#ttrpg 3pp
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Rage Across Vancouver Island (3PP Book)
It's been (exactly!) 2 months since myself, @antipathiczora and @noctuafoxglove uploaded our book to the STVault and it still isn't visible on main pages unless directly linking (or a few other obscure ways, very weird), so here's another little post about it!
Rage Across Vancouver Island (link here) is a supplement for Werewolf: the Apocalypse 20th (or earlier) that focuses on Vancouver Island, BC, Canada, and the septs that call it home. It is heavily based on the 8+ years my group has been playing here, and is focused on exploring both inter-Tribe and inter-Fera relationships, as well as preserving this rare beating heart of Gaia. It includes information on five septs and their NPCs, new spirits, and a new Pentex Subsidiary based on logging and lumber.
The book is listed as pay what you want, but you are in fact encouraged to pick it up for free! We're eager to hear feedback, on STVault, here, or via the email listed within the book.
#werewolf the apocalypse#werewolf: the apocalypse#world of darkness#old world of darkness#ttrpgs#ttrpg 3pp
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Working on a D&D Supplement for the Hexblood Ancestry, five subtypes for each of the different Hags: Night, Green, Sea, Annis, and Bheur
Here's the Night Hag one at the moment, be on the look out for the others and the full supplement when it releases :)
#art#dnd#dungeons and dragons#3pp#third party#hexblood#hag#witch#homebrew#dungeons and drawings#fantasy art#ttrpg#digital art#character design#fantasy
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Kopii Dev Update #2
Howdy! It's been a bit since I posted about the project, but I've recently broken through some writer's block and made some more progress!
The Room Anomaly table has been completed along with a general guide on how to run Atlantis Station. Where an effect from the table should be rolled will be outlined in the basic procedures section, and some of the effects (like those below) can be rolled twice for one room!

Statblocks for certain NPCs have also been in development, and I've decided to take a page from Bloom by David Hallinan and Simon Wilcock by adding sound descriptors for each of the monsters!

Aside from that, some of the writing in the Anomaly Table and NPC statblocks has shoddy grammer or gets a bit wordy after a second reading. Once maps have been made I'm planning on doing a few editing passes.
Until next time!
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The End of Everything - RPGBOT.News S3E85
On this episode of the RPGBOT.News, we talk to returning guests Alan Patrick and Alex Kammer about their upcoming adventure "The End of Everything." We talk about the plot, the themes, and what cool stuff players will find and do in the adventure.
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hello ttrpg fans -- got a few new pieces of stock art available on pathfinder infinite! these are good for use in your own 3pp or just at your table. they also come with tokens pre-made, so you can slap them into your VTT of choice. Gnome Ganzi Dancer Kyonin Scout Dromaar (Half-orc) Warrior
#pathfinder 2e#pathfinder 1e#ttrpg character#stock art#ttrpg stock art#stock art for sale#art for sale#pathfinder infinite#my art
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A Year in Retrospect
The social media diaspora began a year ago, and I've been neglecting Tumblr. Trying to come back, slowly, so here's what I've been up to since November 2022.
Bio-Drones & Cryo-Clones
From November to February 1st, 2022, I worked on my Zine Month campaign, a Kickstarter for my first ttrpg zine, a Sleeper Crew Adventure for Mothership RPG called Bio-Drones & Cryo-Clones.
I was blown away by the immense show of support. The crowd-funding allowed me to pay for even more art, better and bigger maps, development and editing, and professional layout. I got to make the zine into the amazing package I'd dreamed up.

The zines were sent off to the fulfillment center last Friday! A ton of my ttrpg work time was spent on what's in these boxes, and it's pretty scary to see it go off into a truck. That does mean the zines will be available at retailers soon, though, which just feels nuts to me.
The Unseen City
I also wrote The Unseen City, the first 3pp setting and adventure for Cloud Empress, the ecological science fantasy RPG, the successful Mothership hack from Worlds by Watt.

