#Dice Bearer
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syntia13treeman · 8 months ago
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Case files 09.01
what I think happened in:
Case 09.01, the case of "Dice of Fate" or "Mr. Die and a very bad, horrible, no good roll."
Well well well. If it isn't an honest, good old fashioned statement. Fancy seeing it here. Not much left to puzzle out, we have it all laid out very nicely. The Dice make a comeback. When we've seen them last in nineteenth century, they were sitting pretty in the sack of the Gentleman (the mystery man in the woods, quite preoccupied with luck).
By nineteen-nineties they somehow came to be in possession of a young man named Gary. (Double meaning intended). As is their nature, the dice brought Gary luck when rolled. Good luck with high rolls, bad luck with low rolls.
Gary eventually decided that bouts of good luck were not worth the inevitable dive into misfortunes, which varied from leaky pipes to broken legs. Finding himself incapable of simply NOT rolling, he fell back on time-honoured tradition of making his problem somebody else's problem.
Somebody else, we'll call him SG (short for Statement Giver), has recently been dumped by his boyfriend Carl (CaaAAAaaarl! That hurts people!) and really needed something to cheer him up. So when an old high-school friend called to invite him over for a game night, he made his way to Gary's place in West Didsbury, where he got tricked into taking over as the Dice Bearer. The dice changed hands and SG felt it as the ownership transferred to him.
SG was much smarter about rolling that Gary had been. Just like a certain violinist before him, he figured out that he needn't be the one to pay the price for the fortune his cursed object brought him. And he figured out the system (or so he thought. He should have remembered that the House always wins, in the end). He started passing the bad-luck-rolls to random strangers on the street.
After a time, he started to also let strangers roll high. And then… well, for someone who had the gall to talk shit about D&D, SG turned out to be SUCH a nerd himself. He assembled a whole-ass Grim Dicer costume, grew a goatee, he was even doing the voice! Go you, Mr. Totally-not-a-theatre-kid! Rock that Dice King persona!
He was well on his way to becoming a full blown urban cryptid, when alas, he went too far. By chance (chance?) he run into Gary and made him (made him?) roll one last time. It was the lowest roll yet. Snake eyes. 1+1. You couldn't go lower if you tried.
It seems that the Dice did not appreciate being disposed of, and they disposed of the previous Bearer in return, with extreme prejudice, via runaway truck to the face.
After that, SG lost his nerve and tried to get rid of the Dice which… Buddy. You've just seen how that ends. What did you think would happen?
SG thought he was being smart. He gave the Dice to Magnus Institute, who, as paranormal research facility (or whatever they were known as), were bound to accept them and presumably able to handle them safely.
Too bad he believed that rolling was a matter of choice*. Too bad the Dice were still within reach when the urge hit. Too bad he died right there, at the statement giving table. RIP, statement giver (????-14.10.1998). You could have been great.
So that's that. What more to say? Let's see.
I feel quite confident in saying that SG was actively becoming a supernatural creature. That feeling of increasing disconnect from the world was not just in his head. And the rolls that he took for himself, that kept getting more and more abstract, until he couldn't tell what changed, just that something did? It was you, SG. You were changing. Such a damn shame your rise to power was cut short by your own folly.
I'm equally confident that he was unwittingly creating a brand new urban legend. I bet that at the time there were people in Manchester who'd talk in hushed whisper (or at high volume in a crowded bar) about the Grim Gambler, the Dice Devil, the Lord Luck, the Horrid Hatman. (Coincidentally, for no reason whatsoever I need somebody to draw SG in full Mr. Die costume with Alex J. Newall's face). Some would warn against touching his dice, others would swear up and down that he'd bring luck and prosperity. (Imagine the discourse at cryptid message boards!). I wonder if the legend still lives, even if SG doesn't.
*About rolling the dice, even knowing the odds… It sure as hell wasn't free choice, no sir. What was it then, compulsion, or addiction? Was that need to see the dice clutter over one's future coming from without, or within? Both options are equally appealing to me, to be honest.
The statement and the Dice were given to MI in October 1998. This means two things: a) Arguably, events surrounding death of SG could have been one of the 'weird stuff' that Sam saw with no context as a child, and: b) The Institute burned down little over a year later. Do you think somebody was rolling the Dice bit too much?
'Recommend referral to Catalytics for Enrichment Applicability Assessment'. To me it sounds like: "hey, Catalytics, check if we can use this thing for enrichment." And I'm having a bad thought. They were studying kids, Sam among them, for some purpose, almost certainly related to supernatural stuff. Did they give the kids cursed artefacts to play with, to boost development of their otherworldly skills/trait/whatever? Because if so, so help me… 🔪🔪🔪🔥🔥🔥
Lastly, for completion's sake: viability as subject (none), agent (low), catalyst (medium). I've no idea nor theories what these are about, I'm just leaving them here for future reference.
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brittle-doughie · 3 months ago
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Funny thought based off your stories and how many followers there are and well...y/n representing all of us in general:
Gingerbrave: we wanted to bring all the y/ns into the world buuut we only had enough dough for one body....so we shoved em all in one body!
Y/n: oh sweet brother in christ why can I not control body? I am conscious but this is a living nightmare. I feel as if I hear [insert amount of people following you] voices all at once.
Gingerbrave: this was...possibly a mistake.
Origin: https://youtu.be/EeiADx8fvss?si=b4vaB8JTDqUJjRkM
Bonus 1:
*when they are fighting a good guy/bad guy (depending on which side had summoned the one body, multiple y/n) and y/n is just ragdolling around*
Cookie: hey y/n, I hate to be the bearer of bad news but [cookie name] is still alive and frankly, I want to change that.
Bonus 2:
*randomly in the middle of the battle against dark enchantress in the creme republic-*
Y/n: *starts speaking german.*
*all attention is now on y/n as they flop around as they do that because multiple people controlling limbs at once.*
Dark enchantress: what's going on?
Hollyberry: WHY ARE THEY SPEAKING GERMAN?
Y/n: Where did you go, where did you come from cotton eye joe-
Captain caviar: WHY ARE THEY SINGING COTTON EYE JOE!?!?!
pomegranate: we are in the middle of a large scale invasion and y/n is over here, singing human folk songs.
Roll a dice, that’s what decided Y/N for the time
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sprintingowl · 7 months ago
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Tales Of Crystals
Hey in the early 90s Hasbro put out a tabletop roleplaying larp for tween girls called Tales Of The Crystals, and there's a lot going on here, so I want to talk about it.
First, I want to give credit to @riseupcomus on twitter for doing a thread on it first. Riseup's thread is linked at the bottom, right after hasbro's pdf of Tales Of Crystals.
