is overpowered" here even if it's a little basic. Like not punches and kicks but Jason Borne stuff, you get it.

[4] Memetic patterns and symbols stitched onto clothing or even tattooed on that do things like draw the eyes towards or away to act as natural stealth, induce vertigo from the swirling designs, cause double vision and loss of accuracy, or disperse impact force or heat along the ink acting as a sort of armor mesh drawn directly on skin or clothing. It's not magic because it triggers an instinctual psychosomatic response, or something. I didn't make up the vertigo tattoo idea unfortunately; I stole it from this shitty YA kid's book I haven't thought about in like 15 years.

[5] Vibrational attunement and bioresonance frequencies. Using specialized headphones or internal body-speakers to emit a performance enhancing sound that grants addition strength, healing, focus, recovery, etc. To avoid it just being a consequence of the noise itself, and therefore usable by anyone, it requires some kind of attunement or acclimation process to maximize the effects. Maybe instead of requiring a device to make the sound you can train your vocal chords to make a "hum" that mimics the effects, or even create a sort of loud drone that weakens nearby organisms but you remain unaffected. 

[6] Additional limbs grafted on, fully controlled, capable of using and handling more weapons at once and has much more weight to throw around in melee. People are born like this all the time actually so the only unrealistic part is being able to fully control these extra limbs and your "secret agent badass" is going to be really obvious going about in public with a mass of flesh attached. You could also do this with just adding extra internal organs or domesticated cancers for redundant hearts, extra lungs for more oxygen, grafted liver for poison immunity or whatever but I like the flesh monster approach more.

[7] Spliced with animal DNA. You can take this in as legit or hackneyed as you want. Like everything from "I spliced myself with cheetah DNA so I can run fast even though my legs haven't mutated and I don't have any of the same spinal or square-cube considerations" or some other trite shit like that or you could just have straight up furries. Despite an excuse for the fetish potential I just think it'd be cool if you were playing Max Payne or SWAT 4 or something and a bad guy walked up to you able to handle the recoil of a full-auto shotgun in one hand while clawing at you with the other and he's got weird skin patches all over his body and then your realize he's been genetically modified with a fucking leopard just so he can do crime better.

[8] Supercharged Bioelectric Field. Exposure to very special magnets (or just radiation) enhance and empower a person's bioelectric magnetic/energy field granting a small amount of psychokinetic control. This includes being able to levitate, minor shielding, discharging electrical shocks, and moving objects with ones mind. Basically just Control powers. Because it's using the body's innate magnetic field, only requires a high calorie diet to power and maintain. If too immersion breaking then may require implants to generate the field oh shit we're back at cybernetics again fuck

Monday, December 1, 2025

Player Skill Lockpicking

While running an experimental one/two/three shot dungeon crawler with some new players who had limited experience in TTRPGs; I decided to forgo normal game mechanics in favor of a more streamlined OSR-ish experience. No skills or classes, just basic character stats and most importantly, items. Starting as nobodies with limited starting gold; the players had to make tough choices early on like to enter the dungeon without armor in favor of healing items, balance encumbrance with how many specific tools they wanted to bring versus how likely those tools would actually need to be used, and a good range of ammunition or specific weapon types. Without telling them anything and simply presenting the list of equipment they could buy with starting gold, they correctly deduced that multiple damage types may be useful and light sources would be crucial. We even got some character and group progression via purchasing new items in the shop after each delve and loot found in the dungeon. However one tool a player absolutely made sure to get and tell the others not to waste their gold on? The humble lockpick.

Now this came up to be quite a challenge for me. At the time, I didn't really know how I wanted the lockpicking to work. With no Rogue or Thief class, no desire to add a skill system, I didn't really consider using roll-under-Dex even though it work fine simply because of the annoyance of a player wanting to lockpick but being "stat deficient" to do it, plus the added annoyance and simple fact that the players would never interface with the mechanic anyway; since you aren't lockpicking in combat it's always just going to be the highest Dex character performing the check. This is boring. Given my desire to run a fairly OSR experience; involving feeling around for traps and pressure plates, careful "puzzles" that can be solved by studying the environment, and rewarding out of the box thinking; I decided to say screw it and make lockpicking an interactive and simulated element. Like the rest of the "game".


