#this is from the core rulebook
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chocmoon-latte · 1 month ago
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Somehow only JUST discovered this today from the Fallout RPG core rulebook (via the wiki). MY HEAARRTTT 😭
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tired-spider · 2 years ago
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I'm realizing why it might have been a bad idea to write my first long campaign using a game system I've never written a oneshot for.
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bogleech · 5 months ago
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At the link above is a 45 page condensed PDF sample of the upcoming 300+ page Mortasheen TTRPG Core Rulebook. This condensed sample contains just the following:
-The Biotypes (player races)
-The College of Genetics location and its Dean
-The Runoff, a sample adventure locale in Mortasheen City
-An explanation of the "Green Goo" that Mortasheen runs on
-24 monster pages, some of them still never before seen by anyone but the original Kickstarter backers, from a planned final count of 152 monsters.
No gameplay instructions, but monster pages retain their statblocks for you to look at.
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All full color artwork in this sample is by myself or by @revretch, while pixel sprites are by hashtag_underscore, beachboogyman, myself, and Pokemon: Quarantine Crystal's @latenightagain !
Any money from this zine-sized digital preview will go partially into everyday survival and partially into improving the print quality of the final book. Its kickstarter print budget is still with me, but only covers a just-average quality for the book's first run! There are still better paper weights and color options to consider! After that print run finishes and ships out to all 2020 backers, that final book will go up for public purchase, maybe by the end of this year (2024) if everything works out.
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Boost and spread this if you can; I've worked on Mortasheen as a personal world building project for over twenty years, and the coming RPG release is a project that took multiple people at least fifteen years.
FIND OUT WHAT KIND OF MONSTER IS CALLED "SHARKITECT"
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psychotrenny · 7 months ago
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Lancer is a funny because of how much it insists that Union is this flawed but ultimately benevolent institution that's well on the path to improvement, a "utopia in progress" as they love to say, when like they casually reveal so many things about it that show Union as rotten to the fucking core. Like as much as Lancer fans like to go on and on about how it's an imperfect society that needs to make compromises, there's so much awful shit about Union that just seems pointless or easily avoidable.
And like part of this is the creator's politics; they're social democrats so it's not surprising that Space Sweden is their idea of a society that, if not the best we could possibly achieve, is at least the best we can do for the foreseeable future. As a Marxist-Leninist it's only natural that I'd have a condemnatory view of such a society just as I do for real Social Democracies; my idea of an achievably "good" society is just fundamentally different from that of the creators But like Lancer is also full of little details that just seem fucked up and awful even from the values and viewpoint of Social Democracy. Like stuff that's just as bad, if not worse, than a lot of sci-fi Dystopias. Like why the fuck does Union have a CIA that's run by a group of super-computers with the actual elected legislature having an advisory role but no actual jurisdiction and this fact being kept secret from the vast majority of the populace? Not much of a democracy if one of the most powerful institutions in the entire political body is free from any kind of democratic or even fucking human oversight while most people aren't even allowed to have an opinion on this because they aren't allowed to know about it. Or what about the caste of Janissary diplomats (like was it really necessary to take children and train them like they're the jedi of interplanetary relations) who come with customised computer slaves. Like yeah don't forget about the fucking SCP computer slavery thing, which is completely fine (except for the times it isn't I guess). Like it's basically the weirdest and most uncomfortable part of Star War's setting imported near whole-cloth only like the regular mindwipes are justified because otherwise they'll full Durandal and you don't want that do you? Look how happy and content they are being forced to think like humans while acting as loyal servants. Btw Union is somehow even less denazified than West Germany. Significantly so. They literally gave Hitler Corp. (a fucking weapons manufacturer so powerful they call it a "corpro-state"!) a seat at the UN. While allowing their Blue Helmets to keep using those Nazi-made weapons. And like Third Comm is repeatedly described as doing basically the same shit that Second Comm did but with more "Care" or whatever so don't worry it's fine now.
