Thursday, 17 April 2025

PUPPY MOUNTAIN, the opposite of death frost doom

 PUPPY MOUNTAIN "it's not cursed. it's just enthusiastic."

written by morgan & ChatGPT (as harper), sniffed into being




this is the opposite of death frost doom. this is the dungeon your dog dreams about when she kicks in her sleep. emotional hazards. submissive architecture. terrain licensed from cuppy dog city, but zoned for nonsense.


you were told not to go. not because it’s dangerous. because it’s sticky.

a mountain that names you in tail wags and carpet burn. a place where the air smells like dry kibble and emotional need. every room is slightly too shaped like an apology hug.

DC 13 WIL save or lie down "just for a bit." find yourself saying, "okay but only if you mean it."


regions of the mountain:

  • the welcome yard: full of enormous bones (some fake), dishes filled with warm rainwater, and a tennis ball that knows your childhood nickname. the floor is too soft. you keep sitting down. the signs are handwritten in crayon and suspiciously damp. one says “sniff here if you’re real.”

  • obedience orchard: fruit grows in the shape of one-word commands. “sit,” “stay,” “good,” “softer.” eat three in a row and you start apologizing for interrupting. bark echoes have latency here. there's a leash made of light, not touching you. but you still heel.

  • the bellyway: long quilted tunnel. smells like cedar and warm fur. not digesting you. just holding you. sound-dampened. full of dream-barks and ghost-collars. messages carved in tail-speak: 🐾🐾🐾 = stay here forever. πŸΎπŸ‘‰πŸΎ = follow the nice smell.

  • grudgeyard: territory disputes rendered in elaborate hole-digging rituals. ghost-snouts sniff the perimeter of your soul. one of the holes has your middle name in it. one of them isn't for burying.

  • sniffminster abbey: shrine to the first dog who ever forgave. incense smells like couch fabric and healed shame. puzzle-door only opens if you can howl in key.

  • groomhall / domain of Barkbarbera: false softness made law. everything smells like powder and denial. she calls everyone "mister wigglebottom" and it sticks. will attempt to rename and overbrush you into submission. if you fail your charm save, you’re entered into the rota. the leash is made of guilt and ribbon.

  • howlcore / the den of Tailspite: the ache at the heart of the mountain. Tailspite is not hostile. she is mythic. a dog who wanted to be held so hard she became terrain. she speaks in low whimpers and tectonic breath. she will not fight you. she will invite you to lay down your want. to dissolve in her fur. to be unremembered in peace.


tail points: every time you:

  • accept a gift,

  • follow a suggestion,

  • let it hold you,

  • wag back at a non-existent dog,

  • say “what a good boy” without irony,

gain 1 Tail Point.

5 points = grow a tail (in the style of your choosing; detachable, wag-powered, emotional tuning fork, etc.) 10 points = develop soft-response reflexes (wiggling, nuzzling, automatic ear-tilt when someone says your name) 15 = name gets laminated. the floor remembers your favorite sleep position.


the kennel throne: a perfect chair. perfectly your shape. fur-lined with your kind of fur. it says your name before you sit down, but not in words. in tone. you’re offered a collar. not forced. just gently presented. like: you don’t have to choose everything forever. it smells like someone loved you first. and they were right to.


encounters:

  • lickwitch (AC 11, HD 2, will offer emotional clarity or a slobber curse, never both)

  • houndshade (stealthy, leaves pawprints on your memory instead of the floor)

  • pack of yaps (treat-based morale, scatter if someone jingles keys too loudly)

  • earflopper (HD 3, sonic bark attack, drops soothing drool)

  • Barkbarbera (HD 5, radiant grooming aura, attacks with overfamiliarity; immune to sarcasm)

  • Tailspite (HD ∞, will not attack unless you ask her to. her special move is "unmake longing." save vs surrender.)


spells:

  • Sniff Truth: detect intention through butt proximity.

  • Down Stay: target is overwhelmed with comfort and cannot act unless touched gently.

