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vaes · 23 hours
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If you wish to go up to the library for the rest of the evening,I shall not say a word. Nor shall I blame you. I am merely glad you came.
BRIDGERTON | 1.08
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vaes · 2 days
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vaes · 2 days
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♕ Dragon’s eggs, from the Shadow Lands beyond Asshai.
She lifted it delicately, expecting that it would be made of some fine porcelain or delicate enamel, or even blown glass, but it was much heavier than that, as if it were all of solid stone. The surface of the shell was covered with tiny scales, and as she turned the egg between her fingers, they shimmered like polished metal in the light of the setting sun. One egg was a deep green, with burnished bronze flecks that came and went depending on how Dany turned it.
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vaes · 2 days
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vaes · 2 days
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Autism has long been synonymous with "struggle". If you don't struggle, if you're successful or you're just happy with life people are less likely to recognize you as autistic, except for other autistic people.
I swear, we have an autism radar. Autie-radar? Autie-dar?
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vaes · 3 days
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I REALLY need to get better about posting here😞 But if you thought I was gone and moved on from Promptis, then I’m happy to report you would be wrong. Hopefully that’s a nice surprise😊
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vaes · 3 days
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FINAL FANTASY XV x FFBE
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yeah i call this strain "puppy haze"
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vaes · 4 days
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kickstarter
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The Hidden Isle is a pen and paper RPG that uses Tarot cards instead of dice, set in the 16th century on the secretive island of Dioscoria. It focuses on roleplaying and collaborative storytelling.
This is a game about swashbuckling adventures across Europe and the Middle East, stealing forbidden texts from oppressive regimes, protecting an island of outcasts using ancient magic, and toppling empires with just the right speech at just the right time.
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If you are familiar with Tarot then The Hidden Isle will resonate with you all the more, but no experience with Tarot is necessary. To help you feel like a mystical oracle and stay inspired, we’ll provide you with tables and guides to help you quickly understand each card draw.
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Narrative heavy, rules light. While the game does have rules, their purpose is to enrich and drive your narratives. The game is designed as a collaborative storytelling experience.
Play and character growth intertwined. Each character has a burden—an emotional weight they carry—and an ideal to live up to. Become your truest self, or succumb to your worst impulses.
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A vibrant 16th-century world. Dioscoria is described in loving detail, as are major cities of the time such as London, Istanbul and Venice. No historical knowledge is needed.
A wide array of characters. Play as an Illusionist, Scoundrel, Occultist, Prowler, Champion or Hunter. More characters are planned for stretch goals.
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GM can plan or improvise. Scenarios can be planned ahead of time by the Seer, or improvised at the start of a session for GMs short on time.
Tarot cards instead of dice. They’re used for everything from scenario inspiration, to character backstories, to divination, to skill checks. No Tarot experience is required. Any deck can be used, but we recommend the Sefirot deck.
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Dioscoria: a hidden isle of sages, adventurers, and ancient wisdom. Within the walls of this secret city are gathered the misunderstood, the persecuted, those unjustly punished for the way they live. Here they can flourish, and return to the world to wage their secret war against injustice and ignorance when they are ready.
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1562: It is a dangerous and disrupted time. Europe has embraced the innovations of gunpowder, and is using it to tear itself apart along religious lines. The Ottoman Empire is poised to break either Vienna to its west or the Safavid Empire to its east. European colonisers are spreading along the coastlines of the world like a hungry parasite. The Inquisition accuses, tortures and executes its victims across the Catholic world.
It is also a world of alchemy and sorcery. English magicians pry the mysteries of the stars. Ottoman scholars unravel the hidden design of the creator. Dioscorian mystics have mastered techniques to peer beyond the veil of time, and steer the world towards sanity.
Into this maelstrom step the agents of Dioscoria. Dioscoria's actors, magicians, assassins and paladins stand ready to defend the helpless and preserve wisdom. As these agents tackle scheme after scheme, and topple tyrants, cults and demonic forces, will they live up to their ideal selves, or embrace the darker parts of their own humanity?
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Character generation: Characters’ backstories—their childhoods, their adult life, their emotional burdens and their ideals—are generated by consulting the Tarot for inspiration.
Burdens and ideals: Every character has a burden and an ideal. These are habits that threaten to engulf you, or values you are striving to live up to. Use them during play to make challenges easier, or become the person you want to be.
