Ratskins – Unlike so many, the Ratskins have adapted to the ecosystem of the Underhive and thrived. Viewed as primitive to nearly everyone, they are however valued as scouts and guides against the harsh environments. Motivations [The Proving] Ratskins as a whole have adapted to life within the Underhive. The only need to form gangsContinue reading “Only War: Necromunda Outlanders [Ratskins]”
Redemptionists – This is a religious offshoot of Cawdor that has seen the word spread far beyond the Hive World of Necromunda. Fanatical and zealous don’t begin to describe them. Nearly everything is heretical or sinful in their order, and heresy can only be cleansed in fire or blood! Motivations The cult of the redemptionContinue reading “Only War: Necromunda Outlanders [Redemptionists]”
Flashlights and Guff… a rpg conversion of Lasers and Feelings where hourly security meets ADVENTURE!
Overview Pit Slaves – These are the poor souls who escaped a lifetime in the pits doing hard labor or fighting as gladiators. Each member is fitted with cybernetic attachments to allow of various tasks. Unlike many gangs, they are always on the run so they cannot be sent back to the pits. Motivation [Escape/Survival]Continue reading “Only War: Necromunda Outlanders [Pit Slaves]”
Overview The Underhive is a dangerous place, and it doesn’t help that the environment is made up of the industrial runoff from the countless factories above. It is no small surprise that over thousands of years exposure to said toxins have created many a mutant. Necromunda is home to a plethora of mutants, some ofContinue reading “Only War: Necromunda Outlanders [Scavvies]”
A special thanks to everyone who enjoyed part one! Because of your interest, I have decided to delve deeper into Necromunda lore and add some creation mechanics for the Outlander gangs. This will include both the Outlanders from the original game as well as later editions and expansions. Stay tuned for additional rules variants andContinue reading “Only War: Necromunda Part II [Outlanders]”
Overview of the editions of shadowrun
This short campaign is meant for the Call of Cuthulu system, although can be modified to fit any modern setting game with supernatural elements. It is designed for a maximum of four players.
review of Chaosium’s 7th Sea
Thoughts on the Jeremiah Roleplaying Game.