I had to work today, but skipped out early to take the bus over to Monkeycat Towers for the traditional fondue of our people. Dave is still out of town, and Marith was too overcome with the horror of having to be at work at 5:00 tomorrow, but we had Earl and Cat and also Jus’s current girlfriend and one of their friends. They seemed like nice kids. They helped us eat cheese fondue, but then they had to leave so we old people (and Jus) got all the chocolate. There was conversation and friendship and rainy fireworks and it was a very nice evening and everyone was happy.

Read (manga): A Tropical Fish Yearns for Snow vol 1 (Makoto Hagino): A girl moves to a remote town and meets another girl. There’s an aquarium and possibly chemistry, but not really a lot happening.

Written (anything): PARTY.

Also Bacon Day. I did not eat any bacon, but tomorrow’s fondue festivities may be postponed due to illness, which is pretty last-minute.

Another quiet day at work, since the customers are mostly on vacation or something. Maybe eaten by the Yule Cat.

Read (novel): Beware of Chicken vol 5 (Casualfarmer): Return of some past characters, farm life, not a lot of plot progression.

Read (comic collection): By Night vol 3 (John Allison, Christine Larsen, Sarah Stern): More and more doom, but eventually the day is saved, the evil board is defeated, etc, etc.

Written (game design): 210.

I ate one of the fancy truffles Marith gave me for Christmas. It was very yummy.

Expected to die on the floor next to my bed when I had to get up for work at the regular time, but probably didn’t. Did spend a long time explaining things to one of the new people. Hopefully she understood my ranting.

Read (shorts): “The Star of the Show”, “Big Box Romance” (William C Tracy): M/M flirting during cyberpunk heists.

Read (comic collection): By Night vol 2 (John Allison, Christine Larsen, Sarah Stern): The doom only increases!

Written (game design): 116.

In 2025, texting or DMing about chocolate is also acceptable.

I did not do a good job of getting up early like a person who can log in to work on time tomorrow. I did do a shopping, though. Now I have a toothbrush again.

Read (comic collection): By Night vol 1 (John Allison, Christine Larsen, Sarah Stern): Two post-college girls in a small town find something unusual in the abandoned factory, and engage with all the caution and chill expected of John Allison characters.

Read (short): “For a Limited Time Only” (Peng Shepherd): Time travel, but only for Sales and Marketing, not for bringing medical tech back.

Read (short): “A Visit to the Husband Archive” (Kaliane Bradley): A very strange post-apocalyptic world, or maybe the apocalypse is still happening.

Read (short): “All Manner of Thing Shall Be” (Olivie Blake): Time-traveling vampire housemates.

Read (short): “Cronus” (P Djélì Clark): Never let the KKK (or any other white people) get time machines.

Watched (anime): Ranma 1/2 (2024) 2.11-12: Spring of drowned duck, and the final(?) defeat of Mousse. End of the season!

Written (game design): 111.

But also Lie Abed Forever, Trapped by Cats, Day.

Eventually managed to do some shopping and um nothing else except read.

Read (comic collection): The Unbeatable Squirrel Girl vol 5 (Ryan North, Will Murray, Erica Henderson, Rico Renzi): Squirrel Girl’s great Canadian adventure! She remains unbeaten, although possibly only because she didn’t have to fist-fight a moose, and also saves the world.

Read (novel): Brigands & Breadknives (Travis Baldree): The ratlady from Bookshops & Bonedust tries to move next door to the orc from Legends & Lattes, but suffers a huge midlife crisis and runs away to have an adventure instead. The goblin from “Goblins and Greatcoats” also makes an appearance.

Read (novel): A Drop of Corruption (Robert Jackson Bennett): Sequel to The Tainted Cup, a new assignment with even more intrigue, client-state politics, terrorism, secret laboratories of transhumanism, foreign customs, unsettling revelations about the past, and also murder.

Written (game design): 379.

But no, I am happy with my presents!

Forgot today was an official holiday, got up and tried to go to work, then went back to bed and was trapped by cats forever.

Watched (anime): My Hero Academia 7.7-8: Still cutting between like four different fight scenes, as the rest of the season probably will continue to do.

Read (comic collection): The Unbeatable Squirrel Girl vol 4 (Ryan North, Erica Henderson, Jacob Chabot, Rico Renzi): Squirrel Girl vs the world of dating! Boys are just the worst, even the ones that aren’t incels.

Read (short): “Amiable Voyager” (Glynn Stewart): Space piracy! In the setting of, and apparently will be a background event in, the “House Adamant” books.

Read (novel): The Tainted Cup (Robert Jackson Bennett): Fantasy(?) mystery, in a world of bioenhancement where the empire exists to deal with the enormous monstrosities that crawl out of the ocean every year. Our viewpoint character, a junior detective enhanced with perfect memory, has been assigned to work with the crazy senior detective who has been augmented so much she can’t deal with most people, or city streets, or really anything except hiding in the dark being creepy and deducing. No orchids, though. Anyway, murder and more murder and giant monstrosities and skullduggery and dark history and mysterious biotech, it’s great.

Written (game design): 123:

Time for review! What goes on a character sheet?

Every character has a rating in all of Strength, Presence, Ego, and
Constitution. These are 1d6 per rank, with a base of 2 ranks and a
normal characteristic max of 4d6.

Every character also has Defense (base 0 ranks, NCM 2 ranks),
Resilience (base 2 ranks, NCM 6), and Body (base 6, NCM 12), which all
give 1 point of the characteristic per rank. Recovery gives 2 Rec per
rank, base 1 rank and NCM 3 ranks.

