Portfolio Day makes for a good reason to update some pinned posts.
I am Gear! I primarily work with various goops for 3d printing and resin casting to make various trinkets and art toys and unusual dice from the 3d models I've made myself! I sell stuff online, at cons, and do the occasional commission!
My advice for anyone who wants to get into eating raw salmon but is intimidated by the fact that it is. Raw salmon, is to start out by trying salmon Nigiri, which is primarily vinegared rice with a thin layer of salmon on top, or start even easier with smoked salmon on toast or a bagel with some lemon, cream cheese, picked onions, etc. I had to work myself up to eating just thick slices of raw salmon, but it's so worth it. The taste when it's nice and fresh is so wonderfully clean and rich. Oooouuugh salmon...
GenCon is fast approaching and I am vibrating with excitement for the chance to drop the most complete and refined version of Magic Assholes (to date) on people in a couple weeks.
Along with preparing a new one-shot adventure and improving on another that I ran at GenCon several years ago, I've overhauled the character sheet and managed to squeeze almost all of the rules and character creation info into a double-sided quick ref sheet, so I can on-board a three 6-person tables as quickly as possible during the con.
Squeezing this much information into 2 sheets was not easy. Fortunately, I've been getting some practice making things like this from running a monthly RPG Club for my library. These short rules summaries have been helpful for teaching new systems, but I also find that going through a RPG book with the intent to write and condense as many of the rules as you think you need to play onto as few sheets as possible, really helps you cement most of that ruleset in my head. I recommend trying it.
Even though I wasn't aiming to every rule on one sheet, I did manage to get all of the most important stuff on there. I can, and will, say a lot more about all of these rules, but this is practically the whole game. You could take the character sheet and the overview pages, grab some decks of cards, and make a whole crew of characters then start playing today, if you wanted. You might need some ideas for how to handle ships and NPCs, but this is the most important stuff.
Full text after the break if you want to read in non-image format.
Any feedback or comments or questions are welcome. And if you do try running this game for your friends, TELL ME! I wanna hear about your space adventures.
MAGIC ASSHOLES in SPACE
What Is It?
A card-based, rules lite-ish Space Fantasy RPG where you can make nearly any kind of character you want to play, with a simple point system, and then collaboratively build out a whole universe to cause trouble in.
Every player will have their own deck of playing cards, 54 count (including Jokers) instead of dice. Instead of rolling, players Flip a number of cards from their decks.
How Do I Play?
CORE MECHANIC - Skill Flips - To resolve actions, combat, and more, you add the Ranks of an Attribute, a Skill, and any applicable Talents (Magic and Traits) and Gear. Then Flip and Reveal up to that many cards off the top of your deck of cards. Any Face Cards (K, Q, J) or Aces are Successes. Your Successes are compared against a Difficulty Level (set by the GM) or against an enemy’s Opposing Flip. Meet or beat that number and you successfully do the thing! More Successes means better outcomes, more damage, etc.
TRAITS - These modify your Flips by turning number cards and suits into Successes under specific circumstances.
JOKERS - When drawn, these add unintended consequences and twists to whatever your character was attempting to do. Does not mean that you failed… unless you got 0 Successes.
FATIGUE - When you draw your last card while resolving any action, you take 1 Fatigue Damage and must resolve things with the cards you have already revealed. Afterwards, you shuffle your entire deck and gain 1 Luck Point. Manage your cards carefully.
HOLD & FOLD - At any point during a Skill Flip you can choose to HOLD, and stop flipping cards, resolving with what you have revealed, or FOLD and declare the action a failure, no matter what you have revealed, describe how and why it goes wrong, and take 1 Luck Point.
LUCK POINTS - A meta-currency for bending the odds in your character’s favor.
Gain 1 LP when you draw your last card and have to reshuffle your deck, the GM reshuffle their deck, you Fold on a Skill Flip, or when a Trait applies to and negatively impacts a Flip.
