Vampires in Space. Why shouldn´t the eternal dwellers in the dark invade the cold vastness of space, and those tiny-shiny colonies of life and civilization that dot this uncaring and empty canvas? Well, I see now reason why. But the classic drawbacks of undead would profit form a little adaption once Dracula enters the space-age.
My last release was a powered-by-FATE version of my system-neutral 30 Drawbacks for SciFi Vampires. The PbF-Version does not only translate all of the 30 entries to the FATE(tm) core system, but also includes two suggestions for SciFi Vampires. Suggestion that I want to share with you in this blog post.
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Roleplaying is about describing scenes. Cut this part of our hobby away, and it becomes boring. The important scenes are the one that we, the GM´s of this world, are usually prepared for. After all, we knew they were coming, we anticipated them because we know the plot, and more often than not we gleefully waited for them to unwind (often because it was us who came up with them, to entertain the players). But sometimes, the PC just run around a place like a city, grab some weapons and gear or do some legwork. Those are usually not played as scenes, for the sake of game time, but embellishing the PC´s way from A to B with a little sideshow will help to maintain the atmosphere (this near-holy thing we spend some much prep time on to conjure it). Below, you will find 25 Sights in the Streets of a Cyberpunk/SciFi-Megalopolis. Enjoy!
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Miska Fredman does it again. The friendly map maker shares another of his patreon supported works with us, and this time it is (what I call a) silhouette map of a small starship. The Jinshen has three decks, rooms with key words and lots of potential Best of all, it is provided under the Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license.
Thank you, Miska, for the map.
Do you like play aides? I do. Board and card games gain a lot from them, and a RPG session may run much more smoothly with the right aide in the hand of GM and player. The right aide is the tricky part here: it must help with the organization of things, be easy to store on an already crowded table, its content should be accessible with a quick look -and- it should be pleasing to the eye. Something that looks neat puts the mind at ease, and a mind at ease will stay in play.
I tried my hand at aides before with my Dark Heresy Mook Sheets, and now switched from GM aides to player aides. The following links will lead you to an OSR Fantasy Provision Tracker and a SciFi Ammo Tracker. The idea came to me after keeping track of a group´s torch in a dungeon, I guess my players will have a much easier time doing so themselves with those sheets. And with the added artwork of the Knotty-Works and Jeshields, they might even give them a little more attention than they usually tend to give to their hastily scribbled notes.
Please leave some feedback if you put them to use, and feel free to drop me a line if you would like to see more of those.
Over there, at the FFG forum, ThenDoctor asked me to re-post my old collection of additional encounters for Dead Stars. Well, why not? I always wanted to give me old material a re-hash, and here we go!
Do 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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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!
Continue reading “About Light Rods”