Player Skill Lockpicking

When you approach a locked door or chest, you will be told its basic size, shape, and other features. Some locks can't be picked (like gemstone locks or magic "metal shape in hole" locks, though you could probably make a forgery in town with a chance to break upon use and seal you in as soon as you pass through the opening), but for a traditional pin-and-tumbler lock you can pick it. Also we know these locks were not invented in the roughly middle age time period and technology most fantasy games are set in but Ward locks are boring so ignore that and roll with it.

Whenever you want to pick a lock, you have to say what tools you're using for the job. Lockpickers (usually) only have two hands, and most locks only have enough space for two tools inside at a time anyway. These tools are in order from most common and inexpensive, to specialized and only able to be made by master craftsmen (or as loot).

Tension Wrench is a thin but much stronger and broad piece of metal meant to go in along with a lockpick to help turn the lock once the tumblers are past the shear line. While it can't pick the lock on its own; allows you to open heavy duty locks (which regular lockpicks are too thin to turn) and also prevents your lockpick from breaking when trying to turn a rusted lock. I'm not sure if it should help with springlocks because I think the idea of having to find a more interesting solution (like putting a tiny stick inside to be broken instead) is more interesting. 

Probes are the second most basic tool. They are a long and very thin metal rod with no hook on the end. They are primarily used for getting information on the lock and "scouting" it out before attempting any moves to open it. You can probably bend a probe into a lockpick or vice-versa with a hammer but this has a chance to break it (1 in 6) and the resulting pick or probe will be structurally much weaker and have a 2 in 6 chance to break every time it's used or always breaks in a springlock mechanism.

When a probe is inserted into a lock, you can get a hint on what is inside. This is based on the noise and sensation it gives.

Under tension or has some give : Tension lock. Will snap your lockpick if you try to open it by itself; the intended key is beefier and won't break apart. You can prevent this by putting a thicker piece of metal in the lock (like a thin stiletto, or a specialized tension wrench)

Strange groves along the side : Carvings inside the lock that line up into a magic symbol or rune when fully rotated into open position. Can be any spell, but usually Fireball or a Death spell for a Wizard more serious about his security. 

Hard roughness and a "Click" : Tiny lodestone hidden inside the mechanism. When you pick this lock, will snag onto one of your tools randomly and won't let go. That tool is just stuck in the lock under extreme magnetic force; breaking if you try to yank it free. Intended for a nonmetallic key.

Hard smoothness and a "Click" : Tiny crystal prism inside the lock. Likely has a spell enchanted to activate when the lock is opened without the cancelling crystal on the end of the intended wizard key. Or maybe shoots a laser.

Hard smoothness, a "click", and faint light inside the lock : Mirror magic light trap. Harder to detect then others, maybe the probe feels different since it hits a flat smooth surface instead of bouncing off the facets of the crystal. 100% shoots a laser when opened. You can destroy this by breaking it; you can hit it hard with a probe (but has a 1 in 6 chance to break the probe off in the lock) or with a Springpick.

Hard and a "Tink" :  Glass vial of acid or poison; acid vial melts the lock into uselessness making it unable to be picked again, and probably takes your pick too. Pretty similar to below; but I think the cork is more interesting.

Soft with some give : Cork of a tiny bottle. Maybe used in special locks that release a rust cloud to degrade all your equipment (but the lock's mechanisms are all made of bismuth or something so they're immune) or a cloud of gas erupts from the lock-hole when you try to open it without its intended key.

Something flutters and/or light chiming sounds : Noise trap. Musical chimes may attract monsters, or ghosts. You can stuff a small amount of clay or cloth down the lock with a probe to silence this trap.

Soft with a rustling sound : Dried grasses and tinder for a firetrap. Don't ask how the lock still functions with that deep in; there's like a special metal compartment or something. If you turn the lock without the intended key, it sparks the tinder and lights the chest on fire or maybe explodes.

Light tugging or muffled swearing : There's a gremlin in the lock. Gremlins love to break things and cause misfortune; and was probably waiting to grind down the teeth of the intended key to this lock the next time it got put in. You can beat it by putting in a fake key in the lock (will confuse it with the real one and bite it) or by shoving a very thin and small sword into the lock to kill the little bastard.

Wet and Squishy : That's a mimic, dude. Extra comedy points if the chest starts purring and getting really warm while you're playing around in there. It only attacks when you stop.

