Sunday, October 11, 2026
Tuesday, September 29, 2026
Sunday, August 16, 2026
Saturday, August 15, 2026
Sunday, August 2, 2026
Sunday, July 5, 2026
[Poem] Bojo's Prophetic Dreams - Electric Boogaloo
The worst was avoided
Only for worst than the worst to rear its ugly heads
Where in the world is Stash Sandiego?
Be assured he is not found in a striped white and red shirt
Hiding in a crowd
The hidden hand from fate of fate
Her archon and her mouth are both blind
But the smallest amongst us see
A secret mission between the cracks
For what is not must not be
Take the hour glass of Father Time
And sideways curtain frame
Step into the Pale Lodge
Which not even gods can tame
Shall we make a bargain
Or shall you spurn my knife
Tell me no upon the
I will not ask the thrice
What I tell you three times is true
But the sister rolled the dice
Now the world spins on the hidden thread
That all the eyes dont see
For what is to come shall be
Weave, and Cut and Loom it out
The tapestry is our sea.
The door of shimmering blue
The entropic hand upon shall sue
Never think what you cannot do
What is shall be at price.
Saturday, February 28, 2026
Secrets of the Weird Wizard - GenAI Makes My Charsheet
Take this with a dump truck of salt but I found the result so fascinating I couldnt not post it ;)
╔══════════════════════════════════════════════════════════════════════════════════╗
║ SHADOW OF THE WEIRD WIZARD — CHARACTER SHEET ║
╚══════════════════════════════════════════════════════════════════════════════════╝
NAME: Rhombus Ticks
ANCESTRY: Human
LEVEL: 10
SIZE: 1 SPEED: 7 (base 5 + Skirmisher +2)
═══════════════════════════════════════════════════════════
ATTRIBUTES
═══════════════════════════════════════════════════════════
Strength: 10 (+0)
Agility: 13 (+3) ← primary Rogue attribute
Intellect: 20 (+10) ← raised to 20 by Mastermind (Level 10)
Will: 12 (+2)
NOTE: Mastermind's "Genius Intellect" lets you substitute
Intellect for Agility or Will rolls in combat.
"Best Idea Ever" lets you use Intellect for ANY
attribute roll outside of combat (1/minute).
═══════════════════════════════════════════════════════════
DEFENSE & HEALTH
═══════════════════════════════════════════════════════════
Natural Defense: 11 (Rogue base)
Armored Defense: 13 (Leather armor: 12 or +1; Rogue base 11 → 13)
Starting Health: 14 (Rogue base)
Health Total (Level 10):
Level 1 Rogue: 14
Level 2 Rogue: + 4 = 18
Level 3 Bard: + 8 = 26
Level 4 Bard: + 8 = 34
Level 5 Rogue: + 4 = 38
Level 6 Bard: + 8 = 46
Level 7 Mastermind: +12 = 58
Level 8 Mastermind: +12 = 70
Level 9 Bard: + 8 = 78 (assumed Bard 9 = +8)
Level 10 Mastermind: +12 = 90
TOTAL HEALTH: ~90
═══════════════════════════════════════════════════════════
BONUS DAMAGE DICE
═══════════════════════════════════════════════════════════
Level 2 Rogue: +1d6
Level 3 Bard: +1d6
Level 5 Rogue: +1d6
Level 7 Mastermind: +1d6
TOTAL BONUS DAMAGE: 4d6
═══════════════════════════════════════════════════════════
LANGUAGES
═══════════════════════════════════════════════════════════
Common — standard tongue, birthright
Arcane — gained from Rogue Technique: Magic Use (Level 2)
Archaic — gained from Profession: Philosopher
Old Tongue — could be gained from Profession: Astrologer
(or second profession background)
+ Any Three — from Bard Training (Level 3); suggested:
Kingdom (the language of bureaucracy and governance)
Sylvan (the language of faeries and the unseen)
Alchemical (the cipher — suits a forensic analyst)
+ Any One — from Bard Level 4; suggested:
Druidic (for understanding factions that "meddle")
+ Any One — from Bard Level 6; suggested:
Secret language of your choice / thieves' cant
─────────────────────────────────────────────────────────
TOTAL LANGUAGES KNOWN:
Common, Arcane, Archaic, Old Tongue, Kingdom, Sylvan,
Alchemical, Druidic, + 1 secret language of your choice
─────────────────────────────────────────────────────────
═══════════════════════════════════════════════════════════
PROFESSIONS (Background)
═══════════════════════════════════════════════════════════
PRIMARY: Philosopher
You studied the nature of reality, space, time, and ethics,
and the question of what it means to be.
