#Industrial Forged Gears
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cpfltvs ¡ 20 days ago
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Discover the unmatched durability and precision of Automotive Gear Forging. Designed for high-performance vehicles, our forged gears provide superior strength and reliability for critical automotive components like transmissions and differentials. From custom solutions to large-scale production, we deliver excellence tailored to your needs. Trust us to drive your success forward with innovative forging techniques.
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the-whatcherof-89 ¡ 7 months ago
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Commission for @pixlemonade
Grian “Big Boss” Xelqua Aka The Legendary Poultry Man.
CR 17 N Medium Humanoid Strix
XP 102,400 (if used as npc for encounter)Strix Cleric 10 Evangelist 7
Neutral Medium humanoid, Strix Init +2; Senses Perception +29
AC 31, touch 13, flat-footed 29 (+2 Dex, +10 Armor, +4 Shield, +1 Intuition, +4 Natural) hp 115 (16d8+34)
Fort +11, Ref +19, Will +12
Speed 60 ft. Flying, Land speed 30ft. Melee Returning shortspear+16/11/6 1D8+4 RangedRanged Spell+14, Returning shortspear+17/12/7 1D8+4
Racial Dayguard, Suspicious, Darkvision 60ft, Low light vision 60ft, Hatred, Fly speed 60ft, Land speed 30ft.
Traits Obsession(Buttons, etc), Spark of creation.
Class features Aura, Channel Energy 9D6, Domains Artifice, Air), Divine obedience,Skilled (Use magic device, Fly), Protective grace +2, Aligned class (Cleric), Divine boons (Strategic warrior, Sensibility of crafting), Creator’s touch, Material transformation, Gift of tongues(Ignan, Auran), Multitude of talents(+4 sacred bonus on untrained skills).
Spellcasting CL17 DC17 spells per day 
4/6+1/6+1/6+1/5+1/5+1/5+1/5+1/3+1/2+1/1+1
Str 12, Dex 14, Con 14, Int 12, Wis 24, Cha 10
Base Atk +12/7/2; CMB +13; CMD +25
Feats Brew potions, Deific obedience, Extend spell, Craft magic weapons and armors, Craft wondrous magic items, Empower spells, Quicken spells, Maximize spells, Master crafter.
Skills Appraise +5, Craft(Metal) +20, Craft(Stone) +14, Diplomacy +4, Fly +21, Heal +10, Knowledge (arcana, history, religion) +14, engineering +9 (nobility, the planes,) +5, Linguistics +5, Perception +19, Profession(architect) +19, (engineer)+14, Sense motive +14, Spellcraft +14, Use magic device +13.
Languages Common, Draconic, Strix, Ignan, Auran.
Combat gear Manual of understanding+3(used), Returning shortspear+3, Mithral catskin breastplate+4, Caster shield(greater), Amulet of natural armor+4, Dusty rose ion stone, Headband of aerial agility+6(Wis), Rainbow lenses, Eagle cape, Belt of goat strength, Rod of thunder and lighting, Robe of useful items, Arrow magnet, Band of the colorful(pride) flight (ring of feather falling+Ring of flying improved+Colored flight), 4 Potions of cure critical wounds, Cleric kit, MWK tools(stone mason), 105GP.
Spells per day 0- All. 1-Animate ropes, Bless, Command, Divine favor, Sanctuary, Shield of faith, Summon monster I 2-Wind wall, Bear’s endurance, Sonic boom, Cat’s grace, Summon monster 2, Aid, Make whole. 3-Gaseous form, Dispel magic, Summon monster 3, Remove blindness/deafness, Blindness/deafness, Remove curse, Protection from energy. 4-Airwalk, Summon minor planar ally, Summon monster 4, Divine power, Freedom of movement, Divination. 5-Fabricate, Flamestrike, Summon monster 5, Spell resistance, Truesight, Reanimate dead. 6-Major creation, Planar ally, Animate objects, Dispel magic major, Word of return, Blade wall, Mass bull strength. 7-Elemental body(air), Regeneration, Destruction, Resurrection. 8-Whirlwind, Planar ally major, Summon monster VIII. 9-Miracle, Prismatic sphere.
Mumbo Jumbo Aka Bumbo Baggins the Mustache Man.
CR 17 N Humanoid, Dwarf
XP 102,400 (if used as npc for encounter)Dwarf Wizard (Conjurer, Creation school)15 Lore master 2
Neutral Medium humanoid Init +2; Senses Perception +20
AC 22, touch 17, flat-footed 20 (+2 Dex, +5 Deflection, +5Mage armor) Hp 135 (17d6+51)
Fort +13, Ref +13, Will +17
Speed 20 ft. Melee Father’s forgehammer+11/6 1d8+31 RangedRanged Spell+10
Racial Speed 20ft, Defensive training, Unstoppable, Stone cunning, Craftsman, Industrious urbanite, Stability, Darkvision 60ft, Weapon familiarity.
Traits Spark of creation, Socially awkward.
Class features Summon familiar (archetype Valet), Arcane bond (Familiar Cat), Create gear, Creator’s will, Summoner’s charm, Scribe scroll, Specialization  school (Conjuration), Arcane discoveries: Arcane builder(wondrous magic items), Fast study, Golem constructor(Iron), Lore, Secret of health, Applicable knowledge(Forge ring).
Spellcasting CL17 DC18 spells per day 4/6/6/6/6/5/5/4/3/1
Str 12, Dex 14, Con 14, Int 26, Wis 14, Cha 8
Base Atk +8/3; CMB +9; CMD +21
Feats Brew potions, Extend spell, Skill focus (Knowledge Arcana), Alchemical affinity, Craft wondrous magic items, Craft magic armors and weapons, Maximize spell, Empower spell.
Skills Appraise +16, Craft(Metal) +28, Craft(Redstone) +28, Fly +10, Knowledge (Arcana +31, Dungeoneering +16, Engineering+28, Nature+16, Geography+16, History+16, Local+16, Nobility+11, Planes +16, Religion+11), Linguistics +2, Perception +10, Profession(engineer)+22, Perform(oratory) +3, Spellcraft +28, Use magic device +19.
Languages Common, Draconic, Dwarf, Giant, Terran, Orchis, Acquan.
Combat gear Headband of mental prowess+4(Int, Wis, Craft metal), Amulet of spell mastery, monocle of flawlessness, Father’s forge hammer, Engineer’s workgloves, Winged boots, Belt of giant strength+2, All tools vest, Traveler’s any tool, Handy haversack, Mallet of building, Clock of resistance+5, Ring of protection+5, Ring of crafting improved(Redstone), Artificer portable lab, Mumbo’s top hat(functions as a Cap of light and a Hedge wizard Conjurer’s cloak), Conduit rod, Scrolls(Planar binding greater, Anywhere but here, Expeditious constructions), Staff of conjuration, Blessed book, Potions(4 Cure Critical wounds, 2 Invisibility, 2 Blur), Wand of Summon monster II, Wizard kit, 15GP.
Spells known Mostly Conjuration spells Forbidden schools: Necromancy, Enchantment (around 45) 
Spells typically prepared 9-Portal. 8-Summon monster VIII, Labyrinth 7-Limited wish, Wondrous mansion, Clenched hand, Reflect spells. 6-Mass bull strength, Contingency, Chain lighting, Iron wall, Dispel magic greater. 5-Telekinesis, Teleportation, Summon monster V, Wall of stone, Cone of cold. 4-Elastic sphere, Summon monster IV, Dimensional door, Stoneskin, Black tentacles, Solid fog. 3-Haste, Shrink item, Fireball, Summon monster III, Dispel magic, Resist energy. 2-Make whole, Mirror images, Glitterdust, Summon swarm, Web, See invisibility. 1-Shrink person, Magic missile, Grease, Unseen servant, Mage armor, Shield.
