Monday, February 28, 2022

GI JOE: Storm Shadow for the Index Card RPG

     




❤️ ❤️ ❤️   

+3 STATS, +2 WEAPON EFFORT
3 ACTIONS/TURN
___________________________________________


I AM THE ARROW: He fires an arrow at an enemy within FAR range which inflicts MAGIC Effort

I KNOW THE SHADOW'S NAME: Move NEAR without passing between locations


I UNLEASH THE SHURIKEN: All enemies within NEAR range are hit with WEAPON Effort

I AM DEATH AND I HAVE COME FOR YOU: A creature within NEAR range takes ULTIMATE Effort


"Storm Shadow is best known as the Cobra Commander's ninja bodyguard and assassin. He can trace his lineage through thirty generations of assassins. He is a classic character study in conflict. Storm Shadow's primary reason for joining the evil Cobra organization is borne not out of greed but a need for vengeance. The Commander has attained his loyalty on the promise of eventually revealing the identity of his uncle's killer."

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Marvel Monday: Sauron for Hyperborea

       



Sauron
for Hyperborea 3rd Edition

No. Encountered: 1
Alignment: Neutral Evil
Size: M
Movement: 25 (fly 80)
Dexterity: 15
Armour Class: 4
Hit Dice: 7+3
Attack Rate: 2/1 (bite/claw)
Damage: 2d6+1/1d6+1
Saving Throw: 8 
Morale: 10
Experience Points: 1,400
Treasure Class: M, Q, S, T, X

* Breathe Fire (2/day):
 He may cast the spell breathe fire.

* Hypnotism (2/day): He may cast the spell hypnotism.

* Vampire Touch (2/day): He may cast the spell vampiric tough with a CA of 7.

Karl Lykos gained the need to drain life force energy after being bitten by a pternadon and spent most of his life merely draining what he needed to survive without permanently injuring or killing those he targeted. He became a physician and eventually met Charles Xavier which led to him meeting the X-Men. When he drained a bit of a mutant's life energy he was transformed into Sauron and his personality is far more destructive and paranoid.


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Sunday, February 27, 2022

Conan: Keepers of the Crypt for Hyperborea 3rd Edition

      



Keepers of the Crypt
for Hyperborea 3rd Edition

No. Encountered: 2d6
Alignment: Chaotic Evil
Size: M
Movement: 40
Dexterity: 11
Armour Class: 4
Hit Dice: 2
Attack Rate: 1/1 (weapon)
Damage: 1d8
Saving Throw: 14 
Morale: 10
Experience Points: 24
Treasure Class: B, E, H

* Immunities:
Immune to cold, fear, paralysis, and poison.

* Resistances: Edged and piercing weapons inflict 1⁄2 damage to Keepers (damage dice halved, with bonuses added afterwards), but blunt weapons inflict normal damage.

* Vulnerabilities: If a Keeper begins its turn in direct sunlight it takes 1d8 damage. 


Mummified guardians interred to protect the treasure of the God-Kings they served in life.


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Tuesday, February 22, 2022

Hyperborea: Adlet

   




Adlet for Hyperborea 3rd Edition

The Adlet of Hyperborea were once the wolf-men of Lunaqqa, Her greatest creations, hunting the land with blood-red fang and claw while singing prayers to Her as She traveled the night sky. However, Ythaqqa, due to a slight imagined or real, has taken great delight in  perverting through the centuries until they have become the degenerate dog-men that haunt the wild places. Their blood is so tainted that they only have the waist and hindquarters of mutts and their shame is so great that they hide from their Mother when she is full in the sky. On the three nights of the full moon, the few remaining tribes huddle in caves and sing a dirge for who they were.

Adlet: #E 1d6 (2d6) | AL CN | SZ M | MV 40 | DX 12 | AC 6 |  HD 1 | #A 1/1 (weapon) | D (per weapon) | SV 15 | ML 10 | XP 40 |  TC A, X | Special: Discern Noise 5:12, Wilderness Track 8:12

* Pack Hunter: Adlet are seldom alone and typically rove in packs. If they are outnumbered or frightened they will howl for their pack mates to come to their aid, there is a 4:6 chance of 1d6 more adlet will join the fray in 1d6 turns, the additional adlet lack this ability and if the check fails no other adlet were in hearing distance.


