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The Core Rules package contains everything you need to learn how to play, and create your own amazing adventures. If that isn’t enough, it also includes a classic fantasy dungeon crawl to help get new players going, and two one page adventure settings to let you try out different flavours of adventure. Each comes with free maps and STL miniature files to print!
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This dungeon crawl is the perfect first adventure to cut your teeth on… well your characters have no teeth so that is a bad metaphor. It’s a good starting adventure for new players and people who have been playing other systems., taking you through building a simple but lovable character, and then lets your DM take you through a magical dungeon with many puzzles, confrontations, riddles, traps, and monsters… or maybe just some of those things because it’s super customizable. It can be a 1 shot lasting only a single session, or an epic dungeon romp that you split over multiple sessions. Good luck!
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When an explosion wakes up the off duty crew of a science vessel, it’s up to the team to figure out what happened, get things working, keep things working, and get the ship out of its decaying orbit!
This adventure doesn’t have much combat (if any), and focuses on solving a mystery while constantly dealing with things going wrong on the ship. Can be played as a fully immersive role play experience or more like a board game for those just starting out.
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“You are all ‘Joe’ clones sent to rescue a VIP from his cargo ship that has been infested with killer robots. The Ship is lost, you can’t rescue everyone, and the VIP wants his cargo.”
This is a simple sci-fi adventure that introduces players to a small fragment of the Parallax universe. There is more going on with the mission than a straight shootout of course, and if the players and DM want to, their characters can get involved with moral choices, off the wall technological solutions, and interpersonal drama amongst the player characters and the ship’s crew… If you can stay alive that is.
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And don’t forget the three free scenarios that come with the core rules!
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Here’s the Latest Blog!
Clone Cargo Crisis: First Beta
SARIL RPG: Who’s turn is it? Everyone’s! by RadiationBurn — Kickstarter
Wanted to say thanks to the four brave volunteers from Teesside University’s Tabletop Society. These four were given a very quick crash course in the basic rules, the history of the parallax universe, who the clones were, and what their mission was before setting off on their first ever mission. The paragraph below the photo won’t make a lot of sense to anybody but the four players, but I felt they earned it.
Debriefing…
Through a valiant effort, plus some incredible luck and timing in the end game, the team managed to save the VIP and his precious cargo. All clones came out alive and despite several visceral injuries are all expected to make a full recovery and be back on duty within weeks. They have each proven viable in the field and are no longer considered just a number, but also a name in the form of a well earned callsign.
Clone 21: Through decisive action, Clone 21 took charge of the group, showing leadership potential as well as good all round performance throughout the mission. Despite loosing a limb in an ambush, he managed to get back in the fight and come to the aid of his fellow clones at a critical moment through skilled zero-G maneuvering. It was for this act he has now been designated “Floater”.
Clone 07: Although stoic and initially seeming to lack initiative, Clone 07 proved to have a keen eye, and an excellent aim. Officially logging the most kills in the mission with an accuracy of over 50%. Clone 07 remained focused on the mission even when victims were being cut up in the adjacent room, successfully calmed the survivors, and never retreated even in seemingly dire circumstances, this clone has been designated “Chill”.
Clone 40: Despite command asserting that he shouldn’t take his fists to a gun fight, Clone 40 weighed in to hand to hand combat with butcher bots, and despite all odds repeatedly came out on top. In the climax of the mission it was also clone 40 who charged the enemy stronghold alone and used EMP grenades to hold off the enemy with long enough to start a meltdown in the ships capacitors. For this reason, and definitely not because he fumbled an easy catch, this clone has been designated “Surehands”.
and Finally, Clone 69: Despite nearly failing basic training and being deemed borderline defective by clone quality control, 69 was not terminated due to his skill with all forms of technology. His combat performance has been described by his commanding officer as “Piss poor”, but the VIP personally gave 69 a commendation for his safeguarding and extraction of all important cargo. Clone 69 suffered injuries listed as ‘horrific mutilation to the pelvic area’, and thus was granted the designation “Truama’ after another callsign was deemed inappropriate by command.
Congratulations Team.
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SARIL is theme agnostic. One set of rules. Infinite possibilities for adventure!
SARIL is all about creating exciting adventures and the tools to create your own adventures!
And assets and tokens for online play. That includes a cool Roll20 Character Sheet!
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SARIL has infinite potential but we still need your help. Sign up and help the project today!
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