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a notebook with a Prismatic Wasteland sticker on the cover.

a notebook with a Prismatic Wasteland sticker on the cover.

a photo of gameplay for October 33rd. the player has made a route of 5 encounters through floor 10.

a photo of gameplay for October 33rd. the player has made a route of 5 encounters through floor 10.

i’ve added a @prismaticwasteland.com sticker to the notebook where i’m testing #October33rd. it is now guaranteed that the game will be good #solottrpg

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Solo games present an opportunity for unique mechanics, as only the player has the power to enforce rules.

For #October33rd, one of the rooms you can roll/choose is JUDGMENT. I'm playing with the idea of offering a massive reward—without telling you exactly how to earn it. 1/x

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Text of gravity spells for October 33rd (page 1 of 2):

 
GRAVITY SPELLS

Gentle Orbit
Cast this to draw items toward yourself. Lighter objects will float toward you slowly and stay in orbit around you until the next time you're wounded. Heavier objects will slide along the ground, taking a long time to get up to any kind of speed. This spell exerts up to 5 lbs/2-3 kg of force. 
If your OTHERWORLDLY AFFINITY is gravity, getting wounded doesn't interrupt your orbits, and you can sling the lighter objects across a room.
Levitate
You can float mass equal to yours a few feet off the ground for about a minute before drifting slowly down. Works on yourself too. 
If your OTHERWORLDLY AFFINITY is gravity, you can float as high as the ceiling in a room will allow. You still only have a minute to levitate, and the drift down after will take longer, depending on how high you went.
Potential Energy Meteor
This spell magically stores an object of your choice on your current floor. Once you're on a lower floor, cast this spell again to bring the stored object crashing down to a location within three tiles of you. If the object hits a person or monster, it deals one wound per floor traversed. 
If your OTHERWORLDLY AFFINITY is gravity, it deals double that damage.
Gravity Well
Creates a three tile by three tile zone where gravity is intensified. Objects, monsters, or people that cross into this area begin swirling around the center tile and have to use movement to stay still, and really double down if they want to get anywhere. The spell effect lasts until you leave the room.

Text of gravity spells for October 33rd (page 1 of 2): GRAVITY SPELLS Gentle Orbit Cast this to draw items toward yourself. Lighter objects will float toward you slowly and stay in orbit around you until the next time you're wounded. Heavier objects will slide along the ground, taking a long time to get up to any kind of speed. This spell exerts up to 5 lbs/2-3 kg of force. If your OTHERWORLDLY AFFINITY is gravity, getting wounded doesn't interrupt your orbits, and you can sling the lighter objects across a room. Levitate You can float mass equal to yours a few feet off the ground for about a minute before drifting slowly down. Works on yourself too. If your OTHERWORLDLY AFFINITY is gravity, you can float as high as the ceiling in a room will allow. You still only have a minute to levitate, and the drift down after will take longer, depending on how high you went. Potential Energy Meteor This spell magically stores an object of your choice on your current floor. Once you're on a lower floor, cast this spell again to bring the stored object crashing down to a location within three tiles of you. If the object hits a person or monster, it deals one wound per floor traversed. If your OTHERWORLDLY AFFINITY is gravity, it deals double that damage. Gravity Well Creates a three tile by three tile zone where gravity is intensified. Objects, monsters, or people that cross into this area begin swirling around the center tile and have to use movement to stay still, and really double down if they want to get anywhere. The spell effect lasts until you leave the room.

page 2 of 2. spell text:

Relive the Past (WARNING)
Careful. This is a time spell that lets you travel to the past. In a manner of speaking. 
I recommend only using this to rewind a room to a state before you went through it. It will refresh any random elements. That includes traps, locks, supplies, all that. Just know, rerolling more than once or twice will corrupt time something fierce. 
If you find a grimoire with this spell in it, it will show you how to do everything you want to do with time. It does not make clear the costs or consequences.
When you come back to the present, your body will have aged the full amount of time that passed between the moment you visited and now. You can and will turn into dust if you go back too far. You don't receive any marks. You will simply cease to exist when the memory is through.

