Thursday, December 31, 2015

Cypher Friends: Hawkman for the Cypher System


 



Katar Hol is an honored police officer on his homeworld of Thanagar. Along with his wife Shayera, they use the anti-gravity ninth (also known as Nth) metal and their wings to fight criminals. These were the tools of an elite police unit tasked to track and apprehend the most dangerous criminals. The pair were sent to earth to capture the shape-shifting criminal Byth. Following this mission, they elected to remain on Earth to work with authorities in the United States and learn human police methods. The two adopted covers as a pair of museum curators, Carter and Shiera Hall, and acted publicly as the second Hawkman and Hawkwoman.

HAWKMAN 7 (21)


Motive: Enforce Thanagarian Law
Environment: The Milky Way and Thanagar
Health: 25
Damage Inflicted: 7
Armor: 1
Movement: Short or Long (Flying)
Modifications: History 8, Intellect defense 8, 
Investigation 8
Combat: A law man from the planet Thanagar, Katar uses weapons from the Earth's past and his planet's awesome technology.
Earth Artifacts: He has 1d3 random artifacts.
Thanagarian Tech: He has 1d6 random cyphers.
Mace: He inflicts 4 damage that ignore armor.
Nth Metal: While flying he has Might defense 8.
Use: A lawman and superhero with sharp investigative skills and a passion for his adopted home.
Loot: A defeated Hawkman has 1d3 cyphers and 1 artifact.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

2015: A Year In Review






What a year!  I have a lot to be thankful for in 2015.  Yes, we had a our share of hills to climb and some health scares with family members, but I'm blessed to have a good life, a wonderful family and food and shelter.

This is my 569th post this year (maybe I'll have to hit 570 before midnight).  Thats more posted than I've ever created in a single year and I'm hopeful I can top it in 2016!

I was also lucky to achieve some major goals this year: 

One month breaking 30,000 views.

Having an article published in ENWorld.com's EN5IDER.

Pushing myself to generate content on a daily basis.

I even started a Patreon and have some awesome backers.

I hope to push myself further next year.  We'll see.

I'd like to add some fiction to the site and continue to improve the look of things (I think I finally found a layout that I am happy with).  And I'd like to work on a logo and collect some of my articles into PDF form.

I also want to thank each of you for walking on this journey with me and I hope to keep it interesting as the future unfolds.

Have a safe and happy New Year's Eve.

Wednesday, December 30, 2015

Ravenloft: Spectacles of Levitkus Drang for D&D 5th Edition




SPECTACLES OF LEVITKUS DRANG

Wondrous item, legendary (requires attunement)

While wearing these spectacles you gain a +2 to passive Perception and have advantage on Investigation skill rolls.

Additionally, these magic spectacles give their wearer truesight.


Finally, you have disadvantage on Wisdom saving throws.

Levitikus Drang was terrified of the thing that lurked under his bed at night, but his parents and five sibling told he him he was being weak and foolish.  So night after night, year after year he was tormented by the monstrous thing that threatened, taunted, and clasped at him, as he lay there, knowing that his family would not come to his rescue.  Sadly, when his family woke on the morning of his thirteenth birthday, Levitikus was gone, the only remnant his spectacles under his bed.  That evening as his mother wept in his bed, holding his spectacles, something compelled her to put them on.  She never stopped screaming at what they revealed.



Star Wars: Jaxxon for the Cypher System





Jaxxon was born on the planet Coachelle Prime to a small family by Lepi standards. One of thirteen children, Jaxxon was the most rambunctious of the bunch and had dreams of seeing the larger galaxy. However, his family was quite conservative, keeping a quiet house, and his mother had hopes that Jaxxon would grow out of his restlessness and settle down, hopefully to marry a nice girl and father a large family. Despite his mother's hopes, Jaxxon remained uncontrollable, and even before his teenage years, he had spent a decent amount of time in the planet's juvenile remand centers. As the odd one out among his family, Jaxxon decided to go off-world. At the age of twelve, he stole a poorly-guarded freighter and headed for parts unknown.

