Wednesday, October 16, 2019

Seven Psychic GLOG Classes

While my urban fantasy setting's magic-users can be easily created with any of the many (many, many) GLOG wizards haphazardly thrown across the internet like a ripe tomato dropped off of a skyscraper, I want to give the psychics a different mechanic.

I've looked at some other options: Lexi's Psion class is interesting (with casting focused on words, like a more codified Paladin of the Word), but too open for my more classic source material.

Monsieur's Witch has a very interesting set of 3 forms, but take forever to write - trust me, I have 3 half-finished ones sitting in drafts.

Eventually, I decided to base them off Marquis' old Dark Sun Psionicist conversion - these rules make Psychics much more stable that wizards, (generally - the Latent Psychic makes even the most volatile wizard seem as still as a stone) but they run out of power much faster. While a wizard will set someone on fire, regain some of their MD, and continue to set people on fire until the wizard explodes, a Psychic will set someone on fire, set someone else on fire, run out of PSYCHIC ENERGIES, and then go to bed.

As well as that, some of these are quite unusual - instead of the standard 4 templates, the Telepath, Telekinetic, and Electrokinetic have only 3, the Precognitive and Pyrokinetic have 2, and the Apsych has only one. A character using one of these classes is able to pick up a full set of 4 templates, but have to multiclass to do so.

Even stranger is the Latent Psychic class - these unstable psychics only have 1 template, but it does not count as one of your 4 templates. It still requires a level-up to choose, but you can have it as well as your standard templates.

Psychic Rules

Each level you take in a psychic class gives you +1 Psychic Potential. Every day, you can safely use an amount of psychic powers equal to your Psychic Potential. After this, you can start to push yourself - each time you use a psychic power, you must roll 1d6. If it is below or equal to your Psychic Potential, the power activates perfectly. If it's above your Psychic Potential, the power still activates, but your Psychic Potential is reduced by 2 until you take a long rest. If your Psychic Potential reaches 0, you cannot use psychic powers until you regain your Psychic Potential.

So, a level 1 Telekinetic can use 1 free psychic power a day. After they use that power, they use another - the power functions, but they roll a 4 on their 1d6. This means their Psychic Potential decreases to -1, so no more psychic powers for you.

Psychic Classes


Telekinetics are the most common type of induced psychic. The Aries Program assigned them into 3 types, simply named Class-1, Class-2, and Class-3.

Template A: Class-1 Telekinetic
A Class-1 Telekinetic has 3 abilities to draw on:

1. Lesser Manipulation - Move a 5-pound object at 2 miles per hour.

2. Project Barrier - A 20 x 5 foot transparent barrier can be projected at any point within 50 feet of the Telekinetic. This barrier blocks people and bullets, but will be smashed by rockets or cars.

3. Charge Orb - The telekinetic releases a sphere of compressed telekinetic energy, firing it at a target. Roll to-hit - on hit, you deal 1d4 damage and the target is thrown 50 feet backwards.

Template B: Class-2 Telekinetic
A Class-2 Telekinetic has all the abilities of a Class-1 Telekinetic, as well as three of their own:

1. Telekinetic Redirect - The next ranged attack that misses you is redirected at the person who attacked, dealing full damage.

2. Manipulation - Move a 50-pound object at 2 miles per hour, or a 5-pound object at 50 miles per hour.

3. Hold Still - A single target is prevented from moving for 1d6 turns.

Template C: Class-3 Telekinetic
A Class-3 Telekinetic has all the abilities of a Class-2 Telekinetic, as well as three of their own:

1. Greater Manipulation - Move a car-sized object at 50 miles per hour.

2. Mass Manipulation - Move 10 5-pound objects at 50 miles per hour.

3. Shatter - Torrents of telekinetic energy cause a human-sized object to explode - living creatures get a CON save to resist.


Electrokinetics are a particularly feared type of psychic - while they are not as purely destructive as Pyrokinetics, they are excellent at controlling areas, inflicting targets with debilitating powers, and destroying electronic equipment.

Like other psychics, the Aries Program splits Electrokinetics into three types - Transistor-class Electrokinetics are the weakest, followed by Conductor-class and Circuit-class. Circuit-class Electrokinetics are strong enough to take full control of a facility's worth of equipment, and are thus generally either held in special Faraday cage cells or injected with Compound F1b.