The default for Running is 1 zone as a full move, or somewhere else in
your current zone as a half move. Swimming would be the level below
that: move arond in your zone as a full move, take two full moves to get
to the next hex, and ??? as a half move. This definitely needs more
work.

Not sure what to do with Leaping. Possibly the default is 0 ranks of
Leaping power and you have to fake it by throwing your (awkward,
unaerodynamic) self at the destination with your own Strength? If you
buy any ranks of Leaping, that’s how far you can leap without having to
make a roll. As with Swimming, normal human values are going to be less
than one zone. Do we end up mixing zones and meters? Ew.

DCV and DMCV are sort of like skills, or at least they affect enemy
skill rolls, and are like defensive combat skill levels in 6E. But,
defensive (and other) combat levels in 6E can be specialized to ranged
or melee or some other specific subset of combat, which means a
limitation, and how does that work here? Each limited tranche of DCV
would have to be a separate power, with a separate minimum cost. Then
there’s no point in buying only +1 DCV against thrown knives or
whatever, since the cost after all limitations might as well be the
minimum cost. This has the effect we said we wanted, so now we have to
decide if it’s what we really want.

Converting from 6E to chonky points, each +1 of DCV would cost 2pts.
Even if we are trying to avoid futzing around with the equivalent of
-1/4 limitations, making something work only half the time is probably
worth at least two standard ranks of limitation, so 4 points. The
minimum cost for a power is probably one standard rank, so 2 points,
which means spending 2 points on DCV only against ranged attacks gets +3
DCV. Every additional 2 points is only another +1, since we obviously
don’t allow buying multiple instances of the exact same power with the
exact same limitations. So instead the obnoxious player buys DCV only
against fast-moving ranged attacks and DCV only against thrown objects,
which are each probably 2 points for +4 specialized DCV. That’s a total
of +7 DCV against ranged attacks for 6 points, which is close to half
the cost of all-purpose DCV. Buying +7 DCV without that cheese costs
10pts, so there is a definite cheeseward incentive. Bah.

Note that I’m assuming in all this that DCV that only protects against
half of attacks should cost half as much, which is obviously the Hero
paradigm, but really hard to argue with in such a simple case as this.
I’m not sure what alternative would seem as intuitively correct,
especially to players already familiar with Hero. Are we back to that
first idea where powers are bought in ranks that cost whatever based on
power and/or advantages, but limitations are applied to the total of the
final cost?

(Another asymmetry between limitations and advantages: there are times
when it’s easy to say a limitation is making a power half as useful, but
it’s hard to have an advantage that makes it twice as useful, unless you
count buying twice as many dice of attack as an advantage. Which gets us
back to buying ranks of range or whatever.)

But not actually Newtonmas because he was a weird heretic of some kind.

Went to Monkeycat Towers for Christmas dinner. Gave few presents, got slightly more presents. I think this chocolate may be too good for me. It was all very festive and nice, though, so I am happy. Everyone is alive and plans to reconvene for New Year’s Fondue.

Read (comic collection): The Unbeatable Squirrel Girl vol 3 (Ryan North, Erica Henderson, Rico Renzi, Clayton Cowles): The time travel run. 60s fashion and violent grannies!

Read (short): “Castle, Anima” (CE Murphy): A short story several years after the Urban Shaman series. Joanne defeats completely unexpected evil magic while severely handicapped.

Written (game design): 197.

After staying up way way too late, I got up to get pills and accept the handover baton. Fortunately it had no additional presents, so I was able to go back to sleep forever.

Watched (anime): Ranma 1/2 (2024) 2.5-6: The spring of drowned man, and the dojo destroyer.

Read (novel): Broker vol 3 (Derelict Presence): Possibly the MC has bottomed out on sanity and started improving. The final boss still seems to have no weaknesses unless they can make him rage-quit at life, but his future minions are getting taken off the board.

Read (comic collection): The Unbeatable Squirrel Girl vol 2 (Ryan North, Erica Henderson, Rico Renzi, Clayton Cowles): Still 50% squirrel, still 100% girl, still unbeatable! Also, Thor fanfic.

Read (short): “Making Space” (RF Kuang): Yikes.

Read (novel): The Casket Girls (Bonsart Bokel): Steampunk mecha girls against interdimensional rifts, needed more editing and/or was not meant to be read without first experiencing some other multimedia facet.

Written (game design): Technically 600 but maybe really 355.

I guess the nation has to be the US, since everyone else cooks in metric as the default. Also it’s Festivus.

Watched (anime): Ranma 1/2 (2024) 2.5-6: The martial arts delivery contest.

Read (comic collection): The Unbeatable Squirrel Girl vol 1 (Ryan North, Erica Henderson, Rico Renzi, Clayton Cowles): She is unbeatable! She has both punching and talking, as well as squirrels and CS homework and friends!

Written (game design): 173.

Haikubot only communicates with radio waves.

Watched (anime): Ranma 1/2 (2024) 2.3-4: Big duel with Mousse and Cologne’s obnoxious interference. I can’t blame her for thinking Ranma would be a less terrible grandson than Mousse, but that’s a low bar.

Read (graphic novel): Ignition City vol 1 (Warren Ellis, Gianlucca Pagliarani): As Earth of the 1950s withdraws from the pulp spacelanes, a grounded pilot goes to the last spaceport to find out what happened to her estranged father. Every background is mostly rusting rocketships, and I mean rocketships, none of this antigravity or advanced composites. Also aliens and goons.

