Friday, February 19, 2021

Axe of the Nereid

 

AXE OF THE NEREID

by Benoist Poire

+1 Hand Axe

+3 Versus Aboleths and Aquatic Aberrations.

This axe will have 12 to 20 remaining charges when first discovered and may be spent at any time.  This device can also be found as a battle axe, harpoon, long spear, or trident

Benefiting effects include:

-    - Water Breathing (1 Charge) Water Breathing spell as if cast by a 6th level Druid,

-     - Invisibility under water (1 Charge) as if cast by a 6th level sorcerer,

-   -Control Water, form waves, shapes etc in a 30ft radius, (1 Charge),

-   - Discharge a stream of bodily fluids (spittle) from the handle which may blind a target for 2-12 rounds if it hits (-4 to attacks, -4 AC and -4 to saving throws if blinded) (2 Charges). 

Gp Value, Exp Value and Constructions cost are determined solely by the DM.

Axe of the Ram

Axe of the Ram

by Benoist Poire

+1 hand axe or Battle Axe, 

+3 versus lycanthropes

The handle can be used for one additional free attack 3/day that causes 2d6 damage on a hit and knocks the target prone, or knock down doors and large objects with an assumed Strength of 19 (Open Doors and Bend Bars/Lift Gates as Hill Giant).  

If using a third edition game mechanic, then total the Strentgh attribute with the player's attack modifier and axe's magical bionus versus the door's assigned DC to determine the effect.


Tuesday, September 8, 2020

Dungeon Crawl Classics: Dire Wraith Sorceress

Dungeon Crawl Classics

The Dire Wraiths are an evolutionary offshoot of the Skrulls from the Andromeda Galaxy. Like the Skrulls, the Wraiths are shape-shifters, able to take the forms of other creatures. They are, in fact, Skrullian Deviants engineered by the starfaring Celestials. The Wraiths have both reptilian and mammalian like traits and the females lay eggs and lactate.

At some point in their history, female Dire Wraiths began to study sorcery. This caused a rift with their parent race, the Skrulls, and they were driven out of the Andromeda Galaxy.

Dire Wraiths are able to take on the forms of those they encounter, including the appearance of equipment and any clothing the victim is wearing. A Dire Wraith can assume any humanoid form between 4 ft to 8 ft tall, but the creature must first see the victim to be copied. In addition to assuming a victim's form, they may choose to consume the victim's brain and gain all of their memories and knowledge (the victim must make a DC 15 Fortitude Save), which will leave the victim a pool of ectoplasm.

Dire Wraith Sorceress for Dungeon Crawl Classics

Init -1; Atk hex +6 (1d7) or tentacle +2 melee (1d4);

AC 13 HD 3d4; MV 40’; Act 1d20; SP absorb brain

(DC 15 Fortitude Save), impersonate 90%, prestidigitation,

spellcasting (+6 spell check & know 6 spells);

SV Fort +1, Ref +2, Will +4; AL N.


    

Sunday, August 16, 2020

Druid of Wood and Flame

Green Scourge is an interesting Druid archetype, focusing on Shillelagh and Flame Blade oddly enough, but I hope I've done it decently enough when I've slapped it onto an Elf.

Acharriel [Sindarin: "Daughter of Avenger"/"Fiery Person"]

"For the Wilds!"

by Joseph Whitman

Not all druids spend their days tending gardens and fostering forest creatures. There are some of a more militant sect that devote themselves to purging the taint of unnatural creatures from the wilds of the world. These Green Scourges are masters at harnessing nature's wrath, channeling it into mighty oaken clubs and blades of pure flame.

When Acharriel meditates each morning, it is to beseech the Will of the World to make her its avatar of vengeance. She works herself into a righteous fury, thinking of all the harm such abominations will do if left unchecked, and channels her rage into all-consuming flame that will purify the wilds of their presence.

Wiser and more peaceful druids are not fond of the Scourges, but recognize the need for their brand of verdant vengeance. Such individuals stay clear of Scourge Circles, letting them do their business unimpeded and then cleansing the aftermath with restorative magics.

Acharriel is ever vigilant, and once she has decided an element must be purged, it will take quite a bit of convincing from any non-druid to sway her hand. She adheres to the counsel of other druids and respects their judgment, knowing that while her rage is her greatest strength, it can also blind her from the details and the bigger picture.

Stat Roll

STR 10

CON 14 (-2 Racial) = 12 (+1)

DEX 15 (+2 Racial) = 17 (+3)

INT 11 (+2 Racial) = 13 (+1)

WIS 16 (+3)

CHA 10 (-1)

Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

+2 to Perception checks

Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision

Speaks Common, Elven, Druidic, and Sylvan

Traits:

Warrior of Old (Elf) - +2 to Initiative

Treerazer's Bane (Kyonin) - You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Feats

Weapon Finesse

Skills

5/level

Acrobatics (+3 Dex) = +4

Knowledge (Dungeoneering) (+3 Class Skill) (+2 Scourge) (+1 Int) = +7

Knowledge (Nature) (+3 Class Skill) (+1 Racial) (+1 Int) = +6

Perception (+3 Class Skill) (+2 Racial) (+3 Wis) = +9

Survival (+3 Class Skill) (+3 Wis) = +7

Fire Domain

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Spells:

Detect Poison

Light

Purify Food and Drink

[Domain] Burning Hands

Aspect of the Falcon

Cure Light Wounds

Equipment:

120 max gp

Sickle - 6gp, 1d6 damage, x2 crit, 2lbs.

Scimitar - 15gp, 1d6 damage, 18-20/x2 crit, 4lbs.

Shortbow - 30gp, 1d6 damage, x3 crit, 60ft. range, 2lbs.

Arrows (20) - 1gp, 3lbs.

Heavy Wooden Shield - 7gp, +2 AC, -2 armor check, 10lbs.

Hide Armor - 15gp, +4 AC, +4 Max Dex Bonus, -3 armor check, 20ft spd., 25lbs.

Spell Component Pouch - 5gp, 2lbs.

FeatProg:

1st Weapon Finesse

3rd Dervish Dance

5th Spell Focus (Evocation)

7th Spell Specialization (Flame Blade)

9th Quick Wild Shape

11th Greater Spell Focus (Evocation)

13th Elemental Focus (Fire)

15th Greater Elemental Focus (Fire)

17th Burning Amplification

19th Empower Spell

Green Scourge Archetype

Nature’s Armaments

A green scourge can lose a prepared 1st- or 2nd-level spell in order to cast shillelagh or flame blade, respectively. She can instead choose to lose a higher-level spell in order to increase the enhancement bonus of her shillelagh, or to add any of the following weapon special abilities to her shillelagh or flame blade: bane (aberrations only), frost, mighty cleaving, returning, shock, throwing, or vicious. If the target weapon is a quarterstaff, these bonuses apply to only one of its ends. If a flame blade gains the frost or shock special ability, the base damage of the spell changes to match the energy type; neither a flame blade nor shillelagh can gain both of these special abilities. A green scourge cannot add the throwing property to a flame blade unless she also adds the returning property.