Years later, while waiting in Locru's Central Saloon, he heard of a quick job for hired guns. Hoping to make use of his mercenary background, Jaxxon answered the call, lining up outside the employer's door with several other hopefuls. The hirer turned out to be none other than Han Solo, a famed smuggler, who, along with his Wookiee co-pilot, Chewbacca, was lying low on the world to avoid the bounty on his head placed by Jabba the Hutt. While there, Solo had answered the pleas of Ramiz, a villager from the nearby village of Onacra, to protect his people from the murderous gang known as the Cloud-Riders. To help him in this endeavor, Solo had decided to recruit as many of the locals as he could, including Jaxxon.

JAXXON 5 (15)

Motive: To earn credits
Environment: Any
Health: 15
Damage Inflicted: 5
Armor: 1
Movement: Short
Modifications: Initiative 6, Jumping 6, Might defense 4, Speed defense 6

Combat: An experienced mercenary who uses twin blasters.
Two-Blaster Mojo: He inflicts 3 damage to up to two targets within short range.
Jump Kick: He inflicts 2 damage that ignores armor.
Use: A wiley enemy or capable ally, depending on who's footing the bill.
Loot: A dead Jaxxon has 1 cypher.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Tuesday, December 29, 2015

X-Files: Flukeman for the Cypher System

The X-Files returns this January and I thought it would be cool to work up some of the show's most iconic villains.





The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology.

The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment.



FLUKEMAN 5 (15)



Motive: To reproduce
Environment: underwater and sewers
Health: 15
Damage Inflicted: 5
Armor: 1
Movement: Short
Modifications: Might defense 6, Swim 6
Combat: A flukeman attacks to reproduce or protect itself.
Regenerate: When a character rolls a 1-2 while defending against the flukeman, it regains 1d6 Health.
Bite: When it inflicts damage roll a d6, on a 5 or 6 the target creature moves one step down the Damage track.
Use: A horrible and disgusting menace for the characters to face, and one that could cause them to question everything they think they know.
Loot: A dead flukeman has 1 cypher.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Savage Worlds: Tsul'Kalu

The Tsul'Kalu is the great hunter of the forest.  A true apex predator, it brooks no interference or competition and will exterminate all the food in an area to drive off its rivals, be they man or beast.  Then, and only then will it prey on its enemies, one by one, until it has found solitude again.





TSUL'KALU  
Wild Card

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10

Skills: Fighting d6, Notice d8, Stealth d8, Throwing d8, Tracking d6

Pace: 10; Parry: 8; Toughness: 10 (3)

Special Abilities 
• Unarmed 2d12
• Size (+3)
• Infravision
• Paralysis (Soul Crushing Fear)
• Mind Reading
• Power Points 15











Monday, December 28, 2015

13th Age: Animavore

Your worst nightmare, you say?  Do your nightmares eat you?  Do they rip chunks from your very being, oh so slowly?  Do they delight in your pain, in your fear?  Finally, after you beg for your own end, do your nightmares oblige you by devouring your soul, your very essence, lapping at what you were like a sticky sweet dessert?  Somethings are better left unknown, better left undisturbed.












ANIMAVORE

"Stu's been drooling like that since we woke up.  Won't let go of that damn glowing stone we found in the cairn.  I say we take his stuff and head for town.  Let's leave the stone though, it gives me the willies."

-Kipper of Trent, a member in good standing of the Iron Oak Adventuring Company.

4th level [ABBERATION] 
Initiative: +6

Have Rock, Will Travel: Animavores may use chthonorite, a strange stone that glows blue as a lair.

Too Many Mouths +9 vs. PD - 15 damage
        Natural 16+: The targets is overcome with fear.

R: Eat Your Mind +9 vs. MD - 18 psychic damage
        Natural Even Roll: The animavore heals 10 hit points

Nastier Specials
Friends For Dinner: Eat Your Mind affects 1d3 nearby targets.