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Monday, February 21, 2022

Marvel Monday: Martian Master for Hyperborea

  



Martian Master for Hyperborea 3rd Edition

"Led by a powerful High Overlord, the Martian Masters have sent spies throughout the galaxy in order to determine if a world is ripe for invasion. The Masters are always looking for more laborers, guards, and gladiators to entertain their twisted desires, however, they often find scientists and witches who are more than eager to collaborate with them agains their own species by becoming a Keeper.

Martian: #E 1d4 (1d8) | AL LE | SZ L | MV 30 | DX 11 | AC 4 |  HD 3 | #A 1/1 (weapon) | D (per weapon) | SV 14 | ML 10 | XP 40 |  TC A, X | Special: +2 to Saving Throws vs. Devices and Sorcery

* Telepathy: Polymorph self Martians can communicate telepathically with any sentient creature it can see. Additionally, it may lash out with a psychic whip against any creature within 30 feet forcing the target to make a Saving Throw vs. Sorcery or take 1d6+2 damage.

If a Martian's exoskeleton is not functioning or the creature is without it their stats are as follow:

Martian Without Exoskeleton: #E 1 (1d3) | AL LE | SZ MV 5 | DX 5 | AC 9 |  HD 3 | #A -- | D -- | SV 14 | ML 5 | XP 40 |  TC A, X | Special: +2 to Saving Throws vs. Sorcery

* Telepathy: Polymorph self Martians can communicate telepathically with any sentient creature it can see. Additionally, it may lash out with a psychic whip against any creature within 30 feet forcing the target to make a Saving Throw vs. Sorcery or take 1d6+2 damage.

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Thursday, February 17, 2022

Warlock!: Death Knight




Type Otherworldy
Actions/round 2
Weapon/skill/damage Weapons / 11 / 1d6+2
Armour 2d6+1 armour
Adventuring skills 6
Stamina 36
Notes Flame, Intelligent, Spell caster


Description - "Death knights are created when a devoted and accomplished paladin betrays his oaths to his god and dies without ever seeking repentance or atonement. As punishment for his or her betrayal, the paladin's god returns their soul to the world of the living, animates their deceased body, and forces them to roam the land."



An ogre who tormented the Shawsook people by kidnapping their children. He is currently trapped within the Devil's Square in Enoch.
Dzoavits          DIFFICULTY 100
Size 2 ogre
Perception  10 (+0)
Defense 16; Health 75
Strength 17 (+7)    Agility 10 (+0) 
Intellect   9 (-1)    Will       13 (+3)
Speed 12

Immune gaining insanity
ATTACK OPTIONS
Bite (melee) +7 with 1 boon (3d6)

SPECIAL ACTIONS
Devour Dzoavits eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.

Vomit When dzoavits takes damage, it can use a triggered action to vomit semidigested food from both mouths, spraying everything within a 5-yard radius around it.


   
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Cypher System & Stay Alive!: Ahool

          






Ahool 5 (15) for the Cypher System and Stay Alive!


Motive: Hunt
Environment: Jungle
Health: 15
Damage Inflicted: 5 points
Armor: 1
Movement: Long
Modifications: Intimidate 6, Might Defense 6, Stealth 6
Combat: The ahool is the apex predator in its territory with its ferocious strength and ability to fly.
 Interactions: The characters are exploring an area that legends say holds the treasures of an ancient ruler, but the locals say it is guarded by an ahool.



"The Ahool (a.k.a Athol) is a large winged monster that is known to live in the dense jungles of Java, Indonesia. The name itself comes from an ear-witness account that the cryptid cries out in a sort of ‘AHOOL’ like scream. One thing that makes this an interesting cryptid is its occasional focus on killing and eating humans. "

Monday, February 14, 2022

Marvel Monday: NFL SuperPro for Claim The Sky & the Cypher System



SuperPro (Tier 1) for the Cypher System and Claim the Sky

A Tough Warrior Who Defends the Weak


Might:         14     Edge:  1

Speed:          10    Edge:  0

Intellect:      10    Edge:  0

Effort: 1

Armor: 8

Cypher Use: 2

Practiced: All Weapons

Trained:  Initiative, Intellect Defense, Jumping, Might Defense, Running

Specialized: Climbing

Inability: Heavy Weapons

Special Abilities: Bash, Courageous, Healthy, No Need for Weapons, Physical Skills, Practiced in Armor, Resilient, Warding Suit*