All other players at the table may spend Luck Points to aid another character at any time
COMBAT - Battles are played out narratively, instead of using grids and minis, but resolved with many Opposed Skill Flips. Using Zipper Initiative where the players go, then the enemies, and back, each side choosing who gets to act until every character has acted once, each character taking one action per turn. Typically any attacks will be met with an opposed defensive action from the target. Both sides make their Flips and then compare Successes. If the Attacker wins, the difference between their flips becomes the damage dealt, otherwise the Defender negates the attack. (4 Successes to Attack vs 2 to Defend = 2 damage)
You are allowed to take one action that requires a Skill flip per turn, but also allowed to perform a number of small, unchallenging actions, like talking, grabbing an item, moving unopposed.
All Damage is Damage - Hurt feelings reduce HP the same as a punch to the face. If the Flip is Successful against an appropriate defense attempt, they take damage. What happens to a character when they hit 0 HP or lower is decided by what kind of damage took them out.
All Things Can Be Combat - Any conflict where two sides are trying to best each other can be handled like combat, like a dance battle or a debate. The rules are the same, but the Skills used change, and a temporary alternate HP pool may be used with two appropriate Attributes.
CARD ETIQUETTE - Shuffle your cards at the start of the game and have another player cut your deck at least once. After that, do not shuffle or rearrange your cards until you have emptied your deck or the GM says you can. Don’t go looking through your discard pile either.
EXPERIENCE - The XP Tracks in the corner of the Attributes, Skills, and Talents sections are there to track character growth. You fill the stars as you earn XP. Once full, you gain +1 Rank to a Stat in that section, and then clear the Track.
Character Creation
(1 point = 1 Rank – All Character Creation Points are tied to their sections and must be spent at creation)
NAME - What is your character’s name? Or perhaps an alias or title. This is often the hardest part.
Examples: Rusty Patina, Churt, Plinky Pete Bonsai, Black Hole Betty, Silica Gel
CONCEPT - Sum up your character in a few words. Easiest way is “Descriptor + Species + Occupation”
HIT POINTS - { HP = BODY + SPIRIT } - How much damage, and stress your character can endure.
LUCKY NUMBER - Select a number between 1 and 3 digits long. (Aces count as 1, 10 counts as 0)
When matching num. Cards are revealed during one of your Flips, spend 1 LP and gain Successes equal to the number of digits in your Lucky Number. – Ex: Lucky Number 456, 3 digits, 3 successes
SKILLS - The various learned and practiced competencies your character has gained throughout their life and career as some kind of space-faring troublemaker they happen to be.
{25 Pts} - All Skills start at Rank 0. The bottom slots are for Write-Ins. If the Skills don’t cover the kind of expertise you want your character to have, discuss a Write-In with the GM.
TALENTS - An umbrella category for any noteworthy features and abilities your character has.
{6 Pts - Magic and Traits} - You can forgo either one entirely, if you wanted. But not both.
MAGIC - Arcane Control, Sufficiently Advanced Technology™, Ancient Martial Arts, and/or other Natural Alien Powers. What it is, where it comes from, and how it works is up to you to decide.
Each type of Magic is associated with one Card Suit (♥ ♦ ♣ ♠) of your choosing. When using it as part of a Flip, the rules change so only cards of that Suit count as Successes.
Any Faces or Aces from other suits do not count, but Traits still do, if they apply in some way. Count a matching Suit with an applicable Trait on it as 2 Successes.
TRAITS - Your character’s most noteworthy positive and negative abilities or qualities.
Turning parts of Concept into a set of Traits is the easiest way to come up with ideas. Species and Profession have a large influence on your character’s actions, for instance.
You gain one card per Trait that applies to an action. If the Trait is positive, its matching number counts as Successes. If negative, its number remove Successes, but you gain 1 Luck Point
Examples: Enormous, Party Machine, Senile, Master Swordsman, Obscenely Strong, Vampire
INVENTORY -- Weapons, armor, tools, Augments, stuff, and anything your character has on or in them.
{7 points Gear and Wealth} - Starting equipment. Acquire stuff and increase your wealth as you play.