Now, what is Tales Of Crystals? Well, it's a journaling game. And it's an indie TTRPG. And it's a larp kit. And it's an audio game. And it's a cryptography kit.
It comes with its own map, rulebook, a cassette tape with multiple scenarios, a non-dice-based resolution system, four player roles, and a ruleset that's split up so that each of the four players is in charge of a different part.
If feels like a high concept, big swing indie title from 2024, but it's got thirty years worth of jump on the modern scene.
The basic premise is that the players are crystal bearers in the court of a fantasy kingdom, and there's an evil nation in the goblin swamp next door, and they have to guard the nation against treachery and ensorcellment and whatnot. It's not super duper fresh, but with how many things the game is juggling it's extremely reasonable that the plot's a little plain.
Each player's crystal comes with a power, and the powers are asymmetrical. The Leader gets the Crystal Of Shimmering Ice, which lets you oneshot enemies (nonlethally, by freezing them for a minute.) The Protector gets the Crystal Of True Sight, and can see through all lies and enchantments and mind control enemies for a minute (tbh this one is just better). There's a healing crystal and an invisibility crystal as well---and interestingly the invisibility crystal is given to the role responsible for journaling everybody's adventures. The game recognizes that at least one player of a fantasy larp for tween girls in the 90s is probably going to be a wallflower writer, and deliberately enshrines that role.
Tales Of Crystals has a solid core loop, with a deck of cards for prompts and a cassette tape for scenarios and a little circle with YES and NO marked on it that you can scatter your gems onto to get oracle answers to questions during play. It also has a LOT of gimmicks.
There's a tube of powder you can sprinkle on things to disenchant them. There's a mirror you need to read script that's been written backwards. There's three cryptographic cyphers at the back of the book. There's a box specifically for confining the evil Spider Crystal (after you've sprinkled it with powder to neutralize it.) This is a game of dozens of components, and it's a miracle the design is so tight that they all loop together so well.
Now, I don't have sales data (riseup might,) but I suspect maybe this thing didn't sell amazingly. It requires you to set up six or so distinct locations around your yard, pretty much needs a group of exactly four friends to play it, requires you to give clue elements to your parents---you'd have to be cool with it, your friends would have to be cool with it, your parents would have to be cool with it, and you'd have to have a big suburban yard in order to get a proper intended game experience. That said, its larp design is really stable, its gameplay is carefully thought out, and it includes a section at the start to encourage you to play safely and a section at the end to talk about your game together, journal your experiences, and to clean up the game components as a group when you're done.
This is good tech! And it even specifically recommends having a snack and relaxing afterward.
Tales Of Crystals doesn't use terms like bleed and session zero, but it's a good ways ahead of the curve on larp and ttrpg safety.
I didn't find the designer's name (they're listed as uncredit on BoardGameGeek, not mentioned in the PDF, and missing from the wiki page,) but they knocked this one out of the park. There's stuff in here that modern indie ttrpg designers could learn from---myself very much included.
So if you like ttrpgs, 90s magic, and stuff like Tamora Pierce and Sailor Moon, give riseup's original thread a look, and definitely check out the PDF link.
I'm thrilled this thing exists, and I hope more designers get to look at it.
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dragon-in-a-fez · 5 months ago
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Do you have other contraptions that I can see
The electronic dice thing is really cool.
this is the robot I built to be the ring bearer at my wedding
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unfortunately the marriage turned out to be a terrible idea and thankfully ended last year but the wedding was perfect and Ringbot still has a place of honour in my workshop.
they're about 35cm tall and their job is to follow a line on the floor and hand you things and they're very good at it. also they have 2 brains like a kaiju
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bluerose5 · 9 months ago
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Astarion: Well, I absolutely hate to do this to you, gentlemen, but read 'em and weep. *lays down cards, then immediately does a double take* Wait a second... *glares at Zevran* Did you swipe my cards again? You cheat!
Zevran: Who? Me? No, I would never do such a thing. Besides, you're one to talk.
Astarion: Oh, come now, are you still pouting about those loaded dice from last night?
Zevran: Depends. Are you still crying about that bet you lost last tenday?
Astarion: Who knew you would actually pick a lock for once in your life?!
Zevran: Ha!
Fenris: If you two are quite done, I believe it is your turn, Zevran.
Zevran: Right. Well, I hate to disappoint you two, but I— *lays down cards* Wait, what?!
Fenris: Hmm... Would you look at that? I hate to be the bearer of bad news, but it looks like I have the winning hand.
[He lays his hand out, and the others gape.]
Zevran: And Astarion called me the cheat.
Astarion: You sneaky, little devil. I have to admit, I'm impressed.
Fenris: Heh, one doesn't simply play Wicked Grace with the Captain Isabela for years without picking up a thing or two. Now, care for a rematch?
Zevran: Oh, you're on.
Astarion: No mercy.
Fenris: Just be prepared to walk back to camp in your smallclothes.
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monstersdownthepath · 7 months ago
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Shadowbound Heart
Minor Artifact
Aura: Strong Conjuration, Strong Necromancy
CL: 22nd
Weight: ---
Slot: —
The first of these wicked artifacts is said to have been made when a tyrant wished for a means of immortality that would sustain his youth and health forever. He had, at first, thought to contact Asmodeus, but knew the Dark Prince's price would inevitably include his soul, and his demise would be arranged for him in the background. Similarly, beseeching a demon for immortality was an excellent way to not see the end of a decade, and a daemon even less. So the story goes, he took to another option: Zon-Kuthon.
The God of Pain heard the tyrant's plea and offered him a mechanical heart, crafted of the Netherworld's steel and by Zon-Kuthon's madness. All he asked for in return was that the tyrant rejoice in the "gift of pain" he would receive, and to seek to give it to others. He would keep his life, he would keep his soul, he would keep his youth and health, all for the price of pain, inflicted upon himself and others. Figuring that even the worst of worldly agonies would pale in comparison to Hell and figuring that, with his new eternity stretching before him, he would grow used to any pain his new heart would cause him (worst comes to worst, he has a mechanical body crafted), he accepted.
As these tales go, it is hubris to ever believe yourself beyond a price set by a god. Every mortal believes themselves the ones that will finally outwit their patron, but not one has succeeded. As the tyrant found out, the agony his new heart caused him was at a level there was no getting used to, and rather grimly, he found that the death he feared so terribly was now wholly beyond his ability to reach, no matter how much he strained for it.
Whether this foolish tyrant truly existed (and what his eventual fate was) or is merely a cautionary tale about making bargains with the Midnight Lord, the device featured in the story is quite real. Several of them exist, crafted both by Zon-Kuthon and the lesser Demagogues, some sitting in the ribcages of dried skeletons who found a way out of their bargain, most of them still embedded within the chest of a mortal seeking immortality, a new experience, or performing a mission for their patron. The fact that there's not one inside every high priest of pain suggests they're either difficult to create, even for a demigod, or only a limited number of them can exist at a time, or perhaps both.
