Tiny frontiers mech and mosnters pdf download
My only complaint is the binding on the standard Kickstarter edition. For my money, a huge bargain. The art is quite decent for a first Kickstarter. It evokes the sci-fi setting effectively and there is quite a bit of it spread throughout the book. It feels very thematic to the game and true to the original fantasy setting, Tiny Dungeon. For me, there are two areas where Tiny Frontiers really shines.
This is one of them. The original TD rules are a great minimalist take with only 3d6 required to play. The statistical curves are good and the simplicity lends itself to easy understanding for new players and kids. Take those original rules and add brilliant adaptations for alien species, cybernetics, space ships, and mecha.
Now you have yourself a sci-fi bonanza! Some decent guidance and nifty tables for random generation of everything from planets to enemies. Part of the stretch goals for the Kickstarter were micro settings written by sci-fi authors, rpg luminaries, and generally talented folk.
Micro settings are an amazing way to wrap your head around a quick idea for a universe of gameplay and include several adventure hooks to get the story jumpstarted. The new game stands alone, but can be used in conjunction with the original.
It also has full-color art! You are the wrath of Levidas incarnate. You and your kin are coming to raze a defiling city to the ground. The inner fastness, though, is resisting to your attacks. How are you going to smash through that wall? There are ways of laying siege. But there are also internal pressures building up inside the keep that you might take advantage of.
The enemy of your enemy might be your ally. But for how long? Its technology is obviously advanced, well beyond anything else in known space, yet it has obviously been abandoned for thousands of years. There is no record of its existence anywhere, nor of any race powerful enough to create such a place. Only one thing is certain: those who uncover the secrets of this space station will gain incredible wealth.
Game Mechanics This space station is a unique setting with several sealed off areas and a mind of its own. If they successfully roll a 5 or a 6 they successfully blow the door. Characters with this Trait are allowed to do a hacking test any time they find a computer console or a sealed door. If they roll a 6 they can actually communicate with the living part of the station, accessing more of the records or learning how to do other things.
If the character has an advantage they can also complete their original objective by getting a 4 but they still need to roll a 6 to actually communicate with the station. The GM may choose to reveal a small amount of information after the first hacking test at a console and get the same character to do a second hacking test if they want to learn more. Equipment and materials still stored in the lab suggest that dangerous experiments were performed here but it is impossible to tell what without thoroughly hacking the system.
Narrow metal paths lead up to and form a circle around a glowing blue creature whose body stretches from floor to ceiling. Tendrils stretch outward from its body and disappear into all corners of the room. All passages leading directly to the power room have been sealed at both ends, requiring players to do two hacking or explosives tests to reach it. A third hacking test must be done to access either of the consoles in this room. One hacking test must be done to access the terminal.
The GM may decide to require a separate hacking test for each record. Shuttle bay 1, on the other hand, still contains a pair of almost finished shuttles. They are heavily armored and both contain experimental technologies. Both experimental technologies are already finished, so if your characters can pass the associated hacking tests they can learn how to use them and maybe even transfer them to your own ship.
History Characters can discover the history of the station by successfully hacking into any of the terminals. Some records—most notably what happened immediately before the station was abandoned—have been permanently deleted, but most can still be found. Each room has its own console. The power room has two. Initial images show the planet as a beautiful blue globe very similar to Earth.
Other space stations are also visible in early recordings but they are not as advanced as this one. Medical staff was also extensive. Records show that roughly 3, people lived on the station at any given time, with a steady population of children. The GM may decide to grant access to the school and its records, which contain a detailed history of the neighboring planet and its culture. Some videos also show work on several specialized space shuttles, testing a variety of new weapons and stealth technology.
Several such visits are recorded. The last recorded diplomatic meeting ended with a gun battle breaking out in the main shuttle bay after someone attempted to assassinate the visiting politician. The GM may decide whether or not characters recognize any of the species involved.
The cannon takes several minutes to charge but vaporizes even the largest spaceship instantly. New weapons for planetary invasion had been developed and were ready for immediate testing. An armored shuttle from one of the previous videos arrived to take the new weapons away but the power generator—which is only visible in this video and the earliest videos—starts pulsating at a terrifying speed. Several military officers run into the room but. When the light disappears there is nothing left in the room, and the entire station is empty as well, as if nothing ever lived there to begin with.
