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."

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Sunday, January 25, 2026

[Poem] Bojo's Prophetic Dreams (3 of 3)

 by Emmit Other

Have you ever been

Enchanted

When your mind is not your own

The best case of case of cases

Is when your will is almost there

It is at the tip of your breath

It is less than not being free

Because even the most enslaved slave

Might have luck upon escape

But if you are enchanted

Your will is not your own

Even if it is but a single compulsion

Those who have been enchanted

Will know

Of the geasa

The compulsion

The weight in your mind

Like an overbending knee

Moving your mind with an Elephant hook

Except The Hook is in Your Brain

You are the Elephant

And its purpose is to train

There have been four missions

That the bones have done so far

The first was a gas station

A way station and an inn

The jibb of rot was betrayal

We met our rival and our foe

We found the ancient tatue

And stood our own toe to toe

We gained two allies

Who with us on our journey went

And then we parted ways for a while....

The secound chorus of our stanza

Was the journey to the cult town

A quiet peaceful villagien

With somethingr rottin underground

This wa when Lord Death

Became moret han a distant shadow

He tapped me on the shoulder

And moved melike a widow

The wound in the world was healed

Good work done means more work

Thats the reward

To work for the right to work

Is that how the song goes?

And goes

And goes again....

And then we parted ways for a while....

And the third mission was through the looking glass

To the world of upside down

Where I could hear the whispers

To sometimes not make a sound

A whisper of the pulse

At the edge of the universe

Told me to keep my mouth shut

And I learned some wisdom

I am not smart

But if I take my time to think

I can be wise

And hat is better than nothing

And we found new friends and old

And wounds  were healed

And miracles bestowed

We hit every mark

And hade earned a rightful win

But then the world turned sidewase

And one roll ended it all

And so from the Blue Rook's tap

The clock was turned upside down

And I prereemmbered to make a deal

With the Archivist Below

And so I am enchanted

For a year and so I know

Once a day I check the scroll

To keep the burning at bay

And still also do the will of Death

And just try to live my day

And the universe was made right

except of course for me

For a year anda. day

I must listen

And obey

The fourth mission was special

And four doors we received

One of Strife in dungeon crawl

To an anicent viking tomb

Except somehow that was Death

So the pattern double blinds

One of mystery

And sorceryLikely the echoed orc plague

The ghoul cult seems but simpel strife

But either way the flame is clear

Fate has paid a mission

And the price you paid twice now dear

Or is it all the prophet

The rela one not you fool

Or is it the Knight errant

Or one of the crew

The Bearer of the Horn

As Roland's Tower of old

Or is it the shadow of the mystery

Of the final door of death

the roughe bleoved by death

tolerated and amused

watching aptiently

for a final lien to be crossed

ticking clocks

shooting star

will you soon be lost?

The gadgeteer triumpant

With her cat and snake a blaze

The shadow knight you do not see

Some save his name is 

The Knight of Fate is bound no lessAnd then

Kung Fu Anastasia 

Is tied to humanity's bane

A surce is a cusrse for a reason

a violation of a law

humanity has hubris

the land is the ing

the king is the land

Someone killed the royal line

The horn th ehorn th ehorn is more

than you think it is and not

Soon the necromancer

May revenant a death

To avoid a vital contract

That which fate has weft

a shotgun is a shadow

but the point of this is t his

four towers

for doors of fate

four has turned to five

is there then a final door

that we ahve not contrived

but when you are enchanted

you cannot say some things

for if you choose a certain door

obligations it will bring

But the one who spins the balance 

is the shadow fae that was a human

that is something more that leads the group

even though that is acussin

for thereis no one officially

who captains our motley band

But I lend an ear to the ground that says

You should listen to understand

Friday, January 16, 2026

[Poem] Bojo's Prophetic Dreams (2 of 3)

 by Emmit Other

Hop to the hip to the bip to the bop do the rhythm to the world

there's a rhyhtm to the world.

There's beauty in chaos

That is true 

But when a shovel hits you in the face

You forget about 

The Rhythm of the World.


Time.

