Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Monday, May 25, 2026

Bloodlines & Black Magic - Going Beyond The World of Darkness

There is something about the yawning mouth of a dark alley, the furtive look of people briefly caught beneath arc sodium lamps, and in the whispers heard in smoky bars, and gathered round burn barrels late at night. There's a draw to dark worlds, and something in your soul that makes you feel like there's more going on than what your eyes can see. A feeling that old gods still lurk in hidden temples, and that demons wait behind toothy grins to shake hands, and bind the unsuspecting to bloody bargains. There is a knowing in your bones that magic and madness both dance in the gutters, and that once you hear the tune, you won't be able to resist joining them.

And if you want to dance with the devil in the pale moonlight, then you should take a moment to check out Bloodlines and Black Magic, from Storm Bunny Studios!

Seriously, I highly recommend checking this one out!

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!
 

Dark Streets With A Different System


When most people think of a modern game of dark fantasy or horror with monsters hiding between the cracks and terrible truths lurking just out of sight, they picture a World or Chronicles of Darkness game. It has been one of the standby settings of the genre, after all, and is responsible for a lot of the accepted norms and tropes of this style of gameplay. However, there are some folks who feel too heavily bound by the lore of those games, or who want a different system to play that lets them capture the feeling of this genre in a wholly different way.

And that's where Bloodlines & Black Magic comes in!
 
The original version of the game used the Pathfinder classic system, using what was called an O7 game. Because while traditional Pathfinder games can go up to level 20, an O7 game only goes up to the first 7 levels of a campaign. While player characters might gain more knowledge, powerful equipment, etc., their level will never go above that rather low bar, which keeps things tense and dangerous. The updated version of the game, however, uses its own, unique system to explore the same world while giving players even more options to customize their characters.

Whichever you choose, there's a dark, damned world out there to explore.

The idea behind these games is that the characters are all tied to one of the bloodlines that run through the world. Magic is real, but it hides behind rain-slick windows, in the back rooms of hellfire clubs, and the upper echelons of power. The world is shaped by global elites who play games of shadows, and who are trying to control the narrative for their own reason. The real question is where will the player characters turn, and what factions will they seek shelter from, and lend their strength to?
 
Honestly, while I could provide details about the factions, the history, the world setup (I did contribute a bit to it a while back in Bloodlines & Black Magic, Whispers and Rumors Issue 4), this is a time that I recommend going in with knowledge of the vibe and little else so that you can absorb the game and its world as you read and play. However, for folks who want a bit of a glimpse behind the tapestry, there is a Bloodlines & Black Magic Quickstart Guide that I'd recommend downloading and giving a once over before you crack open your wallets.
 
Because whether you're not a fan of the Storyteller System, you want a world with a fresh cosmology underpinning its secret histories and occult truths, or you just like trying out RPGs that throw you into a game of shadows as colossal, unseen forces vie for position, this is a tabletop experience I would highly recommend checking out! And while things have been quiet over at Storm Bunny Studios for a bit, they're getting louder by the day, which means we should be seeing a lot of fresh updates and new material for this world.
 
So if you've slept on it, now is a good time to open your eyes!

As A Bonus For Those Stepping Into The Darkness...



If you're someone who enjoys secret world of magic and lost gods that lurk in plain sight, then I'd highly recommend checking out Suffer The Children, a tale of an Old Testament angel settling a grudge with a cult of Moloch in modern-day Los Angeles as he tries to rescue a child sacrifice. This story is the latest audio drama to land over on The A.L.I.C.E. Files. This is a YouTube channel I launched a little while back with Alice Liddell, and it caters to many of the same themes as Bloodlines & Black Magic, though from a more sci fi angle. Still, there are secrets lurking in plain sight, and even clues to deeper mysteries in some of the videos, so check out the channel, subscribe, and leave us some comments if you think you found an Easter egg, or you caught something that might be important later!

We need all the help we can get to keep this endeavor going, and it's free to all our viewers!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 11, 2026

Willpower Is One Of The Most Important Resources in Hunter: The Vigil

The darkness encroaches on the edges of the world, but there are some who are willing to take up the sword and the flame to hold the line. People who will look the monsters of the world in the eye, and refuse to back down. Hunters of the Vigil have many resources to call on in this fight, but one of the most important things they need to hold the line is sheer Willpower... and it's a resource that both players and Storytellers occasionally overlook.

Also, if you want to add a double-edged sword or two into your game for Hunter, consider picking up a copy of The Blade Itself: Corrupt Equipment For Hunter: The Vigil.

No... you move.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Hunters Are Creatures of Focus... Of Sheer Will


Your Willpower in the Chronicles of Darkness is the combination of your Resolve and Composure. This gives you a minimum of 2 dots of Willpower (for the exceptionally weak-willed) and a maximum of 10 Willpower (for the absolutely iron-willed). Hunters can spend a point of Willpower (usually as a Reflexive action) to do one of the following:

- Gain a 3-die bonus on a single roll
- Gain +2 to resistance against a single action
- Activate miscellaneous powers (Endowments, psychic/supernatural merits, etc.)

