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Open Forum » Mastering Movement: The Ultimate Speed Potion Guide in Plants vs Brainrots » October 17, 2025 22:19:57

rabbit
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For players diving into Plants vs Brainrots, mastering in-game mechanics can make the difference between a quick victory and repeated frustration. One of the most overlooked yet powerful tools in this game is the Speed Potion. In this Speed Potion Guide – Plants vs Brainrots, we’ll break down everything you need to know to optimize movement, react faster, and gain a strategic edge.

Understanding the Speed Potion
The Speed Potion is a consumable item that temporarily boosts your movement speed. Unlike other buffs that affect attack or defense, this potion focuses solely on mobility. In Plants vs Brainrots, speed is not just about dodging attacks—it also impacts resource collection, map traversal, and timing for combo abilities.

When to Use the Speed Potion
Timing is crucial when using the Speed Potion. Veteran players recommend activating it during high-pressure moments such as:

Escaping large waves of brainrot-infected enemies.

Collecting scarce resources across multiple zones quickly.

Positioning for high-damage abilities that require precise placement.

Maximizing Effectiveness
To get the most out of your Speed Potion in Plants vs Brainrots, consider the following tips:

Stack Movement Boosts: Some character upgrades or environmental bonuses can enhance the potion’s effect. Combine these strategically.

Plan Your Route: Know where you need to go before drinking the potion. Wasting time zig-zagging reduces its efficiency.

Coordinate with Team Play: If you’re playing multiplayer, alert teammates when you’re using a speed boost for coordinated maneuvers.

Common Mistakes to Avoid
Even experienced players can misuse the Speed Potion. Avoid these pitfalls:

Using it in areas with minimal threats, wasting valuable time.

Ignoring the potion’s duration; always track the buff to avoid slipping into danger unprepared.

Over-relying on the potion instead of improving core movement skills.

The Speed Potion is more than just a temporary boost; it’s a tactical tool in Plants vs Brainrots. By understanding when and how to use it, you can navigate maps faster, avoid hazards efficiently, and execute complex strategies that less-prepared players might miss. This Speed Potion Guide – Plants vs Brainrots should serve as a reference for both newcomers and seasoned players looking to refine their gameplay.

Open Forum » Is ETH Mining Still Profitable in 2025? » October 17, 2025 06:27:08

blockdag12
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The profitability of ethereum mining in 2025 largely depends on factors like electricity costs, hardware efficiency, and network rewards. With Ethereum having transitioned to a proof-of-stake model in previous years, traditional mining has drastically changed, and miners now need to consider alternatives like staking or mining on Ethereum-compatible networks. Rising energy prices and the increasing difficulty of mining blocks have also affected profit margins, making it essential for miners to carefully calculate potential returns before investing in equipment.

Despite these challenges, some miners are still finding ways to profit through optimized rigs and strategic operations. Those who can access low-cost electricity or use efficient GPUs may continue to see gains, though the scale is generally smaller compared to the pre-merge era. Keeping a close eye on network updates, transaction fees, and market trends is crucial for anyone involved in ethereum mining to determine whether it remains a viable venture in 2025.

Open Forum » Why Are Tongue and Groove Bits Perfect for Panel Joinery? » October 17, 2025 02:02:08

Panel construction requires joints that are both stable and visually seamless, making tongue and groove bits a perfect choice. These bits allow wood panels to lock together securely, maintaining structural integrity while offering a clean, professional finish. They’re especially useful for wall paneling, wainscoting, and cabinet doors where precision and aesthetics go hand in hand.

The groove router bit complements this setup by cutting accurate channels that ensure a snug fit for each tongue. Together, they create joints that minimize movement while maintaining flexibility—a key advantage for projects exposed to varying humidity levels.

For premium tools that guarantee precision, routerbitmall.com is an excellent source. Their selection of tongue and groove bits and groove router bits is designed for professional woodworkers and hobbyists alike. With their high-quality bits, your panel joints will not only look beautiful but also last for years.

