Tuesday, January 31, 2017

Godless: The Ditch Witch for Shadow of the Demon Lord






She remembers the time before the Cataclysm, when she listened to her Mistress and read the signs sent to her. Her Mistress chose her to survive and endure, she let her find the Library and study and learn. She even tried to take others in and teach them what her Mistress had taught her. But they didn't listen, they cursed her and caller her witch and worse. 

She managed to escape them and slowly over the month sneak back into her domicile and take what she needed. That last night, she watched them while the slept, remembering them beating her, knocking her into a ditch, caller her witch. The Ditch Witch. She decided they need to be cleansed of their sins with fire. It was only right, it's how the Mistresses' enemies had done it in the Old Days.

She fled into the wasteland to study and learn. Soon, others came, but this time she did not allow them to join her. This time she marked her territory and warned them about trespassing. Sometimes she would give a weary and desperate parent a treatment for their sick child. Sometimes she would murder the parent and transform the child into a pig to roast. She barely heard her Mistress anymore, but she could smell their fear...


DITCH WITCH  DIFFICULTY 25 for Godless and SotDL
Size 1 human
Perception 13 (+3)
Defense 11; Health 25
Strength 10 (0)   Agility 11 (+1)   Intellect 15 (+5)   Will 13 (+3)
Speed 10 
Cantrip Whenever the ditch witch discovers a tradition, they learn 
   an extra rank 0 spell from that tradition.
Spell Recovery The ditch witch can use an action to heal damage 
   equal to their healing rate and regain one casting they expended 
   of a spell they have learned. Once they use this talent, they cannot 
   use it again until after they complete a rest.
Counterspell When a creature the ditch witch can see attacks them 
   with a spell, they can use a triggered action to counter it. The 
   triggering creature makes the attack roll with 1 bane and the ditch 
   witch makes the challenge roll to resist it with 1 boon.

ATTACK OPTIONS
Golf Club (melee) +0 with 2 boons(1d6)

MAGIC
Power 3
Conjuation Direct Conjuration (4)
Curse Swine (1), Weakness (1), Hex (4), Frighten (2)
Divination Eavesdrop (4), Augur (2)
Enchantment Bewitch (4)
Illusion Disguise (4)
Magician Sense Magic (4)
Shadow Shadow Monster (1), Wall of Darkness (4)
Teleportation Dismiss (4)


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Monday, January 30, 2017

Shadow of the Demon Lord and Schwalb Entertainment News

+Robert Schwalb  of Schwalb Entertainment has been providing his customers with weekly releases for well over a year. Shadow of the Demon Lord is my favorite game and I buy everything he has released for it.

He has fulfilled all of his projects for the SotDL's Kickstarter and has given us a glimpse of what's to come:

Brief update. Freeport (for SotDL) is in for approvals and I'll be building the KS after I get back from Winter Fantasy.

I started work on a new SDL game called Tales of the Fallen Moon. Details coming later.

Also, work has started on The Book of Occult Philosophy, a Player's Guide for Shadow of the Demon Lord. I am aiming at 304 pages.

Hail!


FAE: Skaven Clanrat




Clanrats forms the vast overall bulk of Skaven military power, a large verminous horde of ratmen that go to war as basic and highly-expendable front-line infantry. These Skaven belong to any one of thousands of Clans scattered throughout the underground burrows, strongholds and bursting cavern-cities that make up the whole of the Under-Empire. Of all the teeming masses, only the worker dregs, the worthless and even more insignificant Slave Rats, are care considered even more numerous then the Clanrats themselves.