I go into depth about how this 20pg zine turned evolved from the "Pamphlet Duet" I originally conceived in my most recent newsletter. A lot of struggles, gained some killer art from HodagRPG, and all for a game I'm really quite happy with. I do plan to return to writing more adventures for The Unseen City as well!
Mitosis, Escape from STAR Station
Last year, RV Games published my Mothership pamphlet series The Cerdo Cycle (that was my last Tumblr post!). Shortly after the campaign, Violet asked me to write a giant 8x16 inch pamphlet adventure for RV Games' upcoming in-universe Mothership board game, Mitosis.
I wrote Escape from STAR Station, a gonzo adventure about a Prison Break amidst two warring factions: Cyberviral Pirate Goons & STARS Staff Brainiacs. Both sides are infected by experiments with the Mitosis board game microorganisms. It's a crazy lil adventure with awesome art by Sigmacastell. You can pick up an abridged print-at-home version for free on my itch page, even.
5 Million Worlds RPG
For the One-Page Game Jam this past summer, I submitted a pocketzine Space Adventure hack of Mothership, called 5MW RPG: Avatar Basics.
In this little A4/US Letter space, I've designed two main pulls away from sci-fi horror to space adventure. The first are Push Tables. Similar to the end of act in a Star Trek episode, these tables push the conflict in new and unexpected directions.

The second is a switch from Stress into Limit. Limit is your PC's XP, used to improve Stats/Saves, build towards projects, etc. Notably, instead of a Panic Table, 5MW has two tables: a Break Down table (similar to Panic), and a Limit Break table (like in FF).
When characters are in the shit, and they have to roll a Limit Check, the players can decide whether to spend their XP and do some cool shit to overcome the circumstances, or accept the Break Down. Good ol' @christiansorrell even did a TikTok video discussing the game, if you wanna check that out.
I'm very excited to continue to pursue creating a player's handbook, 5MW RPG: Avatar Primer. If you download the game on itch, I'll keep y'all apprised of substantial updates. Next up is developing the chargen, and reconfiguring the pocketzine as an A6 booklet: 5MW RPG: Avatar Basics+.
Outer Rim Uprising
I was extremely honored to join 11 other designers to create pieces of the Outer Rim Uprising Megabundle, spearheaded by our intrepid leader, Iko of The Lost Bay Studio.
Several months of brainstorming and collaboration went into this 20+ piece bundle. I contributed two pieces for this bundle. The first is a 12pg adventure module Rusted to the Core. Androids aboard an aerostat station floating in a gas giant's clouds have gone on strike. Can the PCs resolve the issues before the Rust overtakes the station?
The second is the more "experimental" Bones on the Ground. Bones is a bifold adventure into an android museum-prison, paired with three diegetic fliers supporting the ARA, the Android Rights Association (or Android Rebel Alliance, depending on who you ask!). Pieces of the three flyers contain clues for PCs who join the ARA to better succeed when they begin their museum infiltration.
A Buncha Spaceship Deckplans
So I have ADHD, and experience bouts of summer mania. Spaceshiptember rolled around, and I thought, "Hey it'd be no problemo to write 30 deckplans and release them this month, while I'm also trying to print BioCryo, promote ORU, starting a newsletter, and finishing up The Unseen City." Totally sane decision, right?

Well, I got through half the month. And I sketched out a third week's worth of ships on paper too. One of those sketches caught Adam STATION's eye, even, and he asked me to join An Infinity of Ships to turn it into a micro-adventure!
As long as this quick-n-dirty zine remains unfinished, it'll be free on itch.io. Again, if you'd like, follow along and I'll send out dev updates when new pages are added!
the dying tides
Another Jam entry, this time for The Lost Bay Studio's system agnostic fantasy setting + coloring book, SKYREALMS.
I made the dying tides as a short, lightweight fantasy adventure to venture among wavebros and squidillies. The art is based on my 4 yo daughter's paintings. Since she loved coloring the SKYREALMS books so much, I figured it was a poetic homage to the kind and mysterious heart of this game.