GEAR - Stuff of any kind good enough to improve your odds of Success. Note what it is under the name column, and what it does in the description column.
WEALTH - An abstract representation of cash and resources. Gets added to purchase-related Flips. Successful Flips don’t change your Wealth, failed ones reduce Wealth Ranks.
MISC ITEMS - Miscellanea and less important things your character has on them that don’t grant a bonus. May still be useful, though.
GenCon is fast approaching and I am vibrating with excitement for the chance to drop the most complete and refined version of Magic Assholes (to date) on people in a couple weeks.
Along with preparing a new one-shot adventure and improving on another that I ran at GenCon several years ago, I've overhauled the character sheet and managed to squeeze almost all of the rules and character creation info into a double-sided quick ref sheet, so I can on-board a three 6-person tables as quickly as possible during the con.
Squeezing this much information into 2 sheets was not easy. Fortunately, I've been getting some practice making things like this from running a monthly RPG Club for my library. These short rules summaries have been helpful for teaching new systems, but I also find that going through a RPG book with the intent to write and condense as many of the rules as you think you need to play onto as few sheets as possible, really helps you cement most of that ruleset in my head. I recommend trying it.
Even though I wasn't aiming to every rule on one sheet, I did manage to get all of the most important stuff on there. I can, and will, say a lot more about all of these rules, but this is practically the whole game. You could take the character sheet and the overview pages, grab some decks of cards, and make a whole crew of characters then start playing today, if you wanted. You might need some ideas for how to handle ships and NPCs, but this is the most important stuff.
Full text after the break if you want to read in non-image format.
Any feedback or comments or questions are welcome. And if you do try running this game for your friends, TELL ME! I wanna hear about your space adventures.
MAGIC ASSHOLES in SPACE
What Is It?
A card-based, rules lite-ish Space Fantasy RPG where you can make nearly any kind of character you want to play, with a simple point system, and then collaboratively build out a whole universe to cause trouble in.
Every player will have their own deck of playing cards, 54 count (including Jokers) instead of dice. Instead of rolling, players Flip a number of cards from their decks.
How Do I Play?
CORE MECHANIC - Skill Flips - To resolve actions, combat, and more, you add the Ranks of an Attribute, a Skill, and any applicable Talents (Magic and Traits) and Gear. Then Flip and Reveal up to that many cards off the top of your deck of cards. Any Face Cards (K, Q, J) or Aces are Successes. Your Successes are compared against a Difficulty Level (set by the GM) or against an enemy’s Opposing Flip. Meet or beat that number and you successfully do the thing! More Successes means better outcomes, more damage, etc.
TRAITS - These modify your Flips by turning number cards and suits into Successes under specific circumstances.
JOKERS - When drawn, these add unintended consequences and twists to whatever your character was attempting to do. Does not mean that you failed… unless you got 0 Successes.
FATIGUE - When you draw your last card while resolving any action, you take 1 Fatigue Damage and must resolve things with the cards you have already revealed. Afterwards, you shuffle your entire deck and gain 1 Luck Point. Manage your cards carefully.
HOLD & FOLD - At any point during a Skill Flip you can choose to HOLD, and stop flipping cards, resolving with what you have revealed, or FOLD and declare the action a failure, no matter what you have revealed, describe how and why it goes wrong, and take 1 Luck Point.
LUCK POINTS - A meta-currency for bending the odds in your character’s favor.
Gain 1 LP when you draw your last card and have to reshuffle your deck, the GM reshuffle their deck, you Fold on a Skill Flip, or when a Trait applies to and negatively impacts a Flip.
All other players at the table may spend Luck Points to aid another character at any time
COMBAT - Battles are played out narratively, instead of using grids and minis, but resolved with many Opposed Skill Flips. Using Zipper Initiative where the players go, then the enemies, and back, each side choosing who gets to act until every character has acted once, each character taking one action per turn. Typically any attacks will be met with an opposed defensive action from the target. Both sides make their Flips and then compare Successes. If the Attacker wins, the difference between their flips becomes the damage dealt, otherwise the Defender negates the attack. (4 Successes to Attack vs 2 to Defend = 2 damage)
You are allowed to take one action that requires a Skill flip per turn, but also allowed to perform a number of small, unchallenging actions, like talking, grabbing an item, moving unopposed.
