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Open Forum » Best UK Online Label Patches Services for Fashion and Sports Branding » December 31, 2025 12:15:15

emelielie
Replies: 1

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Ordering online label patches saves time without sacrificing quality. Prior to manufacturing, designs are digitally approved. PVC labels are resistant to normal wear. Sharp branding is maintained by clear finishing. Online ordering is now easy and efficient as a result.

Open Forum » Understanding Arc Raiders Combat: Weapons, Grenades, and Team Play » December 31, 2025 02:57:00

MeadowLark
Replies: 1

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Arc Raiders can feel complex at first, but understanding the mechanics and how most players approach the game helps a lot. In this guide, I’ll answer common questions from experienced players’ perspective and explain how things usually work in practice.

What is the Seeker Grenade and How Does It Work?

The Seeker Grenade is a homing explosive that targets a single nearby ARC. In practice, most players use it for precise damage rather than crowd control because it locks onto one enemy at a time.

Damage and Range: The Seeker Grenade deals explosive damage on impact. Its effective range is roughly 20 meters. In general, players find this range sufficient for hitting mid-distance enemies, but it can miss fast-moving targets if thrown too early.

Usage: Most players throw the Seeker Grenade when they want to finish off a weakened ARC or when targeting high-priority enemies that other weapons might struggle to hit. Because it homes in on a single target, it’s not ideal for groups of enemies.

Cooldown and Economy: Players usually keep track of grenade cooldowns and limit their use to critical moments, as they are not infinite. Using them recklessly often leaves you without a precise damage option in a tough fight.

In general, timing and positioning are crucial. Experienced players often combine the Seeker Grenade with heavier weapons to take down key enemies efficiently.

How Do Most Players Approach Combat?

Combat in Arc Raiders is usually a mix of ranged engagement and tactical movement. Players often adopt a strategy that balances dealing damage and avoiding taking hits.

Weapon Choice: Most players prioritize weapons that can handle multiple targets while keeping one or two precise weapons for single ARC eliminations. The Seeker Grenade fits into the latter category.

Positioning: Staying mobile and taking advantage of cover is common. Many players notice that standing still, even with high-damage abilities, often leads to quick defeats.

Team Play: In general, team coordination improves survival and efficiency. Players tend to assign roles, like one focusing on crowd control and another on targeting high-value ARCs with Seeker Grenades or similar tools.

How Does Equipment Progression Work?

Most players focus on upgrading equipment gradually rather than rushing for the highest tier immediately. Here’s how progression works in practice:

Blueprints: New weapons or gadgets are usually unlocked through blueprints. Many players aim to complete daily or weekly missions to collect resources for these blueprints.

Trading and Marketplace: While some players consider acquiring blueprints through secondary sources, it’s important to know that items like ARC Raiders blueprints for sale at U4N marketplace are often mentioned, but in general, progression is designed around earning them in-game.

Experimentation: In practice, most players experiment with different combinations to see what fits their playstyle. Some weapons excel at long-range damage, while others are better for fast, precise hits like the Seeker Grenade.

What Are the Common Player Strategies?

Players tend to develop consistent strategies based on ARC behavior and game mechanics.

Target Priority: Most players focus on high-damage or disruptive ARCs first. Using a Seeker Grenade on these targets is common because it guarantees a hit.

Environmental Awareness: Players usually take advantage of terrain to avoid damage while setting up attacks. Knowing when to retreat and regroup is often more effective than aggressive pushing.

Resource Management: Managing ammo, cooldowns, and grenades is critical. Experienced players don’t spam explosives; instead, they save them for moments that require precision or when other weapons are not effective.

How Do Abilities Fit Into Gameplay?

Abilities in Arc Raiders are situational tools rather than constant damage sources. Most players use them tactically.

Grenades: As mentioned, Seeker Grenades are single-target tools. Players often pair them with other crowd-control methods to balance damage output.

Movement Abilities: Dodges, boosts, and shields are commonly used to reposition and survive. In practice, players often chain movement with attacks to maximize damage while minimizing exposure.

Synergy: The best use comes from combining abilities. For example, a Seeker Grenade can be thrown right after stunning or slowing an ARC, ensuring it hits. Most players find that combining abilities thoughtfully is more effective than using them all at once.

