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A lone light is on over the table. The players are getting their drinks, snacks, and dice ready as the GM rifles through her notes once more. Last week's map has been rolled out. Michael grabs his phone to look at the picture he took and the end of the last session so you can all get your miniatures in the right spot. Except this time is different. This time you have a new miniature, one that actually represents your character's race. As your compatriots drag out their pre-colored, plastic humans and elves you smile. Pulling out the half-orc you've been using to represent your Netherstorm character, you flick it across the room. In the same fluid motion, you set your new miniature down on the table. A four-armed, metal monster. He has been cast. You have painted him. And now, he is ready for blood. The room goes silent with awe.
When we created Netherstorm, we wanted to really show people who we are and how we game. Part of that was coming up with our own, non-standard player races. It was a lot of fun creating, and later playing, characters that weren't the same old elf, dwarf, or half-whatever, however there was a downside. No minis! Maybe you're the GM who likes a good, meticulously drawn map. Maybe you're a player who enjoys finding the perfect likeness of their character, painting it exactly so, and showing it off on the hexagonal battlefield. The bottom line is, miniatures are awesome. But when you have a unique race, miniatures that encapsulate your character are thin on the ground. Finally, we are making our own minis for use with Netherstorm, as well as other systems. We are starting with our four-armed warrior race, the Kentrona. These desert-born brutes boast many great traits, whether as an impressive PC, an NPC, or a monster for the second greatest role-playing game and other
and from the comments by the creator:
"I can tell you that prompting from others prompted us to commission art for a second miniature, a female Kentrona soldier. We should have it early next week.
I will update as changes are made, and rest assured, we will be making some changes very soon. (Including removing all additional shipping charges.)
In the meantime, Netherstorm is available on Drive-thru RPG."
Fateslayer has been an idea that has been constantly evolving, it has gone through countless names, and changes to its themes and ideas. Finally, I can say the world has started to come together and has started to come alive. It's set in a dark fantasy with a large theme of as you would guess, fate and it's constant struggle to break free from it. Each figure holds a story piece that weaves the world around each other and brings life to the world of Fateslayer. Many of the stories hold secrets and reveals what's to come in the Fateslayer universe. I hope you'll enjoy each of these crafted stories and the many characters that reside inside of it.
I wont post any of the pics. Some of them are not safe for work.
Starfinder: Dead Suns
Chapter 1: INCIDENT AT ABSALOM STATION
by Robert G. McCreary
Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved.
For more info visit www.paizo.com/starfinder
You all have received a message from a dwarf by the name of Duravor Kreel, a member of the Starfinder Society. In this message he says he has a offer for you that if your task is successful could bring you notoriety with the Society itself. He wants you to meet him on Absalom Station. After you've arrived he'll show you around the Station, get settled in & help with your membership into the Society. Why he picked you? The dwarf has heard some things about each one of you off the net & knew you'd be perfect for the job. After your arrived, he'll explain the job in more depth. He excited to see everyone.
Now, where or not, your a native of Absalom Station, you've decided that you needed some time away where it's a vacation or a job you're returning on the shuttle, Okimoro. A non-descriptive shuttle like any other that frequents the docking bays of the Station. In particular, Docking Bay 94 ("what a piece of junk".........) on this day.
The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering star pilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station.
Docking Bay 94
Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and luggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.
Taking in your surroundings the bay looks like any other docking bay, a large, worn yellow painted "94" lays on the floor directly in front of everyone (everyone is in the grey "trapezoid"), that steps off the shuttle. A information kiosk in on your left. There are set of giant double doors North of the party & there are 2 passages that to the side of those doors.
Anyone outside the shuttle, give me a Perception Check.
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