And hunters can typically regain Willpower by:

- Getting a full night's sleep (1 Willpower)
- Meaningfully act in accordance with their Virtue (twice per chapter for full Willpower recovery)
- Meaningfully act in accordance with their Vice (once per scene for 1 Willpower)
- Defending a relationship with one of their Touchstones (1 or full, depending on the gravity and risk)
- Risking Willpower (gain 1 point on success)

It's quite a game of math.

As a side note, Risking Willpower is something hunters have access to, and mortals don't. When a hunter is acting in pursuit of the Vigil (according to page 135 of Hunter: The Vigil), they can choose to risk a Willpower instead of just spending one. When they risk a Willpower it allows them to gain 2 benefits off the list on page 135, and if they succeed they keep the point of Willpower they risked, and they gain another point (up to their maximum).

Now, I front-loaded all of that information to explain how important Willpower is. It is a way for hunters to give themselves the necessary edge over the monsters of the world, and to activate the various powers from the different Conspiracies. It's also a necessity for activating many supernatural and psychic merits. Hence why it is important for a hunter to build up their Willpower as high as possible.

The key, if you are a player, is to juggle/cycle your Willpower use. Whether it's by regularly indulging in their vices, risking their Willpower in calculated ways to never use too much at once, or using merits like the Harvest Psyche ability in Psychokinetic Combat merit, players should be regularly spending/risking their Willpower in order to get the most bang for their buck.

From Behind The Storyteller's Screen


If you're a Storyteller, you've got a lot of things coming your way from a cell of hunters. Whether it's hellfire and castigations, psychic fury, or just a barrage of slings and arrows, it's a miracle any of your monsters make it out alive.

However, when it comes to Willpower, you need to think of it like bullets in a gun. This resource is potent, but it isn't bottomless. So make sure you're keeping track of it, and throwing a couple of spanners into the works so your players have to think about what they're blowing their chips on.

How are they going to spend these points?

Because on the one hand, hunters are using their Willpower to give themselves that necessary edge to resist dangerous powers, activate their own supernatural abilities, or just to give themselves a better shot at slaying the monster of the week. However, if your hunters are constantly topping themselves off on Willpower (especially if you've implemented the Beats as Bennies rule that was suggested in Deviant: The Renegades), then it might feel like they have a bottomless fuel tank.

Remember that anyone who receives a single point of lethal damage, or has all their Health boxes filled in with bashing damage, gains the Beaten Down tilt (which means they have to spend a point of Willpower every time they want to take a violent action in the current combat). Ask yourself if monsters whose Dread Powers siphon off Willpower are an appropriate threat. And, above all, remember that the number of enemies, and the number of encounters, can make a huge difference.

If a cell of hunters can just kick in the door and fight a single vampire, or a gigantic spider, or a werewolf, then they can probably go all-out and win. But if they first have to slog through layers of ghoul security, or a brood of lesser spiders, or they have to deal with the werewolf's mate and kin, then suddenly a battle that was quite winnable is looking like a dangerous, resource-intensive slog.

Hunters travel in packs... but keep in mind that monsters are rarely lone wolves.

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, March 31, 2026

Another Dip Back Into Changeling: The Lost (Since Folks Asked For It)

While a majority of the gaming supplements I've written over the years have been for general RPG genres, a not-inconsiderable amount of my work has gone into the Storyteller's Vault platform. The simple reason why is that I love the World & Chronicles of Darkness games, and I want to leave my own little mark on them. And while I had taken a break for financial reasons, I've been dipping a toe back into the platform to see how viable a return might be... and this time around I decided to write a companion piece to an older supplement of mine that was based on reader requests.

In case folks out there wondered, I do listen, and I do take feedback into account for my writing schedule.


But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

New Changeling (And Potential Future Additions)


For folks who missed the announcement, the supplement that dropped this past weekend was 100 Unusual Things To Find At A Goblin Market. This list includes bizarre items from Arcadia and the Hedge, unsettling things like a sealed jar of baby teeth, as well as physical embodiments of unusual emotions, or whimsical proverbs that have become actual merchandise (since any Changeling game is made better by the inclusion of a few puns). This was a topic that was oft-requested over on the Reddit forums, and it dovetails perfectly with one of my earlier supplements Buyer Beware: 10 Goblin Markets.

Seriously, go pick yours up today if you haven't yet!

In addition to being my favorite game in the Chronicles of Darkness (though Hunter is earning a lot of points with me, which is why I recently put out The Blade Itself for the new Corrupt Equipment mechanic), Changeling also has the second-largest number of supplements I've written for a single game line coming in at 11. And while I do have a few more rounds in the magazine as far as my ideas go, neither the current supplement, nor the previous book Like A Good Neighbor - Portraying True Fae in Your Chronicle have been burning up the charts of-late. There's some sales here and there, don't get me wrong, but it's definitely more of a trickle than it is a flood.