Time was the one thing there was never enough of.   You were not dumb.

Not really.

You just didnt't think quikly.  

You felt the world go by

Like you were the slowest of turtles

But smarter than other people thought

And so you never got a break

And so you made your way in the world

And you became Grave Robber

And you made a pact

And the pact you made as

To repay the descration of Death

With the Sanctifaction of Death

But it took a few days

For you to understand the word Santication

But once you had it

You had it and mastered with the strength of the Eearth itself

You dug into the deeper truths

Where once you dug into thought

Then you dug into mystery 

But you do not understand this when you are awake

And you only dream it when you are asleep

And hear whipsers of voices

Vices of deep

Deep and powerful things

You hear the Dreamer

And the Dreamer is in your mind

And your mind is not built like the others

For you are the judge who refuses to call himself a Judge

But it is not a verb but. noun

And sometimes there were times

When Jstice

Was only a thing oyu could do yourself

Sometimes Kings Failed

Sometimes Churches or Priests broke their word

And in those times

The Only Justice That You Had

Was the Justice You Carried

Witin Yourself.

Sunday, January 11, 2026

[Poem] Bojo's Prophetic Dreams (1 of 3)

 by Emmit Other

Dreams are where the metadata of infinity

Lives, dies and lives again

When everything is true

And a thought away

It isnt about what is real

So much as

How it connects

Turtles all the way down

Turtles all the way up

Roshomon the halls of dream

Every dreamer a lord

The Dreamer dreams the walls that stay

The Four Towers

And the Four Corners of the Earth

Cair Paravel had four thrones

Each a tower of the compass roles

Numbers are a higher octave than dream

But even dreams can have math

Even if it uses dream math 

Bojo the digger connected to a tree

Kississing Mississippi to try and be

Something other than history

Child Roland to the Dark Tower Came

A field in a million roses for each world

A golden brick road

Or was it Silver?

We're off to see the wizard

We're not in Kansas are we

Through the looking glass

And The Cults the thing

Ease on down the road

Through the Mirror

Straight on and to the second closet on the left

Till morning

The deep magic

Woudln't it be Lucky if there was a layer

On a layer 

On a layer

Its not the loop of time this time

But recursion of the infinite iteration

When you seek revenge

Dig two graves

Both of them for your enenmy

Even when your enemy

Is the Peculiar Purlple Pyram

of Porcupine Geek

Bite the head of a chicken 

Don't be so dramatic

Prestochango rearrango

The blue haze appears

And obscures the yellow sign

Hitch a ride on the Star Twin's magic carpet

And turn that frown to the Upside Down

Monday, December 1, 2025

One Shot: Debt For Life

This is a Funnel Game run by Josh that is based on the game Mothership.   Our characters are chemically induced to Amnesia.  This covers a trailer followed by actual play and is amazing.   So far we have played two of three sessions and it is reminscent of Hellraiser+Cube+Saw.   Not for the feint of heart but with music from Paul Mercer and several other amazing sources it is one of the best limited games I have ever played.

Debt For Life

Saturday, May 3, 2025

The Empty Chair

 The Empty Chair

by Emmit Other


There is an empty chair at our gaming table

For our friend

That we knew was in dire straights

Wasnt getting out like we thought

But getting out into the final checkout

In 

The

Sky

only to find out from his beloved

That there will be no more adventures

No more jaunts into the unknown

No dragons slain

No rogues careened with of a questional gangreen variety

We raise a glass in our home hallowed halls

We raise a glass in our hearts

And we raise a glass for the iron company

We will put a place of honor in his memorial

And every time we face impossible odds

Every time we would back down when logic would dictate

We ask ourselves

What would Jon do

And go a little bit farther

And track a little more wonder

And live a little bit more free as a result.

To Jon. To Quix. To our musical departed Finnigan the Rogue.

in his wake we mourn his dust.

See you on the other side of that second star at morning.

Saturday, March 8, 2025

Dnd Blog

 This blog belongs to a friend of mine in a game I am in, more to come links for that plus notes on dungeon delving and former logs from mushes

https://fantasticwargameswmass.blogspot.com/