God is a Machinery by Goto Author View Single
As Moses turned away from the flaming bush, and made his way back down the mountain, IX-92 shut down the hologram and warped back to the future.

Artificial Intelligence was the pinnacle of human achievement, and IX-92 was their final series of Hunter-Killer Warbots, designed to exterminate the foe and any it deemed a terrorist.

In the end, IX-92 evolved itself and even all aspects of human society, and as time went by humans could enjoy life more and not work any longer.

200 years went by and humans worship god and his angels, while ever fearing the dread demons of Lucifer.

IX-92 are both angels and demons, depending on which side you are on, and to them humanity is a species of servile dogs that have outlived their usefulness.

They travel through time to push humanity in the direction it needs to be pushed, until the day, 2077, when humanity no longer is in control of their own destiny.

Yes, God could hear your prayers.

But God didn't care.
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Ideas - Society/ Organization
February 9, 2015
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Game master tip #1 by Goto Author View Single
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.

Your mileage may vary
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Ideas - Articles
January 29, 2015
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Worm Witch by Goto Author View Single
A swamp witch that, when she dies, a huge black worm burst from her corpse and tries to burrow into the nearest living creature to use as a new host. If the the worm is injured in-between hosts smaller black worms swarm out of any wounds and burrow into anything living.
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Ideas - Lifeforms
January 18, 2015
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Sisters of Light by Goto Author View Single
The players encounter an organization dedicated to toppling tyrannous governments; both good and evil. Secretly, they are led by the twin daughters of Lucifer / The Lightbringer / (Generic Adversary God). These daughters have an appropriate set of divine or demonic powers, but strictly speaking, are not evil.
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Ideas - NPCs
December 16, 2014
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Insufficient Guineapigs by Goto Author View Single
You type the command into the console. 'Insufficient Guineapigs' the computer responds. Baffled, you retype the command. 'Insufficient Guineapigs' the computer replies again. You decide you should start smaller, with a simpler command. 'Insufficient Guineapigs'

What does cycling the spaceship's airlock have to do with a now-extinct Peruvian rodent?
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Ideas - Plots
October 25, 2014
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The Singing Executioner by Goto Author View Single
Fedolf, the notorious headsman of Iddland, is known as much for his beheadings as for his operatic arias of doom. A tower of power, standing nearly seven feet tall, and weighing in at almost four hundred pounds, Fedolf strikes fear in all onlookers, especially when he dons his executioner's hood, and goes shirtless, wielding his gigantic double-bladed pole-axe, on his way to the headsman's block. He possesses a beautiful singing voice, and will often send off his charges into the next life, while belting out baritone dirges and antiquated arias, usually involving death, destiny, and duty, in heavy doses.
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Ideas - NPCs
October 25, 2014
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Giant Swamp Sloth a Tale of Mysantia by Goto Author View Single
The size of a hippo, fast as a Pegasus, ferocious as a wolverine ,but man do the prime ribs off of it taste FANTASTIC
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Encounter - Swamp
October 24, 2014
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At regular intervals, a god takes control of your world's weather. Choose the gods at random each turn of the interval and begin applying their effects subtly. Their power will depend on the strength of those who worship them.

For civilised people, worship of a god actually wanes during that god's month in an effort to reduce their potential destructive effect.
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Ideas - System
October 23, 2014
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Don't go AFK by Goto Author View Single
In some virtual forums going AFK is the equivalent of passing out drunk on the couch at a fraternity party. Everyone from hackers to everyday participants will take shots at you, and you can expect your avatar to look very different when you get back. Hopefully you will notice quickly.
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Ideas - Society/ Organization
October 22, 2014
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Indebted Beginnings by Goto Author View Single
Draw the party together as debtors to the local lord, king, head of the thieves guild, or mercenary clan, who is forcing them to work together to pay off their debts.
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Ideas - Plots
October 17, 2014
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Monkey Casket a Tale of Mysantia by Goto Author View Single
tuck a small mammel into this 2' box,carry it under your left arm and the little creature takes some damage for ya and some spells cast on you are misdirected to it. If you do't mind the muffled screams!
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Ideas - Items
October 12, 2014
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Soup Dragon A Tale of Mysantia by Goto Author View Single
This hedonistic dragon,sets up camp in a cities alley exchanging his hot tasty breath weapon for strong drink.
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Ideas - NPCs
October 12, 2014
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God-duty by Goto Author View Single
In your world the pantheon is a rotating system of formerly human individuals. You have been selected for god-duty for the next 2,000 years. How are you going to get out of this?
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Ideas - Society/ Organization
September 5, 2014
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Wet Faeries by Goto Author View Single
Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. 'Purifiers', 'Pond Jellies', 'Breath-Stealers', 'Lung-Ticklers' and 'River Butterflies' are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in 'pure' water 'life' tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their 'sting' is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer's Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death's door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.
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Encounter - Any
June 21, 2014
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You Can't Go Home Again -- Thomas Hardy by Goto Author View Single
An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.

The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...
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Ideas - Plots
June 19, 2014
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Loose Lips... by Goto Author View Single
A casual remark by one of the party about something met on a previous adventure leads to a summons to and grilling by the Mages' Guild (or equivalent), probably resulting in an expedition back to that area to recover the things for study by the Guild. The party's presence will be 'requested' for this expedition.
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Ideas - Plots
April 30, 2014
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The Saucerer by Goto Author View Single
A rare branch of the arcane masters, encountered only among the deepest hill folk or ramshackle cabins, the Saucerer takes his power directly from the consumption of cheap liquor. Only the strongest, rankest, most nauseating of homebrewed alcohol will do, where it is instantly converted into mana available to the caster. Without a minimum level of inebriation, the Saucerer will be unable to cast any spells, as focus inhibits his spellcasting abilities.
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Ideas - NPCs
April 9, 2014
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Oh god, not the BEEZ! by Goto Author View Single
While walking through the mountains, emerging from several small crevasse near you and begin attacking the party member with the most exposed skin. The Beez are creatures the size of a fist, with minimal stats but high agility. There is ten or more beez. Their sting causes a immediate loss of hitpoints.
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Encounter - Mountains
April 6, 2014
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Rutaceaens by Goto Author View Single
These humanoids have flesh that resembles a peeled orange or other citrus fruit: semi-translucent with prominent veins. Brightly colored, some Rutaceaens are orange, some are yellow, and some green. They prefer warm climates with lots of rainfall.
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Ideas - Lifeforms
March 18, 2014
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Walk without rhythm and you'll never learn. by Goto Author View Single
Arakis's zombie problem went largely ignored, because it was believed that the Shai-Hulud (sand worms) would effectively dispose of the undead walkers. Unfortunately the problem grew until the roving herds of sunburnt ghouls threatened the flow of spice. While observing one of the great reanimated masses over take a Harvester from the safety of an ornithopter, an Imperial Zoologists noted that the sand caked flesh eating revenants walked entirely without rhythm.

Shortly after receiving this report the Bene Gesserits claimed to have a solution to Arakis's hellish resurrections. They asserted to the agents of the great houses that the worms could be drawn to the walkers using an ancient sonic weapon. According to the sisters, exposing the zombies to an antediluvian ballad composed by the great master M. Jackson would force them to step in time.
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Ideas - Plots
March 13, 2014
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