Wednesday, June 29, 2022

3d6 Dungeoneers: Design Diary 1



While I've worked on supplements for OSR games like Black Hack and BX/Old School Essentials I've been gametorming my own jam for quite awhile now and I'm going to explore it here on the blog. The first RPG I ever played was Champions 4E and while I've moved away from it, the 3d6 resolution mechanic has really been calling me to come back for a visit. I like the bell curve and I want something less swingy than the venerable d20. Additionally, I've always been a fan of Mike Pondsmith' Mekton, Cyberpunk 2020, and Castle Falkenstein. Falkenstein, specifically, is the first RPG that showed me how you could wonderfully emulate the genre with its presentation and is probably when I first started looking at what we now call "story games". While I have no interest in using a card-based mechanic what really caught my attention was dispensing with Attributes or Ability Scores and simply using Skill Ranks that mostly defaulted to an average score.

In that spirit what I'm looking at involves separating each individual component of Ability Scores, Racial Traits, and Class Traits to form a Skill List. Most characters will default to 'Average" or in other words roll a 9 (37.5% chance) or less on 3d6.

Here are the individual components as a Skill List:

Armor Class

Back-stab

Climb Sheer Surfaces

Detect Construction

Detect Room Traps

Detect Secret Doors

Find or Remove Traps

Hear Noise

Hide in Shadows

Hit Points

Initiative

Listening at Doors

Literacy

Magical Saves

Melee Attack

Move Silently

NPC Reactions

Number of Retainers

Open Gates

Open Locks

Pick Pockets

Retainer Loyalty

Resist Breath Attacks

Resist Death & Poison

Resist Paralysis & Petrify

Resist Wands

Resist Spells & Rods & Staves

Spoken Languages

Turn Undead


I'm still workin out how Hit Points will eventually work under this system but as of now everything defaults to a 9 or less (9- in the future) and things like Armor Class will be affected by equipment. At the moment there are twenty-nine Skills and you will assign Ranks to Skills in the following manner: choose one Skill a 13-, two Skills at 12-, three Skills at 11-, 4 Skills at 10-.


Ten of the twenty-nine will be better than 9- under this approach and that feels about right at the moment.


You'll notice I haven't covered magic or spellcasting yet. I'm not a big fan of of mixing spell points and spellcasting skill rolls and further, I am really comfortable with some form of Vancian magic. I'm thinking I won't separate Arcane and Divine magic and may just allow anyone to cast using Spell Scrolls or Grimoires ala Knave. I have a setting in the back of my mind that would allow anyone to use magic in a similar fashion as RuneQuest, Glorantha, and Mythras because removing the Classes, in my mind, makes spellcasting merely another Skill anyone can develop. 


More soon.



Thursday, June 23, 2022

Deadlands: Hangin' Judge for Worlds Without Number





Hangin' Judge for Worlds Without Number


HD: 5

AC: 16 

Atk: +5 x 2

Dmg: 1d6+2

Shock: 3 / 15

Move: 30'

ML: 12

Instinct: 2

Skill: +2

Save: 13+

  • It is Averse to a lawman's badge.
  • Weapons wielded by a lawman inflict maximum damage on a hit to it and always inflict Shock regardless of it's AC.
  • It is Terrifying.
  • It is Unending and cannot die by violence. It may only be ended by being hanged.




Wednesday, June 22, 2022

Willow: Death Dog for Worlds Without Number

   


Death Dog

for Worlds Without Number 


HD: 3

AC: 13 

Atk: +5

Dmg: 1d8

Shock: 1 / AC 13

Move: 40'

ML: 10

Instinct: 3

Skill: +2

Save: 14+

  • It has a +2 bonus to saving throws against magic.
  • When it successfully attacks a creature and the d20 roll is naturally Even, it inflicts an additional 2 damage due to its caustic saliva. 
  • The difficulty of stabilizing someone Mortally Wounded by the death dog is 10 plus the number of full rounds since it was downed. Additionally, the physician's difficulty to remove the Frail condition on one of its victims is 12.






