#rpg campaign setting
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drabasp · 6 months ago
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Pankrati team that's just 4 Sekhmet-Class NHPs in various IPS-N frames collectively called "the Mets."
They're famously dogshit (you hit them from range long enough and they just tear each other apart) but have a rabid fanbase because their matches are always at least fun to watch.
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inonibird · 7 months ago
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I've been introduced to the TTRPG called Wildsea and now I'm going to make it everyone's problem. This is Beezley. They are bees. That is, I've broken my creative slump by immediately coming up with a character concept that is a variant of the Tzelicrae race in this setting (which is officially described as "Spider-colonies wrapped in humanesque skins; thousands of tiny arachnid minds threaded like beads on a string to produce a full, rich sapience", hive-minded swarms who either create protective shells made of cloth and salvage or unnervingly puppeteer bodies that are no longer needed), but I'm arachnophobic, so...BEES. :D Yes, Beezley found a dead body and built their hive around the skull and there is 100% a sticky, honeycomb-encrusted skeleton under those clothes. :'D
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rustedportal · 1 year ago
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Peak Gaming. TTRPG's Most Content-Rich Dark Fantasy Original Horror set in Earth. 2-books, Dozens of Gritty Adventures.
https://exclusive.apocalypsetherisen.com/
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novemberocean · 1 year ago
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hello its me again!
do you have a passion for isekai? Do you have a powerful love hate relationship with isekai? Do you wish you had taken the chicken out of the freezer when your mom told you to an hour ago? THEN DO I HAVE A BOOK FOR YOU (except that last one, you're on your own)"
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"For five years, Aderyn has waited to get the Call—the event when the system controlling her world grants her a class and appropriate skills to become an adventurer. When the system makes her a Warmaster, Aderyn eagerly sets out on her first journey. The problem? Her class is useless. No one believes a Warmaster is anything but a joke. They aren’t strong fighters, they have no magic, and they don’t have powerful skills. But Aderyn hasn’t waited all these years to give up now. With the help of a young man from another world, she’s going to prove this Warmaster can do anything."
Whats cool about this book is that its told from the perspective of someone already IN the fantastical world the regular joe gets isekai'd into. It's set in an RPG world where everyone has classes and ranks and theres even a chosen one! theres a different dungeon the party goes through in every book and they are legit the best part of the story.
the audiobook just got released on spotify and i snagged myself some free codes so first 20 commenters get a free audiobook to listen on Spotify! (you have to already have a spotify account)
its also on amazon
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mikemyler · 9 months ago
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freeeee https://drive.google.com/file/d/1Fozjco8xrbQMpdJBX-UopZ3JlSOcHKg2/view?usp=sharing
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madlabgames · 5 days ago
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This archetype, the Seditionist, could exist alongside the Laborer, representing the tactical mind of the revolution where the Laborer represents its muscle.
Fighter Archetype: Seditionist
While the Laborer is the raw, physical power of the revolution, the Seditionist is its cunning mind. You are not a brawler who turns tools into weapons; you are a cell leader, an ambush planner, and a master of asymmetrical warfare. You have learned to fight the regime not with brute strength, but with superior tactics, turning the city's oppressive alleys and factories into a weapon. You fight not just to win the battle, but to inspire the next one.
Features
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Persuasion, or Stealth. You also gain proficiency with Thieves' Tools.
Ambush Tactics
Also at 3rd level, you learn to seize the initiative. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Furthermore, when you are not surprised, you can use your reaction at the start of combat to grant one friendly creature within 30 feet of you that can see or hear you advantage on its next attack roll.
Coordinated Strike
Starting at 7th level, you can direct your allies to exploit openings in the enemy's defenses. When you use your Action Surge feature, you can choose one friendly creature within 30 feet of you. That creature can immediately use its reaction to make one weapon attack.
Guerilla's Resolve
At 10th level, your experience has hardened you against the regime's tactics of fear and intimidation. When you use your Second Wind feature, you can also choose to end the frightened condition on yourself and one friendly creature within 30 feet of you.
Fade into the Chaos
By 15th level, you have mastered the art of the urban ambush. Immediately after you take the Attack action on your turn, you can use a bonus action to take the Hide action. You have advantage on this check if you are within 5 feet of at least two other friendly creatures.