Shadowbound Hearts resemble twisted, clockwork hearts bearing a smooth plate of silvery metal emblazoned with the unholy symbol of the god or fiend which created it. They're deceptively easy to install: A willing, living, corporeal mortal must hold the device to their chest for one full round, at which point spiked tendrils emerge from gaps within the device and rips its way into the mortal's torso. The artifact destroys the victim's heart and settles into its place, weaving its tendrils throughout their torso and settling in as its magic goes to work. At this point, the creature is considered infused. The ragged, shredded hole heals over swiftly except for the metallic plate, which now sits directly over the new heart and marks them as a bearer of one of these cursed artifacts.
A creature infused with a Shadowbound Heart enjoys several benefits: it gains Regeneration equal to its Hit Dice, and only Electricity damage causes the heart's Regeneration to stutter for a round. The user reverts to a young adult appearance and remain young so long as the Heart remains in place, taking none of the penalties of aging but reaping the benefits. They do not need to eat, drink, or breathe (but still feel the pain of starvation, thirst, and asphyxiation if they do not), become immune to disease and poison, and have 25% Fortification. They recover from damage to their physical ability scores at a rate of 1 per round, and drain to their physical ability scores at a rate of 1 per day.
An infused creature slain through any means, such as by a death effect or HP damage while their Regeneration is deactivated, returns to life at -9 HP one hour later and resumes regenerating HP as normal. If the heart is removed from their body at any point, their body dissolves into gore (killing them if they were, somehow, still alive). One hour later, they begin regenerating from around the heart, their tissues pouring from the gaps in the clockwork and slowly reforming their body over the course of 1 minute, at which point they're restored to life at -9 HP and resume regenerating HP as normal. Only continuous Electricity damage to stall the heart prevents it from restoring its infused creature.
This immortality is not without its costs. The infused creature gains vulnerability to pain effects which cannot be removed or suppressed, taking a -5 penalty to saving throws against pain effects. Every hour, there is a cumulative 1% chance that the heart suddenly surges with activity, its tendrils probing the creature's nerves and organs in indescribably painful ways, visibly slithering to new locales beneath their skin to find new clusters of nerves to torment. The creature is utterly paralyzed by the pain, falling prone and helpless, unable to do anything but experience the agony for 1d4 minutes. Once the pain triggers, the chance to activate resets to 1%. Every time the infused creature suffers at least 1 point of damage per HD they have from any source, the heart senses their pain and becomes envious; it gains a 5% chance to activate and an immediate check to see if it activates must be made.
Once infused into a creature, that creature has few ways to escape their pain. The heart's creator can will it to cease functioning at any point, withdrawing its tendrils and slipping from the hole in the victim's chest (this takes 1 minute and paralyzes the creature with agony), at which point the victim must receive the benefits of the Regeneration spell or die, as they no longer have a heart. A Limited Wish spell can remove the heart from a willing creature, restore their original heart, and ends the infusion if the caster succeeds a DC 32 caster level check. A Wish or Miracle used on a willing creature removes the heart, restores their original heart, and ends the infusion without a check needed. Whenever a heart is deactivated in this way, the creator often sends some of their agents to investigate what has happened (or perhaps even investigates themselves) and to recover the heart through any means possible and punish the formerly-infused creature for rejecting their gift.
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Destruction: Zon-Kuthon can destroy any Shadowbound Heart in existence by simply willing it. Otherwise, they must be destroyed by forging an adamantine hammer and chisel in the Positive Energy Plane, and using the hammer to drive the chisel straight into the heart through the metal plate, making sure to destroy the unholy symbol in the process. This causes the heart and the tools used to obliterate one another. Destroying a Shadowbound Heart while it's still inside a creature instantly kills that creature, and destroys their body utterly in a flare of positive and negative energy.
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theresattrpgforthat · 1 year ago
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gundam themed/similar games?
THEME: Gundam
Hello friend! This actually made me go back into my previous game recs and realize that I hadn’t properly tagged my Mechs Part 1 and Part 2 recs - so now you should be able to find them! Out of the games listed there, I’d definitely recommend Disaster/Wing by A Couple of Drakes, Mobile Zero Firebrands,by Lumpley Games, and Apocalypse Frame by Binary Star Games.
Now, let’s see what else we can rustle up.
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Last Sentinels, by Jason Price.
The people of AUGUR-V had been cast into the stars, pursued by the vengeful forces of the New Alliance. But one Sentinel pilot still offered them hope. This is their story.
Last Sentinels is a GM-less storytelling tabletop roleplaying game for 3 or 4 players. It focuses on one main protagonist, a gifted young civilian who escapes the besieged planet of AUGUR-V on a titanic starship with their remaining people.  They must defend these survivors against overwhelming odds as a vast fleet pursues the ship through their former empire. 
But your protagonist is doomed. 
Their story will end in death or betrayal when they succumb to the intense pressures of hope, despair, scheming foes and high-stakes mech combat.
Last Sentinels is more focused on the structure of the narrative than it is on the fights between mechs. Because the game is GM-less, the story becomes a negotiation, with the responsibilities of the players depending on where they sit at the table. Another thing unique about this game is the fact that no one player is responsible for any one character. This is because this is a story with one protagonist - similar to Amuro Rey from the original series. The game isn’t meant to tell a happy story - this is a game with a tragic ending. If you want a game that treats the subject matter of war with the same gravity as Mobile Suit Gundam, this is the game for you.
IGNOBLECORPS: Pilots of Command, by Declan Lowthian.
Hello Pilot You are about to embark on your first mission for the glory of Command. We have faith that your training will not fail you, and that you in turn will not fail us. You have your mission. Ready for launch.
IGNOBLECORPS is a game about desperate mech pilots working within a titanic organization spanning the galaxy. Fight for and against Command's control and try to get out alive. 
This is a hack of a game called NOBLECORE, a game about metal space fantasy with legendary heroes. This system uses exploding dice pools, which means that when you roll the highest number on any given dice, you get to re-roll for a chance at more success! This is also a collaborative game, so it expects all of the players at the table to generate the galaxy around you, rather than providing you with chapters and chapters of lore. This game reminds me of Gundam because it expects combat to be brutal and desperate - even if the moves are flashy, the war behind them is gritty and dark.
Armored Battle Frame, by Mundos Infinitos.
The WORLD is in a WAR fought with MECHAS. You are a PILOT, shaped to fight, witness to atrocities, bearer of wounds, a tool for victory. This is the story of your dreams and ambitions.
