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@captainhoers
What? Did you think we were gone forever?
Anywhere But Here will continue...
Artist for this gorgeous piece was Kaban!
Hi, I'm planning to run a few nighthaze games and I was wondering if there are pre-made stat blocks anywhere, and if not do you have tips on how to build npcs (like guards or ponies they're otherwise going to potentially have to make contesting rolls or saves)? Or should I basically build player characters? Also, any tips on balancing for the early game? My only experience with ttrpgs is dnd 5e, so I don't know where to begin balancing for a system that is so different at its core
Up top, you might want to check out the Operator's Manual - the Nighthaze DMG. It's incomplete, a bit rambling, and not as useful as it could be, but you might get something from it at least!
There's a few questions here so let's take them one by one:
Unfortunately I don't really have any usable stat blocks (it's one of the things people have been begging me for), but you really don't need to make player characters. For Infiltration the main thing that matters is how much attention NPCs are paying (whether for players sneaking around or lying to them) and for that you can treat the NPCs as world features. You can vibe out the difficulty of checks the same way you would a stuck door or a lock being picked or whatever. I don't do opposed rolls vs NPCs usually because it takes longer but that's taste. If you want your guards to have a puzzle element to them you can maybe trawl the item list for something useful to give them, that the players might be able to see them using, and maybe steal it as a reward for catching one. Save complex motivations and ulterior motives for important NPCs, like ones you might give a name to.
To convert Nighthaze difficulty to D&D difficulty (approximately), multiply by 5 - so a Target of 1 would be roughly equal to DC5, Target 4 ~= DC20, etc. I would consider 6 to be the highest I'd ever set a Target at for tasks that even world experts are more likely to fail than succeed.
For combat stats, here's your checklist:
Defensive stats. Dodge, Concentration, Resistance, Security (if relevant). These all default to 2 but you can mess with them to make certain attack types more or less useful. You can also give them one or two armour types (Kinetic and Grapple are the most common).
HP. By default Nighthaze NPCs go down to 3 hits of the same type or 5 of any type (it's a mess, I'm working on it). You can add to this with Shields (plate carriers or energy shields) that eat more damage, or adjust the amount directly for things like monsters, robots, drones, etc. If you have one boss (like a large monster or a souped up Jump Cannon type) their health+shields should equal the combined total of the player party or they're going to get smoked by round 2. Also consider giving them extra turns in the turn order to balance the action economy. This part is pretty similar to D&D.
Pick an Initiative value. Arbitrary. Doesn't matter a ton.
Attacks. I tend to scour the equipment list to give them one or two items as the basis for their attack, which doubles as loot when defeated. Basic mooks are going to have simple weapons, elite opponents are going to have expensive ones and a utility tool like a short range teleport, or LODAR vision, or a leash spell. (Spells notably are not loot.) For rolls I generally put attacks on a 6-10 scale, where weak encounters roll 6 dice and strong ones roll a 10 (remember players are often starting rolling 7 or 8 for their primary attack). If they have more than one attack, the second one will use one less dice. As you get more comfortable with how Nighthaze works you can graduate from just picking stuff arbitrarily from the list to forming squads with tactics that are designed to work together, like herders (using push effects and crowd control to drag players into an AoE wombo zone) or snatch squads (grappling one player and then teleporting away with them to separate them). This is where the juice of Nighthaze is, you can be a lot more dangerous with clever use of tools than with raw numbers alone. The players will experience this too, Nighthaze has a lot more horizontal progression than vertical progression.
Objective. What do these enemies want? Only autonomous robots and drones are truly prepared to fight to the death. Determine the point at which your NPCs will decide a fight is unwinnable, and what they do about it - more disciplined enemies might conduct an organised retreat, more disorganised ones will break and run as soon as their confidence is gone. Cornered animals will bolt as soon as there's an opening, hungry monsters will go find less bitey prey pretty quickly. How likely are they to surrender? What would their terms for a truce be?