When adding weapon special abilities or increasing the enhancement bonus, the final level of the spell expended is 1 higher than the base spell level (2nd for shillelagh and 3rd for flame blade), increased by the additional special abilities’ total base price modifier. For example, creating an aberration–bane vicious flame blade requires spending a 5th-level spell slot, which also counts as a 5th-level spell for purposes of dispelling.

This ability alters spontaneous casting.

Aberration Sense (Ex)

At 1st level, a green scourge adds Knowledge (dungeoneering) to her class skills and gains a +2 bonus on Knowledge (dungeoneering) checks.

This replaces nature sense.

Scentless (Ex)

At 3rd level, a green scourge cannot be detected or tracked with the scent ability or any other special senses that rely on acute smell. She can choose to exude a scent if desired.

This ability replaces trackless step.

Resist Unnatural Influence (Ex)

At 4th level, a green scourge gains a +4 bonus on saving throws against aberrations’ spell-like abilities, supernatural abilities, and poisons.

This replaces resist nature’s lure.




Thursday, April 9, 2020

Conan the Fearless

Conan The Fearless

Review by Bret James Stewart

4.0 out of 5 stars Pulp Escapism but Worthy

Reviewed in the United States on April 16, 2015

What can I say about a Conan book? I am not a huge Conan fan, but I did watch the movies when I was a kid, and I liked those. I ended up with three or four Conan books when I was a teenager, which I always liked due to the hot chicks on the covers. This one, done by legendary artist, Boris Vajello, is pretty sweet, too. As it is a Conan book, what you’re pretty much going for is a lot of gritty action, evil wizards, and the aforementioned hot chicks. This one has them all.

Plot-wise, we have an evil wizard, Sovartus, in this case, who is attempting to create a super-elemental by tapping the strength of the four elemental powers embodied in four children. The mage has three of the four, but lacks the one with whom Conan is (of course) going to be associated. Conan meets up with her, ends up protecting her, and, with a rag-tag of heroes and quasi-heroes, Conan travels to the distant castle and defeats the evil sorcerer at the last minute after the latter has apparently accomplished his goal and successfully summoned the super-power.

This story is fun. There is a lot of action. Conan fights the elemental, a demon, a weird man-eating plant, a senator who is actually a were-panther who stalks the city streets at night, a few sets of bandits, a powerful witch--who also happens to be the demon’s sister (well, probably half-sister since she seems to be human in form)--who wants to make him her sex slave by proxy via infusing his soul into a construct that might accurately be considered a sex golem, some strange ape-like creatures who come out of a frozen lake, some sort of lizard or reptile men, and the wizard Sovartus. I appreciate the fact that the snow creatures actually outmatch him, and he flees before he is overcome. This is good because he is still alive to beat up everything else later.

There are hot chicks. The fire elementalist girl, Eldia, is hot in her way. The woman on the cover, though I am not sure who that is supposed to be—she seems allied to him the way she is depicted, so I think she is Kinna, the sister of the elementalist, Eldia—is definitely hot. Pretty much every fantasy woman I’ve ever seen in a metal bikini, high boots, and a cape was smokin’. Ditto for the witch, though in a spooky way. There may have been some other women in the story, but I don’t bother to try to remember them if they aren’t hot.

This book is great for what it is—an adventure tale. It would probably appeal to Conan fans, but I think it would also appeal to general fantasy readers because it has a number of standard sword and sorcery elements such as thieves, bandits, wizards, elementals, monsters, demons, were-beasts, and lots of cool sword fights. Oh, and, lest we forget, the mighty-thewed barbarian, himself. If you’re looking for an evening of light but fun entertainment, this might be worth a try.



Thursday, May 25, 2017

Gaming Hodgepodge 2017.05.25

Articles

- Geekdad
The Drift: GeekDad Exclusive Look at ‘Starfinder.’ Watch Your Mouth, Kid, or You’ll Find Yourself Floating Home!

- High Level Games
Five Most Commonly Misremembered Rules in Pathfinder

Five Things You May Do That Hurt Your Game (And How To Fix Them)

Five Tips to Use Recurring Villains to Challenge Your Players

Following The Gods: Four Ways to Play a Religious Character

It's Dangerous to Go Alone, Take These Seven Basic Expectations For Table Players

Ravenloft Corner: 4 Ways to Scale Down Any Vampire Encounter

Seven Tips For Setting Expectations DM/GM Edition

- Power Score
Dungeons and Dragons - A Guide to Juiblex, Demon Lord of Slimes and Oozes

- Swords and Stitchery 
1d6 Random Ancient Minor Treasures of Clark Aston Smith's Tomb's & Necrotic Vaults Table For Your Old School Campaigns

- Tenkar's Tavern
OSR Extravaganza Sale - The Picks - The Barrel Riders went to the Majestic Wilderlands

- World Builder Blog
Restoration - A New Paladin Oath

Downloads

- Gamesradar
Play Out Your Game of Thrones Stories with These Dungeons & Dragons Character Sheets

- Patreon
Loronna, High Elf Psychic 16 Level

Game Mechanics

- The Hypertext d20 SRD
Divine Characteristics

Graphics

- DeviantArt
Randy Green - Conan Vs. Red Sonja Page 4

Products

- Radiance House 
Grimoire of Lost Souls (PFRPG)

- White Box (RPGNow)
Scourge of the Demon Wolf

The Majestic Wilderness


White Box Options

White Box Options: Psychic Talents [Swords & Wizardry]

Monday, May 22, 2017

Gaming Hodgepodge 2017.05.22

DUNGEONS OF SIGNS

A Fun  Little Map

Free .PDF Downloads

In the City at Night - The Night Holds Terrors

The Haunted West

The Oldest of the Old School (Part I) S1 Tomb of Horrors - Gygax at his most Gygaxian

- The Best Adventure of All Time

- The Worst Adventure of All Time

The Oldest of the Old School (part II) - Temple of the Frog - The First Module?

