Tuesday, August 31, 2021

Back This: The Night Companion for Night Shift: Veterans of the Supernatural Wars


Jason Vey and Timothy Brannan are two talented people who I've been fans of for years and their Night Shift: Veterans of the Supernatural Wars was a high point for me last year when it was fulfilled. Who doesn't want to play Buffy/Angel/Hellboy using, essentially, ADnD 1E? And as a fan of Eden Studios' RPG products I loved that the format they chose was a callback to Unisystem books.

The Night Companion is on Kickstarter right now and only has 4 days to go. I've been swamped or I'd have been drawing attention to it sooner but you still have time.

The Night Companions has tons of options and settings and I can't wait to get my grubby hands on it.

I really can't recommend their stuff more and I think you will love Night Shift if you give it a try.

Marvel Monday: Man-Serpent for Dungeons & Dragons 5th Edition









 

Sunday, August 29, 2021

DriveThruRPG's Deal of the Day: BX Ascending RPG

For the next 22 Hours you may purchase my very own BX Ascending retroclone of B/X Dungeons & Dragons at DriveThruRPG as the Deal of the Day for 80¢ right here.



BX Ascending offers a resolution mechanic based off of B/X DnD's Saving Throw mechanic and adds Trained Skill and Untrainted Skill as new "Saving Throws". The Dungeon Master doesn't set a Difficulty and you have to exceed as in later editions of DnD.

Saturday, August 28, 2021

Warhammer 40,000: Slugga Boyz

       


Ork Slugga Boyz for Stars Without Number

HD: 4
AC: 13
Atk: +4 
Dmg: 1d8 + 3 Shock 3/AC 15
Move: 10m
ML: 10
Skills: +0
Save: 12+

• When a Slugga attacks with a melee attack roll the damage die twice and take the best result.

Slugga Boyz are the most common and typical Ork warriors and represent what the average Imperial human thinks of when they imagine an Ork. Slugga Boyz are anarchic brutes who love nothing more than a good fight, often leaving a horrific mess of whatever they attack on the battlefield. 


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Thursday, August 26, 2021

Hyperborea: Night-God

     



Night-God
for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Chaotic Evil
Size: L
Movement: 5 (fly 60)
Dexterity: 18
Armour Class: 4
Hit Dice: 5+2
Attack Rate: 1/1 (bite)
Damage: 1d8+1
Saving Throw: 12 
Morale: 10
Experience Points: 350
Treasure Class: A, N, X


The Night-God was a time-forgotten entity, worshiped in Shadizar, Zamora. It was served by a cult of red-clothed acolytes, led by the priestess Hajii, who kidnapped a young girl each month and took her to a minaret as an offering to keep the peace with the Night-God (despite never having seen it).


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Tuesday, August 24, 2021

Night Shift: Veterans of the Supernatural Wars - Dragonus

 




Common Abilities:

• Immortal:
Dragonus is not mortal and is immune to aging effects.

• Immunities: Dragonus is immune to fire, electrical attacks, normal weapons, and poison.

• Resistances: Dragonus takes half damage from acid and cold based attacks. They also take only half damage from the supernatural attacks of non-demons, including player characters who are not Chosen Ones.

• Telepathy: Dragonus is telepathic and can communicate with any creature.

• Vulnerability: Dragonus takes double damage from attacks by celestial creatures, Chosen Ones, or blessed weapons.

Dragonus
No. Appearing: 1
AC: 3
Move: 40 ft.
Hit Dice: 6
Special: 3 attacks (2 sword, axe); Immortal; Immunity to Fire, Elecricity, Normal Weapons, and Poison; Resistance to Acid, Cold, and Non-Demons; Telepathy; Vulnerability to Blessed Weapons, Celestials, and Chosen Ones


XP VALUE: 240

Monday, August 23, 2021

Marvel Monday: Marvel Girl for Stars Without Number




Marvel Girl 
Level 2 Psychic for Stars Without Number

Abilities       Score   (Modifier)
Strength           7        (-1)
Dexterity         9         (+0)  
Constitution   10         (+0)  
Wisdom          14         (+1) 
Intelligence     11         (+0)
Charisma        12         (+0)

Attack Bonus
-1 Melee
+0 Ranged

Hit Points
11

Effort
5

Background
Scholar

Skills
Connect 0
Exert 0
Know 0
Notic 0
Punch 0

Foci
Psychic Training
Alert

Psionic Skills
Telekinesis 2
   Telekinetic Manipulation
   Telekinetic Armory
   Telekinetic Expertise
Telepathy 0
   Telepathic Contact

AC 
16

Saving Throws
Hardiness   14+
Evasion      14+
Spirit          13+

Goal
Help Other Mutants




   

Sunday, August 22, 2021

Silent Legions: Goatman

    



Goatman for Silent Legions


AC: 6
HD: 4
Atks: Horns +2

Dmg: 1d8
Move: 40'
Morale: 9
Skill: +1
Special: Warded, Immune to firearms, Invisibility

Madness: 1d6
Save: 13+



• Goatmen are immune to firearms.