Lockpicks are the basic tool required to pick all locks. They are long and thin metal rods with a hook on the end to pick tumblers. Standard lockpicks require an exploration turn to open a regular lock. If a random encounter is rolled, you have a 1 in 6 chance to break the lock off when ambushed in the surprise. Broken lockpicks get stuck in the lock and mean you can't pick it open anymore; meaning you'll either have to bust it open (making noise) or leave it for later. You can have a 1 in 6 chance to break a lockpick when you attempt opening a rusty lock (locks in wet places) from the friction and rust. Calling every standard lockpick a "lockpick" seems a bit basic but in the way that players are incentivized to carry more then one of them; you can still have the fantasy of a master thief with a whole set of tools. 

Rakes are lockpicks with a wave pattern, used to hit multiple tumblers at once. Unlike in real life and within the confines of this simplistic setup, we'll be changing their function to let you pick simple locks in a hurry (no longer need to roll a wandering monster check) OR prevent you from breaking a lockpick or losing progress when surprised by monsters while picking. Also if inserted in the lockpick of a complex, clockwork clock that resets its pins every turn; prevents this.

Moon Picks are shaped like a thin crescent moon on the end of the pick. Used to catch poison needle traps that come out of the keyhole and prevent them from stabbing you in the hand and cut any strings inside the lock. You can also use it as a double headed lockpick in a pinch, but will be bent out of shape more likely then a regular lockpick (2 in 6 chance).

Ward Picks have a smooth metal circle at the far end of the tip inscribed with a holy word or magic symbol of luck. Used to disarm or weaken magical curses and effect when the chest is opened. Much be inside the lock when the lockpicking is finished; cancels out one spell level or die worth of effect.

Corkscrew Pick is a type of lockpick with a sharp corkscrew on the end. Designed to counter Labyrinth locks; a type of lock with multiple false tunnels and tumblers that only the real key is supposed to spin into the correct position. Trying to pick one without a Corkscrew pick increases the time it takes to open this lock to an hour instead of a 10 minute turn. They can also be used to unplug the cork of a bottle trap, letting you siphon out or expose the solution to air gently before it can be fully activated by picking the lock open. In the thieves cant, they are called "Duck Dicks".

Pincers are not lockpicks but are extremely useful for the trade. Let you pull out small objects from the lock you're working on like tiny venomous spiders, flammable tinder, or broken lockpick parts.

Eye Pick is a long and thin pick with a very small metal loop on the end. Used to put things inside the lock like a small bit of cotton (to soak up oils or poisons), pull a tiny switch inside, or tie a string to it and place inside the lock to act as a wick for a fuse (to explode the trap at a safe distance) or maybe a metal wire put inside and redirected so you can ground an electric trap before it zaps you.

Windup Pick is a lockpick with a thin but flat edge that can be wound up and thrust forward to deliver a small kick of force. Can be used to wind up clocks with timers in them (which will activate a nasty trap if not finished in time), break a mirror or a weakened glass vial inside a lock, or knock out an annoying gremlin living in a lock without killing it (like if you want it to keep protecting the lock for future people).

Lightning Pick is like a little miniature lightning rod with a glass vial at the opposite end of the handle. If you prick an electrical trap with this, it gets stored inside and prevents it from zapping you when you pick the lock. You can also use it as a probe. However once it has a charge, it will discharge the next time it touches someone; so if you disarm a lock with it you could stab somebody like a little mini wand of Shocking Grasp or something like that; always dealing a minimum damage roll.

Water Picks are little metal straws with a tube attached and a crank. You have to connected the tube to a water source and have an extra set of hands to turn the crank and squirt the liquid inside. Can be used to wash out fine powders (that would get kicked up by picking the lock, usually choking or poison), or retard fire/explosive traps and reduce the maximum amount of damage they can deal to 1 per die (ie; 4d6 becomes 4 damage). However will ruin anything inside the chest that can't handle water (paintings, spell scrolls, spices, gunpowder, etc.) and create a huge puddle that would make any electrical traps that discharge hit everybody in the room instead of just the guy picking the lock. Usually more trouble then its worth to carry around. 

Crystal Picks have a tiny magic crystal on the end; used specifically for countering magical traps or curses placed on the lock. Can also deliver a light charge more discretely then a lantern. Crystal picks are unlike other picks in that they have limited uses before needing to be mystically recharged again. Crystal picks are very fragile however and any trap that breaks picks or has a chance to destroy your tools will always break the crystal on the end and spoil the magic.

Skeleton Keys can open any type of lock. That sounds extremely cool but that doesn't mean they can't be broken, protect you from traps or curses, won't lock in place, etc. You have other tools for that.