As a pamphlet game, expect Armored Battle Frame to be quick to pick up and quick to play. The designer, Benjamin A. Reyna, is very good at fitting a lot of information into a small space. This game can be played with or without a GM, and it can also be played solo! Mobile Suit Gundam is also listed as an inspiration in the game description. The designer also has another Mech game called Real Robot TechaMech: Professional Level, which uses a game system found among a number of Reyna’s games.
Battle Century G: Remastered, by GimmickLabs.
Express your creativity without mechanical restrictions. The game is effects-based, so how you do something does not matter as much as what you do. And what you do is pilot a kickass Mecha, command a badass Battleship, or ride a terrifying Kaiju.
Employ tactics and teamwork to defeat your enemies. Enemies in Battle Century G are powerful, you'll have to adapt on the fly to their weapons and schemes, watch each other's backs with your allies to ensure no one gets shot down, and employ synchronized combination attacks to defeat superbosses.
Explore a solarpunk future. The setting included in this book presents an environmentalist, inclusive and transhumanist society opposing an industrialist empire with the looming threat of kaiju mechabeasts on the horizon. It is inspired by the likes of Turn A Gundam, Nausicaa of the Valley of the Wind, Dune and Sid Meier's Alpha Centauri.
Battle Century G boasts fast-paced combat and big powers that make you feel more than competent. It also includes advice on playing for both GMs and players, in what looks to be an effort to make the game as easy to step into as possible, and the themes and setting information allow for a number of societies that look very different from our own - great for speculative fiction.This is a game that is the result of various playtests and previous editions, so it’s less likely to feel like a quick hack and more likely to feel like a full game.
Maharlika, by makapatag.
MAHARLIKA RPG is a technomystic Science Fantasy mecha RPG inspired by Filipino Mythology, centered around Mekanized Weapons or Meka, and their pilots: the eponymous Maharlika. 
You will play as these titular spirit-warriors, mavericks, aces, and knights that all swear loyalty to a Datu, one of the CEOs of the Megacorporations, so that you can protect the technospiritual galaxy of Arkipelago.
As a Maharlika, you venture out into space where you will take on  dangerous missions, fight for your ideals, hack the spiritual internet that is the Lambat, repel Xenobeings, trade love and resources, and participate in fiestas to survive, thrive, and protect what is yours in the dangerous Starsea.
Maharlika is inspired by a number of mech media, including Mobile Suit Thunderbolt and Iron Blooded Orphans from the Gundam series. The game has two modes of play: Maharlika (narrative) and Meka (mech combat). You’ll use mainly d10s and d20s for these rolls, and add modifiers for skills and stats that your character is strong in. The setting itself is described as technomystical, and the lore is heavily inspired by Filipino mythology, so if you want to really lean into the supernatural abilities such as the psychic abilities suggested in Mobile Suit Gundam’s Newtypes, this might be worth checking out. Maharlika is possibly also the most technically complex game on this list.
Games I’ve Recommended in the Past
Spectres of Brocken, by ehronlime.
Lancer, by Massif Press.
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ostrichmonkey-games · 1 year ago
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Stampede Wasteland TTRPG
WELCOME TO THE WASTES
good luck, you’ll need it
Stampede Wasteland is my in development rules-light ttrpg about adventuring, gunslinging, and surviving a dangerous, extreme, and weird planet. Players are wastelanders, traveling from settlement to settlement, taking dangerous missions, exploring the world, and hopefully making a quick buck or two.
THE SETTING
One of the main inspirations is Trigun, and similarly to that series, humans are the surviving remnants of crashed seed-ships, clinging to survival in the craters of the Crash-Sites that dot the planet. It's got a similar attitude too. Danger, adventure, violence. But things are their own flavor of weird.
During the Crash, the terraforming swarms of nanites that the ships carried were released into the atmosphere where they crashed against the volatile, quasi-living psychofield of the planet and created the Warp: dangerous maelstroms that change whatever they touch. Some even purposefully seek these storms out, welcoming their chaotic blessings.
Gunslingers refine the nanite-crystals that periodically rain down from the Warp Storms into gunpowder: for bullets and for consumption. If you can survive the first nanite-fever, consuming gunpowder can fuel powerful abilities. At the minor cost of staining your blood black, and possibly inducing madness.
The original crew members of the seed-ships have long since passed into legend and myth, becoming deified as Crash Saints. Technoccultists wield their icons and relics, but also risk consorting with dangerous tech-devils in order to harness Warp magics.
Dangerous implants can grant bearers psionic powers and the ability to interface with the psycho-net: a strange data-realm born from the melding of ancient Crash-tech dataspheres and the currents of the planet's psychofield resonance.
There's more to discover out there, but that's a good appetizer.
So how does Stampede Wasteland work?
THE GAME
It's built off of the Together We Go engine (born from the game Down We Go) which is a rules-lite OSR styled system. Dice rolls are simple. Roll over a target value to succeed. You can modify your roll with special bonuses or decrease the target value through narrative positioning. Like a lot of OSR-y games, being in a situation where you're rolling is risky. Players want to stack the odds as much in their favor as they can. Combat is quick and bloody. And in Stampede Wasteland it is made all the quick and bloodier by auto-hit mechanics: so long as you are using your fighting style (which you pick during character creation) you always hit and deal damage.
Stampede Wasteland is an open sandbox. It is player driven, meaning that there is no presumed plot. Whatever troubles the players get caught up in become the plot. And rest assured, there will be troubles. The players have a shared Bounty score that goes up through the game, and if you're unlucky, people are going to start coming after you to claim that bounty.
Resources are slim. Survival is always by the skin of your teeth, and you are almost always backed into a corner. Desperation breeds trouble.
The game is procedural. Settlements and the Wastes are randomly generated as the table explores, meaning that everyone's version of Stampede Wasteland is going to be unique. The procedures are also tools for creating trouble for the players to interact with.
Trouble is fun. I wouldn't call Stampede Wasteland a "play to lose" game, but it is an "embrace the trouble" game. Trouble creates interesting situations where player characters get to flex their abilities.
THE CHARACTERS
Player characters have three components.
A Background that describes their origin.
A Fighting Style that forms a core part of their identity. Think of it as a signature. It’s how you sign your checks.
Class levels. There are four classes; GUNSLINGER, PSYCHER, TECHNOCCULTIST, and WILDWANDER. These give you all sorts of special abilities and situational roll bonuses.
During character creation, you pick out a background, a fighting style, and initially get two class levels to assign to whatever combination of classes you want.
This is one of my favorite elements of Together We Go: multiclassing. You want to dip into Wildwander to pick up a beast ability and companion after spending a few adventures as a Gunslinger? Go for it. Just make sure you meet the "narrative prereq" first (in the case of Wildwander, if it's not one of your starting classes during character creation, to pick up levels in it you have to go out into a Warp storm and embrace the change).
