The gang puts their plan together and starts up a bit of kidnapping, a bit of cat-burglary, and a bit of outright theft to do what’s right. And get paid.
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The gang puts their plan together and starts up a bit of kidnapping, a bit of cat-burglary, and a bit of outright theft to do what’s right. And get paid.
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A campaign set in Inverse World, the Dungeon World hack where the world is generally upside down. Flying islands circle a caged sun god, surrounded by a massive dome of stone overhead. A few friends, old and new, are gathered by a strange messenger to right a wrong in a city full of mail and fly the world of Invel to set it right (and get paid).
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Hey guys!
I’m running a thing called Battlebots. There’s no real schedule for it so don’t expect much regular. I don’t explain the setting too well in the recording so you may want to take a look at the player brief here:
https://docs.google.com/document/d/1Ftj … sZggM/edit
After the positive reaction from the players I’m probably going to try and make a standalone system for it and such so if you’re interested it may be an idea to watch this space. If you’re not that’s also cool. I’m not a cop.
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When the starship Raptor is left with its captain in a space-coma, its up to his mostly-loyal crew to step up and run things in his absence. When a [d6] tries to [d6] a [d6] that will [d6], its up to them to save the galaxy!
Used in the Lasers and Feelings system, where you pick a number 2-5. That’s your only stat, and determines how good you are at Lasers and how good you are at Feelings. Shit got crazy.
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When the most skeleton of all holidays (Christmas, of course) is threatened, the government calls in some of the toughest, strangest, and more magical skeletons around the globe to look into this mystery of magic, science, and time travel.
run in the d02 system: a game that know no limit. Based on an angry nerd’s typos gone too far involving coin flips and cheating your GM
Game rules etc:
http://www2.hawaii.edu/~rdeese/RPG/D02/D02.htm
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The crew gathers their forces and raids Area 51. The team sees if they can stop the biggest concentration of the cult from reviving the greatest and worst monster to exist, and we finally finish a Road Trip campaign!
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Cool Rat becomes a prime target for the group and their showdown begins, not realizing they’ve got more than one enemy on their hands when the final confrontation goes down. And once that’s settled, it turns out there’s one more stop they’ll have to make
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The kids are all abducted by Cool Rat and brought into the various cliques. Sam wastes no time in not only accepting the place, but thriving in it. Oliver… not so much success as a ninja. Jack explores the forbidden areas and makes a friend. And Tristan starts his own clique when he forces them to make him a willing prisoner. The kids and monsters start to get themselves together for one big step up to overthrow their new captor.
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the kids need a cooldown after the stress of Sunny Vale and learning a bit too much about themselves, so they head to Sam’s home in San Francisco. After a day of a breather, they delve into the madness of Sucrose Park, which is pretty cool until some run ins with a certain mascot
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been sick so couldn’t quite edit this one for a while, but the kids manage to deal with the last issues of Sunny Vale, deciding what to do with the rangers and their mentor. Even when they storm off, it’s right into a forced pitstop that the kids and monsters have to solve with some good old-fashioned violence and yelling
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