The official tumblr page for The Agency of Narrative Intrigue and Mystery, bringing you as much TTRPG material as you're authorized to see, including promoting the work of other creators and essays/discussion on TTRPG design. A five-person team comprised of lgbt and disabled individuals trying to make it in an industry dominated by D&D5e. Authors of Eureka: Investigative Urban Fantasy.
Welcome to tumblr page of The Agency of Narrative Intrigue and Mystery (A.N.I.M.)!
We are a small independent team of LGBT and disabled individuals who make innovative and well-polished tabletop roleplaying games that have a lot to say, best known for Eureka: Investigative Urban Fantasy.
Combined, our team has over 20 years of experience.
Continue reading for more information about us, our games, and more!
Our Games
Eureka: Investigative Urban Fantasy
A TTRPG for deep character roleplay, realistic combat, player deduction, and secret monster antics!
Eureka: Investigative Urban Fantasy is a groundbreaking TTRPG that revolutionizes mystery investigation of all kinds!
Leave behind the days of "We walk into the room and roll Investigate." Eureka: Investigative Urban Fantasy is a TTRPG all about investigation, and its purpose-driven mechanics let players take initiative, use their characters' unique strengths to find clues, and deduce conclusions themselves. We post about it in-depth a lot, so check out our blog for more info, or just read it yourself! Payment is optional!
We plan to support Eureka for many years to come through supplements and adventure modules. It comes with a short adventure module made specifically for teaching you, your players, and their characters the ropes, but you can also find the first set of higher-stakes adventures right here!
The Eye of Neptune and FORIVA: The Angel Game
Two brilliant mysteries for Eureka: Investigative Urban Fantasy
Two adventure modules for use with Eureka: Investigative Urban Fantasy!
Eureka: The Fanservice Files
A comical expansion for Eureka: Investigative Urban Fantasy.
A mini-expansion originally intended to just be an April Fools thing, but then turned into a real expansion! This features several new character Traits and powers!
Eureka: The XXX-Files
Erotic Traits for you urban fantasy adventures!
Another mini-expansion, featuring several new character Traits and optional rules!
"Eureka: Cold Open"
A short story set in the world of Eureka: Investigative Urban Fantasy.
Not actually a game, rather a short-story set in the world of Eureka: Investigative Urban Fantasy.
Silk & Dagger: A Sensible Drow RPG
Navigate a deadly social gauntlet in this satirical TTRPG about Drow and their underlings.
An asymmetric comedy game of drama and drow. Players either take the role of a brutal mistress whom everything she says goes, whether she understands what she’s talking about or not, and whose position of dominance is maintained by the respect of her peers, respect that hinges on how brutal and controlling she is to her subordinates; or an array of pathetic servants who are helpless without their mistress’s “leadership,” (and maybe even be more so with it).
Edge Hedge Arena
A party game where your name is tied to an edgy hedgehog OC of immense power. Fight.
This goofy omage to the Sonic the Hedgehog fanbase of the 2000s and 2010s is more of a party game than a conventional TTRPG, but that’s just means it’s fast to play and play again. The game will pair you with a real Sonic OC, so you can stat them out and battle them against others in the ultimate blood sport.
Our Mission Statements
1. To provide a source of income for those of our team who cannot support themselves by any regular means through disability.
To this end, we ask for your support as fans, if you want us to be able to continue to create more of the work you love. We put our games up in beta for feedback and extra publicity/support while we work diligently on finishing them, and as a completely independent and unsponsored studio, we are entirely dependent on word-of-mouth from fans like you to bring our projects in front of new eyes and keep us afloat through sales and patreon subscriptions.
What you can do to ensure that we can support ourselves and continue operations:
Follow us on tumblr and bluesky
Reblogging/retweeting/whatever our posts on these sites, even if you don't have many followers, makes a huge difference and is actually how we get most of our new fans and patreon subscribers.
Talk about us!
Play our games, tell your friends about them, make posts about your adventures or characters from our games, make homebrew stuff, etc. Like with the social media posts, this is the only way the word gets out about who we are and what we do! Without word-of-mouth, we're dead in the water.
Subscribe to our Patreon!
You get monthly rewards such as Eureka updates, adventure modules, short stories, previews of new games, etc. It also gets you into our patron-exclusive discord server!