Written (game design): 185.

Also the winter Solstice, so a spiffy solstice and a yahoo yule to all!

I didn’t sleep in as much as yesterday, but I did stay in bed being useless for quite a while before going out to get Pakistani-Indian Fusion lunch. Then I came home and was useless in a chair for the rest of the day.

No gaming, Dave is out of town and most people are busy with holidays.

Watched (anime): Ranma 1/2 (2024) 2.1-2: The return of Mousse, and Ranma’s great weakness to the results of Shampoo’s training accident.

Read (novel): Magica Riot (Kara Buchanan): Trans magical girl in Portland. It has all the standard tropes: the team is a band when they aren’t fighting monsters, they have music-themed powers and transformation phrases, etc, but they come across a lot differently in text than in an anime. I guess the flashy animation really is a crucial part of the experience. But, trans magical girl FTW.

Read (manga): The White Cat’s Revenge as Plotted from the Dragon King’s Lap vol 1 (Aki, KUREHA, Yamigo): Our heroine, a pretty, intelligent, kind anime schoolgirl, nevertheless has a cursed life in the orbit of the Cutest Girl Ever who everyone worships and thinks the heroine should obey at all times. Then they get isekai’d and CGE is hailed as the hero while Heroine is exiled. Without the inimical presence of CGE, Heroine is free to make friends and learn magic and generally prosper.

Written (game design): 646 words of Mage Errant summarization for  Kaiju Academy, possibly of no value whatsoever.

Only five days until Chrismas, yikes.

I was trapped in bed forever by the cats, but eventually managed to go shopping. No anime, because Dave is out of town for the holidays. Listened to some Rush from the 80s and almost died of nostalgia.

Read (manga): Super HxEroes vol 1 (Ryoma Kitada): Alien bug monsters are trying to drive humanity to extinction by stealing all their libido. Fortunately a secret(?) government(?) organization(?) has recruited teenagers to use horniness-fueled superpowers to defeat the aliens. It is possibly even more ridiculous than it sounds. All cheesecake without details, no actual sex.

Read (novella): Constituent Service (John Scalzi): A new community liaison for the city district where most of the aliens live discovers some problems that need solving. It is very Scalzish humor.

Written (game design): 295:

Are 2 and 3 equal for purposes of buying ranks with limitations, though?
Are there jumbo ranks that you have to use two limitations to buy, but
can buy for 1.5x points? Is that a massive inconsistency that will make
the frugal character builder seethe with rage, or allow a canny
character builder to get infinite free points? Probably, yeah.

This is the third or fourth time revisting the idea of ranks and
points, ugh. Why are we here, again? Fundamentally, the idea is to
make a superpower 10-12 chunks instead of 50-60, so all the
calculations around buying and adjusting it are simpler. (Possibly
this is ungrateful of me, since early exposure to Champions has
left me significatly above average at mental math to this day, but
I feel like learning to turn imagination into finished works would
have been much more worthwhile. Not that I would have actually done
that with the spare braincells.) Chonky points makes it 20-24 chunks,
but that’s still well into two-digit arithmetic, while 12 is an
honorary one-digit number.

Is it too complicated to have a limitation give points that you can only
spend on that power? Then a limition gives 2/4/etc points, but a rank
can cost 2 or 3 or whatever. Maybe there’s a point left over if you buy
an odd number of 3-point ranks, but whatever.

Next question: how does this work with partial limitations? Do we just
say a limitation is worth half if it applies to half the power, and not
allow fiddling with different limitations on individual ranks? That
aligns with the anti-fiddliness movement. Or buy it as two separate
powers with their own limitations (which only apply to themselves)? That
seems better for things like extra characteristic only for defense.

I don’t wear sweaters, although maybe I should change that now that I’m older and less cold-resistant. They would always be covered in cat hair, though.

Didn’t sleep well because of my weird chest thing, but it was mostly gone by alarm o’clock, so I slacked in sick to work for the morning and then was okayish. Still no idea what that was, but it wasn’t Covid, so whatever.

Read (graphic novel): Catboy (Benji Nate): An antisocial twenty-something accidentally turns her cat into a person by wishing on a falling star. Hilarity ensues as he is more successful than her and also looks great in her clothes. There is a little progression from one short chapter to the next, but not any plot, just mild hijinx.

Written (game design): 159:

Adding ranks to get enhancements like “line of sight range” and “targets
DMCV” makes the cost of the first die of (in this example) Mental Blast
disproportionately high compared to the second and successive dice, at
least relative to how it is in Hero. Is this actually bad, or just
different? We’ll assume it’s not bad for now, but maybe we need to have
campaign limits set on power ranks, not total ranks.

A while back, we calculated that a point of Def should cost about 1.5x a
die of attack. How do we handle this? Is it as simple as having to buy
three ranks of Def to get 2 Def? It’s not like 6E doesn’t have costs as
messy.

Or would it be better to have power limitations reduce the cost per
rank, rather than granting more ranks? It’s somewhat the same in terms
of getting more ranks, and scales more evenly like Hero. The
previously-mentioned issue with costs getting very small can be solved
with minimum costs for powers, just as for a power that got all its ranks from
limitations in that system. We could use a minimum cost per level
instead although I’m not sure where to set it. The progression
…3-2-1-1/2-1/3… has the steepest slope at 2-1-1/2, where each of
those steps is a halving of cost, and then it’s less for each step
going outward from that region in both directions. Does this mean
the minimum cost per level should be 2? Although if we have an
easily reachable minimum cost per level, beyond which more limitations
don’t save points, we might as well go with the version where every
power has some number of limitations unless you buy them off with
advantages.

