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Prak
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Tome of Marvelous Heroes

Post by Prak »

Hulking Berserker
Image
"Go ahead, make me angry, I'll just smash you better...
-
...REGDAR SMASH!"


Thanks to the fell radiations of an ill advised magical experiment, you have the incredible ability to lose control and turn into an enormous green rage monster. Many people will say this isn't useful, that it makes you actually a worse fighter, because your anger is a weapon only to your opponent. You tend to smash the shit out of these people.

Requirements
Base Attack Bonus: +7
Base Fortitude Save: +4
Special: Must have drank a magical elixir which releases your id in corporeal form (a process requiring 1 week, reagents totally 6,000g in cost, and the expenditure of 7 third level spell slots over that time). It is encouraged that you create this elixir yourself.
-or-
Must have survived a 4th level or higher magical effect with a maximum damage higher than your full HP.

Game Info
HD: d12
BAB: Full
Saves: Good Fort and Will
Skills: Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points/Level: 2+Int Mod

Level--Special
1-- Hulk State, Property Damage, Pounding Footsteps, Combat Pragmatist
2-- Mighty Bounds, Angrier and Angrier
3-- Furious Resistance, Healing Factor,
4-- The Fires of Anger
5-- Tireless, Always Angry, Dimensional Damage


Hulk: A Hulking Berserker gains enormous physical power from his anger. The flow of adrenaline unlocks certain mystical seals, causing a period of rapid transformation, in which he gains several feet of height and turns green. When he takes 10 points of damage or more, he enters a state of rage, similar to a barbarian of his class level (+levels of Barbarian, if he has any), growing a size category (with all attendant benefits, but not the dexterity reduction), and a +2 morale bonus to melee and thrown attacks and damage. If he has any rage dice from the barbarian class he may use these dice in this state. He also gains DR equal to his Con Mod, overcome by Adamantine, or similar materials (DR Con Mod/Adamantine). He also gains a +2 morale bonus to saves, and a -2 circumstance penalty to AC, and two natural slam attacks, which deal damage as appropriate to his new size.
This transformation is completely involuntary, occurring automatically whenever 10 or more points of damage is dealt to him in a round, or if an attack would kill him in his normal form, in which case, the transformation is instantaneous, increasing the Hulking Berserker's stats before the attack is actually resolved. It is still possible that the attack will kill him, but he will have increased hp, saves, etc with which to resist the attack.
It is possible to enter this state voluntarily, though difficult. The Hulking Berserker must spend a Full Round straining and fuming, letting his fury build. Or he can try to do 10 or more points of damage to himself. You can also choose one or two reasonably uncommon things that will piss you off to the point of entering a Hulk State, such as abusive parents, tyranny, whatever.
A Hulk State will end a number of rounds equal to your (improved) Con modifier after you last took damage, or can be voluntarily ended with a Will Save against DC 15+Your (Improved) Strength Modifier
All abilities of this class, unless otherwise noted, require the Hulking Berserker to be in this Hulk state.
If you're using the 3.5 Core Barbarian rather than Tome wrote:Alright, some people dislike the Tome Barbarian for whatever reason. I get that, there's just something so satisfying about raising your strength into the upper 20s, lower 30s. Plus there are prestige classes that build on it, and maybe your DM doesn't like Tome. In cases such as this, Hulk allows the Hulking Berserker to rage as a barbarian of his class levels, plus barbarian levels, gaining bonuses to Strength and Con as normal. He also gains the DR and size increase as normal.
Property Damage: When damaging an object, the Hulking Berserker receives a +8 competence bonus to strength checks and deals double damage.

Pounding Footsteps: The Hulk's great strength drives him greater speed. Whenever he moves faster than a walk (greater than his base speed in 6 seconds), including during a charge, he gains a bonus to his base speed equal to his Strength Modifier x 5'. For example, a human Hulking Berserker with 30 strength in his Hulk State has a speed of 30' if he's just walking around. If he charges or runs, his base speed is treated as being 80', before multipliers.

Combat Pragmatist: You may use anything you can lift off the ground as an improvised weapon, and take no non-proficiency penalties for doing so. This ability will function out of Hulk State.