LANGUAGE GAINED: Archaic
EQUIPMENT: Writing kit (included in gear below)
SECONDARY: Politician
You know how to navigate the ins and outs of bureaucracies.
You might have held political office or aided those who did.
EQUIPMENT: Set of superior clothing
═══════════════════════════════════════════════════════════
NOVICE PATH: ROGUE (Levels 1–5)
═══════════════════════════════════════════════════════════
Natural Defense: 11 Starting Health: 14
Languages: Common + one other (Archaic, from Philosopher)
── LEVEL 1 ──────────────────────────────────────────────
Cunning Dodge
When you dodge, increase boons on your Agility roll by 1
OR increase banes on the roll made against your Defense/Agility by 1.
Trickery
Make any attribute roll with 1 boon. When used to attack,
the attack deals an extra 1d6 damage.
[In combat: recharges start of next turn. Outside: recharges in 1 min.]
── LEVEL 2 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Rogue Technique: MOCKERY
While not injured, gain +1 action per turn — but one action
MUST be used to hinder.
When you hinder a creature, it makes an Intellect or Will roll
(your choice) with 1 bane.
• Success: target is immune to this hinder for 24 hours.
• Failed Intellect roll: target becomes WEAKENED (luck ends).
• Failed Will roll: target becomes VULNERABLE (luck ends).
While vulnerable this way, it attacks targets other than you
with 1 bane.
At Level 5: Use a reaction to hinder a creature within 5 yards
when it makes an attribute roll. Attacks against hindered creatures
deal an extra 1d6 damage.
Rogue Technique: MAGIC USE (bonus pick at level 2)
Add Arcane to your languages.
Discover one tradition. Learn two novice spells.
At Level 5: Learn one expert spell.
── LEVEL 5 ──────────────────────────────────────────────
Health: +4 Bonus Damage: +1d6
Combat Opportunist
When you get a success on any roll in combat, move up to
half your Speed (with Slippery trait) OR cause one enemy in
reach to take 1d6 damage. [Luck ends after use.]
Mockery Upgrade (see Level 2 above)
Magic Use Upgrade: +1 expert spell
═══════════════════════════════════════════════════════════
EXPERT PATH: BARD (Levels 3–6, +9)
═══════════════════════════════════════════════════════════
── LEVEL 3 ──────────────────────────────────────────────
Health: +8 Bonus Damage: +1d6
Languages: Any three (see Languages section above)
Bard Training (Magical)
You can play any instrument, sing, dance, act, juggle, or
perform in any style. Rolls related to performing: 1 boon.
If you perform for 10+ minutes, every non-friendly creature
present makes a Will roll. On a failure, it becomes friendly
to you and counts as your ally (until you or an ally harms it).
[Success: immune for 24 hours.]
Legends and Lore
Ask the Sage one question about a legend, magic, history,
a people, or a place. Make a luck roll.
• Success: Sage tells you one fact.
• Failure: lose access until after you rest.
── LEVEL 4 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Tradition: One Spells: One novice
Manipulating Music (Magical)
Use an action to perform magical music (with or without
an instrument). Lasts until end of your next turn; extend
by spending your action each turn (max 1 minute).
While performing:
• Your attacks deal an extra 1d6 damage.
• Each ENEMY within 5 yards makes a Will roll. On failure:
becomes VULNERABLE until the performance ends.
[Immune for 24 hours on success.]
• Each ALLY within 5 yards makes attribute rolls with 1 boon.
