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Posted: Fri, 19 Jun 15:44:25 CDT
The Excuses Given By Time Travelers d100 DLux - PDF VERSION
Unleash a century of temporal chaos at your gaming table! The Excuses Given by Time Travelers digital d100 DLux expansion pack serves up 100 high-contrast, dark-mode optimized narrative table entries. Packed with panicking chronological drifters, reality-bending paradoxes, and fully formatted nested dice rolls, it is the perfect system-agnostic toolkit for dropping instant flavor, unexpected complications, and ready-made side quests into your next sci-fi or retro-tech campaign.
Don't let your timeline collapse-add it to your GM arsenal today!
This DLux PDF Table is at least 55% Nested for extended results, and was printed using a custom version of the mjhGames MTS Publisher!
Thank you for your support, and your interest!
Game On!
-Mike
mjhGames
Posted: Fri, 19 Jun 15:44:20 CDT
The frontier is filled with dangers, but few are spoken of openly. Pirates raid shipping lanes, rogue warlords carve kingdoms from forgotten worlds, and hostile alien predators stalk the darkness between settlements. Yet there are older threats hidden beneath those familiar fears, horrors that cannot be reasoned with, bargained with, or understood. Across the distant world of Zhalystrix Reach, strange rifts have begun appearing in abandoned ruins, beneath ancient mountains, and within the depths of long-forgotten research facilities. From these fractures emerge entities that defy science and challenge sanity. Entire settlements vanish overnight, leaving behind scorched ground marked with impossible symbols. Military expeditions disappear. Automated defenses malfunction in the presence of these creatures. To confront this growing menace, the Riftward Guild was formed, a coalition of elite demon hunters, scholars, warriors, and technomancers dedicated to containing the incursions before they spread beyond the world. Now reports have surfaced concerning a relic known as the Nether Core, an artifact believed capable of either sealing every rift permanently or opening a gateway large enough to engulf entire systems. As a Blast Ranger temporarily attached to the guild, you are tasked with joining an expedition into the heart of the outbreak. The journey promises danger, discovery, and difficult choices. Somewhere beyond the known frontier, a darkness is awakening, and the fate of countless worlds may depend upon who reaches the Nether Core first.
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You are about to step into a galaxy that does not wait for permission. Blast Rangers Solo is not a tutorial, not a watered-down mode, and not a substitute for group play. It is a full-power way to experience the Blast Rangers universe - alone, decisive, and unfiltered. In solo play, there is no GM behind the curtain, no table consensus to soften outcomes, and no pause button when things go wrong. There is only your Ranger, your choices, and a universe that responds immediately.
To play Blast Rangers Solo, you must have the Blast Rangers Core Rulebook. This solo framework is built directly on the Total Core RPG System and assumes full access to its rules, attributes, Masteries, equipment, and setting foundations. The Core Rulebook provides the mechanical backbone; Solo Play provides the ignition. Together, they turn intent into action. You decide when to act. You decide what matters. You decide which risks are worth taking. There is no waiting for turns to come back around the table. No scenes lost to distraction. No momentum broken by debate. Solo play moves at the speed of thought - and often faster than comfort allows. Every decision lands directly on you. That pressure is the point.
Posted: Fri, 19 Jun 15:19:01 CDT
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THE COMPLETE 2,000 Encounters. Zero Prep. One d20. The year is 2187. The Lattice pulses beneath every arcology, and the Sovereign Conglomerates guard their secrets with ICE that kills. You are a Weaver—neural interface hot, Shroud flickering, running the wire between The Steel and the digital abyss. This is your toolkit. |
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The Lattice Does Not Forgive Most cyberpunk games treat hacking as a minigame—a skill roll, a progress bar, a door that opens. The Complete Netrunner Toolkit treats The Lattice as a place that breathes. It is alive with predatory ICE, ghost Echoes of dead Weavers, and the forbidden Deep Coil where reality frays. Every node is a decision. Every Dive risks something precious. Every table cross-references into another, so no two runs ever unfold the same way. This is not a list of generic "cyberpunk encounters." This is a living network that responds to your players' choices, hunts their signatures, and remembers their mistakes. |
