No gaming, since Dave is also sick, so I slept way way in, took a shower with steam to try to clear out my respiratory system, did a little shopping, was mostly useless. Do I have less coughing, though? That would be nice.

Watched (anime): Dorohedoro 1.7-9: All the plotlines are colliding, plus a neighborhood baseball game in the Hole. It is as gruesome as you might expect. Other than that, things seem to be moving to the sorcerers’ world.

Read (novel): Broken Prince (Glynn Stewart): Nth in the Adamant series, switching to the brother of the previous viewpoint character. Plenty of missiles in space. Also pirates.

Read (from the shelf): SICK.

Written (new project): 175. No alien centaurs, not even any sex.

 

I got up to take work handover at the usual work time, fed some cats, and then went back to bed and didn’t wake up for like four hours. So on the one hand, I wasted almost the entire day, but on the other, sleep.

Read (manga): The Invisible Man & His Soon-to-Be Wife vol 6 (Iwatobineko): They are finally living together! Also other people are having lives and babies and stuff.

Watched (anime): Tawawa on Monday 1.1-3: You know how it’s possible to make anime about something other than jiggling? These guys neither. The episodes are only half-length, so it didn’t take as long as it seems to give up.

Watched (anime): Dorohedoro 1.1-3: Messed-up people in a messed-up world with other messed-up people and evil magic and copious murders. The aesthetic is post-apocalyptic, but it seems to be more interdimensional. Not that we have much in the way of backstory, except that magic builds up as the environmental pollutant it looks like, and also sorcerers are dicks.

Written (new project): 258.

Several of the audience survive every performance!

I slept in incompetently, but eventually went shopping and stuff.

Watched (anime): Witch Hat Atelier 1.3: And away Coco goes, to certain death in the trial she’s not at all qualified for.

Watched (anime): Frieren: Beyond Journey’s End 1.1: The first episode is all backstory and establishing vibes, so following the manga pretty close so far.

Read (manga): The Invisible Man & His Soon-to-Be Wife vol 5 (Iwatobineko): They’re getting mushier and introducing each other to their parents and even moving in together, but not having sex or anything like that.

Written (new project): 219.

On call today, so I slept in next to the phone after taking handover and only eventually went shopping. Because last weekend was weird, I had bonus Maidens of the Fall, which is always nice. Also a support cast, which was less nice, but not a big deal.

Watched (anime): Witch Hat Atelier 1-2: Pretty much the same as the start of the manga, but now in color with swooping!

Read (manga): A Bride’s Story vol 5 (Kaoru Mori): Wedding day for the twins Smith met in the last volume. Their husbands are already long-suffering. Then back to Amir and Karluk for a sad falconry story and a terrifying granny interlude.

Written (game design): 217:

I have dozens of notes for other points that have to be considered, but
possibly none of them matter at all if we can’t establish mechanics for
how characters affect each other, because that’s the core of superheroic
conflict. Or, really, any conflict, and thus most RPGs except Golden Sky
Stories (which is a great game, but not what we’re going for here).
Obviously I’m making some kind of mistake here, but what is it? Should I
not be worrying about making all results come from written rules, even
though some (most? all? few?) players don’t like GM judgment calls?
Should I not be worrying about how to make things seem fair because they
never are? Just let the table decide who should get fewer dice because
they’re too clever with the ones they have? (Self-serving, because I’m
always the least clever.)

(As previously established, the fundamental flaw is almost certainly
thinking that I can do better than real game designers at anything. I’m
not standing on the shoulders of giants, I’m barely even stepping on
their toes. But that’s too bad, because what else am I going to do? Just
play one of the thousands of games I’ve bought? Pfft.)

Did nothing today because I was on call, but after waking up to take handover, I was able to go back to bed and be useless for much of the day while Nightvale trained his Weight of a Thousand Dead Suns napping technique.

Watched (anime): Kowloon Generic Romance 12-13: We did learn at least some who and why and when, but how was only hinted at. Still, that was a completely unexpected level of doom in the end.

Read (comic collection): Deep Beyond vol 1 (Mirka Andolfo, David Goy, Andrea Broccardo, Barbara Nosenzo): Everything broke on Y2k and also horrible mutant plagues started, now it’s generations later and the survivors are engaging in conspiracy and rebellion about the mysteries behind it. It has very impractical sci-fi aesthetics.

Written (game design): 162. Still haven’t managed to switch to another project.

I keep wanting to slide into a very abstract system, which on the one
hand is flexible for accomodating all the weird shit players come up
with, but on the other is less grounded. At the very least, we have to
have people establish the special effect ahead of time, and being able
to put everything into a bucket with specific mechanics (physical
object, break by doing Body), even a large bucket, would be better.

If I sucked even more than I actually do, I’d say we should use an LLM
to invent rules for a special effect when the player invents it, but
a) I don’t think that would actually work well, and b) ew no. Someone
else can explore this frontier of game design. (Or, given the pride with
which people put NOAI banners on their games, no one can explore it,
and that’s fine by me. Fuck LLMs and their capitalist wielders.)

Back to splitting up the removal condition, that doesn’t work since
how much Body you have to do is both what it takes and how long it
takes. Or maybe what it takes is more like how much Def? Having to
make a skill roll is similar to 1 Body 0 Def, unless it takes a
long time. (Should we have skill rolls generate effect against some
kind of defense, unifying them with attacks? Probably not.) So maybe
the two factors are how long it takes to wait the condition out
(possibly forever, although that would be kind of expensive), and
what it takes to clear it before then (possibly nothing except an
equally strong power, which would also be expensive).

Leaving this to stew for a while, earlier I was on my usual bullshit
of wanting experience to come from suffering, so maybe taking a
condition lets you mark XP? Or it’s a limitation you can apply to
your maneuver/technique to offset getting more or not getting less?
Should the GM be tracking XP for NPCs? It’s more work, but maybe adds
flavor.

If conditions still have levels, then maybe any condition at the top
level should give XP, but I’m not sure they do, just the points of
effect left over after the defense is subtracted from the roll.
Although not everything needs to be that granular, and sometimes
there’s not an obvious use for it that’s distinct from the removal
condition. Once you’re blind, you generally can’t get any blinder; at
most the blindness could last longer, or take more healing to remove.
At the lower end you could just have poor vision for a while, so
blindess isn’t entirely binary, but for playability I don’t think it
can have very many gradations.