An Interactive Terminal Network
Last but not least, I smashed my skull against Twine on and off for six months to create a unified Interactive Terminal Network for my Mothership adventure, Bio-Drones & Cryo Clones.
The terminal is absolutely free to play on itch.io. Though passwords that can be found in the zine lock off a few areas. That said, I'm sure many folk could dig out the passwords without the zine. I don't know how to do that stuff. The fact that I even MADE this thing is a miracle to me, hahaha.
Goal for 2023
Talk about this stuff as it's happening so I don't infodump on people like this, haha.
What I'm working on now:
Twisting Unseen


Untitled Liminal Horror adventure
Provisional sketches, for the artist/layout designer.


Also, if you made it this far, thanks.
-Chris Air
#indie ttrpg#mothership#mothership rpg#ttrpg#horror#spaceship#role playing games#tabletop#fantasy#liminal horror#science fantasy#nausicaa#nausicaä of the valley of the wind#rpg
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What is your favorite TTRPG and why?
After seeing your answer, I supposed I should write a one to match. I have played so many different ones, I simply no cannot being myself to name just one. This to say nothing on system I have made or am working on.
Also, I will reference your post quite a bit, so let me just link it [here]
My first love is pathfinder 1e, but from even from there two really cool variants
Sphere Finder
a PF 2e before PF 2e. This takes PF and add a some system of sphere and talents, from supplants published by Drop Dead Studios. Effectively getting to choose marshal or magic powers to mix and match with feats and class abilities. A lot of death while being simpler then base PF 1e. Especially as caster no long had a list of 20+ spells, rather a few abilities and ways to modify. Similarly, for marshals, they even got cool thing like inspiring shouts or cutting a whole in space to teleport. So there wasn't much of gap between caster or marshals
Perhaps still speak TTRPG expirance, but It is quite taxing on the GM, and it largely still has the issues you mentioned in your post. Still, I would REALLY like to play it again. Heck, I would probably run it if I could, that instead of my day job. Anyway, largely in the same vain is
3.P
Perhaps a term you have heard being around in time of D&D 3.5, as was used to describe any amalgamation of PF 1e and D&D 3.5e. My favourite way to play it was to use PF a base and add more reasonable 3.X (D&D 3.0~3.5) rule books, as well as from 3pp (third party published) suppleness for both. It's difficulty, a crown king of complexity, but it did and still dose made my brain go 'woooo'. I still have oh so many indexes and lists for it. I get immense satisfaction with crazy fancy builds that are still rules legal.
however, they aren't I play and run these days... on that honour goes to
Uncommon Words
A cool hack of Dudgeon World that is simpler than 5e while providing more options, interesting characters. In many ways it's what people you don't play TTRPGs thing 5e is. And since this a post about enable TTRPGS, this the last mention of 5e.
DW and pbta (pawed by apocalypse) games in general have this cool three outcomes system of: Yes and..., Yes but... and No and.... This keeps the action going, often one action crates opportunity or danger that will be to relent for then ext one. Specially the way I run combat, it's just a consent stream of "This tread approaches, what do you do?", "This allay is gander, what do you do?", "This enemy is exposed, what do you do?".
Similarly, rules little means you can improve a lot of stuff. You can make a monster on fly with a simple questioner, and by deciding they do any actions appropriate for their kind.
Still, unlike other rules lite system (for example 2d10), it does offer some rule. Some character builds and dice mechanics. This is just enough to have a solid base for a character.
