Tuesday, January 31, 2017
Monday, January 30, 2017
Where I attempt some fiction, and look for constructive feedback
Hey folks, this is the fiction part of a post I hope to make tomorrow. Since this is the first full on piece of narrative I have made on my blog, I would dig your feedback. I made some illustrations to go with it.
Ballad
of a Memory Addict – Pt. 1: I remember, don't worry...
I'm
going to try to get this all down, words and my rough pictures,
because either I am going to be dead soon or, later, a vegetable,
because I'm all out of memories and cash. The Lethe is moving faster
now, removing memories quicker than I can replace them. Not long now,
it will eat my memories of reading, language, bladder continence, and
everything else that forms the basis of 'me'. I can't emphasize
enough how screwed I am.
I
could point to everything from the past and say 'This is why I'm
here.' but that doesn't work for entertaining stories. I need this
story to be interesting, entertaining, otherwise you won't read it. I
need you, who ever you are, to read this, its all that's left of me
by the time you get this...
I
woke up with a spike in my arm, the rig shot dry, the tie still on
tight enough to hurt. Most folks react the same when the memories hit
them, they blackout as their brain tries to organize the new engrams
into a memory-narrative. Actually, I only know what humans do, I
haven't heard what happens to the other races; I don't really care
either.
I
pulled the works out of me and undid the tie, acting quick before the
new freight came crashing in. Sometimes it requires a certain
stimulus, a particular event, which meant I had to get up and move
around like an old man when the memories didn't come to me on my bed.
It was the mirror above the sink.
Another
mirror, seeing myself
Blood
dripping off fingers, hair, blouse
Silver
hammer in my hands
Beating
her head in
THOCK,
CRICK, SHPLIT, DAP
Been
watching her for weeks, gotta know who I go for, can't get
interrupted
Holding
her from behind with one arm, pressing the barrel into her back with
the other
Standing
over her, head's a flat ball now
Looking
in the mirror again
I
gotta make the gesture, can't NOT do it
Won't
do it this time
Not
an animal
I
wait, can master it this time
No
Left
hand over mouth, right over right eye, saying the words into my palm
Bang
Bang, Bang Bang, Bang Bang
Push
hard with hands
Gore
in my long hair
I
look good in blood
Gore
on my hands
I've
got blood on my breasts
I vomited for an eternity, dry
heaving in the sink, tears rolling from my eyes, fifteen minutes gone
by, I was done. I curled into a ball on the cold tile, and was there
for the true hours marked by clocks instead of the mind. Daylight
crawled across the wall as I watched.
When the memories get in you, its
you in them, its you seeing yourself in those yesterdays. It
doesn't matter that these people, the other you, are nothing like the
true you, identification with the memorizer is inevitable. Thus, I
had been a middle-aged woman who had killed another woman, it didn't
matter I was a thirty-five year old man.
I was paranoid, sopping with
guilt, crying on my bathroom floor, convincing myself that I really
hadn't killed anyone. With the hours on the floor, I eventually
sorted out myself from myself, intellectually convinced that I hadn't
murdered anyone, though still jumping with every sound outside my
roach-house apartment, ready for the police to take me. With what few
memories that were in the junk I shot-up all sorted, I got up and
tried to vomit again. All I managed to do was blow out a few blood
vessels in my eyes.
My life had been a sack of crap
up til that point, and looking back it doesn't surprise me that
things happened the way they did, but at the time I felt that angry
self-pity of 'Why Me?'. Honestly, everything that's happened to me
was my fault.
I was a mail courier, and as most
people feel, I wasn't getting paid enough. So, I took to raiding the
dead-parcel room, grabbing handfuls of letters to take home. Most of
the other employees did it from time to time, I just made it more of
a habit than others.
One night I open a letter, its
address smudged to illegibility, and that's it, no more memory for
days. My next memory is laying on a table, staring up at a bright
white square moving away from me. A Mnemosit doctor had been talking,
but I just started paying attention a moment before. They told me
what had happened.
I had opened a weaponized
chain-letter, a left over from a war fifteen years past, a set of
symbols or words (the government won't tell anyone the particulars)
that rewrites the imperatives of the brain. One moment you're opening
a letter you think is from your aunt, next you're reproducing the
chain-letter until your hand cramps into a useless claw. Once at the
'claw' phase, you root out every last bit of money you can, like a
junkie needing a fix, before rushing off to the courier's office to
buy postage to send all your closest loved ones a big surprise.
They had caught me in the 'claw'
phase, having emptied my savings, back at work trying to buy postage,
dressed in: my nicest shoes, mismatched socks, a pair of woman's
undergarments, and a dress shirt. I can only assume, or hope, that
the knickers were from a previous lady-friend who had left them at my
place by accident.
The Mnemosits buy and sell
memories, though the memories they do sell are the non-specific
talent or skill types, they don't do the personal and emotional
stuff. Flying around in a city that is half urban pileup and half
monster fetus, they go about the world providing their services. They
also figured out a way to fix idiot mail-couriers that open dangerous
chain-letters, though the 'fixing' isn't perfect.
See, the clever bastards that
made those first letters created a memetic disease that is
transferred through symbols or written language. Read, or see, the
wrong thing, and you're scribbling brain-death as fast as your hands
will allow. But, that's not all, the disease also starts consuming
sections of your memory, starting with the ones most charged with
emotion/pleasure/pain and working back until you've forgotten
everything while laying in a puddle of your own excrement.
The Mnemosit fix-up allows a
person to do things other than chain-letter writing, but doesn't get
rid of the memory burn. It's called Lethe, and it'll take everything
that makes you who you are, leaving a sack of drooling meat in its
wake. Mnemosits, being heartless and weird, don't do identity memory
transfers, the emotionally charged ones, outside of the
resurrection-dubbing process. This was a problem for me, because if
you can keep dumping other people's memories into your own brain, you
can give the Lethe something else to eat besides yourself. They fixed
me only to allow for a much slower, and much more demeaning, process
of forgetting myself to death. I've been told its not all that bad.
After convincing my employers
that I had come in contact with the letter as part of my normal, and
much more lawful, activities, they were very willing to grant me a
stipend of money that would allow for me to see out the rest of my
short days in relative comfort. All of this marked the beginning of a
life dedicated to buying illegally acquired memories with the
majority of my money, while using the rest to buy cheap food and
roach infested accommodations.
