Monday, November 30, 2015

Masters of the Universe Monday: Kobra Khan for FATE Accelerated

A descendent of the ancient Snake Men, Khan of Clan Kobra became fascinated with the many legends of their victories in the Great Wars. Breaking into the archives of Eternos Palace, he learned that the great King Hssss had been locked in the Void at the end of the war. In a ruse to free his King, Khan joined forces with Skeletor and, with the help of Evil-Lyn, they acquired Zodak’s staff, the key to freeing his Snake Men brethren. Together he and Evil-Lyn opened the Snake Pit portal releasing Hssss and his ageless army, returning their terror to Eternia. Khan went on to loyally serve Hssss, controlling his prey with his evil hypnotic mist!



KOBRA KHAN

High Concepts: 
   Serpent Man with Hypnotic Mist
Trouble: Devoted to King Hssss
Other Aspects: Manipulative;
 
  Burglar
  Allied with Evil-Lyn

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


STUNTS
Loremaster: I may Cleverly use my Knowledge of Ancient History to create an obstacle outside of combat.


Spy: 
I may Sneakily use my experience as an Infiltrator to create obstacles for my enemy on the field of battle.

Cold-Blooded: I may Cleverly use my commitment to my Lord and Master to engage an opponent in single battle.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 5



Friday, November 27, 2015

ParaMilitary: Geister Panzer for Savage Worlds & Weird War 2






European Theater 1946
Spooks, ghosts, and phantoms of all kinds seem to allied with the Immortal Reich.



GEISTER PANZER  
Wild Card
VehiclePzVI Tiger
Notes: Heavy Armor, Tracked

Weapons
German 88mm gun  (pg. 64)
MG34 bow (pg. 65)

MG34 coax  (pg. 65)

Special Abilities
• Feed: Haunted cars must feed on flesh and blood at least once per week or they suffer a wound. They do this by ramming, or allowing an unwitting person inside then crashing at the first opportunity when no one is looking. 

• Fearless: Immune to Fear and Tests of Will.

• Regenerate (Slow): Haunted tanks make a natural healing roll every day. Dents become undented, tracks retouch  Even crushing it is only a temporary “death” for the vehicle. Only a major explosion or the banish spirit spell can permanently destroy the vehicle.

Thursday, November 26, 2015

Thor's Day: Man-Thing for 13th Age

Long, long ago, the High Druid created a protector of the Nexus of All Realities in the Wraithwood.  She chose a random, hapless victim to bear this great responsibility, in this case, a local villager. Her magic remade him.  His sole purpose to guard the Nexus and ward off the frightened and the frightening.  To this day he roams the Wraithwood, watching, studying, ever certain that whatever knows fear burns at the touch of this Man-Thing.






MAN-THING

"Ahhhhhhhh, I'm BURNINGGGGGGGGGG!"

-The Last Words of Clubber Duvall, The Fearless One.

7th level [CONSTRUCT] 
Initiative: +1


Burns At The Touch +12 vs. AC - 20 fire damage
        Natural Even Roll: 5 ongoing damage.

C: Slam +12 vs. PD  - 30 damage,
        Natural 16+: The target is grabbed.

Ooze: Man-Thing may use his plant matter body to find his way through any barrier in 1d3 turns.

Nastier Specials
Invulnerable: Man-Thing regains the escalation die x 2 in hit points each round.

Awareness: Man-Thing is immune to sneak attack damage.



AC 23

PD  21               HP 108

MD 17




Wednesday, November 25, 2015

A Mirror, Darkly: Terra Byte Recursion



Terra Byte is a recursion that was formed by movies like Tron, Tron: Legacy, and the cartoon, Reboot.  Often, the avatars that exist there share similar appearances to people a person might know on Earth. Terra Byte is constantly dealing with power grabs, megalomaniacal tyrants, and rebels who will not tolerate a status quo.



Terra Byte Attributes

Level: 3
Laws: Mad Science
Playable Races: Humans, Avatars
Foci: Conducts Weird Science, Entertains, Infiltrates, Integrates Weaponry, Leads, Lives In the Wilderness, Looks For Trouble, Operates Undercover, Processes Informations, Sculpts Light, Solves Mysteries, Steals, Wields Two Weapons at Once, Works the System,
Skills: Driving
Connection to Strange: A lab at ECOM
Connection to Earth: An arcade in Chicago
Size: 3,958 miles (6,370 km) average radius
Spark: 1%
Traits: Go!. Characters gain a +1 bonus on any vehicular races they participate in. 