Template A: Transistor-class Electrokinesis, +1 Psychic Potential
A Transistor-class Electrokinetic has 3 abilities to draw on:

1. Flashbulb - All targets in a 30 foot cone in front of the Electrokinetic must make a CON save or be blinded.

2. EMP - One piece of electronic machinery within 40 feet of the Electrokinetic fails.

3. Devour - Everyone within 50 feet of the Electrokinetic takes a -1 penalty to all rolls for 1d4 turns as the Electrokinetic draws in the energy around them. For the next hour, the Electrokinetic's Psychic Potential is increased by one. This bonus can stack up to a Psychic Potential increase of 3.

Template B: Conductor-class Electrokinesis, +1 Psychic Potential
A Conductor-class Electrokinetic has all the abilities of a Transistor-class Electrokinetic, as well as three of their own:

1. Electrify - A metal object the Electrokinetic is touching becomes dangerously charged, dealing 1d6 damage to everyone in contact with it. This will also overload electrical objects, shutting them down.

2. Ball Lightning - The Electrokinetic manifests a ball of lightning at a point within 100 feet of them. The ball remains for 1d8 rounds. Everyone within 30 feet of the ball takes 1d4 damage on the end of their turn and as soon as they enter the radius.

3. Shock - A target up to 50 feet away from the Electrokinetic must make a CON save or be stunned completely, losing their next turn.

Template C: Circuit-class Electrokinesis, +1 Psychic Potential
A Circuit-class Electrokinetic has all the abilities of the earlier 2 templates, as well as three more:

1. Smite - A bolt of lightning strikes at a point within 100 feet of the Electrokinetic, dealing 1d10 damage to everyone within 30 feet of the blast.

2. Overload - The Electrokinetic must touch the target to use this ability. The target must make a CON save or fall unconscious for 1d10 hours.

3. Possession - The Electrokinetic takes control of electronics in a 100 foot radius around them.


Pyrokinetics are violent, uncontrolled psychics, physically burning from a barely-contained fire. Commonly assigned to OSIRIS kill teams, Pyrokinetics have the strongest sheer destructive force of any psychic. Like other psychics, the Aries Program divides them into multiple types: the Iuski-class and Amida-class.

Despite their destructive capacity, Pyrokinetics must be careful - their attacks have wide radiuses and high damage, and they are not immune to their own abilities.

Template A: Isuki-class Pyrokinesis, +1 Psychic Potential

An Isuki-class Pyrokinetic has 3 abilities to draw on:

1. Ignition - Set a human-sized target on fire (counts as campfire), dealing damage based on the fire's size each turn until the fire is removed.

2. Intensify/Reduce - Enlarge or reduce a fire one stage (embers [0 damage] / candle [1 damage] / campfire [1d4 damage] / house fire [1d6 damage] / wildfire [1d8 damage]).

3. Pyromobility - Move a preexisting fire 40 feet at a time. The fire must be smaller than a house fire.

Template B: Amida-class Pyrokinesis, +1 Psychic Potential

An Amida-class Pyrokinetic has all the abilities of an Isuki-class Pyrokinetic, as well as three of their own:

1. Detonate - A fire explodes, causing 3dX (where X is the damage dice of the fire's size) damage to everyone in 30 x X foot radius, and going out completely.

2. Crucible - Focus a wildfire-stage flame into a single point of plasma, burning through stone, glass, and metal with ease. Touching the Crucible point deals 3d10 damage.

3. Spread - Split a house fire or wildfire into campfires - 2 from a house fire, and 4 from a wildfire. These fires can be placed anywhere within 40 feet of the fire that was split, including on targets (as Ignition).


Telepaths are the most subtle of the psychics - instead of violent physical effects, they cause more hidden psychological changes. OSIRIS telepaths are rarely brought into combat, instead being used for interrogation and assassination.

Template A: Twitch-class Telepathy, +1 Psychic Potential
Twitch-class Telepaths are the weakest of the 3 variations. They have 3 abilities to draw on:

1. Surface Reading - At a distance of 30 feet, gauge the emotions of a single target. If a target is thinking one large dominant thought, you can see that as well.

2. Deep Reading - Fully read the mind of a single target. This requires you to stay in direct contact with them for 10 minutes, during which you cannot move or act.