SKAVEN CLANRAT For FATE Accelerated
Skaven, Expendable Fighter

Skilled (+2) at: Agile, Pack Tactics
Bad (-2) at: Discipline, Feats of Strength
Stress: None (First hit takes them out)

White Star: Salt Vampire





SALT VAMPIRE


Armor Class: 5 [14]
Hit Dice: 3
Total Hit Bonus: +3
Attacks: Slam (1d6) or Drain Salt (2d6)
Saving Throw: 13
Special: Shape Shift
Movement: 9
HDE/XP: 2/30

   The Salt Vampire can telepathically project any form it desires.
   The Salt Vampire is a humanoid being about 1.5 meters tall. It has brownish skin and long white and purple fur covering its whole body, except for its face and hands. Its yellowed eyes and the deep folds on its face give it a distinctly sad appearance. It also has a tubular mouth equipped with sharp, needle-like teeth. The creature uses this mouth for consuming salt and probably other food sources as well. However, it also has three long fingers on each hand, each finger sporting three suckers similar to those found on the tentacles of Earth's cephalopods. These suckers are used by the creature to extract salt directly through the skin of a living victim, which is usually killed in the process. The Salt Vampire is amazingly strong, being able to easily defeat a Vulcan in a fight. 

Sunday, January 29, 2017

Savage Rifts: Atropal



Atropals are stillborn immortals modeled after the gods, who have since become undead abominations. Existing solely to spread death and destruction, atropals roam across the megaverse, hunting down any prey that comes their way. Others are sealed away in forgotten holds. They resemble ghouls to some extent, with pale red skin, long tongues, and razor-sharp teeth. Most of the flesh of an atropal is rotted, with swollen joints and exposed bones. Unlike ghouls, however, atropals lack eyes, having instead empty, skin-covered sockets.




ATROPAL

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

Skills: 
Fighting d4, Knowledge (Arcana) d10, Notice d10, 
           Spellcasting d10 

Pace: 2; Parry: 4; Toughness: 19 (10) M.D.C.

Special Abilities:

• Armor 10 M.D.C.
• Fear -1
• Flight Flying Pace of 6" and Climb of 0
• Improved Arcane Resistance
• Regeneration Fast
• Size -1
• Undead
Arcane Background (Magic) 40 I.S.P.
• Master of Magic
• Powers (Trappings are necrotic energy) Blast/Greater Blast, 
  Bolt/Onslaught, Boost/Lower Attribute/Greater Boost/Lower 
  Attribute (Undead only), Damage Field/Exalted Damage Field, 
  Drain Power Points/PPE Thief, Succor/Mass Succor (Undead 
  Only), Summon Ally/Force Multiplication, Zombie
• Sixth Sense


Saturday, January 28, 2017

Fantastic Heroes & Witchery: Sword of Omens




Sword of Omens: The wielder of the Sword can, at will, command the eye of the blade to open, transforming it from a +2 dagger to a +2 long sword. Additionally, the Sword may cast Burning Hands 1/day and Detect Living Creatures 1/day. Finally, as an action, the Sword may broadcast it's symbol on the hilt into the air above it, any allies that see it are cured of 1d8+2 of damage and can easily make their way towards it's location.

Savage Worlds: Rat Ogre




  Rat Ogres are massive hulking monstrosities that represents the very pinnacle of Clan Moulder ingenuity, a lethal killing-machine beast that combines the inhumane reflexes of a Skaven with the brawn and size of an Ogre. Though many would be mistaken otherwise, Rat Ogres are not a separate breed of the Skaven race, rather Rat Ogres are creatures born from the fusion of crossbreeding different types of horrific creatures with Skaven blood, and surgically augmenting what is left.


RAT OGRE
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1,
Vigor d12

Skills: 
Fighting d8, Intimidation d8, Notice d6, Throwing d6

Pace: 7; Parry: 6; Toughness: 10

Special Abilities:

• Bladehand Str+1d8
• Claw Str+1d4
• Ambidexterous
• Fear -1
• Size +2
• Sweep

Fantastic Heroes & Witchery: Deep One





DEEP ONE for Fantastic Heroes and Witchery

Frequency: Uncommon
No. Encountered: 1d6+2
Size: Medium
Move: 12" (30 feet) / swimming 18" (45 feet)
Armour Class: 13 (AC 7)
Hit Dice: 1+1
Attacks: 1
Damage: 1d4 or by weapon 
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: 60%
Intelligence: Average to Very
Alignment: Chaotic Evil
Level / XP: 1 / 15+1/hp
Treasure: None
BtH: +2
Save: 16

   "I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design - living and horrible."