I guess that’s true for limitations giving ranks, as well. Once you have
however many ranks the campaign limit is, there’s no point in taking
more. Although it’s technically true even for Hero, since the minimum
cost is 1 point. It’s hard to get enough limitations to reduce the cost
of a free-standing power below 1.5 (or 1.0 if you’re like that), but not
too hard for an ultra slot in a multipower.

Speaking of which, how does this interact with power frameworks? Well,
with multipower, since elemental controls have been deprecated. Rather
than having a pool and control/slot cost, just say that if you have a
set of powers that are mutually exclusive, they get the Lockout
limitation or something similar, and the minimum cost for the most
expensive one of them is 5 and the minimum cost for the rest is 1 (or
whatever values seem good). This is based on Silver Age Sentinels, where
the most expensive attack power was full price but all the others were
one quarter price or something like that.

Same for movement powers, which fufills the idea I had way back when of
making movement powers an implicit multipower: minimum cost 5 for the
movement power with the greatest movement, 1 for the others (or
whatever).

But, free ranks, or reduce cost per rank? If all ranks cost the same, we
have to have things like 3 ranks for 2 Def and I don’t know which is
worse. In fact, if ranks are variable cost, do they even make sense any
more? We’d still have to figure out how to reduce or increase them
proportionally when adjustment powers come into play. (Which may a lot
less often if we make a better way for people to boost their own powers,
which seems to be the primary use. 6E already allows all kinds of powers
to be increased by Haymaker, so a more general Charge Up maneuver might
obviate the need for self-Aid entirely.)

Is it wrong of me to think adjustment powers, beyond self-boosting
and healing, are not really a thing? I guess it is, because even
if four-color superhero games have too many special effects for it
to make sense, we need to account for fantasy games where everything
is magic, low-power supers where everything is psionics, etc. Even
in four-color, a more coherent campaign than we usually had might
include multiple PCs and NPCs with the same special effect, evil twins,
etc.

If adjustment powers are to work in ranks, then ranks do have to be
pretty even, so we probably don’t want to modify the costs a bunch. No
having some ranks cost 1/2 and others cost 5. But maybe having some cost
2 and some cost 3 is acceptable. Having to buy two ranks to get
something, or getting two of something for each rank, is fine, but 3/2
or 2/3 is obnoxious. (Arguably, fractions are always obnoxious.)

I presume they mean people who never manage to accomplish things.

Why do I have weird chest tightness? It doesn’t seem like a heart attack or anything, just weird and annoying, especially when I bend over. I do not approve.

Watched (anime): My Hero Academia 7.3-4: Finally, that plot thread from a million seasons ago is explained! Also, more about Navel Laser Boy’s backstory, which is surprisingly relevant to the current disaster.

Read (collection): The Gorgon Incident and Other Stories (John Bierce): Short stories in the world of the “Mage Errant” series, decades or centuries before the main series. We get to see a lot more mages and their weird affinities and how they use them cleverly to gain vast power, so good source material for Kaiju Academy.

Read (manga): MADK vol 1 (Ryo Suzuri): A teenager with extremely depraved fetishes summons an Archduke of Hell to satisfy him, because it would not be okay to do those things to a human. One thing leads to another and he ends up in Hell as a pet/apprentice of the archduke. Despite the violence and depravity of demons, it’s actually kind of wholesome, because the main character’s personal journey is learning is to stand up for himself and his honest (if horrible) desires.

Written (game design): 154.

Maybe if I had more maple syrup, my chest would not feel weirdly tight. Bah.

Read (novella): Christmas Chimera (Zoe Chant): I didn’t know Kit did any of the mythical-creatures ones! This one has wilderness survival and extreme awkwardness as well as the usual fated mates stuff.

Read (short): “First of June” (Max Lavergne): A short crime piece. Or maybe anything involving the cryonics industry is automatically horror.

Read (webcomic): Death-Head’s Deal archives (Niuniente): Secondary-world non-fantasy crime(?) drama. If you make a deal with a Death-Head, they’re permitted to do anything to fulfill it, but then you have to give them whatever they say. Nevertheless, people ask for a lot of things.

Read (manga): FAIL.

Written (anything): FAIL.

I guess you cover the anything in chocolate after you deep-fry it?

Played (Changeling: the Lost): Berkeley 94. The changelings hypothesize that Mark’s unending reign as the King of the Summer of 69 is connected to the legendarily disastrous Altamont Free Concert in December of 1969. It’s surprisingly hard to find contemporary sources, but eventually they track down a copy of the documentary Gimme Shelter at a small video store run by a changeling and take it back to Shaun’s to watch. SAN rolls for everyone as they see the Queen of Winter get murdered on camera and fall at the feet of their Fae enslaver!

Read (novel): The Last Echo of the Lord of Bells (John Bierce):The final battle! Things get turned inside-out, people get killed, cities get destroyed, great powers go mad, more people get killed, things that do not spark joy get yeeted, rumors are greatly exaggerated, the end!

Read (graphic novel): Mamo (Sas Milledge): A small town is having trouble with the fae, so a teenage girl goes looking for a local witch. She is only sort of successful, but nevertheless they do find out what’s going on with hauntings and generational trauma and sus birds and kisses.

Written (game design): 187.