People, the avant-garde and
thrill-seeking, use these illegal memories as a form of entertainment
and compensation for being generally worthless. If you can't be what
you want, at least you can remember being someone else. Those
desperate enough to risk the possibility of wiping out their
memories, can sell them on the black market for quite a bit of money.
All of this ties back in to how I
got where I was, and why, for the most part, I deserved everything
that I got.
I was losing my mind from the
memory of murdering a woman with a hammer while getting a form of
sexual gratification from it. I was vomiting because I recognized my
behavior at the end of the memory; covering my eye and mouth,
whispering bang-bang to no one at all, having to do it every time I
stepped in front of a mirror.
I had a friend growing up, really
my only one. Looking back, I can see how messed up he was, but up
close he was normal enough for me. Though I only learned this later,
he liked doing awful things to animals and starting random fires. He
would hold his mouth with one hand and his eye with the other every
time he came in sight of a mirror. He told me he had to do it
otherwise something bad would happen, he just didn't know what.
His name was Gilles, and while he
wasn't the me I saw in the mirror, I could feel his echo in the
memory. While vague, I remember thinking about another face in
another mirror, another yesterday, a face of a younger man holding
his eye and mouth the same.
I loved Gilles, as one outcast
might love another that accepted them, and that's why I decided to
find him, despite the fact he was a murderer. I had nothing left
really, just a life of buying other memories. Not sure if I was
planning on joining him, or killing him. Still not sure even now.
I went to find my dealer,
Stella...
Sunday, January 29, 2017
A kingdom on a comet, a city in a child
So, this is what I have been working on for the past few days. If you have followed my previous strange posts, then you will understand that this is the "comet" that flies about the world(s) for its memory selling occupants. So, yeah, I hope to actually write something soon...
Friday, January 27, 2017
Like a moth to strangeness
It's a Moth-Fox. Just a weird idea that came to me. I kinda like how it turned out, I will make stats for this thing later.
Wednesday, January 25, 2017
Good to be king
Another request... There is stuff about the pic I am happy with, and other parts that are meh for me. I am going to try to post something substantial soon, I hope.
Tuesday, January 24, 2017
Forgetful Snow
Simple, yet kinda elegant. I think this is a good balance of the detailed and simplistic styles I like. I'd like to thank Chris Dunlap for helping me with an idea. The Comet Kingdom will be strangely beneficiary to the people of the Infinite City, their powers/abilities focusing on probability and memory. Any ideas? Please let me know!
Monday, January 23, 2017
Trying to find inspiration
Still trying to find inspiration and figure out where I want to go with the city and with my art. So, yeah, kinda feeling meh by it all... So, yeah, any advice would be appreciated.
Sunday, January 22, 2017
More Art and Ideas
Still trying to balance out the detailed and simplistic styles, I think I made the face too simplistic. So, I am working on a mini-setting idea, something to cleanse the pallet a bit before getting back to my city. Basic idea: the Comet Kingdom, a huge floating rock that brings with it ice and snow as it glides over the world(s) (might be able to travel through space, dunno yet). They wear outlandish clothing with pointy soled boots. The floating rock is filled with machinery that is run through the prayers of the people to the machines themselves. I got more ideas but I am unsure how to use them, and more importantly, how to make them gameable. Also, I am beginning to think that I do need to publish something, just not sure what and how big it should be. Anyway folks, let me know what you think.
Friday, January 20, 2017
I love OpenCanvas
Thursday, January 19, 2017
Someday, my inner robot will be free
Who needs sleep?
Less embarrassing than the last one. Art By: Me |
Wednesday, January 18, 2017
Art in an endless loop
Another attempt at Moebius. Art By: Me |
Tuesday, January 17, 2017
Stealing Other Folks' Style
I wish I was Moebius. Art By: Me |
So, I am still trying to figure out my own style. A guy on Reddit requested I make a World War 1-esque soldier with goggles, a gorget, and a cavalry saber. I have been reading a lot of comics drawn by Moebius, so I thought I'd try to steal his style for a bit. Lemme know what you think.
Sunday, January 15, 2017
Meditation and water are wedded for ever - Part 2 (Pathfinder)
A lad quite insane (Variant). Art By: Me |
Author's Note: As
you can see, I've reused some art from my previous post as well as
created new art for this post. If you haven't read my previous post,
I recommend doing so, otherwise you might not understand what is
going on here. Here's the link for my previous post: (LINK).
In
this post you will find stats for Thought/Psychic Whales, possible
rewards for PC's that accept they really are a psychic whale, and
information about strange wandering vending machines modeled after
David Bowie as well as some strange items they sell. Systems used in
this post: Pathfinder / DnD 3.X, OSR / LotFP / AD&D, Pits &
Perils, and Into the Odd.
(Fluff)
Faulk, Edmund (6M
– 279). Minds Within the Depths: A Study of Thought Whales.
Infinite City: Kellig University Press. Pg. 36
They are titanic,
gliding through the Inner City Sea as a cloud through the sky.
However, it is not their considerable waterborne which is their
greatest quality. Rather it is their minds, granting them insights
into the universe that no man or machine might process.
But, before we get
to the full capabilities of their minds, we must examine what fuels
them. To do that we must look to their prey, a species of plankton
named Dictyocysta Coeus, know commonly as Mad Plankton
or Psychosis Plankton (often shortened to Psycho Plankton).
Giants of the depths. Art By: Me |
There is a dearth of
reliable information about Dictyocysta Coeus, with most sea
naturalists finding little interest in the study of plankton. They
possess a protein-based bell shaped shell protecting their organs.
Dictyocysta Coeus use a number of cilia that extend from the
opening of their shells. Measuring 25 micro-meters, they are
invisible to the naked eye.
While there is a
scarcity of reliable information about Dictyocysta Coeus,
one may find an extensive “study” of their physiology by Doctor
Kellis Blue. Like many great minds, Dr. Blue skated the razor edge
between insanity and genius for many years before falling fully into
madness. I am unsure of the exact etymology of the term Mad
Plankton and Psychosis Plankton, but I am sure Dr. Blue's
descent into mental illness is linked to it.
