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07.30.2017
Stone Lovecharm



Hey there everyone!

The basics of it is that we lost access to Rory's Story Cubes as a tool for our upcoming ImagiCube game, we decided to make our own image randomizer tool as a series of cards to be used specifically with our games, and we're rebranding the game as ImagiCard.

Check out the vid for more details!
(Includes fun start and end caps!)


05.07.2017
Greg Schulze

We at Creepy Assassin had our first beta playtest of The Dales of The Great Wyrm Lake with the Pentra d10 system, and it went well. Chris Rosenberg, Andrew Schulze (my son), and Wendy Schulze (my wife) all participated in what will be the 1st level adventure for The Dales setting when the game releases. Only a few minor tweaks were needed, which is why we playtest. And we plan on doing another playtest soon with 3rd level characters.

And on to the final sneak peek for Psi Paths.

A student of an elven guild or naturally adept with the power of the mind, the Psi Paths can enhance the self and wield these mental powers against others.

The following are the final three of nine Psi Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Sentinel
Always on guard and willing to sacrifice himself for his allies, a Sentinel is nearly impossible to keep from fighting on.
Biofeedback (interrupt): Once per encounter, when an ally of the Sentinel takes damage, the Sentinel takes half the damage instead (rounded down) and the ally takes none.
Danger Sense (free): Once per encounter, a Sentinel can increase his Defense by his rank against the next attack against him.

Shade
By manipulating the enigmatic energies of shadow, a Shade uses its dark power to inflict chilling fear on his enemies.
Cloak of Shadows (free): Once per adventure, a Shade can surround himself with a Cloak of Shadows that lasts for the entire encounter. Any creature which makes a ranged attack against the Shade takes a penalty to the attack equal to the Shade’s rank.
Shadow Storm (attack): Once per encounter, a Shade can make a ranged attack against a number of creatures equal to his rank. The Shade adds his rank to the attack roll and the Shadow Storm attack inflicts 1d10 + rank cold or psychic damage.

Telepath
Controlling minds and damaging the psyche of others make a Telepath’s power highly intrusive and greatly feared.
Mindlink (free): Once per encounter, a Telepath can communicate telepathically 10 words or less to one creature he can see. The creature gains a +1 bonus on its next aptitude check or attack roll.
Mind Strike (attack): Once per encounter, a Telepath can make a melee or ranged attack against one creature. The Telepath adds his rank to the attack roll and the Mind Strike attack inflicts 1d10 + rank psychic damage and the creature gains disadvantage on its next damage roll.

The next sneak peek will be about the first three Wyrm Magic Paths: the Acidic Adept, Animist, and Elementist. Remember to check out our latest The Anarch release, A Journey of Hope, and look for our upcoming releases this spring.


03.31.2017
Greg Schulze

A student of an elven guild or naturally adept with the power of the mind, the Psi Paths can enhance the self and wield these mental powers against others.

The following are the second three of nine Psi Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Mender
By controlling matter, whether living or unliving, the Mender can rearrange it to better aid his allies.
Psychic Fix (free): Once per combat encounter, a Mender can fix his or one creature’s armor 1d10 + rank Armor Points.
Psychic Heal (free): Once per combat encounter, a Mender can heal himself or one creature 1d10 + rank Life Points.

Nomad
Space and time are not an obstacle to the Nomad, who can move himself and others to where and when he wants them.
Dimension Swap (attack): Once per encounter, a Nomad can make a melee or ranged attack against one creature. The Nomad adds his rank to the attack roll and the Dimension Swap attack inflicts 1d10 + rank psychic damage and the creature and Nomad switch squares.
Hustle (free): Once per encounter, a Nomad can take an extra move action on his turn. This move action does not provoke an attack.

Savant
Whether distant in space or time, the Savant sees all and uses it for his advantage.
Dissonance (attack): Once per encounter, a Savant can make a melee or ranged attack against one creature. The Savant adds his rank to the attack roll and the Dissonance attack inflicts 1d10 + rank psychic damage and the creature gains disadvantage on its next attack roll.
Precognition (free): Once per encounter, a Savant gains advantage on any one aptitude check or attack roll.

The next sneak peek will be about the final three Psi Paths: the Sentinel, Shade, and Telepath. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake: The Draconic Schism, and look for our upcoming ones this spring. And Grab Your Cubes!