Buy, or just download, our games on Itch.io
Eureka: Investigative Urban Fantasy
Eureka Adventure Modules Vol. 1
Edge Hedge Arena
Money helps a lot, but even just downloading them for free gives us a boost in the algorithm and gets more eyes on us!
Donate on Ko-fi
How this helps is pretty obvious.
Buy our snoop merchandise
We only get a small cut of this, but the stuff is pretty cool, and they're good conversation starters!
2. To fight back against the overwhelming hegemonic monopoly held over the TTRPG artform by Wizards of the Coast. This goes deeper than you think.
We don’t just promote our own games, we promote the games of others, and healthy play habits as well through the A.N.I.M. TTRPG Book Club!
Check out the A.N.I.M. RPG BOOK CLUB community on Discord - hang out with 443 other members and enjoy free voice and text chat.
This is a welcoming and diverse space for fans of TTRPGs to discuss and play them. Plenty of different games will be running at any given time, but the main “book club” aspect of it is that people nominate RPGs they’d like to play, then the nominations are voted on regularly. Whatever wins, we all read and play. People are sorted into play groups based on schedule compatibility, so it’s very flexible.
Players are strongly encouraged to buy the RPG themselves to support the authors, but if you cannot for any reason, a PDF will always be provided for you. We have raised hundreds of dollars for indie and small press RPGs this way, and the community just keeps growing! If you’re a TTRPG designer, feel free to come in and nominate your own game!
Contact Us
Come talk to us in the A.N.I.M. TTRPG Book Club or our patreon-exclusive discord server, or send us an email at [email protected]!
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I’m just throwing this out here because God knows our team won’t have time any time soon to make something like this. Anyone can take this idea for a Eureka mystery module and run with it. Don’t worry if you think someone else is already doing it, two people taking this same idea are still gonna turn out with two very different modules. And, that’s two modules. Players can play both.
In this post im gonna lay out all the concepts and ideas that this hypothetical module may entail. I’m making this a regular type of post where I pitch Eureka adventure modules to the fanbase in a sorta stream-of-consciousness kinda way and offer as much scaffolding as I can in the hopes that somebody will make it, because the A.N.I.M. Team is at project capacity, but more mystery modules are always needed, and if we want to play our own game then the modules we play have to be written by somebody else anyway.
Anyone with ideas they think they can contribute on this concept, please feel free to comment and discuss them.
If any of these mystery module pitches im doing inspire you to take the concept in a very different direction than outlined, that's also okay as long as it, like, follows the setting guidelines and stuff.
SPOILER WARNING: This pitch contains minor spoilers for the Eureka adventure modules The Eye of Neptune and FORIVA: The Angel Game.
Hook
A friend of the investigators invites them on a week-long camping trip somewhere really remote, and mentions something about wanting someone to “watch out for him,” but doesn’t elaborate.
When the investigators get out there, they can’t put their finger on it, but something isn’t right.
Setting the Stage
Since this guy is the investigators’ friend, they need to know some stuff about him and have a history with him. You will need to provide a pretty detailed idea of his personality in the Setting the Stage section and some ways the investigators could’ve met him and some stuff they could’ve done with him before, as well as plenty of stuff they could know about his life.
This might not be entirely necessary, but you could also do the same for every other NPC that will be on the trip. In fact this would make for some great clues when one or more of them are not acting like themselves.
A good thing to do might be to create a 1D6 table for each NPC and roll once or even twice on it for each investigator to provide some extra facts they know about the NPC in addition to the given stuff in their Setting the Stage info.
As for the specific friend that invited them and said that cryptic shit, I can tell you that he is an engineer or has some other relatively high paying job in construction or manufacturing.
Truth
Their friend is aware that the company that he works as an engineer for is cutting some serious corners on their manufacturing, and are nowhere near government regulation standards. He has threatened to blow the whistle, and was given a cryptic warning. Now he’s afraid for his life and went out on this remote camping trip to make himself hard to find while he thinks about his options and decides if he’s really going to go through with it. He will divulge all of this to the investigators and other characters present while they are on the camping trip.
Unfortunately, and unbeknownst to him, the company has already made moves to silence him before he blows the whistle. They’ve hired a hitwoman who never fails to make her targets disappear without a trace under circumstances that don’t look too obviously like murder. No one who employs her knows how she does it, but it’s probably best not to ask too many questions that could incriminate them both.