Open Forum » Iverheal 3 mg used to treat various parasitic infections » October 16, 2025 04:54:10

daisygrey
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Iverheal 3 mg is a medication that contains ivermectin, an antiparasitic drug widely used to treat various parasitic infections in humans. It works by targeting the nervous system of parasites, causing paralysis and death of the worms. Iverheal 3 mg is commonly prescribed for conditions like intestinal worms (such as roundworm, threadworm, and whipworm), strongyloidiasis, and onchocerciasis (river blindness). In addition, it may also be used for certain skin infestations, such as scabies and lice, under medical supervision.The medication is usually taken orally as a single dose, but the exact dosage and frequency depend on the type of infection, the patient’s body weight, and the severity of the condition. It is important to follow a healthcare provider’s instructions carefully to ensure effective treatment and reduce the risk of side effects. Common side effects may include nausea, diarrhea, dizziness, and mild skin rashes, though serious reactions are rare.Iverheal 3 mg should not be used in children below a certain age or in people with liver disease unless prescribed. Patients are advised to avoid driving or operating heavy machinery if dizziness occurs. Proper hygiene and sanitation measures should accompany treatment to prevent reinfection.

Open Forum » Lufthansa Airlines Port Harcourt Office in Nigeria? » October 16, 2025 04:22:50

I recently had an experience with the Lufthansa Airlines Port Harcourt Office in Nigeria, and it was truly impressive. The team there was welcoming and efficient, helping me with ticket booking and providing clear answers to my travel questions. It’s great to have a local office where travelers can get real assistance instead of relying only on online systems. Their professional yet friendly attitude made the whole process smooth and stress-free. If you’re in Port Harcourt and need airline support, this office is definitely worth visiting for a reliable and pleasant experience.

Tab Games Forum » New Saga Machine Subreddit » November 10, 2021 11:39:13

beholdsa
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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 12:43:16

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 09:43:38

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 11, 2017 22:46:20

beholdsa
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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 08:42:04

beholdsa
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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 10:45:13

beholdsa
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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 08:45:43

beholdsa
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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 05:21:16

beholdsa
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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 06:40:34

beholdsa
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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 06:18:52

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 05:11:03

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 06:19:36

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 05:41:53

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.

Tab Games Forum » [Development Blog] Shadows Over Sol: Combat » June 22, 2015 11:30:49

beholdsa
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Shadows Over Sol is a science fiction horror roleplaying game. A good horror story is all about the tension. It’s about the impending doom, the oncoming desperation, the inevitable moment of shock and terror. Then—once the moment of violence arrives—it’s swift, it’s brutal and it’s a game-changer. Frequently characters in horror stories spend more of their time trying desperately to subvert, trick or improvise against the subject of their horror than they do confronting it directly.

The combat system in Shadows Over Sol is designed to model this sort of tense, desperate conflict. Plans can go awry, bones can break, improvisations can be made or characters can be left to bleed out in the cold.

Every character in Shadows Over Sol has a wound threshold. Once the total severity of their wounds passes this threshold, they are in desperate need of medical attention. Rather than simply incapacitating the character, someone wounded to this extent may continue to act, but in doing so they gain the Bleeding consequence. This consequence causes them to take further wounds should they act, thereby risking death and feeding into the sense of tension. If they take too many more, they will die.

The order of the phases in the Shadows Over Sol combat round is also intended to emphasize the sense of tension and threat. Impending attacks are declared in the first phase of the round and executed in later phases, giving players time to worry and sweat about the upcoming devastation. GMs may want to declare enemy attacks near the end of the round, giving players an opportunity for improvisation and desperate actions to prevent the impending doom—but only if they gamble and go “all in” the first phase. This sort of round-to-round dynamic draws out the tension and increases the desperation, playing up the element of horror.

Finally, a well placed hit can be devastating. When a player in Shadows Over Sol scores a critical hit, they have the ability to choose a powerful critical effect that comes with the usual damage. Critical effects can range from crippled limbs to shattered weapons, or from a moment of stun to being pinned down.

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] Shadows Over Sol Open Beta Ends » June 18, 2015 06:58:35

beholdsa
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In preparation for its September 1st Kickstarter, the open playtest for Shadows Over Sol has now ended. Those wanting notification when the Kickstarter opens can still sign up at the following page. Additionally, those wanting to preview the upcoming science fiction horror game will find the Shadows Over Sol: Quick-Start available at DriveThruRPG.

About Shadows Over Sol

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 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.

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