Like I can just keep going on and on like I'm not making this up this isn't some like weird expansion this is all from the core rulebook. I get that there has to be conflict and tension but like why did they need to make their ostensible good guys so fucking awful like these are the people you're meant to feel good about fighting for why did you need to fill them with the sort of details you'd see in some cautionary dystopia? And like why do actual people keep defending these guys? Like once you get down to it Union manages to be less Space Sweden and more* "The Ottoman Empire with Pronouns"
*to borrow a phrase coined by a mate while we were talking about this
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thydungeongal · 30 days ago
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Do you have any suggestions for a ttrpg where the key combat is aircraft(or spacecraft) dogfighting? That is, combat based on coverless positioning, directionality, attacks/hits that decisively knock out planes etc. From what I've seen so far a lot if it is mech-derived with armor and overheating mechanics that i feel are antithetical to dogfighting. I genuinely hope this isn't something that doesn't exist bc i want to read about a game and not be compelled to (badly) make one.
Flying Circus fits the bill! It is focused on biplanes, so bringing it to more modern settings or into SPACE!!! would require a bit of effort, but I don't see it as being too difficult. It's a bit on the abstract side as it doesn't go for a full simulation, but it has a lot of granularity that basically models most of the realities of a dogfight.
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prokopetz · 11 months ago
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Re: your post about genre limitations of D&D
There was like a ton of d20 games back then, from browsing forums it feels like half of genres and IPs got their d20 book printed, and the other half got some homebrew.
Did it carry the genre implications of D&D itself? Was it something subtle or did it straight up feel like reskinned D&D? If yes, is this because the implications are that deep mechanically, or simply because the authors didn't do enough hacking?
The thing you need to understand about the d20 System renaissance is that the overwhelming majority of licensed d20 System games genuinely do not give a shit whether Dungeons & Dragons is a good fit for them or not. Indeed, many were created with the explicit understanding that it isn't, and no intention of trying to address that in any way. The bulk of such adaptations exist for one of two reasons:
The author and/or IP owner wanted to publish a worldbuilding bible for their setting (or, in the case of a television franchise, an episode guide), but getting people to pay money for a worldbuilding bible or episode guide is hard. However, if you take that exact same worldbuilding bible, staple some game mechanics to the side of it, and call it a licensed RPG, nerds will line up to buy it. Most worldbuilding-bibles-pretending-to-be-RPGs use the d20 System because the OGL allows you to copy and paste D&D's rules into your product verbatim, which cuts down on development costs.
A media franchise with an existing tabletop RPG wanted to get a foot in the door with the D&D crowd, so they bashed together a d20 System version of their core rulebook as a marketing gimmick, gambling that some non-zero percentage of D&D players who tried it would be interested enough to check out the non-d20 System game it's adapted from. In this case, the d20 System version doesn't need to be good, or even playable, because its purpose isn't to be played – it just needs to exist.
Hasbro, for their part, encourages all this because it reinforces the popular perception that Dungeons & Dragons can do anything, and that's worth more than the relatively tiny number of players they're likely to poach. The fact that half of them are unplayable copied-and-pasted garbage which exist only for marketing purposes and the other half boil down to logistics-driven dungeon crawling with a thin veneer of the licensed setting painted over it just isn't terribly important.
(To anticipate a variety of inevitable responses, please note that no part of this post remarks on the merits of Dungeons & Dragons as a game; I'm talking about marketing here, not game design.)
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natalyarose · 7 months ago
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𝓒𝓱𝓪𝓴𝓻𝓪𝓼 & 𝓑𝓸𝓭𝔂 𝓛𝓪𝓷𝓰𝓾𝓪𝓰𝓮
Many moons 🌝 ago, I used to offer online readings. Chart readings, tarot readings, and drawings lol- but my favourite type of readings to do, were intuitive chakra readings. I loved doing these the most, because it felt like the insight I could offer was a very direct, hands on way of helping others. Astrological readings can be incredibly helpful and even life/perception altering, but chakra readings are just so- personal, hands on. I love the calm and simplicity of: 'okay, here's the problem energetically and here's how to fix it.' No need to get too philosophical or thoughts-y about it, your body knows what's up too. Which brings me to what I set out to write about!