Mighty Bounds: You jump good, more out of strength than skill, but it's still pretty remarkable. By making a successful Jump check, you can, effectively, fly for short periods of time. With a DC 40 jump check, you gain a fly speed of 60' with clumsy maneuverability for a number of rounds equal to half your strength modifier, or until you land, whichever comes first. The DC is halved with a 20' running start as usual for long jumps.
This movement must start on a solid surface, and must be in a straight line (no turning is possible, and you cannot travel upwards after moving down or level), which must be in the same direction as your running start if you made one. Faster jump speeds can be accomplished with higher jump dcs, as shown below:
Flight SpeedDC (half with a 20' running start)
120'50
180'60
240'70
300'80
360'90

Because this is effectively flight, not an actual jump, your distance is not bounded by your height.
Finally, you may use your strength modifier in place of Jump ranks to determine access to anything which requires ranks in jump, such as feats or prestige classes.

Angrier and Angrier: The only limit to your anger is your lifespan. Once in a Hulk State, every 20 points of damage you take increases your Strength and Constitution by 2 points. These increases will subside at a rate of 1 point each per round once you are no longer stressed or in danger (ie, taking damage, or in a hostile environment), or completely once you leave your Hulk State, which ever comes first.

Furious Resistance: Your anger, and the strength which comes from it, harden your mind and body. You gain your strength modifier as a bonus to Fortitude and Will saves. This will not function simultaneously with Divine Grace, or other abilities which add an Ability Modifier to saves.

Healing Factor: The rapid cellular growth which causes your transformation also maintains your body. You gain Regeneration equal to one half your Strength Modifier, and only take real damage from Adamantium weapons and similar. This regeneration will regrow or reattach severed limbs, removed organs, and even replace a removed head. The Hulking Berserker must be completely reduced to it's constituent atoms, so long as even a cell remains, he will return to life, albeit after long periods of time. If the Hulking Berserker is reduced to -10 hp, he drops into a catatonic state, his regeneration drops to 1 hp/day, and he must return to his full normal hp before returning to life. A further 50 points of damage can be done to chop up the body, which will reduce the regeneration to 3 hp/week, and regeneration will start with the largest piece (or a random piece if all pieces are the same size). Disintegration can be used to permanently kill the Hulking Berserker once he has have been chopped into pieces, but must be cast on each individual piece (assume a number of pieces equal to normal hp+60). A Wish spell can be used to perform a ten hour ritual which will permanently kill a Hulking Berserk reduced to pieces.
You also stop physically aging after 10 years into adulthood. If less than this (age of majority+10), you will physically age to this point. If at or beyond this point, you cease to physically age. You will not die from old age, and you will not accumulate penalties for aging, though you still accumulate mental bonuses.

The Fires of Anger: You have experienced the hottest flame you ever will, that of your own rage. Against this internal heat, the flames of the world cannot prevail or even compare. Nothing can diminish this heat, either, not even the fell frost of the deepest arctic pit. You are immune to fire and cold.

Tireless: The same cellular change which turns you into a giant green rage monster also combats the secretions of your muscles which cause fatigue. At level five, while in a Hulk State, you can maintain activity or strain for six hours per point of Con Mod, or four times as long as normal, whichever is longer. This includes Forced March and other overland movement, holding your breath, going without food or water, etc.

Always Angry: That's it. You've finally had it. The entire world makes you angry. That puppy? Fills you righteous, pure, unadulterated fury. That kid walking it? Even worse. The world is such a shit hole, that you are literally always angry. On the upside, you are amazing at hiding it, and pushing it aside to act in spite of it. The other upshot is that you can, at will, as a not-an-action, transform into your Hulk state, opening the flood gates and voluntarily transforming. Your Hulk state now also increases your size by two categories, granting the usual increases, but not the dexterity reduction.

Dimensional Damage: Lets face it, the world is really a pretty fragile thing, and you're really pretty damned strong. With a DC 60 strength check, you can punch a hole in reality, which happens to open somewhere else, creating a Gate. This is a full round action, but may be combined with an attack against someone/thing. If the target is not outright destroyed by your attack, it will be flung through the gate you create.

-------------------------------------
done-ish.