According to Dr.
Blue's book Tiny Minds of Genius, they possess
approximately twelve-thousand neurons (11,976 to be exact), though
how she reached this number is unknown. Furthermore, she writes that
the average human possessed eighty-six billion neurons in their
cerebral cortex. These numbers must be pure conjecture as there is no
means either mechanical, meta-mechanical, or occult to determine the
exact number of neurons in any creature due to their extremely
miniscule size.
Dr. Blue goes on to
posit that the Dictyocysta Coeus is capable of some form of
neural among other members of the species to create complex
neurological structures. In essence, they are able to literally pool
their mental resources to engage in complex mental tasks. Through
simple arithmetic, we can estimate that it would require 7.18 million
individual Dictyocysta Coeus to match the mental abilities of
a human being; though this estimation is based on information that is
more than likely to be the ramblings of a madwoman.
The tentacled sensory organ of the Thought-Whales. Art By: Me |
According to her
writings, the Dictyocysta Coeus can form a single colony
organism similar to the Iberian Man o'War, which she refers to as a
Cabal. While it is not outlining her paranoid delusions, it is
sufficient to say that Dr. Blue believed that these Cabals
were engaged in nefarious actions aimed against other species which
includes humans. Unfortunately, she committed suicide three years
prior to these writings. It is a tragedy that her mind was lost
before she could add to knowledge of our Inner City Sea.
The Dictyocysta
Coeus would still be a mystery to the world had not the body of a
Thought-Whale been discovered near a City-Ship. An incredible number
of these small beings were found partly digested in the stomach of
the Thought-Whale, which provided the answer to the question of
Thought-Whale nutrition and expanded our knowledge of Inner City Sea
plankton...
Anonymous
“Words from the streets” Undiluted Truth (Infinite City) 17th
of Pyanepsion 6M – 283 pg. A5
Each week I wander
the streets of the city, and find individuals who are willing to give
their insights about it. This week I met with Jareth Leroy DeGobelin,
one of the many homeless of the city looking for shelter as the we
move towards winter. I asked Jareth for any insights about the city,
this is what he said:
Poor Mister Jareth. |
Yeah... Yeah I
got somethin'. Y'see there are these vendin' machines that look like
peoples. Only they got coin slots for eyes, gray skin, and a
speaker-box instead of a mouth. Theys called Dream Engines, and they
can talk to ya.
Give them a
copper and they'll spray this rainbow light on ya, you'll be warm for
two days, or cool iffin it be hot out. Theys got this triangle in
theys chest, that's where the light comes from. They all got the same
name, Mister Sane. And theys right nice sometimes, givin' somebody
warmth if them helps clean theys skin.
They all work for
this king named Jones, he's the king of Blackstar. That's where all
the money goes. I'm supposed to go see Mister Sane tonight, he said
Jones has got work for me! Imma gonna be rich!
You's real nice
for buyin' me this new coat and all this food. I'll remember ya when
Imma rich and powerful.
Mister DeGobelin
offered to meet with me the next day to speak about his experience
with the Blackstar King, but he never appeared for our appointment...
The Skinny (Stuff
in Plain Words / Non-Fluff)
Our psychic whales,
like many other whale species, feed by filtering large amounts of sea
water for tiny organisms call Plankton. Their favored food source is
Psycho Plankton, tiny animals that can link their tiny minds together
to create complex neurological structures. This linking allows them
to create a colony organism called a Cabal, similar Portuguese Man
o'Wars. On their own, they possess the basic intelligence of a Pond
Snail, together they can be as intelligent (or more so) as a human.
I based the idea of
Psycho Plankton on the Portuguese Man o'War (WIKI LINK), the number
of neurons that various species possess (WIKI LINK), and the
intelligence of Honey Bees: (WIKI LINK) and (Jon Lieff M.D. BlogLink).
Some
fun facts:
Bees routinely solve
the advanced mathematical problem of the traveling salesman.
(Traveling Salesman WIKI LINK)
Bees can handle two
different abstract concepts at the same time and make decisions based
on these in new situations.
A bee brain contains
roughly 1 million neurons in its 0.5 mm size, as opposed to a human's
86 billion.
Bees distinguish
landscapes scenes, types of flowers, shapes and patterns.
Now, this doesn't
mean that bees are some kind of insect super-geniuses, so no need to
worry about the bees overthrowing humans. However, their abilities do
call into question what the exact relationship between brain size and
intellectual abilities.
Look out for my next
post about Psycho-Plankton and their nefarious plans!
Whales
and Vending Machines
If you remember my
previous post (LINK), Dream Engines are somehow linked to the
Thought-Whales, though how is up to you or a fun chart I've included.
As you may have noticed, they are a huge fan-boy, pun filled love
letter to David Bowie. I have included some stuff they sell, though
you are more than welcome to add to their menu of items sold. These
strange vending machines work well for strange or powerful items you
make available to your players for purchase. Plus, since they are
mobile, you can use them to limit how often these items become
available. Another use is a mobile merchant that can appear in
dungeons randomly for the PC's to stock up on various adventuring
items. Just like David Bowie, these machines are capable of a lot.
Since
I was in a rush with my last post, I didn't include stats for the
Thought-Whales. I have included them in this post, though their
abilities are still up for interpretation. If any of you folks have
advice for improving the mechanics, please let me know. Finally, if
anyone is good at statting up monsters for 5th
edition DnD, I would be happy to post your write-up on my blog for
your workup of Thought-Whales. I have included a list of possible
rewards you could give to a PC that plays along with the whole 'Guess
what? You're a psychic whale!'.
A page from a ship's naturalist's journal. Art By: Me |
Thought-Whales
Pathfinder
/ DnD 3.X
CR 14 (?) -
38,400 xp
N Colossal animal
Init -1; Senses
low-light vision, Scent, Blindsense 60 ft; Perception +27
Defense
AC:
26, touch 1, flat-footed 26 (-1 Dex, +25 natural, -8 size)
HP:
184 (16d8+112)
Fort
+17, Ref +9, Will
+18
Offense
Speed:
Swim 40 ft.