[Ends if they cannot hear you.]
Uses per rest: equal to your level (10 at Level 10).
── LEVEL 6 ──────────────────────────────────────────────
Health: +8
Language: Any one (see Languages section)
Spells: One expert
Inspiring Note (Magical)
[Partial text in source — when an ally under Manipulating Music
gets a success on a roll to attack, you can trigger a bonus effect.]
═══════════════════════════════════════════════════════════
MASTER PATH: MASTERMIND (Levels 7–10)
═══════════════════════════════════════════════════════════
── LEVEL 7 ──────────────────────────────────────────────
Attributes: +1 to three attributes (applied: Agility +1, Will +1,
Intellect +1 — already reflected in scores above)
Health: +12 Bonus Damage: +1d6
Language: Any one
Genius Intellect
Make Intellect rolls with 1 boon.
Impose 1 bane on rolls against your Intellect.
In COMBAT: may substitute Intellect for Agility or Will rolls.
At Level 10: 3 boons on Intellect rolls; 3 banes on rolls against it.
Best Idea Ever
Outside of combat: substitute Intellect for any attribute roll.
[Once per minute.]
Intimidating Intellect
When a creature fails an attribute roll against your Intellect,
it becomes FRIGHTENED of you (until it succeeds on a Will roll).
── LEVEL 8 ──────────────────────────────────────────────
Health: +12
Stratagems
Each of the following can be used ONCE per combat. Regain
all uses when you use them all.
[1] REDIRECT: When a creature rolls to attack you or rolls
against your Strength, Agility, or Will — it must use
your INTELLECT SCORE as the target number instead.
[2] REACTION BANK: When you use a reaction, gain one
additional reaction (use before end of round or lose it).
[3] PRECISION STRIKE: When you get a success on a roll
to attack, the target takes an extra 3d6 damage.
[At Level 10: 6d6 instead.]
[4] CLEAR HEAD: When you gain an affliction, the affliction ends.
[5] UNTOUCHABLE: When you take damage, you take no damage instead.
── LEVEL 10 ──────────────────────────────────────────────
Health: +12
Staggering Intelligence
Your Intellect score increases to 20.
═══════════════════════════════════════════════════════════
EQUIPMENT & GEAR
═══════════════════════════════════════════════════════════
── WEAPONS ──────────────────────────────────────────────
Rapier (main hand)
Damage: 2d6 Traits: Nimble, Piercing
Req: Agility 12 Price: 1 gp
[Precision and reach — the weapon of someone who waits
for the right moment and then commits absolutely.]
Dagger x2 (off-hand / concealed)
Damage: 1d6 Traits: Light, Nimble, Thrown 5
[One on the belt. One in the boot. Standard operational kit.]
── ARMOR ─────────────────────────────────────────────────
Leather Armor
Defense: 12 or +1 Price: 2 sp
[Light enough to move in. Heavy enough to matter.]
── TRINKETS ──────────────────────────────────────────────
Circlet of Thought
While worn: your Intellect is 15 if normally lower than 15.
[Superseded at Level 10 by Staggering Intelligence, but worn
from Levels 1–9 as the engine of everything you are.]
Mask of Tongues
While worn: anyone who hears you and knows at least one
language understands what you say. No shared tongue required.
[The forensic analyst's greatest tool. Every lecture lands.
Every accusation is comprehensible. No one can claim they
didn't understand.]
Chameleon Cloak
While hidden AND wearing this cloak: you are also INVISIBLE
until you are no longer hidden.
[You document from the shadows. You publish from the shadows.
You are only visible when you choose to be.]
Skeleton Key (carried, not worn)
Fits into any lock. One action to lock or unlock.
After first use: make a luck roll each time. Failure = key breaks.
[Every institution has a door. You have the key.]
Apotropaic Brooch
While worn:
• Take half damage from magical sources.
• Impose 1 bane on magical rolls made against you.
• Make rolls to resist magical effects with 1 boon.
[Your philosophical framework is your ward against
institutional enchantment. You've been inoculated.]