Friday, January 27, 2017

White Star: Narn





NARN


Armor Class: 7 [12]
Hit Dice: 2
Total Hit Bonus: +2
Attacks: Laser pistol (1d6+1) or sword (1d6+2)
Saving Throw: 14
Special: +1 to AC due to scaly skin
Movement: 9
HDE/XP: 2/30


   Narn are tall and have a stocky build; they are bald, with a red-orange complexion, mottled with brown and/or green spots. They appear reptilian in origin. Physically, the Narn are among the strongest of all the younger races, and can hold their own in hand-to-hand combat even with the Minbari. A typical Narn is considerably more athletic than a Human or Centauri. However, the Narn's relatively low level of technology compared to the Minbari and the Centauri has kept them from overpowering these races.

Thursday, January 26, 2017

Swords & Wizardry: Rat Ogre




RAT OGRE for Swords and Wizardry

Hit Dice: 4
Armor Class: 5 [14] 
Attacks: Handblade (1d8), claw (1d6)
Saving Throw: 13
Special: None
Move: 12
Alignment: Chaos 

Challenge Level/XP: 4/120


  Rat Ogres are massive hulking monstrosities that represents the very pinnacle of Clan Moulder ingenuity, a lethal killing-machine beast that combines the inhumane reflexes of a Skaven with the brawn and size of an Ogre. Though many would be mistaken otherwise, Rat Ogres are not a separate breed of the Skaven race, rather Rat Ogres are creatures born from the fusion of crossbreeding different types of horrific creatures with Skaven blood, and surgically augmenting what is left.

Wednesday, January 25, 2017

Savage Rifts: Cid




Cid (pronounced Sid) is a demigod, the son of Herne and a mortal with minor psionic gifts, named Gia. She raised Cid in a pocket dimension Herne created that provided both with everything thing they could imagine. 


However, when Cid was an adolescent, Loki an longtime enemy of Herne, discovered their oasis and managed to invade it. He murdered Gia in front of Cid and banished the young demigod to Rifts Earth.

Frightened and alone, Cid was not prepared for Loki to befriend him in the guise of Lorence of Throng. Not being content with merely shattering the boy's life, the God of Lies became his mentor twisting the impressionable youth. He even manage to turn the demigod against his father, reminding him that Herne was never there for his son, especially when he and his mother needed him most. Soon Cid began to focus all of his hate toward Herne, instead of Loki.

As Cid grew to adulthood, malice and anger took hold in his heart. Loki grew impressed with his cruelty and viciousness, using his magic to make the demigod believe that Herne had murdered Lorence of Throng.

Now Cid roams the land, leaving nothing but chaos in his wake.

CID

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

Skills: 
Fighting d6, Notice d8, Psionics d10  Energy Control (Electricity) Major Psionic, Master Psionic, Mentalist. 

Pace: 8; Parry: 5; Toughness:  11 (3) M.D.C.

Special Abilities:

• Horns Str+1d8 M.D.C.
• Armor 3 M.D.C.
• Combat Hardened Living Holocaust's gain +2 to recover from
   being shaken
• Fear -1
• Fleet of Foot
• Arcane Resistance
• Regeneration Slow
• Size +1
• Demigod Arcane Background (Psionics) 30 I.S.P.
• Powers Armor, detect/conceal arcana, mind reading, puppet, speak languages, telekinesis, telepathy (Trappings are psychic abilities)
• Energy Control (Electricity)
• Major Psionic
• Master Psionic
• Mentalist

Tuesday, January 24, 2017

Swords & Wizardry: Thri-Keen Race






   A Thri-keen player character has mandibles and may bite a creature, dealing 1d4 damage. Additionally, due to their chitinous shell they gain -1[+1] to Armor Class.

   Thri-Keen player characters must be Clerics, Druids, Fighters, or Rangers. A Thri-keen that is solely a Fighter may take advantage of any XP bonus due to a high Strength score to gain experience more quickly. They may also be Fighter-Clerics levels. Thri-keen advancing in more than one class are limited to 4th level Fighter (5th level with Strength of 17, 6th level with Strength of 18) and 8th level Cleric (9th with a Wisdom of 18).  Regardless of any further progression in levels as a Druid, Thri-Keen are able to cast magic spells only as high as 5th-level spells.