Living Nightmare: Too Many Mouths causes fear on a Natural Even roll.



AC 18

PD  14               HP 50

MD 20






ANIMAVORE
Medium aberration, chaotic evil
________________________________________________

Armor Class 16 (natural armor)
Hit Points 104 (16d8 + 32) 
Speed 30 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
14 (+2)        16 (+3)        14 (+2)        11 (+0)      13 (+1)      17 (+3)
________________________________________________

Senses truesight 60 ft.; passive Perception 11
Languages All, telepathy 60 ft.
Challenge 8 (3,900 XP)

________________________________________________

Frightful Presence. Each creature of the animavore's choice that is within 30 feet of the aberration and aware of it must succeed on a DC 14  Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aberration's Frightful Presence for the next 24 hours. 


________________________________________________________________________

ACTIONS

________________________________________________ 


Multiattack. The fomorian attacks twice with its bite or makes one bite and uses Devour Anima once.  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 12 (3d6 + 2) piercing damage.

Devour Anima. The animavore psychically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 25 (5d8 + 3) psychic damage on a failed save, or half as much damage on a successful one.  Additionally, the animavore regains 10 (3d6) hit points.

(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)

Psionics: Bastion for D&D 5th Edition








BASTION
Magic weapon (quarterstaff), very rare (requires attunement)

You gain a +2 to your AC when using this magic weapon.

In addition, you gain a +2 to Wisdom saving throws with this quarterstaff.

Finally, after being hit by a melee or range attacked, as a reaction the attacker takes 1d4 psychic damage.

Sunday, December 27, 2015

OSR Christmas: And the Winner Is...





+Ben Trautman  is our winner!

I'll mail out his Cypher System Rulebook on Monday.

Thanks to +Erik Tenkar  and Tenkar's Tavern for hosting this event and a HUGE thanks to everyone who entered!

I hope everyone has a Happy New Year!

Saturday, December 26, 2015

Cypher System: Cypher Points








One of the major complaints I've encountered on various forums about the Cypher System is utilizing cyphers in games where they don't necessarily fit into the setting (in other words, games that aren't Numenera).

Personally, I love the possibilities that cyphers bring to the table and think many elements can be woven in with the right attitudes.

The Cypher System Rulebook gave us Subtle Cyphers which is an excellent solution, but I've been brainstorming another method:

Essentially, in place of actual cyphers, you are given Cypher Points (Warriors, Explorers, and Spearkers start with 2; Adepts start with 3).  At any time, the player may use their action to spend a Cypher Point and draw a cypher card from the deck (you have 2 or 3 cyphers to choose from) or randomly roll 2 cyphers (a quick method would be to read the dice both ways, so if I roll a 71, I also read it as a 17).  The player must then choose 1 of the cyphers and explain how it occurs within the game (I decided the choice of 2 or 3 cyphers would give them more freedom in integrating the effects into the story), and discard the card if they are using the deck.  Optionally, if the player doesn't have a good explanation, the GM can make them roll 2d6 and take the lowest die when determining the Level of the cypher.

Basically, which this option the cyphers are cool actions, quick thinking, special effects of their powers, or good fortune that flow from the story and not devices.  

It's also up to the GM how often their points refresh, but I would keep them flowing fast and loose like traditional cyphers.

I don't think I've seen this approach for cyphers taken, but I don't think I'm reinventing the wheel here, so if this isn't that fresh an idea, I apologize.

Friday, December 25, 2015

Star Wars: My Kids Characters for the Cypher System





The Kids and I are working up a Cypher Powered Star Wars game (I'm sure your shocked).

My Son has worked up the following character:

Lance Lariat, a Brash Fringer (Explorer) who Looks for Trouble.

My Daughter has worked up:

Nebula Steel, an Intelligent Force-Sensitive (Adept) who Commands Mental Powers.

Their friend has worked up:

Timbo Sham, a Mysterious Soldier (Warrior) who Battles Droids.