Four grunts with assault rifles or another automatic weapon are deceptively dangerous. If they're allowed to sit behind cover at a distance and plink 8 attacks per round into the party they will mince them.
About the transition from D&D 5e:
Magic is both weaker and more ubiquitous. "Magic is Mundane" is the axiom here. Nothing even close to Wish exists, but magic is so common as to be used as a normal component in manufactured products, not unlike electricity. A skilled mage is like a martial arts master - impressive and strong, certainly, but industry has invented more efficient ways to do those jobs at scale. No linear-warriors-quadratic-wizards.
Stealth is a more fully featured part of the game where everyone is expected to contribute, because you'll be spending most of your time in it.
Combat, while still fully featured, is shorter and sharper. While actually dying is harder, health is less of an expendable resource. Attrition combat is gruelling. If your players figure out ways to skip fights by being clever or sneaky, let them.
Nighthaze does not have universal attacks of opportunity. You need specific items or abilities for that.
Nighthaze expects you to actually use the rules it gives you in a way that 5E does not. For example, Carry Capacity - in 5E it's a tedious chore because your inventory is like an enormous unsorted sock drawer, and it's part of the set of mechanics that are mainly there for legacy reasons, because people freak out if they're not there. In Nighthaze your Carry Limit is usually in single digits and weaker characters might struggle to hold more than two items before hitting penalties (but it's assumed you have access to storage somewhere so you don't have to carry your life on your back). It's a meaningful part of your power budget! This aspect is common to basically every game that isn't D&D: your first game of Nighthaze should not need to be "fixed" with homebrew.
Nighthaze does not have an early-levels slump where characters are missing their defining features. The convention of starting 5E characters at 3rd level is a thing unique to 5E. If anything the starting point for Nighthaze as-is is too high!
Hope that helps!
How do you study the topics that you cover in your comics - I feel like I have a hard time sitting down and studying things for my own but there's stuff I think is interesting as a concept but once I struggle to get myself to sit down and actually look into things.
Having something that you're working towards is a big help for this. I'm not just reading a textbook because 40% of it will be on the test, I'm writing a comic about a space mission that needs to be decently long and noticeably futuristic but not the big one so I spend a lot of time reading about the James Webb Space Telescope, its mission timeline, what a Halo orbit is, what other missions to Earth-Sun L2 there are, booting up Kerbal Space Program and seeing how strong a lunar slingshot is, etc.
Research doesn't feel like something I need to make time for. It's compulsive, when the need for it arises, it happens whether I like it or not. Learning about things is fun and interesting, actually! Another thing that can help is a community. When you find interesting things and share them with friends who you can have a conversation about it with, it becomes that much more compelling.
Partly I'm just in the habit of pursuing idle curiosity for its own sake. Wikipedia is a great place to waste an hour looking up some random thing that came to mind and then getting distracted following interesting stuff you happened across on the way. It doesn't even feel like studying! It's more like a more fulfilling alternative to scrolling shorts or whatever. Nurture little voice that goes "Huh. I wonder what/why..."
If reading is something that struggles to take, video essays are good entry points into all kinds of random subjects. There's a lot of guff out there but generally if they're someone who works with Nebula they're on the level. This isn't going to give you the deep insights, but it does expose you to a lot of subjects. Some personal recommendations (I am abridging this list a lot but if you take to this you will naturally stumble into more of them, and also they will slowly make your recommendation algorithm, including shorts, WAY more tolerable):
Science:
BobbyBroccoli - Scandals in science and technology
Dr. Fatima - Politics of science
SciShow - Random science topics in bite-sized chunks
Numberphile and Computerphile - Interviews with experts in mathematics and computer science where they explain subjects in their areas of expertise
History:
Miniminuteman - Archaeology and Pseudoarchaeology
Fredda - History and Historiography
Sean Munger - Somewhat dry deep dives into highly specific aspects of modern and US history
Strange Aeons - Internet History
Current Affairs:
Tom Nicholas - Features on various news-related subjects in a kind of "let's step back and give this topic some good attention for an hour" way, with a second channel that follows the news cycle a bit more closely
Variety & Other:
FoldingIdeas - Pre-2021 largely contemporary media analysis, post-2021 covers a lot of scams, fraud and cult-adjacent groups
Rare Earth - Commander Hadfield's son travels around the world digging up random ass stories
Soup Emporium - I don't even know how to describe this channel. He covered Helen Keller and Fallout New Vegas. What is the throughline
Crash Course - Overviews of a variety of subjects - it's at a High School level because they are literally designed to be educational materials in high schools!
