Sunday, October 23, 2016

31 Nights of Halloween: C.H.U.D. for Apes Victorious

There are monsters lurking beneath the ruins of New York City; beings that were once human, but have been mutated by radioactive, chemical toxic waste into hideous, flesh-eating creatures who live underground. 

Cannibalistic Humanoid Underground Dweller for Apes Victorious

No. Enc.: 1d6 (1d6)
Movement: 120' (40')

Intelligent: Low
Psionic Potential: 2d4, inactive
Hits: 1d6
Armor: 0
To Hit: 12
Save: H1
Attacks: 2
Damage: 1d6
Morale: 8
XP: 19

31 Nights of Halloween: Dire Wraith for Labyrinth Lord

The Dire Wraiths are an evolutionary offshoot of the Skrulls from the Andromeda Galaxy. Like the Skrulls, the Wraiths are shape-shifters, able to take the forms of other creatures. The Wraiths were originally depicted as amorphous, cloudy, vaguely humanoid-shaped beings. However, it was eventually revealed that was a transitional form used for shape-shifting and that their true form is entirely different. The Dire Wraiths are Skrullian Deviants engineered by the starfaring Celestials. The Wraiths have both reptilian and mammalian like traits. The females lay eggs and lactate.

   At some point in their history, female Dire Wraiths began to study evil magic. This caused a rift with their parent race, the Skrulls, and they were driven out of the Andromeda Galaxy.

   Dire Wraiths are able to take on the forms of those they encounter, including the appearance of equipment and any clothing the victim is wearing. A Dire Wraith can assume any humanoid form between 4 ft to 8 ft tall, but the creature must first see the victim to be copied. Any Dire Wraith may attempt at physical disguise is only faulty 10% of the time, and it may choose to consume the victim's brain (victim must make a minor system shock test at -50%), which will turn the victim into ectoplasm if successful, .to gain the complete knowledge and memories of the victim (females always do this). 

   Male Dire Wraiths study alchemy and females study sorcery, generally.

DIRE WRAITH for Labyrinth Lord

No. Enc.: 1d4 (1d6)
Alignment: Evil
Movement: Man-sized
Movement: 90' (30')
Armor Class: 7 (13)
Hit Dice: 3
Attacks: 1
Damage: 1d6 by weapon or 1d6+2 by sorcery for Females.
Saves: C3 for Males or MU3 for Females
Morale: 9
Hoard Class: XVII
XP: 560
Special Attacks: Female Dire Wraiths are 2nd Level Magic-users (there is a 51% chance of having 2 Magic Users in a group).

Saturday, October 22, 2016

31 Nights of Halloween: Haunted Jar Bought Off the Internet for Silent Legions

"Yes, Father, we bought the jar on eBay...a-a-and we knew it was haunted. Why? I don't know!  I thought it would be cool!  No, your r-r-r-right, we were Jen ok?  So, you've stopped the bleeding?  G-G-G-Good, c-c-can you get me off the ceiling?"


AC: 7*                              Move: 30' Insubstantial
HD: 6                                Morale: 11
Atks: touch+6                   Dmg: 1d6 + Special
Skill: +1                            Madness: 1d6
Special: Undead                Save: 12+

Ghosts trapped in Haunted Jars have insubstantial forms that are impervious to harm save that from magical artifacts and sorcery. However, they can be drive back by "trigger items", items important to their life or death. A ghost's touch chills their target but never Slaughters. Instead, the target is briefly made to feel the suffocating desperation of the ghost, a horrifying experience that inflicts 1d6 Madness each time the spirit touches them.

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Apes Victorious

I picked up the Apes Victorious PDF by Dan Proctor of Goblinoid Games and Tim Snider of The Savage Afterworld earlier this week and I've thoroughly enjoyed it. I won't lie that Planet of the Apes was my first big genre love affair and probably even edges out Star Wars or Marvel comics. I think it's because of how young I was when I discovered it.

I cannot recommend Apes Victorious enough.

Apes Victorious hits all of the right cylinders for me and reminded me how much I enjoyed Labyrinth Lord and OSR. I've been spending time with newer games the last few years, but it was the OSR that got me to start this blog.