And while I've explained this in earlier posts, as well as in the video linked above, I'll restate it for folks who don't know. When I write Storyteller's Vault supplements I take a 50% reduction in up-front payment from my publisher. Given the word count for some of these, that's not a small sacrifice. To make up some of that amount in sales, I'd need to move at least 100 copies every time something new drops... and most of my supplements have struggled to even cross the 50 sale line to make it to Copper metal status of-late.

So, if you are someone who enjoys my Storyteller's Vault supplements in general, and my Changeling: The Lost work in particular, please take a moment to consider supporting me by doing the following:

- Buy any supplements that appeal to you.
- Leave reviews on the supplements you have (even just 5 stars and a "Good Job!" goes a long way).
- Leave comments on the video I linked telling me what Changeling supplements you'd like to see in the future.

As always, if buying new stuff isn't in your budget, I completely understand. But watching through the Discussions of Darkness series I have over on the Azukail Games YouTube channel is also a handy way to show your support, and to make sure that both my publisher and myself are hearing what you want!

Requests For A Changeling Story (And The A.L.I.C.E. Files)


On a final note for this week's update, I've recently launched a new audio drama channel on YouTube in partnership with Alice Liddell, and it's called The A.L.I.C.E. Files. I talked about the show more in-depth in the recent post The A.L.I.C.E. Files Is Here (And Will Soon Be Featuring Various Audio Dramas), but the short version is that the channel has an overarching story about the mysterious Carroll Institute, but a bunch of mini-stories about the different dimensions its agents have visited. A lot of those mini stories will be set in worlds that are inspired by (or come directly from) various tabletop RPGs.


I bring this up because one of the channel's big supporters, Sam Furlano, has specifically requested a Changeling story to be found in the files. Given that this falls under the Dark Pack agreement, this is absolutely something I could do... the question I have is whether it's something my readers/listeners out there want me to do?

So, if you'd like to have one (or maybe several) stories from the Chronicles of Darkness turn up in The A.L.I.C.E. files, here's how you can make your voices heard:

- In the comments section for the Trailer, tell us which Chronicles of Darkness setting you'd like to see stories from (preferably with 7 words or more, just to kick the algorithm into gear).
- Watch the rest of the videos, and upvote the ones you like!

It's still a new channel, so if there's any spike in activity we are going to notice it. And if there's enough folks to get us up to the 3,000 watch hours and 500 subscribers we need to hit our next goal? Well... then whatever it is you all ask for, I can promise you we're going to try to deliver on it!

(Lastly, if you've been waiting for updates on Windy City Shadows, I assure you have neither forgotten about it, nor abandoned the project. But there are only so many hours in a day, and I'm trying to free up as much time and energy as I can to complete as many projects as possible. Stay tuned for updates on that podcast as they develop!)

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, March 2, 2026

"The Blade Itself," Is My First (But Hopefully Not My Last) Venture Into Hunter: The Vigil

Monsters lurk in the dark places of the world. Vampires. Werewolves. Changelings. Mages. These are merely a handful of the inexplicable, supernatural creatures who prowl the shadows preying on humanity. Even in a world with cameras in every pocket, and the miracles of technology growing more fantastical every day, these things manage to slip into blind spots, unseen by most of the population.

Some people do see them, though. They become aware of the monstrous and the terrifying, and rather than closing their eyes they light a candle against the darkness, and take up the fight. Hunters come in many shapes and sizes, and they use a variety of tools to hold the line, and to defend humanity... but my recent supplement The Blade Itself: Corrupt Equipment For Hunter The Vigil gives players and Storytellers alike a whole new resource to draw on.

And if you haven't grabbed a copy for yourself yet, you should check it out!

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

The Corruption System (And What It Does)


Hunters, generally speaking, stand with their grit and determination against the monsters of the Chronicles of Darkness. While certain hunter factions provide unique equipment or unusual powers, those who don't ally themselves with these compacts and conspiracies find themselves shit out of luck when danger comes calling.

However, this supplement provides an extra option... though it is a double-edged one.

This gun's got stains on it... what's a few more?

Corruption, capital-C, is a force that hunters typically try to avoid. Associated with Tainted Places and Slashers alike, Corruption is the darkness that lurks beneath the world, bubbling up in physical places, as well as in the souls of human monsters... but it can also mark items that are associated with particularly potent legends. Corruption imbues these items (usually, but not always, weapons) and bestows on them unique properties... but every corrupt piece of equipment comes with a price. For items that are barely corrupt it might be urges the wielder has to spend Willpower to control, or nights of bad dreams that come after wielding it. For more potent items it can be loss of Integrity, debilitating Conditions, or even a loss of self to the legend of items that want to write a new legacy in the hunter's blood.

