Mark Damon Hughes RPG: Fantasy Hero Magic [Parental Advisory: Explicit Lyrics] [about]

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  [note: these rules are based very heavily on a post to GMAST-L in 1990 by
   Clay Luthor, the remainder is copyright 1995 by Mark Damon Hughes]

    All magic, even that of priests, requires the Gift of Magic to cast.  At
most 5% of Humans have the Gift (certain races, notably Elves, have the Gift as
a racial characteristic; others, such as Trolls, can never have the Gift).  Not
all of those with the Gift train it, but they are capable of learning magic.
The Gift cannot be gained after character creation.

    Magic is learned in different philsophies, such as Word Magic, Rune Magic,
Spellsinging, Chanelling, etc.  No spell-user can have more than two
philosophies of magic (thus, a Priest/Air Elementalist is possible, but he
could not then add Elemental Fire).

    Most spell-users should purchase the Knows own True Name perk and some
Mystic Power Defense.  This Power Def can be increased with experience.  All of
the spell-users have Detect Magic - every use of this ability costs 1 point of
Long-Term Endurance.  The maximum range is 40", with the standard range
penalty, and a bonus of +1 for every 10 active points in the spell being
detected.  Chanelling spell-users can not improve their activation roll for
Detect Magic, unless they beseech their god for a spell to detect magic.

    10  Perk: Gift (only those with the Gift can ever cast magic).
     1  Perk: Knows own True Name.
     1  Perk: Legal right to give True Names (only those with the Gift can
              actually give a valid True Name).

_______________________________________________________________________________
Realms:

    There are three Realms of power: Essence, Chanelling, and Mentalism (also
called Psionics).

    Word Magic, Rune Magic, Elementalism, Spellsinging, and Alchemy are all
philosophies in the realm of Essence.  The philosophies of Priests, Druids, and
Witchcraft are in the realm of Chanelling.  The philosophy of Mentalism is in
the realm of Mentalism.

    All Essence magic has the following rules in common:
        All magic is built using a multipower.
        All slots must be multi - ultra slots are not allowed.
        An Essence user may have up to (EGO/5) powers active at any one time.
        All spells require a skill roll (usually INT-based).
        All magic powers must cost the mage something to cast - nothing can
            ever be done for free.  This does not necessarily imply an END
            drain; Focus, Charges, and Side Effects are also acceptable.
        All magic takes at least a half-phase to cast.

    Chanelling magic has the following rules:
        All magic is built in a variable power pool.
        A Chanelling user may have any number of powers active at any one time.
        No skill roll is required.
        All spells must be bought at 0 END cost or with charges.
        The power pool represents the Priest's ability to call upon the power
            of his god to perform a miracle.  Priests can only do the asking,
            or grovelling as the case may be, the gods do the rest.  If the
            Priest is not in the god's favor, the spell will be denied.
            (Religious Restrictions -0.5)

    Mentalism magic has the following rules:
        All magic is built using a multipower.
        All slots must be multi - ultra slots are not allowed.
        A Mentalism user may have up to (EGO/5) powers active at any one time.
        A skill roll is required (EGO-based).
        Mentalism spells do not have Gestures or Incantations, and usually have
            Invisible Power Effects to all but the Magic sense.
        Mentalism spells usually only affect the caster or one target.
        Requires an hour of quiet meditation every day to be able to use any
            spells that day (-0.5).
        Side Effects of Ego Attack, 30 pts or half AC of power, whichever is
            greater (-0.5).

_______________________________________________________________________________
ESSENCE
_______________________________________________________________________________
Word Magic (Wizardry):

    A Wizard is a magician who uses the secret words of power to control and
shape magic.  This is the most basic, and probably the most powerful, of the
forms of magic, but it does have one major limitation, True Name Knowledge.
All things have a True Name.  If they have not been given an individual True
Name by a Wizard or a Priest, then their True Name is the same as for all other
un-Named beings/things of their kind (ex: A pet badger could have a True Name
of Eric, but a wild badger would have the same True Name as all other un-Named
badgers.  Of course, most people wouldn't bother to have their pet badger
Named.)  The only way to discover a True Name is to have the target or someone
else willingly reveal it.  No coercion can force someone to reveal their True
Name or that of anyone else.