Silent Legions: Fire Vampires of Vthaggu


FIRE VAMPIRE for Silent Legions



AC: 4                                
HD: 4                                
Atks: Flaming touch +4
Skill: +2                      
Special: Flaming 

Move: 30'
Morale: 12   
Dmg: 1d10   
Madness: 1d8     
Save: 12+

   The Fire Vampires of Fthaggua resemble crimson bursts of lightning. They gain sustenance by draining energy from intelligent beings; the subject so affected bursts into flames as if experiencing spontaneous combustion. The fire vampires also absorb all memories from the targeted victim. Since the minds of the fire vampires form a collective "hive mind", all knowledge gleaned from a slain being is shared by every member.


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Dark Passages: The Exploration of Mao Pao for Shadow of the Demon Lord






Created using Dark Passages

The Exploration of Mao Pao is a tablet made from the scale of a sundrake that appears new and unused. Small, cramped words have been lightly printed upon it in darks speech using squid ink. There is a single illustration of Mao Pao, the Living Orifice, in the center of the tablet that animates, defecating blood, if the viewer stares at it for more than a few moments. The work is a treatise on how to contact and gain Mao Pao's attention by an unknown author. A character who spends 1d3 weeks studying it, gains the Forbidden tradition and a Rank 0 spell from that tradition.

Saturday, January 21, 2017

Savage Rifts: The Living Holocaust




Kali is always plotting, always searching for new ways to bring death to the Megaverse. The Living Holocaust is the result of seducing a hero from another world, Johnny "Human Torch" Storm. All she needed was a pretty shape and to laugh at his words. It was that easy.


Yes, labor with her new monster was difficulty, but what does not kill you, only makes you stronger. When it was born, she unleashed the Living Holocaust upon world after world.

A cult has even formed around it's fiery existence and foolish Shifters call it to their world. A wildfire of immolation and glorious, painful death.

No mother could be more proud...

LIVING HOLOCAUST
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+6,
Vigor d12+4

Skills: Fighting d12, Notice d10, Shooting d12+2, Throwing d10

Pace: 12; Parry: 7; Toughness: 30 (10) M.D.C.


Special Abilities:
• Claw Str+1d10; Reach 2

• Bite Str+1d6
• Horns Str+2d10
• Breath Inferno Cone TemplateDamage 3d10 M.D.C.
• Conflagration Shroud 2d8 M.D.C. to each creature adjacent to 
   the Living Holocaust
• Armor 10 M.D.C.
• Combat Hardened Living Holocaust's gain +2 to recover from
   being shaken
• Fear -2
• Fearless
• Fleet of Foot
• Improved Arcane Resistance
• Infravision
• Large Attackers gain a +2 to hit the Living Holocaust
• Quick
• Regeneration Slow
• Size +8
• Weakness (Obsidian): Such attacks inflict +10 damage and 
   wounds caused by such attacks cannot be regenerated.


Friday, January 20, 2017

Savage Worlds: Venger





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

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

Skills: Fighting d8, Knowledge: Arcane Magic d12, Knowledge: 

           History d10, Notice d12, Spellcasting d12+1, Stealth d12

Pace: 10; Parry: 6; Toughness: 12 (4)


Special Abilities:
• Armor 4
• Command Presence
• Flight: Venger has a Flying Pace of 24” and Climb 0. 
• Hardy
• Improved Arcane Resistance
• Improved Level Headed
• No Mercy
 Archmage: Venger has 60 Power Points and knows all Powers (trapping spells).

Apes Victorious: Sharkhawk





SHARKHAWK for Apes Victorious

No. Enc.: 1 (1d4)
Movement: 30' (10'), (F) 480' (120')
Intelligence: Animal
Psionic Potential: 1d4, inactive
Hits: 6d8
Armor: -3
To Hit: 16
Save: G6
Attacks: 3 (2 claws, bite)
Damage: 1d6, 1d6, 2d8
Morale: 10
XP: 570

   Silent predators of the open plains, sharkhawks are deadly and efficient in their pursuit of prey.

