Someone should open a maniticore manicure store that also features pretty adornation for the stinger. There ain't a manticore in all the land who'll mess up their claws and stinger by attacking townsfolks. That was a lot of money!
I mean on some level I am okay with it, these are literally different animals. It isn't like they are all humans with slight aesthetic differences. They are legit different species. I can accept in that case one might may be more intelligent or physically capable by nature. Dogs and cats are intrinsically different from one another they have different physical and mental capabilities it's not offensive to note those differences or accept that they exist. It rides a real fine line because we have trouble seeing any sentient life that isn't human as anything but human with a different outer shell, but like orcs and dwarves and elves and humans are all literally differed animals.
I have more of a problem when specific personality traits are carried over to a racial definition because that type of stuff is super nurture dependent. Or when a race is depicted as having a uniform cultural practice.
Like dwarves from west Virginia, and dwarves from new England should be as different from one another as I am from someone that works in the depths of West Virginia coal country. Like if the New England dwarf grew up digging clams on a sandbar there's no reason they should be able to identify masonry work.
They're only different species if you want them to be, also. No reason the humanoids can't all be highly variant morphologies of the same species in your setting, which things like half-elves and half-orcs strongly support the idea of.
Third session of ToA went well. Party finished their first big dungeon, and diffused the final encounter in a hilarious way:
Their fights had been pretty bland so far, mostly just goblins or mundane creatures, so I souped up the head Pterafolk to be crackling with necromantic power as part of a ritual and described it as shadowy energy flickering around his body and gave him some extra skills
The cleric ran directly under him while he was flying and charging up a big attack and did a Channel Divinity that "dispels all magical darkness" in the spell text so I got hoisted by my own petard and she sent the dinoman crashing to earth, drained of power
So Kobolds, I am personally a fan of dragon-y kobolds. And have as such decided to go with that, and base them on the assumed fantasy dragon types of fire, ice, lightning, and acid. will there be more? who knows. Here is what i am thinking
Kobolds:
Though often seen as weak and cowardly by the people of the old world, Kobolds see themselves as noble and pragmatic. Their origin myth tells of a climatic battle between the dragon god and the demons of the hells, and while the dragon god was victorious it received a grievous blow, and from its blood the Kobold were born. While many would point out the striking simularities to the elven creation myth, it can't be disproved, and no one really desires to argue with them.
Species Ability
Brawn 1 Agility 2 intellect 2 Cunning 3 Will power 2 presense 2
Wound Threshold 7 + Brawn
Strain Threshold 9 + Will Power
Starting Experience 90
Small
Fleet of Feets: Kobolds can perform a second maneuver to move without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn
Storm Kobolds
Perhaps the most common along the east coast, Storm Kobolds tend to desire to be in the service of a great storm wyrm, though, maybe are just as happy to witness large storms, following weather patterns to always be near where the next storm will happen. Storm Kobolds tend to be shades of blue with a sandy under belly, matching that of a storm wyrm, though there is no mistaking them for such, they can be just as dangerous of a foe if underestimated.
Starting Skills: Storm Kobolds start with one rank in Survival. You still cannot train survival above 2 during character creation
Forst Kobolds
While still more common than other types, these kobold aren't commonly seen. In part this is because of their scales being shades of green while some even becoming black, they are very skilled ambush hunters. When not in service to a dragon they will attempt to ply their skills as scouts and hunters, though this sometimes can be a trap, luring would be adventurers to be a dragon's easy lunch.
Starting Skills: Forest Kobolds start with one rank in stealth. Still can't be above two, yadda
Ice Kobolds
For more rare are the white kobolds on the high peaks and tundra. most don't even bother to deal with armed humanoids as any hard fight isn't a fight worth having when you live in areas with scarce food. Even when they aren't serving a dragon they tend to ignore the taller races, they're often too much trouble.
Starting Skill: Resilience
Fire Kobolds
Like the fire dragons they seek to serve, fire Kobolds tend to be the largest and cruelest, luckily however, they tend towards the west coast near the mountains and Blasted Desert. fire kobolds tend to be the most militant and most organized in any situation, though That has not yet shown itself to be good or bad.