Hope that helps!
Have you ever considered having any of your comics (Maybe Sunjackers or Stardust) dubbed?
There was actually a sunjackers dub project that got as far as casting before the producers got busy and it stalled. Also listening to some of the takes reminded me why it's important to read your own writing out loud
I'M HITTING CONVENTIONS THIS YEAR! A lot of them in fact! People always tell me they don't know I'm gonna be somewhere until I get there so here's plenty of notice!
Harmonycon is my ONLY US con this year, where I'll be demoing Nighthaze and running a panel with the @drafthorses-official !
i think more people should decide that canon is unimportant to them and just do whatever the hell they want
the draft horses bullied me into making a sona reference and i took the opportunity to add a few lil updates
I've had a busy few weeks but I appreciate yalls patience while i get around to everything!
It's you, Javert! I knew you wouldn't wait too long. The faithful servant at his post once more! This man's done no wrong, he needs a doctor's care!
My piece from the latest Draft Horses episode, where we spun the wheel to put ponies into our favourite musicals! I did Les Miserables.
life hit me like a truck in the last month and i don’t think it’s appropriate to broadcast why, but if anyone wants to know i will explain it to them privately
one of the luxuries of patreon is that when stuff like this happens i can take the time i need to deal with it, so. thanks for sticking with me
Have you ever considered putting together a dub for Sunjackers or Stardust? I know a lot of older blogs got dubbed back in the day.
I was briefly in talks with East Corp for a Sunjackers dub, it stalled at casting because people got busy. I have thought about it! It's just a lot of work and I'm busy enough
How are you able to publish and sell your comics when they have copyrighted characters like Spitfire?
the same way the entire rest of the pony merch scene sells fanart
If I'm allowed to ask general questions on here, is there a reason your ponyverse Celestia is always drawn so bulky and short with yellow hair? Is it just a style thing, or a holdover from an earlier comic (like how blood magic and ghosts are technically still canon in this universe)
That is just a style thing (I actually hadn't noticed I was drawing her "bulky and short" because she's still significantly taller than the ponies around her).
Also oh god if you try to square Agents of HEART with anything outside of it this all gets absolutely insane and makes no goddamn sense
Luna learns what she missed on the moon, and what that means for the resumption of her Princess duties.
Sovereign Objection - Chapter 9
Do you have a beta reader?
For Sunjackers I didn't, for Stardust I have a small group I send all my WIPs to and who also help me with the kinds of things that editors help with - clarity, story structure, spotting opportunities I've missed, suggesting things that add texture, etc. I also go out of that group for specialised knowledge sometimes when I want to write about things that are a little out of my wheelhouse, usually cultural or linguistic.
One of the most important things to unpack and unlearn when you’re part of a white supremacy saturated society (i.e. the global north) and especially if you were raised in an intensified form of it (evangelicism, right wing politics, explicit racism) is the urge to punish and take revenge.
It manifests in our lives all the time and it is inherently destructive. It makes relationships and interactions adversarial for no good reason. It undermines cooperation and good civic order. It worsens some types of crime. It creates trauma, especially in children.
Imagine approaching unexpected or unacceptable behavior from a perspective of "how can this be stopped, and prevented" instead of "you’re going to regret this!”
Imagine dealing with a problem or conflict from the perspective of “how can this be solved in a way that is just and restorative” instead of “the people who caused this are going to pay.”
How much would that change you? How much would that have changed for you?
Please.