Only two recordings exists after this, showing an expedition looking for the people who disappeared. One shows the main group exploring the station and leaving without any idea what happened.
This pair then hides the planetary invasion weapons in the research vault after it has been swept. If the characters roll a 6 on the final hacking test the sentient part of the station will tell them it destroyed its own inhabitants to stop the planetary invasion technology from falling into the wrong hands. This tech is now hidden in the research vault. Sample Adventure Hooks: There are at least a hundred different ways you can play in this setting, but here are a couple of my favorite possibilities: 1.
Accidentally found by outlaws — In this scenario the characters are a band of outlaws who have come to hide out in this abandoned system. Soon their scanners pick up the station, and not long after that they are inside, discovering the ancient treasures hidden here. Characters can all unanimously decide to steal as much treasure and knowledge as they can get away with OR some can have doubts when they realize the station is very much alive.
This can be a long game or a short one. Second expedition — You are a crew of elite soldiers and researchers sent to secure and study an ancient space station with unique technology.
Some people are already living on the station, but they have managed little beyond turning the power on. Your job is to unlock all the vaults and, perhaps more importantly, all the records of what happened here.
The Concept The year is and the world is primarily flooded. Europe is covered in water leaving a small sliver of Germany and the rest of eastern Europe intact.
All coastal states in America have disappeared and the corporations control their government rather than political parties. Africa has halved in size, but prospers due to a united government and healthy farmlands In , the waters trembled and frothed with violence.
In the briny depths of the oceans lived creatures so twisted, so wretched, their names had been lost for eons. Someone called the Creatures from the Deep. Humanity is under siege. The Creatures refuse to negotiate and never take prisoners. One rises each year without rhyme or reason and in the meantime small creature called Spawnlings launch brutal attack on the shorelines.
Their goal is the utter and total destruction of humanity by any means possible--and they are winning. People who survive attacks by the Creatures have been driven mad. Setting Fluff: We did it. We killed the world. Corporations controlled more and more of our rights and we cared less and less about our fellow man.
When humanity finally awoke from its slumber our world was flooded. No one could explain it really, flooding made sense, continents lost to the ocean - unfathomable. Entire countries disappeared, taken by the Deep, with no hope of reclamation for lifetimes to come. Now, we live like a warm, watery image of past centuries. Countries with governments, infrastructure, children, grandparents, but everything linked to the Deep.
The Deep is what we call the oceans now. When countries were overtaken, canals overflowed, sewers burst open we struggled to name all the bodies of water. At one point people just gave up and the Deep was born. The Deep awoke in People on the coast looked on in horror as the tsunami grew in size and rushed towards the shore. Water flooded onto the beach pulling up lamp posts, capsizing boats, but then stopped. The scaled fin of a gargantuan beast wreathed in moonlight hung above the shore.
Moments later on the outskirts of Sante Fe people awoke to the sound of a city being torn apart and thousands of voices screaming in terror. Families flooded into the streets to see a impenetrable mist hanging over Other Albuquerque. The terrible sounds of stone breaking, metal tearing, and teeth gnashing only subsided with sunrise.
In the days that followed the American government sent teams into the outskirts of Other Albuquerque to find a flooded city and with only handful of survivors. The Creatures of the Deep The Creatures of the Deep, as they came to be known, are merciless in their attacks. Since , one Creature has awoken each year at different times and decimated a coastline. Humanity is frozen in fear, holding its breath until another Creature awakens and wreaks havoc on the world.
More terrifying than the destruction they cause is the fact that each attack is calculated, precise, and efficient as if the Creatures know what they are doing.
The few humans who survive an attack by the Creatures are shells of who they once were. Driven mad by the horrors they experienced, the victims are unable to escape the terror they have seen.
They mutter unintelligible words to themselves, or sit in a catatonic state, psychologists have been unable to diagnose what exactly is wrong due to the multitude of symptoms they exhibit. Only 30 ft. Some have menacing maws of teeth, others have arms of slashing corals, each beast is uniquely horrid. Like their larger counterparts these creatures are bent on destruction and wreaking havoc.