Cypher Friends: The Creeper for the Cypher System





Jack Ryder is a former Gotham City television talk show host fired due to his outspoken nature. Finding employment in security, he attempts to rescue a scientist named Dr. Yatz whom mobsters have kidnapped in order to obtain his newest discoveries. The chief mobster hosts a masquerade party at his mansion. To gain entry, Ryder improvises a costume from yellow tights and facial make-up designed to look like skin, a green wig and trunks, and red gloves, boots, and furry cloak. Ryder locates Yatz inside, but the mobsters discover him and stab him, wounding Ryder. Yatz injects Ryder with a serum and implants a device in his wound. The serum confers the power to almost instantly heal any wound and grants Ryder enhanced strength and agility. The device, used with its activator, causes the costume to disappear, leaving Ryder naked. (He can later change into his formal clothes on command.) Yatz inadvertently leaves the activator out of the wound, but does not realize this until after the wound had healed. At this point, the mobsters find their victims again, this time killing Yatz. Ryder discovers that with the activator, he can regain the wild costume whenever he wishes. With it, a crazy laugh and his enhanced physical abilities, he has no trouble routing the crooks.

Entranced by Raven, he hunts the enemies of Ra's Al Ghul's Eden against his will.



THE CREEPER 6 (18)


Motive: Deliver the truth
Environment: Earth Eden
Health: 25
Damage Inflicted: 6
Armor: 2
Movement: Short
Modifications: Investigation 7, Might defense 7, Speed Defense 7

Combat: The Creeper is a blur with inhuman strength and speed, regenerative power, and a haunting laugh.
Regenerate: As an action, he can regain 1d6+1 Health
Mad Cackle: If a creature rolls a 1-4 on defense roll against him, they have one of their Edges reduced by 1 until the end of the scene.
Use: On Earth Eden, he is hardly more than a vicious hound, hunting and tormenting his prey.
Loot: A defeated Creeper has 1 artifact.


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Tuesday, November 24, 2015

A Mirror, Darkly: Samedi for the Cypher System

The being now known as Samedi, managed to survive the breaking of the Moon and the following cataclysm, but only by permanently leaving his physical body behind to travel in his astral form.  Within several months of the Broken Moon, he managed to psychically possess the first of numerous hosts to help gain power and rule in this grave, new world.  

For over a decade, he possessed Princess Ariel and ruled Chi-Town as Queen Ariel.  Now he seeks a new host to reclaim what he believes is rightfully his.

By TemLin on Deviant Art



SAMEDI 7 (21)

Motive: To rule under the Broke Moon
Environment: Chi-Town
Health: 23
Damage Inflicted: 7
Armor: 1
Movement: Short
Modifications: Intellect defense 8, Magic 8, Manipulation 8, Might defense 5, Singing 8, 

Combat: Samedi is a psychic whose physical body died while his astral form was outside of it.  He can psychically possess someone, and is a powerful telepath and pyrokinetic.
Pyrokinesis: He inflicts 3 damage to any creature within immediate range.
Telepathy: If a creature rolls a 1-2 on their defense roll against him, the difficulty of their next action increases by 2.
Astral Form: If he is reduced to 0 Health, he may flee his current body and seek a new one.
Use: Saoedi managed to possess Princess Ariel and rule Chi-Town for over a decade.  He is a dangerous and sly opponent who is relentless in his goals.
Loot: --


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Battle Beast Tuesday: Carpe Diem for FATE Accelerated

The excellent Masters of Umdarr, a great science fantasy setting for FATE Accelerated, has inspired me to work up some Battle Beasts, an awesome toy line I grew up with.


Killer Carp


CARPE DIEM 


High Concept: 
   Mutabeast Carp Illusionist
Motivation: To Become the High Halomancer
Personal: To Regain My Brother's Trust
Shared: I Will Never Lie To You Again


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

STUNTS


Shapeshift (Sneaky): You can use illusions to change your appearance. You can Sneakily create an advantage to give yourself a disguise aspect. If an opponent attempts to overcome this aspect to see past it, you can Sneakily oppose their attempt.

Light Beams (Flashy): Whenever you succeed with style on a Flashy attack, you can forgo the boost to move the defender up to two zones away. In addition, you can never become Unarmed.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 3 


Monday, November 23, 2015

ParaMilitary: Necronomion Ex-Mortis for Savage Worlds and Weird War 2





Necronomicon Ex-Mortis
This an illuminated edition of the infamous Necronomicon.  The monk who worked on it is known merely as the "Black Abbot".  Additionally, there are 23 pages of demoniac lore that are not translations of the work of the "Mad Arab" that make this tome so sought after.