Coming later: Completion of Hulking Berserker, Mjolner, The Iron Suit, Symbiotes, probably other stuff.
Last edited by Prak on Sat Jul 07, 2012 8:42 am, edited 4 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Post by Prak »

Ok, so Hulking Berserker is complete-ish. I added requirements which push entry back to eighth level, and made the class five levels long, because I was seriously running out of things to put in. The front-loaded-ness isn't as problematic now, but I'm actually worried that it won't make you strong enough. Don't know. Right now, someone who is an Orc Bar7/HB2 will have a base strength of up to 30 in Hulk State before items. Once they start taking damage, assuming they have a 16 con, they can get up to 38 strength, assuming average HP/level, before items. Basically, Hulking Berserkers will all be wearing Belts of Giant Strength and Amulets of Health of the highest bonus they can get, and getting Wish increases to Strength and Con asap. The only real issue with the class (which is really just the way D&D works) is that technically the hulk should be a wizard, not a barbarian, but, whatever.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
...You Lost Me
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Post by ...You Lost Me »

I was thinking that Banner actually just has a lot of skill points and a pretty high Int score. Perhaps integrate those instead of encouraging Con-stacking?
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
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Prak
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Post by Prak »

Ok, that's actually a good point. Scientist=Wizard thinking aside, yeah Banner is basically a rogue type character that focused on int. I'm not entirely how I should integrate those, especially when the hulk is basically the epitome of a Str&Con monster, and my concern with representing Banner was more "No Banner type character (ie, wizard, previously) will take this." But if one hypothesizes that Banner is a rogue or the like, it becomes more likely.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Post by Prak »

The Iron Suit
Image
The Iron Suit is a masterpiece of magical engineering. Not actually made of iron, it is a complex suit of interlocking plates of a mithral/adamantine alloy, giving both strength and lightness. The suit is also magically enchanted to aid the wearer's motions and be less encumbering. It is, at it's base, in it's unpowered state, an Adamithral Suit of Full Plate, with an Armour Bonus of 8, Maximum Dexterity of 3, an Armour Check Penalty of -2, and Arcane Spell Failure of 20%. It counts as Heavy Armour, and gives DR 3/-. The armour weighs 200 lbs, and requires a strength of 23 or greater to move in while unpowered.
The true might of the armour lies in the magical effects which it can unleash when powered by a magic battery, such as that the creator was said to wear in his chest.
While powered, the suit is protected from an array of dangers, over and above what the unpowered state gives. Firstly, it acts as Magic armour, improving the wearer's AC by 1/3 Character Level (or is continuously under the effect of a Magic Vestment effect if using core magic item rules). It also provides the wearer with Acid, Cold, Electricity and Fire Resistance 30, Damage Reduction 15/-.
The suit also contains a life support system, and air tight seal, which protects the wearer from exposure to all toxins and diseases, and provides him with air and water as if the suit contained a decanter of endless water (though water will only trickle out, and only through a spigot in the the helmet easily accessible to the wearer's mouth) and was a bottle of air. This protection requires the suit to be worn in it's entirety (Torso, Legs, Hands, Feet and Head all covered) and sealed (it is possible to crack the armour with a Sunder attempt, treating the armour as having 500 hp. It is nigh-impossible to completely sunder it in combat, but 50 points of damage in a single attack will crack it, and ruin all environmental protections until the suit can be repaired).
The Suit helmet has a powerful magical sensory array, allowing the wearer to continuously function as though under the effects of Greater Arcane Sight, Status, and True Seeing, and can see normally in Magical and mundane darkness.
When powered, the suit greatly enhances the wearer's strength, granting an enhancement bonus equal to 1/2 the wearer's character level, as well as doing most of the lifting for it's bulk on it's own, eliminating the Strength minimum to move in it. It also has great load bearing capability, lifting loads as if it possessed a strength of 60 (this does not affect combat statistics). The suit also enhances the wearer's agility, granting a +1/3 character level bonus to Dexterity.
The suit has thrusters in the palms and feet which allow overland flight at a speed of 30,000 miles per hour. In combat and other tactical scenarios, treat the suit as giving a flight speed of 100' with perfect maneuverability and the extraordinary ability to move as though with the Dimension Door spell as a free action at will. Unlike the Dimension Door spell, however, you physically travel the distance, and can bring unwilling creatures with you, assuming you succeed at a grapple check. If using the boot thrusters to aid in lifting an object, the suit has the carrying capacity of a character with a Strength of 73.
The glove and boot thrusters are also capable of acting as powerful weapons, capable of mimicking any of the following spells as a standard action (at will, extraordinary):
  • Heightened (1/2 character level) Scorching Ray
  • Fireball (centered on wearer, shaped to deal no damage within 5' of wearer)
  • It can create an effect similar to Mage's Sword, by creating a sword extending from the back of one or both gauntlets. These blades act as Mage Blades, but are attached to the suit (they don't float and move) and can be used like physical blades (the wearer can perform their full attack routine each round)
  • Moonbow (Effect deals fire damage instead of Electricity, generates 10 motes)
Finally, the armour has power stores which can hold magical energy sufficient to run at full power for 20 hours and has the ability to absorb energy of various forms. It can absorb solar energy to recharge at a rate of 1hour absorption:2 hours of power. Any environmental heat based or electrical damage which the suit is subjected to will recharge the suit at a rate of 10 minutes of energy per 20 points of damage. When subjected to energy damage to which it is resistant by being the target of a spell, the suit's magic converters are able to convert the magical energy into pure power at a rate of (Spell Level) hours per 10 points of damage. For example, when subjected to an enemy's maximized empowered fireball which deals 90 points of damage, the suit recharges 27 hours of power (3 hours/10 points of damage). The wearer can unleash extra energy at a similar rate, firing a Long Range ray attack which deals 1d10 fire or electricity (his choice) damage per excess hour of power released. For example, the above fireball would allow the wearer to fire off a Long Range Ray that dealt up to 27d10 points of damage, assuming the suit was fully charged prior to absorbing the attack.
The Iron Suit takes ten minutes to don, or five with the aid of a device designed to aid in this. Rumours circulate that the original creator has crafted many varieties of this armour, including a form transportable as a small case, which aids the user in donning the suit, cutting the time to a minute, and a form which he carries in his bones, donned through magic as a full round action, or partially donned as a move action.
In order to wear the armour, one must be medium size, and humanoid shaped.
Strong Abjuration, Evocation and Conjuration, CL 20