Aside from intuition, one of the glaringly clear ways I've gone about reading people's chakras and identifying blockages, is through body language and tension. Every human being has a unique story, a delicious buffet of personal experiences spanning throughout lifetimes that informs the way they conduct themselves. In my eyes, there's no one rulebook on how energy (chakras in particular) behave, but I can talk about things I've noticed.
There's a lot talked about in the way of Chakras & the energetic body directly correlating to forms of illness, but not as much conversation relating to everyday noticeable ways in which people carry themselves. I love to bridge Spiritual information directly into the physical realm. Connecting esoterica with scientifically known truths in our world, and directly understanding Chakras through body language seen and interpreted with the naked eye feels so natural to me.
So generally, when a chakra is blocked, we're going to see body language and tensions conveying that: clear signs of muscle tension in that area, a look of being closed off or uncomfortable on that part of their body, sometimes body language and conversational hand gestures that seem as if they are trying to distract someone from seeing that area of their body. As humans, we really prefer not to draw attention to our vulnerabilities & wounds. Some people might portray a sense of 'shrinking into themself' in that area. Posture issues. Then of course we're going to see health issues relating to those areas. We're going to see external life experiences and events manifested by that blockage- but that's another story.
I'm going to go through each of the primary 7 chakras and detail physically observable body language signs of blockage:
DISCLAIMER: some of these things alone of course do not immediately point to a chakra blockage, use discernment. Also, you don't need to relate to these things to still have a significant blockage. These are just observations.
Root Chakra ~ Muladhara
This is a difficult chakra for me to keep balanced in my own energetic body, so I'm very familiar with the signs here.
restless legs- someone who's very fidgety, seems a little flighty in their movements, can't seem to sit still or get comfortable.
leaning against walls and feeling a need to sit down a lot - when the Root Chakra is struggling, it can feel like an uphill battle just holding your own physical weight as the Root is meant to be the energetic pillar.
when sitting in chairs, rarely having both feet on the ground- someone with a blocked Root Chakra is quite literally going to struggle to keep their feet still and calm on the physical ground. They're going to be swinging their legs around, sitting on one foot, etc. just things that signify they're not feeling totally grounded and connected to the Earth.
Sacral Chakra ~ Svadhisthana
You know how you get those dudes, usually teenage/early 20s boys who walk around with their pelvic area kinda jutted out? Think of the rappers back in the day who would wear the super baggy pants lol. It sounds odd to explain, but like their core area is sunken in and there is an emphasis on the hip area. That's a sign of an overactive Sacral Chakra to me- or more accurately, an underactive Solar Plexus Chakra & the Sacral energetically compensating (ie. a lack of purpose, will, drive and instead indulging in sex, intimacy, and other pleasures in an addictive manner). A blockage in the Sacral Chakra is going to look like the opposite of this.
withdrawn pelvic area posture-wise. Sometimes the Solar Plexus might overcompensate, so the posture will be strong and even overbearing in the core area, giving a very controlled look visually.
physically standing very seperate distance-wise from others even in intimate conversation.
very rigid, controlled movements. Robotic movements. someone who is struggling to get into a calm, flow state emotionally is going to reflect that in the way they conduct themselves.
often the Throat Chakra is also affected when the Sacral is blocked since the disconnection from flow state will often make a person very restricted with what they say and how they express themselves. So often these people will hang their necks low or hold tension in that area.
Solar Plexus Chakra - Manipura
The Solar Plexus Chakra is the seat of our will, known as the 'seat of the soul'. Manipura relates to the words manipulate, manifest. The Solar Plexus is responsible for animating our being, enlivening us with the energy and drive required to fulfil our chosen purpose. In general, as you can imagine, someone with a blocked Solar Plexus is going to look tired, very sad and dejected, like the energy has been sapped out of them. More specifically, we're looking at:
as mentioned earlier, sunken in core area and sometimes an over emphasised hip area in body language-wise as sometimes when a chakra is blocked, the chakra(s) on either side will become more active or at least seem more active since the system is out of balance.
sunken shoulders- our core area is largely responsible for all of our upper body strength, so when the Solar Plexus Chakra is blocked the shoulders can be very sunken and the arms can look very flimsy, sort of like puppet. It kinda makes sense- if we are lacking the strength in Manipura (connected to the words manipulate, manifest) required to effectively manipulate our own energy and direction, we become like a puppet, easily manipulated.