The Assassin
When I come up with Eureka module ideas, I normally don’t like to go with monsters that have a Monster Trait in the rulebook for a number of reasons. Firstly because I like to imagine investigators, especially folkloric paranormal investigators, going up against stuff that is much more “Lovecraftian” in concept (and by that I mean things that evoke the same kind of mysterious horror/dread as original Lovecraft short stories, not specific entities from “The Cthulhu Mythos,” which was compiled and powerscaled into one big canon much later). I consider both The Eye of Neptune and FORIVA: The Angel Game to fit into this category. The paranormal threats in those modules can have their motivations discerned, their actions discovered, and their plans thwarted all through investigation, but what exactly they are and where they come from can only be speculated. And that’s scary to me.
In a lot of ways TFBs and vampires do at least partially fit that bill, but the other reason I prefer to stay away from Monster Trait monsters for mystery modules is, well, their Monster Trait is fully explained in the rulebook. While Eureka doesn’t consider reading these traits to be “cheating” or anything, it does potentially introduce some situations where the player will recognize the full extent of what the monster is long before the investigator. This probably won’t ruin the entire experience, but it’s something I’d prefer to avoid dealing with.
Anyway, it isnt a hard rule for module writers to avoid making Monster Trait monsters the villains, and here I think that this idea is too cool to pass up.
The assassin is a TFB. She can easily consume and digest her targets without leaving a trace behind, and if that alone isn’t enough to sell the disappearance, she can disguise herself as them after and carry out their life long enough to convincingly portray them randomly deciding to cut all contact with their social circles and move to another country or something.
She doesn’t strictly need a “true” appearance, but I like to think that her “default human persona” looks a lot like this early concept art for the female version of the Spy from TF2, including the sense of style.
Anyway, she has already infiltrated the group by posing as one of the other NPC friends that the whistleblower friend invited. She didn’t devour this person she is taking the place of, she studied them, disguised herself as them, and did something that would make them unable to make it to the camping trip but also unable to immediately let anyone know they can’t make it to the camping trip. It would have to be something where they wouldn’t be able to contact the friend group right away about canceling and the friend group wouldn’t think anything is wrong because the TFB assassin showed up disguised as them right on time.
After maybe about a day of seemingly regular camping, the whistleblower friend sits everyone down and tells them absolutely everything about the whistleblowing stuff. This complicates everything for the TFB assassin, because now not only does she have to eliminate the whistleblower, she has to eliminate everyone here. It’ll be a lot to stomach, but she’s up to the task.
Her goal will be to eliminate every other character there before they have a chance to leave with the knowledge they have.
Also a good clue to have would be that there’s no cellphone service wherever they’re camping, but if they get to a tall hill or something they can maybe get like 1 bar and if they try to look into the friend they the TFB assassin first disguised as, the investigators may find like a tweet or something lamenting that they had to miss the camping trip with their friends.. even though.. they’re right here..
Also because the TFB assassin didn’t devour the first friend, her disguise and knowledge of this character’s personality will not be perfect. This will provide clues if the investigators get suspicious enough to think to scrutinize this friend.
However, other characters that the TFB assassin devours she will be able to use the information she absorbs from them to do a much more realistic impersonation.
The Post-Timeline
This adventure module will need a pretty extensive post-timeline, meaning things that are going to happen at certain Ticks on the Ticking Clock barring investigator intervention.
Im thinking gameplay starts when the party gets picked up by their friend and everyone drives out in one vehicle to get to the camp site. This will allow everyone to get introduced to everyone.
They get to the campsite, and everyone can get settled in.
Through some circumstances that would be elucidated in the post-timeline, the TFB assassin does not get a chance to eliminate the whistleblower that night.
Then, the next morning, the whistleblower tells everyone the information at breakfast. The TFB assassin has to change plans fast.
The first thing she needs to do is sabotage the car. In case anything goes wrong or anyone tries to flee, that will prevent their escape or at least make it harder. However, she needs to be able to drive the car back herself, so however she’s going to sabotage it it needs to be in a way that she can easily repair. This could be removing a small but vital piece, like the spark plugs, which she could hide somewhere for when she needs to put them back in and use the car.