Character abilities range from the bullet-curving feats of the Gunslingers, the symbiotic beast powers of the Wildwander, to the special "skill monkey" Crash Saint domains of the Technoccultist. There's some very cool stuff you can pick up.
And that's a quick rundown on some of the basic elements of Stampede Wasteland. The text has been coming together pretty quickly, so hopefully it gets a release date in the next few months!
As I continue to work on it, I'll share some deeper dives into some more of the procedural elements and play loops. But if you want a rough idea on what to expect, you can also check out DEATHGRIND!!MEGASTRUCTURE, which is also built off of Together We Go. Stampede Wasteland is going to be a bit longer, and characters have a bit more going on though.
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thesweetestdevotion · 2 months ago
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Hi, can you do a reading about Twice's Sana future spouse? Thank you <3
Hi!!
Twice Sana Future Spouse:
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Dice: Gemini, Venus, 6th house
Tarot:
Personality: Queen of Cups Reversed, Eight of Wands, Two of Coins, The Devil Reversed, Eight of Coins Reversed
This person’s energy feels feminine (not gender specific), they are soft and kind, but also highly emotional. I see they can be on both sides of the extreme, either extremely detached from their emotions or extremely emotional and sensitive to the point of dis-regulation. I think this is probably due to the things in their life that they have to shoulder. I think they live or work in a tumultuous environment that pushes them to be this way. I think they have no time to spend on themselves and devote too much of their energy on external affairs, leaving their cup empty when it comes to their emotional stability and overall life satisfaction. I also feel they’re entering an era where they are realizing this stuff about themselves that is allowing them to move on. I think they are becoming more mature as time goes on, and this will put them into a path where they are able to chase happiness and comfort over work or career. This person can be so devoted to the things they care about that they become smothering and intense. I think they are starting to realized this and learning how to redirect that energy to other places. They’re also generally excited about life and all the opportunities available to them! I see they probably have a passion project they’ve dedicates a large majority of their life to. Very energetic and out going.
Career: Judgement, Knight of Swords, Six of Wands Reversed, Six of Cups Reversed, Ace of Cups Reversed
News, presenter? I just kept seeing the people who announce news, like an anchor or something. Maybe they’re actually an anchor or they just work in the industry. But I’m seeing communication is important here, and they often do not communicate good things. I just kept hearing “the bearer of bad news”maybe they’re in journalism, or they handle breaking news or something along those lines. They’re also represented by Gemini and the 6th house which further supports this idea. 6th house is the house of misfortunes as well, and Gemini is the messenger of the zodiac. I also see the knight of swords here which is the fastest moving knight, alongside judgement which speaks about ending old stories and starting new ones. Six of cups can also talk about the future as opposed to past histories or memories. They feel like they’re always looking towards the current issues and events and communicating them to large amounts of people. Could also be some type of YouTuber or TV show anchor, maybe an interviewer? I just heard gossip, so maybe that is also significant in their career.
Their Relationship: Ace of Coins, Five of Cups, The Chariot Reversed, Knight of Cups Reversed, Five of Coins, Nine of Cups Reversed, The Empress
I asked if they’ve met before and got the empress so I think they’ve been in a relationship before but more like a… situationship. I think there was a mixture of factors that did not allow them to continue on this path together and they broke it off, but I’m also seeing that they were barely at the stage of commitment as well. I think the feelings here are very deep and intense tho. They were both left heartbroken. There is something about their relationship being too risky? Or just somehow not acceptable to the public eye. It would’ve caused too much trouble for the both of them, especially career wise. The feelings are still here though, to be honest they might feel like the other person is their soulmate, like they’ll always be drawn to each other no matter what. I think they really regret not being able to make this work and constantly think of each other and what could’ve been. this is such a sad energy to be in, I wasn’t expecting this much intensity when i began reading wow. It’s very deep heartbreak, they wish they could shed all their boundaries and just be together but the material world keeps them away from each other, Im not getting much detail on what exactly makes their relationship so taboo. I think they’re both protective of that fact, so i wont even pry or ask about it.
How They’d Meet/Met: Knight of Coins, The Sun Reversed, Knight of Wands Reversed, Strength, Death
I think they met when one of them was ending a relationship. This person probably left that commitment with high hopes of starting anew after a period of depression and sadness, and the both of them ended up finding each other. Im seeing both of them saw each other as an opportunity to bring something of value into their lives. it was probably a slow moving relationship, maybe it started out as a friendship. I think there was something hindering it from going further for a while, maybe they were both too shy to make the first move or to express those romantic feelings out loud. They definitely had chemistry though, and I’m seeing over time, the tension broke and they got together in some way. For some reason i think the platonic period lasted longer than the romantic one, which is why I previously mentioned a situationship hehe.
Future of Their Relationship: The World, Three of Cups, Temperance Reversed, Ten on Coins Reversed, Four of Wands
I thought to ask this since this person came out as a future spouse, i wanted to take a glimpse at how they’re gonna be getting to that stage. The four of wands immediately pops up, which is literally the marriage card hehe. Im seeing this union will happen eventually, but it will be a long journey to get there. I think this love story is sooo crazy 😭 it could be a movie tbh. They’re gonna have many obstacles and setbacks as they try to make this happen. Im seeing there will need to be a shedding of family members who would not approve of their union, which could be very hurtful for both of them. The four of wands is the card of building a new family, however, so it’s not like they’ll be isolated or shut out. I see them creating a beautiful environment and community where they can be together and be supported and loved by their loved ones. It definitely wont be easy though… these two could marry much later in life, or it will just take a lot of time for this to come to fruition. But once it does its like a happily ever after hehe. this is so romantic omg i just started flushing for some reason. Both of their energies were very present in this reading, i think they’re happy? Or at least in the spiritual realm hehe. Very sweet and warm couple.
Anyway that’s all I’m getting for these two. Definitely not what i was expecting!!! Hope you guys like it xxx!!!