The book allows anyone access to the following powers: Banish, Barrier, Beast Friend, Blind, Burrow, Detect/Conceal Arcana, Disguise, Drain Power Points, Environmental Protection, Puppet, Speak Language, Summon Ally, and Zombie.  The tome itself has 50 Power points that recharge at the rate of one per week.  When casting spells, the invoker uses the Necronomicon Ex-Morits' rank, which is Legendary.

Masters of the Universe Monday: Moss Man for FATE Accreted

Thought of for many centuries to be an urban legend, the creature called “Moss Man” was, in fact, an ancient Eternian nature god and ally to King Grayskull whose true name is Kreann’ot n’Horosh. During the rise of Skeletor and the subsequent battles with the Snake Men and Horde invaders, Moss Man often joined forces with the Masters of the Universe, helping to protect freedom for all forms of life. He was instrumental in helping them win the Second Ultimate Battleground, using his powers over plant life and his “fur” of forest green to fool and frustrate his wicked foes




MOSS MAN

High Concepts: 
   Ancient Nature God
Trouble: All Forms of Life Deserve Their Freedom
Other Aspects: Has Power Over Plant Life;
 
  Was an Ally to King Grayskull
  Forest Green "Fur"

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


STUNTS
Wood God: I may Sneakily use my ability to Speak With Plants to spy upon anyone within 2 zones of myself while in the forest.

Old Growth: 
I may Cleverly draw upon my Vast Experience to create an obstacle in combat. 

Plant Life: Being ancient, I may take and additional Mild consequence.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 5



Saturday, November 21, 2015

Cypher Friends: Pulsar, a supervillain for the Cypher System





Frank Costen found his life going nowhere. He was too poor to get himself drunk, and, being a high s
chool dropout dishonorably discharged from the Army, couldn’t find any gainful employment even when he tried. Getting a tip that VIPER was recruiting, he jumped at the chance. Sure there’d be officers to deal with once again, but with his military experience, he’d be sure to get in. Besides, he was desperate.

The tip turned out to be legit, and soon Frank was being given a physical. When the results came in, he recieved an offer. They were looking for some “special recruits” to be come part of an elite fighting unit. Would he be interested? Let’s see,… recognized his talents, better pay… oh Hell yes! It looked like his luck was changing, and things were finally going to be turning around…

The “evaluation test” for this “elite force” turned out to nothing more than experiments in human mutation. As the electronic hum of the machinery he was strapped to rose in pitch, Frank felt intense pain sear through every cell of his body. It then got worse, and even worse still. In so much agony, Frank barely noticed when the machinery overloaded and exploded around him. He was uncertain how much time had passed, all that he knew was that the pain had ended. Apart from being buried in rubble, he felt better than ever had in his entire life. In fact, he felt as if he was bursting with energy!

With a mere gesture, he blasted the rubble off his body and stood, seething with intense power and anger. Someone would pay for the pain they inflicted upon him. Surrounded by VIPER agents, he was ordered to stand down. Not a single agent nor scientist was left alive as he blasted the remains of that small VIPER outpost into crumbling pieces. The power was now his with which to do whatever he pleased.

Since then, Frank, using the name Pulsar, has been a common sight on the supervillain scene. Sometimes involved with a scheme of his own, sometimes with other criminals, he has fought most of the major (and minor, for that matter) superheroes in America. He’s done precious little winning though. For some reason, things just don’t seem to go his way. But this next job, it’s perfect you see, nothing can posibly go wrong…


PULSAR 9 (27)

Motive: The next big score
Environment: Anywhere
Health: 32
Damage Inflicted: 9
Armor: 3
Movement: Short (Walking or Flying)
Modifications: Speed defense 10, Thievery 10

Combat: Pulsar is infused with energy and can direct it as blasts, generate force fields and fly.
Force Shield: When a creature rolls a 1-2 while making an roll against him, his force shield reflects that attack back at them and inflicts 2 points of damage that ignores armor.
Pulse Blast: He inflicts 4 damage to all creatures wishing short range. 
Pulse Weapon: If he takes a round to fly a short distance, he may fly through a character as pure energy, moving them one step down the damage track.
Energy Being: As an action, he may turn into pure energy and inflict 4 damage that ignore armor to anyone in contact with him.
Use: Pulsar always has plans.  And contingency plans.  And back-up plans.  And he's always looking for the next big score.  Its easy for the characters to stumble on to one of those plans.
Loot: A defeated Pulsar has 1 cypher.


