TW: the game i'm reviewing is about body horror, which i’m not discussing in depth and leaving in the footnotes anyway if you wanna skip them, but be warned~! Also, naturally, spoilers for the mechanics of Zymo. I’ll leave info about the plot as sparse as I possibly can, as I’ll do anything in my power to not deter you from buying this book, god it’s so good. So recently - not really recently, but…
As adventurers venture further and further into the Odd World with each passing session, it begins to… rub off onto them. They will it to do so themselves. The Odd World (or Mythic Underworld, or just “the dungeon”) obeys different rules than surface-reality, you see, and thus it requires different skills and abilities from those who seek to profit from it; you can’t expect a normal human to get…
Written for Into the Odd and adjecent systems. Merchant’s Maid (d6 Bulky): Unwieldy shotgun with a vast array of pouches and satchels stapled onto the stock. Can fire any kind of shell you have on hand. Sounds like KCHOW-KCHOW-KCHOW! Trainer Rifle (0 DMG): Decommissioned training implement from a sniper school. Fires a chip that can track the target’s location d6 days after the flechette is shot.…
Why are guns a problem for systems designed to accommodate melee combat? Whenever we take a game that facilitates heroic action fantasy, with strong PCs tearing the enemy monsters to shreds with their swords and bows and halberds, introducing a gun just makes it… fall apart. In the confines of fantasy game-fiction, you can justify a goblin getting hit by a sword-swipe and being fine, if not a bit…
A Spell-Circle is a collection of glyphs capable of manifesting a magical effect. They are all circular, or at least radially symmetrical in shape, and must be drawn or engraved on a flat(ish) surface, into any kind of material. There are Spell-Circles capable of manifesting any kind of effect one wishes to create. Their potency varies based on how large the circle is physically drawn; the potency…
When an electronic computer or any kind of “thinking” machine is left undisturbed for long enough, it acquires free will. The amount of time is proportional to its processing power, sorted by Categories. CAT-1 (Handheld-class): d6 years. CAT-2 (Personal-class): d6 decades. CAT-3 (Company-class): d6 centuries. CAT-4 (Nation-class): d6 millennia. CAT-5 (Planet-class): d6 millions of years. CAT-6…
In situations of prolonged/grievous exposure to environmental pressures, you have a chance of becoming ill . Roll a d12, and compare the result to the Illness Chance for this rest: the base chance is 1, and it is modified according to the pressures listed below. Countermeasures for a specific environmental pressure (gas masks, bug repellant, winter clothing, etc.) set its Bonus to 0. Extreme…
Weather is tracked on three axes, each on a 1-to-6 scale: Clouds, Wind, and Heat. At the beginning of the game (or every time the players enter a new region, or when a significant amount of time passes in-world without the characters acting), for each axis, roll 3d6 and take the middle value of the three to find the Score at which the axis starts. Every time a week passes, for each axis, roll d6:…
So! After... a bit of radio silence, I released the game I've been working on, called X-in-6. Find it here on Itch . It's classless, but if you want to use classes with it, here you go. (Also, characters made using classes turn out considerably more powerful.) Classes for X-in-6. Instead of rolling on the Equipment tables when creating your character, choose a class and roll on its equipment table…
TL;DR: in fantasy Earth, all geological phenomena are caused by dwarf activity. When a portion of the semi-molten rock in the earth’s mantle seeps upwards into the crust through some irregularity in the stone, a dwarf colony is born there. The heat causes chunks of rock to break off, and the intense mana concentrated in the mantle turns the chunks into crude, first-generation Dwarves . The space…