#rpg creature guide
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legionofmyth · 1 year ago
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How to use Demons & Deevils in your Palladium Megaverse game
Ready to command the dark forces? Learn how to effectively use Demons & Deevils in your Palladium RPG sessions with our expert guide. Transform your game today! #PalladiumRPG #TabletopTactics #RPGTips
Palladium Fantasy RPG 2E Rifts Ultimate Edition Heroes Unlimited 2E Harness the Powers of the Netherworld: In this essential guide, learn how to adeptly summon and control Demons & Deevils within your Palladium Books Megaverse campaigns. This video reveals techniques passed down through ages, empowering you to turn potential threats into powerful allies. Mastery of these beings could be the key…
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vintagerpg · 2 years ago
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When I started this Instagram account, one of the first artists I found through it was @BodieH and I just fell in love with his work — I used his art, including like half a dozen of original watercolors, to decorate my finished wood-paneled basement, and it is a perfect match.
Anyway, it is hard to talk about Bodie’s RPG work under the Slowquest name with any sort of specificity, because so much of it is dependent on feel. The feel of his art, which is extremely stylized and cartoonish, but also the feel of his zines, many of which are handmade and use unusual materials or assembly methods. The art is particularly interesting, because if you look at enough of it, you start to get a glimpse at a compelling fantasy world, one built largely through the interplay of images and their implications. It’s huge part of the appeal, and greater than any individual product.
Those individual products are pretty great on their own merits, too. They all remind me of treats you might find at a bakery — the small ones petit fours, the larger ones cakes, all of them taste explosions. This is one of the larger zines, A Guide to Creatures of the Forest, a little monster manual of sorts. Remember, though — Bodie’s creatures may look cute, but that doesn’t mean they aren’t dangerous. In fact, the majority of them are pretty horrific! I particularly like the carnivorous grass that creeps over sleeping campers like a blanket. Eeek!
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Warhammer Fantasy Roleplaying: The Creature Guide Cover Art by Daarken
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ozzgin · 1 year ago
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Yandere!Monster x Reader [Asylum Spider]
A/N: This feels a little bit strange to post. It's an older OC (the drawing I used is like 3 years old) I had for a horror manga. I thought it would make a good yandere if you're into actual monsters. And the atmosphere is a lot like an indie horror rpg. :)
You wake up in a damp, dark room with no recollection of how you ended up here. Hovering above you is a repugnant beast whose appearance terrifies you into silence. Yet it doesn’t attack you. Quite the opposite, it seems to want to guide you outside. You must escape quickly, as whatever lurks above causes the creature to squirm in fear. Yet as departure approaches, a desire blooms within its ancient heart: must you really leave it behind?
TW: Monsters, horror, implied violence/abuse
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Your vision is blurry and your head is throbbing with a harrowing, unbearable headache. You've been awakened from your unexplainable slumber by cold yet burning drops of liquid hitting your cheek at irregular intervals. You squint and try to focus on whatever lies before you. Slowly, the object becomes sharper and your eyes widen in terror. Drooling above you, a monstrosity. It looks almost human. Sharp, curved teeth are grotesquely gawking their way out. The skin is discolored, similar to the blueish tint of someone struck by hypothermia. The creature seems to be wearing a strange sort of straight jacket, tightly securing the arms and ending in a shredded rag, dangling between the skinny, crooked legs. Yet the most disturbing feature are the massive arthropod appendages that fan out from behind, suspending the abomination above ground.
The ridiculous, offensive sight drains the blood from your face and you hold your breath. You wait for the final blow that never arrives. It lowers its head and inhales deeply, trying to detect if you're still alive. Satisfied with the answer, it scurries aside and leaves you enough space to lift yourself up. The wide smile remains plastered on its face, making it look like a deformed mannequin. With nothing left to lose, you decide to risk it. "Can you talk?" you mumble, unsure about the potential response. It shakes its head in denial and you raise your eyebrows. So it can understand human speech.
You stand up and look around. There's a pungent smell irritating your nostrils, and large pipes slither their way over walls and ceilings in a maze of rusted metal. The floor is flooded and your ankles are sunken in murky water. Above the only door hangs an old plaque, eaten by mold and age. "W∎ter & Drain∎∎∎: Pro∎∎rty of ∎∎∎∎∎ Asylum". Ah. This must be the sewers, then. How did you even end up in the sewers of an asylum? Maybe someone upstairs can provide you with answers. You turn to the creature that has been obediently observing you.
"Can you take me to the main building?"
The humanoid spider screeches and trashes its appendages across the water. You jolt and step back instinctively. Is it mad? Have you upset it somehow? No, if anything, it looks afraid. You stare at its bizarre convulsions until it occurs to you the movements aren't quite as erratic as you assumed. It is drawing something using a swamped patch of ground.
Don't let find you Get out
You're choking with dread again. The ominous words send a cold chill down your spine and you shiver, helpless.
"How am I supposed to get out if I don't know where the exit is?" You demand with your last ounce of energy. 
It wobbles its way towards the door, and stops to face you expectantly. Is it offering to guide you? You're not quite sure whether to trust the ghoulish creature, but the rotting room is filling you with panic. 
Anything is better than being alone here. 
What a suffocating atmosphere. The corridors are tall, narrow and black. You can barely discern anything around you and the only sounds are the ghastly echoes of the metal creaking and bending from the water pressure. That, and your uncertain steps across the muddy flow. You glance at the creature. Its eyes are covered by a leather blindfold, so the darkness mustn't be an impediment for it. Then again, how can it tell its way within this colossal labyrinth?
