Looks like NYC got their socialist! Virginia and Georgia repudiated the fash pretty firmly, too. On this coast, we got retaliatory redistricting and a tax for hospitals, which isn’t nothing.

I volunteered to do a call with a customer even though I could probably have let someone else take it. Their problem was that they didn’t read the docs, and also didn’t do real testing.

No gaming, Ken is worn out and Ash’s beloved kitty Vanilla barfed up most of her liver and stopped being a cat over the weekend. 🙁

Read (manga): After God vol 4 (Sumi Eno): We finally get to find out a bit more about Obikawa and his endealment, which leads to more horror because what manga do you think this is? More death, more Anti-God Institute skulduggery. Tragic backstories.

Written (game design): 497:

Having thought about it, I’m tending toward large hexes. I don’t think
exactly defining the size a superpower’s size is very appropriate. A
superhero doesn’t make a forcefield that’s exactly 4m square, they make
a forcefield that blocks off the hole in the hull, unless they can’t.
Which is what the pushing mechanic is supposed to emulate, but it’s kind
of clunky. (Pushing would work better with ranks, also.)

Large hexes also fit pretty well with the existing system of range
penalties. In your hex is no penalty, 1 hex away is -2, every time you
double it’s another -2.

Speaking of hexes and movement, is the implicit multipower of
movement by paying per-hex for speed and then buying modes as adders
actually a good idea? I think it properly addresses the vast utility
of even a small amount of flight, but doesn’t work as well for the
person who has a huge amount of swimming in a terrestial campaign.
Should different modes be advantages on very cheap basic movement?
Swimming +1/4, Running +1, Flight +2, etc? Should Doesn’t Fall be
a separate power like Doesn’t Need to Breathe? It sounds kind of
goofy when I put it like that, but further down in my notes is
thinking about how to have powers interact with environmental
phenomena that are normally taken for granted or changed only by
GM fiat, like gravity and lighting. We have Life Support for needing
to breath etc, Tunneling and Desolid for not being able to walk
through walls, Night Vision for the dark, so why not something that
negates the normal gravity/falling rules, instead of Flight kind
of implicitly doing it but working in a different way?

Relatedly, I think Change Environment should be able to make regions
that are zero-gee, or vacuum, or whatever, and have the normal rules for
those environments apply, instead of trying to cobble together a similar
effect from other powers.

Less relatedly, but I was reminded, falling speed and damage needs to be
revised to be more reasonable instead of hugely more than any superhero
can do. It needs to be revised for a lack of segments anyway. Somehow.

Speaking of more damage than superheroes can do, what about damage that
superheroes (and regular heroes) actually do? Earlier I said we should
combine Stun, Body, and Con into one characteristic, but how do we use
that to represent getting beaten up?

I normally dislike hit points, but when a fight can involve an astral
projection, a robot, and a mutant with a healing factor, any lesser
level of abstraction might not work. (The last time I tried this, I
wanted to have conditions with numeric ratings, like Clobbered 6 or
Entangled 3, and if any condition was more than X or the sum of all your
conditions was more than Y, you were Out. I was never able to get it to
be both general and specific enough to be good.)