3. Impart Fear - A single target is overcome with terror.

Template B: Pendulum-class Telepathy, +1 Psychic Potential
Pendulum-class Telepaths have more direct control over their targets. As well as the 3 abilities of the Twitch-class Telepath, they have 3 of their own:

1. Force Their Hand - Roll a CHA check. On a success, the target takes a single action (such as shooting the person next to them) under your control. This action cannot directly injure the person being controlled.

2. Impart Emotion - Roll a CHA check. On a success, a single target is overcome with an emotion of your choice.

3. Mass Surface Reading - As Surface Reading, but on everyone within 50 feet of you.

Template C: Puppet-class Telepathy, +1 Psychic Potential
Puppet-class Telepaths are the most destructive class of telepath, and are generally sent on assassination or manipulation missions by OSIRIS. They have all the abilities of a Pendulum-class Telepath, as well as three of their own.

1. Mass Force Their Hand - As Force Their Hand, but affects [CHA check total] people within 100 feet of you.

2. Blank - Erase a single target's memories.

3. Override - Roll a CHA check. On a success, the target is completely taken over for 1d4x5 minutes. Their consciousness has no control over any of their actions.


Precognitives leverage their psychic ability to see possible futures. They are the rarest type of induced psychic, but are very valuable to OSIRIS. The Aries Program divides them into 2 types - Close-Order Precognitives, who can see around 30 seconds forward, focused on themselves, and Long-Order Precognitives, who can see up to a single day forward, focused on anyone they know.

Template A: Close-Order Precognition, +1 Psychic Potential
When you trigger your precognition, roll a Wisdom check. If you succeed, ask the GM a simple question about your near future: "What happens if I open the door", for example. They must answer truthfully. If you fail your Wisdom check, your readings are surreal, distorted, and useless.

Template B: Long-Order Precognition, +1 Psychic Potential
When you trigger your precognition, roll a Wisdom check. If you succeed, ask the GM a simple question about the future of anyone you know: "Will Davis make it to the hospital safely", for example. They must answer truthfully. If you fail your Wisdom check, your readings are surreal, distorted, and useless.

You may trigger Close-Order Precognition successfully without a Wisdom check.


Apsychs were discovered by the Aries Program during tests with a previous induction fluid - Compound F1b. Unlike the later G5e, F1b caused the subject to become emotionless and cold. No other effects were found until G5e tests caused successful induction of psychic powers. 

Psychics in proximity to F1b subjects have their powers suppressed, making it more difficult to release them. After this discovery, Apsychs were designated by the Aries Program and kept in case any psychics escaped their facilities. 

Eventually, F1b started to be used in Chemical Suppression - troublesome psychics would be injected with F1b to remove their psychic abilities.

Template A: Suppression
Every Psychic within 30 feet of you must roll under their Psychic Potential - 2 to use any psychic abilities, even if they have free uses left. As an action, you can focus this effect - all other psychics have their powers freed, but one target within 30 feet has their psychic abilities completely negated until this power is refocused or the Apsych is knocked unconscious.

If a character with any Psychic Potential becomes an Apsych, this Psychic Potential is completely erased, and they are no longer able to use any psychic abilities.

Latent Psychic

Latent Psychics have had their abilities awakened, but only partially. They have little to no conscious control over these psychic events. Taking Template 0 in the Latent Psychic class does not count for one of your 4 class templates. It does not give you any HP bonuses.

Template 0: Psychic Instability
Once per day, the Latent Psychic can release their stored energy, and roll 2d10 on the Psychic Events table below. You can move the result 1 space up or down the table - so if you roll a 12, you could choose 11, 12, or 13.

