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Adventures to Astound

Our first original Game is Adventures to Astound, a completely Classless Table Top RPG. Our unique character creation/progression system1

 

 

Power Sources

After you confirm your character’s Origins, you will be given a an amount of Experience to spend on your own personal arsenal of Abilities. Will you create a Tech-God armed with an array of advanced gadgets and weaponry, a rugged cigar smokin’ cowboy burdened with the early stages of lung cancer and a pair of accursed Revolvers, or Hydro-kinetic prodigy who uses her gifts to surf the city’s sewers. There is no “Class” or “Role” for us to force your character into, instead we give each player the freedom and tools to dictate how their character acts and fights within our game. We encourage everyone to make their own unique characters unlike anything they have seen before.

 
 

Physical

This Power Source has an array of weapons and skills that every Species in the game can learn, along with increasing your basic Physiology Traits. Ranging from melee weapons to Ballistic weapons, this Source will give characters the tools they need to fight most any enemy they come across. If weapons are not your style than feel free to invest some Experience in a Martial Art, each of which will give you a different combat style to use. Along with Weapons and Martial Arts this Power Source will be where players unlock more utilitarian skills like: Lock-Picking, First Aid, and Tactics. While this Power Source isn’t the most glamorous or interesting it should still be a mainstay for any character you create.

 
 

 
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Magical

Use the Magics in this Power Source to bend the laws of physics and empower your body as well as your mind. The usable Magics in this game are separated into Callings which are then divided further into Disciplines and lastly into Specialties, which will matter for those magicians who wish to read the importance of each level of the Magic. The Magic Specialties will not lock characters into one kind of magic nor will a character’s EXP. investment into them be reflected in a “level”or '“ranking”. While each ability will be purchased on it’s own some will not be unlock-able without a player unlocking a Prerequisite ability first.( For example: Before unlocking “Flame manipulation” a player must have already unlocked the 5th tier of “Fireball”). The Magics in this Power Source will cover the more basic magician cliches like: Fire Mage, Illusionist, and Tree Shaman; while also allowing players to create: Chronophages, Blood Shamans, and Runic Weapons.

 
 

 
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Technologic

Arm yourself with any number of gadgets from the massive array of technology available in this Power Source. Gadgets will all be available for modding and mounting with different deployment systems, firing mechanisms, and frame mountings for a large number of unique variations. Other than the available Modifications each technology in this Power Source will have advancement tiers that when purchased will enhance it. Along with handheld themed gadgets this section carries robotic limbs and augments which will allow you to enhance your character rather than the equipment they use. Only the smartest of players should choose to arm their characters with the tools from this Power Source, as they will need to manage the charges and power consumption of each gadget while also remembering the advantages and disadvantages of each Modification or Augmentation.

 
 

 
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Genetic

Make your character a living weapon, an atom bomb encased in flesh and sinew, or the perfect spy able to infiltrate any fortress with the ease of invisibility. The Genetic Power Source features classic superhero abilities like super strength, flight, and laser vision as well as the more underrepresented special abilities like density shifting, manipulation of light, and a petrifying touch. Start with an ability in its simplest form and slowly evolve that ability into a massively powerful signature ability, that will strike fear into your enemies or awe into your supporters.