"Is this where you live?" you whisper, trying to make conversation. You need something to distract you from your pounding heart.
It nods hesitantly. 
Your foot hits something and you instinctively attempt to kick it off. Perhaps some algae that begun developing in this forgotten grave. It seems to have wrapped around your ankle, so you bend down to remove it with your hands. It's a soaked sheet of paper. The ink has mostly diffused into the page, but you can still read some of the larger headlines. "Dozens have disappeared. The mystery of the abandoned Asylum, believed to be haunted by the countless victims of horrid experimentation". Next to the title is a photograph too smudged to make out.
You stop in your tracks, focused on the blurry letters. The monster patiently waits for you. Is it something to be asked? You gaze up at its features, trying to take in the details. You take a deep breath in and open your mouth. 
"Did they...um...do this to you upstairs?"
It seems to ponder your question with the same unfaltering grin that now feels painfully forced. Finally, it nods.
What a strange little creature you are. He returns your curious stare. Now that he thinks about it, you must be the very first person to follow him. When was the last time he spoke to another living creature? He can't remember. The others would panic beyond control at the mere sight of him, blindly running away and getting lost in the sewers. Later he'd find their bodies quickly decomposing under the running water, and he'd dispose of them outside. No one deserves to die here. The really unfortunate ones made it upstairs, into the asylum. He'd rather not brood over it. 
Yet here you are, asking questions and walking alongside him as if you were on a stroll. He doubts he's gotten less hideous over the years. Then again, he can't see to confirm. Just as he can't see you. Despite his lack of vision, he is overwhelmed by the feeling that you're a beautiful being. You must be. And thankfully, you won't have to worry yourself with any of the horrors lurking these cursed grounds for much longer. He'll help you escape.
Then he'll be alone once more. It shouldn't bother him this much, it's always been like this. But meeting you has reminded him just how much he missed the presence of another human, how dearly he longed for a kind voice. Is it selfish to fear isolation? 
"Oh! You're right, I can see a gate from here." You exclaim in gratitude. 
You sprint towards the rusty bars and feel a cool breeze against your skin. This must lead outside. The creature has kept its word. Soon enough all of this will be a nightmare of the past.
"I-" 
The monster seems to be making an effort to speak, but all that comes out is a dissonant croak. You're confused and he can sense it. 
Must you really leave him behind? He needs to let you know that he'd like to stay with you, but his throat is contracting pointlessly and there's nothing he can use as a writing surface. What is there to do? His chest is tightening with the frenzied desire to keep you with him forever.
Please don't leave him.
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bogleech · 1 year ago
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Also going to finally make a pinned post for all my stuff:
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BOGLEECH - my tumblr blog is named after this website I created around 2002 and still update. Thousands of pages worth of content focusing on creature design as well as real biology. My review of the original Legend of Zelda monsters might be the most straightforward example of my articles.
Links to some of the most popular content:
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POKEMON REVIEW ARCHIVE: - I rate and review each and every single Pokemon, in Pokedex order, on its merits as a creature design. I also do so as someone whose favorite animals are all parasites.
DIGIMON REVIEW ARCHIVE - same, but more chaotic.
CREEPYPASTA COOKOFF ARCHIVE - for several years I hosted a yearly writing contest before it grew too big for me to keep up with. There are over a thousand user submitted horror, fantasy, sci fi and surrealist stories here emphasizing unconventional, original ideas you seldom see from the "creepypasta" community!
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The original "MORTASHEEN" Monster Archive - since the early 2000's I've created and illustrated more than 800 creatures and counting for my own monster-catching world, now set for release as a tabletop RPG setting.
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AWFUL HOSPITAL: SERIOUSLY THE WORST EVER (page one): an interactive comedy-horror-sci-fi webcomic I started in 2014 about a medical facility that could maybe be better.
Some of my other internet stuff:
PATREON - constant work makes my patreon updates inconsistent, but the content backlog goes back years with a huge amount of exclusive art and writing. I try to put up new exclusive stuff whenever I can.
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ETSY - I design all sorts of original enamel pins like these, plus I sell zero-maintenance terrarium plants (just leave them in a jar!), original books and other things!
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COLOR THE ABYSS (available on the above etsy!) - a 30 page educational deep sea coloring book! Includes a few famous favorites like giant isopods and hagfish, but mostly focuses on less popular, often much weirder animals.
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UNBELIEVABLE BUGS - also regularly restocked in the etsy store, 30 of the strangest and most surprising arthropods most people have likely never heard of, illustrated by myself and @revretch, written for even the youngest kids to understand (but will likely teach you something new at any age)
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My Itch.io and Ko-fi - both sell digital versions of my books, including some creepypasta collections and my first novel, "Return of the Living," about a world of entirely ghosts suddenly dealing with the appearance of ghost-hunting monsters.
TWITCH CHANNEL - I now try to stream something at least monthly, sometimes weekly when possible, from horror games to books and art.
YOUTUBE CHANNEL - archives my twitch streams and other little things.
INSTAGRAM - look at pictures of my huge weird collection of toys and Halloween collectibles
BLUESKY - I'm going to put mainly just updates to my stuff on here.