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Three Rolls. Three Hours. Zero Prep. Roll One — The Dive (Table 1): Your Weaver jacks in. The entry node bears fresh Omni-Forge advertising overlays that clog perception with weapon schematics. The commercial payload wastes precious seconds and leaves traceable engagement metrics in the Skein buffer. But worse—a dormant algorithm hitched a ride. A Trace awakens in their wake like a bloodhound that slept inside their luggage. [Go to Table 15: Trace Evasion Sequences] Roll Two — Trace Evasion (Table 15): The Trace bounces the Weaver's Skein echo off nearby architecture, triangulating position with each reflection. The echoes gain clarity with each bounce, like ripples in a pond converging on the stone that created them. Which is you. And you are sinking. They duck through a maintenance layer, but the drift deposits them somewhere unintended—the Deep Coil. [Go to Table 42: Rotting Protocols] Roll Three — Rotting Protocols (Table 42): Dead systems decay around them. Something wearing the fragmented signature of a dead Weaver approaches disguised as friendly Echo traffic. It knows things. It offers shortcuts. The Weaver must decide: trust the ghost, or run blind through collapsing architecture while the Trace closes from above and something ancient stirs below. Three rolls. No prep. A full session that began with a simple hack and ended with a ghost story. |
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What You Get
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What's Inside The Lattice (Tables 1–10) The Dive, terrain navigation, protocol drift, stealth complications, connection strain, trace echoes, and the forbidden tug of the Deep Coil. ICE & Countermeasures (Tables 11–20) Rote patrols, Warden confrontations, Reaper hunts, firewall breaches, trace evasion, counter-intrusion ambushes, deceptive traps, and lethal survival scenarios. The Sovereigns (Tables 21–30) Corporate infiltration, hostile takeovers, boardroom daggers, shell games, espionage contracts, dirty veins, and the blood feuds that shape the economy. Wetware & Augmentation (Tables 31–40) Skein quirks, chrome vs. wetware conflicts, black-market modifications, implant rejection, prototype malfunctions, neural addiction, and sensory override. The Deep Coil (Tables 41–50) Forbidden descent, rotting protocols, corpse servers, excavated secrets, impossible phenomena, Echoes who remember, primordial entities, and relics worth dying for. Weaver Operations (Tables 51–60) Ghost infiltration, Sledge assaults, Spire manipulation, Tide flooding, Rook counter-intrusion, Dust expeditions, Weaver duels, legends, training rituals, and the thin line between good Weavers and dead ones. The Steel — Physical World (Tables 61–70) Arcology lockdowns, night markets, fixer's favors, Harvester territory, neon mirages, CorpSec sweeps, hardware runs, and the psychological toll of living double lives. Heists (Tables 71–80) Weave plans, marks, vault architecture, extraction under fire, dual-world pressure, unraveling plans, betrayals, unseen defenses, closing traces, and legendary capers. Supernatural & Horror (Tables 81–90) Echo manifestations, fragment storms, haunted nodes, native entities, Skein infection cascades, madness spirals, reality breaches, whispers from below, unwelcome passengers, and echo convergence. Factions & Power (Tables 91–100) Threaded summoning rites, Null Collective sabotage, SIO contracts, Remnant false-flag operations, fixer brokerage nights, cleaner interference, Harvester ambushes, rogue AI fragments, proxy battlefields, and the Lattice succession crisis. |
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How to Use This Toolkit 1. Roll of Fate. Identify where your players are in the run—The Dive, navigating terrain, facing ICE, escaping a trace—and roll d20 on the matching table. 2. Follow the Threads. Most entries include cross-references in brackets. Follow them to build cascading complications, or ignore them and keep rolling on the same table. The toolkit adapts to your pace. 3. Build Your Run. Three to five rolls typically generate a complete netrun session with rising tension, meaningful choices, and a memorable climax. No prep required—just read and react. |
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Compatibility Works with any cyberpunk or science-fiction TTRPG, including:
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Content Warning: Contains body horror, psychological manipulation, themes of addiction, corporate violence, identity violation, and existential dread. The Deep Coil chapters include supernatural horror elements and implied human experimentation. Intended for mature gaming groups comfortable with dystopian themes. |
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random encounter tables, cyberpunk rpg, netrunner, hacker, system agnostic, zero prep, gm screen aid, shadowrun, cyberpunk red, sci-fi horror, digital horror, corporate dystopia, ice intrusion countermeasures, neural interface, virtual reality, dark future, random tables, sandbox generator, dungeon master tools, game master resources, ttrpg supplements, tabletop rpg, roleplaying game, sci-fi rpg, matrix, cyberspace |
Posted: Fri, 19 Jun 14:44:15 CDT
The Acolyte of Filth is a character archetype for Ossuary: Hunger & Bone Roleplaying
Posted: Fri, 19 Jun 14:44:14 CDT
The Infiltrator is a character archetype for Ossuary: Hunger & Bone Roleplaying
Posted: Fri, 19 Jun 14:43:21 CDT
The Tethered Thrall is a character archetype for Ossuary: Hunger & Bone Roleplaying
Posted: Fri, 19 Jun 14:43:20 CDT
The Priest of Valor Priest is a character archetype for Ossuary: Hunger & Bone Roleplaying
Posted: Fri, 19 Jun 13:41:36 CDT

This 88-page issue is for Adventure Word Sequences #8.
It revisits the next 20 frequent keywords from Plot Generator, Conflct (Plot) Generator 2, and Grammar Fuel ™ genre and subgenre books.
Why focus on Adventure Word Sequences?
The answer depends on the type of game that you are running.
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For that want fully prepared synopsis, ready-to-go adventures, or distinct setting adventures, then this book may not be for you.
