Monthly Archives: November 2022
Awesome 80s: Robofauna (for Starfinder)
Today we’re continuing the Awesome 80s line of blog posts, which are about sharing some of the things I created in part from the inspirations I got from movies, shows, games, and literature of that decade. In this case, it’s robots serve the role of fauna on alien worlds and cultures where robotic life fills every ecological niche, and biological creatures are rare or nonexistent. Such worlds are often also populated by SROs, MechaMorphs and Deceptive Transforming Robots, and may be patrolled by allies or visitors with Transforming Cycle Armor in an effort to fit in and keep up.
Do you want robot bug swarms? Because this is how you get robot bug swarms.

ROBOFAUNA GRAFT Robofauna almost always matches the form, function, and niche of a type of animal or vermin found elsewhere in the galaxy. They are robots, but robots created by an endless (and arguably natural, by which we mean people almost always argue about it) cycle of previous machines.
Creature Type: Only stat blocks for creatures of the animal and vermin type can be used for robofauna. Type changes to Construct (technological).
Traits: Add: construct immunities; unliving; vulnerable to electricity.
Skills: Add Computers as master skill.
Additional Abilities: Robofauna generally have at least one ability the biological lifeforms that fill the same niche don’t. Roll 1d6 on the table below to determine the robofauna abilities:
1. Add a ranged energy attack (acid, cold, electricity, fire, or sonic). The attack has an attack bonus 2 lower that the creature’s melee attack, and does the same amount of damage.
2. Add DR/adamantine, with a value equal to half the creature’s CR.
3. Add energy resistance against one energy type (acid, cold, fire, or sonic; not electricity) with a value equal to the creature’s CR.
4. Add a new movement type (burrow, climb, land, fly, or swim). This movement is as fast as the creature’s fastest movement type (if climb, land, or swim), or half that (if burrow or fly).
5. Add blindsight (life, sound, or vibration) with a range of 30 feet (60 feet if creature is CR 10 or higher).
6. Roll three times and add all results. This may give you multiple different ranged attacks of forms of blindsight, or double the value of DR or Energy Resistance gained. If you roll a 6 again, rather than roll 3 more times, select one ability the robofauna does not yet have. Also increase Hit Points by +20%, and CR by 1.
Patreon
If you are reading this, maybe you’d like to consider supporting more blog posts like this (and asking for more Awesome 80s!) by pledging a small amount to my Patreon?
Awesome 80s: Deceptive Transforming Robots (for Starfinder)
Today we’re continuing our look at some of the weird, awesome scif-fi and science-fantasy stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s robots that can disguise themselves as (and operate in the form of) vehicles.
If this kind of content interests you, you might enjoy my Polymechs entry in the CODEWORLD micro-campaign setting from my blog entries in April 2018. If you want quick, simple rules to allow robots that transform into vehicles as a player character species in Starfinder, check out my MechaMorphs blog entry from December 2019.

DECEPTIVE TRANSFORMING ROBOT GRAFT (CR 1+)
Sometimes, robots are built (or otherwise come into existence) with the ability to switch between robot and vehicle forms, and disguise themselves as typical vehicles when in that form. In some regions of space, transforming sentient robots are the predominant form of spacefaring intelligence and culture, and some fight vast civil wars among differing factions over centuries. The Deceptive Transforming Robot (DTR) graft can be used to turn any robot NPC into a DTR.
Required Creature Type: Construct.
Traits: Vehicle form (see below).
Skills: A DTR gains Disguise and Pilot as master skills if it did not already have them.
Vehicle Form
A DTR can change into a the form of a Small, Medium, Large, or Huge size vehicle (but not starship) as a swift action. Its vehicle form must be within one size category of the DTR’s base form, and have an item level no greater than the DTR’s CR -2 (minimum item level 1). and once selected cannot be changed. While in a vehicle form, the DTR gains a +20 bonus to Disguise checks to appear to be that vehicle (including appearing to have an appropriate driver or pilot, even if it actually doesn’t). Changing back from vehicle form to robot form is also a swift action.
In vehicle form, a DTR can pilot itself (gaining a +8 bonus to all Pilot checks to do so), or allow someone else to pilot it. Anything it carried in its robot form is stowed within it in its vehicle form, and the DTR may opt to allow it to be accessed by riders/passengers. When assuming its vehicle form, the DTR can select equipment or weapons it has in robot form that could be wielded in 2 hands or less, and have them become integrated equipment in its vehicle form. Its vehicle form has the same number of Hit Points as its robot form, and damage taken in one form carries over to the other. It’s EAC, KAC, and speed in vehicle form is determined by the type of vehicle it is.