Thursday, December 24, 2015

OSR Christmas: I'm Giving Away a Hardcover Copy of the Cypher System Rulebook!





This year I'm participating in the awesome 12 Days of OSR Christmas hosted by Tenkar's Tavern.

I will be giving away a copy of Monte Cook Games' excellent Cypher System Rulebook in Hardcover.



You may enter by posting a comment between now and Midnight on December 26th.

I will be using random.org to determine the winner, who I will contact on December 27th.

Merry Christmas and Happy New Year!

Wednesday, December 23, 2015

Star Wars: BB-8 for the Cypher System and Rebel Galaxy

This post is inspired by my viewing of Star Was: The Force Awakens.  While this post features a character from that film, there are no SPOILERS in this post.





BB-8, sometimes spelled Beeby-Ate, was a BB unit astromech droid who operated approximately thirty years after the Battle of Endor. It had a domed head, similar to that of R2 series astromech droids, with the bulk of its body made up of a ball that the droid rolled on. BB-8 was mostly white, with some silver and orange on its body, as well as a black eye-piece. [1] The droid thus was able to fit into a T-70 X-wing fighter's droid socket.



BB-8     3 (9)

Motive: To serve the Resistance
Environment: Any
Health: 9
Damage Inflicted: 2
Armor: 3
Movement: Short
Modifications: Speed defense 5, Technology 4

Combat: A capable and loyal astromech droid.
Tools: It has 4 random cyphers.
Use: A capable enemy or an insightful and dedicated friend.
Loot: --


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Tuesday, December 22, 2015

Star Wars: Rathtar for the Cypher System and Rebel Galaxy

This post is inspired by my viewing of Star Was: The Force Awakens.  While this post features a creature from that film, the only SPOILER is the appearance of the creature.

















Pack hunters that are believed to be related to the deadly sarlacc.


"Ever hear of the Trillia Massacre?"
"No."
"Good."


― Finn and Rey



RATHTAR 6 (18)

Motive: To hunt and survive
Environment: Trillia System
Health: 20
Damage Inflicted: 6
Armor: 1
Movement: Short
Modifications: Might defense 7, Speed defense 7

Combat: Monsters comprised of tentacles and teeth that viciously attack in packs.
Pack Hunter: Once per scene they may summon 1d3 additional rathtars.
Killing Machine: They may attack all creatures in immediate range.
Use: A terrifying pack of painful death to hound the characters.
Loot: --


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Monday, December 21, 2015

Star Wars: Force Troopers for the Cypher System and Rebel Galaxy

This post is inspired by seeing Star Was: The Force Awakens.  While I mention the First Order and the Resistance, there are no spoilers for the film, and my idea don't relate to the plot of the film.






CHON was founded ten years ago after "acquiring" key research and facilities from the kaminoans, a species whose expertise on cloning provided the Republic's Clone Troopers during the Clone Wars.


CHON's current contract with the First Order involves improving the clone stocks that the Order still utilizes and Project: Haruspex, a research and development initiative to provide force-sensitive clones to replace the Order's rank and file.

Thus far, "force troopers" as they have been dubbed, have been deployed on two separate missions, both in the elimination of Resistance cells.  While the missions were successful, both force troopers had to be terminated due to their erratic and volatile behavior.



FORCE TROOPER 4 (12)

Motive: To Serve the First Order
Environment: Anywhere
Health: 15
Damage Inflicted: 4
Armor: 2
Movement: Short
Modifications: Initiative 5, Intellect defense 5, Speed defense 5

Combat: Clones of force-sensitives, they are vicious and deadly combatants and highly volatile.
The Force: They have 4 random cyphers.
Super Soldier: If a character rolls a 1-3 while defending against any of the force trooper's attacks, the character takes 3 damage that ignores armor.
Volatile: If a character rolls a 20 when defending against any of the force trooper's attacks, the trooper goes berserk and will attack the nearest creature, even allies, until the battle ends.
Energy Weapon: They inflict 3 damage that ignores armor.
Use: An experimental soldier and secret weapon in the quest to bring order to the galaxy.
Loot: A dead force trooper has 2 cyphers.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

The Force Awakened





I managed to escape any type of spoilers on friday (including from my oldest daughter and her boyfriend) and got to take the rest of the family on Saturday afternoon.