I think probably the cats get more rights.

Read (online short): “How Sussie Got His Hat” (CE Murphy): K-Pop Demon Hunters fic!

Read (novel): Tongue Eater (John Bierce): Finally, after hearing about other words accessible through labyrinths and their alien magic and everything, we get to see them. Possibly in too much detail; the travelogue is a traditional fantasy bit, but there was already a plot going on and I’m not sure we needed to spend that much time away from it to admire exotic scenery and watch the PCs be ridiculously overpowered on side quests.

Read (manga): FAIL.

Written (game design): 112.

I guess you’d have to do them one at a time? Not that I roasted any chestnuts at all today, or did anything else for that matter.

Read (manga): My Girlfriend’s Not Here Today vol 5 (Kiyoko Iwami): Wow, Homewrecker has been messed up for a long time, and no wonder. But that doesn’t mean Cheater should be sneaking off to meet her! Again! Not that any of these girls are old enough to do anything sensible

Read (novel): The Siege of Skyhold (John Bierce): Pretty much what it says on the tin. The big enemy makes their big move, we get to see what a war between multiple great powers looks like, there is murder and betrayal and death and more death. I did not actually see that betrayal coming, although arguably I should have.

Written (game design): 185.

Didn’t manage to celebrate this one.

Got up at commuting-to-work time to try to get to phlebotomization ahead of the rush, did not succeed. Fortunately, I have a smartphone, so queues of reasonable length are not distressing. Made it back in time to go shopping and eat pastrami and read Maidens of the Fall at my usual lazy time.

Read (graphic novel): Laura Dean Keeps Breaking Up With Me (Mariko Tamaki, Rosemary Valero-O’Connell): Another lesbian high-school drama. MC is dating the hottest, most popular lesbian in school. Drama ensues. So much drama. But also opportunities for personal growth.

Read (novel): Hell Hath No Fury (Rachel Aaron): At the end of book 3/5, everything was terrible, the lovers were separate, the villain looked like he was winning, etc. Now in book 4/5, the plan is starting to come together, they’re invading Heaven though the basement, making friends, influencing demons, reuniting, discovering the power that was inside them all along, etc. But Gilgamesh’s plan to crush them once and for is clearly about to come to fruition, because the next volume is the final battle.

Watched (anime): The Apothecary Diaries 2.5-7: Finally, the Moon Fairy! Also, genetic infiltration.

Written (game design): 508:

This implies that all ranks have the same cost, so we have to adjust
powers by how much one rank gives instead of cost per rank. As always,
the benchmark will be 1d6 damage per rank. This also means that
characteristics and skills/skill levels have to be bought in ranks,
which might be a little harder. Maybe a rank of Skill gives N skill
points, which are not the same as character points, or something
similar. Depends on how broad or narrow we want to make skills.

What kinds of ranks do we need? One for each power, although we can
consolidate some: Blast, Hand Attack, Killing Attack (already
combined in 6E), and maybe Mental Blast can be combined into Attack;
Mind Control and Mental Illusions can possibly be combined; FTL
Travel and Extra-Dimensional Travel, etc.

I mentioned ranks of damage/effect before, but I think those actually
come from ranks in the power itself. If nothing else, we may need
to have some that only give 1/2d6 (average 0.5 point of effect) per
rank. (1/3d6 and 2/3d6 are also possible, but we’ll try to avoid
those.) I think this may also apply to defense, although I’m less
certain about that. Maybe there is no Armor or Forcewall power, you just
throw a bunch of defense ranks and optionally some area and range ranks
in a bucket and call it a day?

Enhancement ranks? Is that a good name for them? Good enough for
now. We have, obviously, range (0 ranks is melee, then same zone,
nearby zones, distant zones/LoS, usable through mind scan), area
(0: single target or an area of a meter if appropriate, then enough
to block a doorway, cover a room, fill a zone, zone and adjacent zones,
etc), penetration (1 rank knocks off 2 of whatever defense), AVLD/NND,
constant/persistent, affects desolid, affects solid, alternate CV,
cumulative effect, damage over time, autofire, invisible, hardened, hole
in the middle, faster acceleration, more noncombat speed, knockback,
indirect, invisible, megascale, teleport more mass, safe teleport,
resistant, killing, sticky, transdimensional, trigger, usable by/on
others, variable special effect, probably more I missed or will need to
be invented new. A lot of these are only going be available as a
single rank, some will need multiple ranks to be effective at all,
some start at 1 and go as far as you can afford. Some only apply to
certain powers, or even a single power (depending on how we combine
powers).

Then we need to take all the power limitations (which may also only apply to
certain powers) and figure out how many ranks each one is worth. We also
need to list all the requirement limitations, although they don’t need
to be rated in any way: if they come up, you get XP, and if not, you
don’t.

What it means for a requirement to come up is easy for something like
Gestures or Extra Time, but less so for something like Only At Night. If
the adventure happens entirely during the day, does that automatically
count as a single incident for the whole adventure? As many incidents?
Does it depend on how many times you say “I wish I could use that
power”? (I was thinking if a Complication comes up once, you get 1 XP;
if it comes up several times (5?) then 2 XP; maybe if it’s constant for
the whole adventure, you get 3? Is it per adventure? Per session? Is
there some other time period like D&D’s long rest that we use to divide
up play?)

If we give 1 or more XP per Complication per session, then an XP
probably can’t be a full character point the way it is in Hero,
especially if we use chonky points. I don’t think we’re going to be like
Storyteller where points are linear at character creation and geometric
afterwards, just a straight ratio.