SEE ALSO:
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HUMANS-B-GONE - a science fiction animated series by my partner @revretch, about a world of kaiju-size, technologically advanced insects and arachnids to whom vertebrates like us are just pesky little "gubs." Also has a tumblr account @humansbgone
FINALLY, HERE'S MY GUIDE AND RESOURCE TO MAKING YOUR OWN INTERNET WEBSITE IN A FEW MINUTES WITH NO KNOWLEDGE OF CODING
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tomicscomics · 6 months ago
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12/06/2024
Now what fantasy races should they choose?!
The saints' RPG adventure continues every Monday and Friday through December!
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JOKE-OGRAPHY: 1. Continuing from the last couple cartoons, an angel is running a fantasy RPG for some saints in heaven. Among them is St. Joan of Arc, a French peasant who fought the English in the Hundred Years' War. 2. As the angel guides his players through making their characters, they finally get to the part where they choose their race. In most fantasy RPGs, "race" refers to whole species of sentient creatures, such as humans, elves, goblins, bipedal centaurs, etc. However, in the cartoon, when Joan hears "race," she thinks of "nationality," and so asks if the game will include English people -- her sworn enemies. The angel says that no real world nations exist in the fantasy world, but he may use real world accents while pretending to be certain characters. 3. In most fiction, orcs are war-hungry monsters that speak with Cockney accents -- one of the many accents found in England -- so Joan deduces that they'll be the bad guys, since anything vaguely English must be evil. The angel says yes, the orcs are bad guys, but more because of their murder and bloodlust and less because of their accent.
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project-lumen · 5 months ago
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Have you ever wondered how the Life Series would look like as a videogame?
Then I bring to you…
Project LUMEN: APPLICATIONS OPEN!!
Ever wanted to relive the stories woven by the Watchers, exceeding the limits of what Minecraft is able to offer? How about venturing in a perilous journey full of twists and turns, and most importantly, loooooooooooore?
Well, why hello there! To kick off the start of 2025, Kori, Arto and Pinkie here, and we are proud to present “Project LUMEN”! Our newest scheme to conceptualize and develop a video game based off the traffic-colored hearts we are all so familiar with. An ambitious project, that’s for sure, and that is why we are opening applications to join our little team, right on time to welcome the new year! :]
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(way more info under the cut, get ready)
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Once a pile of jumbled, senseless ideas, Project LUMEN has evolved into a more fleshed-out collection of story beats and mechanics. An RPG-like game revolving around the tales within the Life Series, a collection of death games ran by the mysterious deities that call themselves Watchers. The player takes on the role of the Watcher Child (affectionately referred to as WC), following and guiding the Champions chosen by the Watchers themselves through challenges and enemies. Featuring unique leveling systems, DnD inspired classes, and, most importantly, the ability to impact the story with the choices you make… because, after experiencing all the Life Series seasons from both the Watcher and the Player side, maybe you’ll have a change of mind. After all is said and done and seen, the world is yours to shape, Watcher Child.
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Right, so that’s a basic summary of the concept we have, now here’s a little preview of what we have written for the prologue :3
Chapter 0: ‘The Watcher’s Apprentice’
The player takes the form of a Watcher in training, an ageless child, the Watcher Child. The most powerful and ancient Watchers, unexplained cryptic creatures that live up to their name by watching all, talk about a new series of experiments they have been running, called “The Life Series”.
The only rundown that the WC was given was that a carefully selected group of talented players were asked to test their little Life game for them, where they each have only three lives. Whoever survives last, wins. There were no rules as to how they could play the games. The Watchers then add that they, along other WCs, will be observing from the viewpoint and thoughts of one of the players. This is so the WC can get an idea of the Watchers' work. Of course, our little WC was ecstatic and ever so curious about this new idea.
Fast-forward (and after a couple of tutorials showing off the bare basics of the battle mechanics in the actual game), now our WC was standing in a circle with other apprentices just like them. The Watchers then hold a deck of mystic cards in front of each of them, and everyone picks one. When the cards are revealed, our WC sees a glowing, red card with a person on it. The card simply said, "THE SUN".
Huh, I wonder who could that be…
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Now, we get into the thick of it: who are we searching for to join our team? Well, there are some requirements that the potential members should fulfill, here’s a comprehensive list of key points:
We are mainly looking for artists to help us with designs, sprites, backgrounds and UI. Although, we also welcome any writers willing to help us with developing concepts and adding more ideas!
Every person who applies should be involved with the Life Series fandom, we want to build a team with people as passionate about this Minecraft series as we are!
When answering the Application Form, please type in your favorite type of flower (in case you do not have one, just write 'sunflower') in the "Anything else to add?" part, this is only to ensure you've read the announcement :]
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Welp, glad you asked. The current plan is, while the applications go on for a week or two, constantly post pieces of concept art and just story bits on this blog, then all the people selected to join the team will be added to the blog as members. We plan to post updates, concept art, sprites and small lore drops periodically on that blog to hopefully garner an audience, and it will also be open for asks and suggestions so that, even if some users aren’t part of the team, they can still help bring this absolute beast of a game to life. Ideally we will work on a small demo experience first with placeholders and stuff to just get the mechanics right and get some testers, and after that, use all feedback, polish the art, deliver a beta version for playtesting, then fix the last details and then release the full version on itch.io, that’s our roadmap. :D (there's the possibility to also publish a browser version to Newgrounds with mobile compatibility tho, so mobile users do not fear!)