The main idea behind this system is to add interesting decisions and a more engaging system for lockpicking. While each individual part is simple; combining them creates some interesting mechanics. It also creates a slight bit more engagement in the world and connects what the players are doing in the setting. I just thematically really like the idea of a player bringing along extra lockpicks and tension wrenches when exploring the Dwarven Tombs, since their locks are going to be heavy duty and prone to being mechanically trapped, where as ancient Elvish strongholds might have thin gold plated locks that seem easy to open but are layered in magical wards and traps. In the same way you should have to bring different weapons to deal with different enemies; you should have to bring different tools to pick different locks. 

You can also still have the classic masterwork lock you can't pick (by making an alternate form of lock, like a magic gemstone) to gate progression, or the slightly artificial super-hard lock you aren't supposed to pick now and come back to later but instead of it being because your characters progress their skills instead you progress your equipment. I also quite like the idea of this implied setting's "master locks" to not be one lock at all but multiple build in to a single item; like a chest with three keyholes requiring all three of its original shared owners to be present with their plot-important keys to open up; this way you can still include locks that take longer to open, but done with an in-universe reason (multiple keys) instead of an arbitrary "this lock is extra complex".

Thursday, July 31, 2025

TF2 Mercenary Generator

In this episode of "I thought I wrote this blogpost like 5 times over the past decade this blog has been around", I could have sworn I made this before. But time and time again I realize I never actually did. Time to amend that.

Team Fortress Mercenary Generator -
 (Roll Once per category unless otherwise stated)

Combat Role (Roll 1d10)
[1] Reconnaissance
[2] Mobile Infantry
[3] Shock-Troop / Terror Weapon
[4] Demolition
[5] Heavy Weapons
[6] Combat-Engineering
[7] Medic
[8] Long Range Specialist
[9] Espionage
[10] New Role. Roll again for general category (1-3 Offensive, 4-6 Defensive, 7-9 Support, 10 for an irregular) If you can't think of anything, make a Generalist.

Primary Weapon (Roll 1d8)
[1] Explosive
[2] Projectile (Non-Explosive)
[3] Shotgun
[4] Rifle
[5] Machine Gun
[6] Liquid / Gas "Thrower" Weapon
[7] Actually, their Melee is their main weapon. No primary weapon, secondary for ranged.
[8] Crucial gadget, tool, or piece of apparel that defines their Role. Roll 1d6 on the Secondary table for their main weapon they actually use to fight with.

Secondary Weapon (Roll 1d8)
[1] Sidearm (Pistol)
[2] Shotgun
[3] SMG
[4] Throwable
[5] Explosive
[6] Mobility or Escape Tool that accents their Role.
[7] Deployable Trap / Gadget that accents their Role.
[8] Roll again on Primary table and they just straight up get another one; because their "role" is to be overpowered and they just get two strong weapons, like Demoman.

Melee Weapon (Roll 1d6)
[1] Non-combat tool related to their Role
[2] Non-combat tool related to their Nationality
[3] Weapon related or often paired to their Role
[4] Traditional/Historical/Iconic weapon related to their Nationality
[5] Scavenged or Improvised
[6] Impracticable or Gag Weapon (or bare hands)

Class Gameplay Gimmick (Roll 1d8)
[1] Have innate immunity to something related to their role; like fall damage, drowning, fire, etc.
[2] Have an innate ability related to movement. (Double jump, slide, going prone, etc.)
[3] Tanky class or has an innate mechanic improving survivability.
[4] Have a powerful ability related to their role that has to charge up. Ubercharge.
[5] MAIN weapon has a very useful and/or interesting alt-fire.
[6] Class has to gather a resource for optimal play. (Metal, organs, heads, etc.)
[7] One or more of their items have a strong sci-fi twist. "Spytech".
[8] Has a subclass-defining unlockable for one of their weapon slots that totally changes how the class plays. If you can't think of anything, then they have a really funny taunt kill instead.

Art @Valve obviously. Check out the released concept art if you haven't!

