“gays are ruining the sanctity of marriage”

WHY DOES IT HAVE HANDS
Well gosh thank you so much for thinking of me.
@foibeartemis päinvastoinen kentauri!
Wow the BoJack Horseman live action looks great
“gays are ruining the sanctity of marriage”

WHY DOES IT HAVE HANDS
Well gosh thank you so much for thinking of me.
@foibeartemis päinvastoinen kentauri!
Wow the BoJack Horseman live action looks great
“I’m sorry Benny, if it’s any consolation. But you made me. Everything I am is because of you. I can’t remember my own mother but I remember you pulling that trigger.”
He raised his head
“Do what you gotta do, baby doll”
She reached for her helmet and slipped it on. Listening as the servos and hydrolics clicked into place. She imagined that for many this image was the last thing they saw. But she didn’t use it to incite fear she used it to hide it.
He looked so calm, a little anxious maybe.
She raised the laser pistol.
He’d probably been thinking about this moment since he was captured. She, on the other hand, was terrified. Not of the hundreds of legion soliders surrounding her, not even of Caeser’s watchful gaze, but of pulling the trigger. She had no idea what she would have been without his intervention. But she made a promise to what she would be after he was gone. Better.
Her arm jolted back and the single beam of harsh red light was released. It was over in an instant. Literally. His head lowered once again and his body fell limply to the side.
She barely saw it happen through the tears.
A little bit of shameful self promotion for my new fallout writing blog

