Wednesday, May 22, 2019

Feylin News Network - Part 2

And we’re back! This Walt Kooper, and we’re still here with Rebecca Stonesworth once again. So why we wait, can you tell us what do you do for fun?

I suppose that’s completely determined by what you defined by fun.  I’ve directed digs across this continent to find items of note.  It’s important work for the future. Digging in the dirt may be my hobby, but getting stuff out of it is my job.

So why do you think history is important, why dig up the past?

It is by understanding our past will we have the tools to create a better tomorrow.  This can be both symbolically, but just as much literally.  After all we rediscovered the internal combustion engine thanks to digging up the past. Who knows what hidden treasures you will find?

So you’ve driven by finding treasure??  I love treasure!  In fact my entire news network is based on treasure that’s been found in the ruins!  Actually is there any treasure in there? <Points to ruins of an old shopping mall> I mean it’s pretty quiet out here now.

Wait and see Walt, we got to be careful.  Before we go any deeper into the building, my team has got to secure it, and even before that we have to find out what this ooze is…it could be biological, or is it inorganic?  It’s not moving, and the initial tests show nothing. Yet.

This is getting really tense listeners and viewers….what will we find inside these ancient ruins…what will this ooze turn out to be???  We’ll find out after this quick commercial break!!!

Monday, May 13, 2019

Feylin News Network - Part 1

For the next bit, we will be presenting the interviews done by Walt Kooper of FNN news to shed light on what is the world that is the Hodgepocalypse:


Hello, this is Walt Kooper for FNN news, and welcome to our first episode of On Site, where we dig deeper so you don’t have to.  If you are tuning in on TV don’t forget we now broadcast in super analog color, and if your tuning by Radio and CB make sure to stay tune to  Tunes of 21st for all those human classic tunes of old after the show.  Today I’m on site with Rebecca Stonesworth, our newest research specialist correspondent.  So what are we doing here today among these ruins, you look quite busy?

Yes, quite busy, and thank you Walt, happy to be working with you.  Please watch where you land.  The ground is laced with an ooze-like substance of unknown origin.  I’d prefer not to have FNNs best news reporter end up encased in it like some mosquito in amber. Hopefully with the sample I’ve taken we can identify it, and then we can proceed into the ruins for your viewers.

Hmm, kind of gooey, yes, I’ll be careful. Well we’ll get back to that later, it looks safe for now.  I have some initial questions for our viewers and listener while we wait for the all clear.  Can you tell us a little bit about yourself, and your role at The Rock’s School of Science?

I am a teaching assistant and adjunct to the Faculty of Anthropology, Archaeology and  Ancient Studies.  I have actively participated in the mapping and sample collection at the lost Toronto hub, and explored such places as the great serpent mound of Ohio, Carhenge, the Majorville Medicine Wheel Complex…

That’s… really…interesting…  Well Ms. Stonesworth, we have to cut to commercial for now, we’ll be right back after these messages from my…err…our sponsors!

Tuesday, May 7, 2019

Drevrpg 5e Compiled

Drevrpg 5e Compiled.

Okay campers, I'm officially announcing we are ready to start external Game Testing.

For those unfamiliar, In a nutshell, it's a post-post-apocalyptic world with magic filled with absurd situations using the 5e system. 

The Hodgepocalypse has gone through a proper edit and as we fix the occasional typo, we are comfortable enough to take it to get other people involved to get proper feedback.

We want people to help us polish this game so we can release it this summer.

If interested, please contact me at with the following info:
1. Title: Interested in Game Testing
In the body the following:
2. Name. (so we can properly credit you in the acknowledgments)
3. Contact info. (email primarily)
4. Best times for gaming?  We mainly do Sunday early evening at 5:00 pm mst, on roll20 but we will be running games outside this period and seeing how much we have to game test.
5. Whether you are interested in being as a pc or a gm.  For the latter, I have a few rebuild adventures to test out different stress points to see how well it works.

