#sci fi role play
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ohfiveeight · 11 months ago
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One girl (Number 058) engineered her own intelligence network at school to spy on the teachers!
Petty Officer First Class Linda-058.
SELECTIVE AND MUTUALS ONLY, COMMS BY MOTHRA
#OHFIVEEIGHT
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kingoflesserminormages · 6 months ago
Note
heyyy im back sorry one of my assistants caught fire and i had to extinguish them and woah whats that
*they seem to have appeared next to you*
* @the-mighty-dalob @goblin-wizard-in-the-making @regina-the-sorceress you all see as a wizard… made of shadows emerge from the corner of the room. Somthing truly bizarre and other worldly*
“Oh! So-o-o-o-o this is magic!… it’s truly is real… yes now I must be taught it! Yes… with magic-c-c-c…”
*the supplier is lost in thought*
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oldschoolfrp · 1 year ago
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Albedo is the roleplaying game of furries in a crunchy '80s military sci-fi future setting, based on Steve Gallacci's story "Erma Felna: EDF" from his comic Albedo Anthropomorphics (Thoughts & Images, 1988). Gallacci was a technical illustrator for the US Air Force, so you get both "funny animal" comic art and detailed equipment diagrams:
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chrisairgames · 3 months ago
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When in Rome
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Right, so I write for Mothership RPG, yeah?
It was basically a professional obligation for me to go see Alien: Romulus on its opening weekend.
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Short review: Cool. Though I wish directors would make a new alien horror movie instead of new Alien movies.
Lemme tell ya, I might have designer brain disease, but this movie really is a series of problems for a sci-fi adventure, haha. My favorite thing about this movie was the smart, player-skill level problem solving the characters came up with. I was actually impressed. The film made me want to put my friends through the same ringer, and write up a similar scenario.
So I did.
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When in Rome is a 20pg Mothership RPG adventure module with two player handouts, obviously heavily inspired by Alien: Romulus. I started last weekend, and released it yesterday. (What’s wrong with me, right?). That is: writing, playtesting, Mothership 3pp approval, peer review (thanks Josh Domanski, Christian Sorrell, Iko and Allen Hall!), hiring Brandon Yu “Chaoclypse” for the sick art, revising and putting into layout.
So yeah, this module is basically an adaptation of the film, but it does have some very notable (read: legally distinct) differences.
It's free for the next five hours, and I would love to hear what you think, and how your PCs fare on Caesar/Augustus.
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Click here to download the module on itch.io. Note that I’m still working on the plaintext file and VTT asset updates. I would love to hear what you think, and how your players’ crews fare on Caesar/Augustus.
Good luck.
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shadefish · 5 months ago
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Fire Team Wyrm or "The Worms"
my players team from the Solstice Rain game I am running!
check out these cool links for me <3
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markerslinger · 1 month ago
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Hello everybody!
I'm Markerslinger! I'm a Filipino American Illustrator and I illustrate monsters, tabletop rpg stuff, weird diagrams, and things to do about ufos and high strangeness!
Dm me for commissions and if you are interested in adding a little flair of commercial strangeness to your next project!
You can see more here on my site too of my work!
-M
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franciscolemos · 4 days ago
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Another android
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gammaknights · 4 months ago
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Are you into Gamma World and post-apocalyptic fantasy? Join our Tumblr Community!
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the-martion · 8 months ago
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Hello… can some one point us in the direction of a store?
%-they look around nervously, almost as if they are unsure of themselves-%
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fictionadventurer · 4 months ago
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*
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games-franco · 2 years ago
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Abducted is a solo or co-op story-telling tabletop role-playing game that places players in the shoes of a human character who has been abruptly abducted by an alien race.
Players create both their human character and their alien character, determining their characteristics and motivations, and then utilize a deck of playing cards, with corresponding in-game tables, as prompts to progress the story forward.
As the game unfolds, players journal their experiences in first-person, chronicling their struggles to understand and communicate with their alien captors, their attempts to escape, and the emotional toll of being forcibly removed from their home planet.
With each draw of the deck, players are presented with new challenges and opportunities, and must use their wit, cunning, empathy, or aggression to navigate the alien environment they find themselves in. Abducted is a game that tests players' ability to think creatively, empathize deeply, and write compelling narratives as they craft their own unique stories of survival in a world that is completely foreign to them.
(Co-op rules for 1 human and 1 alien player are included!)
The game is available now for FREE on itch.io:
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judgeitbyitscover · 16 days ago
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Bimbos of the Death Sun by Sharyn McCrumb
Cover art by Jeff Easley
Windwalker / TSR, February 1987
Even before the unscheduled murder of the world's most detestable cult author, Rubicon was destined to go down in fen history as the most outrageous fantasy convention ever. The great chronicler of the fantasy adventures of the noble Viking warrior, Tratyn Runewind, was suddenly no more. Appin dungannon was dead - a bullet through his hear and a spilled bottle of scotch at his side. Who hated him enough to kill him? The answer: Practically everyone.