• Goatmen can turn invisible at will, however, when they attack become visible.

Tobin's Spirit Guide list Goatmen as servants of Chod-Xoth, the defiler of Hasmamsah, and the Overlord of the Sixteen Stars and the Skel Dominions. They are the product of a human male and a Void Reaver on the Summer Equinox of a Leap Year. The human male carries the Goatman for sixteen months and if the proper ritual is not performed by a Crimson Lama of Chod-Xoth both the father and the child will perish during the birth. Once born, the Goatman, known in the royal language of the Sixteen Stars as a Kloptii, will be trained for thirty-four years and then dispatched to one of the sacred sites of the Incursion, the places in a reality where the veil is thin and easy to move between worlds through. They will spend their life patrolling that particular sacred site.




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Monday, August 16, 2021

Marvel Monday: Morbius the Living Vampire for Godbound




Morbius the Living Vampire for Godbound

AC: 4 Requires a magic weapon
HD: 4
Attack: +10 x2
Morale: 9
Move: 35' 
Save: 11+
Damage: 1d10, magic weapon
Effort: 4
Words: Death, Health, Night

Powers
• A Speaker in Dreams
• A World Far Off
• Deplete Health
• Intrinsic Health
• Plaguebringer
• Summons To Day
• The Darkling Stairs
• Vital Furnace
• Welcome the Dusk
• White Bone Harvest


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Thursday, August 12, 2021

Rifts: Blind Warriors of Altara for Stars Without Number

  



HD: 3
AC: 16
Atk: +4 x 2
Dmg: 2d4+1, Shock 3/AC 15
Move: 15m
ML: 10
Skills: +2
Save: 13+

• Altaran warriors cannot be Surprised.
• Their Mental Saving throws are 11+
• If they succeed on an Evasion Saving throw and would take half damage they instead take none.


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Wednesday, August 11, 2021

Warhammer 40,000: Necron Lychgaurd for Stars Without Number

      


Necron Lychguard for Stars Without Number

HD: 6
AC: 17
Atk: +6 x 2
Dmg: 2d10 Shock 3/-
Move: 10m
ML: 11
Skills: +2
Save: 9+

• If a Lychguard's ToW Hit roll is a natural 18-20 their target must succeed on a Physical Saving throw or lose their next Main Action.

The Lychguard are the elite protectors and emissaries of the Necron nobility. In order to serve as a bulwark against those who would harm their charges, Lychguard were gifted with the highest quality living metal necrodermis bodies, equal in resilience and power to those inhabited by the Necron Lordsand Overlords they protect.


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Monday, August 9, 2021

Marvel Monday: Doctor Doom for Godbound

 



Doctor Doom for Godbound

AC: 3 (Requires a magic weapon)
HD: 8
Attack: +10 x4
Morale: 11
Move: 40' flying
Save: 10+
Damage: 1d8+1, magic weapon
Effort: 8
Words: Enginering, Fate, Knowledge, Sorcery

Powers
• A Truth That Burns
• A World Far Off
• Adept of the Gate
• Blessed Blueprints
• Disclose the Flaw
• Fade Into Fate
• Greater Pavis of Rule
• Persistence of Being
• Take the Will
• The Subtle Eye of Knowing
• The Will That Binds
• Weak Spot
• Wizard's Wrath

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Sunday, August 8, 2021

Star Wars: Zabrak Origin for Stars Without Number

    

Zabrak Species COMPLETE Breakdown (Iridonian & Dathomirian) - YouTube

Zabrak
They were a species of near-humans that had evolved to be tough due to the nature of their homeworld Iridonia. The species was carnivorous and had two hearts, which allowed them to pump oxygenated blood around their systems more quickly than other species meaning they could go faster for longer. Some Zabraks possessed a ring of small, vestigial horns that ran from high on their brow round to the back of their head. The horns of males were generally more developed than those of females, although horn placement, length, and thickness varied enormously across the species. Zabraks could be Force-sensitive. 

Level 1
A Zabrak gains a +1 bonus to their Constitution modifier, up to a maximum of +3 and Sneak or Survive as a bonus skill.

Level 2
They gain Cast Magic or Sunblade as a bonus skill and they can split their Move action, such as taking part of it before using their Main Action and the rest afterwards

Friday, August 6, 2021

Rifts: Xiticix Warrior for Stars Without Number & Worlds Without Number

Stars Without Number's Heroic Classes model megadamage pretty darn well if you want to use it.