As a sneak peek, here is the watermarked cover art to give you an idea of what you are looking forward to.

Diane Georges, Illustration & Concept art,

#drevrpg, #5e #dungeonsanddragons

Wednesday, February 13, 2019

Drevrpg 5e - Valentine Day Special - Garter Folk

By Jason Cable Hall with additional tweaks by C.N. Constantin.

When people think of snakes and especially humanoid-snake hybrids, they think of cold-hearted evil creatures that have threatened humanity since ancient times. 

Garter Folk are definitely not like that.  Sometimes calling themselves Garter Folk or Homo Thamnophis, these creatures are pretty nonthreatening.   They are a young species that are believed to be a mutation of the common garter snake, perhaps altered by a mixture of energies from the Dreamtime or the hallowed world.

Their physical relation with the more powerful serpentine creatures, such as the naga, is unknown.  Though some suspect that the Garter Folk might be some sort of offshoot of these creatures.

Garter Folk are gregarious.  As a result, they congregate in communities that are frighteningly huge, often measuring in the tens of thousands and more than doubling in size at key times of the year. 

The major goal for these communities is food (often in the form of earthworms or insects raised in local mud farms), warmth, and sex. 

The core part of the Garter Folk society is the time of year and time of day.  Pretty much everything they do revolves around how warm it is outside.  Cooler weather means less activity more snuggling, warmer weather means time for work and parties.  And for this strange species, no season has more importance than spring time.  It is during this time of year that Garter Folk are openly sensual and promiscuous, which can quite strange or even disturbing to those unprepared for the sight of tens of Garter Folk slithering around together. 

The largest community is the Narcisse Snake pit in southern Manitoba.  They have hallowed out the canyons to build an amazing subterranean lair.  However, they are surprisingly versatile in re-purposing natural habitats and ruins to become effective homes throughout the Americas, with large communities in the former states of Minnesota and Florida.

Despite this friendliness, there is a fierce dynamism and an unconquerable energy to these places.  They can go from lively and peaceful to an aggressive posse if outsiders appear to be rowdy.

Despite being usually quite friendly, they generally creep out the “mammalian folk” due to their odd manners, actions and dietary concerns.  Medusas usually have good relations with them, as they are able to look past the stigma.  Desecrator races can be surprisingly tolerant and open minded as well.  Feylins are usually bitterly disappointed as Garter Folk are noting like what they expect.   They have a friendly relationship with the Froggies, despite being considered “scaly hippies.”

While they often put off people with their mannerisms, they have a reputation of being honest brokers and can make a good diplomat between certain cultures. 

Garter Folk adventure to experience life, and to meet people.   They often wriggle into and out of trouble just by simply entering an area.  It’s not just their appearance and mannerisms.  Sometimes Garter Folk just get cocky.

If ever there was a race that replaces manners with friendliness, it is the Garter Folk.  Getting up in the face of a well-known friend to say hello for example, is far more important than personal boundaries.  They are inquisitive, observant and have a bad habit of telling you what they observe or think with little reservation.  Despite their odd sensual nature, they are attracted exclusively to their own kind, though can appreciate the beauty of other creatures.   

Imagine a normal looking snake about half the size of a human, but with arms (though no legs like a typical snake) and a slightly more rounded head.  While their coloration varies, most Garter Folk have a dark grey skin/scale base color which is covered in a variety of rings, strips and dotted patches that can be any combination of black, beige, blues, greens and reds, with highlights or outlines of yellow and white.  Perhaps the sexiest pattern for the Garter Folk of Manitoba is parallel racing strips that run the length of their bodies, while other populations may have their own preferences.  

While Garter Folk have no taboo about going about life naked, and in fact prefer it, many do dawn oddly human looking attire.  For the Garter Folk across the former country of Canada, they enjoy wearing brightly colored cowboy attire, and often decorate their scales with colorful ornamental stones either as bracelets or necklaces, or sometimes stuck directly to their body with natural wax or special mud.