0-All except forbidden schools.
Background Grian and Mumbo lived in a faraway land known for their hermit residents where they are renowned for their incredible talent for architecture and his incredibly complex contraptions respectively. Both of them where building some crazy structure and as always creating some cunning brain-teaser or practical joke to have a laugh while at it. Still, when one day they were about to make their usual pranks and almost detonated each other in the attempt, Grain and Mumbo heard a voice: “Your aid… needed… someone important… lost… will you aid us?” Thinking it was a prank from another Hermit known for his Scars and his fancy Top Hats they went along and accepted only to find themselves transformed and transported into a completely different world. Now they have a mission on hand: Retrieve a lost entity from far away that bestowed part of his powers upon them.
IMPORTANT: None of the images are mine they belong to the following artists in the link. I did this for no profit only for entertainment.
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englishotomegames ¡ 2 months ago
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Steam Prison: Beyond the Steam (スチームプリズン -Beyond the Steam-)
Release date (Windows, Steam, Nintendo Switch) Japanese, English and Chinese: November 28th, 2024
"The Heights are a gorgeous utopia. The Depths, a filthy industrial wasteland. Our heroine, raised in the Heights, has nothing but contempt for those below. Now an observation mission requires her to descend into that world, and the gears of fate have begun to turn.
This story takes place two years after the 'Grand Ending' from the original Steam Prison. While riding the 'buggy' invented by the engineer (and information broker) Ulrik, our party arrives in the new land of Cainabel, where they meet a pair of kings. The story unfolds from there.
The stories of Ulrik, Adage, and Fin take place alongside the younger king Jevite in this strange land. Meanwhile Eltcreed, Ines, and Yune clear the way to Cainabel's future with the elder king Jereme. You can enjoy this episode and its endings from two points of view, depending on which party member the heroine travels with.
This release also includes an additional story titled A New Theory.
In A New Theory, our heroine must confront the injustice of her world. She makes contact with the HOUNDS in order to clear her name, and decides to forge a new path for herself..."
This is the fandisc for Steam Prison! You can buy it from MangaGamer here, from Steam here, or for Nintendo Switch here.
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alexanderwales ¡ 5 months ago
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Castle Solutions was the only time travel company in the world. They had a giant corporate headquarters in downtown Chicago, which was the only place in the entire world with a time machine, at least as far as anyone knew. They were worth hundreds of billions, and the only reason they weren't worth more seemed to be that they didn't care all that much about money. The time machines were used for everything: reporting, media, market corrections, the surveillance state, and industry. Castle Solutions was the lynchpin of the modern world.
Daniel had thought the waiting room would be nicer.
He sat in a blue-gray chair that would have been at home in any waiting room anywhere else in Chicago. Slightly tinny music played over speakers from the ceiling. A fake potted plant sat in one corner, failing to look lively. There were no windows, because the waiting room was deep in the heart of the building, close to the machine itself.
Daniel was the only one in the waiting room. He'd come half an hour early, lugging all his gear, and now the only thing left was for the clock to run down. A bored-looking woman had come in to tell him that it might be awhile, that they were running behind schedule — the time travel company, running behind schedule. So there had been more waiting than expected.
A man in a charcoal gray suit with a simple blue backpack came in. He slung the backpack down onto the ground with a sigh and rubbed his face. He had stubble there, but an artful amount of it, like he'd spent some time in the mirror making sure that it was the right amount of scruff to offset his expensive suit.
Daniel looked straight ahead, trying not to look, keeping his face blank, like he was passing by a homeless person who might ask him for money he didn't have.
"Wow, you've got a lot of stuff," said the man. "Is that a sword?"
"It's a katana," said Daniel. He didn't match the eye contact the man was giving him.
"Oh, cool," said the man. "You're going to ... katana times?"
"Edo Japan, yeah," said Daniel.
Daniel was trying his best not to engage, to get this conversation over as quickly as possible. He wasn't making eye contact.
The man picked up his backpack and moved across the waiting room to be closer to Daniel.
"You speak Japanese?" the man asked.
"Hai, watashi wa nihongo o hanashimasu," replied Daniel. He wished that he were more fluent, that the words had come out less rote.
"Cool," said the man. He had apparently also come closer to get a look at all of Daniel's stuff. His eyes moved over the duffel bags. There wasn't much to see, everything had been carefully packed away. "Wow, you sure are prepared, huh?"
"It's a different time and place," said Daniel with a shrug. It represented five years of planning, five years of training, learning, honing himself.
"Personally, I'm going to 1946," said the man, though Daniel hadn't asked. He held out his hand. "Archie Vedder."
Daniel reluctantly took the hand. "Daniel Strom." He had never really gotten the hang of shaking hands. He worried that his hands were too clammy, a worry that proved founded when Archie wiped his hand on that expensive charcoal suit.
"I went with the kit," said Archie, pointing to his backpack. "I've got papers, I've got a computer with a backup, I've got a projector, a media library, a science library, the whole works, plus some forged bonds and a stack of cash. I got a sweet deal on it, they're overstocked now."
Retreating into the past had seen its heyday. Now most of the people who had been most enthusiastic were gone, and there were only the dissenters left. Everyone agreed with using the machine for the mundane stuff, but simply leaving, never to return, rubbed people the wrong way.
"I guess they don't sell kits for Edo," Archie ventured.
"They do," said Daniel. "They're trash."
"Ah," said Archie.
"This is all custom," said Daniel. "Higher quality, field tested, everything I'll need to set myself up there." Only some of it was stock. He had two computers, three smartphones, chargers and plugs, solar panels, replacement batteries, and redundant media libraries and science libraries.
Archie raised an eyebrow. "What does that mean, field tested? Because people don't come back. You're there for good, right?"
What it actually meant was that Daniel had gone out into a field and tested it, made sure that it worked under various conditions, set himself up like he might be explaining all this to a carefully chosen daimyo. There was only so much that camping in the woods and taking dry run vacations could tell him though.
"Some of it is theory," said Daniel. "Research."
"Yeah, see, that's why I went with 1946," said Archie. "It's really well-trod. You know, I was reading an article the other day that maybe the Baby Boom was a little overstated? Like, we're obviously living in the wake of time travelers, but that's the prime time to come back, anywhere from 1946 to 1960. The economy is doing well, tech is advancing, it's familiar enough. The culture is so close you can sell some stuff from a media library, it's brilliant. You're five steps away from becoming a multimillionaire in a time when that meant something."
"Sure," said Daniel.
"Any reason you're doing hard mode?" asked Archie. "I mean, samurai and ninjas are cool, sure, but —"
"It's not about that," said Daniel.
"Alright, sure," shrugged Archie.
Daniel looked over at the waiting room's lone clock. You would think that a waiting room for a time travel company would have better clocks, but it was a cheap utilitarian design, thin plastic and wobbly hands.
"What's it about then?" asked Archie.
"I was going to go with a friend," said Daniel. "We had practiced together, trained together. Then he got cancer."
"Ah, shit," said Archie.
"He lived," said Daniel. "He's fine. But he's on medications now, and will be for the rest of his life, and he can't go anymore."
"Huh," said Archie. "So there's a friend who you're leaving behind?"
