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Ancient Aetherium Roleplaying Game

[PUBLIC]The role playing game made for all those funky little bears. Not all books are public, but this shelf appears to non-logged in users.

Project
Ancient Aetherium TTRPG

Core Rulebook

[PUBLIC] The current in-development core rules of the Ancient Aetherium system. Heavily based on the SAGE system from Alkemyworks Games, specifically Alpha Version 3.5.0.

Setting
Bears
Module Type
Core Rules
Missing
Initial Club's Notes

Addendum - Architects of the Ruins

[PUBLIC] The addendum for campaigns focused on building and maintaining an Outpost. Adds occupation and building mechanics.

Setting
Bears
Module Type
Addendum
Missing
Initial Club's Notes

Characters

Core Rulebook

Characters make up the core of Ancient Aetherium. This chapter covers all of their traits, how to decide on them during character creation, and how to level them up. To make a character, go through the sections in order and follow the directions.

War Patterns

Core Rulebook

Casting Styles

Core Rulebook

Gear

Core Rulebook

Occupations

Addendum - Architects of the Ruins

Outposts need all hands on deck to survive in the modern environment of the Ruins, but by this point in time different bears have become well versed in different skills, each of which are important for an Outposts survival. These have no collective name in gam...

Buildings

Addendum - Architects of the Ruins

Buildings all provide some bonus in trade for resources, and these bonuses can be anything that the RM or players think would be interesting or useful. The RM can then decide the stats that form a building given the theme and bonus. While it is encouraged to d...

Running the Ruins

Addendum - Architects of the Ruins

Outposts are isolated communities in the ruins that have built their own presence into the empty buildings that once belonged to their creators. They are often products of their environment, making Outposts near factories quite industrious, and Outposts near o...

Heavy Hide

Core Rulebook War Patterns

Stat: STR Getting their names from the eras before the mass production of dark steel, Heavy Hides exist to be beaten down and pummeled while tearing through everything in their way. Once made of woodchips and metal shavings, covered in the hide of thick skinn...

Operator

Core Rulebook War Patterns

Stat: SKL Coming from backgrounds ranging from running jackhammers, to servicing the death machines of Jax's creation, Operators hold their pride in their craftiness. Operators are trained in manning the various types of mechanical construct that roams the wa...

Light Weight

Core Rulebook War Patterns

Stat: DEX Quick and nimble, lightweights find themselves learning how to weave their husks and patterns to become a faint memory in their enemies minds as soon as yesterday. They often forgo heavier equipment and hefty weapons in favor of becoming more slippe...

Breaker

Core Rulebook War Patterns

Multi-Pattern: Heavy Hide & Operator Name Prereq Type Cost Effect Shatter 3 Reaction 1 SP When being attacked, you may choose to reduce your AR to 1, but in turn may attempt to make a STR check to break the weapon attacking you. Breaking a ...

Runner

Core Rulebook War Patterns

Multi-Pattern: Operator & Light Weight Name Prereq Type Cost Effect Moving Target 3 Passive - - - Attacks made against you while using your MOV add your MOV to your AR. Fly By 4, Moving Target Passive - - - You may include an attac...

Charger

Core Rulebook War Patterns

Multi-Pattern: Heavy Hide & Light Weight Name Prereq Type Cost Effect Charge 3 Action 1 SP Gain the Charge combat action. Move an amount of tiles equal to your MOV, and if an enemy or object is in the way they must make a contested DEX chec...

Aether Smith

Core Rulebook Casting Styles

Stat: SAN Aether Smiths are known for their ability to warp the arcane into the physical, constructing items and armies of frost and snow. From illusions built of frost, to tools built of ice, Aether Smiths are the makers of anything and everything temporary ...

Striker

Core Rulebook Casting Styles

Stat: BRV Magic was made for bringing the down the hammer on others. Strikers get their name by their extremely straight forward approach to supplementing their combat with their Casting, taking as many moments as possible to use it to make their movements sh...

Mage

Core Rulebook Casting Styles

Stat: ABS Mages mess not with modifying the physical, but focus instead on the aetherial. Their magic forms in the world all the same, but as volatile matter to be manipulated and controlled by their whims. Name Prereq Type Cost Effect Soak Pa...

Shroud Breaker

Core Rulebook Casting Styles

Multi-Pattern: Aether Smith & Striker Name Prereq Type Cost Effect Piercing Sight 3 Action 1 AP Gain a visual of all sentient life of any kind within 30 meters. Anything considered alive, including Hive Drones, Nausea Vines, or other Bears ...

Infusionary

Core Rulebook Casting Styles

Multi-Pattern: Aether Smith & Mage Name Prereq Type Cost Effect Focused Strike 3 Action 1 AP Pick a piece of equipment up to 10 tiles away. The next time the target is used, it will succeed any check to hit, such as throwing a rock at a bot...

Syphon

Core Rulebook Casting Styles

Multi-Pattern: Striker & Mage Name Prereq Type Cost Effect Arcane Guts 3 Passive -1 AP Gain the ability to consume AP from natural and atypical sources, such as arcane machines or other bears. When gaining AP, make an ABS skill check, and t...

Proficiencies

Core Rulebook Gear

Heavy Hide Weapons Armor / Shields Gadgets Mods Advanced Advanced Simple Simple Operator Weapons Armor / Shields Gadgets Mods Advanced  Simple   Advanced Simple  Light Weight Weapons Armor /...

Equipment Breaking

Core Rulebook Gear

Most types of equipment can break when faced with enough direct force. Each piece of equipment has a Toughness, which can be thought of as how resistant it is to breaking, either from good construction or hardy materials. If something is able to do enough dama...

Attributes

Core Rulebook Characters

Attributes are a bears characteristics. Lower numbers in an attribute means that when they must use that aspect of themselves they are more likely to end up in trouble. On the flip side, higher numbers in an attribute can allow your character to things they ne...

Bartender

Addendum - Architects of the Ruins Occupations

Bartenders are the social glue  of a given Outpost, uniting their peers together into one cohesive community. They are the one to go to when settling disputes, organizing Events, or stay in touch with all the happenings. Their position leaves them in a leader ...

Bouncer

Addendum - Architects of the Ruins Occupations

Bouncers are the leaders of the local Watch and the organizers of the Outpost armaments. They coordinate the distribution of weapons, the routines of patrols, train their peers to fight in the surrounding environment, and help maintain the fortifications in th...

Watch

Addendum - Architects of the Ruins Occupations

The Watch are a set of bears in each outpost tasked with defending its inhabitants from outside forces. Often these are Traitors taking supplies, ambushes of traveling members, nausea creatures, hive drones, or even members of Gredo’s government. The Watch has...

Mason / Worker

Addendum - Architects of the Ruins Occupations

Masons and Workers are two very similar and at the same time very different things. Masons were the original craftsmen, making ornate buildings, tools, weapons, and machines. Workers are forced laborers contracted out from the big city to act as an excess prod...

Inventor / Engineer

Addendum - Architects of the Ruins Occupations

Inventors are the mechanical hearts of Gredo’s infrastructure, but they are far from formal academics. Inventors are scrappy creators of new machines, and engineers are efficient implementers of existing designs. Each become well-versed in taking advantage of ...