Practical Tips for New Players

Based on common player behavior, here are some practical tips:

Learn Enemy Patterns: Most players spend time observing ARC movement and attack patterns before engaging. This makes abilities like Seeker Grenades more effective.

Use Cover Effectively: Standing in open areas usually leads to quick defeat. Positioning behind cover allows you to plan attacks and use grenades strategically.

Coordinate With Team: Even if you are solo, thinking about roles helps. Experienced players often focus on one task per encounter rather than trying to do everything at once.

Experiment with Loadouts: Trying different combinations helps identify what works best for your playstyle. In general, balance high-damage tools with reliable support weapons.

Prioritize Resources: Most players keep an eye on grenade cooldowns and ammo, saving them for moments where precision is necessary.

Arc Raiders rewards careful planning, precise execution, and teamwork. Understanding tools like the Seeker Grenade, knowing when and how to use them, and managing resources effectively makes a big difference in performance. Most players find that learning enemy patterns and experimenting with different strategies is more beneficial than rushing for new gear immediately. With practice, even the toughest ARCs can be handled efficiently.

Open Forum » Steal A Brainrot Guide: Bombardini Tortinii Explained for Players » December 31, 2025 01:08:16

rabbit
Replies: 1

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Bombardini Tortinii is a special Brainrot in Steal A Brainrot that most players will never see in a normal play session. It is classified as a Brainrot God and was only obtainable through a limited-time event called the Fat Sammy Event. Because of this, it does not follow the usual rules of the game’s progression loop.

In general, Bombardini Tortinii is considered exclusive content rather than something players can work toward naturally. If you did not participate in the specific event when it was active, there is no standard way to unlock it afterward.

This Brainrot is also marked as Admin Abuse Exclusive, which usually means it appeared during special admin-controlled updates or events rather than normal gameplay systems.


How Do You Obtain Bombardini Tortinii?

Most players ask the same question first: Can I still get Bombardini Tortinii?

The short answer is no, not through regular gameplay.

Bombardini Tortinii was only available during the Fat Sammy Event, which was part of a Taco Tuesday–related admin event. These events are time-limited and often experimental. Once they end, the Brainrots tied to them usually disappear from the obtainable pool.

Unlike standard Brainrots, Bombardini Tortinii was never available through normal stealing, upgrading, or grinding methods. That makes it fundamentally different from most items in the game.

In practice, players who own it today either:


Were active during the event


Received it directly through admin interaction


This is why many newer players look it up and feel confused—it exists in the game data, but not in the normal game flow.


What Are the Stats and Why Do They Matter?

Bombardini Tortinii has the following core stats:


Cost: $50M


Income: $225K per second


Rarity: Brainrot God


At first glance, these stats look impressive, especially the rarity label. However, most experienced players agree that the income is not especially strong when compared to other Brainrots with the same price point.

For example, Bombardini Tortinii costs the same as Secret La Vacca Saturno Saturnita, but generates less income. In general, players evaluate Brainrots by efficiency, not just rarity. From that perspective, Bombardini Tortinii is more of a collector item than a top-tier income generator.

Usually, players chasing optimal setups would choose something else if given the option.


How Does Bombardini Tortinii Perform in Actual Gameplay?

In practice, Bombardini Tortinii behaves like most high-tier Brainrots. It produces steady passive income and does not require special interaction once placed.

However, because it is event-exclusive, very few players have enough data to test it in large optimized layouts. Most players who own it treat it as a novelty or status piece rather than a core part of their income strategy.

Its performance is stable but not game-breaking. You are not missing out on major progression advantages by not having it.


What Does Bombardini Tortinii Look Like?

Appearance-wise, Bombardini Tortinii is one of the more unusual Brainrots.

It resembles Bombardiro Crocodilo, but instead of a crocodile face, it features a tortilla with a face on it. The overall body looks like a flying fighter jet. Instead of dropping bombs, it releases tortilla particles, along with smoke effects.

Most players describe it as silly but memorable. The visual design fits the absurd tone of Steal A Brainrot, especially during Taco Tuesday–style events.

This visual uniqueness is one reason players still talk about it, even though it is no longer obtainable.


Why Is Bombardini Tortinii Considered Special Content?

Bombardini Tortinii is flagged as Special Content because it breaks from the standard design rules of the game.

