I started giving the site a facelift, starting with the top level landing pages. I'm steadily working through the subsites, starting with older material that hasn't been touched in 20+ years and thus is the most crufty / old-web.
The most significant touch up I've done so far is the MetaCyber subsite. I'm leaving the content as it is, but I did take the opportunity to replace the navigation, do a visual glow up, clean up typos, and tighten up some prose.
We're already planning our next Necromunda campaign, The Patchwork. We haven't fully worked out all the details of the theme yet, but a couple of gangs are ready and eager to go. The specifics will be shaping up over the next couple of weeks.
The Patchwork
Our Gothrul's Needle Necromunda campaign was intensely fought over many months. As tensions rose, the rest of the gangs united against the Tzeentchian Chaos Cult known as the Radical Geniuses, forcing them to disappear into the shadows, likely to wreak havoc again in the future. In the aftermath, the Orlock Yinzers, Delaque Acme LLC, and the hardscrabble gang of Scummers known as the Velvet Elvi postured, positioned, and fought amongst themselves.
Yinzers vs. Velvet Elvi!
Eventually, the Yinzers and the Elvi rose to the top and fought it out to become Overlords of the sector. The Yinzers attempted to assault the Velvet Elvi at their favorite drinking hole and box them in for an easy kill, but the slippery scum had an escape hatch and fled into the tunnels. Half the Yinzers followed them into the claustrophobic passages, despite being aware that the Elvi knew all the secret ins and outs of that stretch. Meanwhile, the other half of the Yinzers raced through the mechanicus vaults above, trying to head off any further Elvi attempts at escape.
But it was all a ruseāthe Elvi never intended to flee. They were setting a trap and doubled back to envelop the Yinzers that followed them into the tunnels.
Dirty Elvis Triumphant
After tense maneuvering in the tight corridors, the Elvi exploded into action to take out the Yinzers' mighty Ambot and two elite hired hands (the seasoned mercenary captain Sharif and a Squat Demolitionist), and sorely wounded the Yinzer leader, Heyward.
With Heyward down, the salty Arms Master Watt was suddenly in charge of the Yinzers. Seeing that they were overextended and outmaneuvered, Watt threw Heyward over his shoulder to carry him to safety and called a general retreat, conceding the fight to the Elvi. When Heyward later awakened, he cursed bitterly at having been beaten by trickery rather than force of arms, and vowed revenge.
Three Cheers for Dirty Elvis!
I added more content for D&D 5e 2024, mostly more subclasses, but also some more feats and a few more spells. The following subclasses might be of interest to others:
We started a new Necromunda campaign, Gothrul's Needle. We're a handful of battles into it already, off to a great start.
Gothrul's Needle
Nov 21: I added a new custom Gang List for Necromunda, the Scummers. This is a ragtag band composed of hardscrabble underhivers, fallen uphivers, and the renegades and outcasts of other gangs. It allows for a diverse mixed bag of gang fighters, offering fun modeling opportunities and narratives.
Scummers
Nov 15: We finished our Free-for-all campaign! The Bloodyhanded Goliaths faced off with Baron Axelrhot's Retinue in a brutal all-day War. In the end, the Goliath gang had put down all but two of the Squats, though at the cost of their own leader and the promoted Champion Metor. But the Void Baron and his trusty Forgekin Champion Spinjahf held on. Unable to defeat the well-equipped and incredibly tough Baron, the Goliath gang quit the field, conceding the victory to what remained of the Squats.
Ironically, if this weren't the last battle, the Goliaths would have come out ahead in real terms since they made a big chunk of credits in the Post-Battle, and the Squats suffered two fatalities and made no credits in their Post-Battle activities. As it turns out, both gangs ended the campaign with the same amount of Reputation and the same number of Wins, and were evenly matched.
The Final Battlefield
Bloodyhanded (Goliath)
Baron Axelrhot's Retinue (Squat Void Barons)
Nov 8: We're wrapping up our
Free-for-all campaign,
set in the Labyrinthine Sprawl of the Acropolis. We got in another 4-player battle, and the Bloodyhanded (Goliath) gang got to 50 Reputation, and the Void Barons (Squats) pulled into second place. So, those two gangs will have a battle to determine the winner. Additionally, the Spyrer Hunting Party accomplished their Hunters Pact and disbanded, which is a successful outcome for them.