Only available at certain addresses, of course.

Played (Hero 6E): Kaiju Academy. The fight that was starting as the credits rolled last time is just as horrible as expected. Bug goo everywhere, and not in the good way. Mal gets knocked out and misses the climactic bug-clobbering finale, but doesn’t die or anything. Teleportation is really handy, though. She needs to figure out more of her Labyrinth affinity.

Watched (anime): Sentenced to Be a Hero 12: Season finale! We finally get an explanation for the penal heroes and mindless rampaging guy. Also, apparently not all penal heroes were railroaded by a corrupt court system, some are legitimately fucked up.

Watched (anime): Roll Over and Die 12: Season finale! Several of the cute girls are saved, but the evil plot is by no means thwarted. Flum is going to need some more cursed gear.

Watched (anime): Journal With Witch 13: The end! Orphan Girl is moving ahead with her life, which is really all that one could expect from this series.

Read (manga): A Bride’s Story vol 7 (Kaoru Mori): Wait, where did 5 and 6 go? I thought I had them, but then I realized this volume was 7 so the gnomes must have eaten them. I’ll have to make them come back by ordering new copies. Anyway, this is the first volume I haven’t read before. It’s more of Smith’s journey, although it’s mostly about the lady of the house where he’s staying, and her loneliness and the local custom of married women forming special friendships and the manga-ka getting to draw many scenes at the women’s bath.

Written (anything): FAIL. How does thinking even work?

Also Respect Your Cat’s Drug Stash Day, but that’s every day, right?

Ended up going to a small local rally on a street corner instead of the big one downtown because the timing was better for going shopping. It was somewhere in the couple of hundred to few hundred range, we waved signs and people honked, I scritched a nice dog. Most of the people there were my age or older, with only a few parents and kids, so I’m surprised it wasn’t more bloodthirsty.

Watched (anime): Kowloon Generic Romance 10-11: Now we know who, and can speculate on why, but how is still up in the air, as are certain aspects of when. Is this really going to all get wrapped up in one more episode?

Read (manga): A Bride’s Story vol 4 (Kaoru Mori): Further stories about the people Smith meets in passing on his way to Ankara. This time the marriage-crazed girls aren’t trying to marry him, though. They have their own lives to mess up.

Written (game design): Finally updated my character sheet for Kaiju Academy, which either counts as writing or doesn’t.

I hear Magnetohydrodynamic Calculations Day was banned due to SAN loss.

Slept in, did a little shopping, ate an enormous quantity of Chinese food and will probably die.

Watched (anime): Journal With Witch 12: Asa learns just how much of adults’ life advice is pulled completely out of their asses.

Watched (anime): Roll Over and Die 11: Are things not quite as dark as they looked last episode? Flum seems to be turning things around, anyway.

Watched (anime): Sentenced to be a Hero 11: Jeez, Teoritta, have more faith in your knight’s ability to blow up absolutely everything!

Watched (anime): Death March to a Parallel World Rhapsody 1: Generic OP isekai LitRPG, probably to include a harem in later episodes based on the credits.

Read (graphic novel): Incredible Doom vol 1 (Matthew Bogart, Jesse Holden): 90s teen BBS culture, saving kids’ sanity from horrible parents and/or luring them into punk music and crime.

Written (game design): 114.

Another day that’s not for me: I’m terrible at poetry and also have no brain! Or maybe those are causally linked. I’m pretty sure poetry is a sign of sapience, or at least whatever it is humans have.

Slept in too much because it’s a weekend, managed to shop a little. I hear Jus is slaying at robot competition, though, because she’s not like me.

Watched (anime): Kowloon Generic Romance 7-9: Do people know things? Or are they just speculating? Either way, it seems like things are closing in. Also, smooching.

Read (graphic novel): Just Between Us (Adeline Kon): Rival figure skaters, one of whom is kind of terrible as a person, taking their rivalry and all kinds of strong feelings all the way to the Olympics.

Written (game design): 169:

It initially seems like we should be able to make a catalog of general
conditions, but players’ weird special effects are going to make
everything unique. Can we just have a condition “Blind”? Sure, that
has some mechanical effect, but are you blind from a bright light?
Pocket sand? Face covered in Negagloop? Crow spirit pecked out the
eyes of your soul? All of those have different defenses, different
durations, and different ways to remove them early, and that’s just
one possible effect out of… a dozen? scores? incalculably many
because players are most creative when it’s least convenient?

Can we do it with a combination of one catalog of effect and one
of how the effect is accomplished? Biological, do some healing or
wait; spiritual, do some magic cleansing or wait; physical, break
it? I guess there are at least three components here: how the effect
is targeted and implemented, which isn’t part of the condition since
it’s all handled at the “attack” time and then we can stop worrying
about it; what effect the condition actually has while it’s there;
and what it takes to get rid of it, both how long it takes to expire
naturally and what kind of powers will end it early and how well they
have to roll.

One from column A and one from column B seems doable once we populate
the columns. It has to be explictly not just allowed but encouraged to
make new entries if none of the existing ones match someone’s novel special
effect. We also need to determine what each entry costs: do more
useful ones use up some dice off your powerset if you don’t have a
technique? Or impose some other penalty? It seems likely. Not sure how
Column Zero (attack method) works, exactly, but it also needs to do
something based on whether it’s more or less useful than the baseline.

Also, No Selfies with Pandas Day.

Got the cleaners to invade at a more convenient time, which I felt a little bad about since I usually just say “whatever” but it’s a work day with meetings.

Read (manga): Komi Can’t Communicate vol 37 (Tomohito Oda): The end! 100 friends and Komi and Tadano and everyone make it to college and Komi is still the hornier one (but in a wholesome way).

Watched (anime): Sentenced to Be a Hero 10: Yeah, that’s a problem with slave soldiers, especially when they have superpowers.

Watched (anime): Roll Over and Die 10: Now we know some of what Ink’s deal is, and it’s about as bad as expected.

Watched (anime): Journal With Witch 11: Adults sure like giving advice. But sometimes they also give chocolate.

