School’s out! For me, at least. And I have extra time now. So here’s a bumper dispatch, with some good chunks of progress across the board. Huzzah!

Project Run down
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Added my section on distance.
Also did some formatting in my Scrivener doc, making I have my heading 1s and 2s straight.
Also made this note for later: Should add a protocol for tracking time. Maybe make a cut-out clock with a hand that someone can turn to indicate the time and what moon is present.
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Distance
Distance in the desert is measured in lak. When travelling on established roads and paths, walking speed in the Desert is 1 lak per ower. When travelling off-road, walking speed is 3 lak per ower.
Animal drawn carts travel at a speed of 2 lak per ower. They can only travel on roads and paths.
A riding animal can travel 5 lak per ower on roads and paths and 2 lak per ower off-road.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Just a like makeover of the SRD. Still tackling the Resistance and Harm section. This might have drastic changes in the next phase of development (which might include eliminating stress entirely).
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When Steam Thieves suffer a consequence that a player doesn’t like, they can choose to resist it. They do so by telling the Operator, “No, I don’t think so. I’m resisting that.” Resistance is always automatically effective—the Operator will tell them if the consequence is reduced in severity or if they avoid it entirely. Then, they’ll make a resistance roll to see how much stress their character suffers as a result of their resistance.
They make the roll using one of their attributes (Insight, Prowess, or Resolve). The Operator chooses the attribute, based on the nature of consequences:
Insight: Consequences from deception or understanding.
Prowess: Consequences from physical strain or injury.
Resolve: Consequences from mental strain or willpower.
Steam Thieves suffer 6 stress when they resist, minus the highest die result from the resistance roll. So, they rolled a 4, they’d suffer 2 stress. If they rolled a 6, they’d suffer zero stress. If they get a critical result, they also clear 1 stress.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
Worked on some more sketches. I’ve filled up pages of my sketchbook with mice heads, trying to figure out a system for a passable illustration. The bottom image on this paper is my closest attempt yet. Pretty proud of that.
Also check out the awesome giant squid my daughter and I are making.
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Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
Big addition with the combat rules.
Also added what I have in my Ashcan to a Scrivener project.
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Range
Trinakum battles typically take place on a grid composed of 64 spaces (eight rows and eight columns). The grid represents abstract positions of creatures (both player characters and non-player characters), not exact measurements and is not intended to represent a like-for-like replica of the imagined field of battle.
Only one creature may inhabit a space at a given time.
Different weapons and abilities operate based on range. The available ranges are:
Touch (when spaces are adjacent)
Close (when there is one space between spaces)
Medium (when there are two spaces between spaces)
Long (when there are three spaces between spaces)
Actions
Move
Move one space in any direction. Move actions can also be used to change a single item’s status from equipped to held or vice versa. You may only take the Move action once per turn.
Sprint
Move one space in any direction. Roll dice from your pool and add SPEED. If the result is 9 or higher, you may return a single die to your pool. If the score is 12 or higher, you may return two dice to your pool.
Strike
Roll dice from your pool and add STRENGTH to make an attack against a creature within range of an equipped melee weapon. The result is compared to the creature’s Defenses. If the roll is equal or higher to the creature’s Defenses a Wound is inflicted against the target.
Shoot
Roll dice from your pool and add SENSE to make an attack against a creature within range of an equipped ranged weapon. The result is compared to the creature’s Defenses. If the roll is equal or higher to the target’s Defenses a Wound is inflicted against the creature.
Evade
Roll dice from your pool and add SPEED. Add the total to your Defenses. The Evade action must be immediately followed by a Move or Sprint action. This increase to your Defenses lasts until you take any action other than Move or Sprint.
Cast
Choose one of the following:
Attack Cast: Roll dice from your pool and add WISDOM to make an attack against a creature within range of an equipped weapon with the caster tag. The result is compared to the creature’s Defenses. If the roll is equal or higher to the target’s Defenses a Wound is inflicted against the creature.
Spell: Perform a spell chosen from your character’s spell list. Follow the instructions for that individual spell.
Menace
Declare a target within range of an equipped weapon. Roll dice from your pool and add SENSE. The result is added to the next Strike, Shoot or Cast action that is directed at that same target.
Harass
Declare a target within range of an equipped weapon. Roll dice from your pool and add SENSE. The result is subtracted from the next roll that target attempts.
Protect
Roll dice from your pool and add STRENGTH. The result is added to the Defenses of a creature that is in range of an equipped melee weapon. The increase to the target’s Defenses remains until either you perform any other action, you suffer a Wound, the target becomes out of range of your equipped melee weapon or you drop or unequip said melee weapon.
Brace
Roll dice from your pool and add STRENGTH. The result is added to your Defenses. Every equipped item that includes the brace tag adds an additional +1 to Defenses when this action is taken. This increase to Defenses remains until any other action is taken or you suffer a wound.
Hide
Select a creature and remove a die from your pool. That creature cannot target you with any actions until you perform one of the following actions Evades, Move, Sprint, Strike, Shoot or Cast.
Free Actions
The following things can be done by a character without rolling dice or taking any of the above actions: Speak, make a hand gesture, pick up a single item that is close by, reload ammunition for a ranged weapon, drop any number of items from either or both hands, drop prone.
Non Lethal Attacks
After a successful Strike, Shoot or Cast a player can choose to not to inflict Wounds and instead inflict non lethal damage. If the Wounds that would have been inflicted would have killed the target, the target is instead knocked prone and unconscious. If the wounds inflicted would not have killed the target, the target suffers no Wounds.
Players should be informed of creatures’ remaining Wounds early and often.
Fumbles, Criticals and Brutals
If you use a single die when performing the Strike, Shoot or Cast (attack) actions to target a creature and you roll a 1, this is a Fumble. When a Fumble is rolled your attack is always unsuccessful.
If you roll two or more dice and the result includes two 6s, this is a Critical. If you roll three or more dice and the result includes three 6s, this is a Brutal.
When a Critical is rolled all Wounds inflicted as a result of the action are doubled. The doubling effect of the Critical is always applied last when calculating Wounds.
When a Brutal is rolled all Wounds inflicted as a result of the action are tripled. The tripling effect of the Brutal is always applied last when calculating Wounds.
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
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Made an Affinity project so I can start doing layout.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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Actually looked at my master document for the first in months and changed a word. Am committed to doing a full read through, though.
Once I have added the corrections and adjustments (making d6 and not d4 the default for skills is the major one). Then I have to update the version in Affinity and export a new version. Then that goes onto Itch.
Future plans for this is to make an audio version. My wife will play Fox and I need to cast a Cutter (you down Matt?).
GIANT PINBALL
(Dungeon Crawl Classic Funnel set inside a pinball machine)
Had a great idea and my comrades in make-believe arms liked it so much that I have to make it.
I’ve always wanted to make a funnel and had lots of ideas that were pretty good. This one kind of feels perfect.
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See you space cowboy…