The Starry Shield
Image
This is a round heavy metal shield, decorated with concentric circles of red and white, and a large white star against a field of blue at it's center. It functions as a Magic Heavy Mithral Shield (Shield Bonus +2, plus 1/3 per character level, 0 ACP, Arcane Spell Failure 5%), which is designed to be thrown and return (2d10 damage, x3 crit, 100' range increment, returns at end of action on a successful DC 20 Dex check, can make iterative attacks against different targets so long as cumulative distance between thrower and targets does not exceed maximum range. Yes, this means a bearer with 4 attacks can hit someone twice so long as there is a wall relatively nearby.).
The most powerful quality of the shield, however, is that it is not actually made of mithral, but of a metal which nullifies energy. It is impervious to all damage, save for occasionally acquiring minor cosmetic scratches. In addition to it's function as a normal shield, the bearer can make an attack roll when attacked opposed by the original attacker. If the bearer succeeds at this roll, he manages to interpose the shield between himself and the attack, completely negating it, and all affects of it, including bullrush and the like.
Strong Abjuration, CL 20

Mjolnir
Image
The weapon of a god, this hammer has an immense head and a short shaft. It appears to be made of an unknown metal, similar to adamantine, and the handle appears to be leather wrapped wood, with a loop of leather extending from the end. On the head of the hammer is an inscription which reads "Whosoever holds this hammer, if he be worthy, shall possess the power of THOR."
The inscription isn't just decoration, it speaks to an actual limitation on use of the hammer. To be worthy of wielding the hammer, one must be Good aligned and radiate Strong Good, and must, at least generally, act with honor. Possessing divine ranks is helpful, but not necessary.
To the unworthy, the hammer is simply that, a hammer, save that it cannot be lifted at all. If someone wishes to try, treat the hammer as requiring a Strength Check with a DC of 100 to lift.
For someone who is worthy, the hammer is a Magic Warhammer which deals 6d6 damage, plus strength, with a x4 crit. It can be thrown, and for these purposes has a range increment of Long (400'+40'/lv). In a storm, the hammer's attributes are doubled (12d6 damage, x7 crit, range increment of 800'+80'/lv).
The worthy also can make use of several special abilities at will while wielding the hammer:
  • Create Storm The wielder can take a full round action to create rain, snow, sleet, hail, any form of storm other than duststorm, and rise any level of wind. He may also cease these effects. When using this ability, the wielder can affect an area with a radius equal to his character level squared in miles.
  • Flight: By throwing the hammer and holding on to the strap, the wielder can fly at speeds approaching the speed of sound. His overland speed is 770 miles per hour, and his tactical speed is 100' with perfect maneuverability. He is capable of hovering in place, typically by twirling it in a circle.
  • Call Lightning: By holding the hammer aloft, the wielder can call lightning as the spell heightened to 10th level (dealing 10d6 per bolt, or 10d10 in a storm).
  • Wall of Force
  • Detect The Wielder of Mjolnir can mimic the effects of an Detect spell.
  • Energy Absorption The wielder of mjolnir is immune to all electrical attacks. Mjolnir can also absorb the first 20 points of any energy based attack, before it resolves against the wielder, and store this energy. The wielder can then use Mjolnir to release this energy as a line of energy of a type of his choosing, dealing damage equal to the amount he releases. Mjolnir can store up to 1000 points of damage.
Also, as a holy relic, Mjolnir's effects are doubled against any form of undead.
Finally, the hammer is completely indestructable, and has an effective SR of infinite. Only Odin may change or damage it in any way.
Strong Abjuration, Evocation and Conjuration, CL unknown(uses character level of wielder when necessary)
Last edited by Prak on Sat Jul 07, 2012 8:47 am, edited 3 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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OgreBattle
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Post by OgreBattle »