Written (game design): 389:

Should we not be doing a meter-by-meter, second-by-second, or at
least zone-by-zone, round-by-round simulation? Having the dice tell
us how the story goes, instead of telling us where each energy blast
lands and letting us create our own story from the mechanical
outcomes is the very essence of story game. Not that Hero is
completely immune to this (Luck/Unluck), but it’s a lot more
emergent-story. Can we have emergent story without simplifying combat
down to hit points, though? Conditions involve a lot of GM judgement, as
does anything like tactics (beyond the very basic ganging up on
somebody), so we can’t get everything from dice rolls. That’s even
before we let players go thinking up new things to do that require GM
calls, or choosing the outcome of a successful attack beyond “reduce hit
points”.

Am I pushing too hard for tactical infinity? It’s the reason we play
RPGs with fighting in, rather than just playing Gloomhaven, but maybe
tactical a few hundred, or a few dozen, would be enough? Heck, people
enjoy playing 21st century D&D, and that barely gets out of single
digits in binary. Can we make do with a list of general conditions after
all? And a set of defenses against them? Although much of the point of
tactical cleverness is to work around the otherwise-impenetrable
defenses… Yes, this is the same question I keep going around and
around, looking at from the same set of angles.

RPGs derived from wargames don’t like tactical cleverness because
they don’t like decisive actions. If your entire game is a fight,
something that can cut that short means less gaming, and nobody
wants that. Or at least that’s one of my guesses as to why so many
games have hit points far in excess of what one attack can do. Hero is
actually not quite as bad as some, since a surprise attack out of combat
does double Stun before defenses and that can actually knock someone
out, or at least stun them.

On another axis, it’s harder to “play the world, not your sheet”
in OSR fashion when the PCs aren’t human, maybe not even remotely
(hello, sentient black hole!), and the world offers entirely different
affordances. Maybe we do need more in the way of structure than your
normal bozos creeping with fire through a cave of rock. That probably
means at least a limited set of conditions instead of a complete
free-for-all. It may also mean paying more attention to how things
happen and not just the end state. Which might bring us back to an array
of defenses, or at least a bunch of ways to avoid/resist different kinds
of things people do to you (dodge it, stick out your chest and tank it,
concentrate on memories of your first love who would be so disappointed
if you let yourself get mind-controlled, etc). It might also bring us
back to all powers having limitations by default, so at least some
openings are written down ahead of time, even if they aren’t known. (You
can still buy off the limitations, but then the limitation is that you
don’t have as many points to buy powers.)

But I write fantasy because I can’t do math!

Went shopping, tried to get quarters, got a hard time for having an expired ID card. I should probably do something about that, but it matters so rarely.

Watched (anime): Kowloon Generic Romance 4-6: Well, now we have Dr Snake’s minion’s theory about what’s going on, but even the characters we thought were in a position of knowledge or power seem pretty confused, and I’m not sure any of this explains what was going on with Blonde Friend. Female Lead seems to be doing better emotionally, so probably it’s all going to come crashing down.

Read (manga): Witch Hat Atelier vol 14 (Kamome Shirahama): And that is why every field needs both young whippersnappers and experienced elders, but no field needs dogmatic zealots.

Written (game design): 209:

Earlier I said there would be three outcomes from a disaster roll:
everything works as intended; partial or conflicted success; disaster.
The middle one is the most effort for the GM, who has to invent a
setback that doesn’t negate the success, so that should come up the
least often for playability, even if outright disaster should be the
least common for plausability. Which do we value most highly? If it’s
playability, then partial success comes up when you make the roll
exactly; if it’s plausibility then a disaster happens on a natural 18 or
something. That’s if we want to keep the Hero 3d6-roll-low. Something
like PbtA 6-/7-9/10+ or FitD’s 1-3/4-5/6 more naturally gives a
three-way outcome, but the range doesn’t feel as large as would match
the 1-12d6 of powersets. They’re completely different rolls, they don’t
have to match directly, but having, for example, skills that only go
from -1 to +4 feels too constrained.

Although, a disaster roll isn’t exactly a skill roll, and definitely
isn’t a to-hit roll. It definitely is more like a PbtA/FitD “how’s that
going for you?” roll, which once again is veering into filthy story game
territory. In the interests of our already-stated goal of not being as
hard on the GM as a full-fledged story game, can we make a list of the
possible results of a disaster roll? Obviously if you make the roll,
then you apply the condition you intended to the target(s) you were
aiming for, or as close as possible, and determine the level of the
condition with an effect roll using powerset dice.

The other obvious two-bit values are right condition wrong target (you
didn’t melt the Despairmech(tm), you melted the bridge truss), wrong
condition right target (you didn’t gently incapacitate the criminal
goon, you crushed them like a bug), and wrong condition wrong target
(you didn’t freeze the villain’s feet in ice, you made the road slippery
under the mayor’s car). There are always infinitely more ways for
something to go wrong than to go right, though, so I’m not sure this is
helping. Even having to pick a point on the scale from No Big to
Complete Disaster is a pain.

Boo, I wanted to keep saving my daylight! Did not manage to get out of bed at any reasonable time, but whatever. Did manage to eventually get more gooshyfood for the cats. Sage is super yelly and demanding, which I guess is a good sign. She does not like the mouth squirts, though.

Watched (anime): Journal with Witch 10: This is so slice-of-life that it’s hard to say what an episode is about, but I was right about the best friend. Also yeah, once somebody’s their kid, they don’t stop being your kid.

Watched (anime): Roll Over and Die 9: Yikes, that is not what I expected to happen!

Watched (anime): Sentenced to be a Hero 9: That is pretty much what everybody should have expected to happen when they let fantasy PCs into their city.

Read (manga): My Dress-Up Darling vol 6 (Shinichi Fukuda): Back to cosplay techniques and fellow cosplayers, but also extremely fraught questions.

Written (game design): 260:

What about getting rid of conditions? Some disappear as soon as they
aren’t being maintained (psychokinetic grasp), some last until action is
taken to break them (frozen in carbonite), some naturally fade over time
and can possibly be removed faster or prolonged by action (poisoned,
wounded).

I’ve been rushing ahead with the FitD model of conditions, because it has
definite advantages. There’s no calculation, just find the lowest open slot to
put the new condition in, and if it’s on level 4, that’s a KO. It also
puts a limit on the number of conditions a character has to manage. It’s
not all good, though: as long as you can inflict any condition, you’re
guaranteed to be able to take someone down eventually. It also doesn’t
distinguish between types of conditions, so the regenerating werewolf
can’t take more physical conditions or whatever. Also also, even if your
buddies get rid of a condition for you, or you regenerate it, there’s
not an obvious way to recover from KO if it wasn’t the level 4
condition.