It's by one means perfect. The HP and damage rolls are a bit of a jarring departure from typical PBTA fun. Singularly, I it makes you count individual coins, then it comes to wealth, and I must it's a rather annoying bit of bookkeeping. Really, in D&D, I would never have played arc hares because those systems made you track how many arrows you use. Luckily, DW has that ones solved in quite an elegant way
Honourable mentions
So that dose were the contenders for my favourite. However, I should at lest named drop a some other of very cool systems I played, Mutants and Master Minds 3e, Thirsty Sword Lesbians, Savages Worlds, Chronicles of Darkness, 2d10, Magical Burst and Blades in the dark
#game design#ttrpg#ttrpg design#ttrpg austims#tabletop roleplaying#pathfinder 1e#pathinfder#3.P#d&d 3.5#d&d 5e#dnd#rant
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As a tabletop enthusiast with no real skin in the game here as I don't really follow any of the big Actual Play shows, I fail to see how wishing the big LP shows would move away from DnD is a 'dogshit opinion'. Like it or not, big actual play shows were a huge part in making 5th edition the juggernaut that is it today-coming off of 4E not even having dominant market share in the ttrpg space. WotC's corporate handlers have proved time and time again as of late that they want to actively damage the experience for players, GMs, 3pps and independent systems; the overwhelming dominance of 5E has let them get away with attempting to do so significantly less-scathed than they'd ought to be. If interest 'craters' whenever shows like CR do different systems (despite CR originally being a PF1E show), that's unfortunate, but that's kinda a benefit of having sponsors, is it not? You have the freedom to keep producing your high production value show, even if some episodes underperform. In the short term, sure some people in the YT comments might get disgruntled, but in the long term, DnD failing to hold on to their best free marketing asset is almost certainly what's best for the TTRPG space as a whole. Heck, it might even incentivize Hasbro to loosen the leash on the creatives at WotC in the long term.
Now to put my bias out here, I'm not exactly a fan of 5E, but I wouldn't consider myself a hater of it. Heck, I'm at the tail end of a 2+ year 5E campaign currently, though admittedly I'd decidedly prefer a 3.x game or possibly even 4E if I were to play a DnD game after this. However, I have absolutely no interest in DnD2024, and that sentiment is largely mirrored by the folks I play with. That may change in a couple of years once the game's been settled should I hear good things about it, but that's how I stand now.
not putting this on the dropout confessions post about it but the whole "big actual play shows should USE THEIR PLATFORM to move away from D&D" remains the most absolute dogshit opinion of all time:
"use their platform" is just like. on the one hand this is about the reach of their platform, as opposed to people making this about actual irl politics, but also like. it's just one more dumbass case of fandom as activism. You want the things you already do anyway to validate your politics instead of spending an iota of effort to support something else.
Critical Role, TAZ, and D20, three extremely prominent actual play shows, all pretty regularly step away from D&D and do at minimum miniseries and in some cases entire seasons in non-D&D systems. Viewership/listenership craters every time, and as a nosy-ass bitch and a completionist, the people who drop first are ALWAYS this kind of "ugh they shouldn't just do D&D" people. Like, I check on the people who say this publicly and INVARIABLY they are not watching Candela/Daggerheart/Moonward and complained nonstop about Crystal Palace and Cinderbrush; they're not listening to Amnesty and Steeplechase and the various miniseries interludes; and they skipped MisMag, Never Stop Blowing Up, and Mentopolis. And it's always either because they don't want "not D&D", they want their favorite game; or because they want the kind of story that really is best told in a D&D-like system and D&D happens to be a great example of said D&D-like system that these players already know (and heaven forbid you gently suggest they seek out one of the many like, pathfinder podcasts, and I say this as a pathfinder hater who still listens/listened to two pf1e SRD-based podcasts)
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Throne of Night - New Special Material: Gunzarak (True Mithral)
In Book 2, the (unfortunately) last published book for Throne of Night, we were introduced to the concept of “true mithral”, also known as gunzarak. It was a special processing of mithral that allowed you it to mimic some of the properties of adamantine. We even got a really interesting weapon in the form of an axe. We were also given a minimal amount of lore that this style of processing was a closely guarded secret to a specific clan of dwarves, and that its secret had long been lost over time.
Sadly, that’s all we got. It can be assumed that in Book 3, where we see the party finally find the lost dwarven city, that we would get either a sidebar or even an appendix that explained what true mithral was, and its pricing for armor and weapons. Sadly, this would not be the case. At least as of today’s entry.
Today, I’m going to give you my rundown on how I would have released it. I would like to say that I did not come about these numbers willy-nilly. I contacted some friends and acquaintances from the table top industry, who far more adept and knowledgeable at this kind of thing than I (not to mention decade long veterans) , and had them give me their opinions, then I went marketed it to more than a half-dozen players to get their take on it.