Lead the Uprising
At 18th level, your ability to command your comrades in the heat of battle becomes legendary. When you use your Coordinated Strike feature, you can now choose up to two friendly creatures within 60 feet of you, instead of one. Each of those creatures can use its reaction to make one weapon attack.
There's an old saying that circulates in the revolutionary cells of the Smelt: "A Laborer can break a wall, but a Seditionist can bring down the whole damn fortress."
This path is for those who understand that the greatest weapon isn't the hammer in your hand, but the friend at your back and the plan in your head. Will you be the one to draw the maps, plan the ambush, and give the signal that turns a riot into a coordinated assault?
The city is your chessboard; it's time to make your move.
A look at one of the new subclasses to be featured in The Iron Revolution: Book 2, coming soon.
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disgruntledexplainer · 5 months ago
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Space travel in D&D (not spelljammer)
So there is a D&D campaign setting called Dragonstar, which is kind of like a space opera but with more magic. (don't worry I'm going somewhere with this)
The general premise is that every D&D world (or at least every 3rd edition / D20 D&D world) is in fact a separate planet in a large galaxy, and some of these planets have developed interstellar travel capabilities. Specifically, there is a grand empire founded by a coalition of dragons from a specific world, each of which takes turns ruling it's entire expanse. The spacecraft are technological, but interstellar travel is achieved through giant magical spheres which can teleport users near, not not exactly to, any planet in the galaxy. Whenever a Chromatic Dragon (one of the evil species) becomes emperor, it begins a massive campaign of horrifically violent invasions to expand it's borders, while whenever a Metalic Dragon (one of the good species) becomes emperor, it focuses on making sure all of the invaded planets are uplifted and prosperous, trying to make up for the actions of their evil kin. The current emperor is Chromatic (a red dragon specifically), and his invasions have just begun. There is a section of the galaxy that is currently unexplored, and it is this section that most other D&D worlds take place in.
This produces an interesting, and grim, situation where all of the countless D&D worlds are under threat of an invasion they are completely unaware of, and are ill-equipped to repel. Except... some actually DO have a chance. There are a number of D&D worlds I can think of who can, and indeed occasionally HAVE, developed space travel canonically, and I think if they formed a coalition they could stand some chance of repelling an invasion. Lets go over a few.
Before we start, though, I want to go over some of the things required to produce at least an inter-planetary civilization, and some hurdles that these planets would have to deal with. First off, the planet would need to develop a viable spacecraft. It would need to be able to get into space, survive the vacuum of space, and get back to the ground. It would also need to have a working life support system, particularly something to refresh the air. Finally, it would need to be able to do all of this after leaving it's planet's orbit. This last part is more of a tall order than one might expect, since the magic on each planet at least theoretically comes from a different (often planet-specific) source. This means that in order to function, the ship either needs to be technological in nature, or needs to run off of a form of magic that will continue functioning in the void between planets.
OK, lets start with the planets which have already canonically developed interstellar travel. For this purpose I am ignoring spelljammer canon, both because it's version of space if incompatible with that given in Dragonstar, and because it's... frankly kinda silly.
You might be surprised to learn that the first planet to develop space travel would be Athas. You know, the post-apocalyptic hellscape where civilization has literally degenerated into the stone age and all life is slowly dying out. However, we aren't talking about the present state of the planet, but rather how it was 14,000 years ago, when the sun was blue and the planet was covered in life and water. During that time, only two sentient species lived on the planet, the Rhulisti (a kind of halfling) and the Kreen (giant praying mantisis); of these, the Rhulisti were the most advanced. They developed a form of mystic tech known as Life-Shaping, which involved shifting the life force around within a creature to produce controlled mutations. While the Rhulisti died out with the coming of the Green Age (or rather deliberately mutated themselves into other species like halflings, elves, and humans), some of them did not. There is a comet called The Mesenger which appears periodically in the sky, which is actually an ancient, living Rhulisti spacecraft. If there are any Rhulisti still on board, it stands to reason that there might be others who left the planet before the Green Age began, and began colonizing other worlds within the system. If this is the case, then the problem of getting into space is solved: they're already there, and they have the "tech" to get back up if they want. They also have a means to get back down and life-support systems as well. Frankly, though, I don't think they're ever coming back down; life on Athas is just way too garbage to bother, and they could probably scavenge all the water and raw materials they need from the asteroid and kuiper belts of their system to live comfortably enough. If the Athas system is invaded, the actual world of Athas would be easily crushed, but the Rhulisti could just hide in the asteroid belt until everything blew over and then just go back to... whatever it is they have been doing for the past 14,000 years.