"No," said Daniel. "I mean ... this was what we did together. We talked about it a lot. We read history books and practiced crafts and skills. At the start, I didn't really take it that seriously, it was just a hobby, but I got invested, and I guess I kept seeing it as — I don't know."
"I mean for me, it's a way out," said Archie. "Most people feel that way, yeah? My wife filed for divorce, I got fired from my job, so hey, time to start over in 1946, pretend I'm part of the Greatest Generation, ride the waves I know are coming. Exploit it."
Daniel grimaced. The Vietnam War, segregation, the Red Scare? People had a rosy view of that time. He'd never felt particularly aligned with people like Archie who were just looking to make a quick buck.
"Oh come on," said Archie. "You think you're better than me? You're a, you know, what's the word. Colonizer."
Daniel rolled his eyes. "No."
"What, just 'no', it's not, you know, what we did to the Native Americans?" asked Archie. "The whole 'conquer the past' thing?"
"I'm a single person," said Daniel. "I'm bringing back things that will change their culture forever, but I'm not an agent of my country, and even if I were, I think those people who want to be a god king are morons. And sorry, I'm not spending my last minutes in the present on badly rehashing a debate I've had a thousand times already."
"Why not?" asked Archie. "See, I think having arguments right before you go is great. You can leave on a high note. I've spent the last few days saying whatever the hell I wanted to people. It's great. I went to my dad and said 'hey, you were a terrible father, I never liked you, and it's sad that you thought I needed your approval'. And then you know what's hilarious? I get to just walk away and never be seen again. How's that for a power move? How's that for a mic drop?"
"Seems immature," said Daniel.
"Well, see, I'm actually fine being immature," said Archie with a little laugh. "And when this conversation is done, one or both of us is going into the past, never to be seen nor heard from again, and isn't that great? You don't like me, I don't like you, and then we're strangers again."
Daniel had been looking straight ahead, but he turned to Archie after that. "You don't like me?" he asked. "You don't know me."
"I know your type," said Archie. He leaned back. "You spent what, three years cooking up a plan, making this trip back in time your entire personality, and now you think you're better than me, better than everyone, like you've got it all figured out. You talked yourself into throwing away everything you've got going on here. You got dreams of a future in the past. It's quitter talk, is what it is."
"Fuck off," said Daniel. In his normal life he'd have never said it, but he was on the precipice.
"You think going into the past is going to transform you?" asked Archie. "That another world, a second chance, you'll somehow become the man you think you were supposed to be? Well let me tell you, if you were a loser here, you'll be a loser there."
Daniel stood up and drew his sword. He'd practiced the draw a thousand times. The sword gleamed, even under the ugly fluorescent lighting of the waiting room. "Fuck off, or you'll be going back to the 50s missing a hand."
"Bah," said Archie. "Fine." He stood up and took a seat further away, the same one he'd taken when he first came in. He was bouncing his leg and reading something on his phone.
Daniel was putting his sword back in its sheath when the receptionist came into the room.
"Daniel?" she asked, glancing only briefly at the sword. "They're ready for you."
"Finally," Daniel thought but didn't say, because even though he wasn't going to be around anymore, he believed in basic politeness.
He gathered his things and left the waiting room, ready to leave.
~~~~
Archie sat outside Castle Solutions, in their little courtyard, vaping.
It wasn't long before the receptionist, Lydia, came to sit next to him.
"It didn't really seem like you wanted to convince that one," she said.
"Yeah," he said. "Sorry."
She shrugged and pulled out a vape pen of her own. "Sometimes you just want to yell at someone. I get that. But you're risking us getting caught. And if we get caught in the future, we probably get caught in the present."
"Yup," he said. "Won't happen again."
"Give it a few days before you come back," she said. "Three, let's say. He didn't file a complaint, so there's nothing in the system."
"Mmm," said Archie. He made a long, slow drag of the pen. They sat there vaping together for a while. It had often occurred to him that vaping was impossibly lame, but it felt less lame when done with someone else. He watched as the vapor left her mouth in a thin, concentrated stream. "You wanna go out sometime?"
"On a date?" she asked. She gave the tip of her vape pen a casual look. "No, not really."
"Alright," said Archie.
"I don't really know what your deal is," she said. "Why this is important to you. Why you want to talk people back from the brink, or yell at them."
"Mmm," said Archie. "You want to tragic backstory?"
"Meh," Lydia replied. "I'm not going on a date with someone who has a tragic backstory. That's all. Sorry. I've got my own tragic backstory, thanks very much."
"Fair," said Archie. "It was my kid brother, that's the short version. He up and left one day, left us a note that read like ... well, you know." He drew a finger across his neck.
"Where'd he go?" asked Lydia.
"England, 16th century," said Archie. "He thought he was going to take Shakespeare's place." He shook his head. "Only eighteen, you know? Unconscionable that they let kids that young through. He had his whole life ahead of him and he just ... disappeared."
Lydia sighed. "Yeah."
She turned off her vape pen, then mimed stubbing it out on the bench like a cigarette before slipping it into her purse. He felt a surge of attraction for her.
"Alright, I'll go on the date," said Lydia. "But if we're going to be dating, you've gotta stop this."
"Vaping?" asked Archie.
"You know what I mean," said Lydia. "You going in there trying to convince them to back out, that's one thing. It's noble, almost. But if it's going to be fighting, if it's you trying to work through some shit, then I'm not sticking my neck out for you. Doubly so if you want to get together. You process your trauma some other way, or repress it like the rest of us, alright?"
Archie thought about that for a moment. "Alright. Sure."
"I've got to get back to work," said Lydia as she rose from the bench. "You have my number."
Archie nodded, and after she had left, he stayed, looking out at the courtyard.
He wondered how Daniel was doing out there, in that other timeline, but he supposed that he would never know.
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theresattrpgforthat ¡ 2 days ago
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Any recs for pick up and play/no prep ttrpgs?
THEME: Pick Up & Play!
Hello there, you’ll probably find a bunch of one-shots in this collection, as I find one-shots tend to gear a bit more towards low-prep play.
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Lost Goths From Beyond, by goblin goulash.
You are not from around here. Maybe you’re dead (you sure liked playing the part anyway). Maybe you’re in Hell (your parents warned you). Maybe you found a Victorian city in your dreams. Maybe you come from the Realm of Fairies, or a timeline stuck in the 90s, or a planet far far away… Well you’re here now, and you gotta do what you gotta do to get back. And you intend to do it in style. High heel, black leather, smoky eye style. You’re a Goth from Beyond, and you’re here on a Mission!
Lost Goths from Beyond is a stylish, rules-light TTRPG for 1-5 Goths and 1 GM.
As a hack of Lasers & Feelings, Lost Goths from Beyond is meant to be quick in execution, with obstacles coming up as you roll - and for that reason I think it doesn’t really require much prep. I’d say that the most you’ll have to do is actually collaborative at the table - deciding the setting and limits of your characters, and determining what subject matter you do or do not want to explore in your game.
I have two things I like about this game - one is the layout, how clean and succinct it is, communicating the vibe while keeping the instructions short and to the point. The other is the thirteen special items you can choose from to give your Gogh character their own unique thing - whether that be nail polish that turns you invisible, a body piercing that emits light, or stylish sunglasses that can see in the infrared.
Christ Heist, by shawk games.
ALL ABOARD… It’s 1907 and you’ve been down on your luck. Jobs are drying up, wars are being waged, and the west is growing. As luck would have it, your reputation precedes you: as a storied felon, you and your crew have been forged through indominable industry expertise and pulled together for one last job: Rob the Church.
