514 submissions
In a WORLD beyond your imagination!
One CRAB has the courage to break ALL the rules!
ONE world. ONE way. ONE Crab.
Or
World of Crabs - Fantasy RPG (use whichever system you like) where thousands of crabs cross the eternal pan with civilizations on their backs. The player characters must work to infiltrate other crab-backed citystates and steal their secrets/sabotage their crabs into ambling off after others or over cliffs. Some crabs function as neutral grounds, some are completely uncolonized, and have wilds on their backs.
Every week, a new crab comes into view on the horizon, offering new miniature worlds to explore.
Oh, and the ground beneath the crabs is akin to The Deadly Desert of Oz fame, or lava, or a shallow sea that doesn't come higher the crab's belly.
Whatever you do, do NOT allow your crab city to find its mate!
One CRAB has the courage to break ALL the rules!
ONE world. ONE way. ONE Crab.
Or
World of Crabs - Fantasy RPG (use whichever system you like) where thousands of crabs cross the eternal pan with civilizations on their backs. The player characters must work to infiltrate other crab-backed citystates and steal their secrets/sabotage their crabs into ambling off after others or over cliffs. Some crabs function as neutral grounds, some are completely uncolonized, and have wilds on their backs.
Every week, a new crab comes into view on the horizon, offering new miniature worlds to explore.
Oh, and the ground beneath the crabs is akin to The Deadly Desert of Oz fame, or lava, or a shallow sea that doesn't come higher the crab's belly.
Whatever you do, do NOT allow your crab city to find its mate!
Category All / All
Species Unspecified / Any
Size 1280 x 863px
File Size 278 kB
Actually, it kinda gives me an idea for a race/card/board game ... o.O
Each player has a citycrab - up to 12 players, all unused slots are given to NPC citycrabs. The board starts out with 12 'lanes', and gradually sheds lanes every couple of spaces until only 2 remain. Players must prod their crabs forward, or 'sabotage' other crabs back, or win dice battles for contested spaces using modifiers either drawn from a small deck of cards.
Aerial Attack (Picture shows DaVincian style flying machines) +1 Die.
Poison the Brain Well (Shows a rogue dripping poison behind his back into a well in the town square - Ewww ... they tap crab brain juices for what, magic?) Opponent loses 1 Die on the challenge roll.
Espionage (Counters the opposing card)
Mating Call of the Crab (shows giant ram's horns being blown on a 'crab cliff'. Force an adjacent crab into a challenge for a spot.
Harpoons
Grappling Hooks
etc.
Crabs that lose a contested battle at a bottleneck have a chance of being permanently knocked off the edge of the world.
Each player has a citycrab - up to 12 players, all unused slots are given to NPC citycrabs. The board starts out with 12 'lanes', and gradually sheds lanes every couple of spaces until only 2 remain. Players must prod their crabs forward, or 'sabotage' other crabs back, or win dice battles for contested spaces using modifiers either drawn from a small deck of cards.
Aerial Attack (Picture shows DaVincian style flying machines) +1 Die.
Poison the Brain Well (Shows a rogue dripping poison behind his back into a well in the town square - Ewww ... they tap crab brain juices for what, magic?) Opponent loses 1 Die on the challenge roll.
Espionage (Counters the opposing card)
Mating Call of the Crab (shows giant ram's horns being blown on a 'crab cliff'. Force an adjacent crab into a challenge for a spot.
Harpoons
Grappling Hooks
etc.
Crabs that lose a contested battle at a bottleneck have a chance of being permanently knocked off the edge of the world.
FA+

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