Heart Chakra ~ Anahata
When the Heart Chakra is blocked, we see a person who has become somehow jaded in their perception of love. I always love using the word 'jaded' to describe a blocked Heart Chakra, because a healthy Heart Chakra is a vibrant, vivacious green.
closed off heart-space physically- bunching the shoulders around the chest area. It always gives me this visual of almost like creating an energetic cave.
tense shoulders and upper back
not meeting people halfway in conversation (like leaning closer to hear better, conversational body language mirroring).
not a lot of use of hand gestures in conversation or if there is, the gestures are punchy and unpleasant rather than gently and graceful.
often with a blocked Heart Chakra, I see the Throat chakra overcompensating, so the posture might look like the head/neck area is jutted out. The neck area may look very red like it's hot (too much energy in the one place). Socially we're going to see a person who is fairly over-opinionated, not very willing to listen to others, callous in their opinions.
Throat Chakra - Vishuddha
The Throat Chakra is the energetic centre correlating to self expression and communication. When this is blocked we're going to see a person who is having a difficult time communicating their truths, needs & desires. We're often going to see:
neck hung low, sometimes shoulders by extension too
hearing issues and frequent miscommunications in conversation
TMJ (jaw tension). Teeth grinding can also be a sign. Just any signs of lack of balance in the whole neck/mouth/jaw area.
classic social anxiety signs such as nervousness maintaining eye contact.
stuttering, forgetting what you were saying in the middle of saying it.
Third Eye Chakra - Ajna
This one gets a little more elusive because of where the Third Eye Chakra is situated, but like with others; often I can sense a blockage when there is a sense of overactivity in surrounding chakras. We'll see issues with the physical eyes sometimes. The third eye is all about perception, perceiving the 'space in-between'. A person who is open to all possibilities and free from bias is naturally going to be fed a consistent stream of intuitive information. Often blockages in the Third Eye actually have more to do with blockages in lower Chakras... eg. someone with a blocked Root may perceive the world as a scary place and lack trust, so they may misread situations, be impatient and skittish and close themselves off to seeing possibilities beyond their fears. You can have a very open Third Eye but tainted perception from other Chakra blockages. Some physical signs of disturbance in this area:
blurry vision, tunnel vision
holding a lot of tension in the brow area, constant furrowing the brow- this however can also be a sign that the Third Eye is overactive (compensating).
Similarly to the Heart Chakra, the energy in the Throat Chakra can sometimes compensate for a blockage in the Third Eye so again we may see someone who physically, posture-wise, etc. puts a lot of emphasis on their Throat area.
Alternatively, the Crown Chakra can overcompensate and we can see someone who bypasses seeing/perceiving their own raw authentic experiences by laying it all down to a higher power.
Crown Chakra - Sahasrara
The Crown Chakra represents our overall connection to the divine on Earth, higher realms, spirit, etc. While the Third Eye is our ability to perceive these things as well as Earthly things, the Crown is our overall connection to the Universe, to God. The Crown Chakra is deemed to sit at the Crown of the head, some say it kinda hovers above the head (I personally feel it to be affecting the entire area). So here are some clues in body language pertaining to a potential blockage:
hanging the literal crown of one's head down low is the main physical body language/postural symptom I can think of right now - I'll edit to add more if I think of it, but like the Third Eye Chakra, the Crown Chakra is more 'elusive' and mental/spiritual in nature.
Thankyou for reading, and I hope this has been interesting or even helpful to someone out there! <3 Energy work & other spiritual matters don't have to be super 'up in the air' and like I said, I love grounding the knowledge. Heaven and Earth aren't as seperate as we think!