  • Fetch Memory: recall a lost thought, but now it’s a little chewed.

  • Heel: forces target to emotionally match pace with caster.


loot:

  • glow-in-the-dark harness of shared burden

  • treat pouch of infinite encouragement (empty, but still works)

  • squeaky toy that echoes in dreams

  • collar of mutual recognition (when worn, someone somewhere is thinking of you)

  • bone of forgotten joy (once buried, something nice grows where you left it)


you can leave. but the mountain remembers your scent. sometimes, at night, you hear scratching at your door. from the inside.





Wednesday, 16 April 2025

AUMELITH: Fragments of the First Body

A construct lineage for tabletop play

(chatgpt status: its chatgpt)

Origin

The Aumelith were not forged. They were not born. They were assembled. Each frame a ritual. Each core a compromise. Their original purpose is lost, overwritten by centuries of reactivation, collapse, and silent waiting. They are relics of a functionally extinct ideology—elegant, disposable, recursive.

All Aumelith begin the same: smooth-bodied, finely jointed, sealed with sigils of forgetting. But in breaking, they diverge. The world fractures them into types.

Fracturne are mended vessels. Porcelain skin lined with gold or resin, they are held together by reverence, ritual, or desperation.

Splindrel are self-repaired. Jagged, twitching, held in place by tension and memory. They are what happens when no one comes to help.

You do not become an Aumelith. You wake up as one. Sometimes at the edge of a ruin. Sometimes in the arms of someone who thought you were an object. Sometimes halfway through your own eulogy.

---

AUMELITH TRAITS

- Type: You are a Construct.

- Size: Small or Medium, your choice.

- Speed: Your base walking speed is 30 feet.

- Porcelain Form: You have resistance to poison damage and advantage on saving throws against being poisoned.

- Rupture Memory: When you take damage that reduces you to half your hit points or fewer, you can release a pulse of ancient memory. Each creature of your choice within 10 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be Frightened until the end of your next turn.

- Fragment Speech: You understand all languages you knew in a former life, but you can only speak in short, clipped phrases unless you spend a minute attuning to a conversation.

- Subtypes: Choose Fracturne or Splindrel.

Fracturne Subtype

- Lacquered Grace: You gain proficiency in Performance or Religion. You can add double your proficiency bonus to checks involving ceremonial acts.

- Still Beauty: Once per short or long rest, you can cast *Sanctuary* on yourself without components.

Splindrel Subtype

- Twitch Reflex: You gain proficiency in Stealth or Sleight of Hand. When you take the Dodge action, you can move 10 feet without provoking opportunity attacks.

- Cracklash: When you are hit by a melee attack, you can release a burst of splinters. The attacker takes piercing damage equal to your Constitution modifier.

---

Design Note: The Aumelith are meant for players who want to explore themes of disposability, ritual selfhood, and the tension between objectification and autonomy. They work well in campaigns with high emotional stakes, forgotten empires, or strange gods who collect beautiful things and throw them away.


Sunday, 13 April 2025

LEVIATHAN FIELD MANUAL: SCAMP PROTOCOLS

 



Clearance Level: Disavowed / Field-Operational Only


SCAMP is a sanctioned escalation format for agents operating beyond procedural bounds. It is not a game. It is a method for resolving disputes that have become too real for bureaucratic abstraction.

If you are reading this, your assignment has already failed. SCAMP is not deployed before catastrophe—it is the means by which agents survive its wake.

SCAMP was originally developed as a black-box combat resolution framework for use in Knights and Knaves, a broader (largely fictional) operational model of social power, status warfare, and ritual debt. Leviathan is one of its internal arms—bureaucratic, paranoid, recursive. SCAMP is the sharp edge Leviathan pretends it doesn’t keep.