Tuesday, June 21, 2022

Blast from the Past: The Black Hole's Maximillian for Stars Without Number




HD: 7

AC: 18

Atk: +9 

Dmg: 1d10+1

Move: 10m

ML: 12

Skills: +3

Save: 11+

  • He has all of the traits and abilities of a VI robot.
  • He can fly at his Movement speed.
  • He is immune to unarmed  attacks or primitive weaponry as if he wore powered armor.
  • His melee attacks have a Shock of 2/20.
  • He can take a Move action on the same round as he makes a melee Execution Attack, closing rapidly with a target before he attacks. He may split his Move action when making an Execution Attack, taking part of it before he attempts to murder  his target and part of it afterwards. 

Monday, June 20, 2022

Bullet Time: John Wick for Stars Without Number

             



HD: 10

AC: 18

Atk: +12 x 2 

Dmg: 1d8+5

Shock: 6/-

Move: 10m

ML: 12

Skills: +5

Save: 10+

  • He always goes first in combat.
  • He ignores Shock damage.
  • He gain a bonus of +2 to his Physical saving throws.
  • He can draw or holster a Stowed weapon as an On Turn action.
  • The first time each day he is reduced to zero hit points by an injury, he instead survives with 10 hit points remaining.
  • He can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers.
  • Even on a miss with a Ranged attack, he does an unmodified 1d8 damage.
  • He can split his Move action when making an any kind of Attack, taking part of it before attacking a target and part of it afterwards. This means he can even take a Move action on the same round as he makes an Execution Attack.
  • A target hit by his Execution Attack takes a -5 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes triple the normal damage inflicted by the attack.


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Sunday, June 19, 2022

Star Wars: Darth Maul for Stars Without Number [Updated]

            



Darth Maul

for Stars Without Number


HD: 6

AC: 18

Atk: +7 

Dmg: 1d10+6

Shock: 5/AC 20

Move: 15m

ML: 12

Skills: +2

Save: 12+

Force: 4

  • When Maul would be hit by a ranged weapon attack roll a Force check and if the number rolled is less than or equal to his Force score the attack is deflected and if the number rolled is a 1 the attack is reflected back to the attacker.
  • Maul's Evasion saving throw is 10 or better.
  • When Maul uses his lightsaber for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even on a successful save.

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Saturday, June 18, 2022

Rifts: Burster Origin Foci for WWN & SWN

     



Burster Origin Focus 


Level 1

They must either be an Elementalist or take the Partial Mage class option from the Adventurer class as an Elementalist. Their maximum Effort score is increased by one point. They may commit Effort as an Instant action and while it is committed they are surround in an aura of flames and any creature that hits them with a melee attack takes 1d6 damage unless the weapon has the Long trait.


Level 2

They gain a +1 to the Modifier of Int or Cha to a maximum of +3. As a Main action they may hurl a blast of fire at a visible target within 300 feet. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. On a hit, the attack does 1d6 damage. They may use this bolt as often as they wish.


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Thursday, June 16, 2022

Rifts: Dog Boy Origin Focus for Worlds Without Number & Stars Without Number [Revised]

     



Dog Boy Origin Focus 


Level 1
They gain +1 bonus to their Constitution modifier, up to a maximum of +3 and gain Notice as a bonus skill which they can use to scent the trails of anyone with psychic or magical abilities as well as objects with paranormal or extra-dimensional traits. 

Level 2
They gain two of the following benefits from the list below.
• Their Movement speed increases to 40'.
• Their innate Armor Class is 13.
• They gain a +2 bonus to Physical saving throws.
• They gain Survive as a bonus skill.
• They gain 1 extra maximum hit point per level. 
   This bonus applies retroactively if you take this 
   Focus after first level.


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Wednesday Comics: Sentinel for Savage Worlds Adventure Edition

 






Attributes: Agility d6, Smarts d6, Spirit d4, 

                   Strength d12+5, Vigor d10


Skills: Fighting d8, Notice d10, Shooting d8


Pace: 10; Parry: 6; Toughness: 18 (4)


Edges: Alertness (Sensors)


Gear: Typically a laser rifle or flame-thrower are 

           built into the Sentinel's hands.


