Conversation between two authors:
M: „Hey, what is a “Love Cerberus”?“
D: „I don’t think I can answer that without straying into “adult” territory.“
M: „Clean your mind. Nobody needs a dog or a race with three … . Go on“. Continue reading
Category Archives: Equipment
Revisiting Poseidon II – updating Blue Planet articles to the revised edition
Following up on our first revision article for Blue Planet, we take another look back – at the biomod articles we published previously – to bring their rules and stats forward to the current edition. In this article we update the Criminal Biomods and the Marine Hybrids
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Revisiting Poseidon I – updating Blue Planet articles to the revised edition
With the revised edition of Blue Planet out for some months now, it seems about time to do what the new Player’s Guide did to the official equipment to the gear and vehicles we have collected in our own articles:
Update them to the new rules.
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Deadnought Conversion – new resurrection options for SLA Industries
When writing Halloween articles, one game that should probably feature in any event is SLA Industries. This goes doubly when the chosen theme is resurrections (as a possible guise of the more general theme “From the Grave”, handed out by fellow German bloggers).
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Armor and Telekinetic Shields – house rules and new equipment for The Red Star
Overall, The Red Star Campaign Setting does a superb job of translating the rich world of the comics unto the gaming table.
d20 Modern as a system base is already an excellent fit for this specific task, and the changes, adjustments and additions – from the changed ability increases to the custom FX systems – make it close to perfect in my mind.
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The Guards of Archangel – new gear for The Red Star
As so often, one thing leads to another…
The Red Star is as much about spiritual struggles in the afterlife as it is about physical struggles on the battlefield. The mythical Spirit Realm and the mortal world shaping and affecting each other.
Last week, we took a look at the larger scale of this relationship, as depicted in the comics and described in the campaign setting, and how such may be modelled by houserules in Fate of Nations. Continue reading
What is … a Salt Lancer?
At long last we come back to asking an English language question in our ongoing “What is …?” series, after having dwelled mainly on German ideas for the last few installments.
The answers, this time, take a decidedly modernish and future bent, with a paltry two fantasy interpretations strewn in inbetween. Continue reading
The Long Dark Tea Time of Barsaive – nethermancer treasures for Earthdawn
Of many a beautiful thing in the background and realisation of Earthdawn, the concept of the karma ritual has always struck me as one of the more incredible. And among the host of karma rituals, that of the nethermancer has to be my favourite by far.
A quick reminder: To (re-)generate their karma nethermancers sit down for a nice cuppa with some otherworldly entitities and chit chat about the great beyond. Continue reading
0/2 – new gadgets and gizmos for SLA Industries
In a world, where progress reigns supreme, 0 is a partisan. Or as close to a partisan as you can get whilst being employed by SLA Industries as a Contract Killer.
She is well read, highly educated and very, very deadly. Her mental and intellectual capabilities are in fact her greatest asset in the Circuit, only second to here eclectic choice of equipment, which has baffled many opponents and has turned many a battle in her favour. Continue reading
Thread Spider – a blood charm for Earthdawn
This blood charm takes the shape of a small silver spider. It allows a whole group of heroes to weave threads to a single artifact.
Most unusual for a blood charm, thread spiders do not melt into their wearer’s body. Rather, it is their wearer’s blood, which melts into them. Continue reading