Sunday, December 13, 2020

World of Horror - Some Thoughts

Sup. I've been playing World of Horror recently. At the time of this writing, the game is still in early access, but mostly feature complete and well polished minus the save system. Still, it's great fun.

If you haven't heard of this game- it's great. It sets out to be a Japanese-ish computer adventure game from the 80s heavily influenced by
Junji Ito and it succeeds at that 100%. One of my favorite things is the name- it's the WORLD of Horror. It's not just a single case file, but many events linking together a loose story, while you battle against an inhuman force beyond your ability. It's exactly as though you were thrown into an Ito manga and were genre savy- but brave enough to stick around and actually try to stop whatever is happening. It's a bit of a Roguelite adventure game, with turn based combat and random story events. I'd highly recommend it just to support the developer if anything- small game with a big heart.

But the primary purpose of this blogpost was to talk about some of the mechanics from World of Horror that I really liked. World of Horror is somewhat similar to a TTRPG in many ways- stat rolls, combat systems, procedurally generated story, you get the idea.

For starters, the way your followers or companions who you have join you during an adventure is great. They don't directly add to your combat power, nor do they show up to help you with the weird shit so much. Instead, they act as a stat bonus (or sometimes negative- I try to kill these ones off as soon as possible of course) and can be used in combat as a one off attack (which always kills them) or they can be used to “distract” an enemy, which has a chance to kill them and grants you some more combat speed for the encounter. I think this design to hirelings is really interesting and, in the grand scheme, kind of unique. Having an extra hireling or follower who doesn't directly double your player's ability to do stuff is pretty nice, it's the sort of abstraction in gameplay I think works well. You can also consider that a highly charismatic character could have an entourage of a bunch of helpers, but all they do is add maybe a small bonus to a roll or act as a meat shield for an attack. I think that would be a nice way to “balance” out the player characters with a lot of charisma versus the ones with a little that doesn't involve just letting them have a ton more powerful helpers. Of course, balance isn't necessarily a primary goal of a game, which is why I put it in quotes, but it's still nice to strive for a “balance”.

Secondly, the combat has some really unique aspects to it in the form of the “religious aspects”. You fight ghosts almost totally different from other enemies. You can't just attack ghosts, you need to actually leave them offerings, appease their spirits, or perform a combination of claps and bows, like bowing at the waist. I'm not exactly sure what the correct combination of claps and bows actually does, since it seems you can do it on regular monsters and not just ghosts, and I've never been able to successful do it since it's kind of hard. I hope it's not cultural insensitive but that seems extremely culturally Japanese feeling, perfectly fitting for the game.

But my absolute favorite mechanic is something so minor, so abstract, that I was originally going to just name this as a “Vagueposting” article. But it's the “Power” stat. All enemies have a power stat. What does it do? Well in World of Horror, all it says it does is that it makes the enemy harder for you to hit with your attacks. That's it. Not a approximation of their “level”, not a damage or spell power modifier- It's essentially just dodge chance. In the tutorial case, you can perform a ritual (correctly) to weaken the scissor woman. If you do it incorrectly, she has a higher power and is harder to defeat.

I have no idea why I find this so fascinating. I have a weird thing for games with “Power” as a sort of generic stat, or all encompassing thing, but to me in World of Horror this seems perfectly fitting. Like the more powerful something is, the more impossible it is for a vunerable human like yourself to actually fight it. It's not that it necessarily dealing more damage to you, because enemies in this game can do more things then just damage your basic health or sanity. It's more like it's “presence” is more powerful. Harder to destroy and physically harm, it's pull on the world is supernaturally stronger. While it rubs slightly against the concept of a clear division of ghost enemies (which can't be hurt by physical attacks at all) and more regular monsters or creatures which can be anything from weird mutant people to serial killers to otherworldly entities. The more powerful they are, the more they transcend the physical reality you live in, the less you can do against them. Like they seep into the shadows of the room, their malovelnce almost makes them intangible. Almost like they are more of a presence then a flesh and blood creature you ever hope to fight.

But now, let's talk about a few negative things. As far as an “early access” indie game goes, World of Horror is really well polished. But the spread of content is weird to me. It feels like the developer put a lot of effort to finish a lot of things that aren't as impactful as the obvious, main things that everyone will notice. If that doesn't make sense, let me be more specific. The game has multiple characters with multiple costumes, you can also pick from several backgrounds which have unique events and parameters that make each run harder- this is great. But the game only has a total of about 12 case files, which is something you will need to be doing over and over again on any given run.

Edit: While writing this, the developer came in and dropped a new case file and a bunch of new events, so that's one me I guess. Like I said, this game is in development and has some great vision behind it!

The case files I think are the worst thing about the game; not the files themselves; most range from decent to really good. The idea to give case files multiple endings was brilliant- it adds to replay value and gives you an incentive to play a specific way if you're looking to get everything. But you have to do five of them every run, which always ends at the lighthouse. Because of this, you'll be doing almost half of the case files every single time you play, so the more runs you do (and since you'll die a lot) you'll be seeing the same cases over and over.

So here's my suggestion- make it so you only do 4 case files. This would cut down on seeing the same cases over and over, though obviously that would make the game much easier. In that regard I could see an overall increase in either the amount of Doom you get from events, or cutting down the amount of free healing you get after a case file. First you get a free +1/+1 for simply solving a mystery, then you get ANOTHER +1/+1 for taking a bath, and finally you get to pick another point to restore for either Stamina (health) or Reason (Sanity). This means you're getting a total of 5 stat points restored for completing a case file!

Second; the above issue is also present for Doom. In my first playthrough where I got to the lighthouse, I had about 90% Doom. I was excited to see the end of the game so close to the wire; but then I saw that I was getting Doom for climbing the staircase at the end even without failing a skill check. This I thought was terrible- since all games must end at the lighthouse, and you can't go into town or do anything (unless if you have an item or spell or something that reduces Doom, getting to 100% Doom isn't actually an automatic game over. Have a certain 90%+ Doom is actually a game over, since it's unavoidable Doom. This I felt wasn't very fun, but it's ultimately a minor complaint, as any playthrough where you have such a high level of Doom you're probably screwed anyway.

Finally; the events. After finishing a mystery, the game will have random events that can make it more difficult. I think these are great, but my problem with them is that they are not at all “balanced” with each other. What I mean is that some are relatively minor, and some are almost crippling. If after doing the first mystery my event is “Contained Water”, I just restart my run. Why? Because that event prevents you from bathing between missions. This bath restores +1/+1 to your stats, and you get to pick either +1 Reason, +1 Stamina, or +5 XP (usually not worth it unless if it's your first bath when you full health anyway). As such, this one is pretty terrible to get, especially early. However some of them, like the TV signal going out, doesn't do anything as far as I am aware!

So here's my suggestion for this- make it so finishing a mystery doesn't actually restore any stamina or reason. Why? Because this makes your recovery more reliant on the events, and ultimately more difficult. Instead, you can both bathe once after finishing a mission, and relax once, which uses the TV. Taking a bath restores +1 Stamina, and then you can pick another option- one option can be to restore another +1 Stamina (hot water?), and one option could be to soak (removing a minor injury). This would better fit the theme of the bath being your physical recovery. You could also keep in the option to bottle up some bath water (which I thought was hilarious, until I saw that it just gives you the “bottle of water” item you can drink- so stupid! Make it so you can sell your bath water to a perv. Much better and more fitting). Then, the TV acts as your ability to recover your reason. You automatically restore 1 Reason, then can watch a comedy (+1 more reason), watch the news (+5 xp perhaps?). I'd also like to see an option here to reduce Doom, perhaps watching a nature documentary reduces Doom somehow, or calling in things of what you found to science organizations as they work to understand it.