oh man, I realize what Tomes really is now

RIFTS: 2nd Edition.
Last edited by OgreBattle on Sat Jul 07, 2012 7:32 am, edited 1 time in total.
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Prak
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Post by Prak »

Hey, the only real problem with rifts is that it's system sucks.

And D&D has always done this stuff... there's an old adventure where drow have stuff like this. Literally. There's an old adventure where you fight drow, or orcs, or something, can get Cap's shield.
Ah, drow:
Image

Plus you missed my write ups of Ghost Rider, Spawn and the Lantern Corps as PrCs.
Last edited by Prak on Sat Jul 07, 2012 7:47 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Endovior
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Post by Endovior »

Couple points.

1: You should probably more explicitly state the armor/shield bonuses granted by Iron Suit and Starry Shield. It's a pretty safe assumption that they're mostly the same as the base items, but given the large amounts of bullshit magical materials involved, I really don't want to have to dig through several dozen charts and tables to be absolutely sure the magical bullshit in question doesn't have a hidden modifier tacked on.
2: So, a Hulking whatever Hulks out when he would otherwise die, eh? Notably, that doesn't mention how that stops him from actually dying. You might infer that a rage-based con increase might possibly make a few HPs difference, which might possibly save you from an HP-type attack... but what if someone just hit you with Finger of Death? You should probably more explicitly state 'and you don't die', and add something about ignoring the effect and/or gaining HP or whatever.
FrankTrollman wrote:We had a history and maps and fucking civilization, and there were countries and cities and kingdoms. But then the spell plague came and fucked up the landscape and now there are mountains where there didn't used to be and dragons with boobs and no one has the slightest idea of what's going on. And now there are like monsters everywhere and shit.
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Prak
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Post by Prak »

Endovior wrote:Couple points.

1: You should probably more explicitly state the armor/shield bonuses granted by Iron Suit and Starry Shield. It's a pretty safe assumption that they're mostly the same as the base items, but given the large amounts of bullshit magical materials involved, I really don't want to have to dig through several dozen charts and tables to be absolutely sure the magical bullshit in question doesn't have a hidden modifier tacked on.
Will do, especially since I'm bullshitting the materials.
2: So, a Hulking whatever Hulks out when he would otherwise die, eh? Notably, that doesn't mention how that stops him from actually dying. You might infer that a rage-based con increase might possibly make a few HPs difference, which might possibly save you from an HP-type attack... but what if someone just hit you with Finger of Death? You should probably more explicitly state 'and you don't die', and add something about ignoring the effect and/or gaining HP or whatever.
I'll add this as well, but hulking out won't automatically save your ass. You get the hp from increased con, and increased fort save and such, but the effect will still happen. Shoot a Hulking Berserker, he'll hulk out, and have extra hp, and regen if high enough level, but if you do enough damage, he can still die, it's just unlikely. Same with finger of death, you just have to get past the god almighty saves he'll have.

Edit: ok, those things are clarified, plus I specifically stated that Hulking Berserkers are insanely hard to permanently kill once they get Regen, needing to be chopped up, and each piece disintegrated, or a ten hour Wish ritual performed. His regen does however drop substantially once "killed."
Last edited by Prak on Sat Jul 07, 2012 8:49 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Dr_Noface
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Post by Dr_Noface »

Where is this art from?
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Prak
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Post by Prak »

Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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