Starting Skill: Discipline
Ok. So Doobh has talked me into running 1-on-1 Mage: the Ascension. By the devious tactic of mentioning she was interested, then waiting for me to fall over myself volunteering. The sly minx.
We're still discussing character details, but I'm deep into brainstorming the setting now. It will probably be based on somewhere in the US that I've lived, because I think WoD games work a lot better if they're grounded in a real place. Right now I've got a whiteboard in my bedroom with the following locations written in each corner:
South Florida
Southern Colorado and Western Kansas
Big Island of Hawaii
Goddamn Utah
Each is followed by a few quick four or five word pitches for stories that would fit well there. Colorado is taking a likely lead, but I'm taking suggestions for neat local Mage-appropriate shit any of you might be aware of that I might not have thought of. Or that I probably thought of but you might have an interesting twist on.
Obviously @Doobh you have final say if any of these options interest you more than the others, or if none of them sound right for your character.
Realizing lately that I don't really trust or respect basically any of the moderators here. So, good luck with life, friends! Hit me up on Twitter @DesertLeviathan
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
Realizing lately that I don't really trust or respect basically any of the moderators here. So, good luck with life, friends! Hit me up on Twitter @DesertLeviathan
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
this is true, i went for a more meek but very mobile kobold. i was debating agility vs cunning, because both make sense, but i went with cunning with the idea that they're trap setters and ambush combatants. cunning is also like the active part of wisdom, being what you use for perception and the like. there is also a trait to use it for ranged attacks which is neat.
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
here's your character concept: a dragonborn barbarian who was raised among kobolds
Ok. So Doobh has talked me into running 1-on-1 Mage: the Ascension. By the devious tactic of mentioning she was interested, then waiting for me to fall over myself volunteering. The sly minx.
We're still discussing character details, but I'm deep into brainstorming the setting now. It will probably be based on somewhere in the US that I've lived, because I think WoD games work a lot better if they're grounded in a real place. Right now I've got a whiteboard in my bedroom with the following locations written in each corner:
South Florida
Southern Colorado and Western Kansas
Big Island of Hawaii
Goddamn Utah
Each is followed by a few quick four or five word pitches for stories that would fit well there. Colorado is taking a likely lead, but I'm taking suggestions for neat local Mage-appropriate shit any of you might be aware of that I might not have thought of. Or that I probably thought of but you might have an interesting twist on.
Obviously @Doobh you have final say if any of these options interest you more than the others, or if none of them sound right for your character.
those are all places I haven't been to/stopped at, which I think is great for getting me into the headspace of a different character
Miss me? Find me on:
Twitch (I stream most days of the week) Twitter (mean leftist discourse)
+5
astrobstrdSo full of mercy...Registered Userregular
edited July 2018
Pre-ordered the 13th Age Book of Ages and Loot Harder and got both pre-layout PDFs. Thumbed through Book of Ages tonight. I can see why they would do it, but they should probably kick some money over to the Microscope folks for their Engine of Ages method of creating history. It borrows quite a lot from that system, including legacies and the yes/no initial pass set-up.
I like a lot of the hooks they weave in here. It also has featured races, spells, talents, class abilities, monsters, and magic items from their sample ages. Races include Arcanites (post-human servants of the Wizard King), Space Corp Explorer (basically human, but restricted on ability bump and swap quick to fight for a gadget belt that lets you use utility spells), Unholy Ones (touched by dark gods), Beastblooded (catch all lycanthrope), Alleykin (cat people), Lizardman, and Spiritborn (probably the one that seems most OP. Can ghost for a round, deal a small amount of damage to an enemy without a roll, and then improvise a power based on what type of spirit they are aligned with).
I do love that their race stuff includes archetypical descriptions in the fluff, but all you get from race is one of two stat bumps and one or maybe two abilities. Class dictates way more of what your character is all about. The only race in the game that I feel is a complete whiff is the half-elf, because their racial ability is literally only useful for a handful of classes. I've house ruled that a half elf can take their choice of that ability OR any of the other elf/human abilities. For my Dynasty Warriors game, I'm just letting players pick any racial trait as their bonus, since the default will be human.