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liteonlamb · 2 years ago
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The New Generation
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The Lamb and all the new Crown Bearers from my "Fate of the Red Crown" au More info below
A little bit about each character from left to right
If you're interested in seein more of this lil world o mine my ask box is WIIIDE open :)
Sakuro; Previous member of Leshy's following before his death. Sakuro tended to the camellias, got along well with all her fellow cult members and was very well liked though she led a very peaceful and reserved life. After Leshy's defeat by the Lamb his cult fell to chaos and Sakuro took up archery for her defense during the time. Eventually after the initial chaos the cult attempted to reform under a new leader. Majority rule picked Sakuro as the best fit for the new leader and she was given ownership of the green crown. Sakuro begrudgingly accepted the crown after the overwhelming support, though she really doesn't want to be the leader. She continues bearing the Green Crown due to her caring about the cult which is practically her family and not wishing to pass such a burden to another. Ekari; Previously the disciple of Heket, Ekari acquired the Yellow Crown through force in the violence that occurred after Heket's death. Ekari's proficiency with a dagger makes quick work of any in Anura who oppose him. Ekari believes that one must fight for what they have and want. If you are too weak to defend what you have then you have no right to it. He leads what's left of Heket's following through fear and respect of his violent tendencies. Ekari believes that he is the strongest being, and so far, those who have sought to prove him wrong have perished in their delusion. The Lamb; Previous vessel and now sole bearer of the Red Crown, The Lamb's past is unknown by most and is not too often recalled by the Lamb himself The Lamb leads his following with values of mercy and community. Though he can be led astray, The Lamb generally has good intentions and wishes for the betterment of all who are under his protection. Koren and Aark; Born and raised as part of Kallamar's following, Koren had a fairly uneventful life until his teenage years. During which he would fall fatally ill. Koren fell into a deep depression at the realization of his life being cut short, though he was eventually pulled out of it by the companionship of his jellyfish Aark whom he was gifted as his condition worsened. During this time, Koren became infatuated by curses and relics, eventually, through trial and error, creating his own relic by imbuing a knucklebones dice with mass amounts of fervour. The properties of the dice relic allowed for Koren to be cured of his ailment, and the second chance he was given gave him a deep appreciation of his life. After Kallamar's untimely end, Koren was eventually chosen by the following to be the Crown Bearer due to his personality being the guiding light that they needed in these dark times. Koren leads the following with the companionship of Aark as the 2 have become an inseparable duo in their shared immortality. Ceru; Ceru was raised by Shamura to become the new bishop of the Purple Crown after they suffered their grievous injury at the hands of Narinder. During their years under Shamura's guidance, Ceru would be taught many of the principles of leadership, war, combat, and the wisdom and values that they would need to become the next bishop. Though unfortunately for Ceru, their training would be cut short by The Lamb slaying Shamura leading to Ceru immediately having to assume the responsibly of the Purple Crown. Ceru now tries to lead their cult the best they can with the wisdom they currently have whilst also dealing with the loss of their only family they know.
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soraka-in-warhammer40k · 1 year ago
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So uh... not going to lie, Genestealer Bikes are looking REALLY scary right now? As all things GSC it requires some rule stacking up consider the following ability all the bikes get by default:
Demolition Run: Each time this unit ends a Normal move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
It's essentially the same as using the "Grenade" Stratagem - except on steroids, because Grenade is flat 6 dice, here it can go up to 10 per unit. Note that it says "normal move", so lets read the ability on a Jackal Alpus:
Master Outrider: In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.
It will be hard points-wise to get multiple of these stuffed into the list, so let's assume that one unit just does DOUBLE demolition runs every turn. But wait, there's more. You can upgrade one Alphus with the following enhancement if you have points to spare:
Prowling Agitant: Genestealer Cults model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, if the bearer’s unit is not within Engagement Range of any enemy units, it can make a Normal move of up to D6"
Just to add to the madness you can also do that in your opponent's turn. So let's assume you roll up with 2 units, one with a leader. That's a potential 30 dice to roll for Demo-Run PLUS 6 if you wanted to throw another grenade onto the pile. A statistical average of 50% will turn into mortal wounds. That's 18 mortals on average AND NONE OF THESE UNITS HAVE EVEN STARTED SHOOTING YET.
This looks utterly INSANE - sure, you essentially have to Leeroy Jenkins your Bikes into the enemy army, but here's a little detail: the Bikes have CULT AMBUSH. So when they die, there's a 50% chance they just respawn somewhere on the edges of the board. I wouldn't exactly bank on that but imagine the look on your opponent's face when he finally got rid of this grenade-juggling murderpile, only for it to COME BACK AND DO IT ALL OVER AGAIN.
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94variant · 5 days ago
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Dominique y Riggs por fin revelados. Los dos últimos portadores entre los 19, junto con sus respectivas gemas.
Dominique Le Chien es francés al igual que la madre de Warren, Cecilia. Sus habilidades y roleplay son los mismos que los de Kelsey Pokoly, pero amplificados por Warren gracias a su habilidad única. Posee la Gema de la Rosa, que representa el gusto de Dominique por esta flor, así como su porte elegante y distinguido.
Riggs, por otro lado, es diferente. No sólo es un experto en videojuegos RPG y arquero como Omar, también tiene una habilidad: apenas él aparece, ciertas habilidades y roleplay de los Niños del Arroyo se interrumpen o cancelan temporalmente (el tiempo varía dependiendo de cuándo se irá Riggs), perfecto para contener a niños cuyas habilidades y roleplay se basan en videojuegos. Se dice que hace equipo con Dominique porque tienen muy buena química desde que se conocieron. La habilidad de Riggs es similar en parte al Toque Bloqueador de Warren y sus hermanos.
Riggs posee la Gema del Enigma, obtenida únicamente cuando él y Dominique son vencidos en un doble desafío.
(Párrafo en inglés)
Dominique and Riggs are finally revealed. The last two bearers among the 19, along with their respective gemstones.
Dominique Le Chien is french like Warren's mother, Cecilia. His abilities and roleplay are the same as Kelsey Pokoly's, but amplified by Warren thanks to his unique ability. He has the Rose Gemstone, which represents Dominique's fondness for this flower, as well as his elegant, distinguished bearing.
Riggs, however, is different. Not only is he an expert in RPG videogames and an archer like Omar, he also has an ability: as soon as he appears, certain abilities and roleplay of the Creek Kids are temporarily disrupted or cancelled (time varies depending on when Riggs will leave), perfect to restrain kids whose abilities and roleplay are based on RPG videogames. It's said that he teams up with Dominique because they have such good chemistry since they met. Riggs' ability is partly similar to the Blocking Touch from Warren and his siblings.
Riggs possesses the Enigma Gemstone, only obtained when he and Dominique are defeated in a double challenge.
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the-final-sentence · 7 days ago
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Midnight's advice brings sunrise hereafters: She who survives shall see again, She is not just life but also life bearer, ripe from love's emergence, shouting from the rooftops the only pantheon worth every dice roll, reborn, to add to.
Amy King, from "Lessons Learning"
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sisterdivinium · 2 years ago
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@halobearerhavoc By this tag, you signed up for what I am posting here now (I couldn't help myself, even if it's not a digital game!) Based on John Harper's excellent Lasers & Feelings, this is:
Warrior & Nun
You are members of the ORDER OF THE CRUCIFORM SWORD. Your mission is to protect humankind from demons, preserve your dignity while serving in the Church and finding your own faiths. The HALO BEARER has been sucked by an interdimensional portal, leaving you to fend for yourselves while on leave on The Other Side.