Failed to get up early, but did eventually get up and get Sage’s medicine and do some shopping.

Watched (anime): Kowloon Generic Romance 2-3: Okay, so maybe she’s [SPOILER]? But what about the guy? Is this all the fault of Dr Snake? (He’s not a real snake, but he is a real doctor.)

Read (manga): My Dress-Up Darling vol 5 (Shinichi Fukuda): This volume is less about cosplay and more about the two of them doing stuff together, although taking cosplay pictures leads Doll Boy into a new world of embarrassment.

Written (game design): 206:

Duplicate conditions probably discard all except the highest one,
otherwise it’s too easy to get spammed with a bunch of copies of the
same condition and that’s boring even if they stack (which they probably
shouldn’t).

We’re trying to move away from the computer-game paradigm of “select
Attack from the menu, let the RNG tell you what happens”, which now
that I think about it solves the problem of how to determine whether
getting punched is doing Stun or Body. If you make your “attack”
roll, then you inflict the condition you want on your intended
target, or as close as possible given the circumstances; if not,
the GM decides what target gets which condition. Miss with your
fireblast, and the villain won’t be on fire, but something will! Or miss
creasing the criminal’s skull with your .45 and, well… I think we
need three levels of success: you get what you want; you have to choose
between getting what you want with a side of what you didn’t want OR
nothing much happens; or you get a full serving of what you didn’t want.
Which is more like a filthy story game than a wargame, so we need the
guidelines for the GM to make choices that seem fair.

Hurray for Sage! She is the yelliest!

Played (Hero 6E): Kaiju Academy: Kidnapping, hostage-taking, partial but extremely biased villainous dialog, and horrible bug goo in the conduits!

Watched (anime): Sentenced to Be a Hero 8: It’s not a city adventure unless someone goes undercover in disguise.

Watched (anime): Roll Over and Die 8: Another cute girl, but this one is pretty sus. Also the main two are getting more yuri. And there’s some plot and stuff.

Watched (anime): Journal With Witch 9: Oh no, bad reviews and writer’s block! Queer(?) best friend to the rescue.

Read (comic collection): Getting Dizzy (Shea Fontana, Celia Moscote, Gloria Martinelli): A girl who just wants to be special randomly because a magical skater girl to fight against negativity goblins, but nobody can be that special. The characters are high-schoolers or even older, but I think the writing is for someone much younger.

Written (game design): 158:

What is a skill mechanically, though? Are we keeping the 3d6 roll-under
system? 9 plus the number of dice that have Skills? That’s 10- to 21-
for 1 to 12 ranks, seems reasonable. How many different things you can
roll for depends on how many times you bought Skills on that rank of
power, and we definitely need to establish some way of quantifying that
to avoid the Literally Batman 12d6 powerset being too cheap. I don’t
think we need to be as granular as individual Hero skills; maybe the
skill categories from 6E (Agility, Background, Combat, Intellect,
Interaction)? Is five enough? It’s a place to start, anyway.

Now we’re back to conditions and weaknesses, which are intertwined.
Weaknesses are also intwined with complications and limitations, since
we want one system that supports both PCs having interestingly limited
powers and character-building complications, and NPCs having exploitable
weaknesses.

Following Hero terminology, limitations are things you can’t do with a
powerset, or costs you have to pay, or requirements. Major limitations
only; fiddly little ones are covered by special effect. Once again, we
have to figure out how to have limitations give extra points. Doing the
fractions thing is probably fine, I guess? The limitations are
definitely per-powerset, and with variable-cost ranks, it doesn’t work
to give free ranks. Free points still run into the possibility of
negative cost powersets, so fractions it is until we come up with a new
paradigm.

Only one of those was invented by me.

Apparently I can drop directly into REM sleep in the nine minutes of an alarm snooze. I don’t think this is a good thing.

Socialized too much and only had time for one episode of Anime With Dave.

Watched (anime): Kowloon Generic Romance 1: Ew, smoking. But also, ??!??

Read (manga): The Apothecary Diaries vol 11 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Genetic coup!

Read (novel): The Sundered Realms (Casey Blair): The start of a different series about a terrifying wizard lady with a traumatic upbringing and her impossibly hot, equally terrifying new boyfriend, in a fractured world where demons are trying to crawl in and eat everything and humans are entirely willing to sell each other out. Magic works by linguistics nerdery, which is always good.

Read (novel): Take Back Worlds (Casey Blair): Conclusion to the trilogy about terrifying lady wizard etc that I started before. Lady wizard manages to get enough people onside, including some of the asshole descendants of the people who caused the problem to begin with, to save three out of four worlds and not actually destroy the fourth (who would have totally deserved it). Marriage, wild magic sex, HEA.

Written (game design): 140:

Or is that only Human Body, and there’s also Human Mind, which
includes skills? It does make sense for powersets to include skills,
since Ninja Training is a canonical source of superpowers. How does
this work? We considered buying ranks in Skills earlier, but never
settled on anything. In most games, a character’s skills have both
breadth (how many things they cover) and height (chance of success)
and it’s usually not a rectangle. Sometimes it’s a triangle (some
FATE implementations), sometimes it’s just a scribble with every
bit of the breadth having its own height. A powerset only has one
dimension– wait, no it doesn’t, some capabilities can be bought
more than once for broader effect. So there are two dimensions
available. But what does it mean to buy Skills as a capability for your
Heat Subtraction 12d6 powerset?

“Mu.” Or, I don’t know, it’s your powerset, you tell me. Start with
the fiction, then buy mechanics to match. I don’t think Human Mind
is actually a powerset, though. Buy a background or training regimen
or whatever as a powerset that has Skills and maybe something else
or maybe not. Talents and Perks are now techniques that have
prerequisites of some number of Skills dice.

Also, For Pete’s Sake, Girls Already Know About Engineering Day.

This morning was full of all-hands meeting. I hope we aren’t betting the whole company on AI.

Watched (anime): My Hero Academia 8.10-11: The End! There is nothing to disprove my theory that Froppy and Uravity are married now.

Read (manga): The Apothecary Diaries vol 9 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Getting to the Foreign Dignitaries storyline, plus assorted random mysterious mysteries.

Read (essay): Why All Science Fiction and Fantasy Writers Are Historians (Ada Palmer): It’s because they have opinions about how the world changes. Literary people on the slack (so, pretty much the whole slack) had many opinions on this when Marith posted it.