There are NO Spoilers Ahead.  Keep Reading.

I thoroughly enjoyed the Force Awakens, in fact I rank it between being on equal grounds with Return of the Jedi (my second favorite) and Empire Strikes Back (my favorite).  I'd go into more detail, but I don't want to ruin it for anyone.  Its odd, but my biggest criticism is that the dialogue seemed a bit sparse and I wanted more time with the new characters, especially Finn and Poe.

I realize the prequels were made for kids and I respect this decision, I was five when I saw Star Wars and maybe it was made more for kids too, I don't know, but my whole family from two to forty-something enjoyed this episode and that says something important.

The best part?  Having meaningful and wonder-filled discussions with my fourteen and eleven year olds about what this might mean or what that might mean and simply exploring the new mysteries we are presented with (and this time, I don't want prequels to this arc to explain it all).

If you haven't found time, go see Episode VII if you can.

I'll be talking with my kids about it and deciding between the Cypher System, the D6 System, WotC's Star Wars Saga D20 System, or FFG's current Star Wars games to run some stories in.

May the Force Be With You!

Friday, December 18, 2015

Ravenloft: The Diary of Lara Constantin for D&D 5th Edition




"Constantin's diary is a stark record of a living person's descent into the curse of undeath.  The young woman chronicles her journey from the original meeting with the being she refers to as "Adrian" all the way through to her last living hours upon this earth.  It's heartbreaking and terrifying all at once, and worse the diary is cursed, as Lara can track the book to find fresh prey.  Victims often that too willing, lulled by Lara's most secret hopes dreams, and fears; blind to the monster Lara has become."




DIARY OF LARA CONSTANTIN

Wondrous item, very, very rare (requires attunement)

While you possess the Diary you have the following special abilities:


• You gain a +2 bonus to Constitution saving throws.

• You gain cold and necrotic resistance.

• You have advantage on Perception skill checks.

• You gain darkvision within 60 feet.

• Twice per day you may use a bonus action to regain 10 hit points.

• You have disadvantage on any saving throw against undead.

• You are vulnerable to psychic damage.

Thursday, December 17, 2015

Thor's Day: Thor, Goddess of Thunder for the Cypher System







Jane Foster, was a nurse for Dr. Donald Blake, eventually developing feelings for him and Thor, not knowing that they were one and the same. The love triangle went on for a while until Thor revealed his secret identity to Foster, which caused Odin to punish him though he was forgiven after saving Asgard, and in return Thor even took her to Asgard with him. There, Foster was briefly granted immortality and the power of gods, until she failed to pass the tests of courage set forth by Odin when she showed fear battling the monstrous Unknown. Odin then strips Foster of her new powers and returns her to Earth, with no memory of Thor or her time in Asgard, where she meets her new love Dr. Keith Kincaid, who resembles Blake. Meanwhile, in Asgard Odin reunites Thor with his childhood love, Sif.

Foster and Thor remain separated for some time until Thor learns Foster had been manipulated into attempting suicide by an entity known as Fear and rushes to her hospital bedside. Sif, seeing Thor still has feelings for Foster, saves Foster's life by merging their life-forces.  They soon are separated and Foster is exiled to a pocket dimension.[10] Thor and Sif eventually rescue Foster and return her to Earth, where she marries Dr. Keith Kincaid.

