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01.22.2017
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 first 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.

Egoist
An Egoist’s training of self awareness and body control turns his hands and feet into weapons, while controlling his pain.
Psychometabolism (free): Once per encounter, an Egoist can increase his Life Points by his rank.
Unarmed Attack (attack): An Egoist can make a melee attack against a creature. The Unarmed Attack inflicts 1d10 + rank damage.
Unarmed Flurry (free): Once per encounter, an Egoist can make an extra Unarmed Attack during his attack action.

Empath
Others can literally feel an Empath’s pain as he transfers pain to others and damages their psyche.
Ill Fate (attack): Once per encounter, an Empath can make a melee or ranged attack against one creature. The Empath adds his rank to the attack roll and the Ill Fate attack inflicts 1d10 + rank psychic damage and the creature takes a -1 penalty on its next attack roll and the Empath gains a +1 bonus on his next attack roll.
Sympathic Transfer (interrupt): Once per adventure, when an Empath takes damage, the creature that damaged him takes the same amount and type of damage.

Kinetist
A Kinetist can control the energies around himself for defense and manipulate the energies around others to move them.
Force Push (attack): Once per encounter, a Kinetist can make a melee or ranged attack against one creature. The Kinetist adds his rank to the attack roll and the Force Push attack inflicts 1d10 + rank force damage and the creature is knocked prone.
Force Screen (free): Once per encounter, a Kinetist can increase his Armor Points by his rank.

The next sneak peek will be about the next three Psi Paths: the Mender, Nomad, and Savant. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this winter. And Grab Your Cubes!

12.31.2016
Stone Lovecharm

So, our first year of business, 2016, was...weird. Probably not a good sign, but we certainly got over some major hurdles.

So, here's what happened this year:

  • We founded (yay!) and published our first product: StoryCube: The Roleplaying Game based on the awesome Rory's Story Cubes.
  • We appeared (via our voices) on The Tome Show to talk about StoryCube and the nature of non-tactical roleplaying.
  • We published 6 Adventures/Settings for StoryCube
  • Greg Schulze published The Anarch, a short story tie-in with his upcoming Dales of The Great Wyrm Lake RPG


  • We sold 18 copies of StoryCube: The RPG in digital download, 8 in paperback, and had a total of 328 downloads of its adventures.
    Not bad for two Minnesotans doing almost no advertising whatsoever.


  • Stone left the company due to a series of horrible day-job situations.
  • Greg took the helm as the company's very capable lead while Stone got his shit together.
  • Stone returned to the company due to a series of awesome day-job situations.

So, what's in the future?

Well, looking forward, I think the following are pretty likely to happen in 2017 based on conversations between Greg and myself:
  • The publishing of Greg Schulze's The Dales of The Great Wyrm Lake based on his Pentra Gaming System, a d10-based tactical RPG system.
  • The release of the StoryCube: Tactical RPG System as an SDK for roleplaying games utilizing Rory's Story Cubes.
  • The publishing of a yet-unnamed Lovecraftian Horror RPG based on the StoryCube: Tactical RPG System.
  • Some adventures in these two settings
  • Some books? Maybe? I dunno. I'm writing some novellas, so probably those sometime, eh?
  • Some other stuff. Maps, additional settings, adventures in those other settings. Really, who knows what we'll want to make during the next year.
  • A new podcast!
    I'm a genius, and I have time on my hands, I'm pretty sure I can make this happen. Tentatively, it'll cover playtests, game reviews, and game design theory.

And that, my dear players, concludes The State of The Onion for the end of 2016 and the beginning of 2017.

Look forward to a lot of awesome stuff from us in the coming year. We've only just begun to find our footing.

12.17.2016
Greg Schulze

Either trained in the military, schooled by a guild, studied under a mentor, or self taught, the Common Paths form the fundamental skills of an adventurer.

Archer
A master of the bow and a crossbowman without peer, the Archer is the paragon of ranged combat.
An Archer can use light, one-handed, and two-handed ranged weapons without penalty, along with light and medium armor.

Bard
A diplomat without equal, the Bard notices, senses, and knows much that others miss.
A Bard can use light melee weapons and light ranged weapons without penalty, along with light and medium armor. Additionally, a Bard gains a bonus to Mental aptitude checks equal to his rank and once per adventure, a Bard gains advantage on any one Mental aptitude check.

Chirurgeon
A healer and battle medic, the Chirurgeon is an invaluable member of any group of adventurers.
A Chirurgeon can use light melee weapons without penalty. A Chirurgeon can also heal himself or one adjacent creature 1d10 + rank Life Points.

Craftsman
An artisan who can patch up armor in a moments notice, a Craftsman’s skills are always needed.
A Craftsman can use light melee weapons without penalty, along with light armor. A Craftsman can also fix his or one adjacent creature’s armor 1d10 + rank Armor Points.

Explorer
Curiosity of what lies over the next hill drives the Explorer to master the skills to succeed.
An Explorer can use light melee weapons and light ranged weapons without penalty, along with light armor. Additionally, an Explorer gains a bonus to aptitude checks equal to his rank to two of the following aptitudes: Mental, Physical, or Primal.

Guide
A leader of others in the wilderness, the survival and defense of his party is the Guide’s purpose.
A Guide can use light, one-handed, and two-handed melee weapons without penalty, along with light armor. Additionally, a Guide gains a bonus to Primal aptitude checks equal to his rank.