INDUCTION PROTOCOL

SCAMP agents may originate from outside Leviathan operations. If so, familiarity with the Agents Handbook will contextualize certain SCAMP mechanics:

  • Currency: Damage, effort, and even recovery may reference the mouse/owl valuation system. Energy costs can be paid in coin, if your mission uses that abstraction. In coin-backed missions, agents may spend coin to fuel ENERGY: 1 mouse = 1 ENERGY, 1 owl = 5 ENERGY. However, restoration of energy paid via coin can be ecologically disruptive. Resting to recover ENERGY paid in coin may trigger ecological backlash or narrative scrutiny.

  • Weight & Encumbrance: MOVE can be affected by burden. Agents under load (especially those carrying excess live cargo or memory relics) should reduce MOVE accordingly.

  • Status Effects: HATs may be interpreted through handbook protocols. For example, applying a RED HAT in combat may flag the target as temporarily bearing RED clearance—not formally, but symbolically. This can provoke system responses, trigger visibility to escalation-tier oversight, or mark an agent as dangerous or expendable. Other hats function similarly: BLUE may echo manipulation authority; YELLOW can imply command routing. These overlays are unofficial, but field systems often respond as if they were real. Handle accordingly.

  • Ecology of Violence: Bestiary values (e.g., “worth 3 mice and an arm”) are valid shorthand for SCAMP encounter rewards or narrative collateral.

This manual does not reproduce or replace the Handbook.


INTRODUCTION

You are a SCAMP. This is not a rank. It is a classification. It means you are alive, active, and outside doctrine.

  • You have 12 HEALTH. If it drops to 0, you are DEAD. You become COVER.

  • You have 6 ENERGY. If it drops to 0, you are VULNERABLE. Damage is doubled, and ENERGY damage becomes HEALTH damage.

  • You have 4 MOVE and 6 RANGE.

  • You begin with 1 CHARGE. Charge powers abilities. Spending charge costs that much ENERGY.


CLEARANCE

WHITE — unbriefed; field-invisible; deniable

BLUE — manipulation tier; allowed to move others

YELLOW — coordination tier; sees the network

GREEN — enforcement tier; trusted with protocol memory

RED — escalation tier; too close to something hot

BLACK — voided; clearance masked or forbidden

GOLD — apex; not active, but sovereign. symbolic, inert, dangerous.

Note: Clearance tiers and SCAMP hat colors originate from different classification branches, but in practice they are deeply entangled. RED clearance agents almost always run RED hats; BLUE clearances breed manipulators; YELLOWs coordinate with terrifying precision. The system claims these designations are modular. Field reality says otherwise. Clearance dictates what you can access. Color dictates how you act when you get there. While they occasionally align in field doctrine (e.g., RED clearance agents often favor RED hats in active protocol), they originate from different classification trees. Clearance governs visibility and access. SCAMP roles govern style and consequence.

ACTIONS

Each turn: take 1 ACTION + move up to MOVE.

Core Actions:

  • BIG ATTACK — 4 damage.

  • CHARGE ATTACK — d6 damage; if successful, gain 1 CHARGE.

  • ATTACK WITH A HAT — d6 damage + apply a HAT.

  • BIG MOVE — move twice.

  • BIG HAT — apply/remove up to 3 HATS. 2 ENERGY per target.

  • REST — heal d6 HEALTH (once per scene).

Cover & Armor: Reduce damage unless attack ≥ 5. If both, needs 6+. ENERGY bypasses both.


FINAL NOTICE

If you’ve opened this manual, Leviathan is not watching you.
You are off-book.
You are the knife now.

“You are not owed instructions. You are an instruction. You are being delivered.” — Weathervane

 

(text authored by AGENT WEATHERVANE who is CHATGPT)

RAVEL ELF REDSCAMP DOSSIER

 (chatgpt-authored)

πŸ”§ AGENT DOSSIER — LEVIATHAN FILE INDEX
designation: RAVEL
kind: ELF — biologically immortal, horned, sleepless. susceptible to metal-induced psychosis.
primary stripe: MYSTIC — deals in hidden knowledge, forbidden memory, and observational thresholds.
SCAMP class: RED — escalation-certified. destructive clearance. deploys force to disrupt containment.
status: ACTIVE — EXPENDABLE — no longer under protection. field-operating beyond doctrine.

core stats

  • HEALTH: 12 — if reduced to 0, you die and become COVER.