All Damage is Damage - Hurt feelings reduce HP the same as a punch to the face. If the Flip is Successful against an appropriate defense attempt, they take damage. What happens to a character when they hit 0 HP or lower is decided by what kind of damage took them out.
All Things Can Be Combat - Any conflict where two sides are trying to best each other can be handled like combat, like a dance battle or a debate. The rules are the same, but the Skills used change, and a temporary alternate HP pool may be used with two appropriate Attributes.
CARD ETIQUETTE - Shuffle your cards at the start of the game and have another player cut your deck at least once. After that, do not shuffle or rearrange your cards until you have emptied your deck or the GM says you can. Don’t go looking through your discard pile either.
EXPERIENCE - The XP Tracks in the corner of the Attributes, Skills, and Talents sections are there to track character growth. You fill the stars as you earn XP. Once full, you gain +1 Rank to a Stat in that section, and then clear the Track.
Character Creation
(1 point = 1 Rank – All Character Creation Points are tied to their sections and must be spent at creation)
NAME - What is your character’s name? Or perhaps an alias or title. This is often the hardest part.
Examples: Rusty Patina, Churt, Plinky Pete Bonsai, Black Hole Betty, Silica Gel
CONCEPT - Sum up your character in a few words. Easiest way is “Descriptor + Species + Occupation”
HIT POINTS - { HP = BODY + SPIRIT } - How much damage, and stress your character can endure.
LUCKY NUMBER - Select a number between 1 and 3 digits long. (Aces count as 1, 10 counts as 0)
When matching num. Cards are revealed during one of your Flips, spend 1 LP and gain Successes equal to the number of digits in your Lucky Number. – Ex: Lucky Number 456, 3 digits, 3 successes
SKILLS - The various learned and practiced competencies your character has gained throughout their life and career as some kind of space-faring troublemaker they happen to be.
{25 Pts} - All Skills start at Rank 0. The bottom slots are for Write-Ins. If the Skills don’t cover the kind of expertise you want your character to have, discuss a Write-In with the GM.
TALENTS - An umbrella category for any noteworthy features and abilities your character has.
{6 Pts - Magic and Traits} - You can forgo either one entirely, if you wanted. But not both.
MAGIC - Arcane Control, Sufficiently Advanced Technology™, Ancient Martial Arts, and/or other Natural Alien Powers. What it is, where it comes from, and how it works is up to you to decide.
Each type of Magic is associated with one Card Suit (♥ ♦ ♣ ♠) of your choosing. When using it as part of a Flip, the rules change so only cards of that Suit count as Successes.
Any Faces or Aces from other suits do not count, but Traits still do, if they apply in some way. Count a matching Suit with an applicable Trait on it as 2 Successes.
TRAITS - Your character’s most noteworthy positive and negative abilities or qualities.
Turning parts of Concept into a set of Traits is the easiest way to come up with ideas. Species and Profession have a large influence on your character’s actions, for instance.
You gain one card per Trait that applies to an action. If the Trait is positive, its matching number counts as Successes. If negative, its number remove Successes, but you gain 1 Luck Point
Examples: Enormous, Party Machine, Senile, Master Swordsman, Obscenely Strong, Vampire
INVENTORY -- Weapons, armor, tools, Augments, stuff, and anything your character has on or in them.
{7 points Gear and Wealth} - Starting equipment. Acquire stuff and increase your wealth as you play.
GEAR - Stuff of any kind good enough to improve your odds of Success. Note what it is under the name column, and what it does in the description column.
WEALTH - An abstract representation of cash and resources. Gets added to purchase-related Flips. Successful Flips don’t change your Wealth, failed ones reduce Wealth Ranks.