Next up is another weird one: Dragonlance. At first glance, the world of Dragonlance would seem to be a terrible candidate for a space-faring world; it's technology is medieval, it's magic depends on the presence of it's moons and the nearness of it's gods (at one point the planet got teleported by one of it's gods to another system away from its moons and it's now very confused gods, resulting in almost all of it's magic disapearing, with the exception of magic drawn from the soul or the chaotic energies of the Graygem). HOWEVER, there is one species which can, and likely has, gotten into space: the Tinker Gnomes. Blessed with an incredible intellect and cursed with a complete lack of common sense, tinker gnomes have an ingrained obsession with advancing a particular field of study, the pursuit of which consumes they're (often very short) lives. Individual Tinker Gnomes can advance their field of study by decades within a short period of time, but when they die all of these developments are often lost since Tinker Gnomes rarely read each-other's notes, and nobody else can understand them. In all likelihood, dozens of tinker gnomes have developed, built, and flown spacecraft of a variety of sorts, but all died due to a mistake that any other species on the planet would have been able to point out (like forgetting to add life support or choosing to cushion the fall of their landing ship with feathered pillows instead of... anything else). Perhaps a few HAVE gotten into space... and aren't quite sure how to get back down. I fully expect the orbits of Krynn to be littered with bizarre looking spacecraft and the dead gnomes who once piloted them. Needless to say, Krynn would be a sitting duck, but the floating wrecks might confuse, spook, and delay the invasion for a couple days at least.
Now for the ones who are almost there. The first that comes to mind is Eberron; honestly that world is a mere generation or two from launching a fully-functional spacecraft. This is for several interrelated reasons: Dragonshards, Dragonmarked Houses, Elemental Binding, and Soarwood. Dragonshards are a kind of crystal with magical properties, that come in three varieties, each keyed to a different, useful purpose. The Dragonmarked Houses are trade guilds run by powerful families with the innate ability to use useful but minor spell-like abilities that can be enhanced by one kind of dragonshard to achieve incredible feats of magic, and the guilds themselves often use another kind of dragonshard to help them mass-produce useful magic items. Elemental Binding is a process invented by the Drow and perfected by the Gnomes of Zilargo that involves binding an elemental into the third kind of dragonshard, producing a source of infinite energy. Finally, Soarwood is a kind of wood native to the homeland of the elves which is naturally buoyant in air, so that things composed mostly of soarwood can actually float in the air. All these combined allow the Elves, Gnomes, and the Dragonmarked Houses to collaborate to create wonders beyond any single wizard's ability to produce, including creating airships and submarines. For getting into orbit, elemental binding provides a practically infinite source of propulsion, and Soarwood makes it so that they don't have to worry about lifting something so heavy as a rocket so high up. Theoretically, someone could fly an eberron airship up right now and he would end up in space eventually. Regarding life support, elemental-bound submarines also use an air elemental to cycle and purify the air in the cabin. If the soarwood hull is sealed tight, it should be able to keep everyone breathing inside. Once in orbit, Airships could collaborate with each-other to produce combat space-craft out of metal, which wouldn't need to worry about leaving or returning to the surface and could just spend their time defending. The Dragonmarked could use Dragonshards to enhance their abilities to duplicate a number of classic sci-fi technologies: Lyrander heirs act as pilots or man the weapons (using the stormship binding methods to produce a ring of beta radiation and ionized gas they can direct at targets), Deneith heirs could provide energy shields, Sivis heirs could handle communications, Cannith heirs could act as engineers and repair-men, and Orien heirs could control teleportation circles to bring people aboard without landing (good for combat ships), or be in charge of interplanetary navigation by virtue of their natural ability to teleport. That's right folks, we have our first interstellar civilization candidate! After a couple more generations, the Arcane Congress might be able to develop methods to achieve the things the Dragonmarked can do without marks or shards, but it will work for now. Additionally, even though Eberron magic would NORMALLY only work near the planet, because it needs proximity to the ring of dragonshards floating in orbit to provide energy, a ship fully outfitted this way would have enough large dragonshards in it producing enough magical radiation to make sure that any magic keeping the ship together wouldn't fail, and that spellcasters could still cast spells. Indeed, when in orbit around their own world their spells might actually be SIGNIFICANTLY ENHANCED by the proximity of the enormous dragonshards that form the ring, making planetary defense easy. Dragonmarks don't need Dragonshards to work anyways. Ultimately, all of this together essentially means that the Dragonmarked Houses (specifically they're governing body The Twelve) would dominate the orbit of the planet for a VERY long time, and their military branch, The Blackwheel Company, would be the de facto defenders of the planet. Facing an invasion, I actually think Eberron could hold their own, so long as they kept close to their ships.