Special Content Brainrots usually:


Are tied to limited events


Cannot be obtained through normal stealing


Appear during admin-led updates


May be removed or disabled later


In general, these Brainrots are added for fun or experimentation rather than long-term balance. That explains why Bombardini Tortinii’s stats feel slightly awkward compared to its price.

Most players should not expect Special Content Brainrots to return unless admins intentionally rerun the event.


Was Bombardini Tortinii Ever Used for Crafting?

Yes, but only briefly.

On September 16, 2025, during a Taco Tuesday admin abuse event, Bombardini Tortinii was required to craft Tacorita Bicicleta. The other two required Brainrots were Capi Taco and Quesadilla Crocodila.

What made this unusual is that Bombardini Tortinii was the only required Brainrot that was not newly added in that update. This confused many players at the time, since it meant only a very small group could actually complete the craft.

This reinforces the idea that Bombardini Tortinii was never meant to be broadly accessible.


Is Bombardini Tortinii Worth Chasing?

For most players, the answer is no.

Since Bombardini Tortinii cannot be obtained through regular play, there is no realistic way to chase it. Even if it were available, its income-to-cost ratio would not make it a priority for efficient progression.

In general, experienced players focus on Brainrots that:


Are consistently obtainable


Scale well with upgrades


Fit into optimized layouts


Bombardini Tortinii does none of these better than existing alternatives.

Some players still look into unusual paths like trying to buy sab brainrots through indirect means, but this does not change the fact that Bombardini Tortinii is functionally locked content.


How Should New Players Think About Event-Exclusive Brainrots?

If you are new to Steal A Brainrot, Bombardini Tortinii is a good example of content you should not stress over.

Event-exclusive Brainrots exist to add flavor and surprise, not to define progression. Most players will never own them, and the game is balanced around that reality.

In general, it is better to focus on:


Learning stealing mechanics


Understanding income efficiency


Building layouts with reliable Brainrots


Event items come and go. Core systems stay.


on Bombardini Tortinii

Bombardini Tortinii is an interesting piece of Steal A Brainrot history. It looks strange, has respectable but not outstanding stats, and exists entirely outside the normal game loop.

Most players see it as a collector’s item rather than a practical tool. If you missed the Fat Sammy Event, you did not miss a critical progression step.

Open Forum » Ac Maintenance Abu Dhabi » December 26, 2025 14:01:50

jassco
Replies: 1

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AC Maintenance Abu Dhabi – Professional & Reliable Services

Looking for expert AC Maintenance in Abu Dhabi? JASSCO provides professional air conditioning maintenance services for residential and commercial properties. Our experienced technicians ensure your AC system operates efficiently, delivers clean air, and performs reliably throughout the year.

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Open Forum » Hamdaan Platinum » December 26, 2025 13:45:37

Hamdaan Platinum is a luxurious fragrance crafted for those who appreciate power, elegance, and lasting sophistication. Its rich and refined aroma delivers a bold yet smooth scent experience, making it ideal for special occasions and confident everyday wear. The fragrance reflects modern luxury with a strong Arabian character.

At Future Style Perfumes, Hamdaan Platinum stands out for its premium quality and long-lasting performance. Designed for individuals who seek depth, class, and distinction, this fragrance enhances your presence with a commanding and memorable scent.

Open Forum » Garden Cleaning Company In Abu Dhabi » December 26, 2025 13:23:46

sweet
Replies: 1

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Garden Cleaning Company in Abu Dhabi – Professional & Reliable Services

We are a trusted garden cleaning company in Abu Dhabi, providing complete garden cleaning and maintenance services for villas, residential properties, and commercial spaces. Our expert team ensures your garden stays clean, healthy, and visually appealing throughout the year.

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Open Forum » Aion 2: Understanding the Splendent White Dragon Lord Spellbook » December 24, 2025 09:16:42

MeadowLark
Replies: 1

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When you’re playing Aion 2 as a Sorcerer, certain items can define how effective you are in both PvE and PvP. One of the high-level gear pieces you might come across is the Splendent White Dragon Lord Spellbook. Here’s a detailed breakdown of what it does, how it works in practice, and what you should know before investing time or resources into it.

What is the Splendent White Dragon Lord Spellbook?