Arbiter Mosh
I ported a bunch of old HERO System / Champions supers from the Millennial Men campaign to the Sentinels Comics RPG. No particular reason, did a few and had so much fun I just kept going. I really like making characters for this game.
Millennial Men: Red Team
Millennial Men: Blue Team
Millennial Men: Gold Team
Former Members & Allies
Champions of the West
My son made the following themed superhero group, which of course makes me a proud papa.
Villains & Archvillains
Enforcers Incorporated
Exigent
Incantrix & Wulfen
Take
Violators
A young man who constantly generates vast internal heat that can be projected to devastating effect.
Warfront
I was on a roll and decided to see what the current variants in play in our DnD 5e 2024 campaign would look like in SCRPG.
We've been able to revisit our
Free-for-all campaign,
set in the Labyrinthine Sprawl of the Acropolis and get a few more battles in. The campaign is wrapping up; the first to 50 Reputation will kick us into the finals, and the front runners are very close to that. One, maybe two more battles should do it.
The Bloodyhanded
Been entertaining myself writing up characters using the Sentinels Comics RPG rules. I quite like the system, and its character creation is particularly fun.
The Torn Reality crew cleared the lesser caverns of the Lost Caverns of Tsojcanth through some truly crazy shenanigans which included, but were not limited to, accidentally draining an underground river and flooding half of the lesser caverns.
They descended into the greater caverns, encountering a dimensional shear that shifted the focus to a vignette in a Dread Domain featuring She-Who-Was-Esvel and her allies in what turned out to be a sort of Groundhog Day time-loop assault on the orcs inhabiting Esvel's baronial castle.
The PCs for this vignette:
After defeating the orcs, the loop reset back to where the vignette started and the penny dropped. As the players realized what was going on, we slipped back to the Tsojcanth group as they emerged through a portal from the lesser to the greater caverns.
They were nearly immediately set upon by weird fungal creatures and giant cave crickets, and began a moving battle. Eventually, they fought towards the center and encountered a fancy hallway and doors which, when interacted with, teleported them all to someplace else in the caverns. Fleeing into an area the fungal things seemed to avoid, they encountered rolling Galeb Duhr in a rollerball trap. After defeating that, they moved on and eventually encountered a crystal cave and experienced another multiversal schism, shifting to a crew of relic hunters working for the Solar Bastion in Wildspace (Spelljammer setting).
A pirate lord named Valgra attacked a ship believed to be carrying a Deck of Many Things, and was thought to be holed up in the Bone Reef in the Amaranthine Shroud. Boarding their Spelljammer, a Shrike named The Lucky Lark, they set out.
The PCs for this vignette:
Finding their way to the Bone Reef by following a herd of kindori (space whales) through the opaque magenta fog of the Amaranthine Shroud. After an encounter with weird brain-stealing aberrations, they found an eldritch realm on the other side of the Shroud and a floating Wildspace pirate town built among the bones of countless kindori. After a prolonged scouting operation, they found Valgra's pirate vessel making ready to leave port. Concerned they would lose their mark, the party carried out a complicated attack with Caligord helming the Lark and the other three stealthed onboard Valgra's ship to attack her in the captain's cabin.
An incredible fight played out, and eventually they defeated Valgra, got the real story out of her, and figured out the nature of the curse affecting her. Moving on from the Bone Reef, the crew headed to the Rock of Bral and several days of city exploration and investigation on the trail of the rumored Deck followed. At some point, a mild dimensional frisson occurred and Ha'ka was swapped out for Hiejac.
We're still cruising along in our Torn Reality campaign. The current variants of the PCs have been trundling through the Yatil Mountains of Oerth / the World of Greyhawk looking for the entrance to the Lost Caverns of Tsojcanth.
I'm using a hodgepodge of the 5e revisit in the Quests from the Infinite Staircase, blended with elements of When a Star Falls (pretty easy to force a good-enough isomorphism between its topography and the upper corner of the Yatils) and Beyond the Crystal Cave from the same book, plus some dead lift of Underdark content from Out of the Abyss for a "shortcut" the group "discovered" in a derro lair, eventually emerging via a deep gnome settlement close to the LCoT entrance. Yes, I've been living my best blenderiffic DM's life.