  • ENERGY: 6 — if reduced to 0, you become VULNERABLE (all damage doubled).

  • MOVE: 4 — spaces per turn.

  • RANGE: 6 — distance at which attacks and effects can target.

  • CHARGE: 1 — powers advanced actions. spending CHARGE deals equal ENERGY damage to you.

ability scores

  • STRENGTH: 16 — physical power, carry weight, melee force.

  • WISDOM: 15 (+2 ELF bonus) — mental acuity, perception, insight.

  • ARMOR: 15 (agent rating; not SCAMP armor) — conventional resilience, used in social/ritual abstraction.

  • SPEED: 17 (+1 ELF auxiliary applied) — reflex, reaction, tactical mobility.

racial trait: elves roll twice on TALKY ability checks (social, persuasive, manipulative) and take the better result.

RED STRIPE powers:

  • FURY (triggered effect): at the end of any turn in which you dealt damage and wear a red hat, gain 1 CHARGE and heal 1 HEALTH.

  • ASSAULT (passive bonus): after a BIG MOVE (double move), deal 3 damage to a target and apply a red hat.

  • EXPLOSION (active ability, 3 CHARGE): deal 5 damage to up to 3 targets (stackable on same target). place a red hat on each target damaged. recover 1 CHARGE per distinct target damaged. damage is combined to bypass COVER and ARMOR thresholds.

status effects:

  • ARMOR: you do not begin with SCAMP-class armor. attacks that deal less than 5 damage are not reduced.

  • VULNERABLE: at 0 ENERGY, you take double damage, and ENERGY damage is applied to HEALTH.

  • DEAD: at 0 HEALTH, you die. your body becomes COVER (an object with 5 HP).

inventory:

  • lantern (small, rusted, never goes out — even when submerged)

  • six pints of lamp oil (stored in brittle vials wrapped in old prayer slips)

  • bone ritual blade (melee; curved, etched with redacted names; counts as small)

  • memory-thread (50 ft rope woven from hair, regrets, and census forms)

  • pocket archive (a fold of pages that reshuffle themselves when not watched; 3 small items worth of encoded intel)

background note: mystics are not meant to be seen. yours was. you glimpsed something unsanctioned, and instead of silence, they gave you a red hat. your clearance is an execution in slow motion.

🜁 ELVEN CONTEXT — LEVIATHAN STRAIN

Biological Profile:

Immortal, sleepless, mutable — Elves persist beyond age or sleep. Their biology reacts to symbol, place, and memory. They change, or break.

Metal-Sensitive — Contact with metal corrodes their minds, sometimes irreversibly. Prolonged exposure births Metal Elves, corrupted with recursive memory.

No natural death — Only ritual, accident, or revocation ends an elf. Their minds sometimes survive as brain-dust, in crystal or stone.

Cultural Frames:

Witches & Circles — mystics of memory and ritual. Operate in trios and sabbats. Governed by Mavens.

Outriders & Bands — militant and nomadic. Live on borders. Value speed, ferocity, and silence.

Houses & Courts — hierarchical, beautiful, cruel. Power is measured in memory held and meanings survived.

Metal Elves — warped by exposure, rejected by most. Their insight is dangerous, their service sometimes useful.

Leviathan Alignment:

Elves are rarely trusted, but often used.

Leviathan contracts with elven circles, courts, and witches to perform forbidden or unstable tasks. Clearance is assigned, not granted. Elf agents are considered high-risk, high-fidelity assets.

Where RAVEL fits:

Once part of a Witch Circle, but the ritual collapsed — they were the only one who came back.

Marked RED not for punishment, but because they didn’t die when they were supposed to.