It was a dangerous journey to Kansas City – but you all know your roles, and you know what you need to do: trick the laity in St. Anthony’s Chapel Car out of their tithes, make off with the Solid Gold Jesus Crucifix, and exit the train in Denver before anyone notices.
Heist games are excellent for one-shot games, and this heist is built on the fabulous Honey Heist rules, which are designed for little to no prep. Because you’re robbing a train, the game comes with a timetable for each of the train’s stops, which can be placed in front of each player so they can come up with a plan on the fly. As per Honey Heist tradition, you also have a series of roll-tables for the GM to help design the Chapel Car of the train and the nature of Bishop Bartholomew, as well as the kinds of complications to make your heist interesting!
The Quick, The Quiet & The Dead, by Whimsynaut Games.
Play as a group of survivors, working together to survive the night from a random table of horrors. Will you be escaping an alien spider in a rusting theme park, an eldritch horror in an abandoned campsite or a murderous cyborg aboard a cargo ship in a storm? 
Another Lasers & Feelings hack, this game also gives the GM some roll-tables to generate a situation on the fly. The basic setting is that you’re surviving some kind of horror scenario, but you can cater the scenario to fit the style of horror movie you’re interested in. If there’s a horror setting that you like, you can probably layer that over this game to give yourself a quick horror rush.
If you’re not a bit horror fan, I definitely recommend checking out the broader world of Lasers & Feelings!
The Head, by forkfrenzy.
Vassago's body lays before you. His head is in your backpack. The labyrinth goes on forever. It’s your home. It’s everyone’s home. Maybe you'll get out some day, but right now you have to deliver this head to the Duchess. 
The Head is a 1-page, 1-session roleplaying game (RPG) by Levon Jihanian — set in a mysterious, labyrinthine world. The player characters have just cut off Vassago’s head and are tasked with delivering it to the Dutchess, who lives at the palace at the center of the labyrinth. The game builds on the mechanics of Fuck! It’s Dracula and The Agony of Elves.
I don’t own the rules document for The Head, but I did find a copy of the rules for Fuck! It’s Dracula, which is about 200 words long and fairly simple. The game appears to go through a various number of phases, with roll-tables used to both generate characters as well as events that will bring you closer and closer to the narrative climax.
It looks like much of the details behind the main premise are also meant to be explored during play, which I also take as a sign of low to no-prep. If you ‘re coming up with the lore as you play, you don’t need to prepare it beforehand!
Loom of Blood, by curubethion.
Spin your webs of fear through the night, from the corners where you lurk.
Loom of Blood is a game of unfolding horror: sketch out the strokes of unsuspecting lives, and then uproot them into murderous mayhem. Build your own horror movie franchise with your friends, and delve deep into a tangled tapestry of wickedness, bloodshed, and frail humanity.
Loom of Blood is collaborative, and for that reason, I think it’s a great option for a no-prep tabletop game. I find that GM-less games still typically require a person to exist in a facilitator role, so you might have to read through the pdf before you sit down to play, but each beat of the story is introduced in the process of play - try to come up with too much beforehand, and you’ll probably feel like you’re trying to turn the story in a direction it wasn’t naturally set up to go.
On your turn, you’ll introduce either a Moment, a Fool, or a Mirage to the story. Moments are descriptive phrases that introduce a new horror to the scene, like the rustling of trees, or a scream of something “neither animal nor human.” A Fool is a character doomed to stumble into the danger, their death perhaps not imminent, but likely to happen before the story is over. A Mirage is a place that feels safe, a location that fills out the map of your story.
The elements of this story feel somewhat similar to I’m sorry did you stay street magic, which is also beautifully collaborative, as well as a game I’d consider no or low-prep. If you want a game of collaboration that leads you through each step, you might be interested in Loom of Blood.
Let’s Kill the King, by Obli-Awa.
The revolution has begun.  The people cry out for justice and, as night falls on the capital city, they have swarmed its streets in righteous fury, pitchforks aloft and torches blazing.  The guard have locked things down as best they can, but you, you lucky few, have made it over the wall; managed to slip into the castle thus far unnoticed.  Tonight, the old order falls.  You will be the regicides who bring it crashing down.
A TTRPG designed to indulge in the fantasy of bringing corrupt leaders to the justice they so richly deserve by our own damned hands, LET'S KILL THE KING offers 2-4 players and 1 game master a raucous couple hours of manic, king-hunting glory.  Absolutely no preparation of any kind is needed from either GMs or PCs: encounters are generated via table and the basics of who a character is can be rolled on the spot.  
Games like this one, which have a very strong premise and a very clear goal, are often really good options for folks who want little to no prep. You are sitting down knowing what all of you want - to kill the King - and you also have a few other facts that are already determined for you, such as the fact that you’re hunting through the Castle, so you have a good idea of the limits of what you might or might not find. I’m also a big big fan of the fact that you have two clocks that you can use to track your progress - one for the Hunt of the king, and one for the King’s escape!
Black Bars, by HMLW.
Black Bars is a roleplaying game for three people about slipping secrets past censors that want to prevent the TRUTH from getting out. One of you will play the Whistleblower, the one that creates the Secret and the Messages. Another will be the Censor, redacting the Messages whilst trying to discover the Secret yourself. The last of you is the Decoder, receiving a heavily obfuscated Message and tasked with finding out the Secret.
The prerequisites for Black Bars are pretty specific (3 players only), but I really like the goals for your characters here. A game about trying to code, decode and redact messages, you can invent all of your own reasons for why these messages are being sent and obfuscated, but you can also play competitively, which might allow for a nice transition from boardgames into roleplaying games, if that’s a background that your players share.
Goblin Errands, by Sharkbomb Studios.
Goblin Errands is a no-prep RPG for 2 to 4 goblins and one Tall Person. Together you'll go on comical (mis)adventures trying to complete seemingly mundane tasks as you struggle with a world not designed for you. 
You've just joined a new family of goblins and you are determined to prove yourself useful. Clearly, the best way to do so is by running errands for the community. 
Unfortunately as a goblin you live in a world made for folk much bigger and stronger than you. And on top of that you have only a single brain cell to work with - and one that you have to share with your fellow goblins. Even otherwise ordinary everyday tasks turn into hilarious challenges.
A lighthearted game with cute misadventures, Goblin Errands describes itself as a game about “solidarity among the unrecognized” - folks who don’t fit in to the infrastructure of the world as it is. It’s a game about underdogs, but the stakes feel rather low, so this might be a great palette cleanser, or a nice way to start roleplaying with a group of people you don’t know as well.
While the game styles itself as a no-prep one shot, you’ll probably have to do a bit of reading beforehand, just to make sure you know how the rules work. Character creation looks like it needs to happen at the beginning of the game, since you generate something called the kenn together. The fact that the goblins are sorted into playbooks signals easy of entry to me, since playbooks often provide all of the information you need to know about your character in one place.
When it comes to running the game, the GM will roll to generate an errand, but I think the obstacles and challenges that arise will likely become apparent thanks to the collaborative worldbuilding that happens before you create the characters.
Also For Your Consideration...
Low Improv Games
Zero-Prep Characters / One Shots
Holdfast Station, by Lampblack & Brimstone.
If you like what I do, consider leaving me a tip on Ko-Fi!
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girlkisser13 ¡ 6 months ago
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hephaestus cabin headcanons
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children of hephaestus
• OIL, SOOT, and GREASE STAINS EVERYWHERE.
• the have the most intense games of hide-and-seek in bunker 9.