── OTHER GEAR ───────────────────────────────────────────
Writing Kit
Ink, quills, parchment. For the work. Always the work.
[From Philosopher profession.]
Set of Superior Clothing
Well-made. Presentable in any boardroom, court, or hearing.
[From Politician profession. The armor you wear to meetings.]
Occultist's Kit
For understanding things others deem forbidden.
[Acquired. You know how this works by now.]
Star Charts (bundle)
Useful for navigation, divination, and establishing
that you've been watching longer than anyone realized.
A Musical Instrument
Your choice. Suitable for Bard Training.
[Suggested: a lap harp. Portable. Intimate. Disarming.]
═══════════════════════════════════════════════════════════
SPELLS & TRADITIONS
═══════════════════════════════════════════════════════════
Traditions Known:
— One from Rogue: Magic Use (Level 2) — suggest: Illusion or Telepathy
— One from Bard (Level 4) — suggest: Enchantment or Divination
Spells Known:
— 2 novice spells (Rogue Level 2)
— 1 expert spell (Rogue Level 5)
— 1 novice spell (Bard Level 4)
— 1 expert spell (Bard Level 6)
NOTE: Spell selection left open — choose traditions and spells that
fit your Mastermind + Bard + Rogue configuration. Divination and
Enchantment traditions are the most thematically consistent.
Telepathy works if you want to lean into the surveillance angle.
═══════════════════════════════════════════════════════════
PERSONALITY (Optional Flavor)
═══════════════════════════════════════════════════════════
Affability: Warm, but deliberate. You choose whom to trust.
Dependability: Relentless. You finish what you document.
Outlook: Realistic. You see systems for what they are.
Receptiveness: High for genuine argument. Zero for bad faith.
Sociability: Present in groups; operates most clearly alone.
Religious Belief: Christoicism — kindness as the arbiter of necessity.
═══════════════════════════════════════════════════════════
BACKGROUND (Rolled or Chosen)
═══════════════════════════════════════════════════════════
Rogue Background (your choice of d6):
"You honed your abilities observing the contradictions of those
in power — what they said versus what they did. You don't steal
gold. You steal credibility and return it to the record."
Bard Calling:
"You did not choose to perform. You chose to document. The
performance was what happened when documentation became
undeniable."
Mastermind Origin:
"You simply kept asking the same question — what is actually
happening here — until the answer arrived and nobody else
could refute it."
═══════════════════════════════════════════════════════════
QUICK REFERENCE: CORE MECHANICS AT LEVEL 10
═══════════════════════════════════════════════════════════
Defense: 13 (leather armor)
Health: ~90
Bonus Damage: 4d6
Speed: 7 yards
Attributes:
STR 10 (+0) | AGI 13 (+3) | INT 20 (+10) | WIL 12 (+2)
In combat:
— Trickery: any roll with 1 boon
— Mockery: +1 action, must hinder; hinder causes Weakened or Vulnerable
— Manipulating Music: enemies Vulnerable, allies roll with boon
— Cunning Dodge: extra boon or bane when dodging
— Combat Opportunist: on any success, move or deal 1d6 extra
— Stratagems (5 options, reset when all used): redirect, extra reaction,
+6d6 damage, clear affliction, negate damage
— Genius Intellect: Intellect in place of Agility/Will
— Intimidating Intellect: failed rolls against INT → Frightened
Outside combat:
— Best Idea Ever: Intellect for any roll (1/min)
— Legends and Lore: ask the Sage a question (luck roll for answer)
— Bard Training: 10-min performance makes creatures friendly
— Mask of Tongues: universal comprehension, always
— Skeleton Key: any lock
Intellect rolls: with 3 boons (Level 10 Genius Intellect)
Rolls against your Intellect: 3 banes imposed on attacker
══════════════════════════════════════════════════════════════════════════════════
RHOMBUS TICKS | HUMAN ROGUE 5 / BARD 6 / MASTERMIND 10 | LEVEL 10
"The institution always reveals its contradictions. I simply hold the pen."
══════════════════════════════════════════════════════════════════════════════════