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A Mirror, Darkly: Broken Moon Recursion

In last night's game, the mysterious vessel that the characters were trapped upon took them to what the Hoffman Institute has dubbed Earth Broken Moon.  They arrived in Chi-Town and learned that the wicked Queen Ariel and her brood of Moks had taken over the city, where she rules it with an iron fist.  However, after a prolonged search, the team tracked her to the tallest building in the ruined city and seemingly thwarted her, just before a terrible storm forced them to seek shelter in her titanic sanctum...





Broken Moon Attributes

Level: 4


Laws: Magic, Mad Science, Magic, Psionics
Playable Races: Humans, Moks, Mutants
Foci: Any
Skills: Sorcery, Super Science
Connection to Strange: An abandoned subway station underneath New York City
Connection to Earth: Various gates
Size: 3,958 miles (6,370 km) average radius, plus surrounding universe
Spark: 5%
Traits: Incite. Characters gain a +1 bonus on social rolls trying to convince others to throw off the yoke of tyranny.

Friday, November 20, 2015

A Mirror, Darkly: The Si-Fan

Founded by Fu Manchu, the Si-Fan has haunted the civilized world like a vengeful ghost willing to release pain, suffering, and terror in a seemingly random pattern for well over a century.  He owes his seeming immortality to the mysterious Elixir Vitae.

Unfortunately for the world's police and intelligence agencies, there is nothing random to the Si-Fan's goals.

The Devil Doctor's organized crime ring is responsible for racketeering, assassinations, drug trafficking, smuggling, and human trafficking all over the globe.  Additionally, Fu Manchu has always entertained an strong interest in the occult and seems to always have one artifact or another the is pursuing.

The Si-Fan is comprised of the world's most ambitious and brilliant minds who have access to great wealth and opportunities by pledging their allegiance to Fu Manchu.

For the last three decades, the Si-Fan and its founder have operated completely in the shadows and quietly manipulated events behind the scenes, with Fu Machu's daughter, Fah Lo Suee taking a greater role. In 1999, Fu Manchui decided  to explore the anomalous Siege Perilous and is still missing.

The Devil's Daughter has altered the organization's modus operandi dramatically, fully embracing current technologies and dramatically increasing the secret societies stranglehold, while maintaining its anonymity.

Additionally, she heads a small team of occultists and scientists that have learned that the Siege Perilous is a gateway to other universes and has begun using it to explore those new worlds.  She has assigned only her most trusted agents to this task and has had great success in reaping the riches of new worlds, while gaining invaluable information.  Fah Lo Suee is also hopeful that one day her provocateurs will reunite her and Fu Manchu.


SI-FAN AGENT PROVOCATEUR 4 (12)

Motive: To serve the Devil's Daughter
Environment: Anywhere
Health: 12
Damage Inflicted: 4
Armor: 1
Movement: Short
Modifications: Acting  5, Initiative 5, Speed defense 5

Combat: Si-Fan agent provocateur's usually in operate in groups of 3 to 5 and have trained to function with zero backup for long periods of time as they explore the multiverse.
Martial Artist: If their target rolls a 1 on a Might defense roll, the agent provocateur inflicts 4 points of damage to them.
Black Science: They have 1 random cypher.

Devious: If their target rolls a 1 on an Intellect defense roll, the target loses their next action.
Use: Agent provocateur's are the most trusted and dependable of the Si-Fan's agents.  They are always one the look out for important technology and treasures and prepared to force an encounter with other multiversal travelers.
Loot: A dead agent provocateur has 1 cypher.


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Thursday, November 19, 2015

Thor's Day: Fin Fang Foom for 13th Age

According to legend, the creature once thought to be native of the Valley of the Sleeping Dragon was actually the navigator of a starship from a planet called Kakaranathara. Theirs was a race of peace, but the alien we know as Fin Fang Foom - meaning "He whose limbs shatter mountains and whose back scrapes the sun" - led a group of dissidents to the stars, setting out to conquer other worlds. Arriving at some point in what we now know as the Duchy of St. Cuthbert, Foom and his cohorts were confronted by a cadre of wizards, and every member of the dragon's crew were slain, except for Foom. Escaping, Foom found in well-hidden tomb on an island on Baelia Lake and imbibed a potent herb that placed him into a long, deep slumber.







FIN FAN FOOM

"We are, all of us, living in the shadow of Fin Fang Foom."

-Mastermage Viola Puten, Head Mistress of the Hexenschule.