Read (novel): Saints and Monsters (Ellen McGinty): A disabled princess has to save her sister and her Japan-flavored country with the unwilling assistance of a dragon. It was not bad, but could have used 80% less heterosexuality, and probably 30% fewer words.

Written (game design): 192:

It may seem like we’re making techniques into Hero powers, but my hope
is that we aren’t, because techniques don’t let you do anything your
powerset doesn’t already let you do. They just let you do it with fewer
tradeoffs or outright penalties than maneuvers do. Also, they don’t
(usually) grind away at hit points, they inflict conditions, which we
still don’t have a good handle on.

Other vital things we have no handle on: weakness for NPCs/complications
for PCs, skills, normal human abilities, gaining experience. Well, human
abilities are easy: everybody starts with the powerset Human, with
whatever capabilities and dice are needed to get 2d6 strength, normal
vision and other senses, etc.

Also Chocolate-Covered Clam Chowder Day.

Did not go to the office, did do some work, failed to eat correctly.

Watched (internet): Some professional Minecrafters built a lake. It looked like a lot of fun, and makes me want to Minecraft a bit, but I do not have enough brain cells.

Watched (anime): Kill La Kill 1-2: I watched the first couple of episodes long ago, maybe even back when it was still a thing, so when Crunchyroll reminded me I still had plenty of episodes left to watch, I decided to start over at the beginning. Yeah, okay, it’s about as ridiculous as Gurren Lagann, but more naked. (The one male character who might be continuing also takes off his shirt and does romance-cover poses, at least.)

Read (manga): The Apothecary Diaries vol 8 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Finally the Lakan thing is resolved. He still sucks, though.

Written (game design): 370:

Let’s try this again. Capabilities for a powerset:
– Affects the environment – sounds like it should be mandatory, but
something like Telepathy that only affects people, or Healing Factor
that only affects the character wouldn’t need to pay for this.
– Affects the environment in many different ways – it’s up to the table
to judge this, but we should have examples. Maybe counts double if the
powerset can do almost anything.
– Usable as an attack – anything that affects the environment can do
damage, but that doesn’t mean it can be useful with a half-phase
action.
– Many different attack modes – you get the picture.
– Movement – dice give speed, techniques give things like not falling.
– Normal defenses – everything that would be PD or ED in Hero, plus
whatever the powerset should counter (cold vs heat, etc).
– Unusual defenses – Power Defense, Mental Defense, Life Support, etc.
– Senses – individual senses are bought as techniques, and have a
prerequisite number of dice in the powerset.
– Affect self – for shapeshifting, regeneration, etc. Again, might count
double if it’s versatile.

I don’t know that all of these should cost the same, but that’s a place
to start. We have to handle the Cosmic Variable Power Pool I mean D&D
Wizard, but it should be extremely expensive to have a powerset that
does everything and even more expensive to do everything in a variety of
ways.

When I said individual senses have to be bought as techniques, I was
wrong. If you buy Senses for your powerset, you can half-assedly detect
whatever your powerset involves by spending some time. Techniques will
get you the upgrades like (in Hero terms), Sense, Targeting,
Discriminatory, or 360. Having more than one die of Senses is still a
prerequisite for some techniques, but it seems like it should get you
more than that. Maybe range or general Perception bonuses?

By that logic, being able to attack shouldn’t be a part of the powers.
If you can affect the environment, or some’s psyche or whatever, you
have the ability to inflict conditions on your enemies, but if you want
to bust out the attacks as half-phase actions at full OCV in the middle
of a combat, then you need techniques. This is even more consistent with
multipowers, where the plain 12d6 EB is as much of a slot as the 8d6 AP
EB, etc. However, attacking is a much more significant action than
sensing something, so maybe it needs to cost more? That could be handled
by making the techniques more expensive, though.

(We’ve come back around to my early thought of buying hexes of generic
movement, and then buying movement modes separately. Apparently I will
never not be on my bullshit.)

How about Defenses? If you can affect the environment, presumably you
can put together some kind of defensive measures as appropriate to your
powerset, but maybe not while leaping around in combat. Also, not all
powersets are going to provide generic Def, although hopefully that’s
less of an issue when it’s not just grinding at people’s Stun through
their PD/ED. Maybe Defenses are techniques instead of a powerset
capability as well.

Fortunately Sage was already spayed when she came to live with me.

No office this week, since I can’t miss morning handover due to transit failure. Stayed at home, did some work, learned a little TLS.

Watched (anime): Roll Over and Die 1.7: Flum is doing pretty well at filling her house with cute girls, but there are still criminal lowlives and classism causing problems. Also monsters.

Watched (anime): Journal with Witch 1.7-8: Teenagers are difficult! Adults are difficult! Grief is extremely difficult!

Watched (anime): Sentenced to Be a Hero 1.7: Another weirdo, also shopping and ninja attacks.

Read (manga): The Apothecary Diaries vol 7 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): The large metal beam!

Written (game design): 231:

Setting that aside for the moment, these either let you get something
without the tradeoff, or get more for what you trade (like putting Area
Effect on a power gets you more than just spreading to fill hexes).
Earlier I mentioned needing one to effectively attack, but is that
covered by whether you pay for your powerset to include attack powers?
Probably something as general as that should be at the powerset level,
but maybe those should be techniques instead? If you don’t have the
ranged attack technique, you have to improvise to attack somebody or
something at range, which gives some kind of penalty, I guess? Or you
can’t use all your dice? It would be a maneuver, trading off something
in order to do the ranged attack at all.

For whatever reason, it seems like getting areas of capability in a
powerset should cost per die, so a flat-cost technique shouldn’t be able
to completely make up for that, or maybe not make up for it at all. Of
course you can always save up and add a new capability to a powerset if
you really want to be able to do the thing.

How do we divide up capabilities? And what do you get for each one
as a base without maneuvers or techniques? I still think
offense/defense/movement/chrome is too coarse, but we can split those
up. I don’t think ranged/melee is the right divide for attacks;
normal/special (NNDs, drains) seems better. Defense I’m less sure about
splitting, maybe it stays as one capability. Are mental powers part of
special attacks, or a separate thing? Based on how many special rules
Hero has for them, they probably are their own thing. Movement also
tricky, since the obvious division is speed vs movement modes that give
you extra stuff like Flight. And chrome is not only a grab-bag, but has
things that don’t really correlate with how many dice you have in your
powerset, like Extra Limbs or Enhanced Senses.