EN WORLD

[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System

Hmmm, Class-Based Initiative (5th Ed) Vs Attribute +d20 (3rd Ed/Pathfinder) Vs Speed Factor (2nd Ed) Vs 1d6/1d10 Standard (1st Ed)

SWORD AND STITCHERY

Free OSR Fanzine 'Back To The Dungeon' For The Labyrinth Lord Retroclone System & Your Old School Campaigns

Free OSR Appendix 'S' Science Fantasy Download - Thrilling Wonder Stories v11n01 (1938 02) For Your Old School Campaign

Monsters, Monsters, & Commentary On Maximum Mayhem Dungeons: Monsters of Mayhem #1 Kickstarter For Your Old School Campaigns

Some Commentary On ASE1: Anomalous Subsurface Environment By Patrick Wetmore & Free OSR Adventure Resources For Your Old School Campaigns

ASE1: Anomalous Subsurface Environment (Standard Paper)

- ASE2-3: Anomalous Subsurface Environment (Publisher Grade Paper)

THE DIRTY DOZEN

Damn Good Reasons to Descend into the Mythic Underworld

My Character Died!

The Dirty Dozen 2 - More Fantasy Tables for Fantasy RPGs

This is the one book I've been waiting for three to four years running.  Squeal to a very original and very good gaming idea.

TRIBALITY

D&D 5E Psionics






Gaming Journal - The Magnificent Brain

7 Fascinating Facts About Your Brain, Compliments Of Neuroscience

BY PAUL KING ON 05/06/17 AT 1:00 PM
TECHNOLOGY

This question originally appeared on Quora. Answer by Paul King.

Where to start?

There are hundreds of surprising, perspective-shifting insights about the nature of reality that come from neuroscience. Every bizarre neurological syndrome, every visual illusion, and every clever psychological experiment reveals something entirely unexpected about our experience of the world that we take for granted.

Here are a few to give a flavor:

1. Perceptual reality is entirely generated by our brain. We hear voices and meaning from air pressure waves. We see colors and objects, yet our brain only receives signals about reflected photons. The objects we perceive are a construct of the brain, which is why optical illusions can fool the brain.

2. We see the world in narrow disjoint fragments. We think we see the whole world, but we are looking through a narrow visual portal onto a small region of space. You have to move your eyes when you read because most of the page is blurry. We don't see this, because as soon as we become curious about part of the world, our eyes move there to fill in the detail before we see it was missing. While our eyes are in motion, we should see a blank blur, but our brain edits this out.

3. Body image is dynamic and flexible. Our brain can be fooled into thinking a rubber arm or a virtual reality hand is actually a part of our body. In one syndrome, people believe one of their limbs does not belong to them. One man thought a cadaver limb had been sewn onto his body as a practical joke by doctors.

4. Our behavior is mostly automatic, even though we think we are controlling it. The fact that we can operate a vehicle at 60 mph on the highway while lost in thought shows just how much behavior the brain can take care of on its own. Addiction is possible because so much of what we do is already automatic, including directing our goals and desires. In utilization behavior, people might grab and start using a comb presented to them without having any idea why they are doing it. In impulsivity, people act even though they know they shouldn't.

5. Our brain can fool itself in really strange ways. In Capgras syndrome, familiar people seem foreign (the opposite of deja vu). One elderly woman who lived alone befriended a woman who appeared to her whenever she looked in a mirror. She thought this other woman looked nothing like herself, except that they seemed to have similar style and tended to wear identical outfits. Another woman was being followed by a tormenter who appeared to her in mirrors but looked nothing like herself. She was fine otherwise.

6. Neurons are really slow. Our thinking feels fast and we are more intelligent than computers, and yet neurons signal only a few times per second and the brain's beta wave cycles at 14-30 times per second. In comparison, computers cycle at 1 billion operations per second, and transistors switch over 10 billion times per second. How can neurons be so slow and yet we are so smart?

7. Consciousness can be subdivided. In split-brain patients, each side of the brain is individually conscious but mostly separate from the other. In post-traumatic stress disorder (PTSD), memories of a traumatic event can become a compartmentalized inaccessible island. In schizophrenia, patients hear voices that can seem separate from themselves and which criticize them or issue commands. In hypnosis, post-hypnotic suggestions can direct behavior without the individual's conscious awareness.

That's a glimpse of the world through the eyes of neuroscience.

Tuesday, May 16, 2017

Magic the Gathering - Plane Shift: Kaladesh Breakdown

PLANE SHIFT: KALADESH BREAKDOWN
BRANDES STODDARD - February 17, 2017
Tribality 

It turns out that new Plane Shifts aren’t necessarily released in connection with Unearthed Arcana. News to me… but here we are! I’ve been out of touch with M:tG long enough that I’m coming into this without knowing one word about the plane of Kaladesh, but James Wyatt seems to know that might be common among the readers of this document, and he’s prepared for it.

Well, right off the bat, this looks a lot like Mechanus, but all of the modrons have been replaced with people dedicated to innovation. Aesthetically, it’s also on friendly terms with Eberron’s lightning rail and similar magitech. The fundamental rules of Kaladesh promise to be a real challenge to combine with 5e – spellcasting without a device as a proxy is rare and ruthlessly suppressed, which locks out most of the character classes. Druids and rangers get a pass, though you have to be an elf. Most spellcasters are sorcerers, and any other spellcasting class is viewed as a sorcerer (with the aforementioned ruthless suppression). If you’ve been waiting for the opportune moment to play an artificer, though, Kaladesh is here for you – that class’s concept is the centerpiece of the whole setting.

There is, however, a new sorcerous origin to cover pyromancy, which is an outstanding exception. So, briefly:

- Heart of Fire causes you to deal a pile of extra fire damage to enemies within 10 feet when you spend a spell slot to cast a spell that deals fire damage. This feature is insanely powerful.
- Fire in the Veins grants resistance to fire and lets your spells ignore a target’s resistance to fire. No surprise here.
- Pyromancer’s Fury is a reaction that deals your sorcerer level in fire damage when you get hit in melee, and this damage ignores fire resistance. This is reasonable at 14th
- Fiery Soul grants immunity to fire damage (boo, hiss), and steps up your penetration of fire resistance, so that a fire-immune target is treated as normal resistance (which you don’t then ignore), and all fire effects you create (not just spells) ignore fire resistance.

It’s about as straightforward an expression of the concept as you could want, including its tackling of the problem of the fire mage.

The text also goes through the core Backgrounds and discusses how each one fits into Kaladesh – particularly whether they are more likely to side with the Consulate or the renegades. It’s pretty clear to me that Guild Artisan is where it’s at in Kaladesh – the most “normal” of all Backgrounds here.