Garter Folk Traits

Creature Type:  Monstrosity

Ability Score Increase:  Your Wisdom and Charisma scores increase by 1 each, up to their normal maximums.  You then choose any other ability score to increase by 1 point, up to its normal maximum (you may not pick Wisdom or Charisma).

Talent Access:  You have access to the Savage, Shrinking, and Venom species talent trees.  You also gain access to the special Garter Folk talents below. 

Age: Garter Folk are considered adults at around 15 years of age and have a typical lifespan of 60 years, though some of the oldest Garter Folk can reach double this in the right conditions.

Size:  The length of their body from nose to tail tip is about 3 and 4 feet long, with about half of that standing erect as their upper body with arms about midway up in this area.   They average about 35 to 45 pounds. Your size is Small.

Speed:  Your base walking speed is 25 feet.

Language:  You can speak, read, and write Draconic, and the unique Garter Folk language of Hiss-Tongue, which is similar to the strange alien language of abyssal spoken by some naga.

Cold Blooded:  You have a disadvantage on Constitution saves against effects that cause cold damage or cold-like environmental conditions. 

Grasping Tail.  You may perform actions with your tail as if it was one of your hands, though you are still limited to wielding a two-handed weapon or shield with your main hands, and any weapons used by your tail are always treated as off-handed weapons (do not apply your ability modifier to weapon damage).  

Serpentine body.  You have no legs, which means you cannot wear boots or other footwear.  Normal armor and clothing costs twice as much for you to purchase due your odd body shape.  However, crawling while prone and squeezing through tiny spaces does not cost you extra movement.

Thick Scales:  You gain advantage on saves against effects that cause fire damage, and to resist environmental hot weather conditions.  If you have natural armor or not wearing any other armor, you gain a +1 AC bonus from your thick scales.

Torpor:  Being inflicted with the fifth level of exhaustion causes you drop to one hit point instead of dying.  This does not apply to exhaustion caused by starvation, thirst, or suffocation.  All other effects of exhaustion remain unchanged.

Garter Folk talents

You gain access to the following talents that you may take using your agony of choice in place of taking feats or other species talents.


Benefit 1:  Increase your Dexterity score by 1, up to its normal maximum.
Benefit 2:  You may use your Dexterity modifier to make grapple attacks instead of your Strength, if beneficial. 
Benefit 3:  You may attempt to grapple using your tail creatures that are up to two sizes bigger than you (large sized creatures).

Coiled Strikes

Benefit 1:  You gain a natural bite attack that does 1d4 piercing damage as a light, finesse melee weapon. 
Benefit 2:  By taking disadvantage to a bite attack, you may increase its reach to 10 feet regardless of your body size. 
Benefit 3:  You may make melee attacks from a prone position without disadvantage.


You can produce and control pheromones that can a creature more willing to interact with you in a positive manner.
Benefit 1:  Increase your Charisma score by 1, up to its normal maximum.
Benefit 2:  As an action, you can target one creature within 30 feet, and it must make a Wisdom saving throw with a DC 8 + your Charisma modifier + your proficiency bonus.  On a failed save, a target becomes charmed by you for hours equal to half your proficiency bonus, or until it takes damage.  While charmed by this effect the creature will also act friendly towards you and try to aid you to the best of its ability.  The creature will not take actions that would harm itself or its allies, or otherwise against its alignment at the discretion of the GM.  Constructs, Elementals, and Undead are immune to this effect. 

You must take a long rest before using this feature again.

Snakes Eyes

Benefit 1:  Increase your Wisdom score by 1, up to its normal maximum.
Benefit 2:  Yon can see the thermal outline of objects and creatures.  This grants you the ability to see through dim light as it was bright light and darkness as if was dim light within 30 feet of you. You can also see hidden creatures within 30 feet of you that do not have at least full cover.  You cannot see invisible creatures using this feature but may discern creature without body heat (such as most undead and constructs) by comparing their cold body next to the surrounding landscape.