Next we have Theah, from the 7th Sea RPG, which was adapted into D&D during the D20 boom. Theah is currently in the age of restoration (AKA Swashbuckling Time), but for a variety of reasons their technology is advancing a lot faster that it normally would. A LOT FASTER. To compound this, they are surrounded by the ruins of technologically and magically advanced species from before humanity's emergence. One species in particular, the Tessera, had developed extensive magnetism-based technologies that included rail guns and even flying cities! Of these species, the Tessera's tech would be by far the most useful for getting the Theans to space: first, the fact that the Tessera were able to get their cities to float using magnetism at all means that Theah's planetary magnetic field must be WAY stronger than our own, enough to support the weight of a city. Second, the fact that they were able to float the cities means that it should be possible to use Tessera tech and the planet's magnetic field to launch a ship into the air, perhaps even into orbit! this would mean that the Theans wouldn't need to spend nearly so much time and resources developing ships to beat their planet's gravitational field, and getting down should be much easier too. All they would need to do is backwards-engineer the tech, which would require cooperation between the Explorers Society and the Invisible College (or rather La Academia de Ciencia del Profeta y Salvador, since most of the scientists of the Invisible College have gone back to their original places of work of the Reformed Vaticine Church of the Prophets in Castile with the deposition of Cardinal Verdugo and the decline of the power of his Inquisition). As for life support, it so happens that while Thean science in in general more advanced than it should be for the time, Thean medical science is leagues ahead of where it should be, and if it continues to be so they should be developing air-scrubbers in no time. Tessera tech even comes with rail-guns as I mentioned, meaning that when Theah does go to space, they may very well go into space armed to the teeth with advanced weaponry. On top of this, they may be able to get larger ships into orbit if they make them out of Dracheneisen, a special material that is as light as a feather but as strong as steel and easily shaped; if they can find more of it in the Drachenberg Mountains in Eisen and Ussura, they could make entire warships out of the material and launch them into space battle-ready, and landing such ships would be laughably easy if they had wings. As for magic... well, most of the magic of Theah probably wouldn't work far from its surface (Bargainer sorcery in particular is implied to require the Barrier to word, as it feeds parasitically off of it and damages it at the same time, while Glamour and Nacht have heavy ties to planes of existence unique to Theah and Pyryem and Laerdom both draw on the power of semi-divine entities to function), and those that don't (like Druid geasa and vaticine Miracles) would not be much use in space, and are notably weaker than magic in other worlds. But the Vaticine Church isn't particularly fond of most magic anyways, so that actually solves a problem rather than causing it. A downside of this is that, like most other worlds, Thean spacecraft would be strictly interplanetary instead of interstellar, but if faced with invasion a Theah so armed could repel it, albeit with some difficulty.
Now for one that would seem to be a good candidate for spaceflight, but isn't. By far one of the most technologically advanced worlds in D&D is the unnamed world in the Dragonmech rpg, which possesses steam-powered mechs the size of cities. Unfortunately, the kinds of technology that world has aren't very well suited to space travel, being large, heavy, inefficient, and ultimately flightless creations, and the fact that they are STEAM powered would mean that they would be constantly leaking precious resources just to keep their ships powered if they made one. On top of that, much of their environment has been completely wrecked by the Lunar Rain (basically their moon shifted in its orbit close enough that debris and entire living creatures began falling off of it, resulting in a searing rain of fine dust and giant meteors and terrifying monsters everywhere, not to mention the enormous tides which essentially washed away most of the other continents on the planet). The inhabitants of Highpoint are in no condition to be developing space-flight right now; they are too busy just trying to survive, and all of their extensive innovations are bent to that singular endeavor. Which is a shame, because they are one of the few planets whose magic would likely still work offworld with no caveats, since it seems to originate from some kind of cosmic energy (AKA the kind of stuff the Dragon Empire would likely be using). One benefit of this, though, is that they have been so busy fighting alien monsters for so long that if the Dragon Empire were to invade, they could probably hold their ground, except against an orbital bombardment, and I struggle to think of a reason why the Dragon Empire would even consider invading such a mess of a world to begin with; if anything they're worse off than Athas, and are a few bad days away of being exterminated by their own moon.