Anyway, the group finally arrived at the entrance to Tsojcanth at the end of the last session and leveled up. This is the current clutch of multiversal variants:
While all that's been going on, I've been putting up dribs and drabs of homebrew content, including some more subclasses... as follows:
There are also some new custom spells and more ported lineages.
It has been a very busy few years. I've quietly added little things to the site here and there, but nothing significant enough to bother updating this page. I've still been gaming on and off as free time allowed, but mostly offline and only with my family group. Some board and card games, some tabletop wargaming, and several D&D 5e 2014 campaigns and one-shots.
Most significantly, I've been running a D&D 5e Planescape campaign in fits and starts as we are able to get together since late 2023. I kept it lo-fi and old-school, pen and paper and at the table so there wasn't any content to toss up here to the site.
However, we decided to port the campaign to D&D 5e 2024. We also moved last year, and while the house is bigger the gaming space is smaller, thus I consequently found myself wanting to use my laptop at the table more when running rather than just accessing stacks of books kept near to hand as I did in the old place.
So all things considered, I started pushing material up to the site as I port things over and also just sort of interact with the new rules revision. Here is the landing page for the D&D 5e 2024 content I've coded up thus far. I will continue to incrementally layer things on to it as I go.
Of potential interest, there are some custom spells and feats, , and here's a combination of reworked, ported, or custom subclasses:
This campaign is based on the main hook of Turn of Fortune's Wheel, which centers on player characters that are Multiversal Glitches, each having multiple variants of the same core character concept. In our version, there are ten distinct glitches, including the player characters and some others encountered along the way.
We've followed several storylines, with the players piloting different groups of their variants, learning more about the nature of the multiversal error that has caused their predicament in the process. The main player character concepts (each of which is represented via multiple characters) are provided below.
This campaign is based on the main hook of Turn of Fortune's Wheel, which centers on player characters that are Multiversal Glitches, each having multiple variants of the same core character concept. In our version there are ten distinct glitches, including the player characters and some others encountered along the way.
We've followed several storylines, with the players piloting different groups of their variants, learning more about the nature of the multiversal error that has caused their predicament in the process. The main player character concepts (each of which is represented via multiple characters) are provided below.
Some variants of the other Mulitversal Glitches have been encountered, and in one case so far the player of the Unbowed Hero piloted a variant of one of the other glitches in a specific storyline (an option available to all the players). The variants of the other glitches that have full character write ups are provided below.
One living variant of this glitch has been encountered thus far, a silver tongued charmer who tried to make friends but was attacked on first principles. However, multiple remains of small statured glitches that have been stumbled upon were assumed to be versions of this entity. The core theme for this glitch is the belief that the multiverse is unraveling and that this is the best possible outcome. Thus they are willing to cooperate with any effort that will immanentize the eschaton. According to Prince Uriel's notes, all variants of this glitch known to him have a deep appreciation for absurdity. The Prince's notes went on to classify this glitch as a 'sometimes useful idiot'.
Two variants of this glitch have been encountered thus far, one briefly and at a distances (more of a cameo), and the other was a cold as ice Assassin piloted by the player who usually mains the Unbowed Hero glitch. According to Prince Uriel's notes, this glitch is 'dangerous but usually mercenary and thus tractable'.
A variant of this glitch made a deal with Asmodeus, selling his soul to eliminate all the other variants of themselves and absorb their power. He knows (more or less) what's going on and the role of the glitches therein. He pursues a line of play to bring about an outcome favorable to him...and of course his 'patron' Asmodeus. Prince Uriel's notes had little to say about this glitch other than 'unfortunately, given the situation, we will have to find some kind of common cause with this odious individual'.
One living variant of this glitch has been encountered thus far, a Leonin Beast Master with a bevy of lioness companions. Vainglorious, blustery, and irrepressible, he helped one of the PC groups out of a jam that time they found themselves trapped in the unescapable Labyrinth of Carceri. Not much is known about other variants thus far, though there was some mention of them in Prince Uriel's notes, which summarized this glitch as 'well meaning but emotional and thus unpredictable and unreliable'.