Thursday, November 15, 2018

B/X Ascending: Orcs


B/X Ascending is a unified d20 system with ascending AC based on B/X Essentials. I wrote it and published it this week.





Orc
Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.


AC 13HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), AB +1, MV 120’ (40’),SV D12 W13 P14 B15 S16 (F1), ML 6 (8 with leader), AL Chaotic, XP 10 (leader: 10, chieftain: 75), NA 2d4 (1d6 × 10), TT D
  • Hate the sun: -1 to-hit in full daylight.
  • Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical
    weapons (e.g. crossbows, catapults).
  • Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
  • Leader: Groups are led by an orc with 8
    hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
  • Orc chieftain: A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
  • Giant companions: For every 20 orcs, there is a 18+ on 1d20 chance of an ogre accompanying them. There is a 19+ on 1d20 chance of a troll living in the lair.
  • Tribal: Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
  • Mercenaries: Orcs may be hired to fight in Chaotic armies (see Mercenaries in B/X Essentials: Classes and Equip- ment, p34). They delight in wanton killing and razing of settlements.

B/X Essentials: Black Faerie for Rifts

Black Faerie
3' foot tall with wings, tail, and two mouths. A horrific mutant faerie, these abominations hunt and fee on anything or anyone. Dwells in forests and glades.
AC 6 (13)HD 2 (9hp), Att 1 × bite (1d8), THAC0 18 (+2), 
MV 120’ (40’), SV D13 W13 P13 B15 S14 (MU2), 
ML 8, AL Chaotic, XP 20, NA 1d4 (1d4), TT O
• Invisibility: 2 x Day


Tuesday, November 13, 2018

B/X Essentials: Shimmer Boy Armor for Wyrmholes



Shimmer Boy Armor is a product of the Outsiders who came from beyond the Wyrmholes that have opened up over the last decade. At least a dozen of these walking siege engines wearing shimmering, metallic armor. What's worse is that each of the suits are equipped with a terrible thunder cannon that can threaten even the most well-designed keep. Rumors abound that Duke Egstrum of Tarmaland has two of them guarding his vault at Castle Dread.

What is known is that one of the pilots fell to the magic of Olia the Viper and she trained Sir Roland of Trent to use one. Many adventurers talk openly about finding a Shimmer Boy suit of their own.

SHIMMER BOY ARMOR
• AC 0; 1/2 damage from laser weapons
• Thunder Cannon 3d6+2 damage; 
   Must spend a full action activating grounding pylons.
Targeting Systems grant +1 to Hit
• Pilot does 1d6 melee damage while wearing the suit
• Sensory pods let the pilot Hear Noise as a Thief of 
   the same level
• Pilot's Movement is 50' while wearing the suit



Monday, November 12, 2018

Darkest Dungeon: Pelagic Grouper for Shadow of the Demon Lord



Many eons beyond counting, before the Ancestor was born, before the Manor was built on the hill, even before the Hamlet was founded and the first settlers came to this distant land, there was a race of people that called this land their home. Little is known about them, and if they were human or some other damnable creature, we shall never know. While their name is long lost to time, it is clear that they were great engineers and artists.

Remnants of their civilization can be found littered around the Estate for those who know where to look; from the Ancient Statue of a Great and Mighty Warrior in the Courtyard to an Ancient Network of Aqueducts, Sewers, and Tunnels underneath our feet. But the crown jewel of this ancient empire was their city, a vast underground metropolis underneath the very hill where the Manor now stands. Giant pillars and stone circles carved out solid stone, temples and houses, ports and harbors, and even in its ruined state, you can still see the glorious splendor. Ancient pictographic images are carved in stone walls of their temple halls, some of them showing a pyramid-like structure surround by tentacles, hinting that they either worshiped some kind of sea goddess or a great and unnameable power.