After hearing rumors of the return of Dr. Donald Blake and Thor, Foster divorces her husband and subsequently loses custody of her child. Blake soon visits Foster at her work in a New York City hospital in search of Sif, whose spirit Blake mistakenly thought had been reborn in Foster since their spirits had been merged once before.  Foster and Blake go on a date after an initially turbulent reuniting. Foster discovers that Sif's spirit had actually been reborn in the body of a dying elderly cancer patient that was under her care. She alerts Blake and Thor manages to restore Sif just before the patient dies. Foster then travels to Broxton, Oklahoma, the site of the resurrected Asgard, and opens a medical practice with Donald Blake.

Foster is later diagnosed with breast cancer, and accepts an invitation from Thor to represent Midgard in the Congress of the Worlds on Asgard while she undergoes therapy but refuses all magical treatments. During the Original Sin storyline, Nick Fury whispers an unrevealed secret to Thor that causes him to lose the ability to wield Mjolnir. Soon afterwards an unidentified woman picks up the hammer, taking possession of Thor's power as the new Goddess of Thunder, and fights Malekith the Accursed, Dario Agger (the new Minotaur), and the Absorbing Man. Although Thor initially attempts to reclaim the hammer, he – referring to himself as 'Odinson' – relinquishes the name and role of Thor after witnessing her wield its power. Odinson suspects Foster might be one of the possible identities of the mysterious female who has replaced him as Thor, but he soon dismisses her as a candidate due to her weakened condition from chemotherapy.

Angered that someone else is wielding Mjolnir, Odin and his brother Cul, the God of Fear, send the Destroyer after the new Thor to retrieve the hammer but Odinson and Freyja assemble an army of female superheroes to aid her. hen the battle is over, Odinson asks Thor to reveal her face, but is interrupted by S.H.I.E.L.D. agent Roz Solomon, another person Odinson suspected to be Thor. Unbeknownst to Odinson, Mjolnir has given the strength to fight as Thor while it is in her possession. However, Jane's use of Mjolnir has perpetuated her cancer as result of the transformation process purging all toxins from her body including the radiation being used for her treatment, each time she transforms.




THOR 9 (27)


Motive: Protect Midgard
Environment: Any of the 9 Realms
Health: 35
Damage Inflicted: 9
Armor: 3
Movement: Short or Long (Flying)
Modifications: Medicine 10, Might defense 10

Combat: Thor is goddess who is fare tougher and stronger than any human and wields Mjolnir.
Mjolnir. Thor may make a single attack against up to 3 targets within Short range.
Goddess of Thunder: Thor has 6 random cyphers.
Use: Thor is selfless and will put herself in jeopardy to save an innocent and will diligently avenge those she protects.
Loot: A defeated Thor has 1 artifact.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Wednesday, December 16, 2015

Elemental Evil: Tremblor, a magic pike for D&D 5th Edition

In my Princes of the Apocalypse, I've taken to creating some magic items to seed my campaign with:

Legend holds that Barrage took this weapon from a Templar of Grumbar that he disembowled in the Great Gray Lands of Thar.
He often plunges the weapon deep into the earth after felling a foe and mocking the Lord of Earth





TREMBLOR
Magic weapon (pike), rare (requires attunement)

You gain a +1 to attack and damage rolls with this magic weapon.

In addition, when you score a critical each enemy within a 10 foot radius takes 1d6 bludgeoning damage and must make a DC 12 Dexterity saving throw or be knocked prone.

Finally, as a bonus action the ground in a 20-foot radius centered on you becomes difficult terrain. Once you use this ability, you must finish a short or long rest before you can use it again.

Tuesday, December 15, 2015

Duke, ROM, Acroyear, Matt Tracker, and Leoric All Walk Into a Bar...

The Visionaries were AWESOME!


If I were 12 again I'd be exploding right now!

Hasbro just announced a Shared Film Universe for G.I. Joe, ROM the Space Knight, the Micronauts, M.A.S.K., and the Visionaries.  I'm going to go out on a limb and say many of you are at least unfamiliar with the Visionaries (they were these awesome o-ring figures that were a size between G.I. Joe and COPS).