Well, it helps that the write up is for the PC race kobolds. enemy kobolds would be a little different and likely in direct service of a dragon, and therefore working to further their goals.
And dragons are right assholes, so that tends to reflect poorly on all kobolds. On their own they're just kind of there, doing their own things.
of course now i'm picturing like a half dragon gangster with a small pack of kobolds doing mafia shit. dwarven shop keep closing up shop for the night when these finely dressed storm kobolds walk in. "Oh crap, it's the Grixkisly Brothers"
So my DM is running ToA for my group and another group, and he wanted the other group to find one of our empty encampments, and wanted to know what the party might find left behind from us. Well I've established earlier that my rogue is writing a book on the correct usage of the ten foot pole, now that he never sleeps, so I wrote up a whole page under the heading of "Chapter 7: On the Correct and Proper usage of the Ten Foot Pole to Ascertain the Depth of a Pit, Body of Water, or other Empty Volume" for them to find.
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
this is true, i went for a more meek but very mobile kobold. i was debating agility vs cunning, because both make sense, but i went with cunning with the idea that they're trap setters and ambush combatants. cunning is also like the active part of wisdom, being what you use for perception and the like. there is also a trait to use it for ranged attacks which is neat.
Your Kobolds look boss actually, that was just a joke on my primary recurring character archetype being reskins of Donkey Kong.
Realizing lately that I don't really trust or respect basically any of the moderators here. So, good luck with life, friends! Hit me up on Twitter @DesertLeviathan
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
this is true, i went for a more meek but very mobile kobold. i was debating agility vs cunning, because both make sense, but i went with cunning with the idea that they're trap setters and ambush combatants. cunning is also like the active part of wisdom, being what you use for perception and the like. there is also a trait to use it for ranged attacks which is neat.
Your Kobolds look boss actually, that was just a joke on my primary recurring character archetype being reskins of Donkey Kong.
Donkey Kong is real good though. I am trying to remember the artist that drew some kobolds i really liked the look of cause they were cute as heck, and kind of what i think of when i think of dragon kobolds.
turns out, i had fewer ideas for dwarves than i thought. i got a few idea for some dwarf cities, but those don't really translate much into mechanics, outside of you got your bad Scottish accent dwarfs, and all the other ones that don't.
also doobh while you're here i could use some kobold opinions, you are one of the few people who i trust with kobold opinions.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
this is true, i went for a more meek but very mobile kobold. i was debating agility vs cunning, because both make sense, but i went with cunning with the idea that they're trap setters and ambush combatants. cunning is also like the active part of wisdom, being what you use for perception and the like. there is also a trait to use it for ranged attacks which is neat.
Your Kobolds look boss actually, that was just a joke on my primary recurring character archetype being reskins of Donkey Kong.
Donkey Kong is real good though. I am trying to remember the artist that drew some kobolds i really liked the look of cause they were cute as heck, and kind of what i think of when i think of dragon kobolds.
Have my Infinity friends all seen the new Operation Coldfront stuff?
Those ALEPH minis... *droooooollll*
I need to buy a new set of that terrain what came with Red Veil because it all got beat up during the move.
0
Blake TDo you have enemies then?Good. That means you’ve stood up for something, sometime in your life.Registered Userregular
I GM'd for the first time this weekend!
It was just the Edge of Empire beginner game but it was pretty fun and everyone got into the dice system. The players rp'd pretty well and had some antics, where they convinced the big bad bounty hunter to leave his ship, (avoiding the final combat) but then left the cargo ramp open and didn’t take off.
So he came back, they shut the ramp on him, and then attacked them an were destroying him quite well, but on his final turn before he died he rolled a destiny die and opened the bay doors and let in his security droids to cause more trouble.
The only thing I found confusing is that there are multiple points in the beginner game rules that directly contradict the big edge of empire rule book.