PLAYERS: CREATE CHARACTERS
Choose a weapon for your character: Sword, Staff, Shotguns, Crossbow, Pure martial arts, or Gadgets.
Choose a trait for your character: Proud, Discreet, Outspoken, Eager, Bubbly, or Sombre.
Choose your number, from 2 to 5. A high number means you're better at WARRIOR (fighting, strategising, athletics, strength, passion, etc). A low number means you're better at NUN (diplomacy, academics, social abilities, rituals, calm, etc).
Give your character a cool saint name or something like it.
You have: a regular habit, armour, means of communication with other OCS members, a Mother Superion.
Player goal: get your character involved in crazy demon-hunting and women-kissing adventures and try to make the best of them.
Character goal: choose one or create your own: Prove yourself to your shitty family, Become next in line as halo bearer, Find yourself a new family with your sisters, Forgive yourself for your own sins, Be loved, or Keep Being Awesome (you have nothing to prove).
PLAYERS: CREATE YOUR OCS CHAPTER
As a group, pick two strengths for your convent: Handy connection to a rich, brilliant scientist woman; Ties with a powerful cardinal, Highly competent sisters, Gadgets galore, Large library on demonology, Easy access to vehicles.
Also, pick one problem: Most of the sisters are aggressive, undisciplined and possibly sociopathic; The press is on to you, The Vatican is unwilling to spend another penny on you, Mother Superion is always having a bad day, You only have ammo and fuel for another week, Your house priest might or might not have been compromised by a being from another dimension and is secretly working against you...
ROLLING THE DICE
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number.
⬇️ If you're using WARRIOR, you want to roll under your number.
⬆️ If you're using NUN, you want to roll over your number.
0 - if none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
1 - if one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 - if two dice succeed, you do it well. Good job!
3 - if three dice succeed, you get a critical success! The GM tells you some extra effect you get.
!! - if you roll your number exactly, you gain a moment of REVELATION. You get a special insight into what's going on. Ask the GM a question and they'll answer you honestly. Some good questions: what are they really feeling? Who's behind this? How could I get them to _____? What should I be on the lookout for? What's the best way to _____? What's really going on here?
With your Revelation, you can change your action if you want to, then roll again.
HELPING: If you want to help someone else who's rolling, say how you try to help and make a roll. If you succeed, give them +1d.
GM: CREATE AN UNHOLY ADVENTURE
Roll or choose on the tables below.
A threat...
A possessed cardinal
A demon-worshipping cult
An eurotrash would-be prophet
A Vatican ex-archivist
A mad scientist
A renegade sister warrior
Wants to...
Destroy/corrupt
Steal/capture
Bond with
Protect/empower
Build
Occupy
The...
Pope
Divinium
Vatican
Quantum tunnel
Tarask/wight demon
Holy artefacts
Which will...
Destroy the halo
Brainwash the masses with a new dangerous religion
Enslave humanity
Start a war/invasion
Rip a hole in reality
Fix everything
GM: RUN THE GAME
Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it's about to happen, then ask them what they do. "The Firstborn Children guards run toward you, what do you do?" "Your undercover tactical nun partner pours you a glass of lemon drop and slips her arm around your waist, what do you do?"
Call for a roll when the situation is uncertain. Don't pre-plan outcomes — let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill. Ask questions and build on the answers. "Have any of you encountered a nun who to all intents and purposes was dead but is now alive and kicking whilst in the process of becoming some sort of demon hybrid before? Where? What happened?"
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mantleoflight · 7 months ago
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Star Wars!Stats
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Name: Echo-17
Age: Died @ age 28, Rezzed 3 ago
Gender: Female
Vanguard Class: Hunter
Preferred Subclass(es): Solar, Arc, Stasis
Alignment: Light/Vanguard
Faction Alliance: Rebel Alliance/New Republic
Jumpship: Velocimancer or T-65 Headhunter
Species: Exomind Lightbearer
Species quirk: 1. Inorganic sapient, unable to use the force. - "Look we're not droids. We're just... people with full-body prosthetics. We got transferred from one body to another. Simple. So before you go judging us, remember that just because you guys have the tech for looking more human, doesn't mean we do." -- Echo-17 to an examining med-tech 2. Light Bearer - Paracausal Light (just known as Light) is an energy that generates life in unexpected places. Much like the Force, Light flows through the universe but very thinly, only enough to get the seeds of Life started on worlds hospitable to it. One form of this life is the Light Bearers - beings who generate their own Light thanks to their inorganic yet still symbiotic partners known as Ghosts. Together, they can generate and use condensed Light in miraculous and often explosive ways. Such beings are gathered and trained to hone their skill for the betterment and defense of their home, people, and the Traveler - the source of their Light & originator of their Ghosts. -- "Light brings Life and Life brings the Force, and Guardians are meant to defend it." -- "Devotion inspires bravery. Bravery inspires Sacrifice. Sacrifice brings death. And from death, Light brings New Life." -- Because Light (paracausal) is so thin so far from the Traveler, Guardians are only able to generate enough light to use their abilities once or twice per day. This Light is measured by "charges" or how much Light is used by their individual abilities, and how long each ability recharges. Because of the lack of sustained Light, fully charged/rested guardians only gain about 5 charges. 1 charge per ability & 1 per revive. Light Charges can be stored in modified power packs, 1 charge per power pack. They are expensive and require glimmer and expertise.
Class Abilities: -- Grenade ability (1 charge, 24 hr recharge): Arc Bolt/Solar Flare/Stasis wall -- Melee ability (1 charge, 12 hr recharge): Solar Knifes/Arc stab/Stasis shuriken -- Class ability (1 charge, 6 hr recharge): Hunter's Dodge (generates 1 charge for another ability) -- Super ability (1 Super Charge/3 Charges, 48hr recharge): Solar Blade Barrage, Arc Spear, Stasis Storm
Ghost Abilities: -- 1 Revive/Resurrect per 24 hrs/3 light charges after that, Scan (gathers info based on biology, technology, topography, etc.) --- Disassemble (breaks down and processes small amounts of matter or items into programmable matter called Glimmer.) -- Assemble/Matter Hack (assembles small amounts of Glimmer into other items. Very difficult.) -- Heal (1/4 charge based on damage.)
