#RPG – A Month of Monsters – Dominar’s Gaze

image (12)You can buy this piece of stock art, for as little as $1 this month as part of a promotion. We have a promotion running all month, 31 pieces of monstrous stock art, one a day until all are at on sale culminating on the 31st for Halloween.

This piece depicts a deformed woman, covered in a mass of eyes.

Some spies do their deeds in the shadows, hidden completely from sight. Disguises of all kinds, magical and mundane, let them do their work. Others ‘hide’ in plain sight, relying on people’s horror, disgust, and even compassion to complete their work – some without even knowing that is what they are doing. Dark magic can twist people into grotesque puppets, and certain inheritors of the magic of the Tyrant Orb delight in making ‘improvements’ to their victims.

To read the rest of this entry, with statistics for 5e D&D, please subscribe to me on Patreon for as little as $1 a month.

#RPG – Tales of Gor Caste Shirts, and B&D back in Stock!

frontGood news everyone! Not only have Teespring allowed the B&D t-shirt back, with a couple more adjustments, but we now also have caste shirts for players of Tales of Gor!

You can find these lovely vestments at our Teespring store and can hide your shame. They absolutely should not be torn, cut or otherwise altered to resemble slave rags or a ta-teera. Especially not the red one.

Head on over and pick yourself out something nice.


560 (1)PS. If you’re a slightly attractive human being (or close approximation thereof) and would like a couple of free shirts and a small amount of money for modelling some of these, let me know.

#Starfinder – Starfinder Month: The End


Well that about wraps that up! I hope you’ve enjoyed Starfinder Month here on the blog. If you think you might be interested in seeing me give Starfinder a more full re-working for Machinations of the Space Princess, let me know. Also let me know what other RPGs you think might be worth giving some love to another month!



#Starfinder – Starfinder Month: Psibernetics


Art by Maciej Kuciara

Psibernetic prosthesis use synthetic synapses and hardware to convert energy into raw magic and then to channel it through a number of pre-loaded chips to produce magical effects. There is no truth to the persistent rumours that this technology depends on harvesting nervous tissue from magic-capable androids.

Fitting a psibernetic prosthesis uses your Brain and Spinal Column systems and is made up of two parts.

Part One: The Psibernetic Processor (Brain)

  • Apprentice Processor: Level 2, Price 1000, Caster Level 2, Spell Slots 3, Maximum Spell Level 1.
  • Adept Processor: Level 5, Price 3000, Caster Level 5, Spell Slots 4, Maximum Spell Level 2.
  • Master Processor: Level 8, Price 10000, Caster Level 8, Spell Slots 5, Maximum Spell Level 3.

Part Two: The Psibernetic Converter (Spinal column)

  • Imp Converter: Level 2, Price 2000, Power Capacity 20.
  • Demon Converter: Level 5, Price 6000, Power Capacity 40.
  • Prince Converter: Level 8, Price 20000, Power Capacity 80.

Spell Chips

Cost and power-drain by Spell Level per Spell Chip (swapping chips in and out takes ten minutes per chip)

  • 0 – 10, 5 power.
  • 1 – 100, 10 power.
  • 2 – 4000, 20 power.
  • 3 – 90000, 30 power.

Spell Chip List

0: Dancing Lights, Daze, Detect Magic, Energy Ray, Telepathic Message, Transfer Charge.

1: Comprehend Languages, Detect Radiation, Detect Tech, Flight, Identify, Jolting Surge, Keen Senses, Magic Missile, Overheat, Supercharge Weapon.

2: Caustic Conversion, Darkvision, Daze Monster, Fight, Fog Cloud, Knock, Logic Bomb, Microbot Assault, Recharge (yes, really).

3: Arcane Sight, Arcing Surge, Discharge, Dispel Magic, Entropic Grasp, Explosive Blast, Fight, Haste (self), Instant Virus, Irradiate, Probability Prediction, Resistant Armour (Lesser), Slow, Tongues.

#Starfinder: Starfinder Month: Integrated Systems Environment Armour


Art by Andrew Arzia

Integrated systems are an armament company based on the frozen moon of Gelida. Colonists there have had to deal with some of the harshest environments in the cosmos, but settled there to explore and to identify the life that exists beneath the icy crust. With every join and module a potential weakness, their environment suits are designed as a single whole with full integrated systems – efficient, but unable to be modified further.