Posts
1 2 3 boom manticore problem solved forever.
They're only different species if you want them to be, also. No reason the humanoids can't all be highly variant morphologies of the same species in your setting, which things like half-elves and half-orcs strongly support the idea of.
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
got you covered
// Switch: SW-5306-0651-6424 //
Their fights had been pretty bland so far, mostly just goblins or mundane creatures, so I souped up the head Pterafolk to be crackling with necromantic power as part of a ritual and described it as shadowy energy flickering around his body and gave him some extra skills
The cleric ran directly under him while he was flying and charging up a big attack and did a Channel Divinity that "dispels all magical darkness" in the spell text so I got hoisted by my own petard and she sent the dinoman crashing to earth, drained of power
Two-player RPGs are the fucking best and more people should try them.
Kobolds:
Though often seen as weak and cowardly by the people of the old world, Kobolds see themselves as noble and pragmatic. Their origin myth tells of a climatic battle between the dragon god and the demons of the hells, and while the dragon god was victorious it received a grievous blow, and from its blood the Kobold were born. While many would point out the striking simularities to the elven creation myth, it can't be disproved, and no one really desires to argue with them.
Species Ability
Brawn 1 Agility 2 intellect 2 Cunning 3 Will power 2 presense 2
Wound Threshold 7 + Brawn
Strain Threshold 9 + Will Power
Starting Experience 90
Small
Fleet of Feets: Kobolds can perform a second maneuver to move without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn
Storm Kobolds
Perhaps the most common along the east coast, Storm Kobolds tend to desire to be in the service of a great storm wyrm, though, maybe are just as happy to witness large storms, following weather patterns to always be near where the next storm will happen. Storm Kobolds tend to be shades of blue with a sandy under belly, matching that of a storm wyrm, though there is no mistaking them for such, they can be just as dangerous of a foe if underestimated.
Starting Skills: Storm Kobolds start with one rank in Survival. You still cannot train survival above 2 during character creation
Forst Kobolds
While still more common than other types, these kobold aren't commonly seen. In part this is because of their scales being shades of green while some even becoming black, they are very skilled ambush hunters. When not in service to a dragon they will attempt to ply their skills as scouts and hunters, though this sometimes can be a trap, luring would be adventurers to be a dragon's easy lunch.
Starting Skills: Forest Kobolds start with one rank in stealth. Still can't be above two, yadda
Ice Kobolds
For more rare are the white kobolds on the high peaks and tundra. most don't even bother to deal with armed humanoids as any hard fight isn't a fight worth having when you live in areas with scarce food. Even when they aren't serving a dragon they tend to ignore the taller races, they're often too much trouble.
Starting Skill: Resilience
Fire Kobolds
Like the fire dragons they seek to serve, fire Kobolds tend to be the largest and cruelest, luckily however, they tend towards the west coast near the mountains and Blasted Desert. fire kobolds tend to be the most militant and most organized in any situation, though That has not yet shown itself to be good or bad.
Starting Skill: Discipline
We're still discussing character details, but I'm deep into brainstorming the setting now. It will probably be based on somewhere in the US that I've lived, because I think WoD games work a lot better if they're grounded in a real place. Right now I've got a whiteboard in my bedroom with the following locations written in each corner:
South Florida
Southern Colorado and Western Kansas
Big Island of Hawaii
Goddamn Utah
Each is followed by a few quick four or five word pitches for stories that would fit well there. Colorado is taking a likely lead, but I'm taking suggestions for neat local Mage-appropriate shit any of you might be aware of that I might not have thought of. Or that I probably thought of but you might have an interesting twist on.
Obviously @Doobh you have final say if any of these options interest you more than the others, or if none of them sound right for your character.
In the meantime, MY Kobold Opinion is that Kobolds lack the upper-body strength to hoist a foe over their head and hurl them as a projectile weapon at a second foe, therefore why the fuck would I ever play one.