Nationality / Stereotype Table
(Roll 1d50)
[1] Russian.
[2] Unknown, but seem rich & old money. Transatlantic accent, like an old movie.
[3]
 American. Southern. (Cowboy)
[4] American. Southern. (Cajun or Redneck)
[5] American. Boston.
[6] American. Chicago.
[7] American. Northern; Minnesota accent.
[8] American. New Yorker.
[9] American. California. Hippy.
[10] Native American. Yes with the "How" and the feather. Stereotypical but it's TF2.
[11] Canadian.
[12] Quebecois. Their only joke is getting offended by being called Canadian.
[13] Mexican. Desperado type. Poncho and sombrero, all that.
[14] Mexican. The exotic, passionate revolutionary type.
[15] Hawaiian.
[16] British. Posh.
[17] British. Cockney or "chav".
[18] Welsh. Their only joke is nobody understands what they're saying.
[19]
 Scottish.
[20] Irish, but mystical and Celtic and might be a Tuatha fairy person.
[21] Irish, but normal.
[22] French.
[23] Spanish.
[24] German.
[25] Italian; roll 1d2 for spicy meatball type or cool mafioso type.
[26] Swiss. Only joke is "not so neutral now, huh?"
[27] Brazilian.
[28]
 Polish.
[29] Finnish or other European micronation. Only joke; "nobody knows my country exists"
[30] Turkish.
[31] Egyptian. Has the kohl eyepaint and everything.
[32] Romani or "Gypsy" stereotype
[33] Arabic.
[34] Israeli.
[35] Greek.
[36] Sicilian.
[37] North African. 
[38] South African.
[39] Indian.
[40] Chinese. If you roll this a second time make the 2nd Merc from Taiwan for the banter.
[41] Australian.
[42] Mongolian. Has to have at least one taunt with throat singing.
[43] Korean. Might be North Korean spy.
[44] Japanese.
[45] Japanese. "Honorable Samurai" type and still pissed at WW2 given TF2's time period.
[46] Malaysia, Papua New Guinea or Sentinelese Islander. Only joke is cannibal.
[47] Swedish.
[48] Norwegian.
[49] Danish.
[50] Roll on Special Background Table.

Special Background Table (Roll 1d8)
[1] From the lost underwater nation of New Zealand.
[2] Wears a total body-concealing suit related to their role. True origin is a mystery.
[3] Unfrozen caveman. Go unga bunga. (or maybe the last yeti Saxon missed?)
[4] Very obvious vampire.
[5] Not so obvious time traveler. Gets confused about the TF2 time period, reveals future events in voicelines, but in a subtle and cool way. Spytech is just "normaltech" to them.
[6] Roll again on the Nationality table, but with a widely unexpected race, age, or phenotype.
[7] Roll again on the Nationality table, but this time... they're a woman!!! If you were planning on doing female Mercs anyway, then add some kind of disability like being blind, prosthetic, etc. instead.
[8] Roll again on the Nationality table, but they are even more stereotypical and have an even more outrageous accent. Are actually a spy for another Mercenary company undercover; poorly.

Character Personality Gimmick (Roll 1d10)
[1] Has a stable family, romantic interest, and mentally healthy. Extremely weird for TF2 Mercs.
[2] Has a little pet related to their Nationality or Role, carried in a special cage or pocket.
[3] Has a budding bromance with another class.
[4] Has an unhealthy obsession & rivalry with another class.
[5] Has a verbal tic or stutter or talk with a robot voice or whatever.
[6] Complains about an old war wound or is heavily scarred/burned.
[7] Has an artistic hobby unrelated to their work. Flipflops between terrible and really good.
[8] Extra substance abuse OR irrational phobia of something dumb like clowns or axe-wielding headless horsemen with flaming pumpkins for a head.
[9] Class gameplay gimmick is integral to the character's background, lore, or motivation. For example, their abilities are from a cursed bloodline, or they invented their Spytech gadget, etc.
[10] Obsessed with a food item related to their Nationality or cultural background. One of their unlocks is that food item, which provides appropriate buffs or benefits.

Example Generations- 

Russian Medic with Shotgun primary, explosive secondary,  Cossack shashka melee sword. Spytech gimmick. Phobia of spiders(?)
Throws healing bombs that blow up to burst heal. Radiation shotgun unlockable called "Kovarex Process" which shoots healing radiation bullets in a vertical spread sci-fi gun. Pinecone jelly unlockable which grants overheal and regular heal at the same time but much less. Stock shotgun. Klevet warhammer deals crit damage to those launched by healing bombs into the air like a reverse Market Gardener?

Chicagoan Long-Range Specialist with explosive primary, throwable secondary, gag weapon (pizza spatula), with an innate movement ability. Obsessed with foot (pizza) pizza unlockable regens.
Mortar bomber with metal implants in spine, can go into ragdoll when in the air to become immune to fall damage and fly faster ie; mortar jumping. Secondary undecided, probably an M79.