Psychic Events
  1. N/A
  2. Uncontrolled Release - a random fragile object within 50 feet of the Latent Psychic explodes. 
  3. Telepathic Impact - a random person within 50 feet of the Latent Psychic takes 1 damage as the Latent Psychic's emotions impact theirs.
  4. Controlled Release - a fragile object of the Latent Psychic's choosing explodes.
  5. Mass Release - every fragile object within 50 feet of the Latent Psychic explodes.
  6. Shockwave - Everything within 60 feet of the Latent Psychic is thrown backwards. Walls bend, wood shatters.
  7. Blinding - Everyone within 50 feet of the Latent Psychic is struck blind.
  8. Controlled Impact - a person within 50 feet of the Latent Psychic takes 1d4 damage as they are hit with telekinetic waves.
  9. Uncontrolled Throw - A random object the size of a person or smaller is thrown violently by telekinetic energy.
  10. Manifestation - A horrific abomination (stats as Ogre) of psionic energy is born of the Latent Psychic's roiling internal forces. It has no affiliation, and will frantically destroy everything it sees.
  11. Controlled Throw - a random object the size of a person or smaller of the Latent Psychic's choice is thrown violently by telekinetic energy.
  12. Ignite - A random person within 100 feet of the Latent Psychic catches on fire (counts as campfire)
  13. Telekinetic Collapse - A random object the size of a house or smaller within 100 feet of the Latent Psychic folds in on itself and collapses.
  14. Replica - A copy of the Latent Psychic comprised of psychic energies (stats as Ghost + 1/day Latent Psychic release) manifests.
  15. Targeted Combustion - A person of the Latent Psychic's choice catches on fire (counts as campfire)
  16. Telepathic Takeover - A random person within 50 feet of the Latent Psychic must make a WIS save. If they fail, their mind is taken over by the Latent Psychic for 1d6x5 minutes.
  17. Detonate - A person of the Latent Psychic's choice must make an INT save. If they fail, their head explodes. 
  18. Firestorm - Everything within 500 feet of the Latent Psychic ignites violently (counts as wildfire)
  19. Superconductor - Everyone within 50 feet of the Latent Psychic, as well as the Latent Psychic, are struck by lightning, taking 1d10 damage.
  20. Apocalypse - Trees and houses within 1 mile of the Latent Psychic are thrown like leaves in the wind. People simply collapse under the sheer telekinetic pressure. The Latent Psychic dies in the cataclysm. Any result 20 or above results in Apocalypse.

Saturday, October 12, 2019

help i accidentally made an urban fantasy setting

Despite all the words I've thrown around about them, none of my settings have actually seen play yet. The group I run games for has an... incompatible tone for something like Sunless Horizon. Instead, we've been doing some urban fantasy stuff in a vague setting mashed together from Delta Green, Second Sight, Control, and any other psychics/cthulhu/whatever vs. the United States Government sort of thing I can find.

We've been using this setting for a few months, and it looks like we'll be using it for a while longer. It's really sketched-in, along with mostly being stolen, but it makes a good example of how little setting you really need to run a game.

Delta Green

Delta Green is a non-governmental organization focused on containment and control of supernatural entities and objects. They are organized in a cell system, with each cell made up of 3-6 agents. These cells are largely autonomous, only communicating with each other to deliver mission assignments.

Much of their funding comes from private research institutions hoping to get access to Delta Green's recovered objects. However, a lot of it comes from an unknown entity only known as друг.

OSIRIS (Official Scientific Institute for Research Into the Supernatural)

OSIRIS is a government organization created in 1962 after reports of unnatural events in Vietnam were finally confirmed. Currently, OSIRIS's largest project is the Aries Program, focused on inducing psychic powers in baseline humans.

The Aries Program revolves around Compound G5e, a volatile liquid that cannot be found on Earth. It can only be found in...

The Gardens of Ynn

Ynn is basically unchanged from how it is as written. The only differences are that OSIRIS is intruding into the Gardens to mine G5e, and that the Sidhe are moving outward into the world, hoping to reclaim it.

Magic is created by putting an area in connection with Ynn and its strange metaphysics, allowing unnatural events to happen.

друг (Friend)

друг is a complete unknown - they send messages, assignments, and information to both Delta Green and OSIRIS, with knowledge that seems impossible for anyone to have. These messages often bring DG and OSIRIS into conflict (such as друг sending both of them a message about an artifact at the same time).

Monday, September 23, 2019

The Sustainers (Sunless Horizon)

Close Your Eyes Forever

The Sustainers have been sleeping since before the Retreat. To avoid the dangers of Ein Soph, they took control of the wide-spread cryopod facilities, and froze themselves, leaving only a few of their number behind.

However, some Sustainers were left awake, and now labor to keep the cryopods running and the sleepers alive. While the sleepers do not eat or breathe, their pods are always on the brink of failure.

The Castes

With so few Sustainers still awake, they needed to cut away the least useful parts of their society. Now, all that matters are the castes and the sleepers. 

