Chrono Cross

  • FFF Day Four: Life // Hope

    “Where there’s life there’s hope.” In the year 20054, if you fracture your chassis or sever a wire, that’s it. You’d better hope you can get on without it, because nobody is coming to fix you. Not that we don’t want to fix each other; we literally can’t. The organics made us to be careless…

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  • FFF Day Three: Hole in the Ground

    FFF Day Three: Hole in the Ground

    “In a hole in the ground there lived a…” On the cloudless night of August the 28th, 1994, in Owego, New York, something fell from the sky into the Aiellos’ backyard with a loud whirring and a bang. The six people in the household–most of them children–rushed to their windows to see what was the…

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  • FFF Day Two: Fire and Think

    FFF Day Two: Fire and Think

    “I sit beside the fire and thinkOf people long agoAnd people that will see a worldThat I shall never know” Click! The Polaroid camera flashed, leaving Jet stunned where she sat. Amy grinned as she pulled the new picture from the mouth of the camera and began to shake it. Around them the sparse trees…

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  • FFF24 Day One: May Wait

    FFF24 Day One: May Wait

    “Still round the corner there may waita new road or secret gate.” The flame flickered and danced, taunting the beads of wax that clung to the sides of the candle in a desperate plea to stay whole. Beside it, quill scratched on paper and left ink traces of the mad machinations of the Bucket School’s…

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  • Material World: Making Your Games Better With Material Components

    Material World: Making Your Games Better With Material Components

    In D&D, there are three major components to spellcasting: verbal, somatic, and material. Most spells require at least one, limiting a spellcaster’s options when they’re bound or silenced or understocked. Mages cast their spells with the help of an arcane focus or component pouch. As long as a spellcaster has one of these two things,…

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  • That’s Too Risky: Encouraging Variance in Combat

    That’s Too Risky: Encouraging Variance in Combat

    One of my least favorite things about 5e is its combat system. This is funny, because combat is one third of the game on paper, and it’s usually a higher percentage in practice.

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