Xiticix Warrior for Stars Without Number

HD: 2
AC: 14
Atk: +2 x 3
Dmg: 1d8+1, Shock 2/AC 13
Move: 20m, flying
ML: 10
Skills: +1
Save: 14+

• When rolling the Notice skill or Initiative roll 3d6 and drop the lowest die.

• Evasion Saving throws are 12+

These loathsome creatures were once Necrontyr who managed to retain some of their original consciousness when they were transferred into their living metallic bodies of necrodermis, but were cursed with a terrible disease, manifesting a hunger for flesh that cannot be satisfied and that eventually drove them to madness.


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Thursday, August 5, 2021

DC Comics Presents: Starro for Godbound

        


Starro for Godbound

AC: 7 (Requires a magic weapon)
HD: 20
Attack: +10 x5
Morale: 11
Move: 60'
Save: 6+
Damage: 1d4 straight
Effort: 12
Words: Command, Knowledge, Might

Powers
• A Thousand Loyal Troops
• Bearer of the Scarlet Crown
• Guards Seize Him
• Descent of the Mountain
• Disclose the Flaw
• Invincible Iron General
• Stronger Than You
• The Lieutenant's Wisdom
• The Omniscient Scholar
• The Soldier's Faith
• Thrall Making Shout



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Warhammer 40,000: Necron Flayed One

     


Necron Flayed One for Stars Without Number

HD: 3
AC: 16
Atk: +4 x 2
Dmg: 1d8+1 Shock 2/-
Move: 15m
ML: 11
Skills: +2
Save: 13+

• The first time a creature sees a Flayed One they must make a Mental Saving throw or lose their next Main Action.

These loathsome creatures were once Necrontyr who managed to retain some of their original consciousness when they were transferred into their living metallic bodies of necrodermis, but were cursed with a terrible disease, manifesting a hunger for flesh that cannot be satisfied and that eventually drove them to madness.


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Wednesday, August 4, 2021

RPGaDAY Day 3 Tactic


Hmmm...Tactic. Many of the RPG groups have used tactics to varying degrees of success. My Divine Soul Human Sorcerer, Clete, isn't very tactically inclined. He's the only Arcane caster in the group and most sessions the only healer. As a Sorcerer, I try to focus my Metamagic to bolster healing with things like Twin Spell and the one that lets you make a touch spell out to 30 feet. It's refreshing to play healer as it's a whole different mindset to the game focusing on the action in a support role and to be willing to not for the big damage numbers...that is what our two Paladins are for. I've used Greater Invisibility as our group started going down to keep myself up and able to bring some allies back up.

I guess tactics is just a holdover from our wargame roots? Or maybe people just like fighting games? I've had sessions without any combat and its just as rewarding as a fun fight but in the end the tactic, in my opinion, are about taking out the bad guy.

 

Monday, August 2, 2021

Marvel Monday: Wolverine for Godbound


       

Wolverine for Godbound

AC: 4 (Requires a magic weapon)
HD: 6
Attack: +8 x2
Morale: 11
Move: 35'
Save: 9+
Damage: 1d10+1, magic weapon
Effort: 7
Words: Beasts, Health, Sword

Powers
• Cutting of the Crimson Road
• Intrinsic Health
• Eyes of the Cat
• Nine Iron Wall
• Shattering Hand
• Steel Without End
• Thirsting Razor
• Unerring Blade
• Unbreakable
• Undying
• Untamed Will
• Vital Furnace




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RPGaDAY 2021 Day 2 Map


 

Map

As a young Dungeon Master, I started planning my first Advanced Dungeons and Dragons Second Edition game by drawing a map of a continent named Talanta. It was a fusion of the words Atlantis and Talislanta which I'm sure I'd seen an ad for in Dragon Magazine. The setting was heavily inspired by Tarzan which I watched a ton of on Sunday morning on a local TV station. Humans had become shipwrecked centuries before and their society was similar to what we saw of Tarzan -- loincloths, no armor, complex homes in trees, etc. The other primary race were humanoid rats, which I'm guessing was inspired by Warhammer's Skaven, known as the Rath. I was pretty proud of myself and kept that map for many, many years. I never did anything with it though because I was kind of scared of how the setting would be received by my group. While I loved Tarzan I didn't know if anyone else did and that scared me.

I like drawing maps but I often get caught up in setting up various types of terrain and locales which in turn raises my anxiety. Thirty years later I'm just as nervous now as I was then.


Senses

I try to describe other sensory inputs besides sight and hearing as a DM and I've found smell and taste are often good options to set the tone of a scene. Telling someone that the skeletons in front of them smell like a dead skunk or that the mutant right in front of you makes your taste buds experience maple syrup can be a surprising tool to bring mood to the game.