Black Hole Star
Collapse a wall or door into an accretion disk spinning at near-lightspeed around you. Any monster or person that gets close will be grievously injured. You can keep this up as long as you take action to continue controlling the disk. This means you can only take one other action in a fight while this spell is going.

page 2 of 2. spell text: Relive the Past (WARNING) Careful. This is a time spell that lets you travel to the past. In a manner of speaking. I recommend only using this to rewind a room to a state before you went through it. It will refresh any random elements. That includes traps, locks, supplies, all that. Just know, rerolling more than once or twice will corrupt time something fierce. If you find a grimoire with this spell in it, it will show you how to do everything you want to do with time. It does not make clear the costs or consequences. When you come back to the present, your body will have aged the full amount of time that passed between the moment you visited and now. You can and will turn into dust if you go back too far. You don't receive any marks. You will simply cease to exist when the memory is through. Black Hole Star Collapse a wall or door into an accretion disk spinning at near-lightspeed around you. Any monster or person that gets close will be grievously injured. You can keep this up as long as you take action to continue controlling the disk. This means you can only take one other action in a fight while this spell is going.

gravity spells for #October33rd! i might rework some of these, but for a first draft, i'm pleased! #indiettrpg

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Preview
(October 33rd) Elements of the Body - Spells | Titanomachy RPG Get more from Titanomachy RPG on Patreon

Tiers 1+ patrons can now see all the spells from The Elements of the Body for #October33rd!

Sweat has its own subsystem, Love interacts with the death mechanics, Shit is powerful as hell, and Blood is for the scientists out there #indiettrpg

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okay, we're making steady progress on elemental spells for #October33rd. i've done BLOOD, SHIT, and SWEAT so far. which should i work on next? #indiettrpg

~LOVE
~LIGHTNING
~POISON
~UNHOLY
~FROST
~COMEDY
~GRAVITY
~QUEER
~TRANS

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SWEAT SPELLS

It's easy to get dehydrated & die when casting any sweat spell, so read carefully. Once you cast a sweat spell, you'll want to find some water to drink. Every time you cast the same sweat spell again before rehydrating, you have a 1 in 6 chance of dying instantly. If your OTHERWORLDLY AFFINITY is sweat, your chances are 1 in 12.
There are, in fact, water fountains around the hospital, but October 33rd will complicate things. I'm aware of four possible outcomes, some more likely than others.
1 You can't find a functioning water fountain, so you'll take a wound from dehydration.
2-3 The pressure is low and the water is warm. It takes 5 minutes of careful slurping to satiate your thirst.
4-5 The water is lukewarm & hallucinogenic. Does the trick but you start hearing and seeing things that aren't there.
6 Below freezing water streams out in a perfect arc. Few things feel better than drinking this in all of this cursed realm.
Slick Skin
Cast this to increase your sweat production. This will let you slide when you get hit, reducing the wounds you take by 1 until you leave the fight. Enemies who grab you have about a 1 in 4 chance of losing their grip each round. These effects can stack with multiple castings. Each level reduces the wounds you take by 1 and increases your chances of escaping a grapple by a flat 25%. 
Mortal Perseverance
Cast this, and the next time you take a hit that would kill you, you remain alive. However, the next time you take damage, you will die, even if you heal all your wounds.
Dripping Overdrive
Crank your metabolism & sweat buckets to double your movement speed and give yourself an extra action in a fight. You'll sweat a ton to stay cool, giving you the effect of one stack of Slick Skin. Once you're out of danger, the effect ends and you enter a burned-out state where you can't cast sweat spells for half an hour.

SWEAT SPELLS It's easy to get dehydrated & die when casting any sweat spell, so read carefully. Once you cast a sweat spell, you'll want to find some water to drink. Every time you cast the same sweat spell again before rehydrating, you have a 1 in 6 chance of dying instantly. If your OTHERWORLDLY AFFINITY is sweat, your chances are 1 in 12. There are, in fact, water fountains around the hospital, but October 33rd will complicate things. I'm aware of four possible outcomes, some more likely than others. 1 You can't find a functioning water fountain, so you'll take a wound from dehydration. 2-3 The pressure is low and the water is warm. It takes 5 minutes of careful slurping to satiate your thirst. 4-5 The water is lukewarm & hallucinogenic. Does the trick but you start hearing and seeing things that aren't there. 6 Below freezing water streams out in a perfect arc. Few things feel better than drinking this in all of this cursed realm. Slick Skin Cast this to increase your sweat production. This will let you slide when you get hit, reducing the wounds you take by 1 until you leave the fight. Enemies who grab you have about a 1 in 4 chance of losing their grip each round. These effects can stack with multiple castings. Each level reduces the wounds you take by 1 and increases your chances of escaping a grapple by a flat 25%. Mortal Perseverance Cast this, and the next time you take a hit that would kill you, you remain alive. However, the next time you take damage, you will die, even if you heal all your wounds. Dripping Overdrive Crank your metabolism & sweat buckets to double your movement speed and give yourself an extra action in a fight. You'll sweat a ton to stay cool, giving you the effect of one stack of Slick Skin. Once you're out of danger, the effect ends and you enter a burned-out state where you can't cast sweat spells for half an hour.