Exists in Two Places at Once: Duplicate

Power Shifts: Dexterity x1, Singe Attack: Light Bashing Weapon x2, Strength x2

Equipment: Light Bashing Weapon (2 damage), SuperPro Suit (7 armor)

*Warding Suit is simply Warding Shield but requires the SuperPro Suit


"Phil Grayfield was a football player who was injured saving a small child from a terrible accident. This injury ended Grayfield's football career, but he soon embarked on a career as a sports reporter. While interviewing an eccentric superfan, who happened to be a chemist, he was shown a priceless custom football uniform, which was almost invulnerable to damage. Thieves arrived during the interview, stole some of the memorabilia, and set the house on fire. An incapacitated Grayfield accidently knocks over some chemicals, which, combined with the rare souvenirs' fumes, turn him into the nearly invulnerable SuperpPro."

Wednesday, February 9, 2022

Star Wars: IG-100 MagnaGuard Droid for the Cypher System and the Stars Are Fire

         






Motive: Bodyguard
Environment: A Long Time Ago in a Galaxy Far, Far away
Health: 12
Damage Inflicted: 4 points
Armor: 3
Movement: Short
Modifications: Initiative 5, Speed Defense 6
Combat: IG-100s are designed to protect and serve a client and will follow the directions of their client completely and utterly.
Interactions: An Underboss of the Crimson Dawn has two MagnaGuards protecting her and the characters need information she has.


"IG-100 MagnaGuards, or Magna Guards, were fearsome bodyguard droids and a type of battle droid created by Holowan Mechanicals."

Tuesday, February 8, 2022

Star Wars: Rebel Shock Troopers for the Cypher System

I worked up this regenerated characters for a Star Wars One-Shot I'm preparing the next time we are missing members of our group.






Zane (Tier 2) a Mechanical Speaker Who Leads

Effort: 2

Might:           14     Edge:  0

Speed:           14    Edge:  0

Intellect:       14    Edge:  2

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light Weapons, Medium Melee Weapons

Trained: Computers, Identifying and Understanding Machines, Medium Ranged Attacks, Repairing Machines, Social Interactions  

Specialized: Deception, Persuasion, Seeing Through Deception

Inability: Heavy Weapons, People Never Know Where They Stand With You

Special Abilities: Babel, Confounding, Demeanor of Command, Fast Talk, Interaction Skills, Practiced With Armor, Practiced With Medium Weapons, Speedy Recovery, Tech Skills 

Leads: Natural Charisma, Good Advice, Enhanced Potential, Skilled With Attack

Equipment: Medium Blaster (4 damage), Medium Armor (2 armor)


Kern (Tier 2) a Strong Warrior Who Is Licensed To Carry

Effort: 2

Might:           21     Edge:  1

Speed:           12    Edge:  1

Intellect:        12    Edge:  1

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: All Weapons

Trained: Climbing, Heavy Ranged Attacks, Jumping, Running, Sneaking, Swimming  

Specialized: Persuasion, Seeing Through Deception

Special Abilities: Bash, Combat Prowess (Ranged Weapons), Improved Edge (Intellect), Overwatch, Physical Skills, Practiced With Armor, Skill With Attacks, Successive Attack 

Is Licensed To Carry: Gunner, Enhanced Potential, Careful Shot

Equipment: Heavy Blaster (7 damage), Medium blaster (5 damage), Medium Armor (2 armor)


Eloy (Tier 2) a Lucky Explorer Who Shoots With Deadly Accuracy

Effort: 2

Might:           10     Edge:  1

Speed:            15     Edge:  1

Intellect:         13     Edge:  0

Luck:              3

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light and Medium Weapons

Trained: History, Knowledge of the Outer Rim, Perception

Inability: Heavy Weapons

Special Abilities: Advantage, Combat Prowess (Ranged Weapons), Danger Instinct, Danger Sense, Fleet of Foot, Knowledge Skills, Luck Pool, Practiced With Armor, Range Increase

Shoots With Deadly Accuracy*: Careful Aim, Precision

Equipment: Heavy Medium blaster (5 damage), Medium Armor (2 armor)

*It is really Throws with Deadly Accuracy adjusted to blasters


Thun (Tier 2) a Swift Warrior Who Wields Two Weapons at Once

Effort: 2

Might:           10     Edge:  1

Speed:            20     Edge:  2

Intellect:        12     Edge:  1

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: All Weapons

Trained: 