Huge 10th level [DRAGON] 
Initiative: +9


Limb from limb +15 vs. PD - 174 damage
        Natural Even Roll: The target loses 1 recovery.

C: Toxic breath +15 vs. PD (1d3 nearby or far away enemies)
 - 60 poison damage, and 20 ongoing poison damage

        Natural Even Roll: The target loses 1 recovery.

        Miss: 30 poison damage.

R: Telepathic +15 vs. MD - 160 psychic damage

        Natural Even Roll: The target is vulnerable until the end of the
        battle.

Mastermind: When the escalation die is even, Fin Fang Foom gets an extra standard action that turn.

I AM FIN FAN FOOM!: Fin Fan Foom uses the escalation die.

Wings: Fin Fan Foom can fly.

Nastier Specials
Gifted Intellect: Fin Fang Foom's gets an extra standard action every turn. 

C: Trample +15 vs PD (1d3 nearby enemies) - 150 damage
      Natural Even Roll: Target is weakened.
      Natural 16+: Target is stunned.



AC 26

PD  20               HP 648

MD 24




Wednesday, November 18, 2015

Cypher Friends: Goliath, a member of the Champions/Guardians for the Cypher System







Billy Jensen is the second hero to wear the Giants Helm.  The Helm was created when Zeus, father of the gods, charged Hephaestus, the god of the forge, with the task of fashioning a mystic harness into which he might pass a portion of his own power.

The wearer of the harness is filled with a sense of purpose. More than mortal, yet can still be slain. Neither invulnerable, nor immortal, but the harness will sustain the wearer and, given time, heal them of any wound short of death. The harness grants the wearer great stamina and strength. With a moments thought, the wearer can achieve the stature of a titan, but grow any larger than 82 inches tall and they will become weak with time.  


Billy has also been known to use the codename Giant, as well.


GOLIATH
Driven Brick (Warrior) who Grows to Towering Heights

Level/Effort 1

Might 16 Edge 1
Speed 10 Edge 1
Intellect 10 

Armor 3

Special Abilities
Extra Edge
Bash (1 Might point)
Physical Skills
No Need For Weapons

Skills
Practiced with All Weapons
Trained in Climbing
Trained in Running
Trained in Intellect defense
Each day, choose one skill that you believe will clearly help you reach your goal. You are trained in tasks related to that skill.

Inability
The difficulty of all perception tasks is increased by one step.

Focus
Tier 1: Enlarge (1+ Might point). 

Power Shifts
Strength 2 Shifts
Residence 3 Shifts




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Cypher Friends: Firestorm for the Cypher System







Firestorm is distinguished by his integrated dual identity. High school student Ronnie Raymond and Nobel Prize-winning physicist Martin Stein were caught in a nuclear accident that allowed them to fuse into the "nuclear man" Firestorm. Due to Stein's being unconscious during the accident, Raymond was prominently in command of the Firestorm form with Stein a voice of reason inside his mind, able to offer Raymond advice on how to use their powers without actually having any control over their dual form.

After the accident, Firestorm took to defending New York from such threats as Multiplex and Killer Frost. And became a member of the Justice League of America.  Ronnie harbors a great deal of guilt, because Ra's Al Ghul tried to recruit Firestorm in for his pogrom and didn't take him seriously.




FIRESTORM 8 (24)

Motive: Stop Ra's Al Ghul and repopulate Earth Eden
Environment: Earth Eden
Health: 28
Damage Inflicted: 8
Armor: 2
Movement: Short (Walking or Flying)
Modifications: Intellect defense 9, Science 9, Speed defense 10

Combat: Firestorm is a living nuclear reactor, who phase through objects, fire nuclear blasts, and alter the molecules of inanimate objects.
Alter Molecules: He has 5 random cyphers.
Teachable Moment: Due to being a composite being of Ronnie Raymond and his physics teacher, Martin Stein's advice, Firestorm may have a target preroll an attack or defense roll twice per scene.Phasing: As an action, he may move through any inanimate object.
Use: Firestorm helps Zatanna in her search to gain retribution against Ra's Al Ghul for murdering 94% of the Earth.  However, he wants justice, not more blood on his hands.
Loot: A defeated Firestorm has 1 cypher.


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Tuesday, November 17, 2015

Battle Beasts: Fin Moraturi for FATE Accelerated

The excellent Masters of Umdarr, a great science fantasy setting for FATE Accelerated, has inspired me to work up some Battle Beasts, an awesome toy line I grew up with.