Luckily, they are infantile and chaotic in their attacks, often even attacking one another like children playing at adulthood. Slowly, the war for the world is being lost, but humanity still has hope. It has two main branches Defense and Exploration, both working with Robotic Platforms to fight against the Creatures of the Deep. Their main goal is to protect humanity and deal enough damage to the Creature of the Deep that the terrible beasts think twice before attacking.
Defense jobs are dangerous and often frustrating. Working in ASF Defense means dedicating your life to perseverance and hope.
To continue to fight, even if you know you are on the losing side of a battle. Exploration teams, also known as Delvers, work in small groups. Each person dons their own light robotic platform and together they venture into the Deep.
Their main objective is to discover slumbering Creatures and mark them with tracking devices for future study. If a Delver team manages to get to a Creature marking the slumbering beast is easy, the dart sliding into its skin without being detected.
However, Where there is a Creature there are Spawnlings. Forming small vicious schools, they look to devour any life they can find to grow strong enough to swim to the surface. We have seven months. Now it is down to you and only you. Save the world or die trying. Research the threat Prepare the coast Fight! Through tracking seismic and Spawnling activity the Sudanese University department of Deep Studies has found a way to track when a Creature will awaken.
It is your job to prepare the AFS for the next big attack. Find out what this creature is, how many Spawnlings it has, and take it down. Have you done everything you can do before it attacks? Is there a way to win this battle without the fight? You awoke from the nightmare six months ago.
You saw your entire home destroyed, you looked into the eyes of the beast, and you were frozen in terror for three years. Why does this gift feel like a curse? Frozen in terror for three years you awoke to find the world amidst a great war against the Creatures who destroyed your home.
Right away you were whisked into training with the other survivors. The Creature who destroyed your home is resurfacing. It will destroy another city. Speak its name and defeat it. Falling off the back of a Creator you are birthed into the watery depths of the ocean. At first you mind is filled with a blood rage, but it subsides and the flesh you consumed from other Spawnlings too weak to best you infuses you with knowledge.
The humans were given the world, but they squandered it. A voice screaming in your mind drives you forward. Find it! Find it children. The Lexicon must be uncovered. Learn the true name of the fleshy and they will be undone.
The Creators will it. The Children will see it done. The time of the Creators has come. A message by the creatures broadcasted so loud, anyone touched by them could hear it.
Your team is tasked with finding this Lexicon before it is too late. They seem to be hurling themselves towards something inland in Africa. It sounds easy enough, but any RP operator knows these beasts are dangerous, vicious, and smart. The Concept The concept of this setting stems from the age-old tale of an invading army meeting resistance from a relatively primitive native society.
In this setting, a player will take on the role of a shaman of the people of Shay-Lah, a tribal and ritualistic culture think the Mayans of Aztecs under attack from an army of mecha known as The Legion.
The Legion are a race of giant mecha, known as Legionaires think Decepticons , that travel the galaxy seeking to bring order where they see chaos, by assimilating new worlds into their collective and bringing them and the inhabitants under control.
To fight this group, the Shay-Lah people pray to their ancient gods, who then grant the shamans power to manifest their physical avatars called Eidolons. Together, the shamans and their Eidolons fight to protect their free will and way of life from the great metal conquerors from the sky. Visions of the metal angels from the sky bringing subjugation rather than salvation plague the mind of the great prophet, Ixmata. They travel, from world to world, absorbing all life and leaving a shell of the planet that once was.
As the newest acolyte to become a shaman, it was his responsibility to bring Ixmata his meals, and had grown accustomed to finding the prophet deep in thought. Today was different however. Tzep usually found the prophet sitting in peaceful reverie, but now he sat shaking and coated in sweat. The very air around him seemed to quiver with burden and despair.
Tzep dropped the plate as he rushed to the aid of the great Ixmata. Master, please wake up! His eyes glowed with a deep blue as he gathered himself and spoke. He needed to hurry, but that did not mean he needed to be careless.
His quest was too important to be set back by some sort of injury. For a while, any sort of discussion of a solution or any sort of. Survival, however, proved to be a formidable motivator.
