[PWYW] 50 Names of SciFi Conflicts

cover_blogDo you need some petty war that is going on at the edges of your universe? Are you playing a merc and want to bolster your background with some battles you have fought in? Will your PC start a salvage operation on some old warship and you want to name the battle it was in? Are the players after some weapon cache from a war of the past to sell the goods on the black market? Or do you just need some inspiration for your „Interstellar Rebellion One-Shot-Adventure“?

50 Names of SciFi Conflicts has you covered. You get 50 names that will serve as an inspiration, on a pay-what-you-want basis with a a preview that shows it ALL to you up front. The license even allows you to use it in your own projects, private and commercial, on a „share-alike-basis“.

..and if you are averse to PDF´s, you get all of the content here in this blog post.

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[PWYW] 50 Names of SciFi Conflicts

Meet the Spider-Wretches

The Spider-Wretches are a breed of mutants I came up with when I wrote some additional scenes and encounters for Rivals for Glory. They aren´t very original, but if you search for some filler-monsters to populate parts of your underground tunnels, ruins, vaults and ruins with, they are as good as anything else you might have already thrown at your PC.

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Meet the Spider-Wretches

[SHA] Fantastic Titles for the Post-A & Samples

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The Heavenly Bishop of the Cyan Burrows

The Warlord of the Insatiable Mercenaries

The Sinful Chief of the Baneful Refinery

The Lord of the Ancient Barrens

The Aberrant Lawgiver of the Cancerous High-Rise

If you have use for titles like that, this product is for you! With three or four rolls of the dice you may get yourself an inspiration for a post-apocalyptic warlord and his or her domain, your next adventure´s main antagonist or for a strange encounter along the way.

Continue reading “[SHA] Fantastic Titles for the Post-A & Samples”

[SHA] Fantastic Titles for the Post-A & Samples

Traits for 40k Underhive Gangers

40K underhive gangs. I don´t know about you, but I cannot say (or write) the word without pictures of brutal men forming in my mind, short haired or bald, muscle-packed and tattooed, with a mean gleam in their eyes and a dastardly grin on their faces. They are the kind of people that survive by either being the meanest son of a gun around or by belonging to the meanest bunch of such within the next two klicks around. And to achieve the one or the other, one needs to be as tough as nails and as brutal as a slice with a glass shard.

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Traits for 40k Underhive Gangers

[SHA] 50 Mythic Abilities

The legends and myths of old greek and other ancient civilizations are full of heroes and anti-heroes who have abilities and powers beyond the pale, powers which were often the result of kinship to a god or half-good, a gift of one or something that had been stolen from them. Our more modern stories, like the adventure and fantasy novels (and comics) of the pulp-area, feature such powers as well, but their relation to gods and tribe totems is a more blurred one.

So why should we as GM, as the storytellers of our time, not use such mighty powers as well?

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[SHA] 50 Mythic Abilities

About Light Rods

Mutant Future(tm) is mostly known for the wacky mutations and retro-scifi items. But some of the equipment in the „Technological Artifacts“ sections are actually everything but far out and may be easily adapted to more serious SciFi or Cyberpunk settings. One of those items is the Light Rod.

The following is a quote from the (available-for-free) Mutant Future(tm) core rules:

“These rigid 3’ long plastic rods are filled with two chemicals which, when combined by pulling a tab on the rod, glow brightly and intensely. Colors range from vibrant orange to fluorescent blue. The glow provides general illumination, but no heat, to a 50’ area for eight hours. A light rod can only be used once.”

To me, that sounds like a cheap solution for a temporary need of (colored) bright light. The following are ten examples of how these might be used in a given game world. I found out that those little details help the immersion of the players a lot.

Post-Apocalyptic GM´s, take note: those will give you a hint on where your players may find a stash of those items, and why!

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About Light Rods

A different take on OSR healing spells

Lamentations of the Flame Princess and some other OSR games suggest to use (slightly) alternate versions of our own world as backdrop for adventure games. This approach has a lot of advantages, as everybody is able to read up on a given area via wikipedia.org or other websites like this one (for the Tudor Area). And the real world was (and is) a grim-dark place for sure: there was the 30-years-war in Germany, the reign of the black plague in Europe, life in Paris during the time of musketeers was filthy and cruel, the “northmen” still were vikings as the first christian missionaries arrived, the Conquistadors were terrible savages in their own right, etc. Using the real world leaves a GM with a problem in regard to one class, so: clerics, due to their healing spells.

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A different take on OSR healing spells