🔢 Numeric Codex — Aurora Forge
Output: —
Level 1 Quick Start ▸
What it does: Enter a comma-separated list (e.g., 2, 4, 8, 16) and choose a transform (×2, square, index-scale). Each value becomes a colored bar; the connecting line shows the overall shape.
How to read it: Taller bars mean larger values. If the line keeps a steady slope across a transform, your list scales proportionally; sharp bends highlight imbalance or outliers.
Level 2 Mechanics ▸
Transforms:
×2→ n ↦ 2n (uniform scaling)square→ n ↦ n² (magnifies differences)index-scale→ n ↦ n·(i+1) (weights by position)
Animation: values ease toward targets using current += 0.12 · (target − current) for smooth transitions. The canvas is device-pixel-ratio aware for crisp edges and grid lines.
Level 3 Pattern & Design Notes ▸
Interpreting shape: If ×2 preserves the silhouette but square pushes the tail upward, your data is closer to linear than quadratic growth.
Tuning ideas: Adjust the easing constant to change transition speed; add a midline to visualize negatives; use a line-only mode for large lists to emphasize curvature over amplitude.
🔣 Symbol Resonator — Glyph-Wave
Resonance: —
Tier 1 Concept — Encoded Motion ▸
Type any symbols; the Resonator turns each character into a point on a shared waveform. Letters, digits, runes—every mark contributes to a continuous line you can see breathing on the canvas. One stream, many signs.
Tier 2 Structure — Transformation Modes ▸
raw maps code points directly; wrap folds values into a bounded band; sine projects values into a harmonic curve; pulse adds timed amplitude wobble. Modes re-shape the same content without breaking continuity.
Tier 3 Deep Pattern — Resonant Topology ▸
Stable phrases settle into smooth loops; mixed alphabets create phase shifts and beats. What you’re seeing is the text’s structure expressed as motion—repetition, inversion, and return—so you can read with your eyes what you wrote with symbols.
RPG Dice Lab
Enter NdM + K. The numbers swirl like sigils; the total glows in gold.
⚡ Arc Notes
Level 1 Quick Primer ▸
What you’re seeing. The neon ridge and bars summarize the likelihood landscape of your current dice recipe. Peaks mark the most common totals; valleys mark rarities. The soft glow strengthens where outcomes stack up—so a bright ridge means “expect this often.”
- Line height ≈ relative frequency for that total.
- Glow = recent confirmations; it fades over time.
- Shallow slope ⇒ broad spread; sharp spike ⇒ narrow, predictable results.
Level 2 Field Lines ▸
How the ridge is drawn. We estimate a smoothed distribution and then let recent rolls “charge” it:
- Sampling. Simulate many trials of
NdM + Kto build a histogram. - Smoothing. Blur with a small kernel (or EMA) so bars merge into a continuous ridge.
- Threshold. Emit glow where density crosses a floor to suppress noise tails.
- Decay. Each real roll adds energy to its bin; energy decays by
e-t/τso the glow “forgets.”
Knobs: trials (resolution), kernel width (sharp↔soft), threshold (clarity), decay time τ (memory).
Level 3 Discharge Model ▸
Why it behaves like lightning. Treat each total x as a node with charge
Qx. A roll at x injects ΔQ; between rolls the system discharges:
dQx/dt = -Qx/τ + Σhits at x ΔQ
- Peaks are stable attractors for symmetric dice (bell near
n(m+1)/2 + k). - Stability windows. Small
τtracks moment-to-moment luck; largeτshows the long-run law. - Chaos zones. Advantage/disadvantage or extra dice shift, split, or flatten mass—explaining why +1d4 nudges while Adv reshapes.
Design note: The meter communicates both theory (expected shape) and history (charged glow) without numbers—players feel the math first.
💰 Weighted Loot Roller
| Item | Rarity | Weight | Wins | |
|---|---|---|---|---|
| 0 | ||||
| 0 | ||||
| 0 | ||||
| 0 |
❄ Frost Ledger — Roller Guide
Level 1 Quick Use ▸
- Edit items: type a name; the emoji chip updates automatically from keywords.
- Pick rarity: click the pill to cycle Common → Uncommon → Rare → Epic → Legendary.
- Set weight: bigger number ⇒ more likely (weights are relative, not %).
- Roll: use Roll ×1 or Roll ×10. A floating card announces hits; the summary line lists totals.
- Utilities: Shuffle Weights nudges all weights ±30%. Clear Counts resets the Wins column.
Level 2 Odds & FX ▸
- Relative odds: Chance(item i) =
wᵢ / Σ w. - Rarity styling: rarity controls halo/scale; Rare twinkles, Legendary gets a gold sweep.
- Emoji mapping: names like “sword”, “gem”, “potion”, “ring”, “mask”, “fan” map to themed emojis; otherwise rarity fallback.
- Wins counter: increments per hit to reveal bias during test runs.
- Perf: CSS animations + tiny DOM; sparks auto-cleanup ≈900ms.
Level 3 Balancing Notes ▸
- Start with ratios: e.g., 60:25:10:5; test with ×10 rolls and trim ±10%.
- Readability: keep names short; let emoji + rarity scan first.
- Demo tuning: if Legendaries feel too rare for demos, temporarily double their weight.
- Extend: add rows freely—picker recalculates without extra wiring.
🎲 D20 Quick Roller — The Orb of Fate
∞ Möbius Insight — D20 Orb Guide
Tier 1 Single Surface Idea ▸
- Set DC (target) and Modifier (your bonus).
- Pick Mode: Normal, Advantage, Disadvantage, or with +1d4.
- Roll via the button or by tapping the orb. “Last” and the chips update.
- Formula:
(d20 ⟂ mode) + modifier (+ d4)vsDC.
Tier 2 Twist & Continuity ▸
- Adv/Dis: roll 2d20; Adv keeps higher, Dis keeps lower.
- +1d4: adds 1–4 after the d20 and modifier.
- Success:
(d20 ± mode) + mod + (opt d4) ≥ DC. - Chips: green = success, sepia = fail; “Last” mirrors the orb.
- Canvas: DPR-scaled; rings/glow add depth without images.
Tier 3 Topology Take ▸
- Hit chance (Normal): need
d20 ≥ DC − mod. ≈max(0,min(1,(21 − (DC − mod))/20)). - Adv: success ≈
1 − (1 − p)²(boosts mid DCs). - Dis: success ≈
p²(punishes mid DCs). - +1d4: bumps marginal cases by ~1–3.
- DC tuning: “tense but fair” ≈
8 + party’s typical mod(Normal).
Möbius cue: small twists (Adv/Dis, +1d4) change the path on the same probability surface.
Tap the orb to challenge probability itself.
⛩️ Loot Shrine
Tier 1 Quick Use ▸
Roll ×1 does a single pull. Roll ×10 runs a batch.
Each result rises as a glowing card; the chip on the right logs your last pull.
The Loot Table lists every item with its rarity.
Tier 2 Under the Hood ▸
- Weighted randomness: bigger
weight⇒ higher chance. - Blessing can upgrade a drop one tier (Common → … → Legendary).
- Rarity sets card size, border glow, and special FX (coins for Legendaries).
Tier 3 Balancing & Odds ▸
- Relative odds: doubling an item’s weight doubles its chance vs. peers.
- Blessing cap: ~35%, nudged by Focus/Crit passives.
- Counts persist locally until you hit Clear Counts or reload.
All RNG is client-side—no server calls.
| Rarity | Item |
|---|
Modular Harmonic Visualizer
⚙️ Simulation & Visualization Suite
⚛️ Harmonic Codex Suite
Access the living resonance of your experimental toolkit.