As always, for space reasons, I’ll be cropping the encounter build.
All images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus
I do not have a Patreon or a Kickstarter, but I do have a Ko-Fi page (linked) for those who are looking to support me monetarily. There is no pressure or obligation to do so.
Finally, before I get to it, I hope everyone’s staying safe right now.
Deep within the Zaraketh Mine, after solving a dwarven puzzle, what appears to be a mithral greataxe can be found by the party. To their astonishment, it’s actually an axe made of a new special material, gunzarak.
The provided lore says: But for all the dark elves’ skill in working this strange metal, it was in the forges of Dammerhall that the dwarves learned the secret of elevating mithral to its full potential. They could create an alloy that was lighter than aluminum, stronger than adamantine, as perfect a metal as this world has ever known. This was gunzarak (in dwarvish lit. the true gift of the earth) or “true mithral”. Even the drow had never seen its equal and it was Dammerhall’s gift to the world. Even today, centuries after the last sword of true mithral was forged, many a dynasty counts among its greatest heirlooms these dwarven blades and armors.The secret of making ‘true mithral’ was lost with the fall of Dammerhall. The dwarves too jealously guarded their secret and when calamity fell, the secret was lost. Perhaps there will never again come forth a smith capable of making gunzarak. Perhaps this jewel of dwarven lore is forever beyond the kin of mortals.
As written, the magic axe reads as thus:
The Axe of Horath Rocknose Aura moderate conjuration and transmutation; CL 10th Slot --; Price 27,320 gp; Weight 6 lbs. DESCRIPTION This is a +1 keen dragon-bane greataxe made of gunzarak (true mithral). It counts as both being made of adamantine while possessing the weight reduction of mithral. For the purpose of damage reduction it is considered as both an adamantine, silver and magic weapon. CONSTRUCTION Requirements Craft Arms and Armor, creator must know the secret of working true mithral, keen edge summon monster I; Cost 13,660 gp
Given its stats, it’s obvious that this was to be a major boon in Book 3. It can also be assumed that if the axe is shown to the stone golem blocking the secret passageway to Dammerhall, that’s part of the key needed for bypassing the guardian.
From a designer stance, this item has a few issues in the math and wording, but that’s okay. What’s important is that you can still discern its capabilities and what the author was trying to convey when he made it.
With what’s provided, and a little reverse engineering, we are able to deduce that, theoretically, gunzarak is worth 775 gp/lb. This is a little more than 1.5x what mithral costs (500 gp/lb.). That sounds reasonable enough.
Over the past month, I’ve had multiple discussions with some fellow game designers, as well as a bunch of players that I know. The reason being is designing special materials is a balancing act that many aren’t very good at. The conversations went from “treat this like a magic item and make the lowest cost be 1.5x the price and add the highest base, or at least add an additional percentage to the total price” to “adamantine in Pathfinder 1e and 3.5 was overpriced, so unless that gets fixed, you won’t get a proper price for this material.” What was also mentioned was that it was nice that this replicated both mithral and adamantine as a whole, like a magic item, what was special about it? What made it its own material that people would covet? Sure it was both mithral and adamantine, but you could find magic items that would made things better and cheaper, or even psionic powers or spells that could do it better, for cheaper, and not have any sort of weaknesses short of being dispelable. “True silver”, another special material (from Paizo), is processed to the point it was immune to rusting effects, so why wouldn’t true mithral have something similar, if not exactly the same? Again, all valid arguments.
In the end, after all the conversations had completed, this ended up being the final numbers and abilities. As such, I’d recommend the additional property be added to the axe in Book 2.