Plan

I'm a terrible planner, probably too lazy, I like cooking ideas up but am not very good at writing them down, except for this blog. As a DM, I'm more comfortable having an outline and rely heavily on improvisation and letting the players pick the direction of the game.


Voice

I've always liked doing voices as a DM but have been fairly reticent about it as a player until this most recent Avernus campaign. My Sorcerer, Clete, has a very distinct voice and after months of playing him, I get into the mindset once I start doing the voice. Clete is an asshole with a lot of problems and for a period of time, he had a separate personality, Chauncey, whose voice was very distinct from Clete.

Our Avernus game has seen Clete evolve from a Neutral Flaming Fist to a Lawful Good worshipper of Lathander and its been a fun ride.

Gamestorming: Numenera X Worlds Without Number -- Bears a Halo of Fire

I'm a big fan of the Numenera setting but I have some issues with the Cypher System so I've decided to look at attempting converting Numenera's Foci to Kevin Crawford's Worlds Without Number/Stars Without Number.



Nuemenera's Bears a Halo of Fire for Worlds Without Number

Shroud of Flame: Commit Effort for the Scene as an On Turn Action to become a living inferno. While shrouded in flame your melee attacks deal 1d6 damage and a Shock of 1/-. Additionally, you have a resistance to fire damage forcing a second damage roll and using the lesser of the two.

Hurl Flame: While Shroud of Flame is active you can Commit Effort as an Instant Action to make a fire attack as a Main Action that deals 1d8 damage with a range of 30/60 feet.

Fiery Hand of Doom: While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human hand by Committing Effort for the Scene as an On Turn Action. The hand acts as you direct, floating in the air. Directing the hand is Main Action. Without a command, the hand does nothing. It can move 30 feet in a round, but it never moves farther away from you than 90 feet. The hand can grab, move, and carry things, but anything it touches takes 1d8+1 damage per round and a Shock of 2/AC 15 from the heat. The hand can also attack as a Main Action. It has 10 Hit Points and an AC of 13.

Flameblade: When you wish it, you extend your halo of fire to cover a weapon you wield in flame by Committing Effort as an Instant Action. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon inflicts an additional 1d8 points of damage.

Fire Tendrils: When you Commit Effort for the Scene as an On Turn Action your halo sprouts three tendrils of flame. As a Main Action, you can use the tendrils to attack with all three, making a separate attack roll for each. Each tendril inflicts 1d10 points of damage. If you don’t use the tendrils to attack, they remain but do nothing. 

Fire Servant: You commit Effort for the Scene and reach into your halo and produce an automaton of fire that is your general shape and size as a Main Action. The servant has 25 Hit Points an AC of 15 and deals 2d8+1 damage and Shock of 3/AC 10. Directing the servant is a Main Action, and you can command it only when you are within 90 feet of it. Without a new command, the servant continues to follow your previous command. You can also give it a simple programmed action, such as “Wait here, and attack anyone who comes within short range until they’re dead.” The servant lasts for the scene.




Sunday, August 1, 2021

RPGaDAY 2021 Day 1 Scenerio


Scenario. 

I think of "modules" or "adventures", published ones that for years I avoided. As a young Dungeon Master, I had plenty of ideas and while it all wasn't improvised I'd generally have a loose framework of where I'd like to get to each session. It's funny to look back on your youth and to think "it was so much easier back then", except it wasn't. I had problems then too, just different ones. Nostalgia is a buxom mistress.

Aside from published adventures the word also reminds me of the Greatest American Hero TV show, which I was a huge fan of. If my memory is accurate Robert Culp's FBI agent Bill Maxwell used the word quite a bit. I always loved new words, one of the many great things about comic books, and my Dad bought us this HUGE Webster's Dictionary that had to weigh 6 pounds. I'd pour through it looking up words to use for the Super Heroes I'd create. It even had a large section in the back with species of flora and fauna, constellations, and other cool stuff. That whole section was in full color.

Anyway, I kept hearing Maxwell use that word and I had to look it up...or at least I remember it that way.



Rifts: Ley Line Walker Focus for Worlds Without Number

     




The pursuit of magic is a means to utilize natural energy and direct it with one's own mental abilities. The ley line walker spends years learning to focus their thoughts and build their will in order to direct and mold mystic energy. They also spend years learning how to let the ley line energy flow into and through them.

Level 1
You can Commit Effort to move 90 feet as a Move action (or 20 miles per hour) while on a Ley Line, gain Magic as a bonus skill, and can sense a Ley Line and Rifts within 100 yards.

Level 2
Once per day while you are within 30 feet of a Ley Line, as an Instant action, you negate the damage from an injury you just received. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange.

Back This: The Night Companion for Night Shift: Veterans of the Supernatural Wars

Jason Vey and Timothy Brannan are two talented people who I've been fans of for years and their Night Shift: Veterans of the Supernatu...