James Owens Mega, creator of that deathless tome, Bimbos of the Death Sun, dons the roll of Dungeon Master, and solves this uproarious whodunit in the ultimate role-playing game climax.
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kingoflesserminormages · 5 months ago
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oldschoolfrp · 6 days ago
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I think we can fit one more gun on there (Kevin Long illustration from ad for Robotech the Role-Playing Game and supplements by Palladium Books, in Dragon magazine 135, July 1988)
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chrisairgames · 7 months ago
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Outer Rim Marches, #0.1
In January, I started a westmarches campaign for Mothership RPG. This is the first post in a series of play reports and mini-reviews I intend to share of the campaign-in-progress.
Let's call this post "Zero Session #1," in a series of Zero Session posts, where I'll get into the how/why of organizing and running this campaign.
Why? Well, I own a ton of Mothership modules. I've been playing and writing for Mothership RPG for over two years, yet most of my sessions became playtests and that "work-only" connection to the game was burning me out.
So, I decided to build a sandbox campaign around the physical MoSh games I have in hand, and to find folk to play at an open table.
For now, ok, sure, it's more of an open table sandbox for interconnected one-shots than a "true" westmarches game, especially since the game has only one GM (me, but I'm hoping to open that up soon). But Outer Rim Marches sounds cool, eh?
Initial Forward Operating Base (F.O.B.)
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The PCs arrived at Sater's Redemption. They work for The Company, who hired them to represent their new presence amid a mess of other factions, and leases a ship, The Orpheus, to the Crew.
(We decided the official corporation name of The Company that owns their ship will be revealed in play. That hasn't happened yet, eight sessions later. I love hanging this important piece of worldbuilding in the balance for when it can have a bigger narrative impact. Not knowing wtf is going to happen is one of my favorite parts of running ttrpgs.)
The Crew's job: explore the Outer Rim to establish footholds in new trading hubs (F.O.B.s), discover novel exploitable resources (artifacts), capture profitable exobiological lifeforms, and spread the influence of The Company.
The above graphic might be familiar to folk who follow my substack, the 5 Million Worlds Rokaner Report. Each month, I release a free sci-fi adventure setting, and this station was the featured world in the April edition. A taste of things to come.
Game Organization
When I set out to recruit players, the first important bit was setting a firm, regular playtime. When people reached out, I sent them the Consent in Gaming fillable PDF to get an idea of collective Lines/Veils. Once I got that back, I sent a google survey to gauge interest in modules and game commitment to split folks into ping-able groups.
The playtime is working out well. We had one three week break, I was out sick one time, and only once did we have not have enough folk to play. Ten sessions out of a possible fifteen since January!
I kinda fucked up the module-interest part of the survey though. I listed module names, and without content tags this was pretty useless for the players (outside the BIG names, like Hull Breach). I intend to redo this survey soon, and I'll share a copy here when I do!
The player commitment bit was super helpful, at least. Since I run games on Discord, I split players into three groups: the Command crew who vote on which job to take, the mainline players are the Crew I ping each week to advertise the game (I make an "Event" in Discord), and and a final Cryo group to call on when games don't fill up right away.
This has worked super well for me, even when I drop the ball on giving the players the Event ping in advance.
The Sector Map
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I built this hexmap using Sectors Without Number, which is a sector generator for Stars Without Number. I opted for this against the recommendations of Mothership's Warden's Operation Manual because in a westmarches campaign, from what I've understood, the world is meant to be established once the game begins. I think this is especially important should other GMs and player groups begin playing in this world.
To be blunt, I found using this is kind of annoying. There's a lot of irrelevant SWN info to delete, TONS of systems to hide individually, and it's pretty intensive to integrate module info into the systems.
In short, listen to Sean McCoy's advice in the Warden's Operation Manual if you're starting your own Mothership game and don't fucking do this, haha.
And to be honest, I'm not sold on this even being useful as a sandbox tool intended to be shared with other GMs, even. The verdict is still out. To be continued in another Zero Session post down the line.
ANYWAY! This map looks empty, but that's because it's the player-facing starcharts the Company gave them. PCs need to buy hyperspace route maps at various hubs to explore beyond these bounds. So the star and hyperlane layers hold loads of hidden info.
Feel free to poke around the current state of the sector.
And I do like the shift from a web to hexmap. Little swirls of points get me all crossed up. The Jump-drive distances in Mothership are amenable to using hexes, and tracking distance (i.e. time passed) is straightforward.
ORM Campaign Sneak Peek
Mothership space travel takes a long-ass time, in case you didn't know. To date, we've played nine adventures over ten sessions, and over two years have passed in the campaign world.
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The players skipped over a lot of systems to go to Hardlight, which they've recently learned is on the edge of the Public Sector (from Hull Breach). Gonna be some interesting sessions coming up.
The next Outer Rim Marches post will be the official ORM#1, in which the players board the lauded Year of the Rat.
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shadefish · 7 months ago
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The SSC Grayling! a homebrew lancer frame for a client from twitter!
links that you can click to support me and my work
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