Melee:
Tail Slap +21 (8d6+24 plus stun)
Ranged:
Telekinetic Blast +11/+6/+1 (4D6+11 / P, S, or B) Range: 30 ft.
Space:
30 ft.
Reach:
30 ft.
Special Attacks:
capsize
Spell-Like
Abilities (CL 16th)
At will—
Mindlink [PAIZO LINK] (DC 17), Telepathy (DC 20), Telekinesis (DC
21), Hypnotic Pattern (DC 18), Illusory Wall (DC 20), Mirage Arcana
(DC 21), Persistent Image (DC 21), Programmed Image (DC 22), Project
Image (DC 23), Veil (DC 22)
3/day—Dominate
Monster (DC 25), Create Mindscape [PAIZO LINK] (DC 21), Mindscape
Door [PAIZO LINK] (DC 20), Modify Memory (DC 20), Synaptic Pulse
[PAIZO LINK] (DC 19), Synaptic Scramble [PAIZO LINK] (DC 20), Riding
Possession [PAIZO LINK] (DC 20)
Statistics
Str 42, Dex 8, Con
25, Int 41, Wis 36, Cha 22
Base Atk
+12
CMB
+36
CMD
45 (can't be tripped)
Feats
Awesome Blow,
Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack,
Skill Focus (Perception), Weapon Focus (tail slap)
Skills
Perception +27, Swim
+35, Knowledge (All of them plus any you make up on the fly) +30,
Sense Motive +25, Diplomacy +22, Bluff +22, Stealth +14; Racial
Modifiers +12 Perception
Languages
Telepathic Bond (65
ft), Northern Whale, Southern Whale, Orca, Dolphin, Narwhal, Akklo,
Common, Space Whale, Crabbish
SQ:
Hold Breath
Ecology
Environment:
Any Oceans (Inner City Sea in my world)
Organization:
Solitary, Pair, or Pod (3-18)
Treasure:
None
Special Abilities
Hold Breath (Ex):
A Thought-Whale can hold its breath a number of rounds equal to 10
times its Constitution score.
Stun (Ex):
A Thought-Whale's fluke can deliver a powerful stunning blow. A
creature struck by this attack must succeed at a DC 34 Fortitude save
or be dazed for 1 round. If the strike is a critical hit and the
target fails its save, it is also stunned for 1d4 rounds. The save DC
is Strength-based.
Tail Slap (Ex):
A Thought-Whale's tail slap is a primary attack and applies 1-1/2
times its Strength bonus on damage rolls.
Capsize (Ex):
A Thought-Whale can attempt to capsize a boat or a ship by ramming it
as a charge attack and making a combat maneuver check. The DC of this
check is 25, or the result of the captain's Profession (sailor)
check, whichever is higher. For each size category the ship is larger
than the creature attempting to capsize it, the creature attempting
to capsize the ship takes a cumulative –10 penalty on its combat
maneuver check.
PC
Rewards - 1D6
Here are a few
minor rewards for PC's that play along with the Psychic Whale
origins. Each advantage comes with a minor physical change to the
PC's body. You can roll on this chart, or just choose a reward.
- Blindsense: Character gains blindsense with a 5 ft maximum range. Physical Change: A small, but noticeable bump, forms at the center of the character's forehead. This bump is a resonance chamber, creating and receiving high-frequency pulses used for echolocation.
- Powerful Lungs: Character can now hold their breath twice as long as they could before. Physical Change: The character's lungs and ribcage expands, making the character look more 'barrel-chested'.
- Cold Resilience: Character can now survive extreme cold from natural environments, such from an arctic ocean. This does not make them immune, or even resistant to, magical cold effects such as ones from Cone of Cold. Physical Change: The character's appearance softens, losing some definition on bone structure. This change comes from the character gaining a new layer of super-dense fat to act as insulation. This layer is thin, which reduces the amount of change to appearance that would occur.
- Great Swimmer: The character gains a swim speed equal to their base speed. Physical Change: Character develops minor webbing between their digits as well as a broadening of their shoulders and thickening of thighs.
- Kinetic Blast: Character gains the ability to fire off a Kinetic Blast of bludgeoning damage. The damage done by this blast is 1D6+Int Mod, with a maximum range of 30 feet, the character must make a successful ranged attack. The character may use this ability once per day, the character gains an extra use per day for every three levels beyond the first. Physical Change: The character's forehead bulges slightly as their brain and skull expands.
- Empathic Communication: The character may transmit their emotions to another willing individual within 40 feet. These transmitted emotions do not effect the emotions of those receive them, rather the receiver just gains knowledge of the transmitter's current emotional state. The character may use this at will, with only one target at a time, this target must has a minimum Wisdom score of 3. Physical Change: The character's eyes change to a sea-green color that glows slightly when the character uses this ability.
Mister Sane. Art By: Me |
The Men who Fell
to Earth
These wandering
mechanized merchants are purveyors of the strangest services and
baubles. In the next post I will provide stats for them, but if you
need stats now use the stats of a Flesh Golem but medium sized. Mr.
Sane always plays a song when dispensing their items or services,
I've included a Youtube link for each service.
Golden
Glow – Golden Years (LINK)
Mr. Sane emits a
rainbow light from its chest that bathes the target. For the next 24
hours, the target is immune from any adverse effects from weather
related temperature. The target is completely comfortable no matter
the how hot or cold it is where they are.
Cost
Pathfinder / DnD
3.X: 1 cp
You
Can Be Heroes – Heroes (LINK)
Mr. Sane sings for
an individual, casting an amazing prismatic light show on the target.
The character gains a morale bonus to certain actions for 3 hours.
Rules
and Cost
Pathfinder / DnD
3.X: +1 to-hit, damage, and
saves. Cost: 6 gp
Strange Rainbow Eggs. Art By: Me |
Moonage
Dream Stuff – Moonage Daydream (LINK)
While singing and
emitting rainbow light, an egg sized and shaped object emerges from
the hole in its chest. The 'egg' emits a soft glow as prismatic
colors crawl ceaselessly over its surface.
The egg, when not in
use, will orbit the user's forehead much as ioune stone might. Using
their will, the character can shape the egg into any mundane tool, a
buckler, or any weapon that is no larger than a short-sword. This
object can be formed into a short-bow, but the user must supply their
own arrows. The egg can only be formed into simple shapes without
moving mechanical parts.
