Do you need a new poison for your game? I've got you covered!
Just open your meds cabinet / drawer / vault / tabernacle and pick up a random brochure. Read the side effects and combine them all. Voila, your new exotic poison is now ready!
Do you need a new poison for your game? I've got you covered!
Just open your meds cabinet / drawer / vault / tabernacle and pick up a random brochure. Read the side effects and combine them all. Voila, your new exotic poison is now ready!
A simple magic item. An amulet made of cobalt, depicting a seven pointed star.
Enjoy!
Powers granted by Egua to his followers and priests:
Curses caused by Egua:
Enjoy!
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as you can see, AI has its uses |
More similar bullshit HERE!
Fifteen years. Eight hundred posts.
Okay, technically sixteen years including Terminal Space blog. Still, 36-38% of my entire life (I could count it based on months, not approximate number of years - but no one cares, including myself). More than one third of my entire life. I started my TTRPG adventure in 1997, so for more than half of this time I am with you.
I have only one thing to say. Thank you. For your support, for being interested in things I write, draw and design. Chapeau bas.
PS. I realized I haven't shared this with you. I like this album alot, I think it's one of my best.
Yesterday I talked (wrote) about making an RPG book that doesn't hold the reader's hand in the slightest and all of its contents are unclear in their purpose (read it HERE to understand more). Now I want to show you some ideas for these contents and how they could be used if you'd like to treat the book as the semi-complete (no rules, just use Death in Space!) game.
DOOM
A collection of terrible fates, from being welded in an unused room to the collapse of the entire dimension of space. It may be just a prophecy of things awaiting the PC (or the campaign, or the universe), or the superstition plaguing PC's existence. Or just things that led to the important event.
SMALL TRANSITIONS
Humanscale doors and openings (yay). Just random doorways, obstacles, traps. Things to look for or to avoid.
MEDICINE
Obviously, random items (may be valuable af!), research in which the PCs help by gathering stuff and data (and - most likely - killing people, oh RPGs) or just source of nasty diseases and poisons. Or stuff that one PC must regularly take to avoid being dissolved into pile of primordial goo.
CHRONICLERS
NPCs, tons of ideas of the events of the past (or not tons, just ounces - maybe I'll make just ten of them) - or the future (intertwined with the aforementioned DOOM?). Motivation for some characters to dig deeper into some occurrences, mentioning of artifacts or entities that GM can use to base his/her shit upon.
VERMIN
Just sweet, sweet denizens of ships and stations. Or maybe PC's points of origin. Or their obsessions. Or just bio-engineered tools of espionage or murder. Or (tiny) alien monsters with incomprehensible goals and motivations. Or miniscule divine entities of the Great Void.
SHIP TRAUMA
Maybe the spaceships are just living beings, warped and twisted by the powers of the ancient, hostile Cosmos? Maybe it's just a quirk of the Central Computer. Maybe it's the crew's past. Maybe it's the future (is there any difference between them, with the mazes of relativity always trying to mess up one's point of view?). Maybe you and your gaming team should ditch the idea of impersonating tiny fleshlings and just hop into the metallic flesh of star-faring vessels?
UNUSUAL ROOMS
"Have you really been born in the city-sized meat grinder and your parents were the High Priests of Mangled Flesh?"
Thought of the day: read the fucking Blindsight and Echopraxia by Peter Watts if you haven't before.
PS. Sorry for the chaotic nature of the last two posts. This trend may continue well into the future. I just try to have fun in the obviously fucked-up world we live in. Welcome To The Dark Future.
During the last thirteen years of reading this blog (and maybe my other creations) you've probably learned one thing - I'm really into making weird shit.
This time I came up with a strange idea - an RPG book filled with stuff without any, how to say it, labeling? No clear chapters, no defined purpose of things.
I mean, strange tables and lists, lots of cryptic stuff. Weird maps, plans and schematics (I want it to be a sci-fi or sci-fi-adjacent thing). But I want everything to be fucking unclear in terms of usage. I won't tell you - 'this is the character creation section' or 'this is a monster' or 'this is the PCs starting equipment list'. As I said, I want everything to be unclear - but not necessarily in substance but for sure in its purpose.
Why? Because I create my stuff just because I feel the urge to do so. And I just could produce weird books with absolutely gibberish / labyrinthine / utterly batshit-crazy content not caring about reception or sales because I do it out of passion.
RPGs are games about imagination, not the rules, indexes and structure. Of course - this thing won't be for everyone - but well, nothing is for everyone. And I'm not even sure if I will advertise it as an RPG rulebook - or a setting / guide / field manual or virtually anything.
I have some notes, some originating from years ago, which I will use making it. And maybe I'll even finish it this decade!
Meanwhile - if you want an ABSOLUTELY FUCKING AMAZING hard science fiction game - grab yourself a copy of DEATH IN SPACE.
Oh, and the picture is rather unrelated. It's just a Skylab airlock training module.
(sorry for this stream of consciousness - this post may be more stupid than my usual stuff)
It's said that his name is an anagram of another name. The one that Bird Troglodytes gave the Secret Island where the Rhodolite Nonahedron is hidden. Yes, I deciphered it. No, I do not have enough courage to look for it. I think I should not investigate the door leading outside of my tower."
- The Wizard [redacted]
All-Obscuring Eye. Each creature struck by any of Hninkimonhlerler's attacks becomes automatically blind for the next 9 turns. The effect stops immediately if the eye is destroyed or covered by something (be it a piece of cloth, glob of mud or a bucket).
The Unerring Dagger. Can be used once each turn. Hits the target automatically and there are no non-magical ways to avoid it. It deals 1 point of damage but the struck victim must pass save vs. Magic to avoid losing 8 additional Hit Points. The Dagger levitates (similarly to the demon's own power - see below) and it looks like it attacks on its own, while in fact it is controlled by Hninkimonhlerler.
Acid Spit. Each turn, roll 1d4. On a score of 1, Hninkimonhlerler can perform the Acid Spit attack. Roll to-hit normally. Deals 1d8 damage but if the target fails save vs. Poison, roll 3d8 and pick the highest score.
Paradox Armor. Only the third attack that hits Hninkimonhlerler each turn is able to deal him any damage. Also, makes him immune to all poison, disease and acid. Due to its hyper-metallic nature, all electricity-based attacks deal 1d6 additional points of damage to the demon.
Levitation. Hninkimonhlerler is virtually unable to walk or even crawl - but he can levitate, reaching speeds similar to walking/running humans. He can levitate up to 10 feet above ground. Can levitate over liquids, lava or even strings or ropes effortlessly. If any spell or effect cancels this ability, Hninkimonhlerler automatically regains it after 1d4 turns.
Dextrous Tentacles. All of his nine tentacles (one is on the back) can be used to manipulate objects and items with great precision and skill. In addition, one of them has pincer-like claws that can be used to attack instead of using the Unerring Dagger. Roll to-hit normally. The claws deal 1d6 damage.
I will try to make it a series of posts. We shall see how many I'll be able to create, both in terms of abilities and the artwork.
There are no stats here. When in doubt, use the bear. If still in doubt, double everything that can be doubled.
Magical artifact, made from the fractured tip of the Demented Scribe's ulna.
(yup, I broke my elbow!)