Benefit 1:  if you are holding or wielding no items in your hands or with your tail, increase your ground speed by 10 feet.
Benefit 2:  You gain a climb and swim speed equal to your ground speed.  Unless something would greatly affect your movement, you can climb or swim without the need of Strength (Athletics) or Dexterity (Acrobatics) checks.

Campus Garter

Adventure Idea
Plot hook:  From a Garter Folk's perspective, many other species have some strange hang ups about gender, love, and sex.  Even in the post-post apocalypse social anxiety about relationships still abound.  To help examine this a Garter Folk colony has sent out investigators (at least one player character) to the study student interactions on the Rock.
The situation:  The department of Socio-enchantment on the Rock receives the party and assigns a group of students to watch.  The goal is to simply monitor the student's relationships and interactions on campus.  While creepy, it is imperative the party remains unnoticed by the group of students.  While the Rock is very cosmopolitan, keeping a low profile as a Garter Folk might be difficult as they will draw a lot of looks.
The twist:  After witnessing messy breakups, unrequited love, and healthy relationships, the party may have their heart strings pulled and question their "non-interference" pacts on occasion.  It slowly becomes apparent that some of the students being examined are acting strange. 
The finale:  Following the group of students it is revealed that they are taking notes on other students.  These students turn out to be spies for the DPP or perhaps mistaken as spies by the party.

The Love Snake Build

In celebration of Feb 14, if you swing that way.

Class: Channeler/Witch
Background: Archaeologist (reskin as social scientist)
Species: Garter Folk
Starting Ability Array (including Species bonuses): Str: 8, Dex: 15, Con: 10, Int: 12, Wis: 16, Cha: 14
Suggested Feature choices:

  • Choose the cursing Witch's focus
  • Skills: Investigation, Persuasion
  • Cantrips:  Daze, Guidance, Sacred Flame, Vicious Mockery (hedge magic)
  • Suggested favorite spells:  1st level spells: Command, Comprehend Languages, Find Familiar; 2nd level spells- Arcanist’s Magic Aura, Detect Thoughts
  • At 5th level, Channeler Enlightenment:  Refine Training (Arcana, Insight skills)
  • At 4th level, Pheromones Garter Folk species talent. 

Monday, December 31, 2018

Drevrpg 5e - New Years Eve Special - Little Bears Updated

The following is a sneak peek and DLC for our upcoming 5e book of one of our favorite species.
Take it away Jay.

Little Bears

Drawing of The "Roosevelt Bears", Teddy-B and Teddy-G.
Source The Minneapolis Journal. (Minneapolis, Minn.), January 07, 1906.
This work is in the public domain in its country of origin and other countries and areas where the copyright term is the author's life plus 70 years or less.

This small, but burly animal-folk have been the salvation for many travelers who have lost their way.  No one is sure of the true origins of little bears.  They are clearly not some sort mutation of actual bears, nor do they seem native to the hallowed world or dream time.  Best guest by most scholars is that these strange little creatures, like so many, where formed into reality by the collective conscious of those that perished during the revelations.  Perhaps the strangest theory, held by some little bears as an odd pseudo-religious belief, that the species is the manifestation of the kindhearted human souls that were lost during the Revelations.  That deep down below their cuddly furry exterior, that they are human souls looking for a second chance.  

Little Bears congregate in close-knit communities deep within forests or high upon mountains.   They live a very traditional way of life, crafting huts or tree houses from sod, evergreens, and hemp, with clay bricks being used on occasion to firm up walls and walkways.  However, many little bear communities will attempt to repurpose pre-revelation technologies to take advantage of electricity and running water where they can. 

These images are licensed under a Creative Commons Public Domain License. 
From From the book GREAT POSSESSIONS by David Grayson.
Publication date 1917

There is a matriarch or patriarch within each community that runs most of the little bear affairs, including organizing weekly town meetings to come to a consensus on major issues.  These head bears are often referred to as grandmama or grandpapa out of respect and endearment.