Maybe there’s a bit of an itinerary and everyone is scheduled to go fishing mid-morning. While everyone is at the lake or river or whatever, the TFB assassin says she forgot something and has to go back for it. This will give her an excuse to go back to the cabin alone and sabotage the car.
No other NPC will offer to go with her. If a single investigator tries to go with her, she may try to devour them if she gets a chance while their back is turned or something, and then take the spark plugs. If multiple investigators go with her, she won’t try to get them both, but will try to get a short moment alone so she can send out her ancilliary and have the ancilliary steal and hide the spark plugs. If anyone tries to start the car and fails because the spark plugs are missing, a Driving skill check could probably diagnose the problem. Full Success would do it right way, Partial Success might take a Tick. A Driving skill check on the idea of why anyone might steal the spark plugs specifically could tell them that it’s a part of the car that could be put back in easily, perhaps implying that whoever stole them intends to use the car again.
The post-timeline will consist of events like this, where the TFB assassin secretly works to cut off the group’s escape routes and then pick them off one by one.
It’ll probably be innocuous camping things for a day or so until the post-timeline puts the TFB assassin in a position to devour an NPC. Unless the investigators do literally like nothing, the post-timeline probably won’t happen exactly as written, so try to write it kinda flexibly. If she sees an opportunity to devour an isolated investigator and get away with it, she will do so.
She will disguise as multiple people back and forth to keep an illusion of normalcy for as long as possible before it becomes obvious that at least one person has vanished. Like for example, if the TFB assassin is disguised as Bob, and she devours Jill, she may then disguise as Jill. But then where is Bob? Bob must be missing. While everyone searches for Bob she might disguise as Bob again and come back acting like he just took a walk. Jill went looking for him but they must have missed each other on the trail. She’ll probably come back soon. Then “Bob” goes to bed early. The TFB assassin slips out the window, disguises as Jill, and comes back after failing to find Bob out there. She’s so relieved to hear that Bob is back safe but she won’t go wake him up. They won’t see Bob and Jill in the same place from then on for as long as the TFB assassin can juggle these identities. When it becomes too much, she may just let one of the identities fully go missing, which will make everyone on-edge and alert, but by that point she may have eaten like 3 or more people even though the other characters are only aware of 1 disappearance.
Gameplay Concepts
This will probably use a kolchakian-style map and Ticking Clock even though it isn’t really otherwise kolchakian at all.
I was first thinking they are like camping in tents as stuff, but maybe their whistleblower friend has like a really remote cabin and stuff out there. Having a place that has distinct rooms and walls instead of an open campsite would help the TFB assassin isolate people.
This module may benefit from the The Elements optional rule from Extreme Conditions, and may benefit from Rations though probably less so. What it would definitely benefit from from Extreme Conditions would be the bathroom rules because it would provide in-world reasons for characters to go off alone.
Banned Traits
Normally I don’t ban traits just because they could defeat the monster, because finding the monster and how to defeat it is supposed to be the challenge, but since this module will deal with such an extensive post-timeline with relatively little pre-post-timeline evidence in the Truth, and the monster is right next to the investigators from the very beginning, it needs the monster not to be defeated too soon in order to work at all. So im banning Vampire, Wolfman, Fairy, Witch, Gorgon, TFB, Succubus, Living Doll, Changeling, and anyone with the Teleportation Mage Power.
Players Might Play Their Own Dead Characters
This is going to be a deadly module even for a pac-manian Eureka adventure, because the monster is right there with the party the whole time. She won’t discriminate between NPC and PC, if she has an opportunity she’ll take it. However, if the TFB assassin disguises as a devoured investigator, players are going to be wise to it immediately if the GM starts controlling that character. So I think this module should come with a copy-pastable set of instructions to quietly send to any player whose PC gets eaten that explains the situation and that it is now their duty to play the TFB assassin whenever the TFB assassin disguises as their dead PC, and try to keep up the charade. This is basically a co-GM role now which is what they’d be doing anyway after the death of their PC.
Hell, if you have a player you think would be up for this, you could make the TFB assassin herself an optional pregen PC, and have a player play her from the very start. This would also be a co-GM role really, but the other players would think that that player is just another regular player bringing their own investigator to the table. Just tell GMs to keep in mind that if they aren’t completely sure a particular player will say yes to this role, then asking that player will spoil at least part of the mystery for them.