The reason why I suggest these changes is because at the end of the day, it's actually less stats total (+2/+2 maximum instead of the +2/+2/+1 choice of stat you get as vanilla) and makes the random events less totally punishing. You could also take the above and make it so one recovery action (bath or relaxing) can be done to recover the other stat as an option. So like in vanilla, you can take a bath to restore +1 Stamina, but can choose to use cold water which restores +1 Reason. This way, if the water is contaminated or the signal goes out, you still have a small, steady supply of healing, it's just slowing dwindling. This I feel matches the game's tone a lot better.

Regardless of my minor nitpicks; World of Horror is a great game. Even if the words “indie early access” frighten you, I already put about fourteen hours into the game with what it has to offer already. The music and art is enough to push it to yet another level- and I haven't even checked out the modding scene yet. This game is great and I'm eagerly watching its development- I can't recommend it enough.

Wednesday, December 9, 2020

4 Weird Post-Apocalypses

[1] Psychic Apocalypse
The world is full of ideas, and with so many brains around the ideas were practically physical things. The energy produced from the multitude of human minds pressed from all sides, and with the increasing levels of intelligence and abstract thought in the world from advanced technology and longer lifespans, and with ever increasing levels of population, the world's walls began to shiver.

Then, they fell.

The great catastrophe happened at the speed of thought. It was as though everything was fine and then, in one instant, everyone just felt that something was wrong. Almost everyone started to go mad and start killing each other, destroying things. Newfound
powers were emitted by these beings. Many of these psychic beings tore themselves apart in their power, but the ones who were stable enough became the creatures we now call fiends. On top of this, locations and objects were imbued with minds of their owns; psychic residue touched everything as the static of ten-and-a-half billion minds shreds through matter with tangible force. Otherwise serene city parks can be filled with an unbearable heat just an inch above its highest blades of grass- your clothes ignite just a bit before your hair and skin. Or a parked car with perfect paint and chrome shine is liable to make anyone who touches it trapped within a time loop that drives them mad over a dozen centuries of seconds of repetition. At least that one you can see coming pretty easily- survivors know well not to judge anything by appearances.

Now, long after the sky has lost its red hue and the psychic storms have ceased, the survivors pick through the rubble. Every group carries guns and spears, but along with everybody needs at least one psychic. Carrying a conductive bit of metal piping or wearing a copper torch twisted from now dead wiring; these people are vital to avoiding the worst psychic hotspots and to press their powers to stop the more enigmatic fiends who cannot be put down with bullets and fire. While many humans exterminate these monsters relentlessly, they can never be truly free of the danger as anyone who is isolated, depressed, or goes mad in the stress of the apocalypse can and will turn into a fiend.

[2] “Fluid” Apocalypse
In the far flung future, the striving for perfect socioeconomic and biological liberty were successful. Nobody is born with a gender anymore, race has been eradicated totally. All people are now known as “Fluids”, a quasi state of permanent, near immortal adolescence before their assignment. Children are only allowed to be born in vats, which collect an assortment of randomly selected screened genetic codes to create new young. Everyone is born with random skin colors and features that make races obsolete; some may be born with rosettes of darker skin along their otherwise pale bodies. Some are born with perfectly vertical split of two distinct, pre-Fluid racial identities. Children are all raised communally and fed from a mixture of soy and pasteurized hormone packets which, later in life, can be activated with special machines to change your form. Your body is yours to sculpt; from choosing your sex with total control over your hormonal profile, to growing extra limbs or enhancing your physical and mental abilities, to even mutating your body totally into a new species- people willingly became dogs for a sense of freedom and joyful bliss.

But as time went on, the knowledge of how these machines function was lost. The hormonal cocktails that allowed people to mature and choose what they would be have long since depleted; now they must be scavenged from ancient ruins or ingested off the cuff from the various plants and animals in the world; it's hellish to digest meat or dairy in these bodies, but the plant-protein farms are all barren and the mechanical robots that once ran them are dead or aimless. You don't have much of a choice- fight with spear and sling to either hunt or protect yourself. Due to tribe having no race or gender, they instead work purely off of numbers and ideological power. The birthing pods are patrolled and young taken as soon as they are able to be raised as the perfect soldiers.

But the birthing pods are starting to lose their power sources too. The oldest genetic codes are starting to get used up, and the machines know it. The computers have been birthing strange beings; those with an 'excess' or 'recess' between their legs. They aren't fully functional in this generation, but with enough hormones it may be so- this is the final failsafe. If the “old ways of life” are not rediscovered, then our species will die.

[3] Dry Ocean Apocalypse
The oceans were dying a long time ago, but then they started to dry up. Easy desalination to create drinking water and water for crops and swimming pools meant it was essentially inexhaustible; after all, it is the ocean. But the ocean was drained dry over many decades. The sand beaches and shores became like cliffs that went down into rubble and vast desert wilderness- the salt plains stretch on so far as to be uncrossable. The planet's thermoregulation was thrown off; killing off all life in higher elevation from the constant shifts between hot and cold without water to act as the great planetary temperature stabilizer. This, in turn with the vastness of the new ocean-floor desert waste, meant that almost everyone died.

But in a few places, life survives. In the deepest part of the world; the Marianas Sea with its pitch black water is the last place on Earth where people can live. Exclusively fed from the fish and great squiding and whaling professions; the last few villages built from ancient fallen shipwreckes and coral shelves offer only the most pitiful of lighthouses to guide those plucky sailors. Only rarely does a brief, merciful rain come. But all those in the villages who collect the water silently fear their men and boys out on the ships; because the rain is when the hagfish come out.

Nobody knows quite how the creatures remain alive down there; without the immense pressure of the ocean above their habitat would be little more then a great lake. But it is not so. The deepest darkest depths of the ocean are abuzz with life, still, however glacial it may be. In recent years, the new abundance of food from both the draining oceans above and the few wars of conquest dropping dead sailors in the water has caused an explosion of life. Gulper eels big enough to swallow a man; dark black skinned sperm whales, the last of their kind, have lost their empathetic eyes and attack ships and men as though they know humans are to blame. Giant squids are the worst of all; krakens with huge eyes that stalk boats by day, and wait until the night to attack and rip sailors off the deck for lunch.

Technology has too regressed to a point where it the age of sail all over again. The last few companies of merchants of salvage and fishing industries try to ferry their goods across the tiny sea. The navies of what may now be considered nations try to protect them, and patrol the water from the great pirates of the blackest sea. Despite the metals once belonging to advanced automobiles and infrastructure of the old world; now they are warped into cannons and black powder made from the explosive remains of long since decayed algal blooms from the sands of the great wastes is used to propel shot between ships. Fights are closed with boarders; pirates and marines with sword and axe in hand to protect what little there is left to fight for.

[4] Devil's Fog Apocalypse
The Bible got it wrong. Not everything- God is real, the rapture happened, and Jesus Christ is lord of all creation. But what happens after? They didn't get that quite right. Maybe somebody translated something wrong, or people had really wrong impressions on God's plan.

See, when God left the Earth with his flock, the book of revelations didn't happen. The Apocalypse never came. No trumpets sounded. Instead, the world was filled with silence and fog. The forests grew back, the wilderness grew in, and the worshipers of Satan were left to inherit the Earth. The animals and plants have grown out all twisted- the devil's playthings. Crossbreeds and hybrids born of homosexual unions and bestiality stalk the woods, as the dark fog has replaced the rain; it is like the great flood of Noah never happened, the antediluvian times have come again. It doesn't rain anymore, unless God opens the gates again and purges the world of its sinful nature.