Little bears are omnivorous, and as a result, they grow a small a selection of hardy crops, usually supplemented with hunting and gathering.  Little bears have a notorious sweet tooth and may travel days or weeks to gather fresh berries and fruits which they often preserve as jams and jellies.  If given a chance they will trade for more contemporary foods such as sweetened chocolates and mints. 

Their largest known community is built on the ruins of Churchill, Manitoba and has become a central pillar within little bear culture.  Each little bear community will send delegates here to exchange gifts and tales, or to acquire mates for their local bachelors and bachelorettes.   

Their unique language of grunts and growls is known as Bear Speak by outsiders but has no real name of its own.  It is quite difficult to speak or understand for non-bear races, so little bears usually take a human name.  This can be a based on a geographic location they were born or based on a quality of the little bear’s personality or look they exhibit early on.  Churchill is perhaps one of the most common little bear surnames, with Winnipeg being a runner-up.  First names might include Brown Nose (not an insult in bear speak by the way), White Tip, Black Chin, or other color related names to their fur pattern.

Little Bears get along with just about anybody.  They understand the primal nature of the wild races but also appreciate good manners of the more civilized species.  They do not generally enjoy the company of Desecrators or the Undead but will give most folks the benefit of the doubt until proven otherwise.  It is really odd, that for all species they pine after, that Feylin considers Little Bears boring.

Little bears adventure for the noblest of reasons: to help their community.  After all, a Little Bear that brings home a truck full of sweets will be considered a hero to his or her people.  Other little bears go adventuring because their community is becoming stagnant and getting out into the world is the only future that makes sense to them. are licensed under the Creative Commons Zero (CC0) license.

Polite but primal is the best way to describe little bears.  While they exhibit fine human-like manners of high socialites, there is a wild disconnect when they fight or eat as they seem to revert to a more primal state.  Despite their somewhat wild nature, virtually all Little Bears are good aligned, though can be a bit chaotic about how they spread joy and peace.

They are small bears and while they may look like a perpetually young bear cub, they walk upright like a human, and have fully articulated paws that act very much like human hands, though with stubbier fingers and short claws. In many ways, they also possess the uncanny features you might find on a stuffed toy: stocky legs, stubby snouts, soft fur, coal black eyes, and short tails. 

They come in all colors associated with bears, including may tones and shades of brown, but can also include black, greys and white. Alternating colorations on their chest, back, and face is quite common and important for identification among individuals in a community.

Quite a few little bears like fur modifications.  These are done in fur, not unlike hair highlights humans often use.  Some bears even dye their entire body in bright colors, usually based on some sort of social norm they are trying to fit into, or occasional rebel against.  While they do not need clothing, they usually grab a piece of clothing to put on, such as a hat or scarf.  Rebellious little bears may shave small portions of their fur to make way for choice tattoos.  Though shaving is usually limited as a shave little bear is far from cute or intimidating, and are often consider sad, pathetic or psychological troubled by their fellow bears.

Little Bears Traits

Creature Type:  Monstrosity
Ability Score Increase:  Your Strength increases by 2, up to its normal maximum.
·       Talent Access:  You gain access to the Senses and Stout species talent trees. 
·       Age:  Little Bears reach maturity extremely early at age 5, and tend to be considered old at age 20 and have a maximum lifespan of about 40 to 50 years. A single ‘human year’ is equal to about 3 bear years.
·       Size:  Little Bears are between 3 to 3 '6'' feet tall and average about 80 pounds.  Your size is Small.
·       Speed:  Your base walking speed is 25 feet.
·       Languages: You can speak, read, and write Trade Tongue and the unique language of Bear Speak.
·       Bear Tummy:  You have advantage on saving throws against consuming cursed, diseased, poisoned, or spoiled food and liquids.  You also have advantage on Constitution checks/saves to resist starvation or thirst. 
·       Claws:  You have claws as natural weapons that do 1d4 slashing damage that you may treat as light finesse weapons.
·       Natural armor:  You gain natural armor of AC 12 + your dexterity modifier.   This acts as normal armor and will not stack with equipment armor, you take only the better of two.  Though it will stack with shields and coats or other items that grants "+" bonuses to AC.  Natural armor is considered “wearing no armor” for the purpose of special features and powers.