The Four Castes
  • Shamans lead the group by divining the wills of the sleepers - every vital sign has a meaning. There must always be at least 2 shamans awake. They always vote unanimously.
  • Farmers ensure there is enough food to keep the awakened Sustainers alive.
  • Scavengers go out into Ein Soph to retrieve important materials (such as the complex chemicals the cryopods run on) and trade with other groups.
  • Artisans keep the cryopods running, making constant repairs to make sure no parts of them fail.
If a Sustainer dies or chooses to go to sleep, another Sustainer of the same caste is pulled out of cryosleep to replace them. This newly awakened Sustainer is treated as the same person as the last one - they take their name, family, and emotions.

Broken Eggs 

In times of famine, Sustainers will break open cryopods and consume the occupants - the survival of the cell is far more important than the survival of the individual.

If a Sustainer cryopod bay becomes uninhabitable, the entire cell will be awakened, and begin to search for a new home. These wanderings are one of the only times an entire cell will be together - it serves as an almost holy time to change caste-personalities and reset social norms.

Outside Relations

Sustainer scavengers are careful not to draw attention to their cell, often lying about their origin or the location of the cell. Because of how few Sustainers are awake at a time, scavengers are usually much more sociable and polite than Navigator House Jackals - they have no overwhelming force behind them.

If a cell is found or threatened, more sleepers will be awoken. While this costs the cell greatly, hugely depleting their food supply, the sudden counterattack and unforeseen size of the cell helps Sustainers make up for their low technology.

Friday, August 30, 2019

10 Questions for Your SF Game (With Answers for Artificial Sky)

Everyone's seen Jeff Rients' 20 questions for a campaign. To be honest, I don't know if I need to link them in the first place. However, those questions were very, very focused on fantasy campaigns in particular, while I (and many more recent RPG blog-write-people) are more focused on sci-fi and cyberpunk stuff.

And a post of only questions is pretty boring, so I decided to expand on Artificial Sky using them.


1. What do the PCs do?
The PCs work to prevent the corporations from growing too large and taking control. For all intents and purposes, they're violent terrorists.

2. What's the setting's scale?
Artificial Sky is mostly set on Earth, although some corporations have created orbital or lunar facilities.

3. What level of technology will the PCs generally have?
Chemical-propelled firearms (as opposed to railguns), AR/VR equipment, combat drones, cybernetic augmentation, and automated hacking software.

4. What's the highest level of technology?
Yosef Industrial Augmentation recently released nanotech augmentations, while the U.S. military continues to make strides in man-portable energy weapons and railgun platforms.

5. Are there any psychic abilities, superpowers, etc?

6. How do I improve my character?
Through augmentations.

7. What's the most important faction in the area?
For now, the U.S. government. While the corporations are rising fast, they're still under control.

8. Where can I get normal equipment?
Vending machines are spread through the cities, automatically connecting to a Neuroprocessor augmentation to track purchases (who bought what, when, and from what machine). Even guns and ammunition can be purchased through a vendor without even needing to touch the machine.

9. Where can I get strange or illegal equipment?
Some groups have hacked and restocked vendors, creating their own network of black market machines. Just be careful of honeypots; hacked vendors with a Neuroprocessor tracker left in, reporting directly to the corporation who owns it.

10. How do I heal myself?
Along with more conventional first-aid kits and stimulants, Yosef Industrial Augmentation has repurposed their nanoaugmentation tech into medicine - crack open the round glass container and the nanobots swarm out, repairing injuries.

There's still nothing as good as going to a hospital, but they keep track of everyone who goes in or out.

Sunday, August 11, 2019

Cyberpunk Tables 2: Cosmetic Modifications

Otherwise, it's just Cyber.
Cosmetic Modifications
1. All of the character's augmented limbs have been skeletonized, keeping only the bare minimum of components the augment requires.
2. Transparent skin replacements in intricate, curving designs loop across the character's entire body.
3. The character replaced their hair with thin, color-changing wires extending from the top of their head.
4. A nonfunctional, creepily biological third eye has been placed in the character's forehead.
5. Two long, angular metal horns emerge from the front and back of the character's head.
6. The character's otherwise standard leg replacements both bend backwards at the knees.
7. A wide space on the character's torso has been replaced with an advertisement.
8. The character's joints are covered in deep circular scars from the installation of an old I-Pattern exoskeleton, which has since been removed.
9. On the character's back is a ring of damaged robotic arms, constantly shifting through a set of complex poses.
10. The character's veins and arteries have been replaced with a web of plastic tubes above their skin.
11. The character's face is covered in a glass mask displaying a looping video of the night sky.
12. Some parts of the character's skin are dry and mummified, kept under a translucent blue plastic covering.  