Gunzarak (True Mithral) Mithral that's been masterfully refined and processed, making it lighter than aluminum and stronger than adamantine. Armor: Heavy and medium armor are treated as one category lighter. ACP is reduced by 3 (to a minimum of 0), Dex bonus is increased by 2, and ASF is reduced by 10%. Grants untyped damage reduction 1/— (light), 2/— (medium), 3/— (heavy) Weapons: Ignore hardness of less than 20. Considered adamantine and silver with regards to bypassing DR. Special: Always considered masterwork. Immune to rusting effects. Hardness 20; Hit Points 30 per inch Armor Costs: Light (+6,000 gp), Medium (+15,000 gp), Heavy (+22,000 gp) Weapons and other items: 775 gp/lb.
It shouldn’t need explanation, but just in case, “rusting effects” include that of rusting monsters and the rusting grasp spell. Also, true mithral isn’t adamantine, even if it counts as such, so it won’t have the same ‘hit points per inch’.
I know that some people are going to argue that it’s way too cheap, but it’s honestly not. Adamantine is way too overpriced, and you fail a single save against a rusting effect and that PC is out their armor. Not to mention, given any other price point, you’re better off taking mithral armor and wearing a belt of Con for the additional hit points or something that can regenerate your heal in some way. Anything else would just be considered a waste of money. I know, the players I talked to schooled me pretty hard in that regard, and broke down the math. Not to mention, if you allow 3PP products in home games, a psychic warrior with the biofeedback power has DR 2/— for 1 minute/level, and can augment that to make it even higher. If you can turn that same power into a permanent magic item, it costs 8,000 gp to buy, but only 4,000 gp to make. It’s about being practical with your money at higher level, and crafting items takes a long time when it’s in the high, high thousands.
That said, if you feel it should be significantly higher, like say: Light armor +6,500; Medium +16,000; and Heavy +28,500 gp, which were the original prices I was suggested to go with, then so be it, but don’t be surprised if the party tries to sell the items for something cheaper and more practical, and bank the rest of the gold. Even more so if they’re playing with the kind of GM who is very strict about the wealth table, and being even 1 gold piece over it means you’re “broken” and no longer allowed an allowance until such time that you become high enough level to earn gold again. And, yes, those GMs absolutely exist, and players take that into consideration when it comes to their purchases. I will mention that my original prices were actually lower (14k and 20k for medium and heavy), but I was quickly talked out of it.
Again, this is what the decision came to be after multiple conversations with fellow TTRPG game designers (most having previously worked for Paizo) and players who’ve all played in very confining and restricted wealth games. In the end, we were all able to walk away happy. I have absolutely no idea how much Gary originally intended this material to cost, and I’m more than curious, but he had connections with Paizo as well (namely the director and lead designer, Jason Bulmahn), so it’s possible that our numbers aren’t all that different.
Segway: For anyone curious what a more practical cost for adamantine would be, Purple Duck Games published it as 750 gp for light weapons, 1500 gp for one-handed, and 3000 gp for two-handed. Armor was 4000, 8000, and 12000, respectfully. When it came to gunzarak, it was quoted as likely being 6000, 12000, and 18000 for the different armors. Weapons would probably start at 800 gp, to make it more of a round number, and different from adamantine. Mithral was also dropped to 350 gp for light weapons, 700 for one-handed, and 1400 for two-handed. Armor was 1000, 2000, and 3000. It sounds cheap, but the new Pathfinder 1.5 system they developed removed arcane spell failure.
Getting back to the original subject though, in Book 3, the party was supposed to discover the art of how to process the mithral, and I would bet that like in Book 2, the axe the PCs find is a key to a safe or another puzzle, that has that exact formula for how they’d do it. As to what that process is, I’ll leave it up to the GM. Their game, their rules. They would know best how it should be done in their own home games in their own home world.
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With that, the “Throne of Night” AP is complete. At least for now. All the known monsters have been identified and given stats (or linked to stats), the gunzarak is fleshed out a little more, an alternate race (that we should have seen in Book 3) was provided, a couple of extra monsters were added for additional encounters, more items were designed or showcased, and Mike’s fantastic art was shown off. Not to mention an entire AD&D adventure converted to Pathfinder 1e to help anyone finish their game without having to rely on books that don’t exist, and still give the AP some sense of finality. If there’s any more than that, I’ll do them as they come by may. At the very least, there’s more than enough to do your own game and give it a respectful ending.