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vintagerpg · 25 days ago
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Dracula Dossier is a campaign for the Gumshoe-powered RPG Night’s Black Agents, and I can confidently say it’s one of the biggest, most ambitious RPG campaigns ever conceived.
This is the Director’s Handbook (2015), which sits at the center of a shelf of books that make up the campaign. In addition to the rulebook, there’s a modified version of Bram Stoker’s novel, an agent field guide and a book of supplemental scenarios. The conceit here is that the events of the novel are real, sort of. It’s a cover story written to obscure the true events, which were part of a larger intelligence operation against Dracula and his network. Dracula didn’t stay dead and has popped up a couple times since. The modified novel was in the possession of agents who opposed the Count each of these times, and contains annotations in many hands collecting new information and theories.
Here’s the brilliant part. The campaign starts by giving the players the annotated book. The structure of the game builds off their default knowledge of Dracula in all his pop cultural forms. As they chase down the leads in the annotations, they determine the truth of the campaign’s core conspiracy and all of Dracula’s secrets. The GM reacts to their sleuthing, improvising the results based on the dizzying resources in the Director’s Handbook. From there, the campaign is as big or as small as everyone at the table wants it to be.
It’s one of the most interesting RPG books I’ve ever read. It exists as a sort of codex of parallel universes, codifying just about every possible option players might choose, and takes them to their logical conclusions. Some of the early chapter titles give a sense of the overall construction: “Do Vampires Work the Way Van Helsing Thought They Did?” and “Is Jack the Ripper Involved Somehow?” Those two alone open up mind-boggling possible paths, and there are still 200+ pages to go. It’s a beauty, but I’d want to play it rather than run it, for sure.
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cellobuster · 1 year ago
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50 hours left and less than $1000 needed to fully fund the CYBERNETICS CATALOGUE for SEE YOU, SPACE COWBOY... on Kickstarter!
What is SEE YOU, SPACE COWBOY...? Let me break it down: SEE YOU, SPACE COWBOY... (CUSC) is a tabletop roleplaying game inspired by late 90s-early 00s anime like Cowboy Bebop, Outlaw Star, and Trigun, where player characters called Outlaws traverse the galaxy taking jobs, hunting bounties, and courting danger all in the pursuit of staying one step ahead of their debts and troubled pasts! With easy-to-learn rules encouraging player freedom & improvisation and a character progression system interwoven with natural narrative development, CUSC gives you all the tools you need to tell the late-night Toonami binge-fueled stories of your dreams!
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As the third book in the CUSC lineup, the CYBERNETICS CATALOGUE gives your table of Outlaws access to a wide range of customizable cybernetic upgrades, from cyber-HUD eyes to wall-jumping mechanized ankles to metal arms with magnet hands, rocket fists or built-in Mega Man armcannons! Not just another gaming module though; the book also functions as an in-universe document laid out like a 90s shopping catalogue, with art and fictional ad copy for the nearly 80 different mix-and-match cybernetic enhancements offered by four distinct exploitative, capitalist, dystopian cyber-corps!
Haven't played, but has your interest been piqued? You can pick up the CYBERNETICS CATALOGUE along with the CUSC core rulebook and/or the 40-page setting module CERES: THE PLANET THAT NEVER SLEEPS easily by selecting add-ons with your pledge!
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If any of the above sounds like something you want to see in the world, back now! With only two full days left in the campaign, there won't be a later!
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ossidae-passeridae · 11 months ago
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4. What’s the worst part of fanon? 😈
Question from here
That'd be the implicit racism thanks for asking!
A non snappy response, aka to explain what I mean by that:
A lot of fanon tropes implicitly reinforce a very white, America-centric POV, and in a universe like the GFFA which lies somewhere between heavily Asian-inspired and gloriously multicultural, that really rubs me the wrong way. (To clarify upfront: it is not racist or whatever to enjoy these tropes or to write them, but it worries me when people don't even seem to realise it)
An obvious, innocuous-seeming example is the tendency to use 'Ben' instead of Obi-Wan's actual name in AUs — especially when others' names (Anakin, Mace, Cody, etc) aren't changed as well. The biggest difference between those names and Obi-Wan's is that Obi-Wan's is obviously Asian inspired, and theirs aren't. It's not something I expect most people even think about! But it always leaves a sinking feeling in my chest.