Almost everyone left is a sinful worshiper of Satan- they wear twigs and leaves to make grotesque masks while they prance around the woods naked, offering sacrifices and dark pacts with their dark lord. These sinners have magic; many can fly, or command the beasts, or even control the elements. These people would just be able to enjoy their sinful evil and separation from the Almighty forever- if it wasn't for the remains.

Those left behind, the virtuous, live in a world filled with sin, evil, and fear. The endless maw of the black forest around them threatens to swallow them whole. The only defense against such a constant threat are the golems. Standing on average about 20 feet in height; the golems are battle machines. Most are bipedal, and can seat one to two drivers. The golems can only be made by those who study the good book, and pray for aide against the forces of darkness. It is unknown if these prayers are being heard, or if some remaining power left in the world, or if it just the hatred that the devil has for these things is what causes them to walk. But walk they do, inscribed with the names of God from the old Jewish tales. Survivors live in tiny colonies or underground hideouts, only able to leave their places of worship in their golems- ferrying goods or hunting for food in the yet corrupted forests that was once the Garden of Eden.

Sunday, December 6, 2020

10 Cursed Items

These items are cursed in that they usually grant a powerful effect at a price. Most of these are supposed to be slightly more interesting then the Roguelike style “cursed means -2 and also you can't take it off lol”


10 Cursed Items
[1] Waveblade – Magic Sword +2
Stats- (2d6 +2) Damage +1 to Initiative, Move Thru

This is a powerful magic sword enchanted with the magic of water and the strength of the waves. The weapon is curved with a beautiful blue handle, and has a golden decorative hilt that mimics a spraying, foaming ocean wave. Its slashes sing and the blade always feels slick; like metal just washed and dabbed with a towel but not yet fully dried to the air.

Whatever system for initiative you use in your game, make the character wielding this blade get a +1 to the roll, or add it to their chance to avoid being surprised, or to go first by that many units. Secondly, whenever this weapon is used, the character holding it can move through spaces occupied by other units with their attack; a combination of knocking them aside with a rush of force and a sort of liquid-like agility to slip between tight spaces while maintaining control. Those holding this blade are also known to be able to glide on thin sheets of water, kicking up a wake behind them with each flashy sword strike.

However, the Waveblade has a cost. Every time it rolls maximum damage on either (or both) of its dice, the DM marks a secret tally count for each character who uses the Waveblade.
At 3 marks or less, nothing unusual happens.
At 4 to 7 marks, the character will feel woozy after each battle where they acquired at least one mark.
At 8 to 9 marks, the character feels water pooling in their shoes after a battle where they acquired a mark. They must make a saving throw or lose 1d2 points of Strength as their body feels weaker.
At 10 marks or more, the character must make a saving throw after a battle where they acquired a mark, and on failure they die. Their body liquefies and turns to pure water, their belongings and the sword falling to the ground in a wet heap. On a successful save, they lose 1d4 points of Strength.

[2] Black Ring
This is a magic ring, made of a dark black metal. It is engraved with nothing and socketed with no gemstone; the ring is as smooth and exact of a craft as it can get. Once placed on a finger, the ring magically binds itself to the wearer; even if the ring is removed or destroyed a black brand appears around that finger which symbolically represents the ring. There is no way to remove the curse of the ring, unless you cut off the finger which bears the sooty blemish. The powers of the ring remain even for those who wear the ring or who are marked by it; as long as that finger remains.

As long as you are marked by the Black Ring, you gain protection at a price. You first feel the call of the void beneath us all; the dark realms beyond the blackest infinities where unformed beings live. These places, the “dark place”, the outer realms, whatever they are called- you can feel their calling. This grants a sense of unease, but also a sense of security. Any failed save or die saving throw you make or any banishment spell you suffer from instead drops you firmly into the black infinity. After 1d6 turns, you will be returned to where you disappeared from the nearest shadowy corner or pool of water. Each turn you spend in the black infinities causes you a permanent lose of 1 Wisdom, but you may gain Terrible Knowledge from the whispering of the beings in that cold place.

Secondly, you gain a strange compulsion to cover your body totally when you sleep, preferably behind closed and locked doors in windowless rooms. This is because your body loses form when you sleep; the entire area or space instead is filled with a deep and supernatural darkness which is your sleeping form. Any assassins sent to kill you in your sleep will just find a dark room. The darkness that is your sleeping body also acts on its own accord in self defense; those who try to disturb the darkness will take 1d6 damage per round they remain within it; it is a hungry shadow that pulls away pieces and sends them to the black infinities, a bottomless void. This also means that light of any kind will damage you while you sleep, though as long as there is a shadowy corner for the darkness to retreat to your physical form will not be harmed. If the room you are sleeping in is fully lit and uncovered, you disappear with the last shadow and never return.

[3] The Prick
The tiny metal needle is greenish at the base, giving the impression of some kind of tarnish, but is clean at the tip. The needle is incredibly sharp and can be stabbed through chainmail or leather, but iron plates or better armor will stop it. It deals no damage on a hit, the wound it leaves is so fine as to only ever drip a single drop of blood. It won't even wake up sleeping people stuck with it.

The Prick has two powers. Firstly, any wound made by it never heals. This is a very minor wound, the person with the wound will only bleed a single drop of blood once every day at most, but it simply refuses to fully scab over and be gone. This means that any creature that can smell blood like a shark or monsters that can sense injured people will be able to smell this person from a long way away, even if they are at full hit points. Secondly, spells or magical effects (such as necrotic gas) that requires an entry into the body from a wound or that deals damage to wounded beings can be used against them.

Second, the bearer of the prick gains an unspoken connection to the people he stabbed with it. Their blood flows through his veins now. By stabbing yourself with the prick, you can make invisible streams of blood and life energy flow from your victims into yourself from any distance. This only takes a tiny amount of life from each person you stabbed, only a droplet of blood, but together they can form a mighty ocean. If anyone stabbed by the prick dies, you can no longer channel their blood. This power requires a turn to use and can only be used once per day.

If you stabbed 1 to 9 people, you gain no benefit beyond a slight feeling of euphoria.
If you stabbed 10 to ~50 people, you heal +1d4 hit points. The life energy is being stolen, but is so minor from each victim they will barely notice.
If you stabbed ~100 people, you heal +1d6 hit points and count as being fed for that day, no longer requiring a ration.
If you stabbed ~250 people or more, you heal +1d8 hit points, don't need to eat that day, and restore 1 point of any damaged attribute.

Since the wounds caused by this cannot be healed, you only need to stab someone and get away with it to later drain them. However, every person you stab with this has a tiny amount of their blood mixed with yours; your mind and body alter in subtle ways. If you have stabbed ~75 people or more, you gain a random mutation. If you have stabbed over ~200 people, you gain a mental instability; delusions, weird fetishes or phobias, amnesia, false memories, alternate personalities, etc. This is from all of the life energy of radically different lives then your own entering your body at all times.

Also, if you lose the Prick, you can no longer use its power to channel, but the instability from all the beings you have drawn blood from remain in you. Just as unhealing as the wounds the needle caused, so to you are unable to remove the traces of the minds and souls of other beings from yourself. Even if you massacred every single person you drew blood from, their blood would still be within your veins.

[4] Blue-Gold Bangle
This is a golden bangle of a specific alloy, with a blue tint. It is a smooth, simple ring of metal with no ornamentation. It is wide enough to be worn on the wrist of most medium/human sized races, around the neck of most small races, or around the thumb or big toe of large races. If a race is described as having a heavy or thick tail, then they can probably wear it there too.