You're welcome.
this is true, i went for a more meek but very mobile kobold. i was debating agility vs cunning, because both make sense, but i went with cunning with the idea that they're trap setters and ambush combatants. cunning is also like the active part of wisdom, being what you use for perception and the like. there is also a trait to use it for ranged attacks which is neat.
like, the ice 'bolds don't even want to bother with the tall folk at all
D&D's still reluctant to move away from "this species is eeeeeeeeeeviiiiiiiiiiil." unfortunately
here's your character concept: a dragonborn barbarian who was raised among kobolds
those are all places I haven't been to/stopped at, which I think is great for getting me into the headspace of a different character
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
I like a lot of the hooks they weave in here. It also has featured races, spells, talents, class abilities, monsters, and magic items from their sample ages. Races include Arcanites (post-human servants of the Wizard King), Space Corp Explorer (basically human, but restricted on ability bump and swap quick to fight for a gadget belt that lets you use utility spells), Unholy Ones (touched by dark gods), Beastblooded (catch all lycanthrope), Alleykin (cat people), Lizardman, and Spiritborn (probably the one that seems most OP. Can ghost for a round, deal a small amount of damage to an enemy without a roll, and then improvise a power based on what type of spirit they are aligned with).
I do love that their race stuff includes archetypical descriptions in the fluff, but all you get from race is one of two stat bumps and one or maybe two abilities. Class dictates way more of what your character is all about. The only race in the game that I feel is a complete whiff is the half-elf, because their racial ability is literally only useful for a handful of classes. I've house ruled that a half elf can take their choice of that ability OR any of the other elf/human abilities. For my Dynasty Warriors game, I'm just letting players pick any racial trait as their bonus, since the default will be human.
And dragons are right assholes, so that tends to reflect poorly on all kobolds. On their own they're just kind of there, doing their own things.
of course now i'm picturing like a half dragon gangster with a small pack of kobolds doing mafia shit. dwarven shop keep closing up shop for the night when these finely dressed storm kobolds walk in. "Oh crap, it's the Grixkisly Brothers"
Your Kobolds look boss actually, that was just a joke on my primary recurring character archetype being reskins of Donkey Kong.
Donkey Kong is real good though. I am trying to remember the artist that drew some kobolds i really liked the look of cause they were cute as heck, and kind of what i think of when i think of dragon kobolds.
found it
their twitter is probably nsfw, so i don't suggest clicking on any furhter links to their twitter.
god, I could really go for another Volo's now that I'm thinking of it
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Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Would this not be a manticure?
Just leaving puns on the table, damn.
@Doobh Volo's is so friggin' good and I'd love for them to release another one. Mordenkainen's is good but it doesn't quite scratch the same itch
no, actually, that's just a regular manticore with a manicure
if you go to the salon and you ask for a manticure you get this:
Hate to see infections spread, and all that.
edit - now there's your Beastmaster backstory
Twitch (I stream most days of the week)
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the glittering "princess" trampstamp wouldn't happen, the app was fighting against me
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Twitter (mean leftist discourse)
Did I ever post the commission @Gatsby did of my kobold ninja?
Those ALEPH minis... *droooooollll*
I need to buy a new set of that terrain what came with Red Veil because it all got beat up during the move.
It was just the Edge of Empire beginner game but it was pretty fun and everyone got into the dice system. The players rp'd pretty well and had some antics, where they convinced the big bad bounty hunter to leave his ship, (avoiding the final combat) but then left the cargo ramp open and didn’t take off.
So he came back, they shut the ramp on him, and then attacked them an were destroying him quite well, but on his final turn before he died he rolled a destiny die and opened the bay doors and let in his security droids to cause more trouble.
The only thing I found confusing is that there are multiple points in the beginner game rules that directly contradict the big edge of empire rule book.
Satans..... hints.....
yeah those ALEPH minis are great
just wish they gave the dudes nice asses like they do some of the lady sculpts.....
Infinity needs more nice dude asses in general, tbh, so far I think the best are the Oniwaban
Also the Fiday with the rifle light shotgun
Yep. I am excited for that box even though I haven't played Infinity since my main LGS closed.