Sawtooth Shark


FIN MORATURI 


High Concept: 
   Mutabeast Shark Psychic
Motivation: To Free Deep Pang from the Tentacles of Knet
Personal: To Find his Sister, Kelp
Shared: I Taught You to Swim


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

STUNTS


Mind Reader (Clareful/Clever): You can use telepathy to read the minds of your opponents, using create an advantage to Carefully uncover details about their true nature. Additionally, once you have discovered an aspect about your opponent in this way, you gain +2 to Cleverly create or discover mental aspects on that opponent.

Amphibious (Sneaky): You have gills or over-sized lungs. +2 when Sneakily creating an advantage to hide around water or mud. 

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 3 


Cypher Friends: Zatanna for the Cypher System




Zatanna Zatara is the daughter of magician Giovanni “John” Zatara and Sindella, a member of the mystical Homo Magi race. Zatanna is a direct descendant of the artist and magician Leonardo da Vinci, and is related to Nostradamus; Alessandro Cagliostro; the noted alchemists Nicholas Flamel and Evan Fulcanelli; and Lord Arion of Atlantis. Her cousin, Zachary Zatara, is also a magician.

Zatanna was raised by her father after her mother seemingly died after her birth. In truth, her mother, Sindella, faked her death to return to her people. She became a successful stage illusionist before she discovered her true magical powers while investigating the disappearance of her father. With the help of Batman, the Atom, Elongated Man and others, she was successfully reunited with him. She also later reunited with her mother. Her time with both parents was short, however, and, unfortunately, both of her parents were killed on separate occasions while saving her life.

Zatanna assisted the Justice League of America on a number of cases before being elected to full membership. During her tenure with the group her power levels diminished briefly, so that she could only control the four elements: earth, air, fire, and water. Zatanna was the only member of the Justice League to survive Ra's Al Ghul's Pogrom that murdered 94% of humanity . She spent several months in solitude, learning her mother's backwards magic and since then has become the leader of the small resistance that is trying to assassinate Ra's Al Ghul.




ZATANNA 8 (24)

Motive: Kill Ra's Al Ghul and repopulate Earth Eden
Environment: Earth Eden
Health: 30
Damage Inflicted: 8
Armor: 2
Movement: Short (Walking or Flying)
Modifications: Intellect defense 9, Investigation 9, Leader 9, Magic 10, Performance 9

Combat: Zatanna is an accomplished hero who's magic powers focus on the backwards magic of her mother, Sindella.  Additionally, she has also mastered elemental magic.
Elemental MagicIf they target rolls a 1 on their defense roll they are burned, moving 1 step down the damage track; if they roll a 2 they are knocked down and lose their next action by a deluge of water; if they roll a 3 they cannot move unless they make a level 4 Might roll, as they are trapped by the earth; if they roll a 4 all of the air in the lungs is sucked from their body and they take 4 points of damage that ignores armor.
Backwards Magic: Zatanna has 7 random cyphers.
Homo Magi: Zatanna may lose 3 Health to gain 1 random cypher.
Use: On Earth Eden, Zatanna leads the few who are willing to murder Ra's Al Ghul and are willing to repopulate the planet.
Loot: A defeated Zatanna has 1d3 cyphers.


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Monday, November 16, 2015

ParaMilitary: Valkyrie for Savage Worlds and Weird War 2









Cherbourg 1946
Reports are coming in that the Undying Reich, which has set its sights once again on Cherbourg, has winged female warriors leading their charge.  This coincides with intelligence Project: Crystal Ball has received about strange rituals involving science and magic to create super soldiers.  


"They look like angels.  The old testament kind, though.  They are as terrible as they are beautiful."

-A Report from Captain Miles Bromley after fighting against the renewed battles outside Cherbourg.




VALKYRIE  


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

Skills: Fighting d8, Notice d6, Shooting d10

Pace: 6 or 12 Flying; Parry: 6; Toughness: 8 (2)

Equipment
MP35 2d6-1 damage; range 12/24/36 2
Long Sword 2d8


Special Abilities 
• Alertness
• Armor (2)
• Fearless
• Flying
• Hardy

Masters of the Unverse Monday: Stinkor for FATE Accelerated

Originally a Pelezean thief named Odiphus, Stinkor was banished from his village after helping a great warlord named Prahvus destroy their defensive weapons. Wandering throughout Eternia, curiosity led him to Tri- Klops’ lab deep within Snake Mountain. There he caused an accident that infused his body with a horrid stench so powerful it drives away even Skeletor’s Evil Warriors. After demonstrating how his stench power could be used as a weapon of warfare, Odiphus was recruited back to Snake Mountain and armed with a Power Vest Gas Mask created by Tri-Klops to funnel his stench directly at foes. Armed for combat and calling himself “Stinkor,” Odiphus has the ability to stink and destroy with his odor of evil.