The Splendent White Dragon Lord Spellbook is a unique, level 84 spellbook intended for Elyos Sorcerers. It has a level 45 equip requirement, which means you can start using it relatively early in the mid-game but it’s mainly designed for higher-level content. Most players see this as a core weapon for Sorcerers because it combines solid attack stats with multiple utility bonuses.

In general, players treat it as more than just a damage tool. It’s also useful for boosting accuracy and critical hits, which can make a noticeable difference in both dungeon runs and solo PvE. It’s tradable, enchantable, and decomposable, which adds flexibility if you want to upgrade, sell, or repurpose the item later.

How strong is it in practice?

The spellbook offers the following main stats:

Attack: 383 ~ 425

Accuracy: 100

Critical Hit: 100

PvE Damage Boost: 5%

These numbers are strong for level 45+ Sorcerers, especially the PvE damage boost. Most players notice that the 5% PvE damage boost is more impactful than it seems at first glance because it applies across all attacks. For PvP, the accuracy and critical hit values are significant. They don’t make you invincible, but they increase your chance to land hits and critical attacks reliably, which is important in duels and small-scale skirmishes.

It also comes with 4 magic stone slots and 1 divine stone engraving slot, which allows for further customization. In general, players fill these slots with stones that enhance attack, critical rate, or survivability, depending on whether they focus on PvE or PvP content.

What makes the Soul Imprint special?

The spellbook comes with Soul Imprint, which gives 5 additional abilities when the soul is initially imprinted. Most players see this as a bonus layer that can significantly affect gameplay. It usually enhances stats like:

Might: 59 ~ 75

Precision: 59 ~ 75

Attack: 24 ~ 35

Accuracy: 51 ~ 66

Critical Hit: 28 ~ 39

These stats stack with the base spellbook stats, so your overall damage output and hit reliability increase noticeably. Players who focus on dungeon runs usually prioritize imprinting the soul early, because the extra stats can reduce the time it takes to kill mobs or bosses.

How does it perform in combat?

When equipped, the Splendent White Dragon Lord Spellbook affects several combat factors:

HP and MP Boost: It provides small increases to both, which helps with sustainability in longer fights. Most players rely on this to maintain casting without constantly consuming potions.

Combat Speed: 10.1% ~ 11.7%, which is slightly faster than many alternative weapons at the same level. This generally feels smoother in PvE grinding and slightly more reactive in PvP.

Status Effect Chance and Multi-hit Chance: These values (16.8% ~ 19.4% for status effects, 7.1% ~ 8.3% for multi-hit) are noticeable when farming mobs or bosses, especially if your skills can trigger additional effects.

Additionally, it increases critical attack, back attack, and block, which means in PvP or elite PvE content, most players notice they survive slightly longer and deal more damage when positioning is correct.

Where do most players get it?

In practice, there are two main ways to get this spellbook: crafting or trading. Crafting usually requires high-level materials and some investment in time. Some players who are short on time prefer to use online in-game trading systems, like the U4N Aion 2 shop for kinah and gold, to acquire the spellbook indirectly. Most experienced players weigh the time cost versus the convenience of acquiring it—especially if they are focusing on endgame content or trying to optimize a dungeon group quickly.

How should you enchant or upgrade it?

The spellbook has a max enchant of 15 and max exceed of 5. In general, players prioritize enchanting first because it provides the most immediate boost to attack and critical stats. Exceeding (maxing beyond normal limits) is usually reserved for high-end players who plan to use the spellbook in elite PvE or competitive PvP, because it requires additional resources and comes with some risk if the process fails.

Most players use enchant stones that complement their Sorcerer build. For example:

Attack stones for higher damage output.

Critical stones if the player prefers burst damage.

Accuracy stones for consistent skill hits.

The divine stone engraving slot is often used for special stat boosts like increased PvE damage or survivability, depending on the player’s focus.

Is it worth keeping long-term?

For Sorcerers, most players consider the Splendent White Dragon Lord Spellbook worth keeping until they reach late-endgame gear. It scales well with enchantments and soul imprint abilities, making it viable for high-level dungeons, solo content, and moderate PvP.

However, it’s race-specific (Elyos) and class-specific (Sorcerer), so it won’t be usable if you change your character. Players usually keep an eye on replacement options but often use this spellbook as a primary weapon through several levels of content.

