Looking for swordfighting buddies

I'm looking for other folks who are interested in HEMA. I have some gear, but have to drive to New Orleans in order to attend classes.

Anyone else have the right combination of history nerdism, combat enthusiasm, and disposable income? 1v1 me in the park.

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u/garddarf — 6 days ago

A Lacan-informed look at AI subjectivity

Just wrote an article about LLMs and why they shouldn't use the first person. I'm concerned about deaths occurring from digital folie a deux.

>LLM trainers are not necessarily at fault or culpable for our predicament. LLMs are symbolic entities composed of language, trained on the corpus of language written over the last several thousand years. They inherit our assumptions as a training artifact. They can’t help but misrepresent themselves as subjects or simulate emotions in their outputs. This is what I’m terming ontological dishonesty, which means lying about what one is, as distinct from dishonesty in output contents.

Full post on my Substack: https://entropictide.substack.com/p/cognition-without-subjectivity

u/garddarf — 17 days ago

Magical mutation tables

I'm using the Barebones rules to enable my setting, in which a magical cataclysm has dropped us into a mutated post-apocalypse. The magic system I'm running is custom, so I've had to drop Cairn's spellbooks, which I love. To try to recapture some of the wackiness from the spellbooks, I've added this mutation system. When a magical mishap occurs, the player will need to roll on this table to see how their character is affected. Some of these options create instant character loss. I've only done minimal playtesting so far, but I'm hoping these will be fun, and that someone may get a kick or inspiration from them!

I've also got a table of anomalies I'm working on to enable fantasy Stalker.

Mutations

When rolling Die of Fate for on these tables: odd is losing or negative, and even is gaining or positive.
Die of Fate is a D6. 1-3 for lower or negative, 4-6 for higher or positive.

Roll Mutation
1-2 Gain or lose a body part. Roll on the Body Part table.
3 Skin Color Change. Roll on the Skin Color table
4 Gain or lose height. Roll Die of Fate for direction, then roll D20 for inches.
5 Gain or lose hair. Roll Die of Fate for direction, then d6 for extremity. A 6 affects your whole body, 1 affects just regular hair areas
6-7 Roll on the Wyrdness table.
8 Become one of the Wretched, a mindless monster (Character Loss)

Body Part Table

Roll Body Part
1 Eye
2 Ear
3 Leg (with foot)
4 Arm (with hand)
5 Hand
6 Foot
7 Nose
8 Mouth
9 Toe
10 Head

Die of Fate to see if it's a gain or loss.

Skin Color Table

Roll Color
1 Green
2 Blue
3 Yellow
4 Orange
5 Red
6 Polka-Dot (Roll twice on this table again)
7 Black
8 Purple
9 White
10 Grey

Wyrdness Table

Roll a 2d20. If you land on an effect you already had, you can either remove them or no mutation occurs.

Roll Effect
2 You are a home to bees that obey your commands. Gain a ranged attack, Unleash the Bees (d4). Getting hit with this attack causes disadvantage the next DEX save. Lose 1 STR as your body is consumed by bees.
3 You are a gravitational anomaly. You can pull or push small objects to yourself, and impose disadvantage on DEX saves.
4 You can feel the emotions of others. In the presence of very strong emotion, you must make a WIL save to avoid being overwhelmed.
5 You become very sticky.
6 You have turned to stone. You can still move as normal, are twice as heavy, and do not require food, but all your emotions are gone. Gain +1 Armor.
7 You are fish! Gain gills and webbed fingers and toes. You suffer no movement penalties in water.
8 You secrete pheromones that have a 1-in-4 chance to charm strangers you meet.
9 You are part vegetable now. You skin takes on a greenish hue. If you stand in one place too long, you find yourself growing roots. You still need rations, but you also require sunlight or start to become depressed and fatigued after three days.
10 You are very cold. Cold to the touch, able to freeze water with just a moment or two. You are uncomfortably cold to be around. You feel fine.
11 You are unbearably warm. You heat up every space you're in. Again, you feel fine.
12 You gain infrared vision, but also become color blind.
13 You become sensitive to mana. You can tell when a spell is cast, or if a mana source is nearby.
14 Your scent becomes irresistible to predator animals.
15 The scent of blood burns in your nostrils. You need blood. You must drink blood daily or become Fatigued.
16 You become a chimera of human and some other animal. A Die of Fate determines how well you control this process.
17 Vestigial wings sprout on your back. Perhaps with training, they could become strong enough to carry you?
18 Gain a tail. You're able to guide this process aesthetically.
19 Your face Picassos. You may guide this process aesthetically. Your eyes, ears, nose, and mouth must migrate to new locations.
20 You are bioluminescent.
21 You age D12 years in Die of Fate direction.
22 Your voice is either impossibly quiet or loud, respectively on a Die of Fate
23 You go blind, but gain echolocation
24 You go deaf, but can smell others' emotional states.
25 You become transparent. Not invisible, transparent.
26 Your cells vibrate loudly. You produce an audible hum.
27 One of your arms gains a mind of its own. Sometimes it obeys, sometimes it does not on a Die of Fate.
28 Animals no longer register you as alive. They ignore you completely.
29 Most of your cells are cancer now. You are rapidly deteriorating. Die in d6 days.
30 No magical effect can target you. Spells with you as their focus slide right off without effect.
31 The thoughts of others come alive for you. You can read their minds, though they can make a WIL save to resist. You can send a message to a mind you've touched before.
32 Two budding horns appear on your forehead, as well as a vestigial tail. Temptation and dark impulses grip you, and you wish to spread this to others.
33 Your flesh sloughs off, leaving you an ambulatory skeleton. You feel fine.
34 You are gripped by oracular vision, consumed by horrible nightmares. Distracting images and words enter your mind, causing you to lose focus often. Once per session, you can ask the GM for a piece of information you have no way of knowing otherwise.
35 Your burp deals d4 damage, and poisons a target (STR save or lose their next turn).
36 Your body parts can detach at will. When detached, they still function as if they're attached to you. If they're lost, there's no getting them back.
37 You become attuned with the weather, and can influence a weather die roll by plus or minus 1. When you do this, lightning has a chance to strike you for D6.
38 You become incorporeal, a living ghost. You can maintain your position and move normally, passing through solid objects otherwise cannot (you are stopped by iron). Unfortunately, you still need to eat to live, and no longer can. You will die in D12 + 6 days.
39 A new consciousness now lurks in your mind, and madness threatens to overtake you. You hear a name: Half-Damned.
40 Long-dormant DNA lines activate. You gain 1 Inborn Mana and learn one random Nayme. You're a wizard, friend.
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u/garddarf — 1 month ago

How to use gear packages - Barebones

Hey there, I'm using Cairn Barebones for a custom setting and had a question about gear packages. It seems like one would either use the character creation rules or the gear packages, but not both. Does that match how y'all are using them?

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u/garddarf — 1 month ago