Pelagic Grouper          DIFFICULTY 10
Size 1 pelagic
Perception  10 (+0); shadowsight
Defense 13; Health 15
Strength 12 (+2)    Agility 12 (+2) 
Intellect   9 (-1)    Will       9 (-1)
Speed 8; swimmer

ATTACK OPTIONS
Cutlass (melee) +2 with 1 boon (1d6)
Spear (melee or short range) +2 with 1 boon (1d6+1)



   
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Thursday, November 8, 2018

1,000 Faces: Rooster Woebegon





Rooster Woebegon
Male Gnome
5E Level 6 Assassin Rogue
LL Level 6 Thief

Ability Scores:
Str 12    Dex 16    Con 13
Int 11    Wis 10     Cha 13 


Traits:
Braggart

Loudmouth
Holds A Grudge
Insecure


Role: Rooster could just as easily be a criminal contact as a rival to one of the characters. Rooster is a killer and a good one, but he is also a braggart and the Assassin Guild leadership sees that as a huge liability. He gets into fights easily because he doesn't know when to shut up, but at the moment his usefulness to the Guild just outweighs the negative attention he brings to it.
   As a contact, Rooster brings baggage, but if you need your back covered he will get the job done.
   As a rival, he's easy to goad into a fight, but he's a dangerous opponent.

Wednesday, November 7, 2018

Knave: Adding the Cypher System's Foci or JACK



I finally got around to checking out Knave and it's pretty darn cool for just seven pages.

It's a classless approach to OSR games and it's well done.

Somehow, it got me thinking of the Cypher System and Numenera and THAT got me thinking about adding Foci for the those games.

Here is my first knave with the Focus of Consorts with the Dead.
I decided to import The Black Hack's Usage die and start at D8. The way that works is whenever you use Consorts with the Dead, roll a d8, on a 1-2 then next time roll a d6. This continues down to d4 and then when you roll a 1-2, you are tapped out for the day and need a night's rest to reset the Usage Die.




TRAITS:
Physique: Ripped
Face: Ratlike
Skin: Rough
Hair: Greased
Clothing: Filthy
Virtue: Tolerant
Vice: Rude
Speech: Whispery
Background: Beggar
Misfortunes: Replaced
Alignment: Chaos
Focus: Consorts with the Dead Ud8

ABILITIES:
STR 12 (+2)
DEX 13 (+3)
CON 11 (+1)
INT 12 (+2)
WIS 13 (+3)
CHA 12 (+2)

HP 6

Armor: Gambeson 12/+2; 3 Quality
Gear: Saw, Pick, Bear Trap, Bottle, 
Weapon: Sword 1d8 damage; 3 Quality

Item Slots: 8 of 11 used

Tuesday, November 6, 2018

Labyrinth Lord: Blue Elves Race-As-Class


Blue Elf
Requirements: DEX 12
Prime Requisite: DEX and INT
Hit Dice: 1d6; +2 HP per level starting at 10th level
Maximum Level: 10
Class Abilities
Blue elves have blue, red, or purple skin and hair. They have two fingers and a thumb on each hand and three opposable toes on their feet, a prehensile tail, pointed ears, and fangs. They typically weigh about 150 pounds and are between 6 and 6 1⁄2 feet tall.
   They can wield any weapon and use any armor, in addition to casting spells as a magic-user. Because their tail is prehensile, they may wield a weapon with it.
  An elf must have at least 13 in both prime requisites in order to get the +5% to experience. They must also have an INT of 16 and a STR of 13 to get the +10% bonus. 
   Blue Elves have infravision of 60 feet, and have keen eyes that allow them, when actively searching, to detect secret doors with a roll of 1-2 on 1d6.
   Blue Elves my teleport up to 30’ feet to a spot they can see 2 x Day. At 4rd level the distance increases to 45’ and they may do so 3 x day. At 7th level the distance increases to 60’ and they may do so 4 x day.
   They may Climb Walls, Move Silently and Hide In Shadows as a Thief of their level.
   Elves can speak, common, elvish, goblin, and hobgoblin
   Reaching 9th Level: Elves can establish a fighting school. Blue elven headmasters can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be enrolled. 