All of this would take a ton of party splitting and texting beneath the table and stuff, but it only needs to work for so long.
NPC Eureka! Points
Normally, it takes a TFB about a week to process an entire adult human body, but that won’t be near fast enough for this premise to work. The TFB Trait does however have a Eureka! Point ability that allows them to digest extremely fast. For this purpose we will allow the TFB assassin, whether PC or NPC, to have Eureka! Points for the purpose of using this ability to devour and digest victims hastily.
It isn’t normal for NPCs to have Eureka! Points, but it isn’t against the rules as long as it’s done very sparingly and with a specific intent, like this. She should have like 5 or 6 Eureka! Points, or however many it would take her to rapidly digest each of the other characters in the module. NPC Eureka! Points don’t need an explanation, they aren’t exactly a dietetic in-world thing, but maybe she got them from investigating the whistleblower friend and the friend she first disguised as.
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There’s a book I’ve been struggling to read for a year and a half. Seriously, it’s been like 5 pages a week for 18 months, if that. There’s a reason I haven’t just given up on it but I won’t get into that.
There’s many reasons I’m having trouble engaging with it but there’s a subtle one I only just put my finger on. There’s nothing described that couldn’t be experienced via television. No smells, tastes or touch. Some, but not very revelatory interior thoughts/feelings of the characters. A lot of characters immediately vocalize or do some other outward expression of their thoughts and feelings.
I don’t feel like I’m reading a book. I feel like I’m reading a description of a TV show.
I do enjoy that EUREKA: Investigative Urban Fantasy has a skill on its character sheet that's literally named ██████████, whose description basically just says "you're not allowed to know what this skill is called or what it does, but putting points in it will benefit the kind of person who would put points into a skill whose name they're not allowed to know", and it's actually telling the truth.
The change log post is a little late but the update has been out for a few days now.
changelog inside
I am very, very excited to announce that we have fully finished with Witch Trait overhaul and with it comes a ton of new features for what was previously the most static Monster Trait. I’ll summarize those here.
New Casting Implements
Two new casting implements have been added: familiars and magical hats.
Familiars are something I didn’t initially want to add but I was convinced to by that if I didn’t do it just right, somebody else might do it wrong. Familiars are just animals. They are not magically intelligent (though of course most animals are smarter than we give them credit for), and able to follow simple commands. Having them around can help with casting just like a wand, and the witch can also use Remote Viewing to see through their eyes.
Magical hats are either pointed witch hats or magician top hats, and they also provide bonuses to casting when worn. Also, they can be used for magical storage.
New Curses
Five new curses for the Witch Trait and one new curse for the Fairy Trait.
More Dangerous Curses
Curses are much more likely to backfire on witches now.
New Potions
A bunch of new potions for witches, including one that grants Eureka! Points.
New Ways to Use Potions
Potions can now be vaporized or aerosolized.
Origins
All witches had to start somewhere. When creating a witch PC, you now pick an Origin for her. Each one has upsides and downsides. The Origins are: Self-taught, Apprenticeship, Bloodline(as in, from a family of witches), and Coven-taught.
Traditions
Similar to Origins, you pick a Tradition for the witch. These represent like, the philosophy on witchcraft and focus of her study. They also have upsides and downsides. The Traditions are: Wicked Witch(closest to the original Witch Trait before Traditions were added), Good Witch, Cult of Divine Femininity, Pythoness, and Seduction Witch.
Agendas
Each Origin and Tradition comes with a set of Agendas. Agendas represent tasks that the witch has been given by her peers. For each day during an adventure the Agenda is not completed, the witch must make a Composure roll, but when an Agenda is completed, she gains 1 Eureka! Point and 1 point of Composure.
Agendas can be opted out of at the cost of some of the bonuses provided by Origins and Traditions.
Full changelog below.
CHAPTER 1
Added The Love Witch and Kathy Rain 1 & 2 to the inspirations section.
CHAPTER 6
Magical jewelry now costs 3WP for witches.
Curses slightly more likely to backfire for witches.
Potion of potency and fertility can be used as a cure to the curse of impotency.
Added witch hats and tophats as casting implements for witches.
Moved the mention of TFB-specific Grievous Wounds to the TFB Trait itself instead of being in Unkillable Monsters and Grievous Wounds.