Rules
and Cost
Pathfinder / DnD
3.X: Character must make a Will
save DC 12 as a standard action the provokes and attack of
opportunity to shape the object, a failure means the object isn't
shaped. A critical failure permanently increases the DC by +1, the
effects of numerous critical failures are cumulative. Cost:
100 gp.
Bang Bang, she shot me down. Art By: Me |
Bullet
Blasting Blues – Running Gun Blues (LINK)
While singing and
emitting rainbow light, strangely shaped bullets/arrowheads emerge
from the hole in its chest. These bullets/arrowheads fire targeted
spells instead of projectiles.
Rules
and Cost
Pathfinder
/ DnD 3.X
All
bullets/arrowheads only require a touch attack to deliver spell
effect. Each bullet costs 25 gp each. The DC for the Will save is 14.
- Dream Snake: The target begins to dream while awake, experiencing a form of hallucination. The target has a 20% miss chance when attacking a target. Each round there is a 25% chance that the target will confuse allies for enemies and enemies for allies. A successful save results in the target being only effected for 1 round, and unsuccessful save results in the target being effected for 6 rounds.
- Miss Bedtime: The target is put to sleep standing up. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. A successful save results in the target being effected for 1 round, a failed save results in the target being asleep for 6 rounds.
- Wet Dreams: The target is filled with lust and desire for a single creature or object as designated by shooter at the time of casting. That creature or object must be within the spell's range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw. A successful save results in the target being effected for 1 round, while a failed save results in the target being effected for 6 rounds.
- Flying Dreams: This bullet/arrowhead is meant for friends, loved ones, and yourself. Those who are successfully shot are granted the ability to fly at 60 ft with good maneuverability. This effect lasts for 6 minutes.
Meditation and water are wedded for ever - Part 2 (OSR)
Author's Note: As
you can see, I've reused some art from my previous post as well as
created new art for this post. If you haven't read my previous post,
I recommend doing so, otherwise you might not understand what is
going on here. Here's the link for my previous post: (LINK).
In
this post you will find stats for Thought/Psychic Whales, possible
rewards for PC's that accept they really are a psychic whale, and
information about strange wandering vending machines modeled after
David Bowie as well as some strange items they sell. Systems used in
this post: Pathfinder / DnD 3.X, OSR / LotFP / AD&D, Pits &
Perils, and Into the Odd.
(Fluff)
Faulk, Edmund (6M
– 279). Minds Within the Depths: A Study of Thought Whales.
Infinite City: Kellig University Press. Pg. 36
They are titanic,
gliding through the Inner City Sea as a cloud through the sky.
However, it is not their considerable waterborne which is their
greatest quality. Rather it is their minds, granting them insights
into the universe that no man or machine might process.
But, before we get
to the full capabilities of their minds, we must examine what fuels
them. To do that we must look to their prey, a species of plankton
named Dictyocysta Coeus, know commonly as Mad Plankton
or Psychosis Plankton (often shortened to Psycho Plankton).
Giants of the Depths. Art By: Me |
There is a dearth of
reliable information about Dictyocysta Coeus, with most sea
naturalists finding little interest in the study of plankton. They
possess a protein-based bell shaped shell protecting their organs.
Dictyocysta Coeus use a number of cilia that extend from the
opening of their shells. Measuring 25 micro-meters, they are
invisible to the naked eye.
While there is a
scarcity of reliable information about Dictyocysta Coeus,
one may find an extensive “study” of their physiology by Doctor
Kellis Blue. Like many great minds, Dr. Blue skated the razor edge
between insanity and genius for many years before falling fully into
madness. I am unsure of the exact etymology of the term Mad
Plankton and Psychosis Plankton, but I am sure Dr. Blue's
descent into mental illness is linked to it.
According to Dr.
Blue's book Tiny Minds of Genius, they possess
approximately twelve-thousand neurons (11,976 to be exact), though
how she reached this number is unknown. Furthermore, she writes that
the average human possessed eighty-six billion neurons in their
cerebral cortex. These numbers must be pure conjecture as there is no
means either mechanical, meta-mechanical, or occult to determine the
exact number of neurons in any creature due to their extremely minuscule size.
One of the whales' tentacled sensory organs. Art By: Me |
Dr. Blue goes on to
posit that the Dictyocysta Coeus is capable of some form of
neural among other members of the species to create complex
neurological structures. In essence, they are able to literally pool
their mental resources to engage in complex mental tasks. Through
simple arithmetic, we can estimate that it would require 7.18 million
individual Dictyocysta Coeus to match the mental abilities of
a human being; though this estimation is based on information that is
more than likely to be the ramblings of a madwoman.
According to her
writings, the Dictyocysta Coeus can form a single colony
organism similar to the Iberian Man o'War, which she refers to as a
Cabal. While it is not outlining her paranoid delusions, it is
sufficient to say that Dr. Blue believed that these Cabals
were engaged in nefarious actions aimed against other species which
includes humans. Unfortunately, she committed suicide three years
prior to these writings. It is a tragedy that her mind was lost
before she could add to knowledge of our Inner City Sea.
The Dictyocysta
Coeus would still be a mystery to the world had not the body of a
Thought-Whale been discovered near a City-Ship. An incredible number
of these small beings were found partly digested in the stomach of
the Thought-Whale, which provided the answer to the question of
Thought-Whale nutrition and expanded our knowledge of Inner City Sea
plankton...
Anonymous
“Words from the streets” Undiluted Truth (Infinite City) 17th
of Pyanepsion 6M – 283 pg. A5
Each week I wander
the streets of the city, and find individuals who are willing to give
their insights about it. This week I met with Jareth Leroy DeGobelin,
one of the many homeless of the city looking for shelter as the we
move towards winter. I asked Jareth for any insights about the city,
this is what he said:
Yeah... Yeah I
got somethin'. Y'see there are these vendin' machines that look like
peoples. Only they got coin slots for eyes, gray skin, and a
speaker-box instead of a mouth. Theys called Dream Engines, and they
can talk to ya.