ISEA Squad: Level 12, Cost 35000, EAC +17, KAC +13, Max Dex Bonus +7, Armour Check Penalty -, Speed Adjustment -, Upgrade Slots 0, Bulk L, Comes fitted with Gray Force Field, Mk 2 Thermal Capacitor, Radiation Buffer and Tensile Reinforcement.

ISEA Elite: Level 15, Cost 250000, EAC +20, KAC +16, Max Dex Bonus +8, Armour Check Penalty -, Speed Adjustment -, Upgrade Slots 0, Bulk L, Comes fitted with Green Force Field, Mk 2 Thermal Capacitor, Radiation Buffer & Tensile Reinforcement.

ISEA Specialist: Level 20, Price 2050000, EAC +24, KAC +20, Max Dex Bonus +9, Armour Check Penalty -, Speed Adjustment -, Upgrade Slots 0, Bulk L, Comes fitted with Prismatic Force Field, Mk 3 Thermal Capacitor, Radiation Buffer, Tensile Reinforcement, Backup Generator and Close Combat Computer (Ignore penalties to close combat attacks).

Prismatic Force Field 2 (2), Mk 3 Thermal Capacitor 1 (3), Radiation Buffer 1 (4), Tensile Reinforcement 1 (5), Backup Generator 1 (6), Close Combat Computer 1 (7)

IS Combat Picks

Primarily meant as an aid to climbing and capable of penetrating even Gelida’s super-dense ice, the IS Combat Picks have also become a weapon of choice for some special forces operatives and bounty hunters.

IS Combat Picks, Level 6, Cost 5000, Damage 1d4 P, Bulk L, Special: Analog, Penetrating, Bonus to climbing of +2/+3 (single/pair).

#RPG The Cave of Gold Released!

CaveOfGoldFrontThumbIn this adventure for the Tales of Gor roleplaying game, the characters are charged with investigating peculiar tales of a golden cave on the fringes of the Northern Forest.

Jailbreaks, bandits, panther girls and strange monsters all stand in their way, before they finally uncover a plot that has been unfurling for almost fifty years.

This book also contains Games Master tips for portraying alien mindsets and using smell in your games, especially with reference to the Priest Kings.

PDF Download

Print on Demand

gor_slavegirl_alphaFor the next couple of days you can use the check-out code FIFTEEN to get a discount on the PoD.

Gor Tshirts are coming!

#Starfinder – Starfinder Month: Path of the Necrotech


Art by B S

A very rough first pass of some ideas.

A Necrotech is a specialised version of the technomancer whose remit is ‘dead’ machines. Artificial intelligences and androids have a soul of the more conventional kind, but the necrotech has extended from this – through study – into the ‘machine spirits’ of lesser computers and machinery. They can recover lost data, bring broken machines back to life and weave fragments of corrupted programs into new applications.

You cast spells from the necrotech spell list, as a technomancer.

Magic Hacks
2nd Level: Weaponised Bug (Su): In place of Empowered Weapon you turn your weapon incorporial and can strike at incorporeal or undead enemies with a bonus to attack equal to the spell slot you use to enhance your weapon, in addition the weapon does 2d6 extra damage and can strike incorporeal targets.

5th Level: Necrobattery (Su): In place of Charging Jolt (Su) as a move action you can drain the life or electrical energy from a target to which you struck the death blow in the previous turn. You can recharge a weapon with a number of charges (or ammunition) from this occult energy, equal to the CR of the slain creature (minimum 1).

8th Level: Glitch (Su): In place of Mental Mark you can glitch an enemy who fails a Will save against one of your spells. They take a -2 penalty to attack and skill rolls for one round

14th Level: Dead Circuits (Su): In place of Spell Library you can carry around a severed robot head or motherboard and draw knowledge directly from its circuits. This provides you with a single skill, proficiency, special ability or feat from the creature you slew and decapitated (or removed the motherboard from).

Necrotech Spell List

0 Level
Dancing Lights
Detect Affliction
Detect Magic
*Scattershot: You can hurl a handful of scrap at an enemy doing damage as per Energy Ray, but as slashing, piercing or bludgeoning damage – your choice.
Ghost Sound
*Break: Touch an object or construct to do 1d4 hit points to it – this can be done in addition to melee attacks.
Psychokinetic Hand
*Drive Dump: This works as per Grave Words, but for broken computers, robots, machines (and androids).
Token Spell
Death Charge: By touching a destroyed entity or machine you can transfer one charge of latent energy from it into something else that you have that requires charges.