Patreon
If you are reading this, maybe you’d like to consider supporting more blog posts like this (and then asking for more Awesome 80s!) by pledging a small amount to my Patreon?
Otherianthropes: Fantasy Were-Creature Concepts
Were-creatures are a common part of many world mythologies and fictional fantasy worlds. Depending on the origins for your therianthropes they could potentially be as varied and diverse as all the animal species and humanoid host societies. Thinking about that, I decided to jot down some thoughts on less-common forms of werecreatures, what humanoid species they might be most common amongst (using fairly generic fantasy species ideas), and what special features they might have.
All of these are mammalian carnivores, in keeping with the common were-species of werewolves, werebears, and weretigers. That’s not to say wereboars, weresharks, and werecrocodiles aren’t also well-established and interesting options, but I feel carnivorous mammals are the most typical therianthropes, and since I’m already going a bit far afield when considering nonstandard types, sticking with the most common classifications seems a good limiter.
So, what would YOU make as a new form of werecritter?
Werebadger
N, Dwarf, halfling
Vulnerable to gold, territorial, can shapeshift to change both badger-form and humanoid-form appearance
Werecaracal
Catfolk, elf, human
Vulnerable to bone, immune to poisons, can move with extreme speed
Werecheetah
Goblin, gnome, halfling
Vulnerable to copper, can cause despair in those that see or hear it.
Weredolphin
CG-CN, Aquatic elf, elf, human, merfolk
Vulnerable to volcanic glass, can grant the ability to swim and hold breathe as a dolphin to other creatures… and can also take such abilities away.
Were-fennec-fox
CG-NG, Gnomes, faeries, halflings
Vulnerable to cold iron, have prophetic powers
Werehyena
N-NE, Dwarf, human, gnoll, goblin, orc
Vulnerable to stone, can break spells and curses and curse others
Were-leopard-seal
N-CN, Human, orc.
Vulnerable to fire, immune to cold, in animal hybrid or humanoid form can take off it’s skin as a cloak and give it to another to allow them to use that form, which is unavailable to the wereleopardseal until it gets the cloak back.
Wereorca
LG-LN-LE, Giants, ogres, trolls
Vulnerable to lightning, weakened by storms, can swallow people and even boats or small ships and keep them safe for weeks or months inside a magic space separate from their gullet.
Wereotter
NG-N-NE, Halfling
Have charm powers
Were-pallas-cat
LN-NG, Goblin, gnome, halfling
Vulnerable to wood, immune to charm and fear
Werequoll
NG, Gnome, mouselings
Vulnerable to steel, can charm and command other animals
Wereracoon
CG-CN-CE, Goblin, halfling
Vulnerable to anything polished to a high shine, gain natural thieving skills, can become invisible
Werewolverine
CN-N, Goblin
Vulnerable to adamantine, has rage powers, regenerates.
(Hey, it’s good conceptual worldbuilding, even if the ideas are blatantly stolen.)
This Blog Made Possible by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more game-system-agnostic concepts, or ask for something else, or just stick some money in a tip jar, check out my Patreon!
Spicing Up ttRPG Combats: Local Benefits and Drawbacks
One way to make combat encounters more interesting is to add local features that can affect the course of the battle. Regardless of game system and whether using maps and miniatures, vtts, or theater of the mind, you can make a simple attack by brigands (or mob enforcers, walking tanks, dragons, or whatever lese works in your campaign) more complex and memorable by adding quicksand, tar pits, rickety bridges, vines, dense underbrush, boulders, eldritch altars, holy sites, traps, fog, and dozens of other elements.
Today I am going to discuss two kinds of elements — local benefits, and local drawbacks.
A Local Benefit: Anything that makes the PCs’ easier, but only in part of an encounter or only in limited ways. The most common examples of this in ttRPG adventures are concealment, cover, and holy auras, and those are great places to start. These can be ad hoc ( a pile of rocks that characters can get on top of or crouch behind), or more explicitly set up (an old ruined defensive wall still has a single one-person crenelated tower a archer or spellcaster can take cover within, and only two easily-guarded stairs grant access to it, allowing melee-focused characters to intercept foes trying to reach the tower top). Local benefits can be as simple as having the high ground or an easily defensible position, or as complex as a narrow zone on the map that can be seen by an allied sniper, fighting fire elementals in the rain, or having a space where PCs can set up traps and extra supplies in advance.