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Wednesday, January 18, 2017

Patreon: Cross Planes Chronicle for January 2017



I've been lucky...extremely lucky to have several Patrons for my Patreon for months now. While I do enjoy publishing through Cross Planes Game Studio, it took precious time away from the Blog and I've decide to focus on trying to expand my Patreon.

With that in mind, I will be offering my Patrons at least one PDF compilation each month and possibly some other surprises.

This month that PDF compilation, which I'm calling the Cross Planes Chronicle, features my revised Thief and both Thief Skill system I've worked up in the recent past.  I am only asking for $1 a month and my content will always be free here, I just wanted to give my Patrons a something extra as way to say Thank You!  

The Chronicle PDFs will eventually become public, but I haven't decided what the lead time will be yet, though it will be a minimum of 60 days.

Wether you are a Patron or Viewer, I deeply appreciate your time her on Cross Planes.

If this moves you to become a Patron, I deeply appreciate that as well.

Tuesday, January 17, 2017

BRP + D20 System =D20RP



I have spent the last few weeks brainstorming an unholy merging of Basic Role Playing and the D20 System. I don't assume I am in uncharted territory here. 

As the project currently stands I would use D20's basic Ability Scores and Ability Modifiers with BRP's Skill System (including it's skill point allocation at character creation), Hit Points, Combat System, and Magic System (at least at first glance). I'm looking at OpenQuest or GORE as my skeleton on the BRP side.

The DC of many tests would 20+. 

It's something I'm probably going to start posting about. If it's been done, please let me know as I am sure I am not the first person to think about this.

I love BRP but my player's hate Percentile game systems and I must admit to often finding them flat.

Swords & Wizardry: Venger







VENGER for Swords and Wizardry

Hit Dice: 9
Armor Class: 4 [15] 
Attacks: Magic Bolt (1d8)
Saving Throw: 6
Special: 9th Level Wizard, Immune to non-magic weapons
Move: 12/24 (flying)
Alignment: Chaos 

Challenge Level/XP: 14/2,600

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. 

Monday, January 16, 2017

Savage Worlds: Beholder






A Beholder is an aberration comprising a floating spheroid body with a large fanged mouth and single eye on the front and many flexible eyestalks on the top. Their eyes each possess a different magical ability; the main eye projects an anti-magical cone, and the other eyes use different spell-like abilities . Many variant beholder species exist, such as "observers", "spectators", "eyes of the deep", "elder orbs", "hive mothers", and "death tyrants".

BEHOLDER

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

Skills: Fighting d8, Notice d12, Spellcasting d12

Pace: 0; Parry: 6; Toughness:  10 (1)


Special Abilities:
• Armor 1
• Bite Str+1d4
• Size +1
• Flight: Beholders have a Flying Pace of 8” and Climb 0. 
• Anti-Magic Cone Any target within a cone template of a Beholder is under the effects of their innate Dispel power. This ability does not cost Power Points.
 Eye Rays: Beholders have 50 Power Points and when they attack with one of their eye stalks determine which power is used by looking at it's initiative card and consulting the chart below (it's trappings are spells):
   2-3: It may use the Puppet power this turn.
   4-5: It may use the Slumber power this turn.
   6-7: It may use the Telekinesis power this turn.
   8-9: It may use the Entangle power this turn.
   10: It may use the Bolt power this turn.
   Jack: It may use the Fear power this turn.

   Queen: It may use the Slow power this turn.
   King: It may use the Blast power this turn.
   Ace-Joker: It may use the Burst power this turn.


Godless: Green Men of the Night Sky for Shadow of the Demon Lord






Green Men of the Night Sky visit Star Hill and the entire region around Rachel several times a week. Those that encounter them speak of their encounters with a mix of awe, terror, pain, and pleasure. For some it is almost a religious experience, for others a sanity-breaking end.

GREEN MEN  DIFFICULTY 10 for Godless and SotDL
Size 1/2 frightening alien
Perception 13 (+3)
Defense 14; Health 18
Strength 8 (-2)   Agility 12 (+2)   Intellect 13 (+3)   Will 12 (+2)
Speed 8; 

ATTACK OPTIONS
Probe (melee) +2 with 2 boons(1d6 plus Rectoscopy on an attack roll of 20+)
Rectoscopy The target is dazed until the end of it's next turn

SPECIAL ACTIONS
Telepathic Assault A Green Man can make an Intellect attack roll against a target within short range against their Will. On a success the target takes 1d6 damage and is immobilized until the end of it's next turn

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.