Friday, August 2, 2019

GLOG Class: Nanoweapon Poisoned

A recent challenge being pinged across the GLOG-y types over on the OSR discord is the Curse Class, where some outside event (a bite from a vampire, a message from a god) happens to you, and starts changing you. Let's do that, I suppose.

For years, Yosef Industrial Augmentation has sold nanoaugs - instead of a dangerous, time-consuming surgery, they use a set of nanites that enter the user and construct the augment out of supplied materials and pieces of the body.

Recently, they've turned these into weapons; canisters of nanites are fired from mortars into crowds, and released, deconstructing enemy forces and rebuilding them as mindless machines.

However, the weapon isn't perfect - sometimes, people exposed to the swarm have their mind left intact and in control. 

You gain the first template in the Nanoweapon Poisoned class upon contact with hostile nanoweapons. Once you have one template in this class, you must gain another template in this class whenever you level up. If you have 4 class templates already, Nanoweapon Poisoned templates begin to replace your other templates.

To remove Nanoweapon Poisoned class templates, you must destroy the nanites with EMP weapons - however, this will leave you without the parts of your body they have replaced. This is not lethal until class template D - if you remove the nanites before that, you can be saved by future medicine.

A: Zero Hour
B: Nanoaug Armature
C: Swarmform Process
D: Dissolution

A: Zero Hour
The nanites have begun to consume your respiratory system. Your maximum HP is decreased by 1 (if this would kill you, it instead leaves you at 1 maximum HP), and your movement speed is halved. Once per day, you can cough up a stream of nanites, dealing 1 damage to you and 1d4 to everyone in 40' of you as the nanites attack them. The nanite torrent can also consume one object the size of a small dog.

B: Nanoaug Armature
The nanites spread, beginning to consume your skin. You lose all bonuses from armor as it is stripped from you, and your maximum HP is decreased by 1 (if this would kill you, it instead leaves you at 1 maximum HP).

Whenever you are hit with a ranged attack, the nanites extend a tendril to lash at the attacker, dealing 1d6 damage. When you are hit with a melee attack, the nanites swarm the attacker, dealing 1d8 damage and consuming their weapon.

C: Swarmform Process
The nanites have consumed your musculature. You are a mess of organs and bones held together by the nanites alone. Your maximum HP is reduced by 1d4 (if this would kill you, it instead leaves you at 1 maximum HP).

With the extra material, the nanites are able to project copies of you. You can release 2 copies a day. They have 10 in each stat and 4 HP. They can attack with hair-thin tendrils of nanites, dealing 1d4 damage.

D: Dissolution
The nanites have consumed everything, leaving you a cloud of disassociated neurons in the center of the swarm. You can fit through any space, and release a canister of nanites, dealing 1d10 damage at a range of 50'. In one turn you can consume a car-sized volume of inorganic material.

Bullets and other physical attacks no longer harm you, but you take double damage from extreme temperatures and electricity.

Friday, July 26, 2019

Cyberpunk Vent Obstacles

This post is from back in January, when I made Artifcial Sky. I'd like to make a few posts of little cyberpunk resources like this.
Get crawling.

Given how much time cyberpunk protagonists spend in vents, why not start with that. Roll 1d4 for civilian buildings, 1d6 for defended structures, and 1d8 for those run by the truly paranoid.

1. A fan spins. Dex check to disable, Str to dismantle (loud). Take 1d2 damage on a failure, and make noise.
2. A grate blocks your path. Str+3 to dismantle (loud). Held in by screws.
3. The vent emerges from a wall into a room. Dex+3 to move through quietly, Wis to hear outside. Staying still is silent.
4. A small maintenance robot is looking around the vent for damage.
5. A tripwire is stretched across the center of the vent. If it's set off, it activates an alarm.
6. The vent transitions into small pipes you can't fit through.
7. The vent turns right - on the other side is an active gun turret (1d8 HP, 13 AC, ATK 1d6 ranged)
8. You emerge into a small, cramped room with a wall of monitors: some executive's secret hiding spot. A small safe holds food, money, and a handgun.

Sunless Horizon

Sunless Horizon is the most self-indulgent setting I'll ever make, taking inspiration from Veins of the Earth , Axis Mundi , HMS Apolly...