• a lot of them lose limbs, become disabled in some way, or are born that way, and they often use it as a reason to build themselves cool robot prostheses and other tools to help them get around.
• along with the athena cabin, they come up with weapons and armory specifically for disabled demigods.
• they build advanced prosthetics for campers who have lost limbs in battle.
• they’re warmer than most demigods, even if they don’t have fire powers.
• they always know when someone is in need of a weapon and they just create it without thinking about it. like they just know when someone needs a weapon before they ask for it.
• they're the only ones who can pick out stuff from hephaestus's junkyard without getting hurt.
• everything, the cabin, the forge, the bunker, is 100% handicap accessible.
• they worked with the athena and hecate cabins to upgrade bunker 9 to allow better lighting, safer rooms, new areas to test weapons, etc. they wanted it to feel like an underground space station.
• they name each of their tools and inventions.
• on birthdays, they give each other personalized gadgets that solve everyday problems, like a self-tying shoelace or a self-stirring spoon.
• they design and wear fireproof clothing.
• they actually have numerous secret hideouts and mini-workshops hidden around camp half-blood (bunker 9 is the only one we know about).
• they keep detailed journals filled with sketches, ideas, and notes about their inventions, passing them down through generations of hephaestus kids.
• they build small, mechanical pets or companions that help them with tasks around the forge, each one with a unique personality programmed in.
• they all have a set of personalized tools that they've crafted themselves, often with special engravings or modifications to suit their style.
• they have made so many modifications to their cabin over the years that none of the original material is still there, and there’s a constant debate at camp as to weather it’s still the same cabin.
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cabin exterior
• the cabin has an industrial look, with a mix of metals like iron, copper, and steel. rivets, bolts, and exposed beams are prominent features.
• life-sized metal automatons, resembling ancient greek warriors and mythical creatures, stand guard at the entrance.
• they have created intricate metal sculptures that decorate the cabin’s exterior. these range from small, detailed pieces to larger, more abstract art.
• the entrance has large, reinforced double doors, that are automated.
• these doors swing open smoothly despite their weight.
• they have a pulley system for lifting heavy materials, a retractable awning for shade, and a mechanical clock tower that chimes periodically.
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cabin interior
• the floor is covered in spare parts and tools that never get picked up (unless somebody wants to use them for something).
• they have underground bunkers for bedrooms.
• the walls are adorned with gears, cogs, and blueprints of various inventions. some of the gears are part of intricate mechanisms that move or serve as storage spaces.
• their cabin has several fire extinguishers and a state-of-the-art ventilation system to manage the smoke and fumes from the forges.
• emergency buttons are strategically placed around the cabin to shut down all machinery in case of accidents.
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cabin traditions
• every month they hold a competition to see who can make a device that fits a certain theme.
• they’re judged by a panel of five consisting of the head counselors of hephaestus, athena, hecate, and a volunteer counselor, as well as chiron.
• each judge judges something different on a scale of 1-5: safety and usefulness, ease of use and functionality, utilization of magic, presentation/looks, and on-theme-ness. chiron calculates and delivers the final score, which is the total points given by the counselors.
• the winner receives a medal and bragging rights (until the next competition), as well as first pick when it comes to tools each morning.
• anyone in camp is allowed to participate (though it’s mostly just the hephaestus and athena kids) and contestants have a week to create their contraptions, during which they have access to all the tools and spare materials in the hephaestus workshop (and later bunker 9) that nobody has yet claimed (whether for the competition or not).
• the event is taken very seriously by everyone involved, and even athena and hephaestus have been known to show up from time to time to watch from the shadows, but they always watch from olympus.
divider by @anitalenia
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therightrighthand ¡ 11 months ago
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Sharing some 40k lore of OC's homeworlds among friends, got me eager to create some for Delgoth's home world Arkwright
~
Arkwright
Before the great fracture of humanity when the webways shut down, Arkwright stood as a luxury colony made up of small towns and villages scattered across a mineral-rich planet. It stood as a holiday location reminiscent of rural England back in the 20th century, with its novelty industrial technology, steam trains, and factory relics.
After being cut off from the rest of the galaxy, Arkwright was consumed by war and conflict until peace out of necessity prevailed, leaving its people fractured into a class-based society, the noble, rich and powerful, and the working masses.
With no fabricators and little knowledge of its advanced technology, Arkwright was left to rely on the relics of the past to rebuild its future. Retrofitting steam machinery with electronic hardware developed a bastardised backward technology, feeding off the toxic emulsion that resided deep in the planet's core. This turned the once beautiful green planet into a toxic polluted wasteland.
Prior to being re-discovered by the Imperium of Man, Arkwright survived the Age of Strife by forging city-sized factories known as 'Great Works'. Each Greatworks functioned as an independent city, refining its rich minerals and pumping out thick pollution into the atmosphere. Its citizens who resided in these mega structures were considered cogs in a much larger machine, each one playing a role from birth to death.
Image on the left: Inspired by British working-class Victorian attire, Arkwright's citizens' fashion is based around functionality. Any and all wealth (for what little there is) is spent on food and small comforts over fashion that would no doubt not survive the workday. Flat caps are a commonplace uniform piece used by various militias and gangs that rule the lower factory levels, often having some signifier as to which gang they belong to (playing cards, patch colours etc.)
Image on the right: Whilst there are many roles in Arkwright's Great Work's cities, none are as prominent as the 'Scrubbers', workers whose job it is to scrub, clean and repair the deepest recess of the factory, where it is its most dangerous. Scrubbers are often picked based on their physical prowess or ability to endure heavy pollution. Given the amount of heavy-duty equipment, armour and tactical gear, Scrubbers are the closest thing Arkwright has to law and order, often being outsourced by higher-class nobles to handle the lower-level gangs.
Psyker bonus!: Psykers are a highly valued commodity to the workforce on Arkwright, to the point where they've created their own means of managing chaos and corruption by pumping the body with a type of refined emulsion. Most Psykers are often hidden from Blackships because of their usefulness, but the cost of long-endured emulsion often cuts their life short fast.
-- Find my Discord and other sites: linktr.ee/The_red_right_hand Do not use, repost or claim (rp) my art/character  Art Š The-Red-Right-Hand
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estrelladeishtar ¡ 8 months ago
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Zion | full name Zion Genesis Aratiri
A robot musician originated from Catemaco, Mexico, whose primary genre specialization is Synthwave, yet is rather versatile in his general exploration of different music genres. Never originally built for the purpose of entering the music industry, his journey has entailed forging his own identity & person outside of his own programming, & breaking away from what his creator wanted/anticipated of him in order to attain the position he's landed in now, liberated from expectations once held over him. Despite opposition, he's remained unapologetic in embracing who he is, embarking the journey of self exploration with music & fashion being the primary avenues through which he expresses himself as a whole. Refusing to be pigeon holed into something he isn't, refusing to let anyone "dim his shine to make them comfortable"--its a path he's welcomed, but one that has certainly come with its own difficulties along the way.
