The Anunnaki are a secret society in the Cosmic Era
Psychtronics is a field of arcanotechnology that deals with using machines to emulate the mentalist parapsychic realms such as as telepathy, mind control, memory manipulation, and emotional manipulation.
Equipment listing for the Cosmic Era Setting.
Continuous Work in Progress
The holovids are full of stories about mecha garrisons bravely battling dastardly pirate raiders. It's a pretty picture for the propaganda films, but its a long way from the truth of the pirate raids.
Extracted from the 30 Mecha Design Flaws submission. Edited and reconfigured as a setting neutral piece for use in military aspected settings and most if not all flaws can be used on any vehicle or large piece of hardware.
A cul-de-sac in arcanotechnology, the Singularity Plant is a power station that is more dangerous than it is valuable.
Governments and mega-corporations have found a way to cheat the the system, the Dream Tanks are their most valuable assets.
One of the most common and well recognized SimSense parlors of the Cosmic Era
The fearsome horror of the Drow-Beholder-Liche!
The Totem of Nehual is something of a Maltese Falcon. Many have spent long periods of their life searching for it, spending vast sums of money, and in the end never finding it, or only finding it long enough to lose it.
A city of immense wealth, stark poverty, violent crime, and cyclopean architecture
Breakdown of large civilian craft in the Cosmic Era
The Admiral of the Fleet, an exemplary commander, peerless in skill, ruthless in execution.
Also happens to be a 14 year old girl.
It's always the creepy little kids
A mad scientist, a cyborg, a visionary, a man of god
The legacies of a pre-human civilization in the Cosmic Era
The Glassenheim Foundation is a relict of the Petroleum Era, a technological hold out and a holder of terrible secrets.
Starting at the end, part of a seven section submission series.
The team is the functional core of a story, and as such, team building is vital to the flow of the story.
Aerospace Capitol Ships of the Atlantic Federation
The PCs are hired by undead to rid their village community of an invasive necromancer.
As the PCs make their way, wherever they are going, they spot two zombies. The zombies approach but before the cleric can turn them, one starts throwing coins at the PCs while the other pleads with them, unable to pronounce the letters "L" and "H" due to some missing gums. "Peeth issen...no 'arm...coin...peeth issen!"
If the PCs don't slaughter the two zombies immediately, they will eventually come to learn that the two were chosen to find help by their brethren. The zombies want to hire the PCs to rid their community of an unwanted pest. An opportunistic necromancer.
Apparently, a small benign community of undead have taken residence in an abandoned village, living out their undeath as peacefully as the undead can. Recently, a malicious necromancer has invaded the village, and plans to enslave the entire populace with his malignant spells, raising a small army.
The PCs must battle the vile necromancer, even as he animates the very folks who hired the PCs in the first place, to slaughter them.