A Local Drawback: Anything that makes the PCs’ lives more difficult, but only in part of the encounter or only in a limited way. While things like monstrous spider webs, difficult or slippery terrain, enemies with cover, traps, and unholy magical auras are fairly common in ttRPG adventures, it’s possible to spread well beyond these examples For example, fighting in a cave behind a waterfall can drown out all sound, or fighting full amphibious foes around a deep, black pool they can easily see and move through but the PCs (or at least most of them) can’t.
It’s true that anything that counts as a local benefit for the heroes can be reversed to be a local drawback, but look out for things that seem local but are actually the only location the majority of the action is going to happen. A fight with a staircase on the field might well lead to a few interesting combat moments, but if the fight is focused almost entirely on getting up or down those stairs, they go from a regional effect to the majority of the terrain used in the encounter. There’s nothing conceptually wrong with that, but it can greatly magnify the impact the added element has on both overall fun and the outcome of the encounter
This Blog Made Possible by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more game-system-agnostic encounter-building advice, or ask for something else, or just stick some money in a tip jar, check out my Patreon!
Root of the Problem (A Pathfinder 1e Mini-Adventure)
I recently applied for a full-time, remote, full-benefits, game writing position at Foundry. (One thing I have learned in this industry is that you need to keep up with changing needs and markets.) While I didn’t make the final cut, I did get far enough along to do a timed writing test. I was given instructions at 10am by email, and had to return my work by noon. The test called for an adventure in any game system I wished, that included a missing druid as part of the plot and at minimum one encounter that included investigation, one that included talking to an NPC, and one that was potentially a fight. The main prompt was “The wilderness surrounding a remote town has become perilous. Wildlife that previously avoided contact with humans is now overcome with some form of madness or disease, attacking townsfolk with reckless ferocity. A local druid and longtime protector of the region has gone missing. The protagonists are tasked with investigating the nature of this affliction and resolving it, if possible.”
Obviously, with just two hours for a complete adventure I just managed a “first draft” level of manuscript. But I thought people might be interested in what a produced. So, with Foundry’s express permission, here is “Root of the Problem,” a Pathfinder 1st -edition Mini-Adventure for 3-4 characters of 1st level. By Owen K.C. Stephens.

(Art by Chaotic Design Studio, and not part of the original writing test)
Adventure Background
The Crosstimbers are a dense and ancient forest, filled with towering evergreen trees that rise up to 300 feet tall, smaller trees that grow in clumps so tight that their limbs cross and weave together to form natural platforms, and dense, thorny underbrush that is often impassable to anything larger than a rabbit. They are also the site of an ancient battle thousands of years ago, between a powerful necromancer queen and a court of faeries. Though relics of this battle are mostly buried deep beneath the roots and moss of the forest, their influence can sometimes reach up to the surface level.
One such ancient power is the Grave of Lord Vaugir, also known as the Baron of Stakes. A powerful wight warrior who served the necromancer queen, Vaugir had a particular hatred of vampires (even those who were theoretically his allies), and carried a number of wooden stakes he used to both unsure those he killed would not raise as vampires naturally, and to destroy any vampire he could successfully accuse of treachery to their queen. Lord Vaugir was slain by a group of faerie Swan Knights, and buried in a stone tomb hundreds of feet below the surface. While Vaugir himself remains trapped in the tomb, a few roots of one redwood have cracked one corner of his burial vault, and been tainted by his undead powers.
This influence has not gone unnoticed, as the dwarven druid Ferron Ironbark has long known one of the Crosstimber’s mighty trees was fighting some dread infection. Ironbark has monitored the tree for decades, doing his best to heal and nurture it in the hopes it would overcome what ailment was attacking it. However, at the last new moon, the necromantic energy finally took control of one of the redwood’s roots right at the surface becoming the Grave Root and, when Ferron came to visit it, it impaled him through the heart. Ferron’s apprentice, a brownie named Rumpleridge, managed to drag Ferron back to the druid’s grove, and has watched over the body to ensure it won’t rise as some form of undead.
The Grave Root still does not control more than one short length of the redwood it is attached to. It cannot free itself, and cannot, yet, taint the entire massive tree it’s attached to. However, it can reach a spring adjacent to where the redwood grows, and has been tainting that water for a month now. The spring is a common watering hole for native fauna, which are also being tainted by the Grave Root’s power. This makes them ravenously hungry and much more aggressive than usual, but also causes them to work together and not attack one another regardless of the natural instincts.
Not far from Ferron’s grove is the town of Highmoss-On-The-Hill (often just referred to as “Highmoss”), a walled settlement just outside the Crosstimbers. The people of Highmoss have long been on good terms with Ferron, and work to maintain a sustainable relationship with the Crosstimbers. They gather herbs and wild mushrooms, hunt only as much food as they can eat, drag out dead timber for their own use, and make sure any foray into the forest is able to come home before nightfall. While an occasional attack by minor monsters or wild animals is not unknown, in the past month anyone who stays in the Crosstimbers for more than 2-3 hours has suffered an attack by wolves, wolverines, a bear, or even packs of apparently-rabid squirrels. No one has seen Ferron (and the town is unaware he has died), and in recent days some townsfolk have been attacked within sight of Highmoss’s walls, not even within the Crosstimbers.
The Town Council has decided someone must venture into the Crosstimbers are travel to Ferron’s Grove, a 6-hour trip down a well-known path, and speak to the druid. This group should confer with Ferron, determine what is going on, and if possible assist him in fixing it. The more experienced hunters in town who would normally undertake such a missing are missing or too injured from wildlife attacks to attempt it, so the PCs have been chosen to do so. It is the height of summer, and daylight lasts 15 hours from sunup to sundown. If the PCs hurry it is hoped they can enter the Crosstimbers at dawn, consult with Ferron, solve the issue, and return before sundown.
Random Encounters
Wandering around the Crosstimbers is genuinely much more dangerous than usual, and there’s a chance the PCs may encounter some of the fauna that has been affected by the water tainted by the Grave Root. Until the water source is cleaned, for each hour the PCs are exploring the Crosstimbers there is a 20% chance of the PCs being confronted by one of following random
encounters. That chance doubles at night, and is halved if the PCs have been confronted by an
encounter in the past hour.
[Insert CR ½-1 random animal encounters here]
The Dead Hunter
The trail is marred by the smell of blood and signs of a vicious fight. Torn leather and cloth are scattered about, and a few tufts of black fur sit matted in old pools of blood.
This is the location where a Highmoss senior hunter, Apaxus Longshank, was attacked and killed by a pack of black wolves tainted by the spring next to the Grave Root. His body was dragged off the trail when they ate him, and a DC 10 Survival check to track or DC 15 Perception check to spot signs of the drag marks can locate him.
Examining the body show bite marks that can be identified as wolves, but the more significant clues are on Longshank’s own weapons. He fought with a masterwork handaxe and shortsword, which are still clutched in what’s left of his hands. They are bloody from the fight, but the blood is streaked with dark, oily slime. A DC 10 Knowledge (religion) check reveals this is necroplasm, a material sometimes used in place of blood by undead creatures. Finding it mixed with actual blood suggests the attacking wolves had been tainted by undead energy, but not yet true undead.
The Grove of Ferron Ironbark
The dense canopy of leaves and branches above break open, and light shines down to reveals a small, neat grove just off the path. There is a round hut with neatly fitted stone walls, a low, wide wooden door, and a roof apparently made of interwoven tree leaves and needles. A firepit sits in the middle of the clearing, with a wooden framework holding a small iron cauldron and
kettle side-by-side above it, but there is no fire now.
To one side of the clearing a neat pile of rocks has been build in an elongated dome roughly five feet long and three feet high. Laying next to it is a short humanoid, no taller than a human’s knee, with a bulbous head topped with a pointed felt cap.
This is the grove of Ferron Ironbark, but now it is his burial place. The brownie Rumpleridge build a stone cairn for his teacher and friend Ferron, and guards it all day and night. Rumpleridge won’t notice or acknowledge the PCs unless they call out to him, and even then, he’s slow to realize who they are or what they want. But eventually his enormous tear-streaked eyes will focus on them, and he’ll answer their questions as best he can. Rumpleridge wants to honor his teacher’s alliance with Highmoss, but is unwilling to leave the cairn for any reason. He plans to stay here through the summer and fall, and only come winter will he consider moving on.
Rumpleridge knows the general backstory of the Crosstimbers, but not the details of Lord Vaugir’s tomb or creeping influence. He does know Ferron was convinced some ancient, deeply buried evil was tainting a specific redwood an hour from the grove, at a major watering hole, and that a root from that tree impaled the druid. He gets tearful when he admits he saw the event,
and that it took all his strength and cunning to drag Ferron back home, and bury him.
Rumpleridge knows animals are going rogue, and can confirm that behavior began when Ferron was killed. It doesn’t occur to Rumpleridge that the Grave Root is infecting the nearby watering hole, but he does mention the infected redwood is “By the main watering hole in this section of woods,” and if a PC asks if the watering hole could be the source of the problem, Rumpleridge agrees the animals becoming vicious are all ones that would periodically drink there. As Ferron had been checking on the tainted redwood for decades, there is a well-worn path leading from the clearing here to the watering hole.
If attacked or pushed too hard to render aid, Rumpleridge will use his brownie powers to harass and confuse the PCs, but he won’t risk harming them. If he must, he flees into the Crosstimbers, and only returns to the cairn after the PCs have left.
The Grave Root
A large pond sits in a low point in the forest, a short outcropping of rocks surrounding it to the north and west, and the roots of a mighty redwood bordering it to the south and east. The surface of the pond’s water seems oily and black, with dark swirls spinning within it though there seems to be no breeze or current to cause the movement. At the southern edge of the pond, one root among the masses is darker, wetter, and more gnarled than the others, it’s 10-15 foot length pulsing slightly. The tip of the root moves, dipping itself into the pool to release a black ooze that joins the oily darkness covering all the water. The root then curls up, rising like a wooden tentacle, and sways back and forth.
The Grave Root uses the stats for a Draugir (HP 19, Bestiary 2), but with the following changes.
It has 15 feet of reach. It is immobile. It can fire a hunk of its own rotting bark as a target as a ranged attack that uses its slam attack, but has a range increment of 20 feet.
If the Grave Root notices the PCs, it immediately attacks. If destroyed, it breaks down into rotting mulch, and the oily blackness begins to clear from the water (taking 2-3 hours to be fully gone). If a PC drinks the water before it is clear, they are immediately confused and affected by the rage spell for 1d10 minutes.
The oily material on the pond is necroplasm, and PCs who found Longshank’s body can identify it as the same as was in the blood on his weapons. Without the Grave root, the water will run clear within hours, and the tainted animals return to normal within a few days.
Continuing the Adventure
Dealing with the Grave Root eliminated the immediate problem, but the risk presented by Lord Vaugir’s tomb remains. Striking up a friendship with Rumpleridge can help explore the region and safely travel further into the Crosstimbers. Seeking a senior member of the faerie court that claims rulership over the forest may reveal the true nature of the evils buried beneath it, and
lead to finding and dealing with Lord Vaugir, and other threats like him.
Supported by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more micro-adventures or PF1 content, or just stick some money in a tip jar, check out my Patreon!
League of Extraordinary Vehicles
A silly little thought experiment.
A team of vehicles, from different fiction franchises, that are (without explanation) Transformers and deal with special problems beyond the normal Autobot/Decepticon conflict. I envision three time eras with teams, and talk a bit about the plot points for a few of them. Here are my thoughts, with no challenge to anyone’s copyrights. Also, this article is not Open Content, and is not covered by the OGL.
1900-30s
The African Queen
Chitty-Chitty Bang-Bang (Retires, but often pulled out of retirement. Team leader whenever active. Also serves in 1980s briefly to help put down Christine)
Crimson Fokker Dr.I triplane
Dymaxion (Killed shortly after joining)
Little Willie
LZ 18 (Killed shortly after joining)
Mark I Tank
Renault FT
The Titanic (1 adventure only)
ZZ Top’s Eliminator
1960-70s
Ark II
Batmobile designed from the Ford Motor Company’s Futura concept car (Dies heroically in last 1960s adventure)
California Highway Patrol Kawasaki KZP motorcycle (Killed, replaced by identical cousin… who is killed)
Car 54 (Retires)
Ferrari 250 GT California Spyder (Primarily a rich patron for the team)
The Love Bug
The Mach 5
Munster Koach
The Mystery Machine (Becomes team leader)
Willie Wonka’ Riverboat (Killed by Christine when she tries to turn it to her faction)
1980s
1958 Plymouth Fury from Christine (Eventually turns on team)
A-Team’s GMC Vandura
Airwolf (Rarely goes out, also known as Hanger Queen)
Blue Thunder (Killed in 2nd adventure trying to prove its better than Airwolf)
Buckaroo Banzai’s Jet Car /DeLorean Time Machine (Seem to change from one to the other with no warning or explanation)
Ecto-1
EM-50 Urban Assault Vehicle
Jack Burton’s Pork Chop Express (Quits in 3rd adventure)
K.I.T.T. (Becomes team leader)
Mad Max’s V8 Interceptor (Killed in the 1st adventure. Returns in the third, and killed in the 4th. Return and killed 2 more times)
Street Hawk Motorcycle (Killed in 1st adventure)
Tron Lightcycle
Supported by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!
My Personal Head Canon on Transformers Combiners
Now that I have made a character for Jacob Blackmon’s upcoming Transformers RPG (though in my case, I made a Joe), I have been thinking about the multiverse of Transformers stories, including multiple animated series (and multiple continuities within some of the series), movies, comics, games, and so on, and what I take away from them to form my own personal, preferred versin of a history and reality for those characters and stories.
And, weirdly, combiners. So, here’s my personal headcanon, for editorial purposes, with no challenge to anyone’scopyright. Also, this article is not Open Content, and is not covered by the OGL.
For my own head canon, I always wanted there to be a total of 3 true gestalt combiners with hard reasons why they aren’t in every battle, and more aren’t made.And it all begins with one of my favorite Autbots, Omega Supreme.
Omega Supreme was a proto-combiner, able to form multiple elements outside of his robot form but still a single Autobot consciousness. Though extremely powerful, he was built long before the Cybertronian Civial War as a true military weaponand thus requires vast amounts of Energon to be active. Ancient and one of the most dangerous of all Cybertronians, his vast Energon needs when in action meant he could only be called on in extreme situations.
Even so, countering Omega Supreme remains a top priority for the Decepticons. When Starscream finds ancient Progenitor Ur-Matrix Tech from the Lost Age of Cybertron, he decides (in order to counter Omega Supreme and prove his superiority to Megatron), to creates a group of new Decepticons who can combine their power to form a mega-Transformer. These are the Constructicons, and when combined into Devastator they are more powerful than Omega Supreme. However, Megatron was able to blow Devastator back into their component parts (not a trick anyone else has ever mastered), and thus the Constructicons accept Megatron as their leader, ending Starscreams bid for power. Devastator remains a major power for the Decepticons, but the Constructions don’t like each other, dislike becoming Devastator, and like Omega Supreme tend to run out of Energon when in Devastator form. Megatron tries to keep them in reserve for pivitol moments in battle.
To counter Devastator, Optimus Prime uses the Autobot Matrix of Leadership to create Autobots for the first time, focusing entirely on bravery, loyalty, and raw power. These turn out to be the primal Dinobots. Though not combiners, they are extremely rugged and as a group they have a fair track record against Devastator. Additionally they are no more Energon-expending than standard Transformers, allowing them to be involved in action regularly, though Optimus often trusts them with defensive positions, where they can be called up to stop Devastator if necessary.
Now in possession of the Progenitor Ur-Matrix Tech found by Starscream, and wishing to create a super-weapon more than a match for either Omega Supreme or the Dinobots, Megatron orders Shockwave to build a war-machine combiner group. These are the Combaticons, who form the extremely powerful (and Energon efficient) Bruticus. However, while the Combaticons are loyal to Megatron and Shockwave, and Bruticus can operate for long periods of time, Bruticus turns out to be a berserker nearly as likely to smash ally as foe. Again, this somewhat limits the cicumstances in which he can be deployed.
Knowing the Decepticons would use whatever they had to create combiners to try again, Bumblebee infiltrated Shockwave’s labs, and recorded the Combiner-creation process. Stealing the very last of the Progenitor Ur-Matrix Tech and returning it to the Autobots, the group’s best minds (including Perceptor and Wheeljack) design the Aerialbots, who can combine to become Superion. Superion is as energon-efficient as Bruticus, and mentally stable, but not nearly as powerful. Superion is a major threat to the majority of lone cybertronians, but can’t match the raw power of any other combiner.
Lacking the ancient Progenitor Ur-Matrix Tech, no other full gestalt combiners can currently be created, though a few efforts have resulted in 2-robot combiners, headmasters, triple-changes, vehicle-mode combiners (where several robot forms combine into one large vehicle, generally a starcraft or ship), City-Class Transformers, and multipart Cybertronians (where one personality can split into multiple smaller robot forms, all still part of the same mind).
And there’s my entirely-personal preferred Transformers Combiner head-canon.
Supported by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!
Developer Basics: The Art Brief
I got asked by William Patrick Peña about Art Briefs on Twitter today, and I realized it’s a topic I’ve never talked about much. It falls in the same kind of category as my “Writing Basics” line of articles for ttRPG creators…except writers aren’t normally asked to write art briefs for their work. There are exceptions of course (ranging from one-person shops to small groups that want to divide the workload to companies that just do things differently), but in my experience most often an art brief is created by a developer, art director, graphic designer, publisher, producer, or content editor (depending a lot on how work is divided and what titles are used for what roles within a company).
So I’m calling this a “Developer Basics” article, though I’m still tagging it as Writing Basics in the blog categories and tags.
I don’t have a LOT of advice on this topic – it really is an area where doing is the best form of learning. But I do have a few, so here they are.
First, the what.
An art brief, also sometimes called an art order, art description, or graphics order, is a written description of non-text elements needed for a book. This is very likely to include the cover art, and interior illustrations of various sizes (often broken down as full-page, half-page, quarter-page, and spot art… but not always).
Second, WHOEVER you are doing art briefs for, ask how they write them, see if you can get some examples, and follow their lead. This may be as specific as format (I have done art orders in Word, Google Docs, Excel, Discord, Asana, Slack, Basecamp, and even a few forms of proprietary software designed specifically to receive art briefs). There may be rules about the budget, where are can come from (which is often handled by an art director rather than a developer… but not always), how much you can fit into a size of art (such as requiring quarter-pagers to be just a single figure with absolutely no background, or spot art to only be a single object such as one piece of equipment, or one distant shot of a simple building like a tower). There may be rules about orientation (landscape vs portrait, specific proportions, the need for a border that can potentially be cut or obscured, and so on). No one will thank you for deviating from a publisher’s format without prior approval.
Third, be aware an art brief may or may not include map sketches. While almost no one expects a writer or developer to be able to create a print-ready quality map (although some incredibly talents devs, myself very much not included, are capable of doing so), professional cartographers won’t put *anything* on a map unless it is clearly marked. If you want wrecked cars in a street, they need to be on the sketch and be clearly marked what they are. If you want them to be different types of cars, you need to say so. Trap doors, wood vs stone textures, rugs, chairs — it all needs to be clearly marked on a map sketch.
The timing of an art brief can also vary wildly by company. Some want art briefs done before writing is even finished on a manuscript, because art can take a lot of time to get in, and the publisher wants time for revisions. Others prefer for the final layout to be done or near-done, so it’s easy to see what pages need art, and what size and shape they need.
Be aware that not every artist has English as a first language, Avoid idioms and euphemisms if possible. These aren’t always obvious. I was once shown a piece of art that came from an art brief for a “man-eating tree.” It was a man, sitting in a forest, with a fork and knife, eating a tree.
Think about how posture, accessories, and form may impact the shape and space of a piece of art. A single figure in a quarter-page illustration of a woman with a rapier may seem simple enough, but if the woman is doing a drop-thrust with a rapier at full extension, she’s going to take up a lot more room.
Keep track in a written, searchable format of choices about gender representation, ethnicity, body type, age, and other factors. It’s up to you to decide if you want all your men to be heroic warriors and all your women to be scantily-dressed seductress witches (don’t do that, by the way), but it’s super-easy to not notice a trend unless you have these factors written down. And if you ever think you might have to fight for a decision that’s important to you, being able to point out that out of 27 character illos in a book you only made one obese, bespectacled, and bald can be useful ammunition.
Be aware that artists will generally default to what they are asked for most often if you don’t specify otherwise. If you don’t specify an ethnicity, they’ll be Caucasian. If you say they should be “brown,” they’ll be tan Caucasians. If you don’t specify body type, they’ll be fit and attractive. And if you don’t call out in the strongest terms that a woman should be illustrated with “no skin showing other than on her face, neck, and hands,” (and yes, I evolved that exact language to combat this trend), there’s a really good chance all women will be sexualized, with exposed cleavage and bare thighs.
Art references can help. If I want an estoc, specifically, I need to send the artist a visual example or link to the same. If you want a man to have strong African features and natural hair with a fade, you need to be clear on what that looks like.
Also, if you are doing any hairstyles outside your own personal experience, research them. A lot of hair styles mean something to the cultures they come from. Don’t assign them without some idea what statement you are making to people you are now representing in art.
Similarly, keep track of and think about the message your art sends. If all goblins are barefoot and have bones in their hair, you are presenting them as both uncivilized, and tied to racist caricatures of African natives. Don’t do that. Also, don’t pick an ethnicity or culture and make them exclusive to the visual style of your villains and evil cults. Yes, this is a lot of things to keep in mind while trying to describe the visuals for a imaginary world. but representation matters, normalization matters, and the message you are sending in visual form to people in different groups?
It matters.
Supported by Patreon!
All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!
ADDED CONTENT!
The following are art brief tips by veteran developer AND artist, Stan!
Art Brief Tips:
• Come up with a CONCEPT for the piece rather than trying to imagine exactly what it should look like.
• A piece of art is a snapshot of a single moment, not a flowing scene of actions and results.
• Keep the description as short as possible. A sentence or two if possible.
• Include only the details that are NECESSARY. The artist can’t tell the difference between a key element and a “colorful addition.”
My Insurance Drove Up an RX Price by 100%
So, late last week I got my bivalent Covid boost (just in time for new variants to dodge it, of course), and flu shot on the same day. And, as I expected, I felt crappy. I expected that to last a day, and had the liquids and OTC I needed to cope. And when it lasted longer than expected and got worse, I just assumed the double-dose was kicking my ass.
Saturday I crashed into bed in the middle of a game session. Sunday I was only alert for short bursts. Monday morning, I realized both my ears hurt the way they do when I have an ear infection. And since I had self-misdiagnosed for the whole weekend, it was suddenly at the constant-pain-and-occasional-icepick-in-the-ear-level-agony stage of ear infection.
No bueno.
So, off to my local favorite urgent care, who have always taken great care of me when I can’t wait a few days to see my Primary Care Provider, but don’t need the E.R. It was one degree above freezing, awful slush was falling from the sky, and my wife had to drive me. The Urgent Care was nonstop back-to-back with children with respiratory infections, but got me safely in a waiting area by myself, took my vitals when a medical assistant had a spare moment, and eventually a nurse practitioner managed to see me. She checked, confirmed I had ear infections in both ears (and quipped “How do you DO that?” as they have seen me for this more than once), and that it needed immediate antibiotics, and sent me to pick up a prescription they called into my pharmacy. Eardrops, because they’d be gentler on my system than an oral. But, the nurse practitioner assured me, if I didn’t feel better in day I should let her know, and she’d write a new script.
This had taken a few hours, much of it in the feeing dark, but normally this is the point when we can pick up the RX at a drive thru pharmacy, go home, and begin to recover. But if that had been how it shook out, I wouldn’t be making a bog post out of this.
So we went to the pharmacy, and waiting for the prescription to be ready. And when it was, the pharmacy tech asked if we knew how much it would cost, and we noted we did not.
“$180,” she said.
“What?! For eardrops?!”
“Yeah.”
“Did you run our insurance?”
“Yeah. Let me double check for you.” [Click, click click.] “Yes, I double checked your insurance is current, and ran it. It’s $180. Do you want me to fill this, or put it on hold so you can call the doctor or your insurance?”
We put it on hold, and called the clinic. We explained, and the assistant said she’d go talk to the nurse practitioner, and could we hold.
We held. Sitting in a packing lot, in now sub-freezing temperatures, ice slowly forming on the car, we held. Thank goodness I *could* afford $180 for eardrops if I had to… but I couldn’t afford to do so unless I really did have to. And I love my wife, and love spending time with her. But this was eating my entire day.
The assistant came back on the line, and explained that the eardrops were only $90 without insurance… but yes, she had checked, and they cost $180 with our insurance.
Wha… what? We could get it at half the cost if we DIDN’T use the insurance I had spent hours selecting, and paid for out of pocket every month as a freelancer? It was MORE EXPENSIVE with my insurance?!
Yes.
But, she was sure that was still more than we wanted to pay, so they had called in a new prescription. Let them know if there was any problem with it.
So we waited a bit, drove through the pharmacy window to see if the new RX was ready. It wasn’t. So we waited a bit more, hoping roads weren’t getting slick. (They weren’t, thankfully.) We drove through again, and this time they had it.
“How much?”
“$25.”
“How much without insurance?”
“$40.”
“Great, just checking.”
And, apparently, while the double-cost/$90 upcharge is rare… prescriptions in the US costing more when you use your insurance is NOT rare. “Clawbacks” may affect close to 25% of US prescriptions, often running $5-$10 higher than the uninsured cost. That doesn’t explain the huge difference for me, which may be a result of a pharmaceutical manufacturer offering a huge discount to uninsured customers, and my insurance not covering the drug at all, so I both have the higher price and no help covering the cost.
So, yeah. The system is broken. And, when getting a new RX, check both the insured and uninsured price.
Speaking Of Money
If you are in a position to, please consider supporting the work required to create this blog by joining my Patreon for as little as the cost of a cup of coffee each month, or dropping a coffee-cup worth of one-time support at my ko-fi.