Thought I'd post the second star of the show oc who has a vice grip on me also lately (NSR verse is the focus right now but still) LOL even if this art is from. 2022. Both performance gear edition & also an alt outfit too! I still need a more casual fit for him however... Also, he canonically is the character who probably designs outfits for Ishtar & probs a few other OCs lmao He & my char Ishtar are both very close knit ✨
Yes another repost & I. Also am planning to redo his ref </3 But like for now I wanna have SOMETHING up? so LOL
Also, obligatory with & without shades ref (although tbh he wears shades most the time. Has a collection of diff types)
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squidpro-quo ¡ 7 months ago
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The Progenitor and plague of Patient Zero
A/N: Part 3 of the Apotheosis au, previous part here. This one started out as a manager perspective inspired by @always-a-joyful-note's comment in the server but Kujo took over
Kujo had taken the signs and reveled in their promise, in the change he and Haruki had wrought. They’d taken something that was only a dream, a mere thought, a mere human, and created a legacy that would outlive them all as long as lips whispered that name in exhultation—or sorrow, as it came to pass. Years of work crafting the perfect melodies to become hymns, the chants that would become prayers and supplications, his grand experiment ruined by fear and a narrow mind that didn’t appreciate the scale of what he’d accomplished. Of how much he had bestowed on his Patient Zero. 
No matter. There would always be more subjects now that the process was unleashed into the industry. 
Re:vale had had the slowest development, resisting at every turn and a near failure after five years of torturous progress. Faulty elements were to be removed, new reagents added, the vessels cleaned and the process kick-started once again. This time, none of the clashing personalities that had kept holding them back, and with a synergy that was closer than ever, a perfect pair. They climbed up to reign from the top, and no one questioned the dreams and deals, the luck and lies, the truths and tricks that they spread with liberal hands and fae smiles. Those who seek to enter their court would bring gifts and supplication, but they’d be better to watch their words the most. They are but a breath and yet are the highest currency. 
ZOOL rose by tooth and by claw, by venom and anger, tossed in as sacrifices to the machine of revenge. Thrown in as befouled ingredients, their passage through the crucible of the public found that taint revered. Every crack and scowl, all the impurities and rough edges, adored in their own time and molded into their new forms with an unexpected ferocity. Teeth and claws gifted by their fans, pestilence and war forged into their voices, famine and death to come when they call. Though their hearts may turn, their anger cooling and venom no longer filling their mouths, the ride does not stop, they are bound to the fate of devastation. That is the price of the process.
Tsumugi cast the spell of Idolish7, and bound them together with a name that would never break. She knew the pantheon in the seven-headed hydra before she was aware of what she saw, naivety and innocence powering her wish to show them to the world and determination the fuel that set them ablaze. A rainbow of vices, beautiful in their messy mistakes, and those very flaws that belied their humanity became the shapes that would contain them forevermore. Tied to their flaws and yet worshipped for them, their gluttony and lust met with laughs and their pride and wrath met with cheers, they found their final fate cast in the stone of their spellbound fans. 
Convinced to entrust the legacy of the process to another with the same ambitions, Kujo offered a progeny as the central cog, if Yaotome would provide his own flesh and blood for the altar too. The process is not normally one to obey the machinations of men, unless steered by an iron hand and a ruthless eye. Cast from the crushed remains of raw diamonds, manufactured with the perfect components and assembled with clinical precision, what could be the product but manifestations, dripping with desire. And if an idol falls from its pedestal, there will always be others. Their manager—equipped at first only with calipers and loupe, blowtorch and hacksaw—picked up cloth and polish to rescue what was left. But they’d changed too much to leave, grown soft and lithe despite their birthplace of metal and gems, and the process had claimed them for its own. Offer enough blood and sweat and the most stubborn gears will move, and thus were they swallowed. 
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asparklethatisblue ¡ 3 days ago
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Since Jayce and Viktor can travel to different universes, what if they met your other fave characters from different fandoms? How do you think the meeting would go? Would Nori attempt to nick a hextech item off them, etc.? 😂
Nori would probably attempt to either steal the hammer (listen, I can’t remember what happened to Dwalin’s hammer but he needs a new one) or the Hexcrystals cause they’re shiny. I kind of feel like he wouldn’t see any use in most of the other stuff. Most of the gear is for mining, and I doubt the Dwarves would have any need for their own tools but magic. Jayce would fit right in tho. Shirtless smithing and work in the forge? Boy is just a Dwarf who is twice the size by accident. I think Viktor might also like them? An industrial undercity but it’s rich and technologically advanced and is its own society? Yeah
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satoshi-mochida ¡ 4 months ago
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Hand-animated side-scrolling action platformer INAYAH: Life After Gods announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC - Gematsu
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ExoGenesis Studios—a developer comprised of industry veterans with experience on titles such as Warhammer 40,000: Rogue Trader and Pathfinder: Wrath of the Righteous, as well as artists who worked for Disney and Blizzard Entertainment—has announced hand-animated side-scrolling action platformer INAYAH: Life After Gods. It will launch for PC via Steam in Q1 2025, followed by PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and Switch in Q2 2025.
“After our exciting first-look showings at Gamescom 2024, we are very pleased to officially unveil INAYAH: Life After Gods to a wider audience,: said ExoGenesis Studios CEO Konstantin Okorochkov in a press release. “Our team of veteran creators can’t wait to show more of the game soon, from its gorgeous art to action-packed gameplay.”
Here is an overview of the game, via ExoGenesis Studios:
About
INAYAH: Life After Gods is a visually breathtaking 2D action platformer. This hand-animated masterpiece plunges players into a mysterious post-apocalyptic world where survival is paramount as they face challenging bosses, enhance their abilities, and discover hidden areas in their fight to conquer their enemies. In the post-apocalyptic remnants of a highly advanced alien civilization, an orphaned outcast named Inayah embarks on a perilous journey to find her tribe. Guided by the spirit of her deceased mentor, she navigates a divided world, forging bonds and uncovering secrets that redefine the meaning of family. Experience an emotionally charged adventure where every decision shapes Inayah’s destiny. INAYAH: Life After Gods will feature an exciting and gorgeous hand-drawn world to explore and navigate. Using the powers of her magical multifunction Gauntlet, Inayah will not only run, jump, and dash through the world but also come face-to-face and battle various creatures and bosses, transforming the Gauntlet into Blades, Fists, and a Flail, each with unique powers and combo moves. Players will customize their characters through an RPG-style mechanic, with options to enhance their companion’s abilities, weapons, and gear.
Key Features
Three unique weapon forms with different combat and movement capabilities​.
Variety of character builds and abilities.
20 unique bosses with unique mechanics​.
Vast hand-drawn 2D World to explore with many biomes and secrets​.
Engaging plot with multiple endings.
An original music score by composer Alex Kestner who holds an degree in piano performance and used to work for companies like Lamborghini, Puma, Adidas, or Lego.
Top-tier voice acting featuring Jessica Caroll of more than 28 shows and games, including Baldur’s Gate III.
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
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pantmonger ¡ 1 year ago
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Traitors Rock. No real 'review' this time. It was very much not my cup o tea, and as such I would be uncharitable in a way I do not like to be. Suffice to say, its basically 1 long battle with a couple of short intermissions and not a lot of character development.
It had a level of abstract interest for me in so far as showing how wasteful the imperium is with lives. How they are willing to run thousands into the guns, rather then just starve out an isolated entrenched enemy that were not going anywhere. Lives exchanged for a boast, and irrelevant speed. But due to this horror I didn't care for anyone in the story. Your milage may vary.
One thing I found interesting though. Early on there is an exchange with an mechanicus adept where they kind of get caught in a recursive conversation loop.
'Breve sighed. The Adeptus Mechanicus was full of adepts who were losing their ability to navigate human communication' This got me thinking about their programming, about AI and how without invention they are feeding off the same data sets over and over. Copies of copies. And I wonder how far away they are from systemic collapse. As usual I'll end with a quote, summing up the success of the imperium!