Removed the Unkillable Monsters and Grievous Wounds section from the rulebook since everything that would have been there is either out of date completely or has been moved to the relevant Traits.
Added the ability for witches to use enchanted hats to store things. See “Pulling Rabbits Out of a Hat.”
Removed the separate mostly identical listing for the Android (Metal) and Clockwork (Metal) variants of the Living Doll Trait and incorporated the only differences into being options for the default versions of those rules.
Added familiars for witches.
Temporarily cut “Why Do Monsters Care?” Heading
Moved the “Monster vs Monster” section to its own “FAQ” document to be downloaded separately.
Added Origins and Traditions for the Witch Trait. Origins are how a witch came to learn witchcraft, and Traditions represent the focus of their study as well as their outlook on the practice. When creating a character with the Witch Trait the player chooses one Origin and one Tradition for their witch. There are four Origins and five Traditions to choose from, each with their own unique mechanical benefits and drawbacks.
Added a small note in Chapter 6 directing people to look at the separate Monster vs Monster FAQ document because it might answer their questions about usual interactions between paranormal powers.
Made cursed items purchasable with WP for witches.
Made purchasing potions with WP more expensive.
Wrote a whole bunch of new stuff for the Witch Trait, finally incorporating Agendas into the Witch Trait. Agendas represent additional objectives imposed on the witch with significant rewards for completing them. Witches do not have to have Agendas, but those that do not will miss out on certain benefits of their community.
Started fixing up the Mage Trait. We are jumping from the Witch Trait to the Mage Trait because the Mage Powers interact heavily with the Fairy Trait, the Changeling Trait, and the Witch Trait which we have already edited/overhauled and so we feel to fully finish and edit these three Traits it would be best to hit all the Mage Powers now. The majority of the Mage Powers have not been touched by editing, like, at all in over two years so they really really need it.
Edited/overhauled the Glamour Mage Power. It now has a 1 Eureka! Point option to make the Base bonuses it provides into Contextual bonuses. Also made studying a person to copy them exactly be a Social Cues roll similar to how it works for the TFB Trait.
Temporarily moved the Hunting Tables to a separate document than the main rulebook. They are still part of the game; they are just in a separate document while we work out some formatting and space stuff.
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Genevya Calliera, an investigator of team artist @chaospyromancy, who also drew her here. This character appears several times throughout the rulebook art, though she has not actually been played in-game yet at the time of writing this, which means there is not a ton to say about her.
Though this is the Eureka iteration of her, she is not originally a character from Eureka, she comes from some of @chaospyromancy’s original work in which Genevya is a “witch” in an alternate reality Paris, born with magical powers far exceeding her body’s capacity to handle them. This is a condition which could lead to a slow death - or worse - unless she enters into a symbiotic relationship with a “demon” so the demon can survive siphoning off some of that excess power. Such a relationship is, of course, extremely illegal.
Reading through the spells in AD&D, I stumble upon a pretty good example case of rules lawyering.
The spell slow poison will cause even a lethal poison to be slowed down such that the poisoned character is able to function and can still be saved, though they take 1 point of damage each turn while the poison is still present. Now here's the passage that could be an issue:
(although the victim will never go below 1 hit point while the slow poison spell’s duration lasts)
The rules lawyer knows that this obviously only applies to damage received from the ongoing poison, but will nonetheless try to argue that it will stop the affected character from dropping to 0 or fewer hit points from any damage source.
Should the rules lawyer not take a firm "no" for an answer and instead continues to argue, you are allowed to poison them.
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Meal scene art from Eureka: Investigative Urban Fantasy. Investigators have to eat occasionally to keep their Composure up, and this doubles as an opportunity for the investigators to group up and talk with each other and go over the information they have already gathered.
Going against Yvette's wishes, Burnadette got too close to the action. Now she's on the run from the mob! It's only a matter of time until they find her, so the investigators had better crack the case quick!
This is fanart of a certain illustration by Chills of the ANIM team. This is from a different adventure than the Muted Swallow Liveplay, which you should check out if you want to see the ANIM team play their game! It's a lot of fun to watch!
I've joked before that I experience Eureka: Investigative Urban Fantasy as an ARG. In a world where every fictional world has a lore wiki, it's fun to try to piece together the history of these characters when so little information exists.
Technically I experience Eureka as an actual TTRPG now that I found time for a few games, and I'm enjoying it.
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