Little Bear Diversity

Pick one of Jumpi, Polar, or Sensitive


These agile little bears are usually brown, black, or panda in coloration, and adapt to jumping around in the forest.  Note that most folks call them jumpy bears, while little bears themselves pronounce it "joo-m-pie," with hard empathies on the "m."
·       Ability score:  Your Dexterity is increased by 1 point, up to its normal maximum.
·       Bear Jump!  You gain the spell jump as an innate spell that you may cast without spell flux or any spell components.  You must take a short or long rest before using this feature again.  
·       Naturally Athletic:  You gain proficiency with the Acrobatics and Athletics skills.

U.S. Fish and Wildlife Service Southeast Region
This file is licensed under the Creative Commons Attribution 2.0 Generic license.


These tough little bears are white or cream in color and are adapted to colder climates.
·       Ability score:  Your Constitution is increased by 1 point, up to its normal maximum.
·       Thick Fur:  You gain advantage on saving throws against effects that cause cold damage, or to resist cold weather conditions.  Your natural armor is also increased by +1 AC from your thick hair.

Mike Dunn, NC State Museum of Natural Sciences Credit: NOAA Climate Program Office, NABOS 2006 Expedition.
This file is licensed under the Creative Commons Attribution 2.0 Generic license.


These little bears are a little bit psychic.
·       Ability score:  Your Wisdom is increased by 1 point, up to its normal maximum.
·       Minor Psychic Powers:  You must pick one of the following pairs of cantrips to gain as innate psychic-like powers:  a) dancing lights and produce flame, b) daze (see new DRev Spells) and guidance, or c) message and vicious mockery.  Wisdom is your spellcasting ability for these cantrips.  This feature's cantrips cannot be dispelled, are not subject to antimagic, and not considered magical or a spell for the purposes of special features.

This work has been released into the public domain by its author, Steve Hillebrand, U.S. Fish and Wildlife Service. This applies worldwide.

Bear Species Talents

These can be taken any time you would be able to take a feat.  These talents are only available to Little Bears

Bear Necessities

Prerequisites: must be a Little Bear
Benefit 1: Increase any one of your ability scores by 1 point, up to its normal maximum.
Benefit 2: You are always prepared or just really lucky coming across things you might need.  After taking a short or long rest, you may add one nonmagical item of choice to your inventory that has a monetary value equal or less than two times your level, plus $5.  That item will become ruined and fall apart (or spoil in the case of food or drink) after you take another short or long rest. The item has no resale value, though it can be used by others.

Bear Stare

Prerequisites: must be a Little Bear with Sensitive diversity
Benefit: As an action, choose one creature that you can see (and that target must be able to see you in kind) and that is within 30 ft of you.  That creature must make a Wisdom saving throw against a DC 8 + your Wisdom modifier + your proficiency bonus. If the target fails the save, they become stunned until the end of their next turn.  You must take a short or long rest before you use this feature again.

Bounce Around

Prerequisites: must be a Little Bear with Jumpi diversity
Benefit 1: You no longer provoke opportunity when jumping and may choose to use either Acrobatics or Athletics for any required ability checks while jumping.
Benefit 2: If your Bear Jump! the feature is active (within the spell's duration), you gain an advantage on any attack roll, ability check, or saving throw needed to perform or resist a grapple, shove, trip, or overbear (see DRev new rules) action/maneuver.

Chill Out

Prerequisites: must be a Little Bear with Polar diversity
Benefit 1: On a critical strike with a melee attack that does bludgeoning, piercing, or slashing damage, you may change any portion of that damage to being cold damage instead.
Benefit 2: If a creature hits your AC value exactly with a melee or reach attack, they must make a Constitution saving throw against a DC 8 + your Constitution modifier + your proficiency bonus before any damage or effect is applied to you from their attack.  If the save fails, the target takes 1d4 + half your level in cold damage. 