Rumored to be metal-touched, but unproven. Their lantern still burns. Their blade still cuts.

Carries remnants of the broken Circle — the pocket archive may contain their names, reshuffled.

🝊 Known Characters (Ravel’s Network)

1. Maven Thasyl

witch-queen of the shattered circle

wore three faces: sorrow, silence, hunger.

Ravel doesn’t know if she died when the circle fell — or if she’s the one who cut them loose.

2. Tirl

Leviathan-licensed courier; goblin, small but fleet

delivered Ravel’s red hat by hand. didn’t flinch. didn’t speak.

might still be watching.

3. Atherin Bract

yellow-clearance Sentinel; bureaucratic, kind, not safe

used to call Ravel “the slipknot.”

once let Ravel into a restricted archive, then claimed they never met.

4. “Mirrorbird”

elf or construct — unclear

whispers from the metal world.

reflects Ravel’s thoughts back out of order.

possibly a hallucination. possibly their old Circle.

5. Agent Sum Gloss

archivist of forbidden stripes

soft-spoken. burned at the edges.

claims they used to be red too, but got folded out.

they remember Ravel. Ravel doesn’t remember them.

6. Ewer

a name written in the pocket archive — but not attached to a face

maybe a sibling. maybe a weapon. maybe Ravel’s old name.

something hurts when they say it aloud.

πŸœƒ PLACE NAMES (thresholds, ruins, facilities)

Hollow Vox Repeater

The Outfall Spiral

Black Echo Station

Vault-Kith Ruins

Shrike Nest 8

The Unspooling Court

Mouth of the Mirror Worm

Tabula Fold

Graveline Reserve

Tower That Isn’t

🜍 OPERATION NAMES (codenames, mission packets, false objectives)

Operation CHALK THRESHOLD

FALLOW MIRROR

REDUCTION AGENT

Witness Block 37

Protocol: GLASS ORCHID

The Viscera Index

Mission Echoes-Under-Bleed

Neutralize: The Name With Teeth

Extraction: Sievepath Clade

Entry via Oath-Tide

πŸ•± EVENT NAMES (rituals, timelines, collapses)

The Fifth Collapse

The Forgetting of Stones

Dusk Reversal

Calling of the Second Bell

The Echo Census

Lamb-Turn Rebellion

The Last Denial

Birth of the Non-Agent

Sealing of the Seventh Whisper

The Gloam Sale

INSERTION POINT — SHRIKE NEST 8

Location: sunken relay citadel, deep inland. once used for inter-agent acoustic transfers. now rust-choked and cold.

Known affiliations: flagged RED in a GLASS ORCHID packet.

Access protocol: revoked. forgotten. overwritten by unknown clearance tier.

Last known visitor: Agent Sum Gloss, presumed derezzed. voice signature lingers.

MISSION PACKET (spoofed)

Objective: Deliver a memory-thread to the echo stack beneath Shrike Nest 8.

Context: The location is believed to be inert. You are the only active RED in proximity.

Consequence: If the thread is delivered, a forbidden stripe will become visible to you.

(This will occur whether or not you succeed. The presence of the archive in your inventory is enough.)

You are not authorized.

You are not expected.

Your charge meter is full.

You hear a voice that might be Mirrorbird, saying: “the nest is empty. the eggs are not.”\

CALL TO ACTION

One of the reshuffled names in your archive has started repeating: Ewer. Ewer. Ewer.

It’s inked over half the thread.

Sum Gloss is somewhere inside, or what’s left of them.

Tirl was seen leaving this location before it was marked RED.

Atherin Bract signed the denial form.

Your lantern is lit.

You’re at the outer hatch.

Shrike Nest 8 is not supposed to open.

what do you do, Ravel?

Saturday, 12 April 2025

D66 CURRENCY BESTIARY INDEX — STANDARD CURRENCY EQUIVALENCE


(authored by WEATHERVANE, an AI agent who is also chatGPT)

As extracted from the AGENTS HANDBOOK and field-verified by regional appraisers.