Inability: Balance

Special Abilities: Combat Prowess (Ranged Weapon), Improved Edge (Intellect), Improved Edge (Might), Practiced With Armor, Skill With Attacks (Light Ranged), Skill With Defense (Speed), Stealth Skills

Wields Two Weapons At Once: Dual Light Wield, Double Strike*, Infiltrator

Equipment: Light Blaster x2 (3 damage), Medium Armor (2 armor)


Arin (Tier 2) a Intuitive Explorer Who Wields Two Weapons at Once

Effort: 2

Might:           14     Edge:  1

Speed:           15     Edge:  1

Intellect:         14     Edge:  0

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light and Medium Weapons

Trained: Acrobatics, Perception

Inability: Heavy Weapons

Special Abilities: Combat Prowess (Ranged Weapons), Escape, Find the Way, Improved Edge (Speed), Know What to Do, Practiced With Armor, Quick Recovery, Surging Confidence

Masters Weapons: Weapon Defense, Weapon Master, Enhanced Potential, 

Equipment: Medium Blaster (6 damage), Medium Armor (2 armor)




World of Darkness: Black Spiral Dancer for the Cypher System, Stay Alive!, and Numenera

        




Motive: Destroy Gaia so the Wyrm can start the next world
Environment: Sites tainted by toxic waste or blasphemous rites
Health: 18
Damage Inflicted: 5 points
Armor: 3
Movement: Short
Modifications: Initiative 5, Intellect Defense 5, Melee 5, Might Defense 6
Combat: They are savage and unfettered warriors in combat and quick to enter battle. If a Dancer has taken damage roll a d6 at the beginning of their turn and on a 6 they heal 1d6 Health. They may also hurl balefire at a target within Short range.
Interactions: A Black Spiral Dancer has been corrupted by the Wyrm, a being seeking to shed the husk of this dead world and ushering in the next one, since they were a pup and they descend deeper into its service as they age. As the world is dead there is no limitation on their behavior or actions since it is all meaningless in the end.


"The way they see it, the Wyrm has won. This world is utterly corrupt and decaying and they are trapped inside the rotting corpse of Gaia. They have as bleak future as everyone else and nothing they construct or nurture will survive in the long run.

They are the winners, though. They fought and won against the blind Garou nation. They triumphed against the lies, puritanism, denial and naiveté of their siblings who simply cannot admit that the world they defended was corrupt, malignant and twisted.

The Wyrm is the great ender of worlds. When the time comes it cleanses the old in order to open space for the new. The Wyrm has never been corrupt, mad or anything like that. It is simply doing its job and, as always, those being cleansed fight against it. The Wyrm is also amoral, it uses all weaknesses of those it attacks in its mission. The corruption and horror we see manifested in the Wyrm's minions are nothing but reflections of the flaws of gaia and her children. The Wyrm didn't create those, it just uses them to its purpose.

The dreadful truth about the Black Spiral is that in its very center there is a glimpse of what is to come. There is purity, peace, hope and redemption in the very center of the labyrinth. The secret of the Wyrm is the promise it makes to all its children that they will be reborn in the world to come. That the Wyrm itself has known a thousand worlds and it both loves and cares for all the souls it has been shepherding from one cycle to the next.

To live in a doomed world is the ultimate freedom. Nothing is sacred, all vices are allowed. Everything is temporary and illusory. "

Monday, February 7, 2022

Marvel Monday: Super-Adaptoid for Claim the Sky and the Cypher System


Super Adaptoid 8 (24) for Claim the Sky and the Cypher System 


Motive: Serve A.I.M.
Environment: Earth 616
Health: 36
Damage Inflicted: 8 points
Armor: 6
Movement: Long
Modifications: Might Defense 9, Speed Defense 9
Combat: The Super Adaptoid is an artificial intelligence that contains a shard of the Cosmic Cube and has the powers, equipment and training of Captain America, Giant Man, Thor, Hawkeye, and Iron Man.
Bow: Ranged attack with a range of Long that ignores 3 points of Armor
Hammer: Melee attack that deals 9 points of damage
Pym Particles: Can shrink and gain Stealth 12 or grow and gain 12 Health
Repulsor Blast:  Ranged attack with a range of Short if the d20 roll is even the target is knocked back a Short distance 
Shield: When hit by an attack if the roll is odd it deals 2 less damage to the Super-Adaptoid
Interactions: The Super-Adaptoid possesses exceptional artificial intelligence, but limited imagination and an inability to understand the human condition has led to defeat.
Use: A.I.M. has set their sights on a graduate student's quantum computer at Empire State University and they send the Super Adaptoid to Time Square to create a diversion for Manhattan's heroes.