1st Level
Comprehend Languages
*Detect Data: As Detect Radiation, but it detects programs and data-caches, even if not currently operational, within 120 ft. You can even read this information – provided its not protected or locked down.
Detect Tech.
Hold Portal
Holographic Image
Jolting Surge
*Charm Construct: Make one (technological) construct creature believe that it is your ally.
*Command Machine: One robotic or technological device or creature obeys your command for 1 round.
*Confuse Construct: One robotic or technological device or enemy is confused for one round.
Magic Missile
Supercharge Weapon
Unseen Servant

3rd Level
Arcane Sight
Arcing Surge
Bestow Curse
Dispel Magic
Entropic Grasp
Explosive Blast
Handy Junkbot
Healing Junkbot
Holographic Image
Instant Virus
Hologram Memory
Lesser Resistant Armour

4th Level
Rise of the Machines: Create controlled undead creatures out of target broken robots, as per animate dead.
Death Ward
Corrosive Haze
Destruction Protocol
Holographic Image
Hold Construct: As hold monster, but for technological construsts, overcoming immunities to paralysis.
Overload Systems
Planar Binding
Mind Probe
Resilient Sphere
Resistant Armour
Rewire Flesh
Soothing Protocol
Tech Havoc: Do 12d8+Int hit points to a technological construct or machine.

5th Level
Break Enchantment
Contact Other Plane
Control Machines
Creation: Metal, ceramic or plastic only.
Greater Dispel Magic
Heat Leech
Holographic Image
Holographic Terrain
Greater Command: Robots, machines or computers only.
Planar Binding
Private Sanctum
Rewrite Memory: As modify memory but for computers, machines and robots.
Rapid Breakdown: Construct or weapon loses 2d8 hit points per round for 1 minute.
Resistant Aegis
Synapse Overload
Raise Machine: Restore to full function a machine, robot or android that ‘died’ no more than 1 day per level ago.
Unwilling Guardian: Technological constructs and robots only.
Wall of Force

6th Level
Battle Junkbot
Chain Surge
*Flesh to Machine: Transmute a living creature into a robot
Control Machine: Technological constructs follow your commands and don’t attack you (as per control undead)
Greater Discharge
Ethereal Jaunt
Holographic Image
*Psychic Technician: Cure all statistical damage and afflictions from a machine or robot.
*Incorporate: This slot is permanently used up, fusing a single weapon up to longarm size within your body. This weapon is now biotechnological and can be recharged or reloaded with eight hours of rest or the sacrifice of one hit point per charge/shot.
Planar Barrier
Planar Binding
Plane Shift
Greater Resistant Armour
Mass Rewire Flesh
Shadow Walk
Wreck Fleet: As per shadowy fleet, but made up of very real space junk
Sympathetic Vibration
*Blow Circuits: Instantly kill or massively damage one machine or technological construct per caster level, depending on target’s CR.
True Seeing
*Rust Plague: School Necromancy, Targets one technological construct or device, Duration instantaneous, Saving Throw Fortitude negates, harmless. Spell Resistance yes, harmless. See below. The Rust Plague can be spread, the save at -4 from the DC of your casting.
Wall of Steel

Rust Plague Disease Track
Disease (Contact), Save: By spell DC/spell DC -4, Track: Special, Frequency: 1/minute, Cure: 2 consecutive saves.

Despite the name, this magical, corroding plague can affect technological devices and synthetic constructs no matter what they are made of.

Intact – Spotty – Corroded – Malfunctioning – Breaking Down – Crumbling – Offline – Destroyed

  • Intact: The machine is a carrier, but despite slight tarnish is unaffected.
  • Spotty: The machine takes 1d6 damage and suffers a -2 penalty to KAC.
  • Corroded: The machine takes 2d8 damage and suffers a -2 penalty to all rolls.
  • Malfunctioning: The machine takes 4d10 damage and must succeed on a Will or Fortitude save DC 20 in order to act.
  • Breaking Down: The machine takes 6d10 damage and can only take one action per turn, if they make their save as above.
  • Crumbling: The machine takes 8d10 damage.
  • Offline: The machine shuts down completely.
  • Destroyed: The machine turns into ash and dust.