The supplement provides a simple description for this 1-5 dot merit, with the general level of a legend surrounding a piece of equipment (with the 4 and 5 dot items typically connected to Rippers and Scourges), as well as 5 examples of each level (for a total of 25 pieces of equipment). However, Storytellers and players are encouraged to create their own examples, and to forge their own legends using these items as templates.

The purpose of the Corruption system is to give hunters access to unique gear without the prerequisite of belonging to a particular faction, and given access to their unique powers and armories. Of course, corrupt items are usable by any hunter, so whether you're utilizing none of the compacts and conspiracies, a mixed bag of them, or all your players are part of the same organization, these legendary items can still come into their possession. They might be part of an ongoing plot, or merely a temptation to see whether they can maintain their integrity while dipping their toes into the darkness all while telling themselves it's for a good cause, however one chooses to use them.

Would You Like To See More Hunter Content Going Forward?


Hunter is one of those splats that all of us know, but it seems relatively few of us actually play. After all, hunters are the bogeymen in most Chronicles of Darkness splats because the monsters need to keep themselves to the shadows in order to avoid drawing unwanted attention from dangerous mortals of all sorts. The deeper I've dug into it, though, the more interesting I've found the game to be overall.

I even made a video a while back over on the Azukail Games YouTube channel about how it's actually one of the ideal entry points into the Chronicles of Darkness for folks who know little to nothing about the setting.


However, while I love this setting, I actually had to take a break from anything for Storyteller's Vault for a while. I didn't write anything for it in 2024, and in 2025 I only put out three supplements: Dark Reflections: 50 Sights To See in The Penumbra for Werewolf: The Apocalypse, Night Horrors: Primordial Peerage for Beast: The Primordial (though I was just a single contributor), and Like A Good Neighbor: Portraying True Fae in Your Chronicle for Changeling: The Lost.

I'd like to drop at least a handful of Storyteller's Vault supplements per year, and I have a lot of ideas for Hunter in particular. Some of these include:

- New compacts and conspiracies
- "Unredacted" histories for Task Force Valkyrie, discussing the conspiracy's potential deeds
- Collections of Slashers (both Rippers and Scourges)
- A supplement for play as Slashers, for player groups who want to take on these monstrous mantles
- A collection of additional combat style merits (some of which fill in gaps left by Hurt Locker)

These are just a sample of the things I'd like to spend some time on, but for folks who don't know, Storyteller's Vault content is a risk for me as a creator because I take a 50% pay cut up-front to make it. So unless I sell a lot of copies (at least 50, though preferably breaking the 100 copies barrier) it can be tricky to keep my bills paid while working on these titles.

So if you want to see me work on more Chronicles of Darkness stuff in general, and Hunter in particular, please grab a copy of The Blade Itself: Corrupt Equipment For Hunter The Vigil, and leave a review of it on Drive Thru RPG. Additionally, let me know down in the comments which of the ideas I mentioned sound interesting to you, or if you'd prefer to see me work on something else in 2026!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 23, 2026

Another Step Into Miskatonic Country... Should We Delve Further Into Yog-Sothothery?

For the past four years I've been delving into making supplements that pair with the Cthulhu Mythos setting. It started with 100 Businesses to Find in Arkham, and from there it expanded into 100 Gangsters Gun Molls, and Goons for criminal NPCs. I left the dark and dreary world of the Mythos behind for a time, but last year I started a new arc of supplements with 100 Books To Find in The Miskatonic Library (That AREN'T In The Restricted Section), and 100 Whispers and Rumors To Hear Around Arkham.

And this past weekend my latest supplement, 100 Academics, Adventurers, and Information Brokers just dropped!

Seriously, give the latest a look if you haven't yet!

The question I have for everyone out there, though, is very simple. Should I continue with more mythos-inspired supplements? And if so, what would you like to see more of?

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Parts of Miskatonic Country Would You Like To See?


The reason I keep getting drawn back into the terrible world of the Cthulhu Mythos is that it's a breath of black, cosmic wind when other supplements start feeling too samey, and I need to get a bit of variety into my day. That, and I'm a lifelong fan of cosmic horror, and Lovecraft's work was one of the early introductions for me into the genre.

And those mystery-style games are hard as hell to run... so I figure Game Masters who take up the challenge are going to need all the help they can get.

Madness and cosmic terror are hard as hell to run. Just saying.

And while I've only got five supplements for Miskatonic Country, I'd be more than happy to increase that number, as long as folks out there would find it useful. So, if you enjoy these supplements, and you'd like to see me write some more, which of the following would appeal to you most?

#1. Time Period?

My supplements have, thus far, been geared for the classic Prohibition-era where a lot of Call of Cthulhu and Lovecraft-adjacent games take place. However, would shifting that time period be of-interest to you as a reader? Supplements set during the second World War (or even the first) might work for games where mankind is trying to utilize the mythos as a weapon. Supplements for the 1950s might play into Red Scare paranoia, and supplements during the 1960s could capture the hippie movement. The hedonism of the 1980s, or even something like Modern Miskatonic might all offer their own, unique twists as well!