Putting the bangle around your wrist or on the body part of choice has two effects. The first is that you feel a tingling sensation in that limb, and can now make attacks by that limb strike ghosts, intangible spirits, or other beings that can only be struck by magic. Weapons or spiked armor on that body part will work under this effect, but not if the weapon is held in the opposite hand or what have you. Secondly, the blue gold bangle starts to turn you into a ghost. Every time you put the bangle on or off, or each consecutive week you wear it, you lose -1 maximum hit points. Your body becomes slightly less tangible and your life force is slowly drained away. If you can find a holy man, he can take the amulet off your arm without you losing a hit point- this encourages people to keep it on longer and risk having it tick down every week until they can find a holy man.

[5] Magic Doll
It's a doll in a red dress. Carved from wood and painted, it appears as a medium quality toy with little ornamentation, but is quite valuable. Anyone who knows what this doll is will pay you 2,500c for it.

If this doll is played with by a child with a congenital illness or terminal disease, they will die peacefully in their sleep the following night.

[6] Bottled Spirit
Within this small glass bottle is a tiny, writhing spirit-fire. The pale blue flame hints at the presence of the spirit within. When the bottle is opened or smashed, the spirit is freed. It will answer one question or perform one favor for the person who opened the bottle. It can answer questions about the spirit world or physical things; it can do this by flying to a place to check something out and then return to report on its findings- acting as an indirect form of scrying. It can also simply share knowledge about the spirit realm, such as the destination of a dead person's soul and where they ended up, or if they are still trapped as a ghost in the physical world.

Once this exchange is complete, the spirit is freed and will leave. But it is bound by an ancient law to arrange that the person who opened the bottle be trapped inside one themselves upon their death. The opener will end up as a spirit in a bottle after they are killed or die of old age, but cannot exchange information until the bottle is opened, meaning their friends may free them in kindness not realizing then they are marked to become the next bottled spirit as well.

[7] Fantastic Classic
The fantastic classic is a mix of herbs, vegetables, and a bitter honey-like spread sold in a small metal tin. It is magically enchanted. Anyone who eats something with this spread, such as some bread or dipping in some vegetables, will proudly declare how good it is, and will gladly give it to anyone who asks for it or share it. It actually tastes awful, it's just magically enchanted so you'll say how good it is. Everyone wants to get rid of it, hence why they'll share it so readily.

[8] Gremlin Stick
These sticks are nothing more then common wooden sticks, but all were once claimed to be used to beat a gremlin out of a house or workshop. The gremlin stick seemingly exudes an aura of chaos around it from then on; small mechanical latches will open, buttons will be pressed in, levers switched and safety binds pulled free. These magical effects will happen when not observed, simply having the stick in the same building or leaning against its outer walls will cause these minor annoyances and accidents to happen. Some people say that is the only reason people get to see gremlins at all; they reveal themselves to be beaten and as a side effect can mess up people's work by proxy.

The Gremlin Stick's magical aura can be ended by just burning or getting rid of the stick, though it is hard to figure out why everything is going haywire for no reason. The chaos caused by the stick can however be focused; any place with deadly mechanical traps or complex machinery used to keep away intruders will instead have their traps reset automatically. Many dungeons have gremlin sticks stuck within their depths for this reason, hidden among a pile of cobweb covered wizard staves or hidden under a pile of ashes from long dead fireplaces.

[9] Spear of Voyage – Magic Spear +1
Stats- 1d8+1 Damage, Disjointment on 1 in 6

This is a magic spear, painted with a purple pattern along the head of the spear, and a long tattered yellow tassel from an ancient desert nomad tied around the neck. It is a magical weapon with decent killing potential, but its most unique feature is its disjointment. The spear is an interdimensional tool; different magical realms that exist in side with our can be pierced by the spear; the 'veil' between realms being punctured like a lung or heart. Upon striking a creature, there is a 1 in 6 chance that this spear can shunt them away into another realm. Creatures will automatically return their own realm if they are alien origin, OR will send them to the most dangerous realm for them if they are not. Striking humans with this will likely shunt them into the netherrealm or other places of dark, negative energy. Nature beings may be sent to opposing elemental planes, where as golems and the lifeless will instead be sent to the depths of the astral realm.

This spear is infamous. While this powerful ability makes it formidable, as being shunted means at minimum a journey through a strange and dangerous land far from home, which often results in death or permanent exile from your dimension, the spear itself is infamous for its curse. The moment the spear is touched, that person will become lost for the rest of their life. They will not be able to return home, and will be constantly set on paths into uncharted places or strange lands of which they will know no comfort. Anything from the weather, politics, to plain bad luck will constantly interrupt their journey, any map they carry or consult will have its ink fade away to nothing, meaning that for the rest of their life they will be lost.

[10] Bad Gammon
This cursed game board is similar to a popular game in your setting. The case of this is an old, dark and luxurious hardwood with ivory playing pieces and well balanced dice. If the owner of this board challenges someone to a game on it with something on the line, they'll always win. The dice can't be detected to be fake or weighted, the board itself has no secret levers or traps, it's just a magical board that always lets its owner win in the game.

However, every time you use this board you become more cocky and less cautious. For every 5000c worth of money or equivalent goods you steal from others by using the magic board, you lose -1 Wisdom score. This works best if Wisdom modifier = saving throw bonus to all saving throws. This represents that the person using the board has thrown all caution to the wind off their incredible “luck” and starts to become complacent. Eventually, it will catch up with you.

Thursday, December 3, 2020

Four level of Fantasy in Aesthetics (for Equipment/Items)

Originally, this was designed to be a Vagueposting article, but it's clear enough it doesn't need to be- though it is quite ranty. This is also a general listing of ideas that isn't necessarily tied into anything specific, obviously you could have mix-and-match elements of all of these levels, but it's organized in this fashion to make it a simple little d4 table, maybe if you're generating a fantasy setting with random rolls. This table is also specifically about the appearances of items, either in their description, materials, or actual artstyle as they appear in a video game or other visual medium. The actual power level or fantastical power of these items tends to be related but not always, and is mostly separate from this table.

Before we begin, I also want to stress that this is not an objective reviewing of these aesthetic “levels” as levels of quality or “realism”. I personally find value and enjoyment in ALL levels of this proposed grading scale; I see why some people might be bugged by things like overly decorative armor, huge weapons, bikini-mail and the like; to some it may detract from the experience. But on the other hand it also stresses the unreality of the world and plays into willing suspension of disbelief and can better communicate a growth or power scale- it totally depends on the story or kind of fantasy setting scale you want to set in your writing or play.


4 Levels of Fantastical Equipment Aesthetics
– Roll 1d4
[1] Mundania
Equipment is very much based on real world historical or inferred historical examples. Low tier or starting equipment may be rusted or broken, low quality stuff. If using a material scale it will typically be very simple- such as going from Bronze to Iron to Steel to “Better Steel” or like mythril and meteorite metal and what have you as fantasy material. High tier or “end game” equipment maybe extremely well crafted full plate mail or enchanted swords, but they will mostly just appear as real world swords would, though unusually shiny or perhaps mildly decorated with gems or gold in the most extreme of examples.

This tier of equipment-aesthetics doesn't necessarily mean equipment is less impactful or less powerful, though there tends to be a correlation between the two. For example, a sword like Excalibur can be extremely powerful or just “destined” for greatness in some way, even if it doesn't appear too much more fantastical then just a really high quality, somewhat ornate sword.