Give them a
copper and they'll spray this rainbow light on ya, you'll be warm for
two days, or cool iffin it be hot out. Theys got this triangle in
theys chest, that's where the light comes from. They all got the same
name, Mister Sane. And theys right nice sometimes, givin' somebody
warmth if them helps clean theys skin.
They all work for
this king named Jones, he's the king of Blackstar. That's where all
the money goes. I'm supposed to go see Mister Sane tonight, he said
Jones has got work for me! Imma gonna be rich!
You's real nice
for buyin' me this new coat and all this food. I'll remember ya when
Imma rich and powerful.
Mister DeGobelin
offered to meet with me the next day to speak about his experience
with the Blackstar King, but he never appeared for our appointment...
The Skinny (Stuff
in Plain Words / Non-Fluff)
Our psychic whales,
like many other whale species, feed by filtering large amounts of sea
water for tiny organisms call Plankton. Their favored food source is
Psycho Plankton, tiny animals that can link their tiny minds together
to create complex neurological structures. This linking allows them
to create a colony organism called a Cabal, similar Portuguese Man
o'Wars. On their own, they possess the basic intelligence of a Pond
Snail, together they can be as intelligent (or more so) as a human.
I based the idea of
Psycho Plankton on the Portuguese Man o'War (WIKI LINK), the number
of neurons that various species possess (WIKI LINK), and the
intelligence of Honey Bees: (WIKI LINK) and (Jon Lieff M.D. BlogLink).
The amazing bee. |
Some
fun facts:
Bees routinely solve
the advanced mathematical problem of the traveling salesman.
(Traveling Salesman WIKI LINK)
Bees can handle two
different abstract concepts at the same time and make decisions based
on these in new situations.
A bee brain contains
roughly 1 million neurons in its 0.5 mm size, as opposed to a human's
86 billion.
Bees distinguish
landscapes scenes, types of flowers, shapes and patterns.
Now, this doesn't
mean that bees are some kind of insect super-geniuses, so no need to
worry about the bees overthrowing humans. However, their abilities do
call into question what the exact relationship between brain size and
intellectual abilities.
Look out for my next
post about Psycho-Plankton and their nefarious plans!
Whales
and Vending Machines
If you remember my
previous post (LINK), Dream Engines are somehow linked to the
Thought-Whales, though how is up to you or a fun chart I've included.
As you may have noticed, they are a huge fan-boy, pun filled love
letter to David Bowie. I have included some stuff they sell, though
you are more than welcome to add to their menu of items sold. These
strange vending machines work well for strange or powerful items you
make available to your players for purchase. Plus, since they are
mobile, you can use them to limit how often these items become
available. Another use is a mobile merchant that can appear in
dungeons randomly for the PC's to stock up on various adventuring
items. Just like David Bowie, these machines are capable of a lot.
Since
I was in a rush with my last post, I didn't include stats for the
Thought-Whales. I have included them in this post, though their
abilities are still up for interpretation. If any of you folks have
advice for improving the mechanics, please let me know. Finally, if
anyone is good at statting up monsters for 5th
edition DnD, I would be happy to post your write-up on my blog for
your workup of Thought-Whales. I have included a list of possible
rewards you could give to a PC that plays along with the whole 'Guess
what? You're a psychic whale!'.
From a ship's Naturalist. Art By: Me |
Thought-Whales
OSR
/ AD&D / LotFP
Type: Ultra
Intelligent Animal
Activity Cycle:
Usually Day
Diet:
Plankton
Intelligence:
Godlike (25+)
Treasure:
None
Alignment:
Neutral
No. Appearing:
1 OR 2 to 7 (1D3+1)
Armor Class:
22 / -2
Movement: 40
ft (Swimming)
Hit Dice: 16
THAC0/To-Hit:
6 / +14
No. of Attacks:
1 (Tail-Slap) or 2 (Kinetic Blasts)
Damage:
Tail Slap: 6D6+10
(Bludgeoning)
Kinetic Blasts:
3D6+3 (Bludgeoning, Slashing, or
Piercing) Max Range: 40 ft.
Spell
Resistance: 40%
All
Saves: 9
Experience
Award: 20,000
Special
Abilities:
Echolocation: Can
'see' in complete darkness as long as sound can be transmitted.
Caster
Level 16
At Will –
Telepathy, ESP, Forget, Charm
Person, Suggestion, and Mind Blast.
Mind Blast: A
Thought-Whale’s preferred method of attack is the mind blast,
projected in a cone 60 feet long, 5 feet wide at the Thought-Whale,
and 20 feet wide at the opposite end. All within the cone must make a
saving throw vs. Spell or be stunned and unable to act for 3d4
rounds. While their opponents are stunned, the Thought-Whale will
usually flee.
3/Day –
Confusion, Hallucinatory
Terrain, Maze, and Projected Image
1/Day – Alter
Reality (Limited Wish), Prismatic Spray, and Prismatic Wall.
PC
Rewards - 1D6
Here are a few
minor rewards for PC's that play along with the Psychic Whale
origins. Each advantage comes with a minor physical change to the
PC's body. You can roll on this chart, or just choose a reward.
- Blindsense: Character gains the ability to see in any lighting condition with a 5 ft maximum range, this ability is negated in the presence of sound dampening. Physical Change: A small, but noticeable bump, forms at the center of the character's forehead. This bump is a resonance chamber, creating and receiving high-frequency pulses used for echolocation.
- Powerful Lungs: Character can now hold their breath twice as long as they could before. Physical Change: The character's lungs and ribcage expands, making the character look more 'barrel-chested'.
- Cold Resilience: Character can now survive extreme cold from natural environments, such from an arctic ocean. This does not make them immune, or even resistant to, magical cold effects such as ones from Cone of Cold. Physical Change: The character's appearance softens, losing some definition on bone structure. This change comes from the character gaining a new layer of super-dense fat to act as insulation. This layer is thin, which reduces the amount of change to appearance that would occur.
- Great Swimmer: The character gains a swim speed equal to their base speed. Physical Change: Character develops minor webbing between their digits as well as a broadening of their shoulders and thickening of thighs.