Also Ambrosia Day, which fits since it’s forbidden to mortals.

Almost kind of did some work, mostly kind of bleah.

Watched (anime): My Hero Academia 7.1-2: Starting off with a bang, but it’s looking pretty bad for the good guys. I feel like Star and Stripe should have done better with that quirk, but she did pretty well.

Read (manga): FAIL.

Written (game design): 144.

I only ate one bagel, though.

No office again, and now the office is closed until after the first of the year, so it’s all WFH all the time. This would be more productive if Sage were less affectionate, but who wants that? Also would help if the online lab site for the online Kubernetes course actually worked.

Read (manga): Dandadan vol 16 (Yukinobu Tatsu): Yes, apparently you can find weird magical artifacts on every street corner in this world. I guess two expeditions into supernatural spaces with their own rules in sixteen volumes isn’t that many, although there was an alien invasion in between, which doesn’t seem to have been noticed by anyone except the PCs.

Written (game design): 236:

None of these addresses the effectiveness vs usability issue, so I think
we’re still holding out for the hitherto-undiscovered fourth option.
Unless usability limitations are just Complications, which they might
be. But also none of this is fundamentally changing our notion of what
it means for a power to be limited or advantaged or both or neither.

No, actually, we did reconsider what it means to be a default power
with the second option there, where all powers have some downsides
unless you buy them off with advantages. I don’t know that it works very
well, since it’s not obvious how to apply it to non-powers (ie,
characteristics), but it is at least different.

What else can we say about limitations and advantages that might offer
openings for reconsideration? Why are limitations more of an issue than
advantages? Part of it is because if we peg cost to utility, making the
power (or characteristic or whatever bolus of points) less useful means
reducing the cost and we can’t go below zero or the whole system breaks
down. Another part is that limitations are less constrained, since in
wargaming, it’s assumed everyone wants to be as powerful as possible and
that’s what has to be kept under control, so the ways you can make a
power better have to be carefully enumerated and restricted. I’m not
expressing this well, possibly because it’s not a well-formed thought,
but I think I’m right.

Having a set of powers that cover every operation your system is
interested in, in a basic way, and then a selection of advantages to
make them better but more expensive or weaker but cheaper is pretty
elegant, but not the only way to do things. If your set of “advantages” is
sufficiently restricted, you could not have them separate at all: blast,
area-effect blast, etc. Or, if the system is structured appropriately,
do something like I tried earlier where each power has a slider for each
of the various attributes (number of targets, fatigue, armor
penetrations, etc etc) that you can buy up or down. I didn’t get it
to work, but I didn’t try that hard.

Do limitations even reduce the cost? As previously mentioned, you could
instead get XP when your limitations come up, at least for ones that put
requirements on the power.

Maybe effectiveness limitations, instead of giving points back that you
can use for whatever, directly give you ranks (dice, active points,
whatever) in the power. If you want more ranks than you get from
limitations, you can buy them with points. Minimum cost applies for each
power, although it could be varied to give some of the same effect as
power frameworks (less for attack powers after the first, etc). This is
another one that’s mathematically similar to previous ideas, but might
feel different in play.

(Speaking of ranks, what if instead of ranks in a power, we had ranks of
damage, ranks of area/size, ranks of defense, ranks of penetration (may be
the same as ranks of defense, actually), etc? Then you could make your
forcewall out of ranks in defense plus ranks in area, instead of having
to have ranks all called Forcewall but doing different things. Maybe
you have to have at least one rank in the specific power to get the
basic effect and define what what exactly the other ranks do, or maybe
that’s free.)

Ranks gained from limitations can’t exceed whatever the campaign limit
is, of course, but can be any kind of rank. With requirement limitations
being Complications, is this a system at last? I’m still worried that
we’ll end up with all powers at minimum cost, but maybe the only way to
resolve that issue is to move forward.

Also Human Rights day, like humans aren’t animals.

No office, because I’m on handover this week, but up early for all-hands meeting anyway. Nothing very interesting this time.

Read (manga): eV vol 1 (Alfa Robbi, James Farr, Papillon Studio): Another reread from the distant past to confirm that I don’t need to reread it any more.

Written (game design): 277.

Also National Techno Music in the Crematorium Day.

No gaming, Vivian is in an awkward time zone (South America sticks out more to the east than I thought) and Ash’s dog had to go to the emergency vet but is fine.

Read (novella): Owl Be Home for Christmas (Zoe Chant): One of the non-spicy ones, with a shifter movie star coming back to Virtue. Not enough dinosaur shifter shenanigans, or really anything except the two leads making goopy eyes at each other.

Read (graphic novel): How Could You (Ren Strapp): College lesbians who are old enough to sleep around and not nearly mature enough to be involved in any relationships. Crushes, betrayal, escaping to France, escaping from France, the desperate quest for girls they don’t already know, etc.

Written (game design): 114. Also fiddled with my Kaiju Academy character a bunch.

But that just makes me want to return to the glorious future of Fully-Automated Luxury Gay Space Communism.

Read (manga): Otherside Picnic vol 13 (Iori Miyazawa, Eita Mizuno, Shirakaba): Of course once you’ve been to the Otherside, you can never escape weird shit. Also Kozakura’s scorn for the two leads and their hot spring adventure plan is 100% justified. I completely understand about wanting your own space and not liking being in other people’s space, though.