Now while these  are all some of the best parts of my childhood, I'm not sure why they are going to mix some of these properties?  G.I. Joe is obviously military action adventure, ROM, Micronauts and M.A.S.K. are all sci-fi adventure, and Visionaries is science-fantasy.  Not the easiest mix.

But maybe, maybe it will be cool, even if its not good.

Now we just need the DnD 5E rules engine adapted to these properties....

ParaMilitary: Kappa for Savage Worlds and the Weird Wars 2


Pacific Theatre 1946
Reports are coming from islands throughout the Pacific of aquatic humanoid creatures that are working for the Axis Powers.  Researchers from Project: Crystal Ball believe the creatures may be the source of the Kappa legend from Japanese folklore.


"I don't know if it was a turtle or a gator or just a man in a rubber suit, but they were fast and they were mean.  And I didn't sign up to fight monsters!"

-Corporeal Alan "Big Al" Hastings





KAPPA  


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d12

Skills: Fighting d8, Stealth d10, Tracking d6

Pace: 6; Parry: 7; Toughness: 9 (1)

Special Abilities 
Unarmed 2d10
Aquatic
• Armor (1)
• Low Light Vision

Monday, December 14, 2015

Ravenloft: Devotion, a magic ring for D&D 5th Edition





Lyle Focault loved his wife, Marie, and their four children beyond anything else in this or any world.  It was odd luck that brought him home after the sun had dipped behind the mountains and fickle fate that had the vampire, Donal Remming, find him and curse him with undeath just a mile from his beloved home.  When he rose from the shallow grave that next night Lyle's only instinct was to go to his dearest family.  But as he came to the threshold of his home, one that he had built with his own hands the thirst overcame him.  As the rays of the sun rose the next morning, his devotion to his beautiful family was the only thing that kept the curse of undeath at bay as the purifying light destroyed the undeath that trapped him.  Though he wept, he did not scream, for he didn't want his family to know of his dark fate.  However, as his family went outside to begin their chores later that same morning, his wife found her husband's wedding ring on their doorstep.  It was then that she knew they would one day be together again.

DEVOTION
Ring, legendary (requires attunement)

While wearing this ring you have the spell protection from evil and good cast upon you.

The ring has 1d6 charges and regains 1 per week.

Vengeance. When you hit an undead creature with a melee weapon attack you can expend one charge to cause the attack to deal 7d6 radiant damage to the target.


Outpost Apocalypse: Sargasso X for Savage Worlds and the Wasted West







The Sagacious Sojourns of Sargoo the Sapient

I have decided to remain in Earlsburg (Cincinnati) to research the nearby Frog-Man legend, I've become familiar with a highwayman, known as Sargasso X.  According to several reports, its believed that Sargasso is suspected of absconding with some ancient military tech from the fearsome Area 13 that is closer that I would like.

Sargasso seems to be a one man band and the suit he wears has protected during several daylight heists on the roads leading to and from the city.




SARGASSO X 
Wild Card


Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+2, Vigor d12

Skills: Climbing d8, Intimidation d8, Notice d8, Shooting d12, Fighting d8, Survival d8

Pace: 10; Parry: 10; Toughness: 8 (2)



Equipment
Pulse Cannon 3d6+1

Special Abilities 
• Unarmed: 2d12+2 damage
• Armor (2)
• Infravision
• Improved First Strike
• Level Headed
• Two-Fisted



Saturday, December 12, 2015

Ravenloft: Ghosthunter, a magic quarterstaff for D&D 5th Edition




Ghosthunter
Magic weapon (quarterstaff), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls with this magic weapon.

In addition, you may hit and damage creatures on the Border Etheral.

Finally, you have advantage on Charisma and Wisdom saving throws against undead.

Naru Nopteko was a shaman who devoted his life to combating the restless dead on the Demiplane of Dread and Desire.  The Dark Powers knew Naru too well and finally broke the old man, but not before he hid his staff away from their prying eyes, his parting gift to those willing to stand tall against the darkness.