For this level of Fantastical Equipment-Aesthetics, I would put things like folklore/free domain art, The Witcher, Conan, and similar settings with “low fantasy” aesthetics, even though the actual magic or supernatural elements in the setting could be quite high. You could also tie in real world artifacts of special items or biblical fantasy stuff in a way; the Shroud of Turin for example is incredibly important and could be a very powerful relic in a modern fantasy esque world, but it's actual appearance is not fantastic or especially ornate. Obviously, any historical fantasy game or universe like Mount & Blade, Chivalry, Kingdom Come Deliverance and so forth all also belong in this tier. It'd also put Dark Souls at just a bit above this level; Dark Souls is well known for being really gritty and dark, but it still has certain fantasy aesthetics in the form of huge weapons, overly heavy armors, and some unreal designs for various equipment that the players can use or that enemy “humanoid” enemies can use- I'd put Dark Souls at something like a 1.5 to 1.7. Since we're on the subject, Bloodborne gets a much heavier rating, closer to a 3.5 or even a solid 4 on this list, not because of its grittiness but because of the unreality of all of its weapons, since those mechanical weapons are a pretty solid fit in that upper category.


[2]
Fantasy Sprinklings
In this fantasy world, most equipment, armor, and items tend to fall into the “close to real world practicality though too ornamental or unusual to be based on real historical models”. It is also common to see lower tier items or equipment be based on real historical examples, with only the end game or highest tier of magical or powerful weapons or armor be more fantastical or highly ornamental. Something like a bit of parade gear actually being the most powerful armor around, or a magic sword actually glowing, being on fire when drawn, pulsing with energy while otherwise being a mostly practical blade, etc.

This tier of fantasy equipment tends to imply worlds where the really powerful or crazy stuff is uncommon and hidden away, a bit towards the “low fantasy” spectrum, though obviously these aren't very defined terms we're using here. (Yes, we all already know the literary definition, nobody uses it because it's bad, I don't use it and will not mention it for the remainder of this essay.) Typically speaking most items may be of a grounded power level, as long as the world is not operating off of super video game or fantasy TTRPG logic- a steel sword is just a really good sword. But only the magical sword of truth which can slay dragons and is crazy indestructible and sharp and all that is allowed to have an unusual or unique appearance, and it tends to have a heavy power jump to fit. I'd also lump here a lot of fantasy stuff where most weapons/items are relatively grounded with only enchanted items having runes or special decorations that mark them as such; another good example might be Dungeon Crawl Stone Soup how you can tell if something is enchanted (but not necessarily cursed) by it being a “glowing” item as opposed to just a regular item.

As for common settings; I'd argue that Lord of the Rings, several TTRPG settings, and Harry Potter fit under this umbrella. Note- while Harry Potter is very much higher magic/higher fantasy then most of the fantasy settings we're discussing here, the actual appearances of the items and equipment is relatively grounded FOR THE STANDARDS of the setting. For example, I can't think of any examples of any Wizards carrying super crazy sparkling magic wands, faster broomsticks aren't really that much crazier then normal flying broomsticks, they're just more enchanted or made from a better “brand” of magical item makers, the “deluxe” model. Lord of the Rings is also relatively grounded in this sense, but many items are clearly fantastical (such as elven stuff, or the rings of power) which push it just out of the range of totally grounded “mundania” for me. Of course, Lord of the Rings (movies usually) is the poster child for “low fantasy grounded aesthetics that aren't trying TOO hard to be realistic”. Orc weapons/armor from the movies are also something that is pretty grounded in how it is presented while still being totally fantastical.

I'd also like to throw my hat in here for Zelda (pre-BotW) to be about this level. Most things aren't realistic by any means and have a specific aesthetic, but most things in that fantasy setting don't break or over complicate that aesthetic. (Also, the only reason I'm separating Breath of the Wild Zelda is because of the Sheikah technology and elemental weapons being highly separated from real world designs. I'd lump BotW Zelda in with the third category where the high fantasy artstyle of items is more prevalent. For referance, I'd put the Master Sword at a solid 1 to 2 on this list.)


[3]
High Fantasy
In this level, items and equipment may be made of wildly different materials or be heavily ornamented. This is also where you get things like constantly glowing or burning magic items, highly ornamented weapons, extremely oversized weapons, or just straight up fantastical weapons like chain whips or throwing cards/coins as actual viable tactics. Once against, it's not like these can't exist at lower levels, they just aren't as common.

This out of all the fantasy setting aesthetic levels is most likely to have a “tier list” of fantasy materials- starting at iron/steel for low level items, advancing towards magical crystals for weapons/armors, fantasy metals creating truly absurd gear, things that are more meant to look cool other then function, though because of stats or magical power they can still function even better then a more practical or grounded weapon. We also get a lot of stuff like bone, wood, or stone armor and weapons to match at around this level. Usually only the lower tier or starting weapons are in any way based on real world designs or looks, with fantastical items quickly making up the ranks or levels of power as opposed to typical metallic weapons or armors.

I would say a large number of High-Fantasy video games fit in this level; Elder Scrolls is a good example, though I'd maybe put it at a 2.8~ level for most of it. This level is pretty strongly fitting towards most MMORPGs, including World of Warcraft. I know a lot of people have a problem with the game's aesthetic in terms of realism- especially the pauldrons. I do think that WoW has some very strong unreality present in its items, but its stuff is still usually meant to appear as protective armor or damaging weapons. They are pretty strongly routed in the 3.5 to 4th level, with only starting gear resembling a more “realistic” artstyle. Once again, it's a gradient.

I'd also put Dota 2 and League of Legends around this level too- some characters are more grounded, but the art of many of the items you can buy in the game (if taken literally as being that's what weapon you'd use to fight with) could be thought of being much more fantastical then a more grounded setting- I'd put many of these items in the solid 3.5 to even level 4 for some of them; since some characters fight with literal rips in space and time, but others are just fighting with oversized swords and big golden armor.


[4]
Absurdia
This level, which I actually struggle to come up for good examples for, is for settings with almost no connection to reality. Most equipment or items have no similarities to real world items or equipment other then basic forms or general ideas. It's also perfectly possible for these to be presented in a grounded or mundane way, but the items themselves are very much made for and designed for the secondary world space.

In this level we see two vague categories. In one, we have a total rejection of real world materials at all; items may be made from crystals or glowing ores that have no connection to real world items at all. The second is where materials or basic colors/textures are not unusual; items may still be made of metals and the like, but they are simply twisted into forms that are impossible or downright unfitting- we can see examples like this in various JRPGs with characters using weapons like dolls or actual volley (blitz) balls as weapons.

As above; examples I'd like to give for this level are things like the Monster Hunter series (where even starting weapons are hugely oversized because you're fighting huge monsters, of course), and various JRPGs with their very imagination-driven character design. Cloud's Buster Sword and Squall's Gunblade are classically cited examples of unreal/fantastical items and weapons- this level could be considered the quintessential "anime" level and has quite a few Eastern influences, if that wasn't obvious.

As for more Western influences; Warhammer 40k also fits into this level with its super decorated, highly stylized models and artwork. Obviously things like cartoon-inspired settings like Banjo & Kazooie or Kid's Next Door (or 40k Orks) with everything being a jury-rigged contraption could also be roped into this level, if you count the unreality of how the item would actually function and the absurdity of the situation as being part of the “aesthetic” of the item which is otherwise made of relatively normal and understandable materials or in a normalized shape. While not an expert in the subject, I feel as though Warhammer 40k is a bit stronger towards this level then Warhammer fantasy, which for much of it I could put in the high 3 ish level scale, perhaps a 3.8 for fantasy, since we have a higher tolerance for that kind of the thing there as opposed to in science fiction, but that's just my opinion. Finally; truly absurd world-scapes like Wonderland are clearly at about this level of unreality, since that's their intention from the start.

Sunday, November 29, 2020

Sword of Truth Generator


What kind of Sword is it?
- 1d6
[1] Falcata
[2] Seax
[3] Katana
[4] Boardsword/Arming Sword
[5] Claymore
[6] Rapier

What is its Appearance? - 1d8
[1] Ancient, rusted or greened from decay. Just as powerful.
[2] Decorated with gold leaf, engravings, runes are fancifully carved. Jewel pommel.
[3] Brutish, simple and rough. Runes are carved with straight and hard precision.
[4] Finely crafted, though unadorned. Seemingly untouchable by dirt or grime. Silvery.
[5] It appears broken- the blade missing halfway up. It is restored just when it is needed most.
[6] Humble, simple. Looks like it could be a farmer's weapon.
[7] Made from a fantastic material; bright red iron or a creature's bone worked into a sword's shape.
[8] Glows even in daylight, wisps of power are drawn to it. It is a truly intimidating blade.

What do the Ancient Runes read along the Blade? - 1d12
[1] God Willing
[2] I Serve but the Good
[3] Render Unto
[4] The Riddle
[5] Tyrant's End
[6] Unerring
[7] I Shall
[8] Pursuit of Happiness
[9] The Wielder of this Blade shall be named King
[10] Hope for the Hopeless
[11] (There is no runes, instead the blade is polished to be a mirror. You see what you want to see.)
[12] Lion's Breath

What's its Special Power? - 1d8
[1] Can reverse time by 10 minutes, but just once.
[2] You can look into it and see whatever place you need to be the most.
[3] If you stab it into a corrupted thing it doesn't destroy it instead purifies it.
[4] You can throw it and it comes back to you.
[5] Everyone has heard of it and respects you just for having it.
[6] You can detach the blade and inside the handle is a holy object that's really important.
[7] Can hide the user's appearance, makes them look like an old beggar or something humble.
[8] Let's the holder fly.

Besides being really powerful, how do you KNOW it's the Sword of Truth? - 1d6
[1] Because it tingles to warn you when monsters approach.
[2] Because it can't hurt anyone innocent.
[3] Because bad people look away from it.
[4] Because it appears whenever you need it most.
[5] Because anyone struck by it admits to their sins and cannot keep their lies.
[6] Because when you swing it it shoots out a holy light beam.

What do you have to do to earn the right to carry the Sword? - 1d8
[1] It is so far away, so isolated, and so guarded by evil that simply retrieving it is enough.
[2] Solve the ancient riddle.
[3] You can take the blade freely, but an illusion will tempt you from the righteous path.
[4] Only those pure of heart can find it.
[5] Only those of the royal bloodline can take the sword.
[6] The blade is found rusted and worthless; is cleaned by unicorn's tears. That's the hard part.
[7] Kill the demon that lives in the sword, which is actually an angel that tests you.
[8] When you first take the blade, your inner demons materialize in a shadowy form. You must defeat the shadow, or else you will lose the blade and not get it back.

Wednesday, November 25, 2020

Vagueposting- Elements + The Three Elements

So I talked about elements before; if it be a sort of five elements thought experiment, elementally-challenged undead, or magic items often relating to the elements. I like elemental systems, in video games or tabletop settings. You can infer a lot about a fantasy world based on its elemental systems, if these elements be purely for a combat triangle just for game mechanics, or if they're actually a part of the world itself as the building blocks of everything.

Now most elemental systems fall either into the sort of “magical combat flavors” thing, at least in video games, or a sort of world and magical context thing. In a lot of games, elemental damage is pretty much exclusive to magic spells, which is the primary way that magical people or beings tend to fight. Other magic tends to be “typeless” or be like death damage or whatever, but elemental is usually its own set thing. In these types, elemental damage is usually just tied into specific skills, powers, or effects. In some every single elemental attack is almost identical, you start with a basic fire spell that is the same as the basic ice spell and they just deal different kinds of damage, or your weapons just deal different elemental types as bonus damage. This makes sense and adds granularity to a game's system, but it's kind of boring.

Then you have magic system which encompass all kinds of magic, trying to combine elemental basics into a wide-reaching magic system. Something like the game Magicka is a bit like this, or you can go for the obvious other example with the Avatar anime. In these examples, magic relating to the elements is more holistic, air magic can be used to fly or knock away projectiles, it doesn't just shoot lightning bolts or whatever. These systems can also include things like mixing two or more elements together to create sub-elements, which could theoretically do practically any magic effect you can think of. I tend to like these elemental systems, but moreso when they have that kind of magical realism or mythological feel; the magic of elemental fire isn't JUST fire, but also heat, light, maybe passion and rage somehow tied up in there a bit too. Ars Magica is a nice example of this, as is the Dominions game series; though both of these are not strictly all elemental magic systems.

Elemental Triangles/Quadrangles/Pentagnles
Fire, Frost, Lightning
So in a lot of games, Elder Scrolls and Path of Exile come to mind here, you have the three basic elemental types of Fire, Frost, and Lightning. I like this, it's simple and there is plenty of interplay. The issue here is they don't really have counters. Of course, they don't NEED to counter each other in a combat triangle, but a lot of media does this already and it works well for establishing a sort of basic, easy to understand system.

So for starters, you could say that Fire melts Ice, but Ice doesn't really “counter” lighting, unless it's in water form. Water as a magical element is more common in fantasy media like books and shows I feel, since in video game form it's harder to justify why splashing someone with water kills them. For this reason, I think ice is used as a stand in, though many settings put both under the same umbrella (or annoyingly, they are two separate categories.) Even if we say that Fire melts Ice, Ice absorbs Lightning, we're a bit stuck because Lightning doesn't beat Fire really. Unless you want to get really abstract and say that because Lightning creates fire, it's the master or creator of Fire. I could only see that working in something very hands off, more metaphysical then anything, not a spell or element based magic system- it just doesn't make enough gut-sense to work.

Then we could do it the opposite. Ice extinguishes Fire, but Fire doesn't really beat Lightning on its own, though the Ice/Water element makes sense to get beat by electricity. I think Pokemon starters may also be a good way to establish it; changing out lightning or electric for grass/plant/nature here could work really well. Fire burns grass, Grass drinks/absorbs Water, Water puts out Fire. Easy. The only problem here is you don't get evocative ice magic (unless once again, Water/Ice are the same element) and you lose out on lightning. Grass or Nature doesn't “feel” like blasty elemental magic in the same way as the other ones do.

Fire, Water, Earth, Air
The classic Greek elements. I like these. They're very common and everybody knows them, they shit inspiration. Characters can easily be tied to the elements, you can imagine a lot of useful utility spells and magical blasts based on these, the “bending” of these elements makes for great combat magic or just general flavor. These tend to fit under the second type of “system” that I described above; a sort of holistic magic system where all kinds of effects are made by these elements or by mixing them- pure Air or Water magic (just the element) tends not to lend itself to combat as well, and “Earth” magic as a combat school or class doesn't feel as satisfying since it tends to be “physical” damage and feels like the odd one out. Of course if this is the only way for mages to deal physical damage then it could be cool, but typically a magical wizard or elemental blaster guy should be doing some kind of specific elemental blasts against enemies that they are weak to.

Also I feel like mentioning here is most appropriate; I really like the concept of an “elementalist” conjuring or using all elements of nature. The term “elemental” here referring not to the vague, somewhat modern interpretations of the elements as abstract forces but rather as “the elements” as in the natural world, being outside, all that stuff. Ties in with nature magicky stuff a bit but this is one of my pet favorite interpretations that I see only extremely rarely. Stuff like making the sun beat down on the enemies or conjuring up mists to obscure vision not because you have power over abstract fire and abstract wind, but because those are the elements of nature that you can command. Also allows for more abstract elements that don't FEEL like cherrypicking as much as other elemental systems do; it feels less special-snowflake to have a magnetism wizard if they are channeling the magnetism as an “element” of the world, then if it was a side ability of a generic “metal elementalist”. This is an incredibly specific thing, I'm not giving any examples or explaining it well, but this is Vagueposting so you'll just have to deal with it lol

Fire, Frost, Lightning, Acid
This is a bit of a combination of a traditional four element systems, except with Earth replaced with Acidic or corrosion. Now pretty often you'll see this done but with Earth being “Poison” instead, a bit like Legend of Grimrock, but I have a few problems with it. First I think it works well in a video gamey sort of way, but it doesn't work on everything- you couldn't be much of a venom mage against things immune to venom like zombies, golems, and lots of other stuff that is common in fantasy. Secondly, being immune to venom is a lot more common then fire/ice/lighting at least in terms of average animals. Like there's no normal animal that is immune to fire, it would be something kind of rare like a demon or dragon, but most fantasy settings would have all snakes just conveniently immune to poison, or even entire races like snake/lizard people immune to it. Path of Exile sidesteps this by making their poison element “Chaos” which I kind of like, but it's a little vague in theme. As such, I think acid or corrosion works a little better. Also note I'm using poison and venom interchangeable, I know there's a difference, it's just the name the element is most commonly given.

However, one problem with Fire/Water/Air/Acid systems is that there's no easy or obvious triangle or what beats what. I do like using the more video game adaption for this, hence Fire, Frost, Lightning, and Acid all as damage types. I think this fits well since, as stated previously, “water” doesn't feel as aggressive as Frost and Earth is more physical damage then something like Acid would be, Acid or Corrosion or whatever you want to call it is pretty unique for that reason. However- what bets Acid? And what does Acid beat? One kind of minor interpretation is that Acid beats Fire and loses to Lightning. I personally like this because it implies that Acid could be in a liquid or smoke/dust form, which smothers the fire, but it's not a good fit. Even though there is no real reason this should be how it is, I have a sort of weird fascination with Lightning being the counter to Acid. Maybe in a fantasy world electricity or thunder just somehow gets rid of Acidic stuff. It fits the best in my mind; imagine dipping copper cables into a vat of acid and charging them up, the electrical shock causes the acidic stuff to change color, fizzle, suddenly losing its alkaline properties or even 'shocking' the acid back into pure water? 
I could see Lightning being the best element to kill slimes at least, which are commonly associated with corrosion. The electricity causes the slime to jiggle, sizzle, shrinking and size and hardened into useless left over minerals as the moisture was just boiled out of the poor thing. Why would that work better then an equally hot fire? Like I said, it's not a perfect fit but it is one I like.

The Fifth (Or Sixth) Element
This is a sub category of the above elemental system. The classic Fire, Water, Earth, and Air BUT with the fifth element. Typically, this element is Aether, Void, Prime, or some other ur-element, typically typecasted as “Arcane” damage or perhaps the divine alternative to the other elements. This usually has the rules of the fifth element being able to beat all the other elements, or does shit that none of the others can do, like messing with time, fate, magic iteslf, or the nature of souls. Under this category, we could also include the final element as being “Light”, sometimes with a “Darkness” counter. Sometimes one of them beats all the basic elements, but loses to the other weird element, which in turn loses to all the normal elements. The counter to the counter, if you will.

Eight Elements
Then, some people extrapolate the Four elements into 8, the combinations of each of the basic four into sub elements. Water + Earth = Mud element, Fire + Water could be steam or acid, you get the idea. I don't like this one as much as the other ones, mostly because there are to many elements and it feels a little too mathematical. I'm the type of guy who loves the idea of a “Mud” specialist wizard and would totally give them like magical healing sediments in holy mud they slather on people or summon mud golems and stuff, but sometimes the element is just the element, it's bending but a little less cool, playing a “Steam” wizard would just be lame unless you tied in technology and magitech into it to otherwise bulk up their boring moveset. (Pretty good idea for a GLOG Wizard class though.) Some people instead put in totally different elements into the Octagonal system- Lords of Magic with Order/Chaos and Life/Death along with the four elements is a good example.

Two Elements
This one is a bit of a wildcard. It's less common, most games aren't going to have two elements for something like a combat system, but a game setting or fantasy world might. This harkens back to stuff like the yin and yang, light and dark sides of the force, the light and dark worlds in Metroid or Zelda. It creates a duality. Once again, it's less for something you'd use in a game purely by itself, but in terms of a magic system that encompasses everything it works and is pretty inspired, though it can make a fantasy world feel a bit claustrophobic in a sense. I'm also intentionally avoiding very vague uses of this; you could argue that “man vs nature” or “technology vs magic” or “law vs chaos” could also count as two “elements” for our usage, but I'm keeping this to stuff that is usually conjured by magic or has a sort of chemical/physical/mathemagical properties in the world, less so vague elemental allegiances.

The Three Elements Idea (Background)
This is a concept of a three elemental system. My primary inspiration is coming from The Secret World- my favorite MMO. In that game, the basic materials you used to craft stuff were Metal, Fire, Water, and Dust- there were also glyphs and runes, but these enchanted items with specific effects and go beyond the scope of this essay. Metal was mostly just used for weapons and barrier potions though, the materials you used to craft your charms (equipped gear- since your clothes were all cosmetic in that game to fit with the modern theme), were the three elements of Fire, Water, and Dust. I'm going to extrapolate these into something greater then it was in the game.

Sidebar: I also just want to say I really liked that system for materials because it felt mystical and magical and occult in a way; perfect for that game an atmosphere. I love the high fantasy aesthetic with weird power crystals and I also love the mythological aesthetic of elemental energies being locked in objects that represent them, like still warm embers being infused with fire magic and the like. In TSW though, the materials went up in grades; Base, Imperfect, Normal, Sacred, and Pure. You had to combine 5 of a lower tier to get one of the next tier up. Most shitty enemies dropped Base and Imperfects of course, so it took a bit of grinding since each weapon or item took between 8 and 12 to fill an item in a slot, but it made sense since there wasn't a specific high end material you needed to craft these; you could just use any of the base materials anywhere.

I really like this crafting system and kind of wanted to use it in a game. Mostly because of how mystic it feels; for example you just have generic “Water” but with enough of it of a certain quality you can make magic charms that make people harder to kill. The “Fire” in your inventory never goes out, so is it like an ever burning cool flame or is it like an ember? Is it sealed away in an Orochi-Group container that somehow keeps it in perfect stasis until the time is right to use it? You obviously just can't pick up a handful of dust off the ground and use it for magical purposes; perhaps “base” dust means exactly that, the “base” element is just the stuff you'd find in the real world to some extent, and finding it on enemy drops and not having an unlimited amount of it is just a gaming abstraction.

But anyway this sidebar was just here to talk about how much I loved those tier names. It really gets a vibe going for me; even if you found PURE Water you'd hardly even know what it was, it would just look beautiful and entrancing, somehow cleaner then any other water you've seen, despite it just being water. Despite it just being a literal bit of dirt, the magical “Dust” you have is actually enchanted or infused with some kind of power somehow, and “Pure” Dust is extremely potent indeed. All of this is just very cool mental imagery.

I also like to imagine how the characters are actually purifying these; smashing them together with some sort of magical ability that destroys most of the matter to keep only the best stuff? Are they picking apart the best pieces or sifting through the elemental bits with greater and greater filters or magical methods to keep only the most pure pieces; slowly ascending in overall purity? Or is it some kind of magical combining ritual, where the parts are simply melded together and it reaches the next platonic ideal of its elemental type? Super cool.

The Three Elements
There are three elements that make up the cosmos. They were the first things; it was the three storms. The mighty typhon, the terrifying inferno, and the relentless dust-storm. Once these were calmed by the powers above, their distribute element was scattered and made into the world we know.

Fire burns Dust away, but is extinguished by Water.
Water chokes out Fire, but is lost to the Dust.
Dust absorbs and drains away the Water, but is burnt by Fire.

Fire represents all fire, celestial fire and worldly fire. It can be held in the form of a candle flame, a hot stove, a raging bonfire, and so on. It can also appear in gaseous forms like fumes or hot steam. It's pretty standard here, but is highly tied to things like aggression, offense, damage, and weaponry.

Water is water, obviously, both stagnant and flowing. The more pure water is, the more powerful it is in regards to elemental magic. Water can appear as mist, streams, or blasts as well as be magically potent just in its liquid form.

Dust is where things get interesting. It appears as a cloud, pile, or strewn about as a light covering. It tends to be very neutrally colored and easy to miss, but has magical powers all the same. When a Dust-user conjures Dust, it creates a cloud of swirling particles that may crackle and spark with electricity between them, or it could be blown outwards as a corrosive or blinding mist.

Dust is a quasi-element, a combination of Earth and Air in our normal four piece elemental system. Why? Because I think it fits better in our three element system, and here's why. For one, Fire needs to be beaten by Water in any elemental system, that's a given. It's easy enough to argue why Earth or Grass or Lightning beats water, as discussed above, but finding something that gets beat by fire that isn't a living thing is tough. Fire just likes to kill wood, basically, not much unliving fears the flames. However dust can kind of sort of be a mix of life elements; but with some more obvious offensive powers that don't dip into things like poisons or generic “physical” damage, though physical could also be used in the form of dust ball, dust wind, dust storm, throwing rocks around or getting hit with a tornado, etc.
Also the other reason I think Fire is a good fit for beating Dust here is things that are often considered dusty, like dusty furry creatures in the desert highlands or an ancient mummy, seem pretty flammable, even if that dustiness is just a side effect and not really the root cause of their counter.

Where is Air/Earth?
In this case, Dust IS Air, or rather a combination of Air and Earth. I really like this concept because, to me at least, I can see it in a video game or whatever. I can see the particle effects in my head; a swirling cloud of dust with electricity zapping between particles, just daring you to go inside. In my mind, I think a cloud of particles being able to be electrified makes sense enough, PLUS it makes enough sense that Fire burns it away. Of course realistically, dust or dirt isn't exactly super flammable, but it kind of fits in with that preteaching part of a human mind that knows that fire consumes things faster the smaller and more surface area they have. You could think of elemental dust a bit like a cloud of generic video-gamey dust particles, maybe made of saw dust or finely ground flour, which ignite or even explode very easily. Also; if you're on the fence about dust being tied in with electiricty, I've noticed a trend in games about having the desert level also be electrical themed for some odd reason. Maybe that's just my Breath of the Wild experience talking, but there's some kind of cultural spillover there.

You could also imagine the three elemental system as the “base” elements, with air being equivalent to the aether/void element in other games or worlds. Air is the element where all other elements came from, hence why I references it in the start of this blog post.

Why is 'Dust' so vague?
This is partially to cover up for the inadequacies of other elemental systems I have been writing about and, secondly, because it's kind of cool. Gives it a mystical edge. Water is already hyper varied and probably one of the most attractive choices for elemental magic stuff, Fire is strong but a bit straightforward. I will admit I am imagining this elemental system more in a video game context then a tabletop one, you can just imagine in a tabletop game “oh you conjure fire, ok whatever you want to do with it go ahead”. But in a video game things are more set and can be designed, discussed further down below. Another reason is to give it a wide angle to compete with both Fire and Water, which both have a lot of uses if a bit straightforward ones off the top of your head.

Second, I wanted Dust to be a combination because of how limited air magic tends to be. That may sound a bit crazy, but honestly it's true. The main powers of Air in most games or media is creating wind or air blasts, blocking arrows/air shields obviously, flight, and possibly controlling the weather; this is the capabilities of pure air with some thinking. Compared to fire which can cook food, work with metals, heat up cold people and many more air seems lackluster. Air is often tied in with lightning or storm, and while this is a good addition you'll notice that lightning is almost just as sparse. Beyond shooting enemies with it, lightning can only really be useful in a modern fantasy setting can make use of it, or often the lightning power has teleportation and/or telekinesis (magnetism usually) hooked into it somehow. Earth is a bit TOO all purpose since it's literally everywhere, but in this case we're limiting the earth-power of Dust to just dust, sand, that sort of thing.

How would you present the Elemental Attacks/Spells/Combat Moves(Video Games)?
You could imagine a bunch of different ranges, area of effects, damage upfront vs damage over time, and forms or appearances for Fire magic. Low level red and orange flames, shooting out in arcs or orbs. Higher level blue or white flames that are thrown as big fireballs or can raise walls and shields made of fire. The super endgame fire would be like bright yellow to gold or something- a type of hyper hot and powerful energy.

Water is a little trickier. As mentioned before, Water just splashes people and isn't really dangerous, and any magician or entity that can conjure a huge amount of water at once, enough to hurt or kill someone, could probably sweep away small buildings or flood big areas, making it very dangerous for lots of people or causing huge damage. Water's power doesn't really “scale down” well in an elemental system; Fire, Lightning, and Ice all can be imagined to be dangerous on an individual level, but Water? Not as much. Of course this is only counting the combat potential of these magic systems; water could be the worst in combat because it offers protection, healing, movement, or other various buffs or useful travel powers for people who master it.

Dust is the one I kind of made up for this article, though I will admit some inspirations of course. Wind and lightning attacks are of course closely related, as are generic “dust attacks” from things like Dwarf Fortress forgotten beasts, but usually these have to carry poison or something to make any kind of sense. It doesn't really have to make sense obviously, a video game boss could just flap a wing and deal damage if you're anywhere close to it and it makes enough sense and people accept it, it just isn't super satisfying or obvious the way the other elements are. I think a combination of the above works best; a character does an attack animation and lifts their arms, creating a cloud of smoke that flies at the player character. Maybe it deals damage or stun on a hit, or maybe it just passes through your harmlessly, but electrical energy will start to zap you if you move through it once its set up, or the magician swirls up a bunch of dust around them dramatically before unleashing a powerful chain lightning bolt, which leaves little particles in the air along its trail. It's pretty much the same as lightning as in every other game, but with some added utility.

Conclusion
This idea was mostly based on TSW and my desires to reinvent the wheel. Of course, I do think it's an interesting take on the subject, but I sort of would rather use this as a background for my fantasy setting instead of hard and fast rules. Instead of an elemental system, you are just told about the three ur-elements. But what do you know, a player steals some Sacred dust and is looking for more to find some pure; magical and spiritually cleansed dust they will no doubt use for some holy ritual... or perhaps for an unholy magical ceremony.