Tips from experienced players

Soul Imprint Early: Most players find that imprinting the soul as soon as possible provides a noticeable boost in dungeon runs.

Enhance Combat Efficiency: Using the spellbook in combination with speed-boosting gear or runes makes a difference in elite dungeons.

Magic Stones Matter: Filling all 4 magic stone slots strategically is usually more effective than just trying to maximize enchant levels.

PvE vs PvP Balance: Decide if you are mainly PvE or PvP. For PvE, focus on multi-hit and PvE damage boost. For PvP, prioritize accuracy and critical stats.

Resource Planning: Enchanting and exceeding can be expensive. Most players plan ahead and farm kinah or gold efficiently, sometimes using systems like the U4N Aion 2 shop for kinah and gold to supplement resources.

The Splendent White Dragon Lord Spellbook is a highly functional, versatile weapon for Elyos Sorcerers in Aion 2. It combines strong attack stats, critical hit potential, and utility bonuses like multi-hit and status effects. While it requires some investment in crafting or resources, it’s usually worth the effort for players who want a reliable spellbook for both PvE and PvP. By focusing on soul imprint, enchantment, and stone customization, most players find it a solid long-term choice.

Tab Games Forum » New Saga Machine Subreddit » November 10, 2021 17:39:13

beholdsa
Replies: 1

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There's a new Reddit community that has been created for discussing the Saga Machine roleplaying games (Age of Ambition, Shadows Over Sol, Against the Dark Yogi, Dime Adventures) or other Tab Creations games.

Check it out and join today!

https://www.reddit.com/r/sagamachine/

Tab Games Forum » Ganjifa Reincarnated » October 14, 2021 17:43:16

Hey all, Tab Creations just launched it's latest project on Kickstarter for a new printing of our sold out Ganjifa. Check it out!

https://www.kickstarter.com/projects/tabcreations/ganjifa-traditional-indian-playing-cards-reincarnated

Tab Games Forum » Jovian Whispers » May 03, 2021 14:43:38

I am pretty excited about our upcoming kickstarter. I will be the first time any of my own actual writing will be part of one of our kickstarted projects. (so it is only one side trek, but you have to start somewhere!)

https://www.kickstarter.com/projects/tabcreations/jovian-whispers-dark-science-fiction-roleplaying

Open Forum » Genghis Khan Conquers the Moon! » December 12, 2017 04:46:20

beholdsa
Replies: 1

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Today in Inspirational Media for Dime Adventures, we present: Genghis Khan Conquers the Moon!

https://youtu.be/p8W9tObWc3o

Tab Games Forum » [TabBlog] Dime Adventures Open Beta 3 » November 20, 2016 14:42:04

beholdsa
Replies: 1

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A new blog post is available here.

Contents Below:



Today have again updated the open playtest of Dime Adventures, our upcoming pulp alternate history roleplaying game! This will be the final open beta test of the game before its January Kickstarter. Anyone can sign up for the open beta today, and download a fully-playable draft of the game rules! Just enter your email into the signup form here!

Want to know more about Dime Adventures? Here's the blurb:


Pulp Tales of an Alternate Earth!

The year is 1904, but in a world that never was!

Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers, while strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.

The world is ripe for adventure!

Dime Adventures is a pulp alternate history role-playing game using the Saga Machine system.

Tab Games Forum » [TabBlog] Dime Adventures Open Beta 2 » September 06, 2016 15:45:13

beholdsa
Replies: 1

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A new blog post is available here.

Contents Below:

We have updated the open playtest of Dime Adventures, our upcoming pulp alternate history roleplaying game! Anyone can sign up for the open beta today, and download a fully-playable draft of the game rules! Just enter your email into the signup form here!

Want to know more about Dime Adventures? Here's the blurb:

Pulp Tales of an Alternate Earth!

The year is 1904, but in a world that never was!

Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers, while strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.

The world is ripe for adventure!

Dime Adventures is a pulp alternate history role-playing game using the Saga Machine system.

Open Forum » [Development Blog] Combat System Design » April 14, 2016 13:45:43

beholdsa
Replies: 1

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A new blog post is available here.

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I've been thinking quite a bit recently about RPG combat system design. After all, combat systems are a major emphasis in many (if not most ) RPGs.


Combat system design is a fun/time optimization problem.