#2. Mortal or Mythos?

Most of the supplements I've written focus on the mortal side of things. They're full of books one might find, characters one might come across, places to visit, rumors to hear, and so on. While there are mythos implications of many parts of these supplements, they tend to focus on the more grounded side of an investigation... should I stick with that strategy? Or would aspects of the various things that dwell in the darkness be more useful? Whether it's cultists to encounter, visions to see while in the Dreamlands, or even more unusual things, should I get weird with future installments?

#3. Persons, Places, or Things?

I like to joke that my supplements tend to be nouns, as they're full of NPCs, locations, and items to encounter during an investigation. However, what are some of the things you would find most useful? Do you find yourself more in need of NPCs to build interactions around? Rumors for players to hear, and to use as a basis for plot arcs and investigations? Or items to locate while searching private libraries, or going through a missing person's apartment? Even visions to see, monsters to encounter, or cults that aren't detailed in Lovecraft's work or in the stories written by other contributors to the setting?

Make Your Voice Heard!


Since my crystal ball has been on the fritz for the past several years, I'm depending on my readers to tell me what they want to see. As such, please leave a comment below, or hit me up on social media, to detail the sorts of supplements that you would like to see me pen for the mythos going forward! The more folks who raise their voices, the more likely it is that you're going to get precisely what you want to see sometime in the next couple of months.

Also, don't forget to check out the audio drama series I've been putting together for the latest supplements! I mentioned this a bit ago in "A Trail in The Margins," A Call of Cthulhu Audio Drama, Has Fresh Episodes Coming Up!




Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, January 26, 2026

Grimm: The Only Rules-Light Game I Wholeheartedly Recommend

Regular readers know that I'm a rules-dense sort of fellow when it comes to RPGs I like. I enjoy tomes worth of rules that lay out everything from the effects of cold temperatures on a traveling party, to what checks you need to make to swing down on a rope and attack a target at the end of the charge. From how your rate-of-fire on your weapon interacts with an ability to increase one's speed to superhuman levels, to tactical rules for cover and concealment, these are all things I really enjoy in a game.

And I have tried my share of rules-light games in the past. After all, a game is a game, and you should at least try something before dismissing it. And while I've had some fun with lighter games, they never really scratch my itch, or get me excited to come back to the table.

Except for one... Grimm.

I can't recommend it highly enough, if I'm honest!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Makes Grimm So Great?


For folks who haven't played the game before, the general pitch is that you all play children who have been sucked into the Grimmlands; an alternate dimension where Jacob and Wilhelm banished all the trolls, witches, night things, monsters, and mad kings found in their stories. Now you need to find your way out, before the terrors of this world swallow you whole... or worse, you become a permanent resident of this place!

The mechanical setup is that you all have classes that reflect the cliques of children (jock, nerd, bully, outcast, etc.), with abilities thematically appropriate to that stereotype. There's some customization available, as well as the mystical element of Imagination, which can become manifest in the Grimmlands due to their very nature, and their interaction with childlike belief.

This version of the book was also written by Robert J. Schwalb (of Shadow of The Demon Lord fame), and it was a slimmed down version of the original Grimm game which was originally released as a D20 Modern port. For those who care about gaming pedigree, and such.

Welcome to the checkerboard kingdoms, kids.

They key that unlocked this game for me, I think, is that a simplified rules system really plays into the fact that your characters are somewhere between 10 and 12 years old. They're individuals, yes, but they're still very broad, and they're figuring themselves out as they're thrown into this horrendous situation. As for resolving checks, you have a handful of skills and abilities, and they're measured by a Grade level (playing into the overarching theme). When you want to make a check, you'll roll either 1d6 or 2d6 (the latter for if you're very good at something). On a 2-5, you operate at your grade level in that ability. On a 6 it explodes, pushing you up one, and you roll again. On a 1 it goes down, and you roll again. That's it... you now know all of what you need to in order to play this game!

The fact that it is unrelentingly grim also helped. Because just like the old German fairy tales, there are terrors and horrors lurking around every corner, and your end won't be a pretty one. Just because your protagonists are kids, that doesn't mean they're safe from any of the monstrous fates awaiting them.

I was thinking about this game today because I was looking at the Shadow of The Demon Lord bundle from Azukail Games (which you should check out if you haven't), and I remembered seeing Grimm was available in PDF on Drive Thru RPG, though the hard cover book still seems to be out of print at time of writing. It has a great premise, it's easy to learn, and if you like games that don't pull punches it's one that definitely should have a place in your library.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, January 16, 2026

What Made Your Changeling What They Are? (Changeling: The Lost)

"You ever wonder about us?" Killian asked. The hulking wolf's nose leather twitched as he sniffed, and he idly drummed his claws on the bench's metal supports.