If the prophet was to be believed, there was little the Shay-La could do to resist such conquerors. After much debate, it was left to the shamans to decide the fate of the people. With the direction of Ixmata, it was decided that the shamans would travel to the ancient temples of their gods to seek answers and guidance from those that once protected them. For that reason, Tzep had begun his journey.
He too had struggled with belief in the past but, as he arrived in the large clearing containing the temple, those fears and doubts were silenced. The great temple of loomed high in the sky above Tzep and he stood for a few moments in awe. The craftsmanship of his ancestors in some ways surpassed even that of today. He admired the fine stonework of the dark green steps leading up to the altar at the top.
Reminded of his purpose and with a new sense of urgency, he began the arduous climb up the great steps. The steps themselves told their own story. Carved into the stone were images of the history of the Shay-La. And each of these was accompanied by the ancient gods of the Shay-La; always there watching and protecting their people. Now, more than ever it seemed to Tzep, they were needed again. The altar itself was surprisingly plain to the eyes of Tzep.
The simple stone slab was supported by two small columns, also of stone. Atop the altar sat a small wooden bowl, painted green and gold, accompanied by a simple dagger. Tzep knelt before the altar and drew a deep breath as he raised the dagger to his hand.
His jaw firmly set, he did not so much as flinch as he ran the blade across his palm. He fervently prayed aloud to the gods, asking for their help and guidance to push back the encroaching enemy. I do this, to show that we are one in purpose. Show me the way. Let me be your instrument so that the Shay-La might survive the coming darkness. He continued to kneel and focused on his meditation as he had been taught.
He waited, quiet and alone for what seemed half a day. He felt himself begin to drift into sleep before being buffeted awake by what must have been a gust of wind. The shaking continued as heard the voice. You have come seeking my aid, and it shall be given.
It was then he realized that it was not the wind, but the temple itself that shook him. The grand edifice shook and swayed beneath his feet and he quickly began to escape back down the steps of the temple. As he reached the ground again, the top of the temple began to crack and crumble as a large figure began to rise.
Tzep stood dumbfounded as he watched the figure begin to take a clearer form. He marveled at the glistening green scales, and the powerful golden wings that unfolded. Tzep knew the stories, and was trained in the ways of the gods as a shaman, but even he found it difficult to believe that there above him, hovered Perechu the Great Winged Serpent.
His prayers had been answered, his sacrifice accepted, and now an actual god was before him. Without warning, Tzep felt his body wracked with pain as he was lifted off the ground and felt a shock through his entire being.
For a moment, he panicked. But soon the pain flowed away as he felt strange new sensations; as he felt new limbs and muscles that were not his own.
He felt the wind flow through his wings, felt the strength in his arms and powerful tail. THIS is what he would use to save his people and his world. Where there had been fear and uncertainty, there was a new feeling in his heart; a new strength and power. Now, there was hope. Some players might want to branch out from just one world. After all, this is Tiny Galaxies, not Tiny Planets.
Feel free to explore new worlds and find others who are in need of your help. For now, they continue their mission. At the same time, they search for greater strength and power of their own. The gods have shown the prophet the plight of those on other worlds and with the power of the eidolon of Balux, allowed the shamans the ability to reach these new planets and bring hope and peace their people as well.
The journey will be long and frought with peril, but we will continue to fight the forces of The Legion wherever they go and be a force for good amongst all worlds.
In this scenario, we go back farther in the past of the Shay-La to a time of unrest and civil war. The armies of the warlord, Xoc, continue to sweep across, laying waste and breeding fear and despair wherever they are, using the power of their dark and destructive Eidolons. The forces of light. If you like the fluff behind the setting, but are looking for a more sci-fi feel, then feel free to advance the timeline a bit. The prophet told us to be ready, but his cries fell on deaf ears.
Now, we pay for our hubris. When the Legion arrived, we were wholly unprepared and were forced to watch in horror as they began to conquer our beloved world. Few scattered strongholds of freemen remain as giant structures of metal loom in the sky and even the ground begins to give way to steel. We pray to our gods with all our strength but it seems our cries fall on deaf ears.