As for other worlds... OK, I know Oerth (Greyhawk) and Torril (Faerun) are supposed to have developed spelljammer vessels according to the spelljammer books, but I just can't see it. Both of them have heavily localized magic systems. Oerth derives it's power from the Great Wheel cosmology and "cosmic balance", so if they went to any world that WASN'T part of that cosmology (like Athas, Eberron, and Theah), their spelljammer engines would stop working, leaving them dead in space with no life support. Torril would have it even worse; their magic originates from the Spellweave, a network of energy that connects all living things ON TORRIL SPECIFICALLY, and over the course of the history of that world the Spellweave HAS LITERALLY DIED MULTIPLE TIMES. But did magic "die" on other worlds? no. This indicates that the Spellweave only provides power to the wizards and sorcerers of Torril, nowhere else, and if they were to travel to ANY other world their spelljammer engines would fail IMMEDIATELY. Even with the wizards of both worlds often being way more powerful than those in the worlds I previously mentioned, this problem would be too great to circumvent. And forget about using technology to produce spaceflight; those worlds are strictly medieval. If invaded, their spellcasters would definitely be able to put up an impressive fight (both worlds boast a surprising number of spellcasters above 20th level, which is pretty rare), it is unlikely they would be able to do anything about an orbital bombardment, or even know that it's coming.
Most other worlds would have similar problems, with most of them having extremely localized magic systems and low tech levels. They would fall like dominoes to the Empire without the aid of Eberron, and maybe future Theah and the Rhulisti if they find a way to leave their respective planets.
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starfreak-art · 3 months ago
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I feel like for my own mental well-being i should say this: the artists of history that were mostly making sketches had very few fully colored pieces compared to artists whose whole job involved color, like painters.
Thomas Cole and John Martin were great painters, the sheer magnitude and number of their works is outstanding, but they're painters. It is their way, to cover the page in colors.
Da Vinci was a sketch artist first and a painter second. He has famous paintings like the Mona Lisa, yes, but the number of paintings he made is far outweighed by his sketches, which are just as famous today.
The few colored pieces you see from me are rare, and they do not represent the whole of my body of work. It's just that I never feel the need to post sketches and line art, or maybe i'm just not brave or proud enough to post them. But you can't convince yourself that you should be more talented or skilled in an art form that isn't your usual method. I am a sketch artist, i would also consider myself a concept artist, much like Da Vinci. Maybe one day i will have my Mona Lisa, but it is not my responibility or my duty to force that into existence.
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hypotheticalprose · 4 months ago
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Task Force Blue Seven: Deacon
First of three short Lancer fics I wrote as part of a campaign that never got started.
. . . . . 
First, there is the pain. You don’t like the pain. Still, you have been trained to push past it. 
Trained by whom? There’s history, your history, but it’s fuzzy.
You can feel the light shining through your eyelids. Heavy as they are, you open them. 
The room is steel-grey and lit by harsh fluorescent lighting. 
You see two people looming over the bed where you are currently lying. One is a man, greying, wiry and thin. The other is a woman, young, covered in freckles, dark red hair like dry blood buzzed close to her head. 
They’re talking to each other, and although you understand the individual words they are saying (contingency, mass casualties, interest) the deeper meaning is beyond your grasp. 
One of them, the older man, places a hand on your chest as if in reassurance. He looks down and sees your open eyes. 
He gasps in shock and calls out. To you, or to someone else, you don’t know. Strength exhausted, you return to oblivion. 
. . . . . 
Your dreams are an orgy of violence. 