Elf Level Progression
Level    XP        AC0*  
1            0            19
2        4,065         19    
3        8,125         18
4      16,251         17   
5      32,501         16
6      65,001         15   
7    130,001         14
8    200,001         13   
9    400,001         12
10  600,001         11   
*Amor Class 0


Elf Saving Throw Progression
Level   BrA    Po/D   Pe/P   W    Sp/D    Tr/Sk  Un/Sk  
1           13        12      13       13     15         13       16 
2           13        12      13       13     15         13       16     
3           13        12      13       13     15         11       16
4           11        10      11       11     13         11       14     
5           11        10      11       11     13           9       14
6           11        10      11       11     13           9       14    
7             7          8       9          9     11           9       13
8             7          8       9          9     11           7       13     
9             7          8       9          9     11           7       12
10           5          6       7          7       9           6       12     
*Breath Attack, Poison or Death, Petrification or Paralysis, Wands, Spells, Spell-like Devices, Trained Skills, Untrained Skills

Monday, November 5, 2018

Labyrinth Lord: Glitter Boy


Glitter Boy for Labyrinth Lord
AL L MV 30' , AC -1, HD 4+1, #AT 1 (boom gun or fist), THAC0 16, DG 3d6 or 1d8, SV 4 fighter, ML 10, Before firing their boom gun the glitter boy must spend a round digging in, XP 85

Nomad warriors and mercenaries who use ancient suits of armor that have the power of a one man army.

Saturday, November 3, 2018

Vigilante City: King Savage

As a Backer of Bloat Games' Vigilante City Kickstarter, I have access to an artless version of the Player's Book. It's great. For me its like having a wonderful combination of Heroes Unlimited, The Vigilante Hack, and Labyrinth Lord. I cannot recommend it enough when it become available and you can Preorder it here.

I like to work up characters and VC allows you to play Antrhopomorphics, y'know Teenage Mutant Ninja Turtles.

My character is a humanoid T-Rex. Yes. I rolled that randomly. He can pass for human with a hat and overcoat, but he's HUMANOID T-REX.



King Savage Level 1 Antrhopomorphic Megahuman

ABILITIES 
(Ability Checks are rolled under the Ability Score)
STR 13 (+1)
DEX 13 (+1)
CON 16 (+2)
INT 10 (+0)
WIS 9 (+0)
CHA 12 (+0)
SUR 12 (+0)

HP 12
AC 16 (Dodge 18)
Initiative +1

SAVING THROWS 
(Saves are rolled under the Saving Throws)
Courage 17
Critical 16
Death 13
Magic 15  
Mental 12
Poison 12

Vigilante Points 0

SKILLS 
(Skill checks are a roll high system where you equal or exceed a DC set by the GM)
Mathematics +2
Mechanics +2
Street Smart +3
Combat Training Rank 1
Fighting Martial Arts +1
Stealth +2

MISCELLANEOUS
Bite/Headbutt 1d6 damage (can hold things in mouth)
Smaller Arms -2 to Melee Attacks
Toughness +2
Charge Move +5
Daggers 1d6-1 damage
Shuriken d4 damage

Arthur King was an engineering student who was visiting his girlfriend, Laverne, who was co-oping at the Hudson City History Museum. She was working on cleaning up and cataloguing a shipment from a dig in Iran. Her supervisor called her away and Art thought he saw a statue of a dragon wink at him. He bent to study it and it exploded in his face.
   The next thing he knew he woke up in his apartment with a dozen text messages from Laverne. He felt awful and his arms and back were killing him. He looked in the mirror and realized with horror that he looked like a dinosaur...a T-Rex actually.
   Art kind lost it for awhile and ended up living on the street. His family and Laverne think he had a breakdown and are looking for him.
   Art quickly learned that the street wasn't safe, but that his new form offered him some protection. He's taken to protecting the homeless community under the bridge near Swafford and Gateway. They know him as King Savage.

Labyrinth Lord: Skelebot


Skelebot for Labyrinth Lord
AL L MV 35' , AC 3, HD 2+1, #AT 1 (rifle), THAC0 17, 
DG 1d10, SV 2 fighter, ML 12, XP 30

Programmed hunter-killers that are efficient at their job: hunting monsters and non-humans.