I may be fiddling with some OSR stuff in the coming days, so you've been warned.

Friday, October 21, 2016

31 Nights of Halloween: Bride of Iuz for 13th Age

Iuz the Evil is brilliant, patient, and decadent. His ambitions require creativity, loyalty, and maliciousness. Who better help than his devoted brides? The cambion only chooses the most devious and charming of women to be joined with him in unholy matrimony.   Their desire for power is only matched by their desire for the Old One, himself. While quite a few of his brides come from powerful families, Iuz is more than willing to cultivate any woman whom he finds desirable into a dark and deadly agent for his terrible machinations. Each bride's assignment is to patiently observe an area, alerting their husband if anything provocative occurs. They will often reside in that area for decades, cautiously adopting new identities as the years pass on and faithfully upholding their vows.

7th level spoiler [HUMANOID]
Initiative: +9

Whispers in the Dark +12 vs. MD –– 28 psychic damage
     Miss: 7 psychic damage

C: Rip Your Heart Out +12 vs. AC –– 25 damage
     Natural 16+: Target is weekend until the end of their next turn

R: Wicked +12 vs. PD –– 30 lightning damage
     Natural Odd roll: Inflicts cold damage
     Natural 16+: Inflicts fire damage to target and 1d3 nearby

Nastier Specials
I Do: The Bride uses the escalation die.
Femme Fatale: The Bride only needs an easy save (6+), to disengage form an enemy.

AC 23
PD 17                              HP 100
MD 21

Wednesday, October 19, 2016

FATE Accelerated: Beholder

Its appearance is that of a floating orb of flesh with a large mouth, single central eye, and many smaller eyestalks on top with deadly magical powers.

BEHOLDER For FATE Accelerated

High Concept: 
   Floating Orb With Eyestalks and Magic Powers
Trouble: Paranoid
Shared: That's MY Research!
Other Aspects: Perceptive; Vicious

Careful: Average (+1) 
Clever: Fair (+2) 
Flashy:  Good (+3) 
Forceful: Mediocre (+0) 
Quick: Average (+1) 
Sneaky: Fair (+2)


Eye Ray (Flashy): Because of you're Beholder Physiology roll 1dF when you Flashily target an enemy:
   Blank: +1 to Flashily create an obstacle for the target.
   Plus: +1 to Flashily move the target back 1 Zone.
   Minus: +1 to Flashily attack the target up to 2 Zones away.

Bite (Forceful): Because your Monstrous Form, you gain a +2 to attack a single enemy in the same Zone.


[  ]  [  ]  [  ]  [  ]


Mild (2): 
Mild (2):
Moderate (4): 
Severe (6):


31 Nights of Halloween: Men In Black for Call of Cthulhu 7th Edition

Albert Bender revealed the Men in Black to the World, but they were no government agents, they manifested in his bedroom, late at night, amid an overpowering stench of brimstone. They had bright shining eyes and oozed menace. On top of that, Bender’s health was dramatically affected (in a bad way, I should stress) by his hat-wearing visitors of the night.

Men In Black for Call of Cthulhu 7th Edition
characteristics         averages               rolls

STR                                 70                  (4d6 x5)
CON                                70                  (4d6 x5)
SIZ                                   50                  (3d6 x5)
DEX                                 50                  (3d6 x5)
INT                                  70                   (4d6 x5)
POW                                80                   (4d6+2 x5)
APP                                  50                   (3d6 x5) 
HP: 12
Average Damage Bonus: +1d4. Average Build: 1
Average Magic Points: 8 
Move: 8

Attacks per round: 1
Fighting attacks: Men In Black can use weapons
   as humans do. 
Fighting 60% (30/12), damage per weapon type + damage bonus,
   or unarmed (1D3) + damage bonus.
Dodge 40% (20/8)
Armor: 2
Skills: Intimidate 65%, Spot Hidden 55%, Stealth 80%.
Sanity Loss: 1d4/1D6+2 Sanity points to see a 
Man In Black.