    If a Wizard does not know the True Name of the target, he can only affect
it with 75% of his power.  The remaining 25% of his power cannot be used until
he knows the True Name of his target.

Wizardry Multipower: (-1.25 * 75% / -3.25 * 25% = AC * 20/51)
    True Name Required, applied to 25% of active points (-2)
    Requires Skill Roll (-0.5)
    Incantation (-0.25)
    Focus: Expendable (-0.5 or more)
    or Increased END Cost: x2 (-0.5)
    or Side Effects: 30 pts or half AC of power, whichever is greater (-0.5)

    Ex: a 50 pt Wizardry Multipower has a real cost of:
        ( 75% * 50 / 2.25 ) + ( 25% * 50 / 4.25 ) = 17 + 3 = 20
        Without a True Name, only 38 active points are available.

    Each spell in the Multipower must have one of the last three limitations
                listed above.

Wizard Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     3  Wizardry Skill
     4  Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
         use (-1.5))
     1  KS Fam: Words of Power 8-
     1  KS Fam: Philosophies of Magic 8-
     1  Perk: Can give True Names
     1  Contact: Another Wizard, 8-
     3  Inventor: Spell Research or Enchanting
     5  Lang: Ancient w/ literacy

   - 6  Package Bonus
   - 5  Reputation as a Wizard, 8-

_______________________________________________________________________________
Rune Magic (Runemage):

    The Runemage uses the power of arcane runes, sigils, circles, and symbols
to create his spells.  Usually the caster must perform elaborate rituals to
cast his spells, but he can also "pre-cast" spells to be cast at a moment's
notice.  He also uses some of the Wizard's art, in that he accesses the words
of power to activate his spells.

Runemage Multipower: (-4)
    Requires Skill Roll (-0.5)
    Incantation (-0.25)
    Gestures (-0.25)
    Concentration: 0 DCV (-0.5)
    Extra Time: at least 5 minutes (-2 or more)
    Expendable Focus (-0.5 or more)

    plus possibly:
    Delayed Effect (+0.25)
    Side Effects: 15 points or 1/4 of the spell's AC, whichever is greater 
        (-0.25)
    (these two must be taken together)

Runemage Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     3  Runemage Skill
     4  Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
         use (-1.5))
     1  KS Fam: Philosophies of Magic 8-
     1  KS Fam: Words of Power 8-
     2  PS: Artist 11-
     5  Lang: Ancient w/ literacy
     3  Inventor: Spell Research or Enchanting

   - 6  Package Bonus
   - 5  Reputation as a Runemage 8-

_______________________________________________________________________________
Elemental Magic (Elementalism):

    The Elementalist allies himself with one of the four elemental forces: Air,
Fire, Water, or Earth, and all of his power comes from that elemental plane.
Although the Elementalist aligns himself to one element, he reveres and 
respects the other elements as well.  Once an Elementalist has selected his 
element, he can never change it, and can only use spells based on his element, 
but he does gain certain advantages.

Elementalism Multipower: (-0.5 or more)
    Requires Skill Roll (-0.5)
    Must be touching element with bare flesh: Air (-0), Earth (-0.25),
        Water (-0.5), Fire (-0.75)

Elementalist Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     3  Elementalism Skill
     1  KS Fam: Philosophies of Magic 8-
     1  KS Fam: Elemental Planes 8-
     1  KS Fam: Words of Power 8-
     3  Inventor: Spell Research or Enchanting
     4  Lang: Specific elemental tongue
     2  Lang: Ancient
     4  Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
         use (-1.5))
     4  Detect Elementals (discrim., ranged, requires skill roll, 1 pt LTE loss
         per use (-1.5))
     2  Perk: Non-agression from all elementals - Elementals will not attack
        the Elementalist unless he attacks them, but this does not protect his
        friends or allies.  It can give the Elementalist the chance to parley
        with the Elemental, though.

        Elemental Life Support: The Elementalist takes no damage from the
        harmful effects of his element and may sustain his life indefinately
        within his element, as shown below.  All include Lim: Costs END (-0.5).
    32  Air: Doesn't Need to Breathe, Vacuum, High Pressure
    16  Earth: Breathe Earth, High Pressure
    22  Water: Breathe Water, Intense Cold, High Pressure
    16  Fire: Breathe Fire, Intense Heat - note that a Fire Elementalist will
        not take damage from quick casual contact with small flames, but can
        still be damaged by medium and large flames used to attack him.

   - 7  Package Bonus
   - 5  Reputation as an Elementalist 8-
   -15  Psych: Duty to Elemental Lord (Common, Strong)
   -10  Watched: By the Elemental Lords, 11- (More Power, NCI, Geo, Watching)

_______________________________________________________________________________
Spellsinger (Bards):

    Most Songs of Power affect all within hearing radius, which is directly
related to the power of the song.  A few songs are directed toward a particular
end, and as such, do not affect everything.  All songs require that the targets
be able to hear the music.

Spellsinger Multipower: (-1.5)
    Incantation (-0.5): The song must be sung audibly.
    Requires skill roll (-0.5): Bardic skill (PRE-based, costs 3/2) is required
        for all bard songs.
    Must be able to hear the song (-0.5): Song won't affect deaf persons; it
        also won't work in a Silence field, or if it is drowned out by loud
        noise.  Effect falls off proportionally to falling volume level.

Spellsinger Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     3  Bard skill
     4  Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
         use (-1.5))
     3  PS: Singing (PRE-based)
     1  KS Fam: Philosophies of Magic 8-
     1  Detect Magic (1 pt LTE loss per use, -1.5) (Active Cost=3)
     3  Inventor: Spell Research/Songwriting

   - 5  Package Bonus
   -10  Reputation as a Bard, 11-

_______________________________________________________________________________
Alchemy (Alchemist):

[currently still on paper in a notebook - bitch at Mark and tell him to type
 them in one of these days if you care]

_______________________________________________________________________________
CHANELLING
_______________________________________________________________________________
Priest:

    Priests are spell-users who draw their power from gods, rather than by
manipulating natural environmental mana (as Essence users do) or personal mana
(as Mentalism users do).  Chanelling differs from Essence in that it uses a
Variable Power Pool rather than a Multipower, and does not require a skill 
roll.  The power pool represents the Priest's ability to call upon the power of 
his god to perform a miracle.  Priests can only do the asking, or grovelling as 
the case may be, the gods do the rest.  Unlike Essence and Mentalism users, a 
Chanelling user may have any number of powers active at any one time.  Priests
must buy their spells to 0 END or use charges, as they do not cast the spells
themselves - their god does.

    A Priest can learn Essence magic as well as Chanelling by taking a second
magical philosophy.

Priest Magic Pool: (control = -1)
    Religious Restrictions (-0.5)
    No choice of how powers change, restricted type of powers (-0.5)
    No skill roll

    Ex: A 50 pt Priest pool has a real cost of 50 points.
        The control cost is ( (50 / 2) / 2 ) = 12.
        Total real cost for the pool is 62 points.

Each spell must have:
    One of:
        0 END cost (-0.25 or -0.5)
        or charges (var.)
    Religious Restrictions (-0.5)

Priest Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     2  Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
         activation roll 11-)
     1  PS: Priest 11-
     2  KS: Philosophy 11-
     2  KS: Religions 11-
     2  KS: History 11-
     3  Any one KS, PS, or SS as a specialty, +1
     3  Persuasion
     3  Oratory
     1  SS Fam: Psychology 8-
     1  Literacy
     3  Lang: any
     1  Perk: Can perform ceremonies
     3  Perk: Low Justice
     1  Perk: Can give True Names

   - 7  Package Bonus
   -10  Reputation as a Priest of , 11-
   -15  Psych: Duty to Gods (Common, Strong)
   -13  Watched: By the Gods, 14- (More Power, NCI, Watching)

_______________________________________________________________________________
Nature Magic (Druids):

    See FH pg.25 for description.  Otherwise as Priests.

Druid Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     2  Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
         activation roll 11-)
     3  Animal Handler
     3  Paramedic
     3  Survival
     3  Talent: Lightsleep
     2  KS: Nature 11-
     2  AK: wilderness area 11-
     3  Tracking

   - 6  Package Bonus
   - 5  Reputation as a Druid, 8-
   -15  Psych: Protects the Wilderness (Common, Strong)
   -10  Psych: Uncomfortable in Cities (Common, Mild)

_______________________________________________________________________________
Witchcraft:

    Witchcraft is fundamentally identical to Priesthood, except that a Witch
worships and gains power from powerful demons, not gods (priests of evil gods
are still Priests).  Witches focus on destructive, manipulative, deception, and
nature-based spells (unlike Druids, Witches mostly use them for deception and
destructive purposes), as well as those dealing with demons and other-
dimensional forces.  Like Priests, Witches use a Variable Power Pool, do not 
require a skill roll to cast their spells, and must buy their spells to 0 END 
or use charges - the patron demon is the one actually casting the spell, the 
Witch is just a focus.

    Witches almost always have Alchemy as a second philosophy.

    Note that the Witches described here are not the New Age Wiccan religion -
these are traditional Witches.

Witchcraft Magic Pool: (control = -1)
    Religious Restrictions (-0.5)
    No choice of how powers change, restricted type of powers (-0.5)
    No skill roll

    Ex: A 50 pt Witchcraft pool has a real cost of 50 points.
        The control cost is ( (50 / 2) / 2 ) = 12.
        Total real cost for the pool is 62 points.

Each spell must have:
    One of:
        0 END cost (-0.25 or -0.5)
        or charges (var.)
    Religious Restrictions (-0.5)

Witch Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     2  Detect Magic (discrim., ranged, 1 pt LTE loss per use (-1.5),
         activation roll 11-)
     1  PS: Witch  11-
     1  KS: Philosophy  8-
     2  KS: Demons  11-
     2  KS: Poisons  11-

   - 3  Package Bonus
   - 5  Reputation as a Witch, 8-
   -15  Psych: Duty to Patron Demon (Common, Strong)
   -13  Watched: By Patron Demon, 14- (More Power, NCI, Watching)
   -25  Hunted: Paladins, Priests of good gods, 11- (More Power, NCI)

_______________________________________________________________________________
MENTALISM
_______________________________________________________________________________
Mentalism:

    Mentalism is the ability to wield personal mana, rather than environmental
mana as Essence users do.  This means that Mentalists can operate even in low-
mana regions, but their ability to make fundamental changes to the world is
limited.  They are usually only able to affect the mind or body of themselves
or one other target.

Mentalism Multipower: (-1.5)
    Requires Skill Roll (-0.5)
    Requires an hour of quiet meditation every day to be able to use any spells
        that day (-0.5).
    Side Effects: Ego Attack, 30 pts or half AC of power, whichever is greater
        (-0.5)

    optional: Invisible Power Effects to all but Detect Magic (+3/4)
    optional: Increased END Cost: x2 (-0.5)
    not allowed: gestures, incantations, area of effect, charges

    Ex: a 50 pt Mentalism Multipower has a real cost of:  (50 / 2.5) = 20

Mentalism Package Deal:
    10  Perk: Gift
     1  Perk: Knows own True Name
     3  Mentalism
     4  Detect Magic (discrim., ranged, requires skill roll, 1 pt LTE loss per
         use (-1.5))

   - 3  Package Bonus
   - 5  Reputation as a Mentalist, 8-

_______________________________________________________________________________
Spell Colleges:

    The spell colleges, as such, are not used.  Some Mageguilds will specialize
in one kind of magic or another, and priests can only take spells approved by
their gods, but for the most part a spell-caster can learn any spell desired.
    OTOH, it is much simpler for a player to use a pre-designed spell than to
design new ones.  Most spells will need to have their real costs recalculated
to fit individual philosophies, but the GM can do that, and the spell's effects
are usually unchanged.  The "Must have XX points in College" limitations are
deleted.

Books: FH=Fantasy Hero, FHC=Fantasy Hero Companion, AC=Adventurer's Club
The files are iceblade's spell lists, available at 
<ftp://ftp.cs.pdx.edu/pub/frp/hero/fantasy-hero/magic/>

Philosophies:
    Al  Alchemy
    Ba  Bard
    Dr  Druid
    EA  Elemental Air
    EE  Elemental Earth
    EF  Elemental Fire
    EW  Elemental Water
    Me  Mentalism
    Pr  Priest
    Ru  Runemage
    Wt  Witchcraft
    Wz  Wizard

College                 Books    Files               Philosophies
_________________________________________________________________
Air                     FH, FHC  01air               Wz EA
Animal Control          FHC                          Wz Pr Dr Wt
Animal Powers           FH       14animal_powers     Wz Pr Dr Wt
Animation                        05animation         Wz Wt
Arch-Magery                      19archmagery        Wz
Bard                             bard                Ba
Body Manipulation       FHC                          Wz Dr Wt
Circus Magic                     circus_magic        Wz Ba
Conjuration                      conjuration         Wz Ru Wt
Darkness                FHC      darkness            Wz Wt
Demonology              FH       15demonology        Wz Wt
Earth                   FH       04earth             Wz EE
Empathy                 FH                           Dr Wt
Fire                    FH       02fire              Wz EF
Gates & Planes               13gates_and_planes  Wz Wt
Healing                 FH                           Pr
Hedge                            18hedge             Wz Dr Wt
Ice                     FHC      06ice               Wz
Illusion                FH       10illusion          Wz Wt
Iron Slayers                     iron_slayers        Me
Light                   FHC                          Wz
Mentalism               FHC      16mentalism         Wt
Metal                   FHC                          Wz
Moon Priest                      07moon_priest       Dr Wt
Necromancy              FH       11necromancy        Wz Wt
Plant & Wood        FH                           Wz Pr Dr Wt
Purity                  FHC                          Pr
Sanctuary                        09sanctuary_priest  Pr
Sense & Exploration FHC                          Wz Dr
Shaman                  AC17                         Dr Wt
Sonic                   FHC      17sonic             Wz
Storm                   FH                           Wz Pr Dr
Time                    FHC                          Wz
Trade & Negotiation FHC                          Wz
Transport               FHC      08transport         Wz
War                     FH                           Pr
Warrior Mage                     warrior_mage        Wz
Water                   FH       03water             Wz EW

Last modified: 96Feb06 17:49
Created

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The Futility of Mixing Binary Liquid Explosives in the Airplane Bathroom in Society on Thu, 2006Aug24 11:58:40 PDT
People Also Buy Lottery Tickets in Society on Thu, 2006Aug17 09:45:19 PDT
More Sun Lies About NetBeans in Software on Wed, 2006Aug02 15:22:01 PDT
GameScroll 0.7.1 in Software on Sat, 2006Jul29 18:31:04 PDT
Mac to Linux? Are you mad? in Mac on Thu, 2006Jul27 11:15:09 PDT
Intelligent DeSign in Toys on Fri, 2006Jul14 09:34:36 PDT
markdamonhughes.com in Software on Mon, 2006Jun05 19:29:53 PDT
About Book Reviews in Media on Sun, 2006Jun04 18:57:37 PDT
Book Review: "JPod", by Douglas Coupland in Media on Sun, 2006Jun04 18:20:20 PDT
iPhoto Annoys Me in Mac on Sun, 2006Jun04 11:24:11 PDT
Book Reviews: iLounge Free iPod Book 2.0, Vernor Vinge's "Rainbows End" in Media on Sat, 2006Jun03 14:25:51 PDT
The Smoking Ban or Lack Thereof in Society on Thu, 2006Jun01 08:38:59 PDT
Tim O'Reilly Does Not Apologize in Web on Wed, 2006May31 01:42:53 PDT
Isn't Bracing Truth Better Than False Hope? in Science on Tue, 2006May30 12:00:42 PDT
A Man Walks Into a Bar With a Duck... in Personal on Mon, 2006May29 23:12:05 PDT
s/Mark Hughes/Mark Damon Hughes/g in Personal on Sat, 2006May27 02:55:46 PDT
O'Reilly(TM) 2.0(TM) Annoyances(TM) in Web on Fri, 2006May26 23:36:58 PDT
Web 2.0 (tm) is over, Tim O'Reilly commits corporate seppuku. in Web on Fri, 2006May26 23:20:45 PDT
What's Your Anti-Virus? in Mac on Fri, 2006May26 00:56:30 PDT
iDroid in Toys on Tue, 2006May23 16:16:04 PDT
About This Blog in Personal on Fri, 2006May19 17:17:48 PDT
Animal Crossing: Wild World in Toys on Tue, 2006May16 13:59:38 PDT
Socially Acceptable Gamers in Roleplaying on Mon, 2006May15 02:30:14 PDT
Political Scum Come To Gaming in Toys on Sat, 2006May13 17:20:22 PDT
Nintendo Wii in Toys on Sat, 2006Apr29 23:41:13 PDT
The Past Sucked in Society on Wed, 2006Apr26 14:52:52 PDT
Please Help Save Palladium from Going Under in Roleplaying on Mon, 2006Apr24 04:09:39 PDT
Zombie Jesus Day in Religion on Sun, 2006Apr16 21:30:07 PDT
The Day I Killed Angel and Buffy in Roleplaying on Sun, 2006Apr16 20:12:00 PDT
Comedy Central vs. South Park in Media on Sat, 2006Apr15 01:56:54 PDT
What I'm Reading (Future division) in Media on Mon, 2006Apr03 13:26:44 PDT
What I'm Reading (Technical division) in Software on Mon, 2006Apr03 12:12:41 PDT
Atom vs. RSS 2.0 Ultimate Cage Deathmatch in Thunderdome! in Software on Wed, 2006Mar29 01:02:35 PST
What's that horrible stench? Java 5.0 Generics! in Software on Fri, 2006Mar24 12:46:55 PST
Shiny LEGO Robots in Toys on Sun, 2006Mar19 14:44:03 PST
The Daily Show on iTunes in Mac on Wed, 2006Mar15 08:46:09 PST
Walter Cronkite in Society on Tue, 2006Mar14 12:02:34 PST
Utility.py 1.1 in Software on Mon, 2006Mar06 11:24:32 PST
Perilar 0.4 in Software on Mon, 2006Feb27 00:05:02 PST
President's Day in Society on Mon, 2006Feb20 14:45:18 PST
Why Are You Uninstalling NetBeans? in Software on Tue, 2006Feb14 15:32:56 PST
V.D. in Society on Tue, 2006Feb14 00:16:46 PST
ThoughtPad 0.2 in Software on Fri, 2006Feb10 08:26:50 PST
My Debugging Prowess is Mighty! in Software on Mon, 2006Feb06 17:10:04 PST
Progamming Language Winners, Losers, and Farm Animals in Software on Tue, 2006Jan31 05:07:06 PST
Poetic Justice in Mac on Mon, 2006Jan23 21:50:18 PST
iTunes Video Store in Mac on Mon, 2006Jan23 07:33:54 PST
Why Are TV Shows Not Listed in iPod's TV Shows? in Mac on Mon, 2006Jan23 07:10:19 PST
What's wrong with the Internet? in Web on Sun, 2006Jan15 02:12:28 PST
Filthy Fucking Republican Scumbag SPAMMERS. in Society on Thu, 2006Jan12 17:44:26 PST
Fluorescent Lights in Personal on Thu, 2006Jan12 14:42:09 PST
Perilar! in Software on Wed, 2006Jan11 03:45:05 PST
The Perils of Old SchemeFogies in Software on Fri, 2005Dec30 11:55:21 PST
Post-Postscript in Software on Mon, 2005Dec12 11:30:34 PST
Microsoft Live. Follow the Money. in Media on Fri, 2005Nov11 11:30:14 PST
Don't Let Anyone Lick Your Keyboard in Web on Wed, 2005Nov09 11:43:40 PST
Sun's Improbable Advertising in Web on Mon, 2005Nov07 10:54:38 PST
Darwin Fanboy in Science on Mon, 2005Oct31 16:02:25 PST
Help Buy KUOI Mugs! in Personal on Fri, 2005Oct21 09:49:16 PDT
This is my second life, better than my first life. in SecondLife on Thu, 2005Oct20 05:33:32 PDT
"EPIC" 2014 in Media on Fri, 2005Sep30 11:12:40 PDT
The Posse in Science on Thu, 2005Sep08 13:46:43 PDT
The Perfect Serenity of Firefly in Media on Fri, 2005Sep02 08:11:38 PDT
The Curse of Knowing Too Much in Software on Thu, 2005Sep01 15:06:35 PDT
On Java and Python in Software on Fri, 2005Aug26 12:38:54 PDT
Back from GenCon in Roleplaying on Tue, 2005Aug23 13:09:42 PDT
Indiana Has Taught Me How To Hate in Personal on Sun, 2005Aug21 09:40:22 PDT
Single People Are Selfish, And Proud Of It in Society on Sat, 2005Aug13 12:49:06 PDT
Links are underlined. in Web on Mon, 2005Aug08 09:46:38 PDT
Stupid, stupid iCal. in Mac on Fri, 2005Aug05 19:56:09 PDT
Things I've Learned About The Mac, Part 1 in Mac on Thu, 2005Jul28 12:49:21 PDT
The Switch in Mac on Thu, 2005Jul28 12:39:59 PDT
Don't feed the troll in Web on Fri, 2005Jul22 11:34:32 PDT
Randpod, again, only different in Software on Thu, 2005Jul21 15:58:25 PDT
Batman in Media on Sun, 2005Jul03 16:02:21 PDT
An Offer You Can't Refuse in Web on Sat, 2005Jul02 14:15:44 PDT
Browser Statistics, June 2005 in Web on Sat, 2005Jul02 14:09:37 PDT
Apple x86 in Mac on Fri, 2005Jun10 08:00:23 PDT
Apple and Intel, sitting in a tree, k.i.s.s.i.n.g. in Mac on Sat, 2005Jun04 12:06:55 PDT
Browser Statistics, May 2005 in Web on Fri, 2005Jun03 08:41:06 PDT
Holding Women To A Lower Standard in Society on Fri, 2005Jun03 08:21:25 PDT
Terminal in Software on Sat, 2005May21 11:17:34 PDT
$OPPRESSED_GROUP Studies in Media on Tue, 2005May03 09:49:55 PDT
GameScroll 0.7 in Software on Tue, 2005May03 06:09:24 PDT
Browser Statistics, April 2005 in Web on Tue, 2005May03 05:59:20 PDT
GameScroll 0.6 in Software on Mon, 2005Apr25 19:06:04 PDT
Trick or treat... in Roleplaying on Thu, 2005Apr21 23:29:34 PDT
GameScroll 0.5 in Software on Wed, 2005Apr20 17:51:55 PDT
Browser Statisics in Web on Sun, 2005Apr03 20:29:34 PDT
XML is driving me insane. in Software on Wed, 2005Mar16 21:55:00 PST
Actions speak louder than words. in Web on Mon, 2005Mar14 13:14:41 PST
Eclipse vs. NetBeans Celebrity Deathmatch! in Software on Sun, 2005Mar13 00:00:00 PST
Browser Statistics in Web on Sun, 2005Mar06 00:00:00 PST
R.I.P. Microsoft, Scoble is laying down fertilizer in Web on Tue, 2005Feb15 00:00:00 PST
Syndication in Web on Sat, 2005Jan22 00:00:00 PST
"Hipster PDA" in Web on Wed, 2005Jan12 00:00:00 PST
Copywrong in Software on Tue, 2005Jan11 00:00:00 PST
MSIE in Web on Mon, 2005Jan10 00:00:00 PST
Doom: The Movie: We're all Doomed! in Media on Wed, 2004Dec22 00:00:00 PST
EA: The Human Story in Software on Mon, 2004Nov15 00:00:00 PST
Aiee! 0.2 in Software on Wed, 2004Oct13 00:00:00 PDT
Shiny new iMac in Mac on Tue, 2004Aug31 00:00:00 PDT
Treo 600 Cam in Personal on Sun, 2004Aug29 00:00:00 PDT
RandPod in Software on Fri, 2004Aug27 00:00:00 PDT
Watch "Ju On", lose 2d6 SAN in Media on Thu, 2004Aug19 00:00:00 PDT
Sun in Web on Fri, 2004Jul23 00:00:00 PDT
Meat is not murder. Meat is meat. Murder is murder. in Personal on Tue, 2004Jun22 00:00:00 PDT
CTHULHU SALVATION PROGRAM in Religion on Thu, 2004Jun03 00:00:00 PDT
Why Does Everyone Hate Lisp? in Software on Sun, 2004May30 00:00:00 PDT
Final Fantasy XI in Personal on Fri, 2004Jun04 00:00:00 PDT
The ultimate political poster. in Web on Fri, 2004Jun04 00:00:00 PDT
I don't normally comment on blogs, but... in Web on Fri, 2004Jun04 00:00:00 PDT
JICB in Software on Fri, 2004Jun04 00:00:00 PDT
Review of Gamma World (Sword & Sorcery) in Roleplaying on Thu, 2004Jun03 00:00:00 PDT
Reboot in Web on Wed, 2003Jul30 00:00:00 PDT

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