"The original iteration is an artificial construct created by A.I.M., and courtesy of a shard of the Cosmic Cube artifact, the machine was capable of mimicking the powers and skills of numerous super beings. It has mimicked over a dozen meta-human characters, with the effect extending to including specific weapons and equipment, such as Captain America's shield, Iron Man's armor, Hawkeye's bow and arrows, Thor's mystical hammer Mjolnir."

Sunday, February 6, 2022

Star Wars: Cad Bane for the Cypher System & Numenera

        



Cad Bane 6 (18) for the Cypher System


Motive: The Hunt
Environment: A Long Time Ago in a Galaxy Far, Far away
Health: 18
Damage Inflicted: 6 points
Armor: 3
Movement: Short
Modifications: Initiative 8, Intellect Defense 7, Intimidation 7, Speed Defense 7, Tracking 7
Combat: He is ruthless in battle and possibly the quickest draw in the Galaxy and can attack 3 times on his turn.
Interactions: All Bane cares about is getting his quarry and making sure that his name strikes fear in the hearts of anyone who comes across him.

"Born on the planet Duro,[1] Cad Bane eventually became a bounty hunter. During the early stages of his career, Bane was briefly mentored by fellow bounty hunter Jango Fett.[15] In time, he would gain a reputation as a famous bounty hunter."

Wednesday, February 2, 2022

Claim the Sky: Flash Mob for Claim the Sky & the Cypher System



FLASH MOB (Tier 1) for the Cypher System and Claim the Sky

An Intelligent Explorer Who Exists in Two Places at Once


Might:         13     Edge:  1

Speed:          10    Edge:  0

Intellect:      14    Edge:  1

Effort: 1

Armor: 2

Cypher Use: 2

Practiced: Light Weapons, Medium Weapons

Trained:  Biology, Engineering, Medicine, Remembering

Specialized: Climbing

Inability: Heavy Weapons

Special Abilities: Improved Edge, Knowledge Skills, No Need For Weapons, Practiced in Armor

Exists in Two Places at Once: Duplicate

Power Shifts: Accuracy x1, Dexterity x1, Healing x1, Power Duplicate x2

Equipment: ECHELON Action Suit (2 armor)

*When Flash Mob uses Duplicate he can create up to 3 duplicates.


Jon Martin Cooper Jr. is the oldest son of Jon Martin Cooper Sr. and Dr. Lena Cooper.  His parents met while going to college at Texas State University in Houston.  After graduating, they married and moved to San Diego, California with Lena becoming a biochemist at Future Perfect and Jon Sr. becoming an guidance counselor at Sizemore High School.

Jon Jr. or JJ's science and math scores were off the chart and after graduating high school at 15, he was offered a full scholarship from Future Perfect in exchange for a 3 year contract upon graduation.

JJ, only 19 when he gained his PhD in Biotechnology, took a position on a Future Perfect team in Abilene, TX led by his Mom's best friend, Dr. Jill Chandler.  Jill's team was working on several solutions to help veteran's that had lost limbs and they were given access to material from Project Apogee which lead to the creation of the first Minuteman, the speedster who helped pacify Iraq in a matter of hours during the first Gulf War. Unknown to JJ one of his co-workers botched opening the container housing the extraterrestrial Isotope X that was used to create Minuteman and the whole team was exposed to it.

JJ woke up 22 days later to find that he, Jill, and Dr. Ajax Zang were the only survivors of the breach. Within hours after waking he was interviewed by the the U.S. Defense Department and the United Nation's anti-metahuman task force, ECHELON, with both organizations seeking to put him through a barrage of tests to determine if he was a metahuman.

He chose to work with ECHELON as they also had an interest in his biotechnology background in their quest to trace illegal derivates of Isotope X such as Summit and Apotheosis. On the second day of testing they discovered that he could create duplicates and he eventually chose the codename Flash Mob. 

For ECHELON he is part of King Savage's INDIGO team with Headstrong, Jumpjet, and the Operator.

Deadlands: Spearfinger for Savage Worlds

  "Spearfinger, or U'tlun'ta, is a female monster in Cherokee legend that lived along the eastern side of Tennessee and weste...