- Kinetic Blast: Character gains the ability to fire off a Kinetic Blast of bludgeoning damage. The damage done by this blast is 1D8, with a maximum range of 30 feet, the character must make a successful ranged attack. The character may use this ability once per day, the character gains an extra use per day for every three levels beyond the first. Physical Change: The character's forehead bulges slightly as their brain and skull expands.
- Empathic Communication: The character may transmit their emotions to another willing individual within 40 feet. These transmitted emotions do not effect the emotions of those receive them, rather the receiver just gains knowledge of the transmitter's current emotional state. The character may use this at will, with only one target at a time. Physical Change: The character's eyes change to a sea-green color that glows slightly when the character uses this ability.
Watch out, it's comin' for ye! Art By: Me |
Pits
and Perils
Attacks: 1
Level: 9
Move: 50'
Swimming
Size: Huge
Side: N
Number: 1,
3, or 5
Treasure: Type
III B
Special
Abilities:
At-Will: Send, Aura
(P&P II)
3/ Day: Bolt, Link,
Ruse (P&P II), Lift (P&P II)
1 / Day: Fear,
Stun, Rout (P&P II), Slow (P&P II), Copy (P&P III)
PC
Rewards - 1D6
Here are a few
minor rewards for PC's that play along with the Psychic Whale
origins. Each advantage comes with a minor physical change to the
PC's body. You can roll on this chart, or just choose a reward.
- Blindsense: Character gains the ability to see in any lighting condition with a 5 ft maximum range, this ability is negated in the presence of sound dampening. Physical Change: A small, but noticeable bump, forms at the center of the character's forehead. This bump is a resonance chamber, creating and receiving high-frequency pulses used for echolocation.
- Powerful Lungs: Character can now hold their breath twice as long as they could before. Physical Change: The character's lungs and ribcage expands, making the character look more 'barrel-chested'.
- Cold Resilience: Character can now survive extreme cold from natural environments, such from an arctic ocean. This does not make them immune, or even resistant to, magical cold effects such as ones from Cone of Cold. Physical Change: The character's appearance softens, losing some definition on bone structure. This change comes from the character gaining a new layer of super-dense fat to act as insulation. This layer is thin, which reduces the amount of change to appearance that would occur.
- Great Swimmer: The character gains a swim speed equal to their base speed. Physical Change: Character develops minor webbing between their digits as well as a broadening of their shoulders and thickening of thighs.
- Kinetic Blast: Character gains the ability to fire off a Kinetic Blast of bludgeoning damage. The base damage done by this blast is 1 Hit, with a maximum range of 30 feet, the character must make a successful ranged attack. The character may use this ability once per day, the character gains an extra use per day for every two levels beyond the first. Physical Change: The character's forehead bulges slightly as their brain and skull expands.
- Empathic Communication: The character may transmit their emotions to another willing individual within 50 feet. These transmitted emotions do not effect the emotions of those receive them, rather the receiver just gains knowledge of the transmitter's current emotional state. The character may use this at will, with only one target at a time. Physical Change: The character's eyes change to a sea-green color that glows slightly when the character uses this ability.
A whale's eyes are totally unlike a doll's eyes. Art By: Me |
Into
the Odd
Str 18, Dex 6, Will
20, 20 hp, Armour 2
Driven
to go about their inscrutable plans.
Acts as a Detachment
in combat. Tail Slap: D12 OR Mind Blast: 1D8 w/ up to 3
targets within sight.
At-Will: Mind Probe
3/ Day: Painful
Thoughts, Weight of the Soul, Tyrant's Command
1/ Day: Call to
Madness and Mind Wipe (Reverseable)
Mind
Probe: The
Thought-Whale are able to view the innermost thoughts of the target.
They may pass a Will save to resist.
Painful
Thoughts: Target
must pass a Will save or lose d6 Str.
Weight
of the Soul: Target
must pass a Dex save to avoid the Thought-Whale's gaze, or feel a
weight on their very soul and lose d6 Will.
Tyrant's
Command: Order
a target to drop, fall, flee or halt unless they pass a Will save.
Call
to Madness: The
Thought-Whale sends a barrage of alien thoughts into a target's mind.
The target must pass a Will save or lose d12 Will.
Mind
Wipe: Target
must pass a Will save or become a mindless automaton. The
Thought-Whale can return the mind back to the target at any time they
wish, from any distance.
PC
Rewards - 1D6
Here are a few
minor rewards for PC's that play along with the Psychic Whale
origins. Each advantage comes with a minor physical change to the
PC's body. You can roll on this chart, or just choose a reward.
- Blindsense: Character gains the ability to see in any lighting condition with a 10 ft maximum range, this ability is negated in the presence of sound dampening. Physical Change: A small, but noticeable bump, forms at the center of the character's forehead. This bump is a resonance chamber, creating and receiving high-frequency pulses used for echolocation.
- Powerful Lungs: Character can now hold their breath twice as long as they could before. Physical Change: The character's lungs and ribcage expands, making the character look more 'barrel-chested'.
- Cold Resilience: Character can now survive extreme cold from natural environments, such from an arctic ocean. This does not make them immune, or even resistant to, magical cold effects such as ones from Cone of Cold. Physical Change: The character's appearance softens, losing some definition on bone structure. This change comes from the character gaining a new layer of super-dense fat to act as insulation. This layer is thin, which reduces the amount of change to appearance that would occur.
- Great Swimmer: The character gains a swim speed equal to their base speed. Physical Change: Character develops minor webbing between their digits as well as a broadening of their shoulders and thickening of thighs.
- Kinetic Blast: Character gains the ability to fire off a Kinetic Blast of bludgeoning damage. The base damage done by this blast is 1D8, with a maximum range of 30 feet. The character may use this ability once per day per level. Physical Change: The character's forehead bulges slightly as their brain and skull expands.
- Empathic Communication: The character may transmit their emotions to another willing individual within 50 feet. These transmitted emotions do not effect the emotions of those receive them, rather the receiver just gains knowledge of the transmitter's current emotional state. The character may use this at will, with only one target at a time. Physical Change: The character's eyes change to a sea-green color that glows slightly when the character uses this ability.
Mister Sane. Art By: Me |
The Men who Fell
to Earth
These wandering
mechanized merchants are purveyors of the strangest services and
baubles. In the next post I will provide stats for them, but if you
need stats now use the stats of a Flesh Golem but medium sized. Mr.