Max Stone aka The Courier (artwork done by the always amazing @leona-florianova )
After losing parts of her past to a near fatal gunshot wound to the head Max goes to great lengths to hunt down the one responsible. This loss of memory coupled with a newly acquired Vault 21 jumpsuit and a Pip Boy 3000 spurred on a new found interest in history. Discovering Vaults and other pre war landmarks interests her greatly. However, information about factions that have arisen since the great war prove equally interesting.
She often wears her 21 jumpsuit reinforced with removable leather and metal armour. To her belt she usually carries a holstered AEP-7 Laser Pistol and a particular favourite discovery of Max’s is an Enclave power armour helmet. Both clip neatly on either side.
Max is kind and will on occasion give second chances. But forgiveness can only go so far. She’s quite intelligent too, with a strong charismatic charm to match. If there’s a non violent solution to be found, she will find it. However, if needs must - as they often do in the Mojave - she is well equipped to deal with threats in more brutal means. She favours energy weapons and is adapt in using them. Max, using her knowledge of repair and things that go boom, will also fashion explosives to aid her in battle. Her favourite being the Nuka Grenade.
Physically she is taller than the average wastelander, blonde haired in a messy bun (Wendy the Welder), pale skin that has been tanned slightly by the harsh desert sun.
So yeah this is Max, she will be the focus of many upcoming writing scribbles. Thanks for reading!
Hey just started a separate blog for fallout writing stuff. Check it out if you’re into that sort of thing.
It’s pretty much a fact that LGBTQA+ people come in herds. I only have one friend who is both straight and cis and the rest are at least one of the above letters. I love em all and am super excited to hang out with them all on Thursday.
where can I get dnd handbooks for relatively cheap
the internet
I’m serious
Amazon puts them on sale basically all the time, so they’re a good place to start
Uhh book depository used to sell them. May still sell them. They were relatively well priced. Pretty sure they have a world-wide free shipping policy too.
My friend just sent me all this good stuff. Same one as before.
Inspired by a combination of feats, backgrounds, and inspiration from video games ect. These are not balanced yet at all, and some of them are over powered. But it’s a start!
Cooking Club –Everyone needs to eat, and sometimes, you may be starving. In these times, those random uncooked mushrooms just aren’t going to cut it. You gain proficiency with cooking utensils and proficiency with knifes. If you bring a friendly or indifferent NPC food, you gain advantage on persuasion and deception checks with them. When your character builds a fire and cooks, roll the Cooking skill check (Wisdom + proficiency). The DM chooses a dc based on available ingredients, if the dc is met, any player who consumes the meal gains temporary hit points equivalent to the cook’s level and enough nourishment to be sustained for one day.
Drama Club - Based on the actor feat, if you join this club you become skilled at dramatics and gain the following benefits: Increase your Charisma score by 1, to a maximum of 20, you have an advantage on Charisma (Deception) and Charisma (Performance) checks when talking with police, students and adults. You also gain access to multiple masks and gloves in your equipment.
Occult Club – Adults and other students tend to expect you to be taking part in suspicious or bizarre activity; as such you gain advantage to stealth (adults/police/children ignore you lurking in the shadows) and charisma checks (when you act strangely, such as seeking out odd information or items). However, you will also gain disadvantage when trying to convincing people that something supernatural or mysterious is happening [note, as always, the dungeon master will be the last word of deciding when these will be employed]. You have read much on the supernatural, and as such gain advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them.
Art Club - You will not be considered suspicious when covered in blood if wearing a painter’s smock. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You also become proficient with a forgery kit (for replicating handwriting) and a disguise kit (when attempting to change appearance using paint).
Music Club - A member of this club is able to walk around with a cello case without being considered suspicious, which can be used to transport dismembered corpses and large weapons ect. Add a music box to your equipment, when opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Due to your perfect pitch, you can closely mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful insight check contested by your deception check allows a listener to determine that the effect is faked.
Sports Club – While a member of this club, you can carry sports equipment without being considered suspicious. Also, based off athletics feat, you have undergone physical training and so gain the following benefits: Increase your strength score by 1 to a maximum of 20, when you are prone, standing up uses only 5 feet of your movement and climbing doesn’t cost you extra movement. Add a trinket to your equipment (such as a sporting medal or trophy).
Martial Arts Club - You are exceptionally speedy and agile. You gain the following benefits: your speed increases by 10 feet and when you use the Dash action difficult terrain doesn’t cost you extra movement on that turn. Increase your dexterity score by 1 to a maximum of 20. You can gain access to a small number of Shuriken OR a pair of Nunchaku (treat as darts and nunchaku 3.5e). However, access to them is restricted, often they are reserved for higher standing club members, if you are caught with them will have to explain yourself.
Gardening Club - A member of this club can carry gardening equipment without being considered suspicious. Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You learn the Druidcraft and Detect Poison and Disease spells. You can cast Detect Poison and Disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You have advantage on survival checks when foraging for food.
Science Club – Increase your Intelligence score by 1, to a maximum of 20. Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have science supplies with you and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. You gain proficiency with science supplies (also known as alchemy equipment). If you are already proficient with them, you double your proficiency bonus to checks you make with them. If you focus for an action, you can identify one potion/acid with 100% accuracy. You must see the liquid for this benefit to work.
Sowing club – Walking around covered in blood or injured will be seen as suspicious by most. You don’t want people to start asking why your groups clothes are always destroyed. As a member of the sowing club you are able to effectively clean up bloodstains and fix up clothing, making them look good as new. You gain proficiency with sowing equipment. You are quick with a needle, increase your Dexterity score by 1, to a maximum of 20. If making a medicine check to sew up a wound take advantage, then add you proficiency and medicine modifier.
Me again, I think this all works so well. Love the idea of suspicion from adults and curfews. Been with it since day one.
If anyone else has any suggestions let me know!
Prairie oyster - to cure poisoning effects in place of an herbalism kit (could be a fun nod as this was a popular hangover cure in the 80s), a drink consisting of a raw egg, Worcestershire sauce, tomato juice, vinegar, hot sauce, salt and ground black pepper.
Lesser healing potions could just be connected to basic herbalism, so instead of magic maybe the character just starts pulling heavy rolls of soft cotton fabric and various balms to help treat a wound, and help staunch the flow of blood.
Then greater as you said could be jackalope milk.
There is also a Xixi Zhi Yu, a mythical fish from the ancient bestiaries of China, certain oils from the fish are used to heal some diseases.
Vampire blood (technically bizarre humans such as zombies or vampires aren’t cryptoids, but you could include this myth for another creature maybe?) in some lore can heal humans and has numerous drug-like qualities. It could be used in place of a superior healing potion due to how rare it would be.
Also, a Kalanoro is a humanoid cryptid said to live deep inside Madagascar and are very rare but they are said to have healing powers. http://cryptidz.wikia.com/wiki/Kalanoro
Also there are Akkorokamui, a gigantic part-human-part-octopus monster from Ainu and Shinto folklore, which lurks in Funka Bay in Hokkaidō, Japan, also known as Long-fingered Woman, because the top half of her looks like a beautiful woman. They’re said to have healing powers, with followers of Akkorokamui believing she will heal ailments of the body, in particular, disfigurements and broken limbs. http://cryptidz.wikia.com/wiki/Akkorokamui
Those are just two other cryptoids with healing powers, so maybe you could have them somewhere in the game? I don’t really know how you’d implement them, but possibly doing a certain ritual (like throwing what one would spend on a healing potion in components into the lake as sacrifice) could provide some healing? Sort of a ritual version of cure wounds. Just so you could make healing potions and such really rare and hard to come by (because, I mean, it is made up of weird uncommon components) without your party being killed.
All these are of course just suggestions!
If anyone else has any suggestions they’d like to share, please do
Today filling in the easiest stuff. The reskins! So I’ve got a bunch of weapons, armour and healing potions.
First off some of the weapons from the phb will be making a return. Such as the rapier and bow! And any others that can be justified. Some are getting some tweaks such as daggers which are now switchblades or basic kitchen knives. Spears are handmade wooden poles with sharp bits strapped on the end. Clubs are either big bits of wood or baseball bats. But damage may be changed for them.
Secondly smaller things such ball bearings can be replaced with marbles and caltrops with Lego, dice, handmade substitutes.
Healing potions took a little more thinking but after reading up on some legends to do with some of the cryptids, I found out that Jackalope milk was sought out for it’s medicinal properities and shall be used to substitute healing potions in a modern campaign.
Finally for today’s post, armour! I currently have three armour sets for each type: light, medium and heavy.
Light:
-Varsity Jacket (part leather properties or so I’ve been told so has some protection)
-Leather Jacket (just a straight up leather jacket)
-Bling Jacket (a leather jacket adorned with pins, chains, all sorts of customisable goodness)
Medium:
- Baseball Batters armour
- Motorbike Jacket (with all that extra padding goodness)
- Motorbike Jacket with helmet
Heavy:
- Baseball Catchers armour
- American Football armour
- Hockey Armour
And of course the shield is a trashcan lid
As always feel free to add suggestions, tweaks whatever! Even small things help immensely.
Heeeey, so here’s the list of current Cryptid enemies plus a few more I’ve got in the works. Still very open to suggestions on any I haven’t listed. Or if you’ve got any cool ideas for ones I have listed, let me know!
Cryptids:
-Mothman
-Flatwoods Monster
-Sasquatch
-Some sort of lizard shapeshifter
-Jersey Devil
-Jackalope
-Chupacabra (spelling may be waaay off)
-Kappa
-Werecreatures
Non Cryptids:
-Police/ adults who are trying to enforce some sort of curfew after all the mysterious circumstances. More of something to avoid then to attack.
-Cultists
-Sort sort of enemy who has gained powers from cryptids but is still human
-Thralls (humans under the control of Cryptids, willing or unwilling)