MISC ITEMS - Miscellanea and less important things your character has on them that don’t grant a bonus. May still be useful, though.
wizards of the coast is really innovating if you're into apocalyptically incestuous cultural sludge, digested and regurgitated to only barest recognisability for viable producteering
finally, product for people who enjoy a recognisable trace of a bit of ghibli key animation to convey the idea of studying to non-intrusive homogenous music passively
Took my sweet time on this because the last several months have been... busy. However, if you want to grab my poorly made model and print yourself a Beetle Boi, you can now do that!
Design by @kabewskil for Flak Arcana
Beetle Boy, designed by Kabewski for Flak Arcana - https://linktr.ee/KabewskiNone of these pieces are presupported or optimized for printing
Got all of my phyiscal copies of J/K Games ( @arbco )'s Mutants in the Now/Next/Archives!!
MitN is one of the coolest, most detailed RPGs I've ever read or played. Character creation alone is such an amazing engine for generating interesting and varied PCs that are both randomly generated and meticulously customized.
The base book alone is already more than enough material to create endless varieties of mutant characters, but each new book has added an exponential amount of options and possibilities and stories.
I find the "rules are toys" framing of tabletop RPG design useful for several reasons:
The idea that system matters is reducible to recognising that toys have affordances; while there is of course no "wrong" way to play with a toy, no amount of open-mindedness will readily fit a bicycle through a basketball hoop.
It puts a line under one of the main objections to the "why not just freeform it?" thing; if folks are discussing how to make or modify a toy to achieve a particular set of affordances, blundering into the conversation going "why bother with toys when you can Use Your Imagination?" is unlikely to be well received!
Sometimes it's helpful to take a step back from a critique of a particular system and ask yourself: is this set of game mechanics really broken or incomplete, or have I mistaken a bicycle for a basketball?
Midwest got hit with some intense storms last week. My neighborhood was spared any tornadoes, but we still got hammered with unbelievable 100+ mph winds that ripped the top of a tree off and threw it at my car.
All of my Dad's security cams paid off, though. Being able to send these videos to my insurance company erased any doubt about what happened.
Looking like we'll have to total the car and get a new one, which sucks because I loved that car…
The thing is, even if you were lucky and your parents taught you how to clean, they probably didn't teach you how to clean the stuff you clean stuff with, like brushes, mops, sponges, rags, and so on. Or how to clean your cleaning appliances, like a dish washer, clothes washing machine, and clothes dryer and its ducts (if you have a ducted dryer), or a carpet cleaner, vacuum, Or how to clean up clean messes, like spilled bleach or detergent.
My parents threw away all of these things (even the vacuum cleaners and the dryer) when they got too dirty to function, because no one even told them THAT they could be cleaned. Cost them thousands of dollars over the years.
All I'm saying is that cleaning is not intuitive, and not knowing how to clean is not a moral failing, but it is something you can learn.
I'm going to reblog this post with resources for learning how to clean things and how to clean cleaning things (I'm not at my desk at the moment). If you have any favorites, please feel free to add them in too!
I like this video because it does a great job of introducing the basic foundations of house cleaning (and because he doesn't use bleach, which is a common allergy in addition to being awful to inhale). He also talks a little about how to clean a vacuum. And why you shouldn't put grease from your pots and pans down the sink drain. I also love that he mentions that different houses and different people have different needs and different versions of what clean and cleaning looks like.
He doesn't mention though that the toilet seat comes off. I take my toilet seat off to clean under the hinges and clean the seat more thoroughly once a quarter.
This is another video from the same guy about cleaning and depression. This advice, especially at the beginning, can feel really really difficult and oppressive to hear. However, I find that it's generally pretty solid. But I'm autistic and so is he, so that gets a massive Your Mileage May Vary stamp on it.
I have a favorite part of this video. It's from 10:52 to 12:36. I think we could all use to hear that. There's a HEFTY pause after that one. I promise the narration does come back.