You might need to change the name or feel a bit, but the Shamans can impart bits of their own personalities to the Kaiju they control. Known for its Thunderfalls roller coaster and its massive Pride of the Heartland Ferris wheel have led to many memories and joy for families looking to enjoy simple fun. Though the park is meant to make people big or small as happy as can be, few know of the even tinier feet that scamper around the park at night and only they know what problems the park has been facing as of late.
The Weedlekin have lived in Funland for as long as they can remember. The Weedlekin are amazing inventors, and this skill was put to the test when the Worries came back. Standing at a monumental 6 feet tall, the Giants were created by the lost arts of Miracle Science and stand ready to save the fun for everyone!
Do you have the fuel? The sound of drums and trumpets rang out through the air, though it was not the usual sounds that. These were not the sounds of the tractor pull or the horse races, but were instead the imperial call to battle the Ratking and his generals used when they were on the attack.
The fuel was the equivalent of 5 thimble fulls, and could keep a Giant working for an entire day or keep their city powered for a month! The Wonder was the most precious thing in the world to the Weedlekin, a fact that the Ratking hoped to exploit. It had taken Beady and Neddle several days to gather this much Wonder together.
If Beady had only worked faster they might have avoided being detected by the Ratter scouts. The park had closed, which meant they could run the streets and take the fast way to their home. It was a good plan, but before they could reach the Merry Go Round, a massive creature broke out of the pavement. Beady prayed for a miracle, and her prayers were answered when a massive mech made of repurposed steel and aluminum cans jumped down from a rooftop and landed with a loud clatter.
Drawing twin swords from its back, the Giant looked at Beady and then at the Rodenhulk before it. Beady raised her hands in jubilation as the Giant launched forward into battle.
Kick his butt! Though not as big or as lavish as other amusement parks, the park has been around for over 50 years, and the park features state of the art attractions and dozens of carnival games, food stands, and sights to entertain the family.
The Weedlekin stay in the park because it produces a wonderful but rare substance known only as Wonder. Using Wonder, the Weedlekin have been able to power the Kingdom as well as their great machines. Though problems have surfaced over the years, the Weedlekin have managed to keep themselves hidden and safe for decades. Protecting themselves with their Miracle Science, they have managed to defeat threats such as the Mad Gremlin or the Krimson Kockroaches.
Under their leader, Grandpa Kettle and Mama Toesy, they were looking forward to continued peace and quiet. But it was not to be. Lately, the park has seen less and less visitors, and Wonder has started to dry up across the park. Enemies, old and new, have made alliances and begun to spread out across Funland, sabotaging rides and in some cases attacking the Tall Folk.
Grandpa Kettle has ordered that the Weedlekin begin construction of a new generation of Giants. The Weedlekin will fight to keep their homeland free and work to keep the Wonder free from the hands of those who would use it for evil.
Who are the Weedlekin and the Tall Folk? The Weedlekin may sometimes appear bizarre to outside observers, but that is because they are set in their ways and claim to know the best ways to solve any problems and that sometimes you need a chance in perspective to see the whole picture. The Weedlekin are brilliant and eccentric people who seek only to help protect their families and make sure they are kept safe and well fed.
The park goers, known simply as the Tall Folk to the diminuitive Weedlekin, are one of the biggest threats to the Weedlekin but simultaneously are vitally important to them.
The Tall Folk come and enjoy the park, and in doing so cause Wonder to be created from their positive emotions. The Tall Folk are also responsible for food being brought into the park, and the great feasts made up of funnel cakes and hot dogs are only possible by clever Weedlekin stealing away food or tapping into soda machines to provide themselves something to drink.
The Tall Folk do not think anything is amiss in the park, and that is due to the vigilance of Mama Toesy. When a Giant or a monstrous Rodenhulk is spotted in the park she floods social media thanks to a captured smart phone she has managed to hack with reports of cosplayers and paid performers putting on a show for.
She knows this ruse will not work forever, but so far it has helped them hide the true reason a rampaging multi-armed puppet armed with rocket launchers was stopped by their Giants.
Recently the park has come on to hard times. Fewer and fewer families are vacationing at the park, and some rides have either stopped working or keep experiencing severe glitches. The Ratking, a malevolent leader who has brought the many warring clans of rats such as the Nub Tails and the Wire Cutters together, is now creating larger and more devastating creatures to send at the Weedlekin thanks to his mastery of alchemy.