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Well, Project LUMEN is a very, very hefty task, a big plan to undertake, and, in all honesty, too much work for only three people. Also, talking from experience, having other person involved in development has helped LUMEN to give gigantic steps, helping to ground ideas and give inspiration, now, imagine how far we could go if we had more people in this squad. We are not only looking for artists, we are looking for people whom we can brainstorm with and throw concepts around to polish them and grow the game even more. However, we also wish to keep the team directly working on the game fairly reduced, we are thinking 3–5 people more, but depending on the amount of responses we have, we might consider expanding that number.
The spirit of the game is to be made by the community for the community, we want to offer a quality game, and, by working together, we will be able to make Project LUMEN the best it can be. Though, you need to be aware that this project is solely fueled by the passion we have for the Life Series, and we will not profit off it at all. Please, take into account that this is likely going to be a months-long project, and only apply if you are willing to put in the effort in the long-run, that’s all we ask for.
On the bright side though, by joining in the developing of the game, you’ll be able to contribute to it as much as you’d like, change anything, add anything! You’ll have your rightful spot in the credits and probably a cameo in-game, the team may be small, but we know that, with the right people, we will be able to get it done (cleo is in the storyline too dw).
Application Form!
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bynineb · 2 years ago
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What pieces of media are your biggest creature design inspirations?
ooh how fun! let's see...
Pokemon Crystal (Ken Sugimori)
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(src: Bulbapedia)
I had a Pokemon Crystal strategy guide with all 251 Pokemon in it that I studied religiously when it came to making monsters of my own. I love Ken Sugimori's illustrations so much - the dappled paint makes it so soft, gives everything the feeling of being struck by light dancing down from foliage above. The subtle implied detailing with line strokes and shadow allows the imagination to run wild. They, truly, feel like creatures to have adventures with. And of course, Pokemon is a juggernaut of an RPG, facilitating those childhood fantasies, and then there's a TV show showing them playing and shouting their name and fighting... No wonder so many people got hooked on it!
Dragon Warrior Monsters 2 (Akira Toriyama)
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(src: Dragon's Den)
Since they're designed as enemies foremost, Dragon Quest's monsters can get a lot kookier & scarier than Pokemon can. And Toriyama gives his monster designs so much charm and personality! You feel like he always has fun coming up with them, and it makes every Dragon Quest game more delightful for having them be your foes (and sometimes friends). Also, all the English names are puns and portmanteaus and other fun word things!
After Armageddon Gaiden (artist unknown - dev is PandoraBox)
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(src: Bogleech, who also wrote a wonderful article on these critters: https://bogleech.com/halloween/hall18-aagolem)
Uniquely grotesque beasts from a deeply obscure Japanese RPG named After Armageddon Gaiden, the second in a duology about player-controlled demons fighting alien invaders. Some of the designs get quite gory or disturbing, fair warning. But in a cool way!! The sheer strangeness of these designs are something to behold!... And they have the best names ever, like "Barabumblebo"...
YU-GI-OH early card art (Kazuki Takahashi)
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(src: Yugioh fandom page)
Yu-Gi-Oh's early monster designs are something I think about a lot. I don't know what that says about me, but I do know they're unbelievably cool, a blend of genuinely scary Egyptian-flavored horror and wacky, tropey, cartoony fantasy. The fact that these ridiculous designs are frequently art for a card that's completely worthless in terms of winning duels, combined with their randomly specific descriptions about how unbelievably powerful they are, gives them a certain mystique. It's as if the creature you see depicted truly exists as a part of some greater fantasy world...
Legend of Zelda: Ocarina of Time
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(src: me, many moons ago)
Seeing properly scary monsters inside a strange virtual world in Ocarina of Time was quite the experience for my young self. For example, I had nightmares about the Stalchildren who used to burst, endlessly, from the ground of the strangely empty Hyrule Field. But that also made it feel like such an adventure! The thrill added to the experience. And even many of the game's races are quite monsterlike; Gorons, Zora, Deku, and so forth. This had me imagine turning a "bad" creature into a friend, a concept I cherish to this day... hence Love-Love here.
Well that's that! Thanks for asking, this was fun to write : )
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murderenjoyer · 13 days ago
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Imo if an rpg has a definitive min-maxing optimal build (between race, class, stat distribution), it is a poorly designed rpg.
Every race should have distinct, useful traits or strengths. Every class should be quality in its own unique way and handle its own particular niche. Every stat configuration should lend itself to combat/gameplay style.
If you can consult a guide that instructs you step-by-step what class to choose, what race to choose, and what stats to distribute at what specific level to create the inarguably best build, the devs have failed to make a truly engaging and flexable gameplay system.
Someone once asked on r/dos2 what the #1 optimal min-maxing configuration was. Everyone replied that it doesn't exist. Every configuration has positive and negative aspects to account for during gameplay, so just choose what seems cool.
This person argued that that's nonsense, every game has an optimal build. That it is impossible not to. They got downvoted into the pits of hell lmao and everyone kept trying to explain to them that dos2 is such a tightly designed game that such an oversight simply does not exist.
There is no One Best Class, there is no One Best Race, there is no One Best Stat Distribution, there is no One Best Party Configuration. Everything has positives and negatives to account for.
I feel like that guy played a lot of bad/old rpgs in his time. And more than likely a lot of them were mmos.
Before bg3, basically any list of "best crpgs" had dos2 sitting at #1, and it was there for a reason. Larian fucking tore it up designing that game.
Which race to choose? Humans are economical, lizards are persuasive, elves provide otherwise inaccessable lore, idk what dwarves do I never play one lol, undead change up gameplay fundamentally. And that doesn't account for storytelling aspects.
Which class? All of them have their own strengths. Elementalists are squishy as fuck but they dominate surface effect control (extremely important in this game) and mass damage/crowd control. Rogues are also squishy and do pretty low damage, but their single-target debuffs are lethal. Summoners can't do a lot on their own but once you hit summoning level 10 (especially if you have gear to push it even higher) your summoned creature can carry entire combat scenarios solo. Inquisitors can absorb massive damage and they have superb crowd control. Necromancers can summon, debuff, and heal. Don't get me started on hybrid classes and skill synergies. And oh my lord if I talk about home-brew class creation I can be here all day.
Stat distrobution? Depends entirely on your gameplay style and personal preferences. Wanna get rich? Points into bartering, thievery, and loremaster. Not really a combat guy? Persuasion (you can literally tell the end-game boss to kick rocks and win the game without a single strike if you play it right). Want lore and puzzle hints, especially pertaining to the entirely optional side-plot around the squirrel/cat skeleton pair that follows you through the game? Petpal. Wanna hit stuff harder? Warfare. Tanking? Constitution. Crit-focused? Scoundrel. I could go on.
Always get Morning Person tho lmfao it'll save your sorry hide early game.
Which party members? Because all of their classes can be changed without any interruption to narrative flow and cohesion (unlike bg3, which I've posted about in the past), its simply who seems the most interesting. You have a little chat in the starting zone, they give you a quick taste of their basic story and personality, and you simply pick whoever seems the most interesting.
I forgot where I was going with this post ngl. Something something Larian are masters of rpg game design. Dos2 is a masterpiece. Bg3 is a glorified dos3 with a dnd coat of paint. I want to give Larian 80 billion dollars simply out of appreciation for their craft. I'm waiting with bated breath for dos3 proper.
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pandiongames · 1 year ago
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Our brand new apocalyptic mystery TTRPG has launched on Backerkit!
Substratum Protocol is a solo+ survival mystery TTRPG utilizing step-down dice and card draw mechanics, Substratum Protocol is playable as both a solo game or guided by a GM.
If you are familiar with our Hints and Hijinx system (Waffles for Esther, Hamsters and Himbos, etc) then this multiplayer mystery will feel familiar!
Make sure to check out the campaign to get the free preview PDF!
The preview includes the first 38 pages of the book. It contains all the rules and how to play, but does not include any of the information about the mystery, clues, knowledge questions, the sectors' events and descriptions, or the character folios.
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With players taking on the role of Earth's best remaining scientists, Substratum Protocol is our entry into the Deep Delving Mystery genre (like Subnautica and In Other Waters). 
On their grueling journey to the center of the Earth, members of the Substratum Expedition will overcome challenges, gain clues and knowledge of the interdimensional portal, discover creatures, aliens, cosmic horrors, and ultimately assemble their final hypothesis to overcome the apocalypse looming before them.
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The game intertwines hard science fiction with the inescapable, unknowable horrors of an interdimensional portal tearing apart reality.
Features
Purpose-built for solo and multiplayer mysteries
Unique dice and card draw resolution mechanics
Take special Actions whose outcomes can chain together
Collect beaten cards during Skill Checks to power your suit's abilities
A self-contained story, with unlimited possibilities and outcomes
Quickly build unique and interesting characters at the table
36 unique clues to discover, 36 questions to answer
10 sectors to explore, each one stranger than the last
120 events and encounters to surprise and stump your players
Build the Last Hypothesis: When they have learned all they can, the scientists must pour over their knowledge of the portal, construct the Last Hypothesis and enact their plan. Will it be enough?
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Made by an All-Star Team of Creators
We've assembled a fantastic team to bring Substratum Protocol to life, including the group behind the wildly popular dwarves in space TTRPG, Stoneburner by Fari RPGs
Illustrations by Galen Pejeau
Editing by Eric Lazure
Developmental Editing by René-Pier Deshaies-Gélinas
Layout Direction from Tony Tran
Writing and Design by Andrew Boyd
Promotion by Alex from Backerkit
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theomeganerd · 7 days ago
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Code Vien II Announced at Summer Game Fest
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Bound by blood, revenants unite in Code Vein II, the next major action RPG from Bandai Namco Studios.
Revealed at Summer Game Fest and Coming 2026, CODE VEIN II Delivers an Epic Story that Transcends Time Across a Haunting World
Bandai Namco Entertainment America Inc. today announced CODE VEIN II™, the next major action RPG from Bandai Namco Studios Inc. and a follow-up to the 2019 hit CODE VEIN. Showcased at Summer Game Fest, the debut trailer introduces a post-apocalyptic world where memories of loss echo across time and the fate of the Revenants and humanity hangs by a thread. Featuring dynamic action with strategic combat, explorable environments, intense boss battles, and memorable characters that drive the rich narrative forward, players are called to wield time itself as a weapon. CODE VEIN II is coming in 2026 to PlayStation®5, Xbox Series X|S, and PC via Steam®. For more information, visit www.playcodevein.com.    See the full-length CODE VEIN II announcement trailer here: https://youtu.be/mdD6dEhhges   CODE VEIN II features a deep narrative where players and characters are bound by blood, fate, and destiny, set in a future where the last remnants of humanity and Revenants struggle against a world on the verge of collapse. Following the sudden emergence of a threat known as the Luna Rapacis, Revenants have succumbed to madness, transforming into terrifying creatures called Horrors. A Revenant Hunter, guided by a mysterious girl named Lou who possesses the power to travel into the past to rewrite the fate of the world. The player, as the Revenant Hunter, will intervene in key moments of history to alter key revenants’ destinies that reveal hidden truths and information to save the future.   Players will embark on a journey through a world that spans across two eras, where decisions carry weight and every battle tests skill and resolve. CODE VEIN II features distinctive gameplay for an action RPG, where players use blood drained from enemies to unlock a variety of powerful skills, build strategy for combat with Blood codes, and use unique weapons and equipment called Jails to overcome challenging foes and epic bosses. Players can also forge bonds with powerful Partner allies who fight alongside them and enhance their abilities. Each Partner offers distinct skills and deep narrative connections that shape the journey. Bandai Namco will reveal many more details about the rich universe and game play in CODE VEIN II in the future.
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legionofmyth · 1 year ago
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Palladium Books Megaverse: How do Demons & Deevils think?
Ever wondered how the minds of Demons & Deevils work in the Palladium Books Megaverse? Unlock the secrets of their thought processes in our new video. Enlighten your gameplay! #PalladiumRPG #RPGStrategy #FantasyGaming
Palladium Fantasy RPG 2E Rifts Ultimate Edition Heroes Unlimited 2E Understanding the Unseen Minds: Unveil the mysterious thought processes of Demons & Deevils in the Palladium Books Megaverse with this profound exploration. This video serves as a gateway to understanding the strategic and devious minds of these entities, offering you the wisdom needed to anticipate their moves. Only the wise can…
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satoshi-mochida · 8 days ago
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Code Vein II announced for PS5, Xbox Series, and PC - Gematsu
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Bandai Namco has announced Code Vein II for PlayStation 5, Xbox Series, and PC (Steam). It will launch in 2026.
Here is an overview of the game, via Bandai Namco:
Code Vein II features a deep narrative where players and characters are bound by blood, fate, and destiny, set in a future where the last remnants of humanity and Revenants struggle against a world on the verge of collapse. Following the sudden emergence of a threat known as the Luna Rapacis, Revenants have succumbed to madness, transforming into terrifying creatures called Horrors. A Revenant Hunter, guided by a mysterious girl named Lou who possesses the power to travel into the past to rewrite the fate of the world. The player, as the Revenant Hunter, will intervene in key moments of history to alter key revenants’ destinies that reveal hidden truths and information to save the future.
Players will embark on a journey through a world that spans across two eras, where decisions carry weight and every battle tests skill and resolve. Code Vein II features distinctive gameplay for an action RPG, where players use blood drained from enemies to unlock a variety of powerful skills, build strategy for combat with Blood codes, and use unique weapons and equipment called Jails to overcome challenging foes and epic bosses. Players can also forge bonds with powerful Partner allies who fight alongside them and enhance their abilities. Each Partner offers distinct skills and deep narrative connections that shape the journey. Bandai Namco will reveal many more details about the rich universe and game play in Code Vein II in the future.
Watch the announcement trailer below.
Announce Trailer
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theresattrpgforthat · 2 years ago
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do you have any games with a sci-fi fantasy setting that are adventuring/exploration focused, similar to numenera or wildsea? the flexibility to play more or less mature games, lots of character creation options, and a solid combat system would be a bonus
THEME: Exploration
God I wish I could recommend As the Sun Forever Sets yet but it’s still in development. It’s a game inspired by The War of the Worlds, and is a Forged in the Dark hex crawl. The creator is partnering with Evil Hat so you’ll want to keep an eye out for when they start crowdfunding it.
If you’re interested in games like The Wildsea, I’d also recommend checking out the Wildsea Discord, where there are plenty of games in the works using the Wild Words engine. I don't think much there has reached playtest levels yet, but there's a lot of game-things that look very interesting.
Anyways, let’s see what else is out there.
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Dreams and Machines (Players Guide) (Game-Master's Guide), by Modiphius.
Dreams and Machines is a brand new RPG setting where people come together to rebuild their world following a catastrophic war. You will venture into a world of mystery and adventure, a world where slumbering mechs dot the landscape and people build their lives anew in the wreckage of paradise. Take on the role of one of the new tribes of humanity, an Archivist, Dreamer, Everan, River, or Spear, and forge a path for yourself and your people.
The war against the machines was 200 years ago, but many threats from that era abound, along with others, like raiding parties of Thralls from the deep ruins, that have arisen in the intervening years. The machines are dormant, but they sometimes awake, causing death and destruction until they are stopped. Hideous, mutated, creatures infest the landscape, vicious byproducts of the war. Ghostly nanograms lurk in the ruins promising knowledge or luring the unwary to their deaths. Yet against all this, humanity is rebuilding. People live full, happy lives despite the threats that assail them. Cooperation and mutual aid are everywhere, humans coming together to build something new amid the ruins of the past.
If you are a fan of Horizon Zero Dawn, this game was made for you. While it’s not taking place within the official licensed setting, the inspiration is visible all over this game. The game uses the 2d20 mechanic found among many of Modiphhius’ well-known titles, tailored for the large range of movement and large-scale conflict expected in a game like HZD. Characters are composed of an origin, archetype, temperament and bond, and refer to attributes and skills when determining whether or not the succeed. Some rolls have a difficulty determined by truths attached to locations, scenes, or equipment. Others are contests, and the outcomes are determined by the results from each opponent. These pieces point towards a complex ttrpg that has plenty of potential both for exploration and combat.
If you don’t want to get the Players Handbook and the GM’s Handbook without a bit of a first taste, you can check out the free Quickstart!
Between Clouds, by Andi Licht.
Between Clouds is a colorful, biopunk, tabletop RPG about a family of misfits navigating the open skies atop their beloved flying beast. Life among the clouds revolves around the Kirin, oversized animals that possess volatile genetics and the gift of flight. Across the skies, floating vessels and cities are held aloft by the animated remains of hunted Kirin, whose beating hearts defy gravity itself. Commoners are wary of becoming abducted or eaten by these creatures, while propaganda and folklore only stoke their fears. With an uninhabitable surface below, humanity must learn to coexist with the flora and fauna of their airborne realm or perish.
In Between Clouds players assume the role of Symbiotes, rare outcasts who have formed unbreakable bonds with a Kirin. It is not an easy choice to join forces with such a reviled creature. Those who crave power and a comfortable life seek to hunt the Kirin, and the Symbiotes with them if necessary. Few are ever approached by the flying beasts, and fewer still head the call. Those who do lead nomadic lives. They travel across Empyrea atop their airborne companions, making allies and enemies along the way, all while striving to help those in need and protect the wild Kirin that they encounter.
This game looks so pretty. The world looks very unique, with larger-than-life creatures called Kirin and a number of isolated biomes accessible only through riding on their backs. While the system uses the Year Zero engine, the creator also claims inspiration from Belonging Outside Belonging and Forged in the Dark games, so I’m expecting a complicated world with a lot of narrative prompts to drive the story forward.
Electric Bastionland, by Chris McDowell.
Bastion - The Electric Hub of Mankind. The only city that matters.
In Deep Country, the land stretches forever. The long shadow of our embarrassing past. Villages rot away, trees don’t bother to flower anymore, and the potato is eaten cold from the ground. Things were better before. Better before Bastion.  In the Underground are impossible tunnels beneath time and space. Devious machines release their creations into the corridors. All while the twisting network grows and touches everything. Connects everything. You can get anywhere, but there’s always a challenge. 
You have a failed career and a colossal debt. Treasure is your only option. A spark of hope in Electric Bastionland.
Electric Bastionland is a roleplaying game written by Chris McDowall, author of the critically-acclaimed Into The Odd. It uses and expands upon the systems developed in Into The Odd, resulting in a rules-set that’s easy to run as a Referee and even easier to play. It’s not a sourcebook or an expansion - it’s a standalone journey into an unknowable world. 
If you like OSR games this might be a game for you. Bastion is such a unique city that begs you to explore it. Your characters start as people who have failed in another career before, which is an interesting premise to give you at the beginning of the game. Treasure hunting was nobody’s first option, so your entire crew already has something in common. This feels like a game where survival is difficult, and everyone is trying to get themselves out of a rough place to a slightly less rough place. If you want a fantastic setting that might beat you up a little bit, I recommend Electric Bastionland.
Odyssey Aquatica, by Old Dog Games.
The year is 1960 and you are an Oceanographic Adventurer, a brave or foolhardy soul who goes to the most remote seas and the deepest ocean trenches to conduct groundbreaking research, help those in peril, document the wonders you discover — and bask in the glory. You will chart your character’s life work, from their first expeditions to their last, and record memoirs of the years lived in-between. 
ODYSSEY AQUATICA adapts the fast and flexible PARAGON system to a world of 20th century oceanographic adventure inspired by The Life Aquatic, Subnautica, and the life and times of Jacques Cousteau.
I’ve talked before about how AGON is a great tool for exploration games by providing you with a new way to journey, and plenty of the supplements for this system confirm my theory. Odyssey Aquatica keeps the exploration at sea, but brings it into the modern day, adding memoir rules that expand the game’s timeline to cover your characters’ careers. It’s also beautifully laid out, with a stunning boat sheet to help you keep all of your tools and equipment organized. If you like PARAGON games, you’ll like Odyssey Aquatica.
Bug World, by Alfie.
maybe the apocalypse could have been averted, but it wasn’t, and here we are, in a brand new world. this isn’t your cold, nuclear winter, sparse and dead kind of post-apocalypse. the end sent the world on a new course, brimming with life - just not quite as much human life as before. ok, barely any. in the super oxygen-rich atmosphere of the earth today, insect life has thrived.
it only took a few decades for bugs to reach incredible sizes, and now, about a century-and-a-half after the disaster, gargantuan insects are a normal sight. from a ladybug the size of a dog, to millipedes that might as well be trains, to horned beetles with skeletons big enough to use as shelter. bugs are huge and they are everywhere. the remaining humans have domesticated some, trained others, made wary peace with some intelligent groups, and carved themselves out sections of the world to live.
BUG WORLD is a Powered by the Apocalypse TTRPG where players navigate this post-apocalyptic jungle world, with all its scavenger towns, junk economies, and incredibly huge bugs. playbooks include more classic TTRPG options alongside bug wranglers and jockeys, rock collector archaeologists, and mob bosses.
Currently a work in progress, this game is all about exploration and survival. It uses a PbtA ruleset with moves like deal damage and survive harm for combat, and playbooks that specialize in it, like the Brutalizer and the Exoskeleton. As a post-apocalypse game I think it has plenty of opportunity for death and danger, and like plenty of PbtA games, the setting is baked into the character options more than anything else. I like the premise of this game and I think it holds a lot of promise, even if your play group has to build a lot of the setting themselves.
Nibiru, by Araukana Media.
Nibiru is a science fiction tabletop roleplaying game, set in a massive space station in a neighboring solar system. Players take on the role of Vagabonds; people who woke up in the space station with no memories of their past.
Nibiru tackles themes of memory, nature and artificiality through simple mechanics, evocative art and immersive worldbuilding.
This feels like such a unique game to me. Nibiru has a character creation system that you engage with during the entirety of your campaign experience, as your characters are uncovering more of their backstory as they play. You will fill in pieces of your memory as your character tries to do new things, and each new experience has the potential to cement a part of your character’s personality. The world itself is also begging to be explored: the Skyless World is a monstrous space station with an unknown purpose. Each choice your characters make will draw them deeper into the world, and have ripple effects on the world around them.
If you want a unique method of character generation, and a truly breathtaking reading experience, I recommend Nbiru.
Games I have Recommended in the Past
Apocalypse Roadtrip, by Mynar Lenahan.
Songs for the Dusk, by Kavita Poduri
ICON, by Massif Press.
Ultraviolet Grasslands, by Wizardtheiffighter.
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vintagerpg · 2 years ago
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The first Yokai Hunters Society zine contains a handful of famous yokai from Japanese folklore. Their details consist of a (cool) illustration, a one paragraph description and a brief listing of abilities. That’s fine for well-known creatures like Kappa, but for a game as narrowly focused on monster hunting as this, players are going to need a lot more monsters, with a lot more detail. Thus, Field Guide to Yokai (2022).
I love a monster book, and this one is no exception. Yokai are fascinating because there is very little about them that is set in stone. There are broad categories, sure, and general behaviors, but you can never be sure what you’re going to get with a specific yokai. They’re inherently individual, and that is sort of unique and delightful for an RPG to embrace.
By Western fantasy standards, they’re also damn strange. A personal favorite, the tsukumogami, illustrates this nicely — if an object of daily use makes it to 100 years of age, it can sometimes awaken as a yokai. Years of dungeon crawls have done nothing to prepare players for sentient paper umbrellas that enjoy licking people. But you can immediately see the scenario potential of a house full of well-loved tools suddenly coming to life and accidentally troubling a neighborhood (I am getting extreme Real Ghostbusters cartoon vibes, just talking about it). There’s also more menacing creatures, like the skull made of skulls or the human-eating ghosts, the latter is definitely tuned for more traditional monster-hunting scenarios. Then there’s stuff like the Futakuchi Onna, which looks like a typical woman, but has an extra mouth in the back of its head. Mostly it just eats a lot, but that doesn’t stop those strong Junji Ito vibes from creeping me out.
Regardless, an essential Yokai Hunters Society supplement and one of general utility for those not playing that game. If nothing else, Chema Gonzalez’ art is pure delight.
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bogleech · 10 months ago
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If you're still taking mortasheen questions - Can you tell us any lore stuff about the ultimate bioconstructs like hestermoan?
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Mortasheen's original three "legendaries," Hestermoan, Tormanshee and Mothneaser, all have names that are anagrams of "Mortasheen," which itself is the name of a disease spread by the Nuckelavee in folklore. They were imagined to be three "kaiju" that would be completely frightening and disturbing with none of the whimsy or silliness of other Mortasheen monsters, and also broadly represent their three common categories: a physical attacker, a mental attacker, and a bioweaponry wielder. Hestermoan is the biggest and strongest and basically Mortasheen's "Godzilla," Tormanshee was meant to have a nasty Silent Hill kind of vibe and spreads "madness" while Mothneaser collects your blood and turns it into other monsters. They're so old by now, they conflict with a lot of the "style guide" i have in my head. I know I just said that was kind of their point, but there's other internal guidelines I impose on the setting that I'd like them to follow by the time I introduce them into the RPG, and they might change a bit drastically, but hopefully they'll keep the same vibe.
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Tormanshee in particular was based on one of the very oldest Mortasheen monsters, a simple embryo in a floating bubble, which I then brought back as the "tormite" here and tied them together, also giving Tormite one huge open eye so it can also read as a floating eyeball.
Now for the RPG I'm using Tormite again as the lowest-level and most common psychokinetic creature, though I turned it back into a sleeping embryo thing with its eyes closed:
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If you liked the "simultaneous eyeball" gimmick, don't worry! I'm doing a thing with that! I don't know what yet, but one idea is that they kind of "wake up" and then they start to evolve various forms from there.
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I think Tormanshee will still connect with them somehow, too, like their "termite queen," but my design ideas for it are a whole lot more elaborate. They still have the "silent hill pregnancy demon" vibe but with a whole lot more body, kind of from a "what if this was also an ultraman kaiju or an evangelion angel" angle.
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The more current concepts I had for Hestermoan are odd enough I don't want to spoil it, and it was originally going to be included in the first book - sorta - but we're holding off on it for now and may release them as free supplemental monsters. I also kind of like the idea of doing so because it has a similar feeling to Mew and other "secret" legendary Pokemon. Maybe their first release would even be through a really silly and gimmicky exclusive medium, before they get released as free public downloads.
My newer concepts for Mothneaser are all over the place, but it still has nothing whatsoever to do with moths. I just really like the sound of the name. All three still have the lore that they wake up only when the city's existence is threatened. This is monumentally rare because the city is the size of a continent and it's alive enough to regenerate from almost anything.
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