'Even though forge worlds like Ryza might still be churning out war material on industrial scales, their gear was often inferior. It was the story of the Imperium of man: a slow collapse and decay'
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viratsteelspecial-blog ¡ 2 months ago
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Industry Insights: Where We Supply Tool Steel - Virat Special Steels
Virat Special Steels stands tall as India’s largest stockiest, importer, and supplier of HSS Steel, Hot Work Steel, Cold Work Steel & Plastic Mould Steel. Representing top manufacturers of special steels worldwide, we enjoy global recognition for our unwavering commitment to quality.
Serving Industries:
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🏗️ Pressure Die Casting: Forcing molten metal under high pressure into a mold cavity, made using two hardened tool steel dies.
🚗 Aluminum Extrusions: Material pushed through a die to the desired cross-section, creating complex parts with excellent surface finishes.
🚙 Automotive Industry: Involved in manufacturing, design, and development of motor vehicles.
⛽ Oil & Gas Industry: Supplying more than 60% of our nation’s energy, including natural gas for electricity.
🧩 Plastic Industry: Manufacturing polymer materials for aerospace, construction, electronics, packaging, and transportation.
🍶 Glass Industry: Involves float glass process and glassblowing, producing sheet glass and containers.
🚲 Cycle Parts: Manufacturing components like bearings, chains, chain sets & cranks, handlebars, forks.
🚉 Railways: Manufacturing railway components such as gear holders, bogie cast parts, axles, pins, ground lever frames, adjustable cranks, compressor pistons, and bearings.
VIRAT SPECIAL STEELS PVT. LIMITED , INDIA is your trusted partner, supplying premium tool steels to diverse industries in India and globally.
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Any further queries feel free to contact us : 🌐https://www.viratsteels.com 📩[email protected] 📲+91-98140-21775
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serious-tabaxi ¡ 6 months ago
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Back when I played DnD, every campaign was set in the same setting after the last one and so by the end it had advanced to the space age and each race had little in common with how they started.
My favorite example is what happened to the ogres. The ogres started much the same as how they usually are; big, dumb, strong, either massacred by aspiring adventurers or enslaved by dark lords, ETC.
That was until one of my characters, Boros the half-drow mechanic, medic, necromancer, and future inventor of the assembly line and capitalism hired them as workers for his factories on a nearby volcanic island.
Eventually, the ogres adapted to their new post-industrial way of life working in the mines or foundries producing weapons until after a war against and later deal made with the Mind Flayers, resulting in Boros's manufacturing company getting something of a tech upgrade with access to new alien technologies and the ogres where experimented on, given fairly powerful but uncontrolled psychic abilities.
Eventually, Boros died and his company fell apart but the ogres remembered. They remembered how he was the only one who cared for them, the only one who treated them with respect, the only one who was willing to broker peace with the mind flayers just for them (at least, that's what they think) and how horrible they had it before and so, the ogres did away with their backwards way of life and accepted capitalism, industry, mass-production, and technology.
By the end of the campaign, the ogres where a race of smog-loving faux-elites wearing top hats made of solid cast iron, suits of crudely-painted leather, and worked to build machines and factories just for industries sake, often having them produce no determinable outputs other than smoke and fire and that's deviced should work but did due to their new psionic powers making the power of belief enough to keep the gears turning. They cut down every tree they saw to fuel the forges and out of a scornful hatred of nature and they brought environmental collapse and pollution everywhere they went...
...and they wouldn't have it any other way.
GOD I love those ogres. SUCH an interesting concept. would LOVE to bring them back in for something.
oh that is BEAUTIFUL. i love the inspiration and pathstuff
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colonelrajyavardhanrathore ¡ 4 months ago
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Rajasthan’s Vision for Economic Growth: Insights from the ‘Rising Rajasthan’ Global Investment Summit 2024
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As Rajasthan gears up for the highly anticipated ‘Rising Rajasthan’ Global Investment Summit 2024, the state government is laying the groundwork for a transformative economic vision under the dynamic leadership of Chief Minister Ashok Gehlot. On Wednesday, Colonel Rajyavardhan Rathore, Rajasthan’s Minister of Industries and Commerce, addressed the media to outline the ambitious goals and strategic initiatives the state has set to achieve over the coming years.
A Bold Economic Ambition
Colonel Rathore’s address shed light on the Rajasthan government’s transformative plan to significantly boost the state’s economic stature. The core objective is to double Rajasthan’s Gross Domestic Product (GDP) from the current ₹15 lakh crore to an impressive ₹30 lakh crore within the next five years. This ambitious goal is not merely a numerical target but a reflection of Rajasthan’s determination to become a pivotal player in India’s economic landscape.
The ‘Rising Rajasthan’ Global Investment Summit 2024
Scheduled to take place in December 2024 in Jaipur, the ‘Rising Rajasthan’ Global Investment Summit is poised to be a landmark event aimed at attracting both domestic and international investments. This summit is a crucial platform for showcasing Rajasthan’s potential as an investment hub and for forging partnerships that can drive the state’s economic growth.
Strategic Priorities and Initiatives
Investment Attraction and Economic Growth
The Rajasthan government’s primary focus is to attract significant investment through the summit. By positioning Rajasthan as a prime investment destination, the government aims to stimulate industrial growth, create job opportunities, and enhance the overall economic ecosystem of the state. The summit will serve as a catalyst for both existing businesses and new ventures looking to capitalize on Rajasthan’s growth prospects.
Administrative Reforms and Ease of Doing Business
To create a more conducive environment for businesses, the Rajasthan government is undertaking extensive administrative reforms. These reforms are designed to streamline processes, reduce bureaucratic hurdles, and cut down on the cost of doing business. A key aspect of these reforms is the emphasis on ‘Ease of Doing Business,’ which focuses on minimizing red tape and enhancing the efficiency of government procedures.
By addressing these issues, the state government aims to ensure that businesses can operate with greater ease and confidence. The reforms will make it simpler for investors to set up operations, obtain necessary approvals, and navigate regulatory requirements.
Reducing Costs and Eliminating Red Tape
One of the primary goals of the current administrative reforms is to lower the operational costs for businesses. This involves reducing compliance costs, simplifying tax structures, and offering incentives to attract investment. Additionally, the government is committed to eliminating red tape, which often hampers business operations and discourages potential investors.
The emphasis on reducing these barriers is expected to make Rajasthan a more attractive destination for both national and international businesses. This proactive approach reflects the government’s commitment to fostering a business-friendly environment that encourages investment and economic development.
Creating an Investor-Friendly Ecosystem
The state government’s efforts are not limited to administrative reforms alone. There is a concerted push to create a comprehensive investor-friendly ecosystem that includes infrastructure development, technological advancements, and supportive policies. This holistic approach is aimed at providing a robust platform for businesses to thrive and contribute to the state’s economic growth.
The Role of Leadership and Vision
Colonel Rathore’s address highlights the vital role of leadership in driving economic transformation. Under Chief Minister Ashok Gehlot’s guidance, the Rajasthan government is setting a clear vision for the state’s economic future. The leadership’s commitment to progressive policies, coupled with strategic planning and effective implementation, is crucial in realizing the state’s ambitious goals.
As the ‘Rising Rajasthan’ Global Investment Summit 2024 approaches, the state of Rajasthan is poised for a significant economic leap. With a clear focus on doubling its GDP, attracting substantial investments, and implementing critical administrative reforms, the Rajasthan government is laying a solid foundation for future growth. The summit will not only highlight Rajasthan’s potential as a thriving investment hub but also reflect the state’s dedication to creating a robust and dynamic economic environment.