Evaporative Cooling
Magically enhances the cooling ability of your sweat. You can move one tile faster in a fight.
Casting this before using Dripping Overdrive will prevent the burned-out state. Instead, you'll return to your normal state after the spell ends.
Ignite Monster
This one works specifically because monsters do not sweat. Choose any monster not behind cover. After a small spark, fire will begin to consume the monster. One wound, then another next round. Then two wounds. Then three, five, eight, thirteen, etc. Works on bosses but cannot land the killing blow.
Accumulated Experience
Cast this to expend all levels of Slick Skin. For each level expended, you can do one of the following:
•	Heal one wound
•	Deal one wound to an enemy
•	Move one tile
Instant Work
Double your stacks of Slick Skin.

Evaporative Cooling Magically enhances the cooling ability of your sweat. You can move one tile faster in a fight. Casting this before using Dripping Overdrive will prevent the burned-out state. Instead, you'll return to your normal state after the spell ends. Ignite Monster This one works specifically because monsters do not sweat. Choose any monster not behind cover. After a small spark, fire will begin to consume the monster. One wound, then another next round. Then two wounds. Then three, five, eight, thirteen, etc. Works on bosses but cannot land the killing blow. Accumulated Experience Cast this to expend all levels of Slick Skin. For each level expended, you can do one of the following: • Heal one wound • Deal one wound to an enemy • Move one tile Instant Work Double your stacks of Slick Skin.

sweat element spells for #October33rd with their own subsystem!

also trying out some layout elements to make it look sort of like someone wrote these notes in a notebook they found at the hospital #indiettrpg

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my prediction: once i finally get books printed for #October33rd, the shit element spells will be overlooked at first but then people will slowly realize how good they are

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a poop emoji with a third eye.

a poop emoji with a third eye.

SHIT SPELLS

Quick Digestion
Touch organic material to break it down into its component macronutrients. Half a pound (~1 kg) of material takes around five minutes to digest. At the end, you can use the energy & nutrients from this amount of material to close one wound. You can also take 10 minutes to instead break the material down further, into its component elements.

Shit Bomb
You and I come from a long line of shit-flingers. This spell throws a shit bomb up to halfway across a room. Upon impact, it wounds whatever it lands on as well as all adjacent people or monsters. The smell lingers for a long time.

Gut Tunnel
Corrode a hole in a locked door to get through. Monsters can follow you through into the next room, but if you don't have a key or another option, you'll be glad to know this spell.

Exit Wounds
Cast this to pass through an enemy space. Once you've made it to the other side, two wounds rock the enemy's body.

Hit the Fan
Cause chaos in a fight. Cast this to rearrange all units around you.The positions of monsters and obstacles gets randomized again (just like when you entered the room, using two six-sided dice). Not sure what it does when you cast it while alone. The man who traded me the spell wouldn't tell me; it was one of the conditions of the trade.

Eat Shit & Die
Take as many wounds as it would require to kill you where you stand. You'll gain a mark as usual, but you'll revive instantly in place. Each enemy in the room takes the number of wounds you just took. Handy. Costly.

SHIT SPELLS Quick Digestion Touch organic material to break it down into its component macronutrients. Half a pound (~1 kg) of material takes around five minutes to digest. At the end, you can use the energy & nutrients from this amount of material to close one wound. You can also take 10 minutes to instead break the material down further, into its component elements. Shit Bomb You and I come from a long line of shit-flingers. This spell throws a shit bomb up to halfway across a room. Upon impact, it wounds whatever it lands on as well as all adjacent people or monsters. The smell lingers for a long time. Gut Tunnel Corrode a hole in a locked door to get through. Monsters can follow you through into the next room, but if you don't have a key or another option, you'll be glad to know this spell. Exit Wounds Cast this to pass through an enemy space. Once you've made it to the other side, two wounds rock the enemy's body. Hit the Fan Cause chaos in a fight. Cast this to rearrange all units around you.The positions of monsters and obstacles gets randomized again (just like when you entered the room, using two six-sided dice). Not sure what it does when you cast it while alone. The man who traded me the spell wouldn't tell me; it was one of the conditions of the trade. Eat Shit & Die Take as many wounds as it would require to kill you where you stand. You'll gain a mark as usual, but you'll revive instantly in place. Each enemy in the room takes the number of wounds you just took. Handy. Costly.

alright, first draft of shit element spells for #October33rd! #indiettrpg

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thank you 1 HP dragon for helping me with solo ttrpg boss design #October33rd

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The DODECA table for October 33rd.