Friday, November 2, 2018

Flashback Friday: Splugorith Blind Warrior Woman for Savage Rifts






SPLUGORITH BLIND WARRIOR WOMAN

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

Skills: Fighting d10, Notice d4, Shooting d8, Stealth d8, Weird Science d6


Pace: 6; Parry: 7; Toughness: 10 (3) M.D.C

Equipment
• Mental Disruptor  Confusion Power with 10 Power Points
• Wrist Laser  Range 15/30/60 / Damage 1-3d6* / RoF 1 / 
                        Shots 24 / Min Str - / Notes Semi-Auto, M.D.C

Special Abilities  
• Fist Str+1d4
• Armor 3 M.D.C.
• Alertness
• First Strike
• Killer Instinct
• Quick
• Very Attractive

Thursday, November 1, 2018

The Black Hack: Tah-tah'kle'-ah




Tah-tah-kle'-ah HD 7
Talons STR (1 Nearby) 8 dmgƒ 
Bite - STR (1 Close) 3 dmg    
Tail Swipe - STR (1 Nearby) 5 dmg    
  • Bloodthirsty! The tah-tah-kle'-ah deals double damage against targets below 1⁄2 max HP.
  • Graceful! Roll a d6 at the start of each turn, on a 1 or 2 tah-tah-kle'-ah gains an extra Action.
From the Yakama tribe come tales of supernatural women who resemble giant owls, dwelling in caves by day and flying out at night to prey on all manner of creatures — including humans. In fact, they are said to prefer the taste of children. Legend has it they can hunt humans by mimicking their language. 

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Labyrinth Lord: Uktena


Uktena the Horned Serpent for Labyrinth Lord
AL N MV 30' (60' swimming) , AC 0, HD 14, 
#AT 1 (bite), THAC0 9, DG 7d8, SV 14 fighter, ML 10, XP 7,200

Cherokee legends prominently feature this dragon-like behemoth, which is believed to have originated as a human, taking the serpentine shape to seek vengeance on those who wronged them. Much like the dragons of European myth, there are stories of men proving their bravery by confronting one of the powerful beasts, who are also lightning-fast and can devour a person in one bite.

Wednesday, October 31, 2018

Darkest Dungeons: Bone Soldier for Shadow of the Demon Lord



Much like the Bone Rabble, the Bone Soldiers were honorable and loyal soldiers that served our family in ages long since passed. They were the backbone of our family’s army and those who fought and died on the battlefield for our family’s name and glory were given honorable graves within the crypts of the Ruins. However, when their bodies died, so too did their loyalties…

Dragged back from the peace of death by vile necromancy, these skeletal swordsmen have been drafted into a unholy army of the dead to defend the halls of the Ruins in which their new dark masters resides. Dressed in the armor they were buried with and carrying the sword they once used in life, these skeletal fiends don’t have the swordsmanship they had in life, being just simple-minded undead only capable of simple slashes. However, they are stronger and much harder to vanquish than the Bone Rabble.
Bone Soldier          DIFFICULTY 5
Size 1 frightening undead
Perception  9 (-1); darksight
Defense 13 (hard leather); Health 15
Strength 13 (+3)    Agility 11 (+1) 
Intellect   9 (-1)    Will       10 (+0)
Speed 10

Immune damage from disease and poison; 
   gaining Insanity; asleep, charmed, dazed, 
   diseased, fatigued, frightened, poisoned, 
   stunned

ATTACK OPTIONS
Sword (melee) +3 with 1 boon (1d6 plus 1d6 
   on attack roll of 20+)


   
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Tuesday, October 30, 2018

White Star: Gorn



GORN


Armor Class: 7 [12]
Hit Dice: 2
Total Hit Bonus: +2
Attacks: Slam (1d6)
Saving Throw: 17
Movement: 10
HDE/XP: 2/30

   

Monday, October 29, 2018

The Black Hack: Forest Naga




Forest Naga HD 4
Claws STR (1 Close) 3 dmgƒ 
Bite - STR (1 Close) 3 dmg    
Tail Swipe - STR (1 Nearby) 5 dmg    

  • Spiteful! Deal Ongoing Damage to a target that makes an even Defence Roll
  • Blessed of Kali! May cast the spell Predator’s Stealth: Magical silence covering everything Nearby to a target - lasts Ud8 Moments. 

Forest nagas are still found in the lands surrounding Schwarzhold Forest and near the southwestern portion of the Lieber River. 

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Help Wanted!