Little Bear New Years!

Adventure Idea
Plot hook:  Little Bears celebrate winter and summer solstices as the end and the beginning of their year respectively.  Though, a good-aligned little bear (which is most of them) will never pass up a change for a good dinner party, and more than willing to celebrate anyone else's holidays. 
The situation:  Oh Bother! The little bear community was so caught up in their chores to get ready for winter that they forget to celebrate winter solstice. What a scandal for the organizing party chair, Tawny Nose.  What is she to do!
The twist:  Some nearby humans, following the old ways, are having a big new year's party soon.  But they have never encountered a little bear before, what to do?  You are to help Tawny Nose to prepare for the first contact, and to party!  You need to find some peace gifts, some food that both bears - and humans- will like, and safe transport home to and from the party. Most of these should be skill montages, and at least half the montages should be successful.
The finale:  Depending on the successes of the montages, the humans might react kindly to the little bears, be confused, or unfortunately become hostile. Any sort of combat with the humans could be the ultimate scandal for poor Tawny Nose, and she would face losing her position.  Though a battle might be able to be politically spun into a friendly party brawl; if enough mead begins to circulate and no one is grievously injured or killed.

The Paddington Build

In celebration of some of our favorite movies over the last couple of years.

Class: Adventurer/Troubleshooter
Background: Clansperson
Species: Little Bear (Sensitive diversity)
Starting Ability Array (including Species bonuses): Str: 10, Dex: 14, Con: 12, Int: 10, Wis: 14, Cha: 15
Suggested Feature choices:
  • Little Bear Sensitive psychic powers (species): daze and guidance
  • Secondary saving throw proficiency for Adventurer Wisdom or Charisma
  • Skills (class): Acrobatics, Intimidation, Persuasion, Survival
  • Skills (background): Athletics
  • Tools (background): Cooking
  • Tools (class): Disguise Tools
  • Expertise (class): Persuasion, Athletics
  • Daring Actions (class): In and Out, Hide Anywhere, Parkour
  • Agony of Choice: Bear Necessities (4th level feat), Bear Stare (8th level feat)

Stockart - found on public domain


Thursday, November 29, 2018

The Bro-Force

I've been asked to do an explanation of the Bro force, so here it goes:

 The Bro-Force is a natural (or unnatural force depending on your point of view) that influences the world. It is not an intelligent force, but it reflects the will in the wielder's destiny.

While it is often varied in belief, there are a number of parts of the code:

The Code

1. Be Excellent to Each Other:  

Being friendly and polite is a good 1st start, but it also means if you have a choice, you usually will.

2. Life is a Party:

While there are times when life is rough, if you treat your life as one big party, it will make life more fun and hardship easier.

3. Let your Mind go Long:

While strictly speaking drugs aren't part of the Bro-Force, altering your state of mind often helps in tapping the mystical energies around them.  Go nuts and see what happens.

4. Don't take life too Seriously:

The world is already ludicrous so a dumb joke or a quick pun can break the ice, win friends and influence others.

Wielders of the Bro-Force

Chad XIV:  

This legendary Sentinel claims to have been descended from an ancient line of Chads from before the Time of Revelations.  Best known for his backward cap and his chiseled features he guarantees  "chadisfaction."

Dude Bro:

This legendary witch that may or may not be based on an actor in the past, this kindly older man with the winning smile considers himself to be on a mission to mellow out the universe.

Mia Spastic

This Bogey Faustian Mechanic, while still somewhat jittery, has become a recent devotee to the Bro-Force (although she insists it's called the femme force because she prefers the alliteration).

Sunday, November 4, 2018

Welcome to Boxco - Part 2 - Failing Spree
and now our exciting transdimensional sequel

It involves a ton of bad rolls and a shopping spree.