"No," David grunted, pushing the bar up inch after trembling inch. The ogre sucked a breath over his jutting lower jaw, and lowered the weight one more time.

"Seriously, though," Killian asked, his golden eyes falling to David's elbows as he placed his own furry hands just below the bar. "We were taken on the same day, kept by the same Keeper, treated almost the same... why are we so different?"

David snarled, shoving the weight up, and slamming it into the rack hard enough to make the plates bounce. He sat up, snatched his towel, and wiped at his face. He stood, blotting out most of the light on that side of the room as he did so.

"Almost ain't the same," David said, pointing at the bench. "Your turn. Twelve reps."

We are what we are made to be.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Nature Versus Nurture


While I took a bit of a break from the Chronicles of Darkness, I did have a Changeling: The Lost release a little while back with Like A Good Neighbor - Portraying True Fae in Your Chronicle. However, that dip back into the waters got the gears in my head turning, and it made me ruminate on something that I feel a lot of players overlook when it comes to their character's Seeming in these games.

Because yes, mechanically, you choose a Seeming that gives you access to the powers and abilities you most want for your character. However, what turns a human into a particular kind of changeling isn't just about who they are as a person, and what is revealed about them by fae magic and the Wyrd; it's also (at least in part) dependent on their treatment at the hands of their Keepers.

You merely carve away everything that isn't the statue inside the marble.

For example, say a Gentry has two people who are very alike before them; socially adept humans who are good at making friends, each of which has a force of personality all their own. One of them, as expected, ends up as a Fairest... but the other doesn't. The other finds themselves becoming a beautiful Beast. While it might be due to an inherent difference in the two people (the former attempted to be an equal participant in conversations and riddle games, while the latter merely fawned over the Keeper to try to keep themselves safe), it could also be the way the Gentry treated the two of them. The former's behavior meant the True Fae was intrigued and engaged, verbally sparring with the mortal, the conversations rubbing off on them. The latter, though, was merely giving passive attention, and treated more like a yapping dog than they were someone deserving of the Gentry's attention and respect, minor though it is.

Say the Gentry punished two of its kept humans. They were very similar, but one was punished for actions they actually committed, making it clear they were being trained for a purpose. That leads them to become a hound; strong and fierce, but reacting without thought to commands that have been drilled into them. The second person, though, is punished cruelly, or even unnecessarily, twisting the knife in their wound. That hatred, that malignance, leads them to become an ogre, instead.

And even if a True Fae is purposefully reducing different people into the same kind of changeling, who is to say the methods and treatment don't produce different results? Like how you might take two ingots of the same raw material, but turn them into radically different alloys? Even a pair of twins, put into different scenarios and situations, would end up with utterly unique fates. For example, the True Fae might take one brother, and keep him on a mountaintop where the wind eventually blows him away one layer at a time, until wind is all he is, turning him into a gusting gale. The other brother, just as stubborn and just as willful, might be buried deep beneath the earth. And the longer he pits his will against the rock and mud, the more he becomes a part of the earth, until his skin becomes craggy, and his blood slows to thick, pumping clay.

Thematic Interactions Are What Make Changelings Unique


While it's perfectly within the bounds of the game to have a character who just doesn't remember how they became what they are, or to have someone who was simply cursed or changed by a True Fae into the form they have now, digging a little deeper into why and how your character became what they are can add extra elements to their story. Did the Gentry merely reveal their true nature, imbuing it with magic, making this form an even truer version of who the changeling was in their soul? Were they twisted out of true as the Gentry attempted to force them into a shape and being that didn't fit them? Or did they, through their own actions and behaviors, end up sealing their fate?

Again, these aren't necessary parts of a character... but they can act as seeds that will grow throughout a chronicle, giving you deeper interactions, and more impactful story!

And, lastly, I'd recommend picking up your own copy of Like A Good Neighbor, as well as one of my older supplements 100 Frailties to help you build these necessary weaknesses into your player characters and antagonists alike!

I would also recommend checking out the following free articles about this game:




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, January 9, 2026

Social Maneuvering in The Chronicles of Darkness (A Simple, Elegant System)

There are almost as many social skill systems as there are RPGs out there. Some games make these skills nearly vestigial, with a simple pass/fail that has a particular difficulty associated with the roll. Other games have intricate flowcharts that are almost as difficult to follow as a high-speed tennis match, making fellow players really feel like they're watching social combat in real-time.

For a solid, middle-of-the-road example, I wanted to touch on the Social Maneuvering rules found in the Chronicles of Darkness. Because this system is simple enough to be easily implemented, but there is enough nuance to make it feel robust!

And for folks who have enjoyed my recent delves into this particular game, check out my previous Crunch topics:

- Vehicular Combat is Always An Option (A Chronicles of Darkness Strategy)

So, how do you approach her?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

These Things Take Time


In an RPG there are often social situations that are meant to happen rapidly. You need to persuade the bouncer at the club to let you in, even though you aren't on the guest list, or maybe you are trying to intimidate someone who looks like they're going to start a fight so they decide not to try you and your companions. In these situations a single roll is usually enough to settle things one way or the other.