I'm also going to recommend KC Davis' book "How To Keep House While Drowning"
This is a pair of videos about how to correctly load and use a dish washer.
The first one is a quick 1 minute 30 second overview on loading. I can't find the exact video I'm looking for, so consider this a substitute for that. If I can find the one I'm looking for, I'll swap it in.
The second is a half hour deep dive on dishwashers and detergents. The short form of that is you shouldn't need to pre-rinse anything, detergent pods are overpriced and can cause problems, some dishwashers have a filter in the bottom that needs to be cleaned (but most don't), run your sink until the water is HOT before starting your dish washer, and put a little detergent in the pre-rinse dispenser when you're washing extra dirty dishes (or on the inside of the door if your dishwasher doesn't have a pre-rinse dispenser).
How to clean a front load washer (with bleach). This should be done monthly or every time you wash really soiled clothes.
With expert tips and tricks for all types of washers.
How to clean a top loader (without the removable agitator thing). This should be done every 1-3 months depending on you unit, or every time you wash really soiled clothes.
Regular cleaning of a top-load washing machine will prolong the life of the appliance and leave your laundry cleaner and brighter.
How to clean a top loader (with the removable agitator thing). This should be done every month, or every time you wash really soiled clothes.
These carpet brushes are a LIFE SAVER if you have dogs. This thing allows me to go from vacuuming about 4 square feet before my vacuum is full to vacuuming half the living room (I don't vacuum often enough. You should vacuum weekly, and I just can't.). I have to unclog the vacuum less often. It fluffs up some of the flat spots in the carpet. And I also use the brush to shampoo my rugs in the spring.
A spot cleaner (or a carpet cleaner with a spot cleaner attachment) is another life saver, ESPECIALLY if you can afford to splurge on a heated one. I see them at Goodwill or at yard sales occasionally, and they're worth picking up. The shark one in the video is great too.
This channel is gold. There's tutorials for cleaning EVERYTHING on there. Just go subscribe!
Gonna throw another potential resource at the end of this very long list, which may be potentially helpful for others like me who loathe videos. It's... the weirdest thing that has genuinely been helpful to me in housekeeping. Absolutely full of useful advice, and bizarrely still relevant in large part. (Though, caveat, research ANYTHING to do with chemicals or cleaning products more complicated than vinegar + lemon + water for modern information.)
It's America's Housekeeping Book (1941). Available for free download on the Internet Archive. (Large PDF file at the link here).
The LISTS y'all. The step by step lists. The emphasis on efficiency and arranging spaces for the least resistance possible. The basic concept of "take a tray or basket into a room when you are tidying up so you can put things that belong elsewhere on it and take them out LATER in ONE GO".
So I meant to make a post a couple days ago about how I'm running my own original RPG system (Magic Assholes in Space) at GenCon again and then I went and checked my events only to discover that they were already completely sold out yesterday, which is extremely flattering!
I don't think I'll be trying to add another event to meet demand. I already had people talk me out that when I was planning on submitting twice as many events.
However, if people don't show up, I'll gladly welcome walk-ins (and generic tickets) and maybe take on another player.
Either way, I'm going to attempt to post about MAIS a lot over the next few months and beyond.
Very excited to finally share some pictures of my Dread Pirate Frogerts build! I've been thinking about making this outfit for my Kermit for a while now, but the proper motivation to actually get this done was hearing that Cary Elwes was announced as a guest for my local comic convention! So with any luck Dread Pirate Frogerts will be getting to meet the real Westley very soon.
A shocking amount of work went into making this little outfit... I completely underestimated the amount of time I would need to put all this together. Though a good chunk of that was me getting way too wrapped up in perfectionism... ask me how many times I re-did the smocking on the sleeves (On second thought, don't, it's embarrassing). Here I thought I had been con-crunching with Piggy last year... technically, I only just finished Kermit today, and the convention starts Thursday. Lots of internal (and external) screaming was had with this build. I did film the majority of it, with plans to turn it into a full video and reel in the future... maybe once I've had a chance to recoup from aforementioned con-crunch.