The time is shortly after the year 2100, the location is the first world. Massive megacorporations dominate the economic landscape and incredible advances in technology make the most miraculous things possible, from genetic modification to medical nanotechnology and microfusion power generators. But the most earth-shaking development of the 21st century is one we’re just beginning to see the ramifications of: As the 22nd century enters its second decade, the inner and outer realities of SlipSpace are opening up to human exploration.
The Slip Capacitor, based on the groundbreaking work of Zayim Diaspora, is an amazing device that allows travel to other dimensions in vehicles known as Slipships.
The bold explorers who pilot these vehicles face a multiverse of physical and psychological dangers to bring back priceless knowledge and powerful artifacts from far-flung dimensions and other realities.
They’re called DayTrippers, and you’re one of them.
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Nash and Reggie are hired by X Investments to investigate the disappearance of a scientific expedition to Drir, a mysterious uncharted planet wrapped in layers of poisonous and corrosive mists.
Scilla Sardacian convinces DarkMatter to send Nash and Reggie to the planet Caladena, where she hopes to shoot an episode of her stalkshow "Follow My Ass." The mission gets off to a bumpy start right away, when they discover that the Caladena project is backed by X Investments, and this puts them face-to-face with their old rival, Red Hanfast.
Back on Home-Earth after three weeks on Inra, Nash and Reggie deal with the repercussions of the adventure, including a non-plussed boss (Bento Hajir), a spoiled client (Scilla Sardacian), and a wildcard pilot who's hired to help them retrieve their ship The Marduk. (Gameplay starts at 4:09)
Stranded on Inra after having all their ship's power siphoned off by Mark Forepaugh, Nash, Reggie, Duke and Tom wait for their rescue team to arrive. Nash and Reggie take off to scout the island, and explore the mysterious skytube atop the Mountains of Perdition.
After making a trade with an indigenous Oufa tribe, Nash, Reggie and the Loose Guns head southward through the hostile jungles of Inra, hoping to make it back within ten days. They have left young Annelle in the Oufa den, where she plans to make a study of the native language and culture, and they promise to return for her as soon as possible.
Seeking Inranian Orchids for their wealthy client, Nash, Reggie and the rest of the Loose Guns continue their hexcrawl on the planet Inra, where inclement weather, hostile predators, and rival orchid-seeking DayTrippers make things... difficult. We pick up the story just as Reggie's mind is being assaulted by the hypnotic sound of the approaching HOOM...
BOGG is now available in PDF format: The latest system-agnostic setting for science fiction RPGs from As If Productions.
A far-flung world for your science fiction or alternity roleplaying sessions, suitable for one-shot adventures or extended campaigns.
One of the hottest in-vogue items this year is the Inranian Orchid, a large and beautiful flower from a deadly planet on the other side of our galaxy. When the world-famous hamloaf heiress Scylla Sardacian requests a shipment of these flowers (as many as she can get, for conspicuous consumption), Bento begrudgingly hands the assignment to Nash. Then we're off to a hexcrawl on the planet Inra, where our heroes face a harrowing combination of inclement weather, hostile predators, and rival orchid-seeking DayTrippers.