However, sometimes you have a social situation that's longer-term. Maybe you're trying to persuade an academic to loan you a historical text that you need access to. Perhaps you're trying to persuade the mayor the accept a bid from a particular company, or you're trying to get this season's monarch to agree to a plan your changeling motley wants to enact this season. For those longer-term strategies that you really need more than a single pass/fail check for, we turn to the Social Maneuvering System detailed on page 81.

Trust me, this is going to come up. Potentially a lot.

First things first, the player announces what they're trying to get this person to do. Maybe they want to get an invitation to this person's special hunting club, or they want to get them to dedicate start-up capital to the player's business idea (that may or may not be a cover for a hunter cell). Whatever it is, the goal is the X on the map they're trying to reach. If the Storyteller determines this is a feasible goal (to paraphrase the old fantasy RPG argument, no matter how good your Persuasion roll is, you can't convince the king to randomly vacate the throne and hand you the crown), then you can move on to the next stage.

Once the goal is agreed on, the Storyteller sets a number of Doors that must be crossed in order for the social maneuver to reach its goal. The base number of Doors is equal to the lower of the target's Resolve or Composure, and then more Doors are added dependent on different factors. If it runs counter to the target's goals and aspirations that can add a Door. If it would be a breaking point for that person, it adds two doors. And as the Social Maneuvering goes on, if the nature of the situation changes (such as if this maneuver started off just trying to get money for a business, but it's revealed the business is actually murder-for-hire) that might add more Doors.

Once all the Doors are established, that's how many successful rolls need to be made to reach the goal. Note, this is not how many successes need to be rolled. A regular success opens 1 door, and an exceptional success opens 2 doors.

At this point, the Storyteller determines the First Impression between the character, and the target of their maneuver. If they have no history, then the player can attempt to set up a positive interaction that appeals to the target (with things such as an activity that appeals to their Vice, offering them a bribe or some sort of gift, etc.). An Average First Impression (the baseline) allows one attempt to influence the maneuver per week. Upgrading that to a Good impression (such as through a bribe) allows one roll to be made per day. An Excellent impression gives you one roll per hour, while a Perfect impression allows one roll per turn.

The last step of things is to determine the rolls made to open the Doors, which should be determined by the circumstances of the interaction.

So, what does that all look like when you put it together?

An Example


A hunter cell really needs to get access to a book in a restricted section of a university library. This place requires someone to have a special writ of permission from the curator in order to examine the piece, and that's not something you can just walk in and demand. So a member of the cell decides to target the curator in order to influence him.

The curator is a strong-willed man, so his initial Doors are set at 4. He's also career-minded, and asking for a favor of this level is a risk to him, adding a 5th Door. However, the hunters are determined to make this work, so one of their number gets dolled-up, and meets with the curator at an art gallery showing; events he is notorious for attending, and enjoying, making it a good place to meet him. No gifts are presented, and the hunters don't know the curator's Vice, so the Storyteller decides this is an Average impression to start with.

The first influence attempt goes well. Erica is knowledgeable about the local art scene (Intelligence + Academics with a specialty in Gallery Art), and manages to impress the curator with her culture and understanding as a critic, and though they verbally spar, he's invigorated by the evening. This opens the first door, allowing Erica to proceed to the next attempt.

They research the curator, and find out his favorite restaurant, as well as his favorite dish. So when Erica asks him to meet for dinner, he's quite pleased to do so. As the setting has changed, though, she has to pivot to a different skill set. To impress him with her manners and understanding of etiquette, Erica makes a Presence + Socialize roll. She gets an exceptional success, opening 2 Doors, as the curator is utterly blown away by her poise and social aura.

In the third week, Erica decides it's time to stop beating around the bush. She's established her credentials as a woman of the arts, and of culture, so she decides to try to persuade the curator to agree to let her see this particular tome. She spins a story about how she's working on an academic paper regarding Mesopotamian mythologies, and this particular book would really allow her to have first-hand knowledge of a relic that would add a lot to her research. A Manipulation + Subterfuge roll is made, and she gets bonus dice for the lie being particularly appealing to his vanity and career aspirations, as having an ally with a publishing history is always good. Erica crushes the roll, and with another exceptional success, the curator agrees to get the necessary permissions, and to arrange for her to examine the book... with him and another historian present, of course!

Some doors are scarier than others...

These long-term social maneuvers add a basic skeleton to this part of the game, while at the same time providing you with a flexible way of trying to get characters to do what you want them to. It takes a little practice, and it should always feel varied and unique no matter how often you've put this particular system into play.

And while there IS another side to social maneuvering (we'll call it dark maneuvering for the moment), I'll likely talk about that in my next Crunch update... so stay tuned!