Sunday, January 15, 2017

Savage Worlds: Sharkhawk [UPDATED]





Silent predators of the open plains, sharkhawks are deadly and efficient in their pursuit of prey.

SHARKHAWK
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8,
Vigor d8

Skills: Fighting d8, Notice d12

Pace: 4; Parry: 6; Toughness: 7 (1)


Special Abilities:
• Armor 1
• Bite Str+1d6
• Flight: Sharkhawk's have a Flying Pace of 16” and Climb 0. 
• Talons Str+1d4
Blood Frenzy: When a Sharkhawk gets a raise on their Fighting roll they take a chunk of flesh exposing blood to the air. In 1d4 rounds, 1d6 Sharkhawks join the feast.

Saturday, January 14, 2017

Godless: The Town of Rachel





I've worked up a settlement for Godless using the excellent Other Dust:


Rachel is located in what used to known as Nevada and is of average size for a wasteland settlement, with 400 adult locals. It is led by the Carbide Union, who have retained the knowledge of how to make batteries other chemicals. Additionally, pilgrims from all over visit Star Hill, about 2 miles northeast of the town. Star Hill is known for frequent visits by Green Men from the Night Sky.

Locations in Rachel include The Store, The Bar, The Other Bar, The Farm, The Ranch, The Mine, and The Center.

While many make pilgrimages to Star Hill, most avoid Rachel and it's inhabitants, because of their strange ways and they are unwelcome to most communities within 20 miles. The other communities want nothing to do with a Rachelite and will use violence to warn them off.

Much of this anger and dislike is tied to friends and neighbors who have gone missing and the belief that the Rachelites make tributes to the Green Men from the Night Sky on the Summer Solstice. Sadly, outsiders are right to be angry as the Rachelites prefer to offer strangers to the Green Men.

ACKS: Sunsword



Sword +3, Sunsword: The Sunsword may be used one or two-handed. The wielder has a +3 to Saving Throws vs Staffs and Wands and Spells, and if they roll a natural 19 or 20 on one of those Saving Throws, the spell being cast is reflected back upon it's caster. Finally, the weapon can cut through magical bonds or wards, destroying any spells cast upon them.

Friday, January 13, 2017

The Old World: Mutant for Swords & Wizardry




MUTANT

Hit Dice:
 1
Armor Class: 8 [11] 
Attacks: Club (1d4) or Sword, Long (1d8)
Saving Throw: 13
Special: Mutation
Move: 12
Alignment: Chaos 
Challenge Level/XP: 1 HD (1/15), 2 HD (2/30), 3 HD (3/60)

   The Mark of Chaos has granted Mutations, roll on the following table (d12):

   1) Chameleon (May cast Invisibility 3/day)
   2) Scaly Hide/Chitinous Shell (+3 to Armor Class)
   3) Tentacle/Multiple Arms (1 additional Attack)
   4) Multiple Eyes (Cannot be Surprised)
   5) Tough (+1 Hit Dice)
   6) Strong (+1 to melee Attack rolls)
   7) Spit Acid (1d6, range of 20 ft.)
   8) Coordinated (+1 to ranged Attack rolls)
   9) Fangs/Claws/Pincers (1d4)
 10) Two Heads (+1 to Saving Throws)
 11) Gigantic (+1 Hit Dice)
 12) Choose 2 Mutations


   Mutants include those born with Chaos mutations, as well as those that develop them later in life. Mutants range from individuals desperate to belong to the rest of society who conceal their deformity to the best of their ability, to those that embrace Chaos completely, join a cult, and turn all their efforts to overthrowing the Empire. Regardless of their intentions, many Mutants try to live as humans, if their mutations will permit it. If not, they are only alive because they either fled from the authorities or they were abandoned in the woods as children and the life of an outcast is the only one they’ve ever known. Some, particularly those with the animalistic appearances, may be adopted by Beastmen warbands.