You are a lancer, your mech strapped into a zero-gravity transport along with ten others. The faces of your squadmates are visible on your screens. Two of them are familiar to you: the old man and younger woman. She’s Worm. The old man — Romulus, his name — is the leader. The rest are vague, blurry. The bay doors on the transport open, and you are launched into a hole in the side of a ship. You remember the ship’s name:
[THE CARNAL ENLIGHTENMENT]
Your mechs are small, purpose-built for engaging in the tight corridors of spaceships. The ship’s crew is surprisingly well armed, but there is little they can do as you cleave a trail of destruction. 
Then, you notice one of your squadmates’ feeds has gone dark. Then two more in quick succession. A scream from a fourth and then they’re gone too. 
Something has gone wrong. This was supposed to be easy. They were supposed to be unarmed. A private research vessel. You begin to run in the direction of where your comrades were. You hear a scream…
Then you see the monster. A being, a creature of flesh and blood, and yet impossible in size. Formless except for an enormous mouth. It’s… disturbingly human. Pink lips, and teeth the size and shape of tombstones. 
It has your comrade’s mech in its mouth. Its jaws clamp down and bisect them, swallowing a head, arm and most of the torso. 
Another screen goes dark, but not immediately. You see the life leave their agonized face, hear the scream gurgle to a conclusion. 
You run, but even your mechanized legs are unable to outpace the monster. You feel a cartilaginous tendril snag your leg, and down you go. You feel your bones twist and snap—.
 . . . . . 
You wake up to the feeling of an electric current running through your body like needles in your blood. 
“Good, you’re awake.”
There’s a woman, older, well-dressed, smiling almost imperceptibly.”
“Welcome back, Contractor 903.”
She leans down and gives you a cursory examination. 
“I’m here to inform you that per your contract with Seraphim Tactical Solutions, you have incurred a substantial debt due to extensive flash-cloning, surgical interventions and robotic limb replacement procedures. In addition, the loss of expensive hardware due to an unsanctioned retreat is a violation of your terms and conditions. You have been found responsible for the liquidation of all of your fellow contractors, and the subsequent loss of their hardware.”
You don’t understand. She talks too fast, but her words seem… wrong?
“No…” you manage to croak out. “There were… two others. The…” 
The woman clucks her tongue. 
“You’re mistaken, Contractor 903,” she says. “And you would do well not to repeat any of those slanderous words again, lest you incur additional infractions. You are the sole survivor. There was no monster. Your operation was compromised by an explosion releasing hallucinogenic gas into the ship. Everyone except for you died. And now you have to recoup those losses. Luckily, we have just the solution. An experimental surgery that you signed off on as collateral for any significant debts. Welcome to the Nephilim Program, Deacon. And congratulations. We’re going to make you very useful.” 
She looks over your shoulder at someone else. When she speaks again, her tone is flat and grim. 
“Put him under again.” She says. “I want him combat-ready before we reach the Grieber system.” 
You want to scream, but your mouth is no longer your own. Oblivion swallows you whole. Your final thought is the realization that you never mentioned a monster to the woman. 
. . . . . 
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oppossumposse · 4 months ago
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A Quick Overview of Ozma
First post for new goal! Ozma is my main campaign setting at the moment (as my blog bio suggests) and it's definitely my favorite. Kind of a punk urban fantasy, inspired by random ideas me and my homies have had over the years. The first bit of thought was honestly what if a city ran on magic and had stuff like flying monkeys and stereotypical green witches, what if halflings were at a starbucks? That kinda thing, and it just spiraled from there into my lil baby. Intended for a Savage Worlds game, but honestly might even work on making info for other rpgs available too. So without further ado, a quick overview of Ozma, City of the Neon Sun.
OZMA, OVERVIEW
Long ago a terrible empire ruled over the land, the Elves sought to tame both their fellow mortals and the gods above. An awful and foul sorcerer taught the nobles how to bind the divine forces which watched over the various other peoples of the world. Gods bound in chains and drained of their life to extend the existence of the Elves. Even their own pantheon not safe from the hunger of the despicable nobles. This empire enslaved both mortals and the gods in such a fashion, plunging the world into a thousand years of tyranny.
Until the people grew weary, a coalition formed, the enslaved of all peoples bound together, freed a trapped god (who’s true name was long taken) and fought back! Its sacrifice showed many even among the Elves all was not lost, hope against evil always lived on. Stealing the sorceries of the nobles many Elves betrayed their Immortal Emperor and gave the secrets of magic to all, and then so fell the empire, so fell the Age of Darkness!