The dreaded Maestro of Puppets, a shadowy figure whose sinister Mannequins and puppets attempt to harm park goers with their increasingly lethal pranks, has claimed the Funhouse for himself, and has already hurt several Tall Folk. If they are not stopped, the park may close for good, and that means no more Wonder, which means no more Weedlekin. Sample Adventure Hooks: Each one of these hooks have the same goals: To make the player characters central to the unfolding story, to create a vehicle for interpersonal drama and mystery, and to reinforce the themes of the setting, be they adventure, horror, politics or some mix of the three.
The secondary goal is to challenge the players to make difficult choices. Ace Runner, one of the best Weedlekin pilots of our age, has gone missing. No one knows where he has disappeared too, except that an Envoy of the Ratking has appeared claiming to have captured Ace and is holding him prisoner. Ace has gone missing! Ace was piloting his Giant, the Saulsberry Shake, on the outer edge of the park when all contact was lost with him.
Can you talk to the Envoy and discover what is really going on here? The Kingdom has a new visitor in the form of a lost child! In this scenario, the Weedlekin must deal with taking care of a baby whose strength and size are almost more than they can handle.
The child might be used as an infinite source of Wonder, which is why the Maestro is so intent upon kidnapping him.
The Weedlekin need to return the child to his parents as soon and as safely as possible. Yeah, you hear it too? Parts have gone missing across Funland, and rides are starting to break down. Spanner is at his wits end trying to find the cause of it when a massive power outage strikes the far end of the park.
The rest of the Kingdom is full of rumor that a Giant of strange make And bearing the standard of the Ratking is terrorizing the park goers. Could the Ratking and his army figured out the secret of making Giants? Only we know how to use the Miracle Science properly!
But there it was, plain as day, a certified Giant with enough weaponry to burn down a trailer park and tear apart an army of Tall Folk. Ra, whose great Sun Barge kept the lands of Aegypt safe and held back the monsters of the Black Desert Pit, stood as the great defender and ruler of the Aeons and under his guidance the land prospered.
Though monsters from the Pit emerged to terrorize mankind and drag them screaming into Duat, or the Underworld, he taught the Gods how to build otherwordly devices that tamed the Great River and brought peace. Each God ruled from their Temple City, and though conflicts were fought from time to time between them, the people knew that Ra would bring his children to peace and keep them safe. Now Ra is gone, and the Quarrels have begun. While Osiris and his son Horus tried to keep the peace between the Gods, one by one they began to seize more territory for their Temple Cities and began to fight over resources.
With the failing of the Monuments the Great River is drying up, the rains do not come as they used too, and the land shakes and cracks under the unrelenting hot sun. Osiris, who was resurrected after his battle with Set, is ailing and his wife Isis struggles to keep their city of Abydos from collapsing into anarchy. Meanwhile more monsters rise from the Black Desert Pit, and strange Monoliths have appeared to pillage and destroy the land.
A strange fusion of beast and technology, they fight alongside the Amunkin and if the Gods do not put aside their petty squabbles it may be too late to save Aegypt. You have returned! But you return alone? The noble looked tired, and his clothes were stained from traveling on the roads between Khem and Wadjos. It still approaches? What shall we do? It was surrounded by walls of glowing glyphs and flickering lights, and as Djekat approached a hatchway opened in its chest.
Sensing its master, the Monolith lowered its hand to the ground, allowing Djekat to leap onto its outstretched palm. Lifting him up to the cockpit in its chest, Djekat sat in the command throne that felt as natural to him as his bed. We show that multiheaded monstrosity to fear our God. Soon he felt like he was a giant, and stepping out of the temple seemed as simple to him as stepping over a toy house.
In the distance he saw the Amunkind approach the city. Its great bulk slithered on the ground like a serpent and he could see numerous buildings and animal skeletons had fused to its side as it slithered along. With a great battle cry, the Monolith of Anubis charged into battle. The Wonder of Aegypt Aegypt is a land of wonder, where cities of stone and clay meet metal pillars and great lights running along the city streets.