If anything more if required, I made a resource page and posted a link on the Paizo forum for everyone to access. It has all of the relevant posts, additional adventures that could be used, suggestions and ideas from other GMs who homebrewed the rest of their own game, etc. A treasure trove of information for anyone needing it.
I thank everyone for coming with me on this journey.
#throne of night#michael clarke#Michael D. Clarke#gary mcbride#spiralmagus#fire mountain games#adventure path#dwarf#dwarf campaign#drow#drow campaign#pathfinder#pathfinder 1e#pathfinder rpg#dungeons & dragons#Dungeons and Dragons#D&D#dnd#d20#ttrpg#ttrpg art#dwarves#dark elf#Kickstarter#deviantart#deviant art
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Been working more on Kopii lately so here are some screenshots of what I've been drafting for it!
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cortex prime: less a ttrpg itself and more a set of tools to create a ttrpg, designed to be used for narrative games mostly. the current most popular version of the game is Tales of Xadia, based on The Dragon Prince, but people have made “hacks” for other ensemble cast media too (eg Animorphs).


Pathfinder 2nd edition: this game is probably the best ttrpg I’ve played that’s similar to the 5e formula while also keeping its own identity. if you like creating a unique playstyle in video games like Skyrim or Borderlands, PF2 is probably up your alley. the focus is more on tactical combat, and ensuring that your actions have a mechanical effect on the game rather than just being flavor. (eg you can use the intimidation skill to give enemies the fear condition. rogues can use the acrobatics skill to make enemies flat footed for your next action. etc) also everything in the game besides prewritten adventures and lore books are published under the OGL, so you can make new games and characters with ease.
Black Flag: no clue what this is gonna be yet, but it's a future project by Kobold Press, one of the biggest 3PPs out there.






8 alternative ttrpg systems to play instead of d&d:
1. Icon (inspired by Final Fantasy video games)
2. Thirsty Sword Lesbians
3. Lancer RPG (inspired by Mobile Suit Gundam and other Mech Suit franchises)
4. Avatar Legends
5. Coyote & Crow
6. CBR PNK
7. .dungeon
8. Wanderhome
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REMEMBER WHAT THEY DID
//CW FOR FLASHING LIGHTS
youtube
Went ahead and finished the teaser for Kopii!
Development continues along smoothly, and the first draft of the Visitor Center is almost complete!
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Tome of Beasts 1 (2023 Edition) - A Review
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Been working on a module for the Mothership TTRPG called Kopii! It’s a module about androids, memory, and non-euclidian spaces inspired by rose-engine's Signalis, Kane Pixels Backrooms series, and Silent Hill. The adventure included takes place on Atlantis Station, which was previously renowned for revolutionary treatments done on androids suffering from a condition called S.A.D. or Synthetic Anemoia Disorder. Now the station has vanished, and it waits in the periphery of known space waiting to be found again.
Included so far in the module are:
-Rules for human to Android conversion.
-Rules for Android memory limiters, along with the benefits and consequences of disabling them.
-Alternative stat-lines for the Android class, taking equipment from the Marine and Teamster kits who specialize in their own array of tasks.
-The wreck of the Ahab, a ship that crashed into the lobby of Atlantis Station’s visitor center.
-A lucky spanner.
It’s been a blast to work on this so far, and I’m excited to see where it goes!
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Kopii Dev Update #1
Progress has been going smoothly, and I've been building a larger roster of monsters and characters to meet aboard Atlantis Station! Along with that, I've been workshopping a mechanic for navigating Atlantis Station; some places might not be the same as they were on a return trip, and doors won't always lead to where they're supposed to.

A large scale map of the station has also been created and annotated. The plan is for a different map to be included for each area of the station along with supplementary art to help the Warden paint a more vivid picture of the surroundings!
That's all for now, the next stage of development will be focused on nailing down how the station changes over time, and creating tables to roll on in the event that a room changes or a door leads somewhere else!
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