Help! I Need A Hex Crawl!!




I'm going to be running +Robert Schwalb's Godless for Shadow of the Demon Lord and I think it could be an excellent Hex Crawl.

Please send me any suggestions you might have.


Wednesday, January 11, 2017

Apes Victorious: The Blob





BLOB for Apes Victorious

No. Enc.: 1 (1)
Movement: 30' (10')
Intelligence: Low
Psionic Potential: None
Hits: 6d8
Armor: 0
To Hit: 12
Save: G6
Attacks: 1 (acid)
Damage: 2d6
Morale: None
XP: 1000



   The Blob is an amorphous, gelatinous alien entity that was brought to planet Earth trapped inside a meteorite. Nothing is known about its origins, the natural habits of the species, or how common they are in the universe.

   This creature has no definite shape or size, being able to change its form at will. It quickly consumes all living things it can capture, digesting its prey chemically and growing more and more as it feeds. It also seems to be very fast and strong for a gelatinous organism that moves around by slithering. The thing was originally transparent white, but grew dark reddish purple from the blood of its victims.

   Although there is no known way to kill a Blob, it is known that the beast stays away from cold temperatures, as they cause the Blob to solidify. It is not killed, though, and it will come back to life once the temperature is raised again.

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ACKS: Mind Flayer




MIND FLAYER for Adventurer Conqueror King System

% In Lair: 80%
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Lawful Evil
Movement: 30'
Armor Class: 6
Hit Dice: 5
Attacks: 1 (tentacle or mind blast)
Damage: 1d8 or 2d6
Save: W5
Morale: +1
Treasure Type: J
XP: 500


One of a Mind Flayer's most feared powers is the dreaded Mind Blast, where the illithid emits a cone-shaped psionic shock wave out to 60 feet with its mind and the targets must make a Saving Throw vs. Spells or take 2d6 damage. Illithids also have other psionic powers, including telepathy (at will) that ignores language, a defensive psionic shield that grants a +2 Saving Throws against  mind-affecting spells, enchantment spells, or magic devices. As well as powers of psionic domination that allow them to cast Feeble Mind 1/day, Charm Person 3/day, Charm Monster 3/day, and Telekinesis 2/day as a Fifth Level wizard.

Illithids or Mind Flayers have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require the brains of sentient creatures as part of their diet. An illithid who snares a living creature in all four of its tentacles can extract and devour its living brain. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together, yet they are good at discerning from what direction sounds came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. They loathe sunlight, though it does not actually harm them.

Stars Without Numbers: Igoo (Herculoids)





Armor Class: 2                               
Hit Dice: 4                               
Attack Bonus: +4
Damage: 1d10 slam                     
No. Appearing: 1 

Saving Throw: 13+ 
Movement: 30'
Morale: 10   


   A rock ape that is extremely large and powerful, they have extremely dense rock-like skin and are nearly invulnerable to harm. 

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Saturday, January 7, 2017

D&D: Alignment As Permission





In over twenty-five years of playing DnD and its derivatives, I, like most others, have witnessed a player do something stupid/horrible "because of my alignment". For years, it made me actively ignore Alignment and use "consequences of actions".

I'm lucky that I've matured as a DM and I currently game with some mature folks, so Alignment isn't the trap it used to be. However, I was thinking the other day about using Alignment as permission to purse a goal, instead some all-encompassing directive?

Essentially, I'm thinking that Alignment isn't there to define your character's every move, but at certain key moments, it should be there to  motivate you do the unexpected and move the story along.

If everyone at the table buys into this, it more easily allows very different Alignments to function together. Under this idea, the assumption is that most people can operate together nearly all of the time, but in key moments, defining moments of the story, Alignment provides opportunity to reset the status quo. It grants a character Permission to shake things up.

Treating Alignment as Permission, let's Alignment shine at key moments and be important to the story. Permission, says to a player, I'm choosing to change the story and I want to work with the DM so we are partners and not antagonists.

What I'm thinking is that Alignment should not be a blunt weapon, but a tool to craft interesting stories and add drama at appropriate moments. It should be less "my character would do that" and more "how would it change things if my character pursued this?"