STINKOR


High Concepts: 
   Thief with a Weaponized Stench
Trouble: Can't Control His Stench Without His Vest
Other Aspects: Saboteur;
 
  Curious
  Well Travelled

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


STUNTS
Useful: I may Cleverly find ways to help my Leader to create obstacles in combat.

He Who Dealt It: 
I may Flashily attack an enemy from up to 2 zones away and never Unarmed

Sneak: I may Sneakily overcome obstacles in combat.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 5




Saturday, November 14, 2015

Cypher Friends: Raven for the Cypher System





Raven is the half-human and half-demon daughter of an Azarathian human mother named Arella and the interdimensional demon Trigon. Raven was conceived as the result of Trigon's rape of Arella. Raven grew up in an alternate dimension called Azarath, with pacifistic inhabitants whose spiritual leader was the mystic Azar. She was taught to "control her emotions" by Azar, in order to suppress her inherited demonic powers. Initially it was feared that if Raven were ever to feel any strong emotion, she could then become possessed by her father's evil demonic energy inside of her.

During this time, Raven rarely saw her mother and grew detached from her. Upon Azar's death, Arella began the task of raising and teaching Raven. Around this same time, she met her father face to face for the first time. Soon after her 16th birthday, Raven learned that Trigon planned to come to her dimension; she vowed to stop him.


After the Justice League of America refused her help, Ra's Al Ghul approached her and helped her banish her father from Earth Eden.  She gratefully joined his Seven Soldiers of Victory and help usher in his New Age which resulted in the deaths of 94% of humanity, in order to save the Earth.



RAVEN 9 (27)

Motive: Destroy Trigon
Environment: Earth Eden
Health: 27
Damage Inflicted: 9
Armor: 1
Movement: Short (Walking or Flying)
Modifications: Initiative 10, Intellect defense 10, Magic 10, Social Interaction 7

Combat: Raven is a half-demon who can teleport, manipulate emotions and shadows and is also telepathic and telekinetic.
Soul Self: She may move a Long distance as an action.
Emotion Control: If a target's Intellect defense roll is 1-3, Raven controls the target's next action.
Telepathic: She inflicts 2 points of Intellect damage that ignores armor.
Telekinetic: She inflicts 4 points of damage that also pushes the target back to a Short distance from her.
Only the Shadows Know: She has 3 random cyphers.
Use: On Earth Eden, Raven serves as one of Ra's Al Ghul Seven Soldiers of Victory, keeping watch over the utopia he has created.  The Soldiers track down and interview all newcomers to their world.  If they find them undesirable, they are authorized to execute them with extreme prejudice.
Loot: A defeated Raven has 2 cyphers.


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Masters of the Universe: Snout Spout for FATE Accelerated

A peasant from Etheria, Jaxton was one of three athletes abducted by Hordak and cast into his experimentation matrix. There, like the others, Jaxton was grafted with cybernetic parts giving him both amazing powers and a bizarre form. After crossing through a Laser Gate to Eternia with The Evil Horde, Snout Spout escaped and joined with the renegade Masters of the Universe. Self-conscious about his appearance and called "Snout Spout" for his abilities to blast water from his cybernetic trunk, Jaxton often feels that everyone is always laughing at him. But when the Snake Men slither out and enemies attack, Snout Spout blasts them back with a super jetspray!



SNOUT SPOUT

High Concepts: 
   Cyborg Water Blaster
Trouble: Feels Like an Outsider
Other Aspects: Athlete;
 
  Self-Conscious
  Expert on the Horde

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


STUNTS
Spout: I may Flashily use my Jet Spray against a single foe in combat and am never considered Unarmed.

First Responder: 
I Carefully use my Desire to be a Hero to remove obstacles in combat.

Snout: I can Cleverly create obstacles for my enemies to overcome on the field of battle.

STRESS
[  ]
[  ]  [  ]
[  ]  [  ]  [  ]

CONSEQUENCES 

Mild (2): 
Moderate (4): 
Severe (6):

REFRESH: 5





The Strange: Through A Mirror, Darkly


Over the last few months, I've manage to string together a series of one-shots using the Strange and it now looks like these episodes could grow into a campaign.