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, December 12, 2025

"Down and Dirty" Combat Doesn't Get Enough Love in The Chronicles of Darkness

Combat is the main event in a lot of roleplaying games, but there are times where a fight just feels inconsequential for the player characters, or it's just going to eat up a massive amount of the time you had planned for the story that night. This can be an issue in games that take a more cinematic approach to combat, such as the Chronicles of Darkness, but the Down and Dirty Combat mechanic that's listed on page 87 can solve this problem neatly and elegantly for those who want to go to narration for those fights that might be necessary, but which aren't super important.

You got this kid! Come on, one roll, and this bum's going down!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Not Every Fight Is Supposed To Be Do-Or-Die


I've made the comparison before, but consider the first John Wick film. The scene where Vigo tasks a crew of assassins to go kill John before he can come after Iosef to get revenge. There's 11 or so assassins in black suits and ski masks, making them literal faceless goons who are all dispatched to our main character's house. John, of course, kills them all with the only damage being to his house, and his composure, just to let the audience know the kind of badass we're dealing with.

This is what I mean when I talk about thinking of combat cinematically. I'm not just talking about what it would look like, and the ebb and flow of a brawl or a shoot out. But ask where it fits in the narrative arc you're telling, and if this is an important, meaningful fight that should be slugged out round-for-round and pound-for-pound, or is this an interim fight with goons who aren't important in the grand scheme of things?

Because if you're running a Hunter game, and your cell of trigger-happy monster hunters are going after a vampire, then absolutely that fight in the vampire's lair should be a pulse-pounding scene where you dedicate a lot of screen time to the action, and you pull out all the weird powers and hail-Mary weapons for your mortals to try to eke out a victory. However, you probably don't want to dedicate that same time and attention to the fight with some club bouncers that are guarding the first layer of access to that vampire's lair, three sub-basements below The Red Circle.

You want to fight the counter guy who got your order wrong? Fine, but this is the last time...

The way this simple mechanic works is that you, as the ST, offer the chance to the players to run this with Down and Dirty rules. Because it should always be their choice. After all, regular combat mechanics and Down and Dirty mechanics both offer risks. If the players say yes, they want the D&D rules, it's fairly simple.

First, you determine which characters have what goals in this scene. For example, your bruiser might be trying to beat a combination to a locked door out of a flunky, while the shooter is just picking off as many other targets as she can. If there are distinct, different goals at-work, then these characters each make separate rolls. However, if multiple characters are all in sync with their goals (say all four members of a cell are rushing the two guards on a door, and looking to pummel them into submission), then they can use the Teamwork mechanic in order to combine their efforts together for a better chance of success.

Once you know who is trying to do what, you put together the combat pool for the player characters (Strength or Dexterity + Brawl, Firearms, or Weaponry), and then the NPCs will either roll that same pool if they're opposing the PCs, or they'll roll something like (Strength or Dexterity + Athletics) if they're trying to get away. Once both sides have rolled, count the successes, and the difference between them.

If the players get an exceptional success (5 or more on their side) they achieve their goal, and get a point of Willpower from the rush. A regular success (1-4 more on their side) and they achieve their stated goal, dealing damage equal to their weapon modifier + successes, killing enemies if that was the goal. If they fail then the opponent deals them damage equal to the number of successes they achieved over the PCs, and they escape unless they want to press things. Dramatic failure is the same as a regular failure, except the PCs are Stunned as a result of how badly things went.

Just be careful who you start a fight with... it might go badly for you.

This mechanic does a lot of heavy lifting for you as a Storyteller. On the one hand, it allows player characters who are built for fights to still contribute to the story and the game, but you don't have to eat up half (or more) of a given session making sure they get their fights in. On the other hand, it puts control into your players' hands, so they can decide what they think an important fight is, versus one they're willing to let a single roll of the dice settle.

With that said, though, as a Storyteller you should consider a couple of things before allowing the Down and Dirty rules to resolve a given combat.

- Should This Be Do Or Die? - The Chronicles of Darkness is a vicious system when it comes to combat, and the more combatants and weapons involved only ups that ante. If you want to avoid a serious risk of PC death, then this is a good time for the D&D option.

- Are These Combatants Named? - Think of your chronicle as if it were a movie. Are the people your characters fighting Named Characters, like the current villain, their lieutenant, or important characters to the plot? Or are they Gangster #1, #2, and #3? Even if you gave them names, histories, and personalities in your notes, ask if they are Important. If not, D&D is probably an acceptable way to solve things.

These two questions make a great guide as to when these rules should be invoked. Because once you have the necessary results, you can narrate what happened, and dictate what the fight accomplished, or what resources it used (how many rounds did they fire, did they manage to keep things quiet, and so on) without interrupting the flow of the current arc too much.

And if things go REALLY terribly, you can always invoke the Chase rules... but I think I'll talk about those next time if folks are interested in hearing more about this setting?

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!