What do you mean you don’t have a pangolin to read to? (Although my pangolin a) is plush, and 2) has an advanced degree in Animal Feelings, so probably can do their own reading.)

I had horrible heartburn all night after staying up too late, so have not been very useful today. I’m not sure whether the burritos were less easy on my insides than wheat tortillas and chicken should be, the chicken that seemed fine despite being in the fridge for ??? days was not fine, or finally getting organ juice again after being off it for a while (thanks, American health care system) was a bit steep.

Watched (anime): The Apothecary Diaries 2.23-24: End of the second season! Does Maomao not know what she wants, or does she know and it’s to frustrate Jinshi to death? It’s a pretty definite end to a lot of plot threads, so I’m curious to see where the third season will go when it comes out.

Read (manga): The Apothecary Diaries vol 4 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Back at the departure of the concubine after the garden party of poisoning and intrigue. Apparently this is the end of the first light novel volume, which I could read but haven’t and may not. But may yet!

Read (novel): Azarinth Healer vol 5 (Rhaegar): OP MC is so OP she’s making the system invent new classes. Also saving entire alien species, gaining a third class of her own, etc.

Read (collection): Consequences (Moe Lane): Four short stories about Edwardian monsters, cryptids, aliens, obnoxious gods.

Written (game design): 231:

We need some kind of tables of environmental stuff, like Hero has Def
and Body of various materials, to provide guidelines for how much
Entangle you do get from six inches of water or waist deep mud, how many
dice of zapping a power substation has, etc. The tricky part is that the
environment has to be enough to matter, not a world of tissue paper, but
shouldn’t overshadow powers at whatever level they’re in play.

Do we also need a system for which penalty and how much of it to apply
when someone’s using an application they haven’t bought, to seem fair
and objective? Or is it enough to have a list the GM can choose from, so
they don’t have to make up something new every time? And possibly some
guidelines for how much of each penalty corresponds to a minor, medium,
or severe penalty. Extra penalties for using multiple
maneuvers/applications?

Speaking of dice and powers, do we need to charge more or less for
broader or narrower powers? Every power is effectively a variable power
pool, so the breadth of the special effect does matter, unlike Hero
where it’s only the powers you actually buy that matter regardless of
what your special effect could possibly justify with unlimited points.
Is this where the idea of cost per rank comes in? Powers are now the
only thing we’re buying in ranks, it looks like.

Check! Also Clean Out Your Bookcase Day, which is not going quite as well.

Watched (anime): My Hero Academia 8.7-9: The End! Then some epilogue. More people survived than expected.

Read (manga): My Dress-Up Darling vol 3-4 (Shinichi Fukuda): More cosplay buddies for Doll Boy to dress up. They are cute girls, but Cosplay Gal is clearly the main, and so far only, romantic connection.

Written (game design): 132:

Leaving that alone for a minute, what kind of penalties can there even
be? The first few that come to mind are:
– Reduce dice of effect
– Reduce OCV/skill roll
– Require a skill roll, or flat activation roll
– Lose some Stun/gain some Exhausted or other condition
– Reduce DCV
– Can’t use other powers at the same time
– Takes extra time
– Side effect on you, or backblast on people around you
– Drain the power you’re using

There could also be requirements that you have to provide, like water if
you want to make ice manacles but didn’t buy doing that as an
application. If there’s not enough of it, the amount of effect you can
generate might be capped, like if there’s only six inches of water, you
can only get so many dice of Entangle on somebody’s feet.

No work today, but I did have to get up to let the cleaners in (they were late), and ride the bus (it was also late) to go shopping, and then do laundry.

Watched (anime): Sentenced to Be a Hero 6: Six episodes, three demon lords down! Also, for those who were worried whether this might be a pervy anime, Teoritta briefly takes off her coat.

Watched (anime): Roll Over and Die 6: There is some kind of actual problem with corruption and human experimentation (in the FMA sense), but Flum is busy dealing with petty criminals. At least she has a house now.

Watched (anime): Journal with Witch 5-6: Makio is not free of problems herself.

Read (short): “The Teleporting Disaster Fairy” (Rati Mehrotra): Inexplicable events cause lots of trouble for someone.

Read (short): “Unfinished Architectures of the Human-Fae War” (Caroline M. Yoachim): Alien temporal architecture from beyond the gates.

Read (short): “The Millay Illusion” (Sarah Pinsker): Men who said a woman couldn’t be a good stage magician get what’s coming to them, probably.

Read (short): “With Her Serpent Locks” (Mary Robinette Kowal): Don’t fuck with the gorgon, no matter how hot shit you think you are.

Read (short): “10 Visions of the Future; or, Self-Care for the End of Days” (Samantha Mills): So many dooms.

Read (short): “Six People to Revise You” (J.R. Dawson): Yeah, capitalism would absolutely charge people a fortune for the privilege of being brain-edited into social conformity.

Read (manga): The Apothecary Diaries vol 2 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): It’s hard being Maomao. But it’s also hard putting up with Maomao.

Written (game design): 152:

Speaking of balance, the effect of using a power cleverly on someone
should probably be proportional to the active points/ranks, just as
(presumably) the amount of Grind Down or KO is. But greater cleverness
should also increase the effect, and different effects are going to get
quantified differently if we aren’t just chipping active points/ranks
off. And then there’s defenses against conditions, or maybe against
maneuvers, which also need to have an effect according to cost, however
that works. Maybe there are weak, normal, and strong conditions that are
different divisors on the level of effect, just like moveby and
movethrough need different amounts of movement to get +1d6? That at
least gives something to come to an agreement on, instead of the GM
making it up out of whole cloth. Or possibly it’s split along some other
axis, but we should definitely have a short list to pick from instead of
having to guess at the magnitude of effect from first principles.

Monday is a holiday, so I didn’t go shopping today, I just pulsated grotesquely.

Watched (anime): The Apothecary Diaries 2.21-22: All the conspiracies and rebellions and other national-level politics are coming to a head around Maomao. I wonder if anyone will make it out alive?

Read (novel): Take Back Demons (Casey Blair): Sequel to Take Back Magic, main character is actually doing pretty great at restoring Earth, making friends, defeating enemies, getting a hot husband, etc.