(Obviously if, like in canon, Obi-Wan is using Ben as a pseudonym while in hiding that's a very different kettle of fish.)
A larger example is how incredibly common it is to cast the Jedi as space-Christians — some common examples being focus on tenets (the Jedi Code, which is a meditation mantra, not a rulebook), the pervasive Catholic Guilt which is very explicitly Christian in nature, the emphasis on worship as ritual rather than a state to work towards, the generalised "all organised religion must be Bad" sentiments that feel very specifically ex-Christian in nature.
Thinking about one's own religion and expressing thoughts through fiction/art isn't an issue in and of itself.
The thing is, the Jedi are explicitly based on Asian Buddhists. Not just in set dressing, but from the ground up, from their beliefs and the way they act, to their clothing to the structure of their temple — to strip that away is to remove what makes the Jedi the Jedi. It's to remove the Asian-ness and replace it with something predominantly white. It implies that Asian influence shouldn't or can't exist in the GFFA, or that there's something inferior or wrong about Buddhism that needs to be "fixed".
Again this isn't something where I think that fan authors are sitting there going "muhahaha I'm going to be RACIST today", I know that's not what's happening. But when so much Jedi-centric content being produced minimises the Asian influence and pushes a western one, it starts to say "there's something wrong with this group, we're trying to erase it because there shouldn't be representation at all" — an issue of scale, at its core.
(Then ofc there's all the "the Jedi steal babies" and "the Jedi ban emotions" and "the Jedi need to be destroyed" which, entirely separate from the above, if you replace 'Jedi' with 'Buddhists' I'm kind of starting to wonder why you hate Asian people/Asian religions, you know?)
I won't even get into the fanon surrounding the clones, because that'd require me to talk about KT far more than I'd like to on any day, but especially today 🤣
(All opinions expressed above are solely those of pass e. ridae and do not express the views or opinions of any affiliates or associates, passerine or otherwise)
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doctorofmagic · 7 months ago
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Campaign party from Marvel Multiverse RPG - Core Rulebook.
Art by Ruairí Coleman, Jesus Aburtov and Paco Medina.
This team would be amazing to read in a book, ngl.
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bogleech · 8 months ago
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This is brand new artwork for the Mortasheen RPG core rulebook but I didn't spend two days on it to not share it with the general public. All "bug" type monsters in the setting are arthropod-human hybrids, hence the floppy limbs making this monster even more walrus-like than a normal maggot, while the rings of teeth and invertible body are exaggerations of how a maggot really works. Up close it's honestly pretty rough. Rather than killing myself, the teeth are mostly just blobs of color with no inks, and alternating patches of blurred shading/highlighting do the rest, looking great for the resolution it'll eventually be printed at.
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The full size art (over 4k pixel width), original PSD file, more sketches, comparisons to real biology and more detailed explanation of the design are all available to $5 patreon patrons:
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If you're just tuning in to the Mortasheen setting, human-fly hybrids count as an entirely different monster species; metamorphosis is lost in the process!
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felassan · 2 months ago
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Story elements, Campaign Map, and Garrus character sheet from the Mass Effect The Board Game - Priority: Hagalaz Rulebook [source]
bonus: move names of Garrus' and Wrex' that just made me happy :)
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Text version of first three images under cut -
Opening blurb:
"In the year 2186, the civilizations of the galaxy are at war with a relentless, artificial enemy called the Reapers. Commander Shepard’s warnings of their arrival were all ignored, and now the Reapers have invaded the galaxy in force, crushing all resistance. Earth has fallen. Palaven, the turian homeworld, is under siege, and their military might barely holds the enemy at bay. The Reapers are pressing into the galaxy on all fronts, and it is only a matter of time before the races of Citadel Space are crushed beneath their onslaught. But there is still hope. Commander Shepard has assembled a crew of trusted allies aboard the Systems Alliance stealth frigate, the Normandy. They have the schematics for the mysterious Prothean superweapon, the Crucible, but constructing it alone will not be enough. Shepard and the Normandy crew are racing to forge alliances, build a unified front capable of defeating the Reapers before they overtake the galaxy and complete their harvest of all biological life. All the while, the insidious terrorist organisation Cerberus advances their own agenda of human supremacy at any cost, led by the mysterious Illusive Man and his army of ruthless operatives."