From the looks of things, Kaladesh is really about two things: magic items, called inventions (and the aether that fuels them), and the conflict between the Consulate and renegades. Abilities that are innate to a character – class features, for instance – are broadly de-emphasized here, putting me in mind of games like Into the Odd or Gamma World, though with quite a different tone from either.

In keeping with the focus on magic items, there are variant rules for magic items here. The rules on charged magic items are setting-defining – instead of regaining charges on their own, the aether to power each magic item comes from the Consulate, who go out of their way to make sure it is distributed fairly. The story possibilities here write themselves – start with “the regime controls and guarantees your daily gasoline ration, if you play by their rules” and go from there. Anyway, most of the rules just talk about how to fit or reskin D&D’s categories of magic items to suit the setting.

Next up are rules for inventing, manufacturing, buying, and selling devices. 5e’s existing rules for crafting magic items are a half-page of disappointment (everything worth making takes longer to make than you have to spend on it), so I had a lot of hope that the ready availability of devices and the central role of invention to the setting would drive the creation of new rules. Not… exactly.

There are rules for creating device schematics if you don’t already have them, so that’s good. On the other hand, those rules add a simple pass/fail check to each day of work on the magic item. It amounts to a group Arcana check that only one character needs to succeed. I’m still not convinced that this is serving the needs of the setting very well. Looking at the classes and Backgrounds, relatively few characters are going to have proficiency in Arcana; at minimum, the Guild Artisan should switch out a skill for Arcana.

The buying and selling rules are on point, though, potentially even opening up space for arbitrage as a sideline to gameplay. Inventing a new device is even better, though it helps if you’re on speaking terms with the Consulate. Aether-powered creatures and conveyances get a few paragraphs as well; these rules seem fine (and phenomenal for selling the setting to the players in the opening moments of gameplay, sort of like the opening shots of spacecraft in every Star Wars movie).

There are two new feats, Quicksmithing and Servo Crafting. Quicksmithing is basically Ritual Caster with the rock gnome Tinker feature bolted on. I like it in this usage. Servo Crafting grants find familiar and some of the functions one wants out of a familiar. Pro tip: if you want to make D&D appeal to first-time gamers faster, retool this back to fantasy pets and make it a readily available or outright universal feature. People like pets, and we should be moving to support that in more settings.

The document proposes three campaign models for a Kaladesh campaign, though the rest of the text pushes the first one, Aether Revolt, hard enough that I kind of wish Wyatt had just spent a few hundred more words on guidance in making that campaign model sing. Oh, sure, it’s outside the scope of this work – it’s just something I’d like to read! Anyway, Aether Revolt has a lot of appeal to me, and Urban Intrigue is good too; Exploring and Colonizing the Wilds seems to miss the point, and the text says as much.

The last major piece of player-facing rules covers the races of Kaladesh. The Aetherborn are pretty interesting, if deeply alien; their Blue-and-Orange morality (beware TV Tropes, it exists so you won’t get anything done this month), based on radical hedonism, means that players of aetherborn need to put some serious thought into why they join other PCs and do adventurous things. The optional Gift of the Aetherborn feature makes them a lot more likely to be evil, but also a lot more interesting – their mechanics are otherwise entirely straightforward.

The dwarves of Kaladesh are mostly hill dwarves, but they trade Dwarven Combat Training, Tool Proficiency, and Stonecunning for Artisan’s Expertise: Expertise in two tool proficiencies and all the effects of Stonecunning, but based on architecture. It’s a solid setup for dwarves who have no connection to subterranean living.

The elves of Kaladesh shift Elven Weapon Training back to the core of the race. Wood elves become Bishtahar and Tirahar, and high elves become Vahadar (city elves, basically).

Humans in Kaladesh use the core human rules, with no Variant option. Oh, how I long for humans to be something more than the Best at Being Generic.

Finally, Vedalken may not look like gnomes (they mostly look like Zotoh Zhaan from Farscape), but mechanically, they’re rock gnomes sans the Tinker feature. In personality, they’re monomaniacal inventors and academics, with many of the stereotypical flaws of engineers and ivory-tower scholars. Much like the aetherborn, it may take a little thought to fit them into a cohesive party and get them to leave their workshops for the dangerous life of adventuring. They’re pretty cool all the same.

The rest of the document is a bestiary of Kaladesh, both new creatures and discussions of how to adapt creatures from the Monster Manual to the setting. It’s true of the whole document, but this section especially benefits from the incredible wealth of evocative art that Magic creates around their settings.

Plane Shift: Kaladesh can’t easily be used as a standalone document to run a Kaladesh campaign; the setting has so many ideas bouncing around at high velocity that you’ll really need additional materials. Some are available for free on the M:tG website, but if you’re comfortable spending a little money, The Art of Magic: the Gathering – Kaladesh is basically your setting bible. For my own use, I would strongly consider a short-run Kaladesh game, as its style is different enough from my defaults that I think my players would find it refreshing. Even more than that, though, it suits my wife’s DMing style perfectly, so maybe I’ll try to get her to do it…

KALADESH PDF DOWNLOAD

Saturday, August 13, 2016

Gaming Journal - Rule's Variants 01

Rule's Variant: Beginning Hit Points

All characters at first level begin with a number of hit points equal to their constitution score plus their constitution modifier. Then, as they advance in class levels, they roll the appropriate hit dice per character class [I. E. d4, d6, d8, d10, d12] and add their constitution modifier to their hit point total. This rules variant also extends to humanoid and monster races capable of advancing in class levels as well. [I.E. Blue Goblins, Centaurs, Dromites, Drow, Gnolls, Harpy, Lizardfolk, Orcs, Kobolds, etc.]

Flow Chart: Hit Points [17] = Constituion Score/Attribute [15] + Constitution Modifier [+2]

Rules Variant: Languages and d20 RPG Mechanics

Language is something that is assimilated and thus developed over time with use and practice.

It's not a training course.

The use and assignment of additional languages as an all-or-nothing skill and not a feat to some degree is absurd. By removing "speak languages" from the character skill alotment as it is and re-assigning the skill to stack with a series of specialty feats, the player can learn to speak a non-native language outside his country, nation, or immediate geography.

To begin, the character acquires the number of languages equal to his intelligence modifer plus his native tongue and trade language as per the Player's Handbook Third Edition Revised or the Pathfinder Rules Companion. The intelligence modifier covers all three aspects of his first block of core languages. However, speaking another language costs one skill point. A really simple task of pattern recognition and memory. However, speaking and reading another foreign language requires a cost of two skill points per language. Speaking, reading and writing a foreign language requires a cost of three points. The later requires off-time, much like martial weapons training or vocational training to improve a craft.