Read (comic collection): Gotham Academy Second Semester vol 1 (Brenden Fletcher, Karl Kerschl, Becky Cloonan, Adam Archer, MSASSYK): I thought I read the first arc of this, but I don’t remember any of these characters except Batman. Everything is creepy and haunted and half the adults have questionable fashion sense and obsessions they’re willing to kill for, so it checks out as being in Gotham.

Written (game design): 133:

Hero, like other games from that distant era, treats hits to locations
as things that just happen while hit points are being lost, or if
you somehow have a reason to aim for one location over another, it
boosts the Roll To Confirm You Wasted Your Phase probability. If
there are effects beyond loss of hit points, then they’re similarly
incidental and based generically on the body part. But we don’t want
“oh, I guess you hit her in the leg” because we’re deemphasizing
grinding away at hit points. We want, “you successfully slowed her down,
now maybe your teammates can do something”, so conditions should be
created from that point of view.

If we’re demphasizing the hit point grind, then it shouldn’t be the
standard result of a combat round, maybe not even the default. “Wear
them down” can be a specific maneuver. Maybe it’s the same as “KO them”
(when they have few enough hit points or whatever), maybe those are
separate maneuvers and you can skip straight to KO if you outclass them
by enough, otherwise you have to wear them down with clever maneuvers
and/or emotional damage I mean moral suasion.

Went to the office, did some work, ate some carbs and some chicken guys, skipped out slightly early to get home in time to watch anime.

Watched (anime): My Hero Academia 8.4-6: Wow, they did it! Well, half of it, leaving five episodes for the other half.

Read (comic collection): Sweet Paprika vol 1 (Mirka Andolfo): Everyone is devils or angels and named after seasonings, although that seems to be purely cosmetic since everything else is the real world with NYC and cell phones and publishing companies and all. Our MC, Paprika, is extremely horny and repressed and rules her department with an iron fist but neither chill nor work-life balance. She falls for guy, continues to make poor life decisions and terrify her underlings, there are R-rated makeouts but not the right ones, etc. Paprika is kind of a terrible person, but a good character.

Read (novel): The Forest at the Heart of Her Mage (Hiyodori): F/F romance in a secondary world with an actually slightly non-generic magic system. One of the last survivors of a marginalized group from a terrifying magic forest wants to go home to properly bury her aunt and friend before the dominant culture nukes the entire island, somehow gets a crazy hot mage to go with her as bodyguard if she’ll marry her, there’s military intrigue and zombies and gradual revelation of shared traumatic backstory and also girlsmooches.Apparently a spinoff of a series set in the same universe but a different culture that’s differently D/s with their mages and mage massagers.

Written (game design): 221.

Although that may be a little weaksauce in these days of Epstein Files. Maybe it should be Revile and Ostracize Men Year.

Since I had to stick around home yesterday, today (after the cats let me out of bed) I had to do three shopping expeditions, each of which ended up being heavier than the last. Oof. I guess it was better than spending another day as a gelatinous blob, though.

Watched (anime): Burn the Witch 1-2: Much the same as I remember the manga. Was the guy that much of a dipshit in the manga? Probably. What even is the point of male characters?

Read (novel): Threads of Fate vol 1 (invayne_): A schoolgirl in magic AU gets tested for magical power at the beginning of highschool and secretly gets nigh-infinite power, with which she defeats the hardest entrance-exam dungeon. Whatever.

Read (collection): Alien Horrors (Tim Curran): Pretty much what it says on the time. Probably all the stories are in the same universe, which is very 70s blue-collar space travel, and leaving Earth is a great way to find horrible monsters to get murdered/haunted/eaten by. Some are just alien beasts, some are alien ghosts, some are from beyond the Singularity. There are not a lot of plot twists; the exact form of their destruction may not be obvious at the beginning of the story, but it’s never that surprising. Just dreadfully creeping.

Read (from the shelf): FAIL.

Written (game design): 100 exactly, which is literally the bare minimum.

But I wrote no kitten words, because I am way too stupid. Instead I got up to start my on-call shift and immediately got sucked into an hour-long customer call. That was annoying, but did get resolved and I went back to bed to read for a while and got trapped under cats (I and I tiny brain, we never learn). Eventually I become functional enough to connect my new computer to my old computer and let it suck out the brains, but that took hours and hours during which they were both unavailable, so I was forced to watch anime. Forced, I tell you!

Watched (anime): Sentenced to Be a Hero 5: Okay, there’s a “hero” who should not be left to wander the world on his own. Still probably better than the people in charge of things. But that’s all there is so far, so I have to wait to find out how they get out of the stupid plan!

Watched (anime): Journal With Witch 3-4: Orphan girl doesn’t even know what she feels, she doesn’t need people knowing about her parents and expecting her to perform emotions! Good thing they don’t know she was able to work on cleaning out her parents’ stuff without breaking down.

Watched (anime): Roll Over and Die 1-5: The girl with all stats at 0 and one apparently nonfunctional ability gets pushed out of the hero’s party and secretly sold into slavery, but just as she’s about to be fed to monsters for being unprofitable, she figures out the way in which her ability actually makes her OP and escapes to become an adventurer. Sadly she cannot escape the turmoil of what the hero is questing against. I can’t tell if her declarations to the other escapee are platonic or romantic. Possibly they can’t tell either. Also being simulcast, so I have to wait to find out the shape of her doom.

Read (graphic novel): Bounce Back (Misako Rocks!): Japanese middle-school basketball star suddenly has to move to America and learn English and try to make friends and deal with the basketball team being mean girls and generally suffer as middle-schoolers are supposed to. Feels like it’s aimed at readers for whom middle school is imminent.

Written (anything): NO COMPUTER.

Not sure what to say about it, though.

No anime with Marith, she has to work a hundred days in a row.

Watched (anime): Sentenced to Be a Hero 3-4: More weirdos! I dunno, the convict heroes seem to be a lot better than the legitimate authorities. But, they’ve taken out roughly half a demon lord per episode, so it’s not surprising the legitimate authorities are terrified of them.

Read (manga): Tsumiki Ogami’s Not-So-Ordinary Life vol 2 (Miyu Morishita): After seeing werewolf culture in the first volume, the second is mostly just school stuff, with some other mythfolk being slightly weird.

Read (from the shelf): FAIL.