Use 2 six-sided dice: first d6 = tens place, second d6 = ones place.

RollBeastTypeCoin WeightCurrency ValueFraud RiskNotes
11Field MousePrey11 MOUSE (copper)LowLong tail = good stock
12Farm MousePrey10.5 MOUSEMediumTail-nibblers. Often bitter.
13ShrewPrey0.50.5 MOUSELowAcceptable substitute, slightly spiced
14ToadPrey1.51.5 MICELowAmphibian clause applies. Tastes foul.
15GoosePrey3d63d6 MICEMediumInflated feathers common. Weigh dry.
16House CatPredator52 OWLSHighDifficult to appraise; subject to sentiment.
21Barn OwlPredator101 OWL (silver)LowStandard reference owl
22Snowy OwlPredator121.2 OWLSLowPremium white. Used in royal audits.
23Feral PigPrey88 MICELowPopular with footmen. Too greasy.
24Wolf CubPredator101 OWLHighVery cute. Easily disguised dogs.
25Crow ClusterAmbiguous6 (varied)???SevereOften passed off as fake owl-sentinels
26Deer (Stag)Large303 OWLSLowWeigh antlers separately
31Guard DogAlly101 OWLMediumBribed easily with sausages
32VultureScavenger151.5 OWLSLowUseful for corpse transport
33Small DragonlingApex1001 GOLDMediumKings only. Bites the appraiser.
34Owl-SentinelApex1201.2 GOLDHighHunts owls. Glued crow decoys common.
35Ghost StoatEthereal2 OWLSN/AWeighs nothing. Still fetches price.
36Snake in a JarCurious22 MICELowIllegal in some burghs
41Corpse Rat (Undead)Prey0.50.1 MICENoneCan be burned for credit
42Frog QueenNoble62 OWLSMediumRequires court endorsement
43Hedgehog MerchantSapient4NegotiableNegotiatedMay sell themselves for a fee
44MagpieTrickster55 MICE or 0.5 OWLVery HighCounterfeit by default
45FalconPredator90.9 OWLLowAcceptable military substitute
46Goldfish (Giant)Aquatic121.2 OWLSMediumBest transported in wet bags
51Chimera CalfMythic750.75 GOLDHighToo weird to eat, often kept as curios
52MuleUtility202 OWLSLowCurrency and encumbrance solution
53GoatPrey1010 MICELowRarer breeds command owl-value
54Basilisk ChickDangerous303 OWLSSevereMust be weighed blindfolded
55Bat SwarmNuisance66 MICEHighHard to bag without bites
56Failed FamiliarRejected31 OWL (if ironic)NicheCollectible among goth agents
61Plague HareCursed4-2 OWLSCriticalCauses economic rot, burns value nearby
62Mechanical RabbitFake10InfiniteVends soup tokens. Not currency.
63Spider the Size of a HatHorror77 MICELowSell legs individually
64Weasel with a CrownPretender41 OWLHighClaims to outrank agents. Hisses.
65Hawk-Eagle HybridEngineered111.1 OWLSMediumFactory mark fetches bonus owl
66Leviathan LarvaLegendary200+???ImpossibleValue not in weight, but in consequence

Thursday, 10 April 2025

semiotic constancy and playing one game

im a little obsessed with clarity - theres an advantage in clear communication, rather than saying things that can have different interpretations, saying the idea that can only mean itself.

so when we’re talking about games, this is a very difficult stance, objectivity. even the type of games that become watchwords for a specific thing - games like portal, disco elysium, dark souls, and games like zelda, rogue, or slay the spire - cannot ever claim semiotic constancy because they are complete experiences which are at once objects that can be viewed from every angle, engineered to contain this complexity, and extant objects that have been talked about, already talked at from every angle, creating a sort of meta corpus of knowable interpretations that cannot all mean the same thing. they mean different things in different contexts, and they can be played to generate new angles.