Written (game design): 283:

Back to the drawing board again. We can reduce the cost of individual
powers, we can give extra points separately, we can make powers with
fewer than some number of limitations cost more, or an
as-yet-undiscovered fourth option. Or, of course, a combination.

Giving points separately would something like this. You have your
powers each with their base cost, say a plasma-based flying energy
projector package:
– Plasma bolt (blast)
– Plasma shield (forcefield + damage shield)
– Plasma rocket (flight)
– Magnetic Sense

Then there are limitations that apply to these, each with a base value,
and then a multiplier for how many of the powers it applies to:
– Doesn’t work in strong magnetic fields – applies to all, x4 base points
– Too bright to hide – applies to most but not sense, x3 base points
– Backblast – applies to only flight, x1 base points

The important thing here is to not make the extra points larger
than the cost of the power(s) being limited, to avoid a runaway
spiral of infinite power(s). But, the points have to be enough for
limitations to be tempting and roughly balanced. Sticking with the
idea that a limitation gets a multiplier depending on how many of
your powers it applies to (per power, or few/some/most/all), we can
obviously say that if the total cost of the powers that a limitation
applies to is X, then you can’t get more than X-1 points for the
limitation. That can lead to recalculations of multiple limitations
every time you change a power, instead of only recalculating that
power, which is obviously not great but might not be too bad since
you only have to add up the integer costs, not do any fractional
arithmetic. The upside of this scheme is that it encourages common
limitations, which a character with a strong concept should have.
(I think. I might be basing this too much on the current game, where
everyone has the same power source.)

For increasing cost for powers that don’t have X limitations, we have to
pick a number of limitations to be the base, say 4. Then with the same
powers and limitations, we have
– blast – not in magnetic fields, bright, needs 2 levels of unlimited power
– shield – same
– flight – not in magnetic fields, bright, backblast, only needs 1 level of unlimited power
– magnetic sense – not in magnetic fields, needs 3 levels of unlimited power

This is easier to calculate (only advantages), but it means having
more than four limitations never gives any points, which could be
good or bad depending on whether the massive limits on the power
are legit. It also allows counting limitations (obviously some can
count double or triple) instead of working with fractions like 11/4.

Both of these have their advantages and disadvantages and I’m really not
sure whether either is better than the existing system. They do, maybe,
solve the problem of fiddling around with piles of -1/4 limitations to
shave fractions of a percent of a character budget, but is it worth it?

I guess that one pushed most of the other holidays off the 7th, since there aren’t very many listed.

Played (Hero 6E): Kaiju Academy session 3.All Champions teams have to play some variant of Queen of the Hill when the GM hasn’t prepared enough. But that wasn’t enough testing, so they had to get beaten up by a grad student’s plant golems. In between, they had to make sure the tappy spiders weren’t eating kittens (they weren’t, all sophonts want to be friends with kittens) and Amalia got attacked by a Prussian ninja, which is not a normal part of trig midterms even in Skyhold.

Read (graphic novel): The Girl From the Sea (Molly Knox Ostertag): A teenager who lives on a small island is rescued from drowning by a very cute and very strange girl. Awkward romance and messy friendships and closets and ecological disaster and sealskins ensue, but it is all okay in the end, mostly kind of.

Written (game design): 232.

That sounds even more repulsive than plain vodka.

Did not manage to get up early to go get blood drawn, or even get up at a reasonable time. Eventually I did get out from under the cats and go shopping, though.

After cancelling my Spotify account and spending a few weeks listening to music on Youtube which is not ideal, I signed up for Qobuz on the recommendation of a pocket frond. So far, so good. I was able to magically port over my Spotify playlists (I still have an account, I just don’t use it or give them money) with Soundiiz, although they did not magically become better organized.

My blog is up to three whole comments! All by one commenter, though.

Watched (anime): The Apothecary Diaries 2.4: So who are these mysterious envoys and why are they setting puzzles for Jinshi/his mysterious advisor? Also, I feel like the mirror should allow us to date when the show is set, but Wikipedia is only giving me “later than the 1500s” since although metal-backed glass mirrors were available in Italy at that time, they were less than a meter square.

Read (novel): Broker vol 2 (Derelict Presence): The continuing adventures of trying to save the world despite superpowers and dungeons and monsters having spontaneously appeared to disrupt everything. It looks like most of the people who were monsters in MC’s future are pretty monstrous even early on.

Read (manga): FAIL.

Written (game design): 118:

This would bring back minimum costs, since to buy the equivalent of even
1d6 Blast from 6E, you’d also have to buy up range from melee to hex to
few hexes to many hexes, buy up sustainability from “does lethal damage
when used” to “does nonlethal damage when used” to “will tire out user
eventually”, buy up targets from “one target ever” to “can spread”,
penetration from “stopped by any amount of defenses” to “reduced
penetration” to “normal”. Okay, this isn’t going to work. Most powers
are far from the greatest limitations on multiple axes, so merely being
at the default level takes up a lot of points and a lot of space
on a character sheet. Bah.

Also maybe Day of the Ninja, but you didn’t hear it from me.

Read (manga): This Monster Wants to Eat Me vol 5 (Sai Naekawa): What? The story the monster has been feeding her isn’t complete and possibly isn’t true at all? You don’t say!

Read (short): “Slaying the Dragon” (CE Murphy): Urban Shaman short after the end of the series. Not sure I approve of killing randomly-encountered monsters, but magical power is probably as good a reason as food to kill a nonsapient.

