Filhos de Miséria

Overview

A rotina diária na Academia Hidra está prestes a ser interrompida por um evento importante: a chegada dos inspetores imperiais. Entre aulas, treinamentos e os preparativos para receber a comitiva, os cadetes têm a oportunidade de mostrar tudo o que aprenderam e dar mais um passo em direção ao futuro que o Império preparou para eles. É melhor que estejam preparados, pois inspetores imperiais nunca se atrasam. Filhos de Miséria é a nossa campanha de RPG
Daggerheart https://groupfinder.gg/library/daggerheart-2025
, inteiramente editada e sonorizada, que se passa em um cenário próprio, onde crianças nascidas em uma ilha prisão são levadas ao continente para servir ao Império que domina a região.

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Gamma World
Tabletop Roleplaying Games

Gamma World

Wizards of the Coast
Sci-fi
Rules-medium
Gamma World is a post-apocalyptic science fantasy roleplaying game created by James M. Ward and Gary Jaquet, first published by TSR in 1978. Over more than four decades the game has been rebuilt from the ground up seven times by nearly as many publishers, and the most recent overhaul came in 2010, when Wizards of the Coast released a stripped-down, card-driven edition built on a pared-back version of the Dungeons & Dragons 4th Edition engine.  Where D&D sends heroes out to save a kingdom, Gamma World drops mutant scavengers into the wreckage of a shattered Earth to fight over technology nobody left alive still understands. Description Gamma World is gonzo by design. A character isn't built so much as collided into existence: two randomly rolled Origins get mashed together into one being, however little sense the combination makes ("I'm a Radioactive Yeti," to use the game's own example). From there, characters spend the session drawing from decks of mutation and salvage cards that shift constantly - the powers a character has at the start of a fight are rarely the ones they'll have by the end of it.  Combat is lethal and character turnover is high, so the game leans into its own chaos rather than fighting it: sessions play fast, tonally silly, and are built to be picked up and put down in a single evening rather than carried across a long campaign.

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Shadowrun (2019)
Tabletop Roleplaying Games

Shadowrun (2019)

TTRPG
English
Complex
Shadowrun is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. The game has gone through multiple variations and versions, since its first release in 1989, the latest "Sixth World" game system was published in 2019, by Catalyst Game Labs. It combines genres of cyberpunk, urban fantasy, and crime, with occasional elements of conspiracy, horror, and detective fiction. The system it directly evolved from is Shadowrun 5th Edition Description Shadowrun takes place several decades in the future (2050 in the first edition, currently 2088). The end of the Mesoamerican Long Count calendar ushered in the "Sixth World" with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. System Overview & Key Features The d6 Dice Pool The core resolution engine uses a massive pool of six sided dice. To attempt a test, a player adds their relevant Attribute and Skill together, then rolls that many dice. Every 5 or 6 rolled counts as a "hit" and players need to roll a certain number of hits to succeed. The Edge System In the Sixth World edition, Edge is a fluid tactical resource. Instead of tracking dozens of tiny situational modifiers, characters earn Edge points during a fight by having a superior position, better gear, or catching the enemy off guard. These points are spent immediately for rerolls or special combat actions. The Three Worlds The game takes place across three distinct layers of reality. Physical combat happens in meatspace, hackers project their consciousness into the virtual reality of the Matrix, and mages project their spirits into the magical Astral Plane. A well balanced team must handle threats from all three directions at once. Magic and Drain Spellcasters do not use spell slots. Instead, they can cast spells as often as they like, but channeling arcane energy takes a physical toll. Every time a spell is cast, the mage must resist "Drain" which can cause severe stun or physical damage if they are not careful. Additional links shadowrunsixthworld.com - Official Shadowrun website catalystgamelabs.com - Official Catalyst Game Labs website

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Schaduw Jagers: Een Delta Green Podcast
Actual Play & Podcasts

Schaduw Jagers: Een Delta Green Podcast

Actual Play
Dutch
Delta Green
De Nederlandse Delta Green podcast. Rotterdam, 1995. Vier agenten. Eén verdwijning. ‍ Wat als een standaardzaak begint, ontvouwt zich langzaam tot iets wat niemand had voorzien… Volg onze schaduwjagers, een geheime groep gericht op het bestrijden van bovennatuurlijke incidenten, in hun zoektocht naar de waarheid… Links geenwoordenmaardraken.nl - Official website youtube.com - Youtube playlist spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed

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