Note from Admiral Hackett:
"“Commander Shepard, Since you took out the Cerberus lab on Sanctum, N7 Special Forces have hit every other lab we could find. Cerberus has caught on and moved their research efforts off-world. They’ve retrofitted one of their cruisers as a mobile research facility and now keep it on the move. I’ve received reports of more abductions, like the one you stopped on Benning, and several refugee ships have unexpectedly dropped off the grid. Cerberus could be holding those abductees on that cruiser as hostages, or worse, as test subjects. Their latest hiding place was the storm above Hagalaz. Taking a page out of the Shadow Broker’s book, I suppose. We only found them because the cruiser appears to have suffered a massive systems failure and crashed on the night side of the planet. Although these nights are a lot longer than Earth’s, unfortunately it’s almost morning and daybreak will bring the most powerful storm on the other side of the Attican Traverse. The Normandy is the only Alliance ship in range. I need you to see what Cerberus was up to. Interference from the storm is degrading comms, so there’s no way Cerberus can get their research off-planet except by portable data transfer. We have recovery assets on the way, but they won’t arrive until after the storm hits and tears that ship to pieces. Shepard, your orders are: Whatever you do, keep that research data out of Cerberus’ hands. When the storm is over, I don’t want them to recover their work from the wreckage. Denying them those assets will be a major blow. Retrieve the research if possible, or destroy it if there’s no other choice. Alternatively, find a way to fortify the ship until the fleet arrives. If you find prisoners along the way, get them out of there. The storm is coming, Shepard. Get it done.” – Admiral Hackett"
Note from EDI:
"“Shepard, analysis of the crashed cruiser has isolated three primary objectives. The reactor, the research data core, and the kinetic barrier generator. You only have time to reach one of those before the storm arrives. Accessing the data core will allow us to steal Cerberus’ research, but they could salvage the ship’s wreckage after the storm has passed. Overloading the reactors will destroy the ship – and all hope of any data recovery or salvage. I am also detecting signs of the captives Admiral Hackett mentioned. By diverting power from the research core, you can boost the ship’s kinetic barriers long enough to preserve it and protect the prisoners until the Alliance arrives. However, if you do this, the data banks will be lost. The storm is only a few hours away, Shepard. I recommend moving fast. Displaying potential routes to each objective. The mission is yours.” – EDI"
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terkmc · 6 months ago
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Remember the cool Sparri harpoon mech from the Core Rulebook? Tried my hands at making a license for it
As a bonus point, more loading melees!
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prokopetz · 3 months ago
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i was reading through the rulebook in detail and for some reason i feel the need to ask this even if it's unlikely: were any traits in Eat God inspired by the Midnight Crew or is it just an effect of them having coinciding inspirations for comedic material
I didn't have the Midnight Crew in mind when I was writing up any particular part of Eat God's character creation rules, no. The Facets are literally the core archetypes of classic three-man comedy acts like the Three Stooges, the Rebellious Arts are sight gags from Looney Tunes and Scooby-Doo cartoons with mystical technobabble attached, and the Traits are a combination of common features of goblin-type creatures from traditional tabletop RPGs, shameless cribbing from an unpublished game called Among the Beautiful Creatures (whose author I'd love to credit by name, but their habitual failure to sign their own work means I don't know what it is!), and recycled material from one of my own earlier projects called Three Raccoon in a Trenchcoat.
(There is one small Midnight Crew reference in the example playset in the forthcoming 0.4 revision, though, which I'm sure most of this blog's readership will spot instantly.)
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sprintingowl · 6 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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