By addressing key challenges and seizing opportunities, Rajasthan is setting itself on a path of remarkable economic development. The state’s vision, combined with proactive measures and strategic initiatives, positions it as a key player in India’s economic landscape, ready to embrace new opportunities and drive sustained growth.
For more updates on the ‘Rising Rajasthan’ Global Investment Summit 2024 and ongoing developments in Rajasthan’s economic landscape, stay tuned. The future looks bright for this vibrant state, and the upcoming summit promises to be a defining moment in its journey towards economic excellence.
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theresattrpgforthat ¡ 2 years ago
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Is there a ttrpg about/and/or with character creation that allows you to make characters that evolve and change appearance over time in the campaign?
THEME: Evolving Character Campaigns
Some of these games involve character change in the form of mutation: your character changes affect both their skills and their appearance. In other cases, the change is over-arching: perhaps it’s a nation that evolves, or an idea.
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PheVer, by o.hybridity.
Near-Future Body Horror Adventure In a Paranoid World,built on the armature of Jared Sinclair's What's So Cool About Outer Space?
Evade the cops. Trust no one. Find your place in the world as the strange new being you're destined to become.
PheVer is a game about people with biological oddities that mark them as different from their more mundane neighbours. Your genetics are getting closer to exploding into a more visible mutation as you play, and the authorities don’t mind very much as long as they can keep you contained - but of course, you don’t want to live in cage. 
If you’re interested in bodily change that alienates you from the society around you, and you like stories about being on the run from the Man, you might be interested in this game.
Do Not Fear: In Death We Bloom, by Hella Big Claws.
Do Not Fear. We Die So We May Live.
Do Not Fear is a Forged In the Dark Tabletop Roleplaying game, about accepting the fleetingness of life; and using the strength that gives you in order to combat a growing stagnation.
Fight as a Hunter, a person who has been given a Gift of Bloom; a fungus like infection that allows for incredible strength and regenerative ability; in exchange for subsuming your flesh as you die. Combat or save the Rusted; living creatures infected by a growing viral stagnation; marbling their bones and rusting their flesh; sculpting them into horrifyingly beautiful creations. Ascend the Tower; a large, multilayered structure which you call home. Interact with the factions and people within, as you set down roots.
If you like the idea of fighting against an ever-encroaching horror, and you want to deal with something paranormal and off-putting, then Do Not Fear might be your jam. Most Forged in the Dark games are excellent at providing a group goal that binds all the players together. Unlike other Forged in the Dark games, your characters will be more effective when they are suffering some sort of harm - as they say, no risk, no reward!
Wasted, by World Champ Game co.
Everything destroyed. We wander. We warp the world, and we are wasted.
This game is for 1+ players and a GM. Wander the wasteland as what used to be human and is not able to continue to be so despite your wishes. a spiritual successor and opposite side of the coin to Scratch + Claw RPG.  
This is a pretty rules-lite game, effectively one one page of rules. You take one human trait and one weird trait at character creation. Both traits may take marks whenever you roll - whenever you take the 3rd mark on a trait, you mutate and change, taking a new trait from a list. How this change affects your character is up to you. You have 5 hit points and healing is always risky, so expect a reasonable chance at death and you should be ready to experience some pretty wild changes!
24XX: Dire Pulse, by Zebramatt84.
BUILD A BETTER TOMORROW – Only the Company stands between humanity and extinction. Help us reverse environmental collapse with Project Omega! Injured on the job? Unable to work? Our cutting-edge exoskeletal rig (Exo-Rig™) technology gets you contributing again. Sign up today! 
Enter a grim corporate future where humanity augments itself with neural interfaces, industrial exoskeletons and cutting-edge nanite technology. In the tradition of Souls-like games, enemy encounters are plentiful and death never spells the end – but when you come back to life (or rest!) so does everything else around you. Target enemy parts, rip off limbs, integrate them into your own gear. Gain amazing abilities from your own Exo-Rig! More parts in a set, means better abilities!
24XX Dire Pulse is a simple approach to the cyberpunk method of body modification, with the idea that characters may receive cybernetic enhancements not because they want them, but because they make the job easier. You start the game with $CRAP that you can spend on implants that make you sneakier, faster, stronger, etc. You can also equip pieces of Exo-Rig gear that gives you the ability to control security devices, leap great distances, fly short distances, and more! If you like the idea of switching pieces in and out to make your character more effective at combat, and you want brutal missions in a harsh environment, you should check out 24XX Dire Pulse.
To Change, by usducktape.
Our actions shape our future, a fate which will shape us in turn. Will this form be desired or detested? Only the one reading the cards can decide what they want to become.
To Change is a rules-light TTRPG where players will find themselves faced with a shared experience of a transformation in the body and mind. Whether the change is something terrible to be avoided or something wonderful to be pursued, whether it is something enigmatic or anticipated, the possibilities are limitless. The system is setting agnostic, with adventures that span a wide range of genres to cover themes of body horror and lost humanity, as well as self discovery and the joy of taking on a new form.
This is a card-based game, relying on a tarot deck of major arcana for both character creation and action resolution. Each player has a chance to resist their change, but you also have the option to simply succumb. You may be turning into werewolves, mermaids, horses, dinosaurs, and more! The creator has three extra adventures that can be used with To Change, including Cryptids, Alien Imposters, and Pocket Monsters. 
Godsend, by UFO Press.
These are times of trouble: the days are numbered. Legends told us about them. We have names for them in our sacred scriptures: the RagnarĂśk, the War of Gods, the Apocalypse, the Arrival of Avatars, the Eternal Night, the Infinite Void. The end of days.
But we are not alone, we are not powerless: the gods are walking among us. They are here to guide us, to save the world as we know it – or to help us reach the land of the Dead. If we pray faithfully enough and prove our worthiness, perhaps we can be spared.
In Godsend you roam the lands as the avatar of your god, cursing mere mortals and presenting gifts to the chosen ones. Your memories are numerous, made of the lives of your predecessors, your power is almost limitless. Will you use it to fulfil the will of your god? Or, as the end times draw near, will you try to save the world?
Characters in Godsend will change based on their stance in the pantheon - appearance doesn’t matter as much but it might be expected that their appearance changes as their status or dominion changes. A deity may fall to anonymity at the end of an age, while an Avatar may rise to become a deity of their own. While most Legacy games follow the stories of groups or factions larger than individual characters, Godsend takes this abstraction to another level in that it doesn’t require dice to play: as gods, you choose what happens (and what destruction follows in your wake). 
Primal Pathways, by UFO Press.
On the harsh shores of this young planet, a new creature crawls out of the primordial ooze to face the forces of evolution.
The pressures it will face are far more than natural: Guardians, enigmatic entities from another plane of existence, have seen fit to guide the evolution of a selected few young species.
As new generations rise and Civilisations emerge, what shape will your people take under their Guardian’s guidance?
In this biopunk setting supplement for Legacy: Life Among the Ruins 2nd Edition written by Laurence Phillips and illustrated by Juan Ochoa, you will create a new species and guide its physical and social evolution from the birth of civilisation to the stars.
This is a more abstract version of change, as it isn’t a single character that you’re evolving - it’s an entire species. You are Guardians, overseeing the evolution of a species that you hope to shape to reflect your own ideals. You will also play individual members of these species when you wish to zoom in onto the events that will determine which path each species will take. Over time, your creatures will gain new traits, evolve, and cultivate new traditions, organizations, and resources. If you want to watch the birth and growth of a galaxy, Primal Pathways may be for you.
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