Written (game design): 156:

Are we back to figuring out what “damage” means? I still really like
conditions instead of hit points, but they definitely aren’t as simple
and therefore fair-seeming as a simple number or track. We can make it a
track by having conditions ranked (even if it’s just 0 or 1) and having
X ranks of conditions at one time knocks you out, but what is the effect
of the conditions? I guess we need a list of common conditions described
loosely enough they can cover most interactions of powers and special
effects, and then let the GM make judgement calls which one applies when
someone uses Hermetic magic on the alien slime monster.

What set of conditions will do this? How specific do we want to be? We
don’t want Sprained Hand and Sprained Elbow to be completely separate
conditions, but do we need to note which one it is when we mark the more
general condition? What is the more general condition for each?
“Temporarily injured limb”? “Sprain”? “Temporarily injured
manipulator limb” vs “…locomotor limb”? “Temporary physical damage”?
How do we divide up how permanent the damage is? Is two categories
(corresponding to Stun and Body) enough? Sprain is intermediate
between a bruise and a burn, do we make a third category, or tag every
condition with the step on the time chart you get to make a recovery
roll at? That last one probably has the most Hero DNA but is another
number to keep track of for each condition.

Do we have to have ranks on conditions? It’s probably easier to have
Clobbered:5 than five different clobbery conditions. Maybe the rank is
also the step on the time chart? That would be twice as simple. But then
how do we add up multiple instances of similar conditions? The usual
thing where it’s the new value if that’s higher, or increment the old
value by one if not is probably good enough. How similar do conditions
have to be to stack like that? Going around and around, we come back to
the huge variety of terrible things that can happen to a Hero character
being a good reason to abstract, but I don’t want to abstract
all the way to hit points, because bah.

Sounds like a disaster!

Tried some rain and thunder noise instead of fan noise for sleeping. Not sure it worked as well, but it was nice.

Still coughing when I woke up, so I didn’t go to the office to share my potential germs with the office party.

I forgot how to eat food, but Marith saved me with cherry tomato chicken. I put it over microwave rice and ate it and did not die even a little bit.

Watched (anime): Sentenced to Be a Hero 1-2: The worst and most powerful (and often craziest) criminals are sentenced to the battlefield as expendable special forces units, because their souls can be dragged back mostly intact from hell when they die. Human civilization with Euromedieval aesthetic and some magitech is being driven back by monsters, ancient magical superweapon in the form of a little girl, etc. Lots of gore and explosions and general violence.

Read (comic collection): Harley Quinn and Power Girl (Amanda Conner, Jimmy Palmiotti, Justin Gray, Stephane Roux, Paul Mounts): Power Girl has amnesia due to something in another series, so she’s hanging around Gotham with Harley Quinn when some low-level Batman villains use an alien artifact to teleport them to the Planet of Groovy 70s Free-Love Aliens, who are in a war with the forces of repression. The jinx that ensue are definitely high.

Read (novel): The Initiate (James L Cambias): A man whose family has just been killed by a demon is recruited to infiltrate the cabal of sorcerers who secretly rule the world with absolute power and absolute corruption. It’s pretty traditional magic, calling up spirits by chanting in ancient tongues on the right day of the week, etc, and also traditional is the problem with going undercover in an evil conspiracy. I saw the twist well before the main character did, because he didn’t pay attention to the error messages.

Written (game design): 289.

Also Brown Dog Day, so extra treats for Bella.

No treats for coworkers K, N, and C and remote coworker S, only pink slips. “Aligning skills with the company’s future direction”, my ass. That leaves two people in the North America team from before Boss³ M showed up, so “not here to fire everyone” my other ass. Not sure what I can do about it, though, and this is a terrible year to end up out of work by making a doomed stand anyway. This is why all workers should be unionized, I guess.

In better(?) news, the package containing my new computer escaped the Memphis Blizzard and was finally delivered, but I don’t know when I will have enough brain cells to move all my 1s and 0s over to it. I recall it being kind of a pain last time.

Marith brought sundried tomato feta chicken and root vegetables to eat while watching anime, which was very nice of her and definitely better than me trying to feed myself.

Watched (anime): My Hero Academia 8.2-3: Well, that’s one way to restart a heart!

Read (comic collection): Rivers of London: Black Mould (Ben Aaronovitch, Andrew Cartmel, Lee Sullivan, Luis Guerrero): Wait, Peter’s dad is white? I’m sure we knew that, but I never pictured him that way. Also, further evidence that jazz is the most magical of musical genres.

Written (game design): 133. Also doinked around with trying to rewrite my character sheet adder-up.

It me, although I’m probably not as freethinking as I think (freely).

Went to the office, did some work, ate some chicken and rice, learned some kubernetes.

Watched (anime): My Hero Academia 7.19-20: Two very dramatic episodes, Dabi vs multiple Todorokis and Uravity vs Himiko!

Read (comic collection): Rivers of London: Body Work (Ben Aaronovitch, Andrew Cartmel, Lee Sullivan, Luis Guerrero): A short story about a Falcon incident. I had not pictured Peter as wearing a suit and tie to work every day, but Aaronovitch signed off on it, so it must be so. I did not like the art at all, though. It is murky and rough and bleah and I am a Philistine.

Written (game design): 257:

Are we coming back around to my earlier idea of conditions, but
making them actual conditions instead of hit points with post-its?
As previously realized, that needs a lot of judgement calls for
what conditions a character (PC or NPC) can take or not take based
on their powers and special effects, but it’s 2026, we aren’t
actually expecting the GM to use their infinite power for TPKs.

A lot of this can be done in stock Hero, by giving characters
appropriate complications and limitations, but then we’re back to the
players guessing what weaknesses the GM prepared. Maybe NPCs can just
have “Weaknesses appropriate to being a magical goo monster (30)”? Or
“Weaknesses to be established in play by the heroes (30)”? It’s still a
little vaporous as to what they are ahead of time, but once they’re
established, they should be written down. Possibly there needs to be a
rule (more like a guideline) about when in the fight the GM has to have
spent all those points.

The GM can predefine some weaknesses, but leaving some for the players
to “discover”, although possibly lacking in verisimilitude, might help
with the problem of coming up with a whole new suite of complications
every session. Not sure it helps with limitations, though, so we may
still want a more freeform approach. Or perhaps this is a reason to
revisit the idea of having limitations be accounted for separately from
the base power cost? But probably just writing “susceptible to PC
cleverness as established in play (-1/2)” is enough.