I've just completed the first draft of an Adventure for the Black Hack Second Edition. It's called A Dark and Stormy Night. I'd like some extra eyes on it, so if you have time to take a look and get back to me by Tuesday 10/30 by 8pm EST, then please send me an e-mail at mark at crossplanes dot com with the following Subject: Dark and Stormy Help.

Here is the first draft of the cover.




Sunday, October 28, 2018

Labyrinth Lord: Avatar of Woe


Avatar of Woe for Labyrinth Lord
AL C MV 30' , AC 4, HD 11, #AT 1 (scythe), THAC0 10, DG 1d6+4, SV 11 cleric, ML 12, When a creature within 30' dies, it heals 1d8 damage, XP 1,015


The Avatar of Woe is a powerful humanoid wearing black garments and wielding a large scythe-like weapon. It thrives in times of great death, and can effortlessly slaughter anyone it wants to.

Saturday, October 27, 2018

New Release: The Race Hack Second Edition

Hi all,

I've just released The Race Hack Second Edition for David Black's The Black Hack Second Edition.

Additionally, if YOU bought The Race Hack First Edition and you have given me permission to e-mail you on RPGNow.com, you will be sent a Coupon to buy it for $1.29 ($1.99 Retail).

You can get The Race Hack Second Edition right here!








Labyrinth Lord: Bloodfire Colossus




Bloodfire Colossus for Labyrinth Lord
AL C MV 40' , AC 3, HD 8, #AT 2 (sword), THAC0 16, DG 2d6, SV 8 fighter, ML 12, When it dies all creatures within 15' must make a Save vs Breath Attack or take 1d6 damage, XP 1,60

It takes all it's strength to contain the fire within.

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Friday, October 26, 2018

The Black Hack: Fighter-Thief Class



FIGHTER-THIEF
STARTING STATS
Starting HP : roll 1d6 + 4
Starting HD : 1d8
Usable Weapons & Armor: Any and cloth, leather, chain, and shield
Attack Damage: See 'Sneaky Bastard'

D6 SCAR
1   Missing pinkie
2   Half an ear
3   Crooked nose
4   Two missing teeth
5   Jagged facial scar
6   Whip marks all over back

EQUIPMENT 
Every Fighter-Thief starts with a Thieves' Tools. Also, choose to start the game with either A or B:

• A - Leather vest (AV2), dagger, sword, 1d8 coins, half-mask with a skull motif.
• B - Scale tunic (AV2), a two-handed weapon, 2d6 coins, a list of your targets.

THIEVERY
Roll Attribute Tests with Advantage performing the following actions:

• Delicate Tasks
• Moving Silently and Unseen
• Climbing or Listening and Eavesdropping

NIMBLE EXPERTISE
(See TBH 2E pg. 21)

SNEAKY BASTARD
• A Fighter-Thief has a ‘pool’ of Damage Dice (d4s) equal to their HD.
• When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.
• For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.
• Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
• If a Fighter-Thief has Moved silently to get behind a Creature, and they are unaware of the Figher-Thief ’s presence, the Fighter-Thief may add their Fighter-Thief ’s Level to that creature's damage.
• The pool of Damage Dice resets at the start of the Figher-Thief's turn.


A DAGGER FOR EVERY OCCASION 
(See TBH 2E pg. 21)

GAINING A NEW LEVEL
Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

• Roll ad d20 once for each Attribute - if you roll over, it goes up one point, make an extra roll either Dexterity or Strength
• Gain 1 HD - roll a d8 - gain that many additional maximum HP.
• Gain a Damage Die.

Thursday, October 25, 2018

Labyrinth Lord: Parademon




Parademon for Labyrinth Lord
AL C MV 30' (flying 30'), AC 5, HD 2, #AT 1 (claws), THAC0 16, DG 1d6+1, SV 2 fighter, ML 12, XP 80

Loyal to their master Darkseid but none too bright, the armored Parademons fly through the air, carrying powerful weapons used to quell the rabble. Their true strength is in their numbers, which reach into the thousands. When acting together, they can overwhelm even the toughest heroes. They are chosen from the most sociopathic and cruel residents before being given gliders and trained in combat. They are often accompanied by gigantic dogs called Hounds.

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B/X Ascending: Orcs

B/X Ascending is a unified d20 system with ascending AC based on B/X Essentials. I wrote it and published it this week. Orc ...