When the smoke cleared a new alliance was formed right there in the ruins of the old Elven capital, the forgotten god’s sacrifice turned quickly by the new Mages of the land into a powerful artifact to once more fight back against darkness. The Neon Sun was born, and with its energy a new city constructed right over the old; Ozma.
Now hundreds of years later Ozma is a bustling metropolis far greater than even the city of old, kept alight all hours of the day and night by a pulsating orb of magical energy known as the Neon Sun. It acts both as a statement that hope burns bright forever and allows all the modern magical conveniences of Ozma to work! From billboards to Orb-Book, trams to TV, they got it all, and all are welcome to the world’s greatest city!
Inside the Neon Sun the Council of Law watches over, representatives from every angle of Ozma picked by the Guilds, Unions and various ancient Orders which make up the kaleidoscopic streets. This Council makes the laws, enforces them and does their best (supposedly) to keep Ozma the number one metropolis around!
Underneath the bustling lit streets above rests the ancient ruins, Undercity (very creative I know). This expanse is said to be the gutted remains of the foul imperial capital, but it also consists of many layer of Ozma’s previous designs, and dark secrets. It was not just one city that was torn apart by the revolution for their new home, many portals and gateways connected all manners of the world in that time, the first Mages used these devices in their own plots and schemes at one point or another. So the Undercity contains everything from old Elven towers long collapsed, to forgotten vaults full of treasure to even more strange and delightful surprises pulled from other realms of existence! Its not uncommon for a slumbering Elven mage or two to wake up from a nap in some lost corner and not realize the Empire is no more (or try to reinstate it). Rumors even abound of still trapped gods in the depths, unable to be freed by the original coalition.
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badragonplays · 1 year ago
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Dragonfinds Epic fined today my pets. Today I bring you a mint condition CIB of the ADND2e planescape campaign setting box set. This box has everything you need to play unlike later publications you can play with this box a DMG and PH nothing else is needed!
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smbhax · 3 months ago
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Cover illustration by Matt Stawicki
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rustedportal · 1 year ago
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Rusted Portal Games presents the AtR: Survivor Starter. The first expansion to the Apocalypse the Risen Campaign Setting.
FREE! All Backers within the first 48 Hours receive a Free PDF Adventure, 5E compatible What's Cooking (An Incident). This is a 4th Level Apocalypse the Risen one-shot adventure.
FREE! All Backers will receive a Weekly Perilous Hunt (Deadly Encounter PDF) during the campaign. Backers celebrating with us at the end will receive 2 addition FREE Perilous Hunts.
FOLLOW Now to be alerted when the campaign launches so you don't miss out on free adventures and the first Campaign Starter expansion for Apocalypse the Risen.
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willtempest · 1 year ago
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The Flood Bell Tolls in Saint Magnus by me, @samtempest.bsky.social and @kateeddy.bsky.social is now available! You can get printed versions over on my website. We also have a pay-what-you-want PDF available on itch
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mikemyler · 9 months ago
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I'm not saying this is the best samurai archetype for D&D BUT it does have that cool dash-through-enemies-and-make-a-crazy-slice anime move https://www.kickstarter.com/projects/verantheacodex/mists-of-akuma-5e-eastern-fantasy-noir-steampunk-bonanza
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legionofmyth · 10 months ago
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Rifts Dimension Book #14: Thundercloud Galaxy: All the tech you’re NOT allowed!
🚀 Discover the advanced technology of the Thundercloud Galaxy in Rifts Dimension Book #14 by Palladium Books! From powerful spacecraft to innovative gadgets, explore the cutting-edge tech that defines this incredible galaxy. Watch now to delve into the futuristic world of Thundercloud Galaxy! #RiftsRPG #ThundercloudGalaxy #PalladiumBooks #TabletopRPG #SciFiFantasy #RPGTech #RolePlayingGames
Rifts Dimension Book #14: Thundercloud Galaxy Rifts Dimension Book 2: Phase World Explore the advanced and futuristic technology of the Thundercloud Galaxy from Rifts Dimension Book #14 by Palladium Books! 🚀 Discover the cutting-edge tech that powers this incredible dimension. Watch now to unlock the secrets of Thundercloud Galaxy’s technology! In this video, we delve into the sophisticated and…
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