In short, it allows the player's to add to the game world and even contribute to the narrative, if that is desired.

It's something I intend to pursue in my games and hopefully will add to the experience.

Friday, January 6, 2017

White Star: Invid Scout



INVID SCOUT


Armor Class: 3 [15]
Hit Dice: 7
Total Hit Bonus: +4
Attacks: Laser Cannon (2d6+3)
Saving Throw: 14
Special: 2 Attacks, Large Weapons
Movement: 12 (24 Flying)
HDE/XP: 9/1,700

   Invid scouts make 2 attacks per round and their large weapons do +3 damage.


   The Invid are a slug and insect-like race responsible for the Third Robotech War. They have a symbiotic relationship with the Flower of Life -— the plant that was the source of protoculture. Historically, they were the enemy of both the Robotech Masters and, more distantly, the Haydonites. Invid scouts are lowest rank in their military.

White Star: Zentradi





ZENTRADI


Armor Class: 6 [13]
Hit Dice: 5
Total Hit Bonus: +3
Attacks: Slam (1d8) or by weapon
Saving Throw: 14
Special: Large Weapons
Movement: 24
HDE/XP: 1/15

   Weapons used by the Zentradi do +3 damage.


   The Zentraedi are a a genetically engineered race of giant clones that served their creators, the Robotech Masters, as miners to obtain mineral ore from Fantoma, a giant planet close to Tyrol, the homeworld of the Masters. They eventually were modified to serve as an army of enforcers for the Robotech Masters' galactic empire.

Wednesday, January 4, 2017

13th Age: Broo

Human-bodied and often goat-headed, they are tied irrevocably with the Rune of chaos. They are given to atrocities and foul practices, and carry numerous loathsome diseases. In addition, Broos have the ability to procreate with any species, intelligent or otherwise, with the resulting offspring taking characteristics from both its Broo and non-Broo parent. 






BROO
3rd level spoiler [HUMANOID]
Initiative: +4

Atrocity +8 vs. AC –– 10 psychic damage
     Miss: 3 damage

Foul Practices +8 vs. PD –– 5 + escalation die damage
     Natural 16+: Target becomes pregnant and will die in 1d6 days 
     if the foul spawn is not cut out.

Nastier Specials
Disease Carrier: Any creature engaged with a Broo, must make a normal Save (11+) at the beginning of their turn or take 1d6 damage.
Chaotic: A Broo uses the escalation die.

AC 19
PD 17                              HP 45
MD 13




Labyrinth Lord: Thief Class

I've spent the last several days talking about Thieves and here is my revised version for Labyrinth Lord.




Thief

Requirements: None

Prime Requisite: DEX
Hit Dice: 1d4
Maximum Level: None


Thief Abilities: Thieves are Trained*in Climb Walls, Find and Remove Traps, Hear Noise, Hide In Shadows, Move Silently, Pick Locks, Pick Pockets, Read Languages, and Use an Arcane Spell Scroll. This means that if a Thief is not high enough of a Level to automatically succeed at a task, they will used the Trained portion of the following table for these actions.

Level of the Task                 No Training          Trained
                                                 # on D6              # on D6
1-4                                              1-3                      1-5         
5-9                                              1-2                      1-4
10-12                                            1                       1-3
13+                                               -                        1-2

*If using the Ability Score Based Optional system here, then a Thief improves their chance of success by +25%.

Additional Abilities

When a thief attains Level 9 he can establish a thief den, and 2d6 thief apprentices of 1st level will come to work with the character. These thieves will serve the character with some reliability; however, should any become arrested or killed the character will not be able to attract more followers of this type to replace them. A successful character might use these followers to start a ThievesÊ Guild.

Saving Throws
              Breath     Poison      Petrify or                    Spell-Like   
Level     Attack    or Death    Paralyze      Wands      Devices   
 1-3          14             10               11                  10              13
 4-6          11               8                 9                    8              10
 7-9            5               3                 5                    4                6

D&D 5th Edition: Training

I was reading a thread on RPG.Net about DnD 5th Edition House Rules and I noticed that one I've been using for awhile wasn't listed....