Weapons: - Primary weapon: Perpetuals auto rifle, lunalata bow - Energy weapon: Sunshot hand cannon, Enigma glaive - Heavy weapon: Golden Tusk sword, Sleepless rocket launcher
Inventory: - Glimmer: 5000 - Current armor - 1 spare set of armor - 1 armor care kit - 1 minor exo repair kit - 39 ration sets (from the ship) - 1 large first aid kit (from the ship) - 1 large ship repair kit (from the ship) - 1 bedroll & pack - 1 set of dnd dice - 1 set of uno cards - 1 sketchbook - 1 long-range radio (from the ship) - 1 evac/survival kit (from the ship) - 3 spare ghost shells (including 1 hive ghost shell) - 1 set of Bubble Gloves (hive ghost containment gloves) - 1 surveying kit (from the ship)
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theresattrpgforthat · 2 years ago
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Hi! Sorry if someone's already asked something similar, but I'd love some recommendations for space fantasy games!
THEME: Space Fantasy
Hello friend! You're the first request for this but I'd be lying if I said I wasn't already cultivating this very list!
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Solar Blades & Cosmic Spells, by Diogo Nogueria.
The universe is in collapse, as planets and systems struggle for freedom under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.
What will you do when the forces of the Void close in?
Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells!
This game borrows a number of concepts from other game styles including rolling for attributes (a la OSR games), an overarching concept (similar to FATE games), and a character archetype (similar to a character class or a playbook). The system uses only d6s and d20s for dice rolls, and outlines rules for combat, although not as much for Social challenge. This reflects the traditional OSR ethos: if the characters are using creativity to solve a problem, reward it, rather than making them roll for it. There’s also a ton of advice on using sorcery, piloting starships, and encounters with other creatures, hostile and not. If you like having lots of toys to play with, as well as wealth of advice for the GM, you might want to check out this game!
GSXX: Generation Ship, by Harper Jay.
Hundreds of years ago, humanity left the Old World behind in massive generation ships. Dozens of these ships set off into space, seeking new homes. Much of the interior of these ships was set up for farming, and humans took many plants and animals into the stars with them.
The spirits of the Old World came with them. Cut off from the Earth Mother, they changed and evolved. Most found peaceful and content lives, but some lost themselves while out in the Void, becoming wayward and chaotic.
You play as a group of individuals living on one of these ships. While violence and strife are not unheard of, there is enough to contend with when drifting through space without fighting your fellow travellers.If you like quick, light, character creation and the story of a community that must work together in order to survive, Generation Ship might be for you.
Brigand Galaxy, by Hella Broke Studio.
Brigand Galaxy is a game heavily inspired by 90's sci-fi anime in tone and aesthetics. With a focus on the crew as family, and the inevitable confrontation of hidden pasts and troubles coming into conflict with your present selves. It's about cool narrative fights, both outside and inside space ships. It's about running from your past as every good Anime protag does and about bonding with your fellow crew as you scrape a living out of odd jobs and trying to find that one big score.
Welcome to a world of magic and science alike. Where the mystical leylines work as interstellar highways between systems, and where blaster pistols mix with magical spells and mysterious powers. 
Brigand Galaxy is a PbtA-style game that aims for dramatic stories that tie the players together. This game is still in production, so the Bare Bones edition has the rules, equipment, and playbooks, but not much in the way of lore or setting. However, if you get the Bare Bones version, you’ll have automatic access to the final version down the road!
Light, Beacon Edition, by Gila RPGs.
You are a Beacon, an immortal guardian of humanity. Light courses through you, granting you incredible power, and the ability to fight back the darkness that besets humanity from all sides.
Strike out on missions across the Sol system. Wield powerful weapons, unleash devastating powers, get all the loot.
LIGHT Beacon Edition is the definitive version of the LIGHT TTRPG. First released in 2020 as a one page homage to the video game Destiny, LIGHT has expanded over the years with tons of new content. That has all been bundled together into a single book, with new layout and art to bring you the very best of LIGHT.
As a Beacon, you were granted near immortality and incredible power due to a solar event. Humanity has spread itself across the Sol system in a new golden age, and you are its greatest protectors. Strike out on missions across the system as it is beset from all sides by alien threats that would see our Light destroyed. 
If you like modular character builds that can be continuously adjusted to suit upcoming challenges, and if you like high stakes in which humanity’s golden age hangs in the balance, you might want to check out LIGHT.
Scum and Villainy, by Off Guard Games.
Unwise deals. Blaster fights. High adventure among the stars. Welcome to the world of Scum and Villainy.
Scum and Villainy is a Forged in the Dark game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony.
Work with the members of your crew to thrive despite powerful criminal syndicates, warring noble families, dangerous aliens, and strange mystics. Explore the ruins of lost civilizations for fun and profit. Can your motley crew hold it together long enough to strike it big and insure your fame across the sector?
Do you want to explore the galaxy? Make some credits on the side? Maybe strike out against a galactic empire? Scum and Villainy can do all of these things, and more. With an original universe with sliding scales on artificial intelligence, mystical powers, and galactic hegemonies, this game allows you to draw on themes from your favourite space-themed media while still putting forth a unique twist. Using the Forged in the Dark system, this game depends on a quick-to-grasp graded success system, with tools that reward you for pushing yourself closer and closer to the brink in exchange for pulling off some daring heists. 
HighWinds, by Karrius.
Highwinds is a sci-fi fantasy space opera RPG, focusing on wild, action movie style fights. Take the role of resourceful heroes on the edge of space and fight pirates, save people from killer robots, and explore ancient vaults locked in astral space.
Highwinds contains all you need to play, and is designed for 1-6 players and one game master. For playing in person, three six-sided dice are recommended for each player. 15 sample characters are included, ready to play as both PCs or antagonists.
If you want to blend elements from a number of different space genres, or if you want lore that has some of its own unique elements, Highwinds is one to check out. Your characters have the opportunity to dip into martial, magic, and psionic talents, and contains unique species, bringing the fantasy to space-fantasy. The game uses d6s for Task Resolution rolls, and at character creation you take Skill Bonuses to reflect your character’s aptitude and training. There’s detailed rules for combat, vehicle management, and taking care of your home base - so if you like getting into the bits and pieces that build a more versatile campaign, Highwinds is a game worth checking out.
Galactic 2e, by Riley Rethal.
GALACTIC is a belonging outside belonging game, inspired by star wars.
tell the character-driven, relationship-focused space opera stories you want to see in the world, using playbook archetypes like THE ACE, THE DEFECTOR, and THE DIPLOMAT, and create a unique and colorful world with pillars, places, and traits that flesh out different factions, forces, and characters in your story.
If you want to tell a Star Wars story and you don’t have a GM (or someone who wants plot out a heavily detailed campaign), or if you want to play now, rather than set up a 2 hour character creation session, Galactic 2e is the game for you. Tell rich, emotionally satisfying stories using a system that doesn’t even require dice. (Also - have you ever wanted to play out your Star Wars ships? You can totally do that in this game.)
Galactic 2E has an abundance of supplements thanks to a game jam that ran back in 2021, so take a look at what you’re interested and pick out whatever makes the perfect Star Wars game for you!
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