Though most Aegyptians live simply, those fortunate enough to live in a Temple City with resources enjoy the wonders of indoor plumbing, electrical lighting, and walls with defenses to keep enemies away. With the loss of Ra, and the scattering of his priesthood and engineers after his final battle with Apophis, the cities have begun to crumble.
The Monuments, the life giving technology constructed by Ra and used to maintain the land, have begun to fail and few know how to preserve them. The Temple Cities have begun cannibalizing outlying towns and outposts for the parts needed to keep themselves functioning, and with the diminishing harvests and decreasing Great River the Gods have ordered their followers to do whatever it takes to keep their cities strong.
The Black Desert Pit is a mystery that troubles the land, a few know what caused it. Centuries ago a rift formed in the center of Aegypt that turned the sand black as night and a strange cold overtook the land as great valleys and chasms split the landscape.
Those who travel in the Pit feel as if eyes are upon them, and strange ruins dot the landscape. It is said that once Apophis had a city here, and that its destruction heralded the creation of the Amunkin.
If a city still stands in the center of the Pit, it has kept itself hidden, and only the strange Hierarchs of Apophis can safely travel the land and keep the Amunkin at bay. Rumors that Monoliths have emerged from the land defy belief, but it seems everyone in Aegypt knows at least one person who has claimed to have seen the machines with their own eyes.
Who are the Pilots and Priests? Though each city has a pharaoh that oversees the affairs of the city, each Temple City is ruled by a God. Though most Gods cannot set foot on Aegypt anymore, their voices are heard by the priesthoods that make sure they are properly worshipped and their needs met. Led by a Hierophant, the priesthoods have power equal to the pharaoh, and dominate life for most Aegyptians. Some priesthoods are fair and generous to their followers, and make sure that all their needs are met.
Some, like the priesthood of Set, constantly test their followers and urge them to go to war in his name, so that he may conquer his siblings and become the new ruler of the Aeons. Others, like the priesthood of Thoth, teach their priests to understand the world around them and go out into the world to teach those around them.
The priesthood is also responsible for finding the pilots of the Monoliths. Each Monolith takes years to build, and the resources required to keep them running are considerable. Their difficulty to control combined with their rarity means that a pilot must be not only loyal to the Temple City but also capable of defending it. For some, it does not matter if the pilot is a good person or bad, but that they were strong enough to survive the bonding process with their Monolith.
Monoliths are taxing to pilot and incredibly rare, so a pilot who has proven their skill quickly develops a legend around themselves. Though the land is in turmoil, there is hope for Aegypt. Great alliances have formed between several Temple Cities, and the Upper Kingdom Alliance and the Greaty Bay Coalition have become major forces to contend with. Though some Gods, like Set and Horus, have managed to stay out of these alliances and their territories have prospered, other cities have begun to consider the merits of these alliances.
The spread of the Black Desert Pit and the increase in Amunkin attacks has devastated Aegypt, and many Gods have ordered their followers to seek allies to help them survive.
But the convoy containing dignitaries from a recent summit have gone missing near the Phoenix Oasis, and travelers report a massive Amunkin made of fire is terrorizing the area. Representatives of several Temple Cities have been asked to aid in the search. I have invited you here because we are in desperate need of pilots such as you.
Our most esteemed dignitaries have disappeared after returning from a conference, and they were working to help restore order to Aegypt. A mecha RPG without mecha combat rules.
Bliss Stage, in the same vein as Eva, instead focuses on exploring the themes of the genre. A narrative game in a setting where teenagers are all that remain, Bliss Stage has a system that explores interpersonal relationships, growing up, and the trauma of war. An splat for technoir orientated around mechs, mechnoir is a very rules-light system with a focus on generating cool characters and a cool story at your table.
A veritable mashup of various mecha anime, Cthulhu horror, Guyver, cyberpunk rpgs, and many other influences. A mecha system heavily based on the hyperkinetic Armored Core games, it emphasises super fast and manoeuvrable combat with a variable imitative resource. More power suits than actual mecha, Bubblegum Crisis is still an anime classic. A wargame rather than an RPG, but damn if there aren't some great mech designs for this game.
A great beer and pretzels game to play with friends. PDF rules are freely available on their official site. A large archive containing various RPG mecha systems and splats.
Public Pastes. Python 5 min ago 0.
0コメント