Thursday, December 10, 2015

Thor's Day: The Thunder Frog for 13th Age

In the Duchy of St. Cuthbert, a brutal and ancient war rages between the rats and the frogs near Piper's Crick.  Neither side remembers how it started or even why, they simply know that the other is their mortal enemy.  Each side quests for a better weapon, spell, or artifact to rid this world of their most hated adversary.  And the frogs may have found the path to righteous victory first...









THUNDER FROG

"Aye, verily yon rat!  Yes, thou.  See how doth flesh burns with the call of my brother, the lightning.  And now your bones and organs are pulverized with the arrival of my sister, the thunder."

-The Thunder Frog, a literal gift from the Gods

2nd level [ANIMAL] 
Initiative: +6

By This Hammer +7 vs. AC - 5 damage
        Natural Even Roll: Target takes the escalation die in additional
        damage.

R: Blitz +7 vs. PD (1d3 nearby targets)  - 7 lightning damage

R: Donner +7 vs. MD - 7 thunder damage
        Natural 16+: Target is dazed.

Nastier Specials
Ride the Thunder: Thunder Frog may fly.

His Hammer Always Returns: Thunder Frog may make an additional attack each round.


AC 18

PD  16               HP 40

MD 14




Wednesday, December 9, 2015

A Mirror, Darkly: The Primacy for the Cypher System





In 2006, reclusive billionaire, Hogarth Sydow turned 103.  He was a self-mad man and though he enjoyed a full and good life, he'd outlasted his beloved wife and both of his sons.

He was alone and there was nothing left to hold him back.

To mark the occasion, he had his brain, just as sharp and potent, as the day he was born, transplanted into a biosynthetic body.  One that wouldn't age and that, theoretically, would preserve his mind for as long as it lasted.  Disease,  fatigue, maybe even death were removed from his life that day.

This wasn't his life's goal, but the older he got, the closer he marched toward oblivion, the more it made sense to use his fortune to try to beat the Reaper, himself.

His psychiatrist, Dr Anne Flower, would tell you that Hogarth's experience led to a psychotic break, but that's not how Hogarth understood it.  As a mere mortal, he'd been weak and frail and never even known it.  But once his brain experienced the wonders of his new body...well he understood how weak he'd truly been.  And how weak the rest of us were.  And like any great apex predator, he had the primal urge to prey upon the rest of us.  He hadn't meant to snap Dr. Flower's neck, but humans were so very frail, after all.

Part one of his plan was recruiting.  Only the best and brightest and only of a certain vintage, if you will, deserved this gift.  Only someone who had achieved some level of greatness, only to grow old and weary, to have seen better days, could handle this responsibility.  Would fully appreciate this gift.

By 2007, his chosen had grown in number to four.

By 2010, they had grown to eleven.

By 2012, they were at twenty-one.

His team, his equals among sheep, could now begin to shape this world.  To weed it, to sew it, to harvest it.  Time wasn't a factor any longer.  They had all the time their new bodies gave them.  And they understood patience in ways the young never could.

However in 2013 they discovered the others.  The recursions, the parallel worlds, the multiverse.  

Hogarth realized how small his ideas had been.  Now time and space were on his side.  He was always a lucky bastard like that.

His ilk, his brood, his primal brothers and sisters had whole worlds to sway to their way of thinking.  No need to rush though, the Primacy had all the time in the world.



PRIMACY BIOSYNTH 6 (18)

Motive: To engineer a better world
Environment: Anywhere
Health: 20
Damage Inflicted: 6
Armor: 2
Movement: Short
Modifications: Initiative 7, Might defense 7, Speed defense 7

Combat: Biosynthetic beings are stronger and faster than humans.
Venerable: If their target rolls a 1-2 on a defense roll, the biosynth inflicts 3 points of damage to them.
Use: A Primacy agent has been tailing the characters, curious what their resources are and how they my prove beneficial.  They may even insert themselves into one of the characters lives to fully exploit them.
Loot: A dead biosynth has 1d3+1 cyphers.


(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City! In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmar...