Over on RPG.Net, there is a thread about what system to go with this image.
I'm not sure the thread shouldn't be what system WOULDN'T work with this image?!
Gorilla Communes! Nuclear People! A Tiger Empire, excuse me EXPANDING Tiger Empire. Intelligent. Killer. Whales.
I've been working up the Ironcloaks milieu for running D&D Next demos in the store and have openly espoused my love of 13th Age, but I'm not sure this shouldn't be the focus of my RPG adventures for the rest of my life!
Not that 13th Age wouldn't be a good fit...maybe I need to jot down the Icons...Kamandi could be the Crusader...
Once upon a time, the Mother of Demons tricked Ascodel, consort to the Queen of Stars, into a terrible pact that imprisoned an entire generation of eladrin children in Androlynne, the 471st layer of the Abyss.
Pale Night brought the young ones there for sport, keeping them eternally young, so she could hunt them slowly, ever so slowly into oblivion.
However, Pale Night, was surprised to find two amongst her quarry whose ruthlessness and cruelty even she found impressive.
She wasted no time in cultivating both as resources, using them to hunt and destroy their own kind and eventually allowing them to freely travel outside of their prison as devoted agents to their dear "Mother".
Lero and Loern are brothers who found their true home on the day they were damned by the idiocy of Ascodel. None will ever know that their prison kept them free from the punishment of slaughtering their entire family. That their black souls were galvanized by the cursed pact that has reduced their kin to less than 100. And that they quickly adapted to her instructions, gleefully creating hightly elaborate ways to kill anything they turned their dark attentions toward.
Pale Night, herself, has shaped both hellions into agents of supreme skill and malice. She's grown so fond of each child, that she has cloned them into a small army and has deployed them throughout the planes.
Both brothers have been instrumental in founding and shaping a demoniac cult to their "mother", known as the Brotherhood of Bones and Teeth, and it's the primary tool for their dreadful schemes. All across the planes, the Brotherhood sets untold catastrophes in motion, sews malicious descent, and commits countless atrocities, all led by an incarnation of one or both of the siblings.
Pale Night never guess her ultimate triumph against Morwel would lie in two twisted eladrin children, who had already begun down a dark path towards their waiting "mother".
Don't lightly dismiss the warnings of "the brothers' Bones and Teeth" as mere ghost stories, because when you begin to see old friends and perfect strangers wearing the same face, it will already be far, far too late.
Insane criminal from the dimension of Infinita, Kronis was one of several evil warriors freed from an intergalactic prison by Keldor to bolster his ranks during the start of the Great Unrest. After serving Keldor for years, Kronis grew ambitious and raised an army of his own to challenge his master. Now a powerful Overlord of Evil, Skeletor defeated Kronis — breaking his jaw and arm, and leaving him for dead. Found and rebuilt by Tri-Klops, Kronis was transformed by him into Trap Jaw, a man armed with combat weapons and an “iron jaw!”
Medium Humanoid (Infinita)
Armor Class 14 Hit Points 28 (5d8) Speed 40 ft. Str 16 (+3) Int 14 (+2)
Dex 13 (+1) Wis 10 (+0)
Con 14 (+2) Cha 10 (+0)
Alignment chaotic evil Languages Common, Infinita
Power Claw 4: If Trap Jaw's melee attack misses but the attack roll is at least 10, the target of the attack takes 4 points of piercing damage.
Melee Attack—Hook: +3 to hit (reach 5 ft.; one creature)
Hit: 1d6+3 piercing damage.
Ranged Attack—Laser: +3 to hit (range 100/400; one creature)
You made a living as a contract killer. There are many paths that can lead to such dark places, but few are skilled enough to avoid capture...or worse. You've learned to quietly strike from the shadows, to know the locale like the back of your hand, and if required, make your quarry trust you completely.
Skills: Bluff, Geographic Lore, and Stealth
Trait—Assassins Guild: When you are in an area of civilization, you can check in with the guild to obtain contracts to waiting to be fulfilled. The guild can give you information about your target, including their whereabouts and habits. Usually this
comes in the form of contacts who work with the guild.
Suggested Equipment: Cloak, mask, 6 daggers, shortsword, notes on target.
Assassin Rogue Scheme
Level 1: Assassination. Assassins are make a living out of removing their targets. Permanently. Benefit: You have an additional way to deal Sneak Attack damage, besides having advantage against a creature. If you hit a creature with a melee attack and your target is a minimum of 20 feet from any other creature, you can deal Sneak Attack damage. Level 2: Extermination. Everything has a weak spot, and your paid to know where they are. Benefit: You have advantage on coup de grace attack rolls. Level 5: Depredation. Your onslaught will not allow your quarry to leave your grasp. Benefit: When you deal Sneak Attack damage to a creature, your target cannot take the disengage action until the end of your next turn.
Evokers are masters of the school of magic that deals manipulates energy or create something out of nothing. They tap into an unseen power source to produce their desired effects.
Most evokers are considered soldiers on the field of battle, not scribes researching ancient texts.
As an evoker, you gain the following feats at the given levels.
Level 1: Wrath
Your draw on your anger to augment your evocations.
Prerequisite: Able to cast at least one spell
Benefit: You can take disadvantage on any evocation magic attack roll to gain +5 bonus to that spell's damage roll
Level 3: Critical Situation
Your mastery of evocation magic brings great peril to your enemies.
Prerequisite: Able to cast at least one spell Benefit: When a creature rolls a natural 1 on a saving throw against an evocation spell you have cast, the target takes maximum possible damage from your spell.
Sy-Klone, Son of Dy-Lex is the Protector of the Legacy Stones and the Last Defender of Anwat Gar. He joined the Masters of the Universe after the stones were destroyed and his mission completed. He wears the last remaining TECH vest armor created by his Gar ancestors to terrorize Eternia after the Great Wars. Its built-in wind rockets allow the user to create powerful vortexes of spinning energy as a defensive weapon or to fly through the air. Sy-Klone has upgraded his armor to also include a cosmic radar which lets him sense the physical presence of evil long before others. Sy-Klone’s wind powers and radar chest make him combat ready!
Medium Humanoid (Gar)
Armor Class 18 (cyberhide, cosmic shield) Hit Points 28 (5d8) Speed 40 ft. Str 13 (+1) Int 12 (+1)
Dex 15 (+2) Wis 10 (+0)
Con 11 (+0) Cha 13 (+1)
Alignment chaotic good Languages Common, Gar
Charge: Sy-Klone can combine his move and action into a power charge. He moves in a straight line a minimum of 10 feet up to his speed and makes a battle ring attack. If the attack hits, that target must make a DC 12 Strength saving throw. Failed save: the target is knocked prone.
Melee Attack—Battle Ring: +5 to hit (reach; one creature)
Hit: 1d10+2 force damage.
Multiattack: Sy-Klone makes two battle ring attacks.
So me and the extended family went up to Gen Con this Sunday. 7 of us in the new minivan (which rocks). We're within 2 hours of Indy and the Family Fun Pass at 4 people for $30 makes it (mostly) worth it. I do wish there was a cheaper option to just shop the dealer room each day.
Thanks to an "unfortunate event" about 3 years ago, I took some time off from the show.
While I know the industry has changed dramatically in that time, the show put its right in your face.
While I loved WotC's set up, I miss the old TSR castle from the Milwaukee days, more now than ever.
The show was packed and ICV2 is reporting record numbers, which I can believe. We were hardpressed to move and barely made it through the room in 4 hours.
I'm not sure I'll go back though, and here's why: It was exhausting pushing through throngs of people and since my interest is in RPG's, I felt left out. T-Shirt, weapon, anime, and CCG vendors dominated the show...which is fine, but that's not where my interests lie.
I was glad to pick up Zener Cards for Conspiracy X from Eden Studios (good to see you, George); Carcosa (it is a gorgeous book, I'm not a huge fan of LotFP, but Raggi outdid himself in the look of the new edition) from the OSR Publishing booth, an oasis from the rest of the show (thank you guys for probably my fondest moments at the show); Iron Heroes from Drivethrurpg's booth (Steven Wieck is true gentleman), what can I say? I've always wished I'd picked it up.
I also picked up FFG's Star Wars: Edge of the Empire Beta...and I'm not sure I'm glad about it. I'm not a big fan of their edition of Warhammer Fantasy Roleplay (even though I always wanted a Descent RPG). This uses "funky dice", like WFRP 3E, and it just doesn't look that appealing. I picked it up to demo it to my customers and hopefully build some hype (myself included). So we'll see.
I wish I'd bought some inked Zocchi dice sets, but I just didn't make it back to the booth. And Troll Lord's new printing of the Castle and Crusades Player's Handbook looked great (I really dig that Greyhawk inspired logo, too), but I already have 3 printings of it and I'm just not that fond of the Siege Engine.
I can say my primary reason for going in the future will be if the kids want to go back. I've never been big on gaming at Cons and shopping at them has lost much of it's appeal for me.
Special: Mer-Man can speak with and control aquatic creatures to do his bidding.
X.P. Value: 400
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