Cannibal Mobile-Infantry with Melee primary, mobility secondary, and impracticable/gag-weapon/barehands melee, spytech gimmick. Food obsession gimmick is people of course lmao.
Flies around with techno claws that rend opponents and give dash attacks like Psylocke from Marvel Rivals. Focus as "infantry" means frontline so probably needs some lifesteal or something but the dash and some free overheal can help.

Monday, July 28, 2025

Unknown Armies- Algomancer

In the mystic underground; Magick changes with the times. Because of the nature of post-modern magick being hand in hand with popular culture and the human experience, the changes that come upon society are reflected back into the world of the weird. For Adept schools, people who are obsessed with a singular magickal idea or paradox and can gain power from it, this can hit especially hard. With today's social media and total divorcement from legacy broadcast; the Videomancers have completed lost the power of their paradox and have all but died out. Instead of watching television bringing millions of people together; content has become custom coded, algorithmically sorted, served fresh on demand all of the time. This has regressed Videomancy into a minor school, if not spelled its total extinction. But surely this new massive social change has brought magickal potential? 

Not sure of image source; but it may very appropriately
be @GetClearSpace

Algomancers
interface with social media and content-distribution platforms not merely for entertainment, or as an addiction, but as a spiritual pursuit. To define themselves based on the characters, media, and advice found on bite sized, vacant content. Algomancers usually use phones; but they don't have to. You could use a laptop, a pair of google glasses; but whatever it is it must have a screen and must have an internet connection. The ultimate paradox of the Algomancer is that everything you consume is custom tailored for you; based on what you watch. You're trying to find enlightenment by looking in a mirror. If you don't have it already; then you can't get out more then what you put in.

Minor Charge- Spend a day or significant portion of a day scrolling and consuming content. Breaks can be taken, but no more then 10 or 15 minutes between sessions of screen time. Mechanically, you can't do anything useful for that day such as working a 9-5 job or training a useful skill.
Significant Charge- Make a serious personal decision based on the recommendations or attitudes found in the Algorithm. Such as removing your child from public school after watching a clip about how public schools are actually made to make people stupid, or taking an expensive trip to northern Iran to investigate claims of giants in the mountains. These decisions can ultimately be good in the long term, but all are ultimately risks based on nothing.

Major Charge- Become immortalized in a viral internet clip. You do not necessarily have to the one to record it, but you do have to see it after it is posted, watching very cuts and edits of your 15 minutes of fame. The ultimate form of self recursion; wasting time viewing yourself through an algorithm designed to engage you.

Taboo
The Algomancer cannot ever take advice or face-value social cues from others in person. This doesn't work for obvious things; you can't say "Hey you should keep breathing" and by continuing to breathe they don't taboo, but it does mean that they can't change their plans or learn valuable skills from others. They cannot seek psychological therapy; as they are supposed to be self sufficient from the "nourishment" of their recursive algorithm. You can still make use of any service bought and paid for (like medical care or buying the services of mercenaries, etc.), but accepting medical advice from your friend who is a trained combat medic will cause you to taboo. You'd much rather scroll on your phone to search how to apply a tourniquet while bleeding from a gunshot wound, just to make sure you're "doing it the right way".

Blast

This school's blast works a little different. Instead of performing direct damage, this school curses the target to be beset by fear or anxiety inducing content on social media, tailored for them. This causes minor stress to their gauges; such as short videos which expose their political beliefs at being defeated or inferior, or if they had a rough time in high school their highschool bullies and social-superiors suddenly reach out with their beautiful wife and house, etc. You can avoid this blast by shunning all "devices" for a day for a Minor Blast or a Week for a Significant one.

Algomancer Adept Spells
Wake the Sleep (1 Minor Charge)

This spell can only be cast when you first wake up; either from sleep or the state of being unconscious. If you stare at your phone for at least an hour, you regain +1 hit point or increase your daily healing by a small amount. If you ever perform this spell; the next time you wake up without using it, you cease natural healing for the rest of that entire week.

Search Function (1 Minor Charge)
When presented with any large number of items you can spend a charge to "search" them incredibly fast and find exactly which one you were looking for. This is only Magickally enhanced luck; it does not provide new knowledge or discernment beyond what you already would have had, this simply allows you to compress a longer search time into a shorter one, finding whatever you were looking for in just two or three attempts. For example, instead of spending an hour searching the library for a rare manuscript you know the name of, it only takes you 10 minutes. If you wouldn't be able to find the item within a reasonable human amount of time (massive archive that would take days to search, it's hidden too well, details are too fine for you to discern, etc.) then this spell does nothing and the charge is not returned.

Armor of Ignorance (2 Minor charges)

If you are suddenly thrust into a dangerous situation, such as a mass shooting incident, a natural disaster, or a riot, you can walk while scrolling on your phone. You are given an aura of protection. No crossfiring bullets, random falling objects, or floods of water while strike you; instead miraculously avoiding your path. This effect doesn't work against people trying to target you specifically, but random criminals or muggers will just skip their eyes right over you. This effect ends the moment you stop scrolling to take in your surroundings.

Tunnel Vision (3 Minor Charges)

You can curse anyone whose social media profile you have open to suddenly be afflicted with a sense of visual vertigo. They can only see and react to things directly in front of them, causing panic and stress, and cutting out all of their peripheral vision. This could be extremely useful in a fight or to sneak past someone, but you have to find an online account of theirs in some fashion to use it.

Time to Forget (X Minor or Significant Charge cost)
By standing behind someone and motioning on the back of their skull, you can make them forget events that transpired recently, going back in a linear fashion. Each "event" is a single instance but covers roughly 10 minutes of time or an hour for unimportant or if the person was on "autopilot", such as working at a job or scrolling a phone themselves. You can also remove any stress gathered during this time as they forget these. Every Algomancer has a different motion; from swipping right with their thumb, to scrolling up with an index finger for vertical video feeds, to flicking their middle finger back and forth on the back of your skull like a mouse wheel, scrolling your memories away.

If the target is willingly trying to forget something, this costs Minor charges. If you are using this against someone's will, it costs Significant charges instead. You cannot use this ability on yourself.

Thumb of Power (2 Significant Charges)

You can swipe your thumb across any device to activate, hack, or bypass it; like an electronic security door or time-lock safe, or hotwiring a car. This device must have at least one electronic component; meaning old school padlocks or complex wooden puzzle boxes are totally unfathomable to your abilities.

Filter the Information (3 Significant Charges)
You gain the ability to read and possess a massive amount of information in a short amount of time. For example, flipping through the pages of a book as fast as you can, or rapidly scanning your eyes over a police databank and absorbing all of that knowledge immediately. You have perfect photographic memory and recall and can perfectly replicate the knowledge found within no matter how complex. You can perfectly write down or sketch what you've seen with an uncanny, savant-like level of accuracy. You forget all of this information in exactly eight minutes.

Turning of the Wheel (4 + X Significant Charges)
An obscure Algomancer spell; seemingly invented by an Adept with a high degree of intelligence and craftiness that continued to absorb media while engrossed in crafts or tinkering. This spell requires a specially prepared music box and wind up key, and magickally alters the properties of the box to make it capable of holding its "charge" and playing music for up to a maximum wind up of two hours.

When this spell is cast, any amount of magical charges can be "stored" within the music box, and then it is wound up for the first time. As long as the music box remains wound and continues to play, the charges remain safely within. This means it must be round up occasionally (at least once every 2 hours) by being hand cranked; no machine or automated system can accomplish this, the key must be removed and replaced by human hands each time. Even if the owner of a magic charge breaks taboo, has their magick stolen, or even if some other catastrophe happens; the charges remain safely inside the box. If the box ever fully expends its charge and stops playing, all charges within are lost permanently. Otherwise, you can open the box and willfully regain the charges within as long as you can charge it.

This spell lasts for as long as you keep the box going. Any magic user can store their charges within, regardless of school or type, and regain them even if they break taboo afterwards. The charges stored within could be Minor, Significant, or even Major; which remain safe as long as you keep the box playing.

MAJOR CHARGE EFFECTS

Insert a new idea, piece of disinformation, or useful tip into the public unconscious. People are free to ignore or build upon this idea, but it will worm its way into the public sphere forever and be impossible to fully get rid of. This can also be used to improve an existing idea, causing it to reach more people.

Force every single screen in the entire world to play a single video clip for exactly 60 seconds.

Some Algomancers also speak of the power for one to fully embrace their madness; retreating into themselves and disappearing into a world entirely made only for them. This self recursive mirror world would be an Otherspace with an almost Godlike entity ruling it; but only able to recognize and act upon its own vision and ideas endlessly repeated until the end of the world.