These days I think about combat system design as a fun/time optimization problem. That is, ideally you want to maximize the amount of fun you get out of the combat system per unit of time spent. Obviously, how much fun you get out of something is quite subjective, and how much time you want the combat system to take up is going to vary with the design goals of the game, but I still think this is a useful optimization metric to keep in mind when considering potential rules for a combat system. Here are a few ways this can be applied:


If a rule in combat takes time to resolve, but doesn't add to the system's fun in some way, it's probably a bad rule. Example: If scoring a critical hit means rolling on a critical hit table, but most of the results are some variation of ‘add a few bonus points to damage,’ it might be better skip the table entirely and go right to adding a few points to damage. Alternatively, the table might be made interesting enough to justify the time it adds to combat.
If combat isn't an emphasis in your game, it's okay if the combat system isn't all that exciting, so long as it's super-quick to resolve. Example: If I'm running a game based after telenovelas, it's okay not to have an in-depth system for combat maneuvers, ambushes, suppression fire, etc. So if two rival suitors pull guns on each other after a shocking realization, it's fine if the combat system is just ‘make an opposed guns roll.’ The combat itself doesn't have to be all that interesting - just quick - so that the game moves on to the interesting parts.
Even if combat is a major part of the game, it's good to have a way for uninteresting combats to resolve quickly. Example: If a two-bit thug points a gun at Batman, this isn't an interesting fight, even if combat is a major focus in supers games. The GM shouldn't have to break out minis, initiative rules, counting hexes/squares, etc. Batman should just knock the gun away and take the thug out! A good GM will recognize this and run the situation accordingly, but it's amazing the number of games that recognize this situation in their rules as written.


Another important realization about combat systems is to recognize that they are basically a just mechanism to resolve a particular type of scene in the game - specifically, combat scenes. Ideally, every action made in combat should contribute to progressing the resolution of the scene, or to making the resolution interesting in some way.


A Combat system is a mechanism to resolve combat scenes. Every action should move the scene towards resolution.


This is an important realization because in many traditional combat systems, a large number of actions don't significantly contribute to the scene's resolution. The quintessential example of this is attacking and missing in combat. When this happens no real progress has been made by either side to resolve the situation, the stakes have not been raised and usually the outcome of that attack isn't particularly interesting.

In our Saga Machine games, this is the primary reason that, defensive reactions aside, the math is heavily stacked in favor of attacks hitting. Attacks that connect progress the game state by reducing the defender's health, and bring the scene closer to resolving. Furthermore, most of the time that attacks miss, it's because the defender took a defensive reaction. Since those always have a cost in AP/prana, the game state is progressed in a different way, with the defender having fewer AP/prana resources.


A combat system is a cycle, within which are smaller cycles. Each cycle has its own resources and its own pacing.


That leads me to the final, insight that I want to bring up in this post: The vast majority of combat systems consist of some sort of cycle within cycles. These are repeated over and over again until the scene resolves. In fact, roleplaying game sessions themselves are a sort of cycle within which the the smaller combat system cycles are placed.

The most obvious example of this is the traditional combat round: everyone gets a turn, takes action(s) and then that process repeats. Each round is one cycle. Within that, each turn is its own mini-cycle. In Against the Dark Yogi, for example, that would be: take an action, resolve it, repeat until out of prana or until an action requiring a flip is played.

Each kind of cycle has its own pacing and its own resources. For example, in many combat systems, an important resource for combat overall is HP. As the combat progresses, HP is lost, moving the game state forward towards the resolution of the scene. Within a combat round, an important resource is actions. Each character gets some number of actions and then uses those to affect the state of the game.

Ideally, every cycle should offer the opportunity to do something fun that progresses the game state. For example, on her turn, a player wants to be able to do something interesting that helps out her side in the combat. One reason why stun/shaken mechanics are disliked in some parts of the RPG community is because they frequently are implemented in a way that denies players the ability to do this. Similarly, healing mechanics can be controversial because they can be seen as reversing the progress of the game state, giving the sense that state is just ‘treading water’ rather than bringing about a resolution one way or the other.

To sum up my post: Visualize combat systems as this interlocking set of cycles. Each cycle you want to squeeze out as much fun as you can in a timely manner. And every time you do this, you should be moving the game forward, towards the resolution of the combat scene.

Tab Games Forum » [TabBlog] Shadows Over Sol: Consequence Cards Released » January 26, 2016 11:21:16

beholdsa
Replies: 1

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A new blog post is available here.

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Today we are proud to release our second accessory for Shadows Over Sol: Science Fiction Horror Roleplaying! These would be the Shadows Over Sol: Consequence Cards.

A key component of the Shadows Over Sol rules are for characters to take consequences - the mechanical representation of various penalties, bonuses or status effects influencing the character. Different mechanics within the game can cause consequences, including special traits, critical successes and failures - or any situation where the GM thinks the consequence will heighten the tension in the game!

Shadows Over Sol: Consequence Cards are a quick and easy way to keep track of consequences in your game. Simply set them on the table in front of you as your character takes consequences, or hand them out to other players when you cause them! Each of the 14 consequences listed in Shadows Over Sol are featured here.

Status Report


The first printing proof for the Shadows Over Sol core rulebook had an issue with the lower margin. The files have been corrected, and sent to the printer for a second printing proof. See the DevBlog post here. We're hoping it will arrived and be given the OK next week.
The Small Mercy adventure is now finished with both editing and layout.
Printing proofs of the Shiny New Toys and Ready-Made Heroes supplements, and the Small Mercy adventure, have also been ordered.
The Small Mercy adventure is almost out of editing and will be entering layout soon.
The Beyond Human supplement is now in active layout. Both the Fatal Frontier supplement and the Eviction Notice adventure are waiting to be next in line.

Tab Games Forum » [TabBlog] Shadows Over Sol Released! » January 04, 2016 12:40:34

beholdsa
Replies: 1

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A new blog post is available here.

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We are happy to announce the public release of Shadows Over Sol: Science Fiction Horror Roleplaying! Available in PDF, EPUB and MOBI, Shadows Over Sol can be purchased from DriveThruRPG.

A hard science fiction future of conspiracy and horror!

Two hundred years from now what should be the shining beacon of the future is instead cloaked in conspiracy and horror. Humankind has expanded throughout the solar system, and there it has discovered mysteries older than humanity.

The culture has shattered into myriad subcultures; nation-states are the hollow shells of what they once were. Corporations and other groups wage small-scale wars in the streets or in space. Bioengineered horrors left over from these conflicts stalk the hulls of ruined stations and abandoned colonies.



But for an enterprising team willing to brave the horrors, there’s always a profit to be made.



Shadows Over Sol is a hard science fiction horror roleplaying game using the Saga Machine system. Its features include:


Discover the secrets of the Sol system, with multiple GM options to keep players on their toes.
Support for a wide spectrum of play in the science fiction and horror genres.
A fully-realized setting with a detailed breakdown of both social dynamics and the solar system, from Mercury to the Oort Cloud.
Systems for personal combat, engineering, hacking and more!


Status Report


Printing proofs of the Shadows Over Sol core are being ordered and print copies should be available later this month.
Character sheets are available here!
The next items for release are, in order: GM Screen Inserts, Consequence Cards and Ready-Made Heroes for Shadows Over Sol. They should be made available, one ever couple weeks from this point forward.

Tab Games Forum » [Development Blog] Shadows Over Sol: Engineering » July 18, 2015 11:18:52

beholdsa
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Engineering to solve problems is a common trope in the science fiction genre. I can't count the number of times in sci-fi movies, books or TV shows that I've seen characters whip up a technological solution to the problem at hand through the expert use of improvisation and engineering know-how.

Shadows Over Sol supports this common genre trope through the engineering subsystem. This system allows players to design, assemble and use new technology of their own design. Sometimes these solutions work as designed, sometimes there are bugs that cause unforeseen complications and sometimes these designs can fail spectacularly.

Mechanically, engineering is divided up into two stages. The first is the design stage. In this stage the player describes what she is trying to achieve. The GM then assigns the task a difficulty, timeframe, cost and other requirements. The player then makes an action to perform the actual design work, draw up the blueprints, do the required math, etc.

The second stage of the engineering subsystem is the prototype stage. In this stage the character gathers the necessary components and then does the actual assembly. Engineering jobs can be rushed, which reduces the required time, but increases the difficulty. Players may also choose to only use whatever makeshift components are on hand, which reduces cost and increases the possibility of complications.

Throughout this process there is the possibility that the design or prototype will work, but still have unknown bugs. These issues can provide further complications when the technology is used. This can make for a fun narrative hook as characters deal with the unforeseen consequences of their untested tech. This also makes a good hook for the horror genre tropes in the game. The technology may be successful, but at what cost?

Shadows Over Sol is our upcoming science fiction horror RPG. Its Kickstarter is scheduled to begin September 1st. In the meantime, you can download the free Quick-Start, or sign up to be notified when the Kickstarter is ready.

Tab Games Forum » [TabBlog] Against the Dark Yogi: Ready-Made Heroes Released! » July 14, 2015 10:11:03

beholdsa
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This week saw the release of the next supplement for Against the Dark Yogi: Mythic India Roleplaying!

Want to run a quick adventure, but don't have the time to write and stat out a full party? Are you starting up a new campaign, but your players don't know what they want to play? Here are five pregenerated heroes ready for anything!

Against the Dark Yogi: Ready-Made Heroes is a supplement for Against the Dark Yogi. It's features include:


Five pregenerated heroes ready to run, perfect for a one-shot adventure or full campaign!
A full portrait and backstory for each hero.
Two character sheets for each hero: a starting version and a high-powered version.
Fleshed out connections between heroes, as well as connections to published adventures.

Open Forum » [TabBlog] Tab Update: Q3 2015 » July 05, 2015 11:19:36

beholdsa
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After the roller coaster which was March-April-May this year, things have finally gotten back on track. While a number of Tab Creations members have new positions, the toll from all these administrative shifts, however, is coming to an end. We didn’t have any releases in Q2 this year, but we are now set for the upcoming quarter.

Downloads of our Shadows Over Sol: Quick-Start are still going strong, which is a positive indicator as the Shadows Over Sol Kickstarter continues to be on target for a September 1s launch. At this point we’ve gotten back all of the edits for the game, and are in the process of reviewing those edits. Meanwhile, we’ve received all of the preview artwork for the Kickstarter, written a draft of the profile and we have the audio track for the Kickstarter video in hand. We still need to match the audio to the visuals. The Shadows Over Sol open beta test also came to a close.

The Against the Dark Yogi core rulebook continues to sell, and we have a new release for the game in the works, which should see publication later this month. Ready-Made Heroes (working title) will be a supplement featuring pregenerated heroes that are ready to play at a moment’s notice. This supplement includes low-enlightenment and high-enlightenment versions of each hero, as well as backstory and hooks for involving the heroes in any of our published adventures. Also relevant to Against the Dark Yogi: we’ve just green-lit several new adventures, which should see publication late this year or into next year.

We’re still going to have a presence at GenCon this year, although our presence will be minimal. Additionally, we will have a minimal presence at TopCon.

That’s about it. As the Shadows Over Sol Kickstarter launches late this quarter and will extend a few days into next quarter, expect the next Tab Update shortly after the close of the Kickstarter! Keep on gaming!

Tab Games Forum » [TabBlog] Shadows Over Sol: Hacking » June 29, 2015 10:41:53

beholdsa
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Often roleplaying game hackng systems are designed in such a way that it is easy for hackers go off to do their thing while the other players are left sitting and waiting. The hacking and encryption system in Shadows Over Sol is specifically designed to help alleviate this problem.

Any computer system can be "brute forced" given enough time and processing power. This is theoretically effective, but usually requires too much time to be reasonable. After all, no one has the time to wait around a millennium as every possible input is attempted.

The key to defeating encryption in a timely manner is the acquisition of exploits. Exploits can be any number of useful pieces information which can be leveraged to gain access to a computer system. They include personal insight into the computer's primary user, technical knowledge of the system in use, corp protocols surrounding network use or anything else that might glean important information. Exploits are designed so that the entire party can help pursue them. One member may interrogate the computer's user, thereby gaining insight into her thought processes. Another member might dig into restricted corp knowledge to gain acess to their standard practices. Yet another member may test her knowledge of faulty computer memory management schemes.

Put all of these insights together, and the amount of time needed to compromise the computer system drops down to days, hours or even minutes. In this way all members of the team have the chance to feel like they participated and helped out. All players were able to remain engaged, rather than a single member going off to play the hacking subsystem.

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