Linguistics, as a skill, conforms as detailed as per the Pathfinder Rules Companion, Pgs. 67-68. Except for the point cost, speaking, reading and writing are accumulated by a seperate point cost each. DM's wil need to adjust the amount of skill points a player receives with every new level.

In addition to what is detailed in the Pathfinder Rules Companion, the linguistics skill can be use to learn the dialects, idiosyncrasies and slang of an approximate geography. In addition, the linguistics skull can be used to create and identify written forgeries. It can not however be used to decphier scripts, encrypt documents, or break codes and other encryptions.

Dechiper Script will remain a seperate skill outside the field of linguistucs.

Assimilate Language- Character is well versed in a spoken, written, and foreign language not indigenous and non-migratory to his native homeland. He receives +01 insight bonus to his Knowledge [arcane, history, religion] skill or his linguistic skill.

Bi-Lingual- The character was raised in a family or community where two languages were commonly used. Common language pairs could be English/Spanish in the American southwest or English and French near French-Canada in a modern world campaign setting. In a fantasy setting, it could be an human/elven cultural metropolis, a human/dwarven war citadel, a human/halfling shire, or a human/orc nomadic warband.

Encryptologist- You have a mathematical knack for creating and breaking codes. You receive a +02 insight bonus to your linguistic or decipher script skill for the purpose of "breaking the code" and translating encrypted documents.

Rules Variant: Ring Use

The character can wear the number of rings at a minimum of 2, but after third level can wear an additional ring equal to the total number of character levels stacked against the spell level or levels used to cast and create the ring. For example, a twelfth level wizard can wear any number of magical rings as long as the combination of spell levels does not exceed twelve. He may wear three rings enchanted with fourth level spells each, or three rings enchanted with two fifth level spells and one second level spell or three rings enchanted with one seventh, one third, or one second level spell.

This rules variant made be used in conjunction with a Hand of Glory which can wear an additional ring of any enchantment.

A Simple Formula: Character level = spell level of the ring or the ring's highest magical ability.

The 20 Plots

1. Quest
The hero searches for something, someone, or somewhere. In reality, they may be searching for themselves, with the outer journey mirrored internally. They may be joined by a companion, who takes care of minor detail and whose limitations contrast with the hero's greater qualities.

2. Adventure
The protagonist goes on an adventure, much like a quest, but with less of a focus on the end goal or the personal development of hero. In the adventure, there is more action for action's sake.

3. Pursuit
In this plot, the focus is on chase, with one person chasing another (and perhaps with multiple and alternating chase). The pursued person may be often cornered and somehow escape, so that the pursuit can continue. Depending on the story, the pursued person may be caught or may escape.

4. Rescue
In the rescue, somebody is captured, who must be released by the hero or heroic party. A triangle may form between the protagonist, the antagonist and the victim. There may be a grand duel between the protagonist and antagonist, after which the victim is freed.

5. Escape
In a kind of reversal of the rescue, a person must escape, perhaps with little help from others. In this, there may well be elements of capture and unjust imprisonment. There may also be a pursuit after the escape.

6. Revenge
In the revenge plot, a wronged person seeks retribution against the person or organization which has betrayed or otherwise harmed them or loved ones, physically or emotionally. This plot depends on moral outrage for gaining sympathy from the audience.

7. The Riddle
The riddle plot entertains the audience and challenges them to find the solution before the hero, who steadily and carefully uncovers clues and hence the final solution. The story may also be spiced up with terrible consequences if the riddle is not solved in time.

8. Rivalry
In rivalry, two people or groups are set as competitors that may be good hearted or as bitter enemies. Rivals often face a zero-sum game, in which there can only be one winner, for example where they compete for a scarce resource or the heart of a single other person.

9. Underdog
The underdog plot is similar to rivalry, but where one person (usually the hero) has less advantage and might normally be expected to lose. The underdog usually wins through greater tenacity and determination (and perhaps with the help of friendly others).

10. Temptation
In the temptation plot, a person is tempted by something that, if taken, would somehow diminish them, often morally. Their battle is thus internal, fighting against their inner voices which tell them to succumb.

11. Metamorphosis
In this fantastic plot, the protagonist is physically transformed, perhaps into beast or perhaps into some spiritual or alien form. The story may then continue with the changed person struggling to be released or to use their new form for some particular purpose. Eventually, the hero is released, perhaps through some great act of love.

12. Transformation
The transformation plot leads to change of a person in some way, often driven by unexpected circumstance or event. After setbacks, the person learns and usually becomes something better.

13. Maturation
The maturation plot is a special form of transformation, in which a person grows up. The veils of younger times are lost as they learn and grow. Thus the rudderless youth finds meaning or perhaps an older person re-finds their purpose.

14. Love
The love story is a perennial tale of lovers finding one another, perhaps through a background of danger and woe. Along the way, they become separated in some way, but eventually come together in a final joyous reunion.

15. Forbidden Love
The story of forbidden love happens when lovers are breaking some social rules, such as in an adulterous relationship or worse. The story may thus turn around their inner conflicts and the effects of others discovering their tryst.

16. Sacrifice
In sacrifice, the nobler elements of the human sprit are extolled as someone gives much more than most people would give. The person may not start with the intent of personal sacrifice and may thus be an unintentional hero, thus emphasizing the heroic nature of the choice and act.

17. Discovery
The discovery plot is strongly focused on the character of the hero who discovers something great or terrible and hence must make a difficult choice. The importance of the discovery might not be known at first and the process of revelation be important to the story.

18. Wretched Excess
In stories of wretched excess, the protagonist goes beyond normally accepted behavior as the world looks on, horrified, perhaps in realization that 'there before the grace of God go I' and that the veneer of civilization is indeed thin.

19. Ascension
In the ascension plot, the protagonist starts in the virtual gutter, as a sinner of some kind. The plot then shows their ascension to becoming a better person, often in response to stress that would defeat a normal person. Thus they achieve deserved heroic status.

20. Descension
In the opposite to ascension, a person of initially high standing descends to the gutter and moral turpitude, perhaps sympathetically as they are unable to handle stress and perhaps just giving in to baser vices.

See also
Ronald B. Tobias, 20 Master Plots, and how to build them, Cincinnati: Writer's Digest Books, 1993.