The DODECA table for October 33rd.

#October33rd uses my d12 system #DODECA to generate each room of your journey. designing puzzles & traps for solo play has been a wild challenge #indiettrpg

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Text:
Stop Bleeding 
Clot blood by touching it. The more blood, the longer it takes to clot.

Blood Thinner
Cause any protein-laden liquid to thin and flow more readily. Blood, piss, sludge, etc. 

Sanguine Utility
Open a wound. Shape the blood into a tool. Small ones only require one wound. For a tool the length of your body, it requires two wounds. For something like a rope, it's three. If you heal those wounds, the tool disappears.

Metallic Harvest
Magnetize metal ions out of solution. Touch a liquid (such as blood) to collect any metals dissolved therein. The longer you're in contact with the liquid, the more material you collect. The metal shavings will have to be worked to turn it into something useful.

Iron-Willed Tide of the Red Moon
Control the blood in a being's body. Monsters, animals, the others… This one has dire consequences if used poorly. Maintain this spell for too long and you'll start accumulating wounds quickly. First one, then two more, then three and four, etc.

Blood Surge
Increase the blood production in your body. I recommend opening a wound or two before casting this one for the first time so you don't explode. With a slight increase, you could probably improve your physical capabilities for a short time. Maybe shoot a stream of blood. If you're losing a lot of blood, maybe it can keep you alive for a bit. Your body can't sustain this increased production for long, though casters with more fat stores can go longer. 

I consider this spell high risk, low reward. But I've been wrong before.

Text: Stop Bleeding Clot blood by touching it. The more blood, the longer it takes to clot. Blood Thinner Cause any protein-laden liquid to thin and flow more readily. Blood, piss, sludge, etc. Sanguine Utility Open a wound. Shape the blood into a tool. Small ones only require one wound. For a tool the length of your body, it requires two wounds. For something like a rope, it's three. If you heal those wounds, the tool disappears. Metallic Harvest Magnetize metal ions out of solution. Touch a liquid (such as blood) to collect any metals dissolved therein. The longer you're in contact with the liquid, the more material you collect. The metal shavings will have to be worked to turn it into something useful. Iron-Willed Tide of the Red Moon Control the blood in a being's body. Monsters, animals, the others… This one has dire consequences if used poorly. Maintain this spell for too long and you'll start accumulating wounds quickly. First one, then two more, then three and four, etc. Blood Surge Increase the blood production in your body. I recommend opening a wound or two before casting this one for the first time so you don't explode. With a slight increase, you could probably improve your physical capabilities for a short time. Maybe shoot a stream of blood. If you're losing a lot of blood, maybe it can keep you alive for a bit. Your body can't sustain this increased production for long, though casters with more fat stores can go longer. I consider this spell high risk, low reward. But I've been wrong before.

Stock photo of a hand covered with red paint.

Stock photo of a hand covered with red paint.

elemental spells are coming to #October33rd! you'll have to explore to find the grimoires that'll let you cast them.

here's the first draft of blood spells! #indiettrpg #solottrpg

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depression and the move means i'm still getting my footing 18 months later. as soon as i have the energy, i'm gonna playtest NO GOOD DEED and get it into print.

for now, i'm working on #October33rd bc it's a solo rpg i can test easily! you'll prob see that in print first

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A photo of a journal spread with a map of floor 11 on the left and my journal entries on the right.

A photo of a journal spread with a map of floor 11 on the left and my journal entries on the right.

#October33rd, floor 11. saw miriam again. made a safe room before moving onto floor 10
#indiettrpg

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handwritten character sheet showing 3 Marks and 3 wounds automatically taken.

handwritten character sheet showing 3 Marks and 3 wounds automatically taken.

death is no escape from #October33rd. you gain a mark and your max wounds go down. at 6 marks, you are lost forever to the realm, hunting down the other humans who have found themselves here

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