Sane always plays a song when dispensing their items or services,
I've included a Youtube link for each service.
Golden
Glow – Golden Years (LINK)
Mr. Sane emits a
rainbow light from its chest that bathes the target. For the next 24
hours, the target is immune from any adverse effects from weather
related temperature. The target is completely comfortable no matter
the how hot or cold it is where they are.
Cost
OSR / LotFP /
AD&D: 1 cp
P&P: 1
Gold
Into the Odd: 1
Penny
You
Can Be Heroes – Heroes (LINK)
Mr. Sane sings for
an individual, casting an amazing prismatic light show on the target.
The character gains a morale bonus to certain actions for 3 hours.
Rules
and Cost
OSR / LotFP /
AD&D: +1 to-hit, damage,
and saves. Cost: 6 gp
/ sp for LotFP
P&P: +1
to-hit and saves. Cost: 12
Gold
Into the Odd: +1
to damage and saves. Cost: 6
Shillings.
A strange floating egg. Art By: Me |
Moonage
Dream Stuff – Moonage Daydream (LINK)
While singing and
emitting rainbow light, an egg sized and shaped object emerges from
the hole in its chest. The 'egg' emits a soft glow as prismatic
colors crawl ceaselessly over its surface.
The egg, when not in
use, will orbit the user's forehead much as ioune stone might. Using
their will, the character can shape the egg into any mundane tool, a
buckler, or any weapon that is no larger than a short-sword. This
object can be formed into a short-bow, but the user must supply their
own arrows. The egg can only be formed into simple shapes without
moving mechanical parts.
Rules
and Cost
OSR / LotFP /
AD&D: Character must roll
beneath their Wisdom Score on 1D20. A failure means the egg is not
shaped. Anytime the character rolls a 20, the Wisdom of any user is
considered 1 point lower for the purposes of using this item. The
effects of rolling multiple 20's is cumulative. Cost: 100
gp / sp for LotFP.
P&P: The
user must roll a 6 on 2D6 in order to shape the object. A failure
results in the object not being shaped. If a user ever rolls a 2 on
the 2D6, the target number is permanently increased by +1. Multiple
2's are cumulative.
Into the Odd: The
character must make a successful Will save to shape the egg. A failed
save results in the object not being shaped. If a 1 is ever rolled
for a Will save to shape the object, anyone who uses the object is at
a -1 penalty to their Will save to shape it. The effects of multiple
1's rolled is cumulative on the object.
Strange bullets for any gun. Art By: Me |
Bullet
Blasting Blues – Running Gun Blues (LINK)
While singing and
emitting rainbow light, strangely shaped bullets/arrowheads emerge
from the hole in its chest. These bullets/arrowheads fire targeted
spells instead of projectiles.
Rules
and Cost
OSR
/ LotFP / AD&D
All
bullets/arrowheads require a successful attack w/ a +4 bonus to-hit.
The target must make a save versus Wand/Staff/Rod to resist the
effects. Each bullet/arrowhead costs 25 gp each, or 25 sp for LotFP.
- Dream Snake: The target begins to dream while awake, experiencing a form of hallucination. The target has a 20% miss chance when attacking a target. Each round there is a 25% chance that the target will confuse allies for enemies and enemies for allies. A successful save results in the target being only effected for 1 round, and unsuccessful save results in the target being effected for 6 rounds.
- Miss Bedtime: The target is put to sleep standing up. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. A successful save results in the target being effected for 1 round, a failed save results in the target being asleep for 6 rounds.
- Wet Dreams: The target is filled with lust and desire for a single creature or object as designated by shooter at the time of casting. That creature or object must be within the spell's range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw. A successful save results in the target being effected for 1 round, while a failed save results in the target being effected for 6 rounds.
- Flying Dreams: This bullet/arrowhead is meant for friends, loved ones, and yourself. Those who are successfully shot are granted the ability to fly at 60 ft with good maneuverability. This effect lasts for 6 minutes.
Pits
and Perils
All arrowheads
require a successful attack w/ a +2 bonus to-hit. The target must
make a save to resist the effects. Each bullet/arrowhead costs 40
Gold each.
- Dream Snake: The target begins to dream while awake, experiencing a form of hallucination. The target has a 20% miss chance when attacking a target. Each round there is a 25% chance that the target will confuse allies for enemies and enemies for allies. A successful save results in the target being only effected for 1 round, and unsuccessful save results in the target being effected for 6 rounds.
- Miss Bedtime: The target is put to sleep standing up. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures. A successful save results in the target being effected for 1 round, a failed save results in the target being asleep for 6 rounds.
- Wet Dreams: The target is filled with lust and desire for a single creature or object as designated by shooter at the time of casting. That creature or object must be within the spell's range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +2 bonus on its saving throw. A successful save results in the target being effected for 1 round, while a failed save results in the target being effected for 6 rounds.
- Flying Dreams: This bullet/arrowhead is meant for friends, loved ones, and yourself. Those who are successfully shot are granted the ability to fly at 60 ft with good maneuverability. This effect lasts for 6 minutes.
Into
the Odd
The target must
make a Will save versus to resist the effects. Each bullet/arrowhead
costs 25 Shillings each.
- Dream Snake: The target begins to dream while awake, experiencing a form of hallucination. The target has a 20% miss chance when attacking a target. Each round there is a 25% chance that the target will confuse allies for enemies and enemies for allies. A successful save results in the target being only effected for 1 round, and unsuccessful save results in the target being effected for 6 rounds.
- Miss Bedtime: The target is put to sleep standing up. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures. A successful save results in the target being effected for 1 round, a failed save results in the target being asleep for 6 rounds.
- Wet Dreams: The target is filled with lust and desire for a single creature or object as designated by shooter at the time of casting. That creature or object must be within the spell's range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +2 bonus on its saving throw. A successful save results in the target being effected for 1 round, while a failed save results in the target being effected for 6 rounds.
- Flying Dreams: This bullet/arrowhead is meant for friends, loved ones, and yourself. Those who are successfully shot are granted the ability to fly at 60 ft with good maneuverability. This effect lasts for 6 minutes.
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