The setting draws from Dark Matter, the setting book for Alternity and the d20 System; the TV shows Sliders and Fringe; Marvel and DC Comics; and of course, the Strange RPG, itself.

Thus far, I'm not really using Spinners, Vectors, and Paradoxes, but may still allow characters to travel between worlds without devices--although--at the moment we're looking parallel universes more than recursions.  Honestly, I'm keeping everything vague to build some mystery, so some of these questions aren't being answered purposely.

From the one-shots, I have three characters who work for the Hoffman Institute and two characters that survived the Mont Cook Games' Halloween Instant Adventure, Game of Screams.

By the end of the most recent session, they had discovered some extra dimensional beings (elmo and big bird, as hardcore prisoners, were among them) and shifted to a parallel earth.

We'll see how this goes.

Friday, November 13, 2015

Cryptogram: Jason X of Friday the 13th Fame for the Cypher System

In 2008, Jason Voorhees is captured by the United States government and held at the Crystal Lake Research Facility. In 2010, a government scientist decides to place Jason in frozen stasis after several failed attempts to kill him. While Private Samuel Johnson places a blanket on Jason, Dr. Wimmer, Sergeant Marcus, and a few soldiers hope to further research Jason's rapid cellular regeneration and try to take Jason. They pull off the blanket covering his body, but find Johnson dead, instead. Having broken free of his restraints, Jason kills the soldiers and Wimmer. Rowan lures Jason into a cryogenic pod and activates it. Jason then ruptures the pod with his machete and stabs Rowan in the abdomen, spilling cryogenic fluid into the sealed room and freezing them both.

After being awoken in the far future his rampage ends as he achieves reentry. On the planet, two teens beside a lake see a falling star as Jason's charred mask sinks to the bottom of the lake.


JASON X 6 (18)

Motive: Murder
Environment: Anywhere
Health: 25
Damage Inflicted: 6
Armor: 3
Movement: Short
Modifications: Ambush 7, Intellect defense 5, Might defense 7, Stalk 7

Combat: Jason X is a cybernically enhanced version of the demonic killer that relentlessly stalks his prey.
Slasher: He may opt to move an opponent 1d3 steps down the damage track, instead of inflicting damage.
Inevitable Comeback: When a creature rolls a 13 while making a defense roll against him, Jason X takes no damage, regardless of the result, and instead heals 1d6 Health.
Cybernetics: He has 3 random cyphers.
Use: A strangely dedicated Aeon Priest has made the excavation of the "lucent lake" area his life's work, finally recovers Jason X's mask.  An Hell is nipping at his heels.
Loot: A defeated Jason X has 1 artifact.


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Thursday, November 12, 2015

Thor's Day: Venger for 13th Age

Venger was originally a noble human but millennia ago made a pact with the Nameless One and chose to be mentored by the evil entity. This tutorship in sorcery would cost him both his humanity and human form, with the essence of his former self being locked inside a cenotaph located at the edge of the Realm. If the key to that vault is ever used to unlock it then Venger would be redeemed of evil and transformed back into his human and humane self.

Venger commands armies of monsters such as orcs, bullywugs and lizard men but relies especially on a shadow demon for spying. For locomotion Venger favours his nightmare steed; a demonic black horse that can fly.


Venger also has a sister named Karena who is evil like her brother. Sibling rivalry and a dispute over ownership of the Ring of the Heart resulted in Venger imprisoning his sister in an enchanted cave in the Hills of Never.






VENGER

"He seeks to find a way from his realm into ours.  We cannot let that happen, as we lack the necessary totems to stop him here."

-Oakey Sarsaparilla, an expert on the Realm of Dungeons and Dragons.

6th level wrecker [CAMBION] 
Initiative: +4

Plots Within Plots: Venger uses the escalation die.

Wings: Venger can fly.

C: Necromancer +11 vs. PD - 21 damage
        Natural Even Roll: Target may not use the escalation die until
        the end of their next turn.
       Natural 16+: Target loses 1 recovery.

R: Arcane Blast +11 vs. AC - 25 damage
      Miss: 12 damage.

Nastier Specials
R: Shadow Magic Assault +11 vs. MD (1d3 nearby targets) - 21
       damage

C: Wing Buffet +11 vs. PD  - 21 damage
      Natural Even Roll: Target is knocked prone (at -4 AC and -4
      PD until they spend move action to get up).



AC 22

PD  20               HP 100

MD 22




Oakhurst: Rangers of Roan

The Rangers of Roan were founded 587 years ago in the Monarchy of Sumter when Princess Roan was visited by the goddess Melora who wante...