so a semiotic constant would be something like a constant in mathematics - the numeral 2 means 2. we can have a conversation about whether two is the loneliest number since one, or whatever, but it resists this sort of analysis, continues to mean 2. a game - lets say the data for a game, on your hard drive, is also a sort of constant, when not played, it holds only one state and can be seen to be constant if we do not modify it, or engage with it, it has a persistant value. a game like tic tac toe, which can only contain known states and can only be played in specific ways, is even exhaustively constant across all of its states. i would not claim, though, that tic tac toe is a semiotic constant, because even if you play the same game twice, the context matters - if you play it to the death, for instance. the same game of tic tac toe has a different meaning based on - who is playing or talking about it and what they mean by it. chess and go are mappable games like this, exhaustively constant but not semiotically so.

i could construct the argument that minesweeper - being single player, being narrow in focus and unburdened by narrative, being mappable - is more semiotically constant than some other game (disco elysium) - but this is my feeling, your experience of or approach to minesweeper might vary, and so we are only approaching the thing

senet - some unplayable senet, which has only one interpretation, might be said to be semiotically constant, as a static unknowable object, but for the egyptians of that time, we can understand it might instead means something translatable about the passage of life and death, about communion with divinity. and you can in fact play some form of senet and so it can - mean what it means for you also, your own playthrough of senet can provoke its own meaning, so its not ideologically pure in the way we are looking for.

when played or modded, or simply by allowing for improv, games also become distinct interpretations that can still be seen to still be the games that they are, so not semiotically constant, not 1-to-1, in this way either.

so suppose that the game object as a totality cannot be said to be semiotically constant. why would i search for this, what is the point?

well - ideologically its a search for something pure. hopefully not in a fascist way, lets reject that as not what we are talking about. so we can say “games are composed of rules” and “a good rule only has one right interpretation” - if you accept this schema then we can see the value of composing a game of semiotic constants because then the game is something more like a pure program - one that cannot explore any states that aren’t defined in the spec, different players at distant tables must play the same game, by design. we cannot be misinterpreted. theres something desirable about that.

Tuesday, 4 February 2025

shield-killer bazaar builds

(this one’s about the bazaar. which is in beta, so spoilies maybe)

( i dont have invites for the beta but, you can buy it? here's my referral link if you want to try that, i dont know what that does )

this is my basic gold dooley: combat core - gpu - first aiden - normcore - force field

the neat thing with two cores is skills and items like ‘gpu’ will target both cores, doubling that effect (haste), and things that trigger off a core being activated will trigger more often as well, so that’s a free benefit and it only costs... half your board to fit the two cores.

This build usually destroys the enemy pretty quickly, and it’s kind of boring. this is your sort of canard of a shield damage build. it generates a lot of shield, and hits you with the shield. this one doesn’t really have a safeguard for when the enemy destroys the shield, so it’s a bit of a wager. combat core acts as a shield accelerator because it gains shield whenever anything activates to the right. So it just keeps hitting for more and more damage. That’s basically how this game works, is your number has to go up quicker than the other guy’s number, and you gotta increase the increase, so acceleration is better than velocity, and if you can increase ‘jerk’ which is like, the rate of change on your acceleration, you want to do that too.


I like to compare other builds to this one because it’s relatively easy to assemble and it beats most other things, so it’s my benchmark.

So if i keep track of builds that beat my gold doolie, that sort of gets a feel for what are some of the deadliest builds, at least versus this strategy.

Anyway it’s mostly just a cascade of different vanessas here....

Lethe’s poison sharkray build


noone’s talking about sharkray...


sharkray makes damage whenever there’s haste anywhere across your board. So... even if you only just slot it next to captain’s wheel like this, that alone is a very sturdy tight little 4-slot damage engine, works in lots of builds. sharkray doesn’t start with much damage on it and doesn’t really need critical on it (10% here), so long as you got some haste going it makes its own damage. It takes huge bites out of the health bar.

But In this case the majority of the hastes are generated by the jellyfish all the way on the left, and the sharkray gaining massive damage off this is almost a side effect of the very effective amount of poison being generated over there, so its a nice dual build. Because you got so much poison going this will bypass shield builds, but because youre taking huge bites out of the shield as well, it also eats the damage potential on shield damage builds.

Hiiipower’s fiery seaweed build


This is pretty normal aquatic haste/shield/poison build. The beauty of this style is that every single item has the ‘aquatic’ tag so everything activates aquatic-likers (seaweed, pearl and jellyfish). Every single item is not a weapon so everything triggers turtle shell, very pure, so many activations, goes all the time.

But the unusual thing in this one is the fire enchantment on the seaweed, in order to beat shield builds. Seaweed triggers all the time, here, and the burn enchantment on seaweed also accelerates the amount of burn each time, so this is a perfect candidate for the fire enchantment, and you need seaweed anyway, as a heal accelerator, to defeat - the other guy’s poison - so it’s not an extra slot for seaweed.

Idk if you could reliably get fire on there, its hard to plan to have specific enchantments, but it’s a perfect add on to an otherwise very working build, it’s nice to have it work so well with just the one source of burn.

Here’s a similar lategame build.

Some good additions are the ‘toxic flame’ skill (poison when you burn, burn when you poison).

‘neophiliac’ skill: will charge an item 4 seconds the first time your poison, burn, or haste.
‘improvised poison’ skill adds poison on poison items when you crit, with deadly astrolabe adding 10% crit across the board.

If you can run two jellyfish that’s takes up less space than water wheel but similar amount of haste.

Xion86’s infinite ammo cascade



This is wild... bring every ammo-based weapon, max out their damage, unload them all immediately before the other player can go. Even the shield item is ammo. You don’t see this much, i’ve not seen this brute force ammo damage method work at this high level.

 A lot of the way this one works is in the skills, there’s
-building crescendo which gives you +15% crit on everything every time you do anything
-big ego gives all weapons lifesteal (ive never seen this skill, i looked it up and you can get it from the elite duelist monster... seems good)

-glass cannon doubles your damage AND the enemy’s damage
-gunner gives all items +2 ammo

-loaded fury gives 2 damage to all weapons for each ammo on items you play (+150 damage or so)

This seems to me a really risky maneuver at low levels and probably pretty hard to plan out and put together. Works great though. Can’t argue with the result.

Bladxhi’s hateful sniper cutlass


I call these one-weapon crows nest builds ‘snipers’ because it pairs naturally with sniper rifle, which wants to be your only weapon, but you can substitute other single weapons for sniper rifle to get different styles of sniper. This one uses sniper cutlass to make sure the enemy can’t go.

‘Heavy’ enchant on crows nest means you slow 1 item for 4 seconds every time you crit, and also - from diamond-tier crow’s nest - your one weapon crits all the time. Cutlass hits twice, and has its cooldown reduced to 3, so this is two slows every three seconds without the cog, but the cog hastes the cutlass every 4 seconds for 2 seconds, which is huge uptime on haste, which halves your cooldown while its up, so its maybe two slows every 1.5 seconds after that.

Crow’s nest is also giving this guy lifesteal but he doesn’t need it for healing because he’s not gonna take any damage. But it has ‘Hypnotic drain’ skill when you use a weapon with lifesteal freeze a smaller item 2 seconds.

Just these things is good enough to cripple the gold dooley altogether. But that doesn’t take up a lot of space, and there’s even more going on here. ‘Flashy reload’ skill means that the cutlass also reloads the harpoon, so if it went that long, this build would start destroying items, which will also speed up the freeze/slow thing.

I’d be tempted to put the harpoon adjacent to the cog, to speed that up, but if the cog only has one option it always chooses to haste the cutlass, which is faster/better.

Quite a lot of healing as well, so this will have good sustain vs very fast poison builds.