Rogue
A master of stealth, the Rogue favors the element of surprise to eliminate the enemy.
A Rogue can use light melee weapons and light ranged weapons without penalty, along with light armor. Additionally, a Rogue gains a bonus to Physical aptitude checks equal to his rank and gains advantage on his damage roll in certain situations.

Scout
As a one person party, the Scout moves in front of his fellow group members to see what lies ahead and reports back when necessary.
A Scout can use light, one-handed, and two-handed ranged weapons without penalty, along with light armor. Additionally, a Scout gains a bonus to Primal aptitude checks equal to his rank.

Warrior
A mainstay of any adventuring party, a Warrior defends his allies while attacking his enemies in close combat with ferocity.
A Warrior can use light, one-handed, and two-handed melee weapons without penalty, along with light, medium, and heavy armor. Additionally, a Warrior gains a bonus to melee weapon damage equal to his rank and a number of Life Points at each level equal to his rank, instead of 1 Life Point.

Next week’s sneak peek will be all about Psi Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this winter. And Grab Your Cubes!

11.13.2016
Greg Schulze

A path is like a profession, with a set of abilities that have a common theme. Each path specializes in a certain area, such as aptitude use, weapon proficiency, healing, telepathy, or fire magic. Each character chooses three paths, and ranks them 3, 2, and 1, with 3 being the path the character is best at. As a character gains levels, he chooses more powerful powers for any of his paths.

Most paths have powers. A power is any ability that a character can do that can affect himself or another creature, such as an ally or an enemy. Powers can be either used once per encounter, once per combat encounter, once after a combat encounter, or once per adventure. On his turn each character receives three actions: a free action, a move action, and an attack action. Each power takes up one of these actions. Some powers have the action of interrupt, which can be used any time other than on the character’s turn, as interrupt powers have a trigger which allows them to be used.

There are three sets of paths: Common, Psi, and Wyrm Magic. Each set of paths has 9 paths associated with it, giving players the options to choose from 27 paths when creating their character, giving a player 2,925 possible path combinations for their character.

Common Paths
Either trained in the military, schooled by a guild, studied under a mentor, or self taught, the Common Paths form the fundamental skills of an adventurer.

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.

Wyrm Magic Paths
Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.

Next week’s sneak peek will be all about Common Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

11.06.2016
Greg Schulze

Gnome
Gnomes are an uncommon race of short, often bearded (for males) people from the Isles of Lynconshire in the heart of The Great Wyrm Lake. What a gnome lacks in size he make up in talent and luck. Gnomes feel most comfortable in the safety of their own homes, but many a gnome that wishes for a bit of excitement becomes a sailor, taking cargo by boat to and from the various ports and harbors that dot the shores of the lake. Those rare gnomes who seek danger and excitement take up the sword or axe (albeit a short one) and leave the safe confines of their island for The Dales and beyond.

Gnomes have the following special abilities:
• Gnomes are literate in Gnomish.
• Gnomes cannot use two-handed melee weapons as they are too large to wield.
• Once per adventure, a gnome can gain advantage on any one path roll.
• Once per adventure, a gnome can use any card in his hand as a trump card of any suit.

Human
Humans are the most common race in The Dales, and make up nearly half of all the people in The Great Wyrm Lake region. Humans excel at whatever tasks they choose to undertake, as their persistence to achieve their goals is second to none, and their capability to find ways to achieve those goals have no end. Their reliance on the self makes humans excellent survivalists, able to eke out a living wherever they may be, whether it be city or wilderness. When a human makes up his mind to obtain an objective, it is best for others to either help out or get out of the way.

Humans have the following special abilities:
• Humans are literate in Human.
• Humans have a rank 3 Path and two rank 2 paths. Humans do not have a rank 1 path.
• Once per encounter, a human can gain advantage on any one aptitude check or attack roll.

Next week’s sneak peek will be all about character Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

10.26.2016
Greg Schulze

Half-Dwarf
A mix of dwarf and human, the half-dwarf has the endurance and ability for Wyrm Magic of his dwarven heritage and the overall natural talent of his human side. Half-dwarves appear as shorter, muscular humans. Many male half-dwarves who have talent with Wyrm Magic sport beards, while those who don’t or want to fit into human society easier go clean shaven. Half-dwarves breed their own kind with dwarves, humans, and other half-dwarves. Half-dwarves can also arise from the rare birth from a dwarf and a human parent.

Half-Dwarves have the following special abilities:
• Half-Dwarves are literate in Dwarven or Human (choose one).
• A half-dwarf increases one rank 2 or 1 Wyrm Magic path by 1.
• Once per adventure, a half-dwarf can gain advantage on any one Wyrm Magic path roll.
• Once per adventure, a half-dwarf can use any card in his hand as a Heart trump card.

Half-Elf
With slightly shorter ears and height, a half-elf is a mix of elf and human. They tend to be the same height as humans, but of lighter build. Half-elves interact more often with human society instead of that of their elven heritage, and take on the life and roles of humans, but with their innate Psi to augment their skills. Like half-dwarves, half-elves breed their own kind with other elves or from the birth from an elf and human parent, but most likely the birth of a half-elf is a result of a half-elf and human parent or two half-elves as parents.

Half-Elves have the following special abilities:
• Half-Elves are literate in Elvish or Human (choose one).
• A half-elf increases one rank 2 or 1 Psi path by 1.
• Once per adventure, a half-elf can gain advantage on any one Psi path roll.
• Once per adventure, a half-elf can use any card in his hand as a Crown trump card.

Next week’s sneak peek will be Gnomes and Humans. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!