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However, for GMs that play, modify, or plan adventures using suggestions and inspiration, this book may be for you, It gives more details than the keyword tables, yet are vague enough to fit or adjust to most genres, eras, and settings.
This is a guide book that is meant to aid a Gamemaster (GM) or solo game player in making creative adventure story conflict content. It is illustrated with some grayscale open or licensed images.
It's meant to help give useful tips and inspirational ideas.
An Adventure Word Sequence is our set of words that suggest a sequence of conflicts that may be interpreted to create an adventure.
We provide a brief generic synopsis of what it may be interpreted to mean for each Adventure Word Sequence.
An Example of the first of six Adventure Word Sequence for Form keyword,
1. Separate > Pattern > Activity
Separate events occurring, if studied and investigated, start to form a pattern. It will reveal that it's part of an organized effort or coordinated activity of someone or some group.
Then we provide a table with how the adventure may use each sequence to describe a type of foe of six main types. Here are the ones for the sequence.
Foe
| Form | Vs monster | Vs nature | Vs supernatural | Vs self | Vs person | Vs technology (power) |
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Separate |
Challenging |
The events are |
The events are |
The events are |
The events are |
The events are |
There are about 70 different new Adventure Word Sequences (6 for each keyword, 20 keywords). A few are used more than once (from this and prior books) for similar situations that fit the keyword. A list of this issues keywords is found bellow.
What does this cover?
- Comparison of 3 keyword prompt methods
- Reasons, pros, and cons for each
- Parts of speech, pros, cons of the following: verbs, nouns, adverbs, adjectives, pronouns, and prepositions
- Using this book
- Using random tables for 3 different types of worldbuilding
- Keywords: form, make, operate, achieve, establish, sacrifice, hidden, powerful, criminal, dead, terrible, supernatural, of, at, with, for, to, from, mysteriously, powerfully
- For each keyword: Definitions, synonyms, Theme Generator 2e subjects, 6 Adventure Word Sequences, foes table
- A list at the end lists prior issue keywords and adventure word sequences
Posted: Fri, 19 Jun 13:39:16 CDT
You Are The Shield
The Nothingness draws nigh.
It spreads from the edges of reality, tendrils of voidspace seeding negaspheres like spores to every world it encounters to spread corruption, leaving legions of mindless voidthralls in its wake. Where it meets willing acceptance, it anoints entropicists to wield the power of the void.
The Nothingness is coming.
And you are the shield.
You are a heroic bulwark of light, empowered with an ioun stone to smite the darkness and rebuff the void.
You are the hope of the universe, heir to fabled Jedda—the Ioun Star—and embodiment of syntropy.
You are a Jeddan Knight, the shield against the Nothingness.
And you will not fail.
Welcome to IOUN STAR, a space opera setting of Heroic Magitech Adventures.
In this Quickstart, you can find an introduction to the setting and its core principles; the Heroes section showcasing the Jeddan Knights and more; the Magitech section, which introduces items, suits, and vehicles powered by ioun crystals; and the Adventure section, with information on the galaxy and some adversaries for your heroes.
The book present tips and suggestions for using the setting with your favorite d20-based game, and includes rules material built using the spirit of the BECMI version of d20 games.
The IOUN STAR Quickstart gives you enough to start your battle against the Nothingness. As the book grows, you will receive updated versions until the final game is released.
So, Jeddan Knight: grab your sunblade, hop in your starfighter, and alongside your cadre, fight the forces of the void.
Posted: Fri, 19 Jun 12:25:19 CDT
The team is nearing the channel tunnel, but first they must pass through the High Weald forest, and to do so means dealing with a werewolf threat beyond any they have faced to this point. Can they overcome the fast pursuit and get to the tunnel before its too late?
This is compatible with the FAST Core Gold RPG and the World War Horror Setting
Posted: Fri, 19 Jun 12:22:37 CDT
What locomotive would be complete without an engine car? You ain't going nowhere without some force to take you down the tracks, so take your train out of the station and onto a proper adventure with the full engine car! Shovel the coal, pile high the steam and ring the bell! The heat gets a bit sweltering behind the engine of this beast, so make sure you pack some fire-proof clothing!
This pack includes the Day / Night, 2D / 3D, Gridded / Hex Grid / Gridless versions, and both a normal and HAUNTED ethereal version!
Posted: Fri, 19 Jun 11:54:04 CDT
The Poisoned Mines
Level-8 D&D Adventure


In this short adventure, a group of adventurers is hired after a strange radioactive menace was unearthed in the mining tunnels of Thar'fadun. The dwarves unearthed a vein of a strange crystalline material that glows in the dark. With it came a primordial monster empowered by the eldritch energy stored in the ore, the Radioactive Slime. This is a race against time as the characters must secure this place before the noxious fumes reach the city.
This one-shot adventure is also included in our flagship product Dungeon Vault Magazine.