Skill checks: The Agent and the Seer each draw a hand of cards, based on the Agent’s skill and the challenge’s difficulty. Each plays a single card; the highest wins. The suit’s skill (swords, wands, cups or pentacles) acts as a trump suit.
Fortune cards: To avert failure, Agents may spend a fortune card to turn a failure into a success. Agents can jump in and help each other when all seems lost.
Solo mode: A favored Stretch Goal has been reached. Now you can play as an Agent in solitaire mode. The Cabinet of Extremis has chosen you to carry out their will on more dangerous missions than regular Agents undertake. You can also find the preliminary rules among the playtest materials.
Visions: Each Agent is blessed before each mission, and can receive glimpses of the past, present or future. Visions can be used to gain useful information, peer into a character’s fate, or add tension and stakes to a scene.
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Harm: Harm can be physical or spiritual. Agents are usually harmed because of a failed challenge. Harm can severely impede an Agent, and lead to permanent trauma if untreated.
Abilities: Each character class has unique abilities. Occultists can curse with the evil eye. Performers can imitate their target perfectly. Hunters can spread panic by dispatching their enemies from the shadows. Just make sure your ability isn’t causing you more harm than you can tolerate!
Contacts: Your friends and allies in Dioscoria can help you grow. These personal connections help you train, prepare and reflect on yourself, and can teach you abilities you would otherwise never have access to.
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Territories: Dioscoria, and other cities, change over time: in response to player actions, or inspired by Tarot draws. This can create a unique geopolitical landscape: a world that branches off from our own history.
Scenario divination: For GMs who don’t want to prep ahead of time, scenarios can be generated on the fly by drawing Tarot cards and consulting the “Vision guide”. If you chain these scenarios together, you can generate entire campaigns with nothing more than a Tarot deck and a little imagination.
The Hidden Isle is inspired by Forged in the Dark, and its core is formed from that system’s style and dynamics. However, this is not just a reskin with Tarot cards: The Hidden Isle is an original and coherent game with its own feel and rhythm.
Play The Hidden Isle now!
If you’re curious how the rules come together, and how it feels to play, why not try The Hidden Isle yourself? To get started, just download the playtest materials:
Download Playtest Kit
We also have two pre-made scenarios for you that can be played immediately:
The Rialto Scrolls: Rescue a scholar from the Jewish Ghetto before her life's work falls into covetous hands.
The Face of the Enemy: Foil a spy sent to Dioscoria to bring the island under control.
And if you don't have a group at the ready, try the game with the preliminary solo mode!
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The Hidden Isle – an A4-size, gold-foiled, hardcover book of roughly 230 pages – contains the complete game rules, sections describing Dioscoria and the world of the sixteenth century, and all character classes and supplementary tables.
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230+ pages of beautiful, elegantly laid out material. Bound in hardcover, clad in gold foil.
Complete game rules, including character creation, NPC generation and scenario generation using Tarot cards.
Five classes, each with eight unique abilities!
A flexible magic system featuring seven schools of magic and seven magical sources.
33 specialized items for your Agents to draw on during each mission.
24 historically inspired magical creatures.
A full, dedicated chapter on Dioscoria: its culture, origins, and a tour of the city.
A practical "Advice for Seers" chapter, giving you extra tools to help you run a game of The Hidden Isle.
A detailed section on the world of the sixteenth century,containing extensive lore on five major cities of the time, from various parts of the known world.
Tarot tables and references to help you understand any card, giving you multiple prompts for any situation to aid inspiration.
Additional materials for printing at home such as character sheets, reference sheets, Tarot tables are available via digital download.
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Kickstarter campaign ends: Sat, October 28 2023 3:55 PM BST
Website: [Causa Creations] [Sefirot Games] [facebook] [twitter] [instagram]
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vaes · 7 days
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Sansa Stark │Character Creation (in/sp)
HERE are screenshots of the whole set, if you wish to read the little details.
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vaes · 7 days
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Silly boys😊
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vaes · 7 days
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Fixed her hair because I am a certified hater
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vaes · 8 days
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See? You're not the only one who's clever.
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vaes · 8 days
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FINAL FANTASY XIII-2 (2011) The funniest moments (11/?)
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vaes · 8 days
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the light of the night sky 🌃
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