Written (game design): 195:

One of the things I like about incrementing/decrementing the cost
per rank is that instead of having to perform two separate calculations,
it’s just sliding up and down a chart, which is way easier. However,
that loses the distinction between active points and real points,
which we still may want to keep. The real distinction is between
modifiers that affect when a power can be used (not at night, 0
End) and how effective it is when used (reduced knockback,
armor-piercing), which even 6E doesn’t differentiate, but it’s still
probably not great to be able to get a 24d6 attack even if it only
works at night.

This is making the problem worse, since now we have power level separate
from cost, and modifiers on both axes, but I’d rather have that clear
than muddled, even if I’m not sure how to implement it yet.

I would also like to be able to count limitations in integers, rather
than floats. Even if it’s just a matter of scaling, I’d rather not
pretend we have that much precision when we really don’t.

If we say one limitation is about equal to a -1/4, so 80%, and multiply
that for each one, then the multiplier goes 4/5, 2/3, 1/2, 2/5, 1/3,
1/4. That seems simple, but the LCD is 1/60. Bah.

Quadrants are a popular way of pulling open problems. Will they help
here? We have advantages vs limitations, and modifies effectiveness vs
modifies usability. The first is a hard dichotomy (probably, although I
guess there could be a modifier that’s both good and bad without being
an advantage and a limitation in one trenchcoat), the second might be
blurrier. But let’s say the axes have only two positions for now.

Is an advantage that increases the effectiveness of the power
fundamentally different than another 1d6 of attack or 1 Def or whatever
the power gives? We can say that making the attack armor-piercing makes
every die armor-piercing, but what if instead a rank of piercing lets
the attack ignore 2 of the target’s Def? Or a rank of range increases
the range from melee to same hex to adjacent hex etc? Every square meter
that we increase an Barrier’s area by in 6E gets the full Def and Body,
but it’s a flat cost rather than an advantage.

Actually range should go, melee -> same hex -> couple of hexes based
on active points/ranks -> many hexes based on active points/ranks
-> line of sight, so maybe it’s not a good example. Or maybe it
shows that every advantage that increases effectiveness is different.
Either way, we see that Hero includes charging by both advantages
(multiplication) and adders (addition) for increasing effectiveness.

Instead of scorning powers that have multiple ways to absorb points
spent on themm, like my favorite example of Barrier, maybe we should be
embracing them. Put points separately into damage, range, penetration,
area, defense used against it, Def, Body, sense groups, everything that
applies to the power. Every aspect starts at minimum for 0 points, so
there aren’t many limitations that apply to effectiveness.

This would make everything a flat adder, so you’re not paying for each
die of your NND attack to bypass Def, you’re paying to negate the
target’s Def.

This is simpler in that everything is explicit, but now you have
to list everything that’s not minimum as one of potentially many
line items under each power. Is this simpler or cleaner than the
existing 6E system? Unclear.

Went to the office, ate some jerk pork and bean rice and friend plantains, did some work. Only Coworker K was there, but I was able to foist off the macadamia nuts on her.

I don’t have to go to the office next week, and after that the office is closed for the rest of the month, so this is my last visit to the office for 2025. It’s also my last visit to that office, since after the first of the year we will be in a larger space on the 7th floor, the better to RTO us all.

Watched (anime movie): Fruits Basket ~Prelude~: Despite the title, it’s the end of the manga with Kyo’s feelings and Tohru’s mom’s backstory, and then a little bit of epilogue.

Read (manga): Unearthly vol 1 (Ted Naifeh, Elmer Damaso): I’ve read this before, but it was on the shelf, so reading it and moving it to a different shelf counts. Two girls discover the boy they like has been kidnapped by aliens and set off to find him with the help of an alien jerk. It is very 90s, and apparently never made it into the future, as it was cancelled after one volume.

Written (game design): 218.

Seems a bit late, most people had green bean casserole almost a week ago!

Successfully went into the office, ate some beef and gouda dumplings, did some work, probably didn’t die. Even managed to pick up prescription on the way home.

Read (graphic novel): Flip (Ngozi Ukazu): He’s a rich, athletic white guy at a private boarding school in Texas. She’s an introverted black scholarship girl at the same private school. They mysteriously switch bodies sometimes, much to their consternation.

Written (game design): 223.

Reject purity of bloodline! Fuck Nazis!

I think I forgot how to do my job. Playing board games is way more fun.

Read (manga): FAIL. I started a thick one, but did not finish anything today.

Written (game design): 224.

Going on vacation completely disrupted my train of thought (such as it
was), and of course I never talk about game design in person because I
know everyone will think it’s stupid to not just use D&D5E (or possibly
some other set of glossy published rules, but probably D&D). It’s not
that they’re wrong, but I dare to be stupid anyway.

Although I rant against the idea that a -1/4 limitation is always
exactly a 20% decrease in effectiveness of whatever those active
points are doing, or that you can even measure effectiveness that
quantitatively, some rough measure of effectiveness or utility is
all we have to base costs on. Without them, we’re in filthy
story-gamer territory of “write down three superpowers”.

(It occurs to me that the costs don’t have to be fixed by how many
ranks/dice/whatever you get: characters could always have 25 points and
an attack at the campaign limit could always cost 10, regardless of what
the campaign limit is. I don’t think we particularly want to do this,
but we could.)

The reduction in cost (or rebate, or however it’s implemented) just has
to seem reasonable to the players. Ditto for advantages, of course. But
I’ve said this before. I’m just going in circles here, because I am very
dumb and should shut up and play glossy published games.