Welcome to the Skellingcorner, tumblr home of a 27 yo weirdo from Luxembourg.
Blog may contain : Films, Series, Books, Games, and the usual weird stuff. Feel free to come and say hi !
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(Me ranting about the difference between kitties and puke under the Read More. I promise, there’s an actual connection.)
Hey! Ok so first off I got this mask for a dollar at Walmart before Halloween.
And then I cut off the bottom in the shape of Anna’s mask.
You can find a cheap mask like this or just fuckin paper mache your face if you want. Google it lol
I tried covering it in clay to make it, but it was brittle and wouldn’t stick to the plastic, so I covered it in paper mache first (I just did water and flour but go nuts).
You could probably do the whole thing with clay if you had some that was lightweight and not so brittle, like model magic maybe? Anyway.
I used cardboard to make the top of the mask go up further by just cutting out a sort of crescent moon shape and gluing it onto the top edge of the mask.
I used cardboard to fill in the nose where I was gonna use clay later.
I also used cardboard for the ears by gluing two thin layers together and sticking them on the mask.
I covered everything, front and back, with a layer of paper mache.
I used crayola air dry clay to form the nose, blending the edges out into the paper mache and then also putting paper mache over the edges once it was all dry.
I rolled up small pieces of newspaper to make the ridge on the ears, stuck it on, then put more paper mache over it.
I put a layer of mod podge over the newspaper, but honestly I didn’t like painting over it and you could just use the paper mache as a base.
Then paint!
The yellow spots here are wood glue. I used it to fill in some dips and stuff in the mask I didn’t like. It says it’s sandable, but I had a hard time with it, so I just smooshed it in as smoothly as I could. Make sure if you do this to prop it up to dry in a way where the filler/glue won’t drip.
I also used an exacto blade/box cutter to rough up the edges to make it look worn and uneven, especially on the side where Anna’s scar is. Look at reference photos!
Then it’s just weathering and painting! You can see that my eyes were a bit uneven, so I tried to paint it to balance it out a bit.
I cut long, thin pieces of paint and paper out and put dark paint in them to rough it up some. I made it look dirty by using super watered down dark brown paint. The blood is red and brown paint I splattered on it.
I used the elastic that came with the original mask and the veil was just some lace fabric I ripped off of a witch hat I had, but it’s not final.
It is smelling a lot like Christmas (and freshly baked cookies) in this house! The tree - and the stained glass nativity, my pride and joy - are finally up!
Sorry for the blurriness; my phone stops cooperating as soon as I’m actively trying to photograph a Christmas tree.
As soon as I posted my previous post, I actually thought about specific articles I could put on my blog.
I am an archaeologist specialised on Vikings (more exactly on Scandinavian amulets from the Viking Age and the Viking raids in France) and even tho my blog is more on the mystical side, I was wondering if any of you would actually enjoy if I was writing short articles about Vikings ? Those could be about one artifact, about a text, about a specific battle, about a saga, or anything else related to our dear Scandinavians.
So don’t hesitate to let me know if you are interested in this :) !
When homebrewing your own magic items, it can be a hassle trying to find comparisons and determine its cost/rarity to balance it. This table gives you a bunch of useful information that is either spread throughout the DMG or was not gathered at all. It can help you create a fairly balanced item with an appropriate rarity.
Rarity. The rarity of the item.
CL. The caster level of spells cast by the item, also a good gauge for what level the players should find such an item.
Value (Average). Shows the item’s value based on rarity but also gives the average in parentheses.
Consumables Value. Half of the item’s average value; this is what it’s worth if the item can only be used once.
Max Spell Lvl. The highest level spell that can be cast or replicated by the item.
Max Wep. Bonus. The greatest flat numerical bonus to attack and damage rolls for an item. You can often substitute such bonuses for unique abilities, like having a Legendary item have only a +2 bonus but do a unique thing a Rare item could do.
Average Save DC. The average range of saving throw DCs for items of this rarity. You can bump this number up by 1-2 if the item is consumable; don’t want players to feel like they wasted it!
Charges (daily). If the item has charges, these are the average number of them that items of this rarity have. You can also use this as a gauge for how often you can use the item, bearing in mind that spells usually cost a number of charges equal to the spell’s level.
Item Uses
Here are tips on how to balance item recharges.
Recharge on Rest: Most items don’t recharge based on a
character’s rest as items don’t take much out of the character, they just drain
their own magic and need time to replenish it. The character’s exhaustion has no
bearing on an item… unless it does. If the item exhausts the user, then you could make an argument for it to recharge on the user’s rest.
1-Hour Recharge: An item that recharges after an hour
is fairly powerful; it ensures the player can use it whenever they truly need
it. I would reserve this for lower-level spell equivalents or smite-like
abilities that deal enhanced damage on one attack. Design these items like you
might design a Channel Divinity ability.
Daily Recharge: An item that recharges after 8-24
hours is fairly restrictive. It should be designed to be a last-ditch item that
players can pull out of their back pocket to deal with a big threat. Keep in
mind that players will likely save such an item for a boss or important foe, so
try to refrain from designing save-or-suck abilities unless it’s something a
big bad would be immune to (like charm). If you don’t and then you give it to a
player, they will just keep using the same item to get out of boss fights for
free. Area effect abilities are useful as fewer classes have access to those so
they will prove useful in a pinch. You can also design daily items to have
powerful but unique effects; things you wouldn’t want players doing all the
time but can prove useful. A Passwall spell or Control Water might be good
candidates as they have niche applications but in those circumstances can prove overpowered.
Charges: An item’s ability should cost 1 charge
per spell level of the ability. If its ability isn’t a spell, try to find a
spell that’s similar to compare it to. Charges should recharge once a day, but sometimes don’t replenish all of them (usually it’s a dice calculation that can recharge fully if the maximum amount is rolled). Sometimes items require a special circumstance to replenish charges, like needing to be drenched in blood. You can be creative with this but ensure that a player could accommodate for this on an average adventure.
Other Tips
Add Interest. Add something to make the item unique. The rarer an item is,
the more unusual features or abilities it has. Think about what the item might
passively do, like shedding light, freezing water it touches, emitting a smell,
or humming a tune. Perhaps the item has unique properties that are highly
specialized, like allowing the wielder to speak Pterafolk, or allowing them to
sense snakes, or turning objects blue.
Intuitive Design. Decorate the item so an adventurer could probably guess it’s
use by looking at it, but don’t spell it out for them. If it has skulls it
probably is evil, frightens, or deals necrotic damage. If it has fiery brass
motifs, it probably does something with fire. You get the idea.
Command Words. If it has a command word, try to provide a way to discover
it, whether it’s written on the item in an unusual language, or depicts
someone/something that is the keyword, or is placed near the item (hopefully in
the same room, but at least in the same dungeon). Players can always use an
Identify spell to learn the command word if they can’t figure it out, so I don’t
think it’s mean-spirited to not spoon-feed information to the players.