Ronald Tobias, in his popular and practical book, 20 Master Plots, and how to build them, describes 20 common story plots and gives lots of detail on how to construct complete stories around them.

http://changingminds.org/disciplines/storytelling/storytelling.htm

http://changingminds.org/disciplines/storytelling/characters/characters.htm

http://changingminds.org/disciplines/storytelling/devices/devices.htm

http://changingminds.org/disciplines/storytelling/plots/tobias_plots.htm

Gaming Journal - Savage Encounters








RPG Series: The Maw of Talos, The Star of Selune


Arcanus Archium - The Maw of Talos, The Star of Selune

A campaign Primer for the Forgotten Realms Campaign Setting

One night, I've scribbled down an idea regarding a meteorite crater, like the one in Arizona state, in regards to the faiths of Talos and Selune. I was considering the area of impact a hotly contested holy sight (I.E. open warfare) for the two faiths. I was wondering were I can place one say near a medium to large city that hasn't been used since the introduction of the first box set. I'm leaning towards the Lake of Steam region, but I would like some more opinions.

There are some things I need to list members to take into consideration...

Background - There is nothing more destructive or more spectacular than a meteorite impact. A meteorite impacted on Toril shortly before the end of the Avatar crisis (within 07 to 10 days) and decimated a city, but it did not destroy the city outright. The Church of Talos (rather an underground cult) survived the decimation as did the Church of Selune, both with a large respective congregation each.

- An obvious omen, nay, a divine sign of great displeasure showing the raw power of Talos the Destroyer. Talos must be pleased or his wrath will be even greater ("I can't say what greater is than a meteorite impact but it could involve the foot of Talos...."). They will not dispute this fact. The evidence of the destruction is clear. This is holy ground of Talos and all within it is their property. They will fight to the death to keep it.

- The High Priest or Priestess of Selune disputes this fact and hotly blames the Talosian clergy for the destruction of the surrounding area. much of the city, and argues that the Priest of Talos "beckoned forth" the meteorite from its true course in a grab to consolidate their power and strengthen the faith of a corrupt godling. He points to the fact that the "meteorite" was not a meteorite, but a large blue star sapphire wrought when it entered the atmosphere of Toril. This star jewel is not to blame for the disaster that has befallen the people for the touch of Talos corrupted the jewel and used it to spread devastation and lies in its wake. This star jewel must be removed from the confines the meteorite crater and purified by a high priestess for it is not the will of Talos to ruin Selune's gifts to her righteous (and rightful) children.

- The Talosian cleric considers this edict blasphemous and called for his bloody and violent death. He has placed a bounty on the Selunite's head. Obviously, this Selunite is treading in matters of Talosian faith where he or she should not.

- The survivors (The Talos faction, their allies, and their slave labor) spent the last ten years, up until 1372 DR, rebuilding or rather building something spectacular. Rumor has it that the High Destroyer of Talos is constructing a dome to cover the entire circumference of the crater. It's interior shall become the newest crown and greatest temple to the God of Destruction on Faerun. (It's a life long project estimated to take twenty-five years to complete, much like the pyramids of Egypt. And it's nearing the half-way mark of completion....

Miscellaneous Notes

- I've considered using the Faith of Talos and having them exercise a monopoly on power in the area. This would force the Clerics of Selune and their mercenaries into the status of underground rebels, freedom fighters, smugglers, etc.

- The Church of Talos is not too picky on who aid in the construction of their latest shrine (slave labor, slavemasters, Deurgar, Underdark natives, etc.). They are going to make it a wonder-of-the-world for Talos first, Toril second.

-I need the impact site, say near a large body of water with adequate resources (such as iron ore, carbon, a little adamantium and lots of limestone) and definitely access to the tunnels of the Underdark.

- The survivors and converts of the faiths split the city along evenly divided lines. Mercantilism to the Maw is dangerous and but profitable for both and evil aligned companies and parties. Labor, whether it be contacted or enforce by the whip is in short supply as are food stuffs, fresh water, raw goods, and other services. Raids and banditry are a constant danger. The High Priest of Talos is no violent idiot and what's good for the temple is good for Talos. What viable trade routes or roads could lead to the Maw?

The impact was deep enough to reveal several subterranean passages to the Underdark.

....And thus a civil war was born from an idea called "The Maw of Talos"

(c) Jeffrey Williams, 2004.

For Dungeons and Dragons 5th Edition

Shifting Gears - Neuroactivated Biometeric Key/Lock


Brain Activity Provides Novel Biometric Key


15:17 16 January 2007
NewScientist.com news service
Will Knight

An electronic security system that identifies people by monitoring the unique pattern of electrical activity within their brain is being tested by European scientists.

This novel biometric system should be difficult to forge, making it suitable for high-security applications, claim the researchers behind it. The system was developed by two companies - Starlab in Spain and Forenap in France - in cooperation with researchers at the Centre for Research and Technology Hellas, in Greece. It uses an established method for measuring activity in the brain, called electroencephalography (EEG).

EEG measurements identify the location and intensity of millisecond-long fluctuations in electrical activity in the brain via electrodes positioned around a person's scalp. This can help neuroscientists understand the function of different brain areas and may also be used to diagnose and monitor neurological conditions such as epilepsy and dementia.

Neural Pathways

Since an individual's brain activity is determined by the unique pattern of neural pathway in their brain, the same technique can be used for identification, says Dimitrios Tzovaras, who is the coordinator at the Centre for Research and Technology Hellas. "It could be a very good security control," he told New Scientist.

The authentication system requires a user to have EEG measurements taken beforehand with further measurements for each authentication test. This is done via a removable cap, which communicates wirelessly with a computer that analyses the data gathered. The cap has fewer electrodes than are normally used for EEG measurements, but can still provide enough information for authentication, according to Tzovaras.

Currently users must sit quietly with their eyes shut during each test. "We ask them to close their eyes and not speak"," Tzovaras says, which provides "a much clearer picture".

The result of each authentication test is compared with the user's pre-recorded measurements, using signal-processing algorithms. These algorithms can be tuned to different security levels.

But users could eventually be required to perform specific tasks during each test, he suggests, as this should also produce a unique EEG "signature". The researchers envisage the set-up being used as part of a building or computer security system and plan to test it as the security control system for a laboratory in Germany in 2007.

Multiple Biometrics

The biometric system is part of a wider European project called Human Monitoring and Authentication using Biodynamic Indicators and Behavioural Analysis (HUMABIO). The aim of this project is to combine several different biometrics to create a more efficient and secure overall system. The EEG system will eventually be linked to a seat designed to identify a person by the way they sit, which is being developed at the University of Pisa, Italy.

A separate group, led by Rafal Wardziński at Warsaw University of Technology in Poland, is also working on EEG biometrics. In testing, this group found that the method could identify subjects with 88% accuracy.

However, John Daugman, a biometrics researcher at the University of Cambridge, UK, questions the practicality of the approach. He says an EEG cap could prove too cumbersome and invasive. "Wearing a wired helmet with sensors on one's scalp might change the ambiance of the workplace somewhat," he says.

Similarly, neuroimaging expert Olaf Hauk, also at the UK's Medical Research Council, believes using the system in a wide variety of situations, particularly stressful ones, could complicate the results significantly. "EEG varies greatly depending on a person's alertness, or mental operations," Hauk told New Scientist. "You might not want to be taken for someone else at the airport just because you had a bad night before."

OOC: use a photographic sensor to snap a picture of the neuroactivity of the occipital lobe, something similiar in the movie Seven days, except it measures information, miliseconds after to the initial flash.

D20 Future/Gamma World

Type: Personal
Progression Level 8/9: Gravity Age
Size: Variable
Weight: Variable to 1 Kg.
Hardness: 05
Purchase DC: 20 [Urban Centers Only]
Restriction: Bureaucratic [+02], Corporate [+03], Judical [+03], Military [+04]

Dungeons and Dragons Third Edition Revised

Biometric Psi-Key

This simple devise enables a psion or a wilder to imprint his psionic energies upon it and use it as a personal security key. With this devise, he can lock and unlock [via psionic lock and knock-psionic disciplines] physical objects as a mean of personal identification. First, personas unknown attempt to use the key with succeeding against a successful concentration check [DC = 10 + ½ ECL + charisma modifier], the key refuses to activate. Secondly, a psion or wilder can store up to up an additional 21 power points and unlock them when they are needed the most. Activating the key requires but one power point and that power point may not come from any points stored in the key.

Faint psychoportation: ML 4th
Craft Universal Item; Knock - Psionic, Psionic Lock
Market Price: 8,000 Gp
Cost: 4,000 Gp + 320 XP

For Dungeons and Dragons 3rd Ed Revised / d20 OGL

Friday, October 31, 2014

From the Bazaar of the Master of Antiquities - Occult Alchemy

In my quest to try and make the aging subschool work "better" with Golarion, I ultimately turned to alchemical power components as a possible solution. I think it worked out rather well.

By Alex Augunas
Source: Facebook

Atlan Voidstone
Price 25 gp; Weight —
Commonly used in occult rituals, it is believed that the ancient atlans devised a method to smelt this chalklike extraterrestial metal into an alloy that is more durable than steel.
Spells (M) occult descriptor; Effect +1 to the spell’s caster level for all effects and purposes.

Crystallized Pain
Price 1,000 gp; Weight —
Harvested using the Craft Crystallized Pain feat, this regent can be used to enhance spells that corrupt others or cause pain.
Spells (M) pain descriptor or evil descriptor; Effect You can spontaneously apply a metamagic feat to the spell as it is being cast without increasing its casting time. Furthermore, reduce the spell’s adjusted level by 1. This cannot reduce the spell’s level below the unmodified spell’s level. Alternatively, you can increase the spell’s effective level for all effects dependent upon spell level (such as spell turning) by 1. The spell is still cast using a spell slot of the unmodified spell’s level.

Desert Spice
Price 750 gp; Weight 1 lb.
This mystical frehmin elixir is used as a means to commune with occult spirits and enhance the effects of occult magic.
Spells (M) aging subschool or occult descriptor; Effect +1 to the spell’s caster level for all purposes.

Solar Orchid
Price 25,000 gp; Weight —
In an age long past the fabled solar orchid was nearly harvested to extinction because of its ability to amplifying aging magic.
Spells (M) aging subschool; Effect double the spell’s duration. This stacks with Extend Spell, tripling the spell’s duration if both effects are applied. If used on a permanent aging spell, the spell becomes instantaneous instead.

For the Pathfinder RPG

Friday, June 20, 2014

Shifting Gears - A Prosthetic Tale, er Tail

Mermaid dream comes true thanks to Weta
BY MATT CALMAN

WHAT A TALE: Auckland woman, Nadya Vessey wrote to Weta Workshop in Wellington asking if they would help her realise a life long dream and make her a fully functional mermaid tail so she could swim. 

Nadya Vessey lost her legs as a child but now she swims like a mermaid.

Ms Vessey's mermaid tail was created by Wellington-based film industry wizards Weta Workshop after the Auckland woman wrote to them two years ago asking if they could make her a prosthetic tail. She was astounded when they agreed.

She lost both legs below the knee from a medical condition when she was a child and told Close Up last night her long-held dream had come true. "A prosthetic is a prosthetic, and your body has to be comfortable with it and you have to mentally make it part of yourself," she said.

Ms Vessey told a little boy: "I'm a little mermaid" when he asked what happened to her legs and the idea stuck.

Weta Workshop director Richard Taylor, more used to winning Oscars for visual effects from movies such as Lord of the Rings, was delighted to make it happen.

"She was very patient. We haven't always been able to fulfil some requests. We were engaged in it pretty quickly because it was a challenge."

Weta costumer Lee Williams, who worked on the suit between film projects with seven other staff, told Close Up she "wanted [Nadya] to be beautiful and sexy".

After seeing Ms Vessey test the tail in Kilbirnie pool then frolic in the harbour, Ms Williams was stoked. "It was absolutely amazing. It's beautiful to watch Nadya swim and to see that dream come true and to be a part of that. I feel quite blessed."

The suit was made mostly of wetsuit fabric and plastic moulds, and was covered in a digitally printed sock.
Mermaid-like scales were painted by hand.

Mr Taylor said not only did the tail have to be functional, it was important it looked realistic. "What became apparent was that she actually physically wanted to look like a mermaid."

 - The Dominion Post

HAS THE TRANSHUMAN MERMAID ARRIVED? BY GABRIEL SISTARE

Has the Transhuman Mermaid arrived?

So check this out: a woman from Auckland, New Zealand has transcended humanity and become a Mermaid!

Well, Nadya Vessey is still quite human, but the double amputee asked Peter Jackson’s Weta Workshop special effects studio to design a mermaid tail that would help her swim.

“A prosthetic is a prosthetic, and your body has to be comfortable with it. You have to mentally make it a part of yourself.” – Nadya Vessey Vessey’s flipper apparatus does not integrate with her nervous or muscular systems, but the mermaid tail does indicate a future in which animal hybridization might be very possible with certain technology.

While Vessey’s mermaid tail was very specific, and maybe the only time Weta Workshop will build an augmentation for an individual, it does herald a time when we might be able to useIcarus wings, just more durable, or gloves with palms made from a Gecko-like adhesive that will allow us to climb high and detach at will.

FUTURE IMPLICATIONS What other kinds of hybrid, mermaid tail-like technologies would you like to have? What parts of society do you think would benefit from such technology?

Source

Sunday, June 1, 2014

Shifting Gears - With a Wave of My Hand (Bio-Hacking Implant)

Want An RFID Chip Implanted Into Your Hand?
January 26, 2014

Amal Graafstra snaps on a pair of black rubber gloves. “Do you want to talk about pain management techniques?” he asks. The bearded systems administrator across the table, who requested I call him “Andrew,” has paid Grafstra $30 to have a radio-frequency identification (RFID) chip injected into the space between his thumb and pointer finger, and as Graafstra describes Lamaze-type breathing methods, Andrew looks remarkably untroubled, in spite of the intimidatingly high-gauge syringe sitting on the table between them.
 
Graafstra finishes his pain talk, fishes a tiny cylindrical two-millimeter diameter EM4012 RFID chip out of a tin of isopropyl alcohol, and drops it into the syringe’s end, replacing the RFID tag intended for pets that came with the injection kit. He swabs Andrew’s hand with iodine, carefully pinches and pulls up a fold of skin on the top of his hand to create a tent of flesh, and with the other hand slides the syringe into the subcutaneous layer known as the fascia, just below the surface.

Then he plunges the plastic handle and withdraws the needle. A small crowd of onlookers applauds. The first subject of the day has been successfully chipped. 

Over the course of the weekend, Andrew would be one of eight people to undergo the RFID implantation among the 500 or so attendees of Toorcamp, a hacker conference and retreat near the northwest corner of Washington State. Graafstra’s “implantation station” was set up in the open air: Any camper willing to spend $30 and sign a liability waiver could have the implantation performed, and after the excitement of Andrew’s injection, a small line formed to be next.

And why volunteer to be injected with a chip that responds to radio signals with a unique identifier, a procedure typically reserved for tracking pets and livestock? “I thought it would be cool,” says Andrew, when we speak at a picnic table a few minutes after his injection. (The pain, he tells me, was only a short pinch, followed by a “weird feeling of a foreign body sliding into my hand.”)

Graafstra’s glass-encased RFID chips, ready for implantation. 

The practical appeal of an RFID implant, in theory, is quick authentication that’s faster, cheaper and more reliable than other biometrics like thumbprints or facial scans. When the chip is hit with a radio frequency signal, it emits a unique identifier number that functions like a long, unguessable password. Implantees like Andrew imagine the ability to unclutter their pockets of keys and keycards and instead access their cars, computers, and homes with with a mere wave of the hand.

Andrew says he initially hoped to use his RFID implant instead of the HID identity card his office uses for entry, but wasn’t deterred from the injection when Graafstra told him that HID uses a proprietary system whose chips Graafstra couldn’t implant. “I don’t have anything specific in mind, now, but I didn’t know when I’d have another opportunity to do it,” says Andrew. “And it’s a good excuse to start learning more about RFID.”

Another young hacker who underwent the procedure at Toorcamp said he hopes to install an RFID access system at the door of his local hackerspace. A young woman with a small collection of rings and studs in her ears compared her new implant to aesthetic body modifications like piercings and tattoos, or even the fringier culture of erotic “needleplay.” “I guess I have an interest in my body’s response to pain and modification,” she says. “There’s a certain thrill of the new.”

For Graafstra himself, the chips are more than a novelty or a hacker hobby. Graafstra uses them to access his home near Seattle, to turn on his motorcycle, to open a safe in his house, even to authenticate into his phone, a Samsung Galaxy Nexus that’s capable of near-field communications. He had his first chip installed in 2005 by a doctor client of his IT services firm, and has since become one of a few vocal RFID body implant evangelists, chronicling his experiences with the chip on his website and in a book, RFID Toys.
 
The enthusiasm of hackers like those at Toorcamp for RFID implants may seem a bit surprising–privacy advocates have long warned that the chips could allow individuals to be tracked by governments and corporations, even when they’re merely housed in passports or clothing, not to mention injected subcutaneously. But Graafstra says that the chips he’s implanting are difficult to read from more than a few inches away. And he argues the idea of someone trying to read his chip in order to spoof its signal and access his house or other property is far less of a threat than other potential privacy invasions.

“If someone manages to read this, it’s just as if they found a piece of paper with a number on the ground,” he says. “For any kind of attack, they would have to also know me and where I live and want to gain access to the things I’ve enabled. There are easier ways to do that, like breaking into my window.”

That hasn’t stopped privacy advocates and religious types from attacking Graafstra as a harbinger of evil–Some link his hand chip with the Bible’s “mark of the beast,” a number stamped by the Devil on hands and heads in the Book of Revelations. Graafstra ignores their emails or responds politely. “Some people view the body as a sacred temple,” he says. “Some view it as a sports utility vehicle they can upgrade. I’m definitely in the second category.”

Even so, he says his Toorcamp implantation station was a one-off. Outside of the camp’s community of hacking and experimentation, he worries that the risk of unhappy customers would be too high. “I trust that the people here have put a little thought into it and know what they’re getting into,” he says. “For everyone else, I recommend you contact your local piercing artist.”

JUST WAVE YOUR HAND WITH THIS BIOHACKING IMPLANT
BY GABRIEL SISTARE

Take this young biohacking fan, and you can unlock anything. Well, don’t take it, embed it. Embed the xNT Biohacking implant in you hand, and you can use its Near-Field Communication to signal to a receiver to unlock your car door, your home, and all sorts of other facilities.

Designed by Amal Graafstra, a man who refers to himself as a double RFID implantee, the xNT implant uses NFC technology that can be tailored to your specifications. You can program it to NFC-enabled home locking mechanisms, or you can set it up to share certain information on social networks.

Graafstra uses his own RFID implants to unlock his house, car, computer, and even a freight elevator that stores his servers.

Graafstra developed the xNT implant with is company Dangerous Things, and he consulted with physicians who determined that the implant would be safe, and body modifiers who knew how to insert the implant without injury.

To assist people looking to get their xNT implanted safely, Dangerous Things created a Partner Map that shows verified resources for reputable piercing and body modification experts who can install the physiological upgrade.

The xNT can be very quickly implanted with a small needle that deposits the chip in your skin with no stitching needed.

FUTURE IMPLICATIONS

The xNT biohacking implant is just another example of technology getting smaller, more powerful, and integrating with humanity. Maybe xNT can only be used with simple technological links like unlocking car doors and sending some social information, but how could it be expanded? What else could we enable with an RFID, NFC-based implant? What would you like to see using this technology?