Special Abilities:

• Armor +4

• Construct: +2 to recover from being Shaken; 

  ignores 1 point of Wound penalties; does not 

  breathe or suffer from disease or poison.

• Fearless: Sentinels are immune to Fear and 

  Intimidation.

• Flight: Sentinels have a Flying Pace of 16".

• Nightvision: Sensor packages ignore penalties 

  for Illumination.

• Size 7 (Large): Sentinels stand 30' tall and have 

  an additional Wound.

• Stun: Uni-Beam built into the Sentinel's chest.

• Tentacles (2): Mechanical tentacles built into 

  the Sentinel's hands.




Tuesday, June 14, 2022

Rifts: Rahu-Men for Worlds Without Number & Stars Without Number

  



Rahu-Men 

for Worlds Without Number 


HD: 5

AC: 13 

Atk: +7 x 2

Dmg: 1d10 + 4

Shock: 5 / 15

Move: 40'

ML: 10

Instinct: 3

Skill: +2

Save: 11+

  • Its Physical saves are 9+
  • The first time that it is reduced to zero hit points from an injury, it instead survives with 1d6 hit points remaining. This ability can't save it from large-scale instantly-lethal traumas
  • 25% of the time the Rahu-Man casts spells as a 5th level Partial Hight Mage, Elementalist, Necromancer, or Vowed




Monday, June 13, 2022

Marvel Monday: Captain America Level 3 Pregenerated Character for WWN & SWN

Trying something a little different for Marvel Monday this week as I have done a pregenerated Captain America at Level 3 using Worlds Without Number. You can download the PDF here or click on the images below.

I've added a version using the Heroic Warrior class.

I've added a version using the Legate rules.






Jurassic Park: Therizinosaurus for WWN & SWN

 

Therizinosaurus 

for Worlds Without Number 


HD: 9

AC: 12 

Atk: +6

Dmg: 2d6 + 2

Shock: 4 / 15

Move: 30'

ML: 9

Instinct: 4

Skill: +2

Save: 11+

  • If a creature is hit with its claws they must succeed on a Physical saving throw or the creature loses their next Main action
  • It can split its Move action's movement around its Main action




Sunday, June 12, 2022

Deadlands: Stone for Worlds Without Number



Stone for Worlds Without Number


HD: 12

AC: 18 

Atk: +14 x 2

Dmg: 2d6 + 5

Shock: 7 / -

Move: 40'

ML: 11

Instinct: 1

Skill: +3

Save: 8+

  • Stone always wins initiative and no one is faster
  • Stone gains an extra Move action each round
  • Stone’s ranged attacks have Shock 7 / -
  • Stone cannot be surprised
  • Draining
  • Intangible
  • Ravenous
  • Terrifying
  • Unending




Saturday, June 11, 2022

Robotetch: Zentradi Soldier for Stars Without Number

Zentradi Soldier

for Stars Without Number


HD: 4

AC: 16a

Atk: +5 

Dmg: 1d8+2

Move: 15m

ML: 10

Skills: +1

Save: 13+

  • Has +3 to Initiative.
  • Physical saves is 11+.
  • Has Exert - 2.


TinyD6: Wendigo

 


HP: 7 (High)

Description: Souls cursed by the Spirits of Nature after turning to cannibalism who now have an insatiable hunger and monstrous form.


Traits:

  • Berserker 
  • Bite (Melee Attack): Test with Advantage against an enemy within five feet of you.
  • Brawler 
  • Cry Out: Tests with Advantage to make those within the Near zone think someone is in danger and needs help.
  • Darkfighter
  • Diehard
  • Fleet of Foot
  • Sneaky

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Tuesday, June 7, 2022

Journey Into Mystery: Gomdulla -- The Living Pharoh! for Worlds Without Number

        


Gomdulla -- The Living Pharaoh!

 for Worlds Without Number

HD: 5

AC: 12

Atk: +4 

Dmg: 1d8+2

Shock: 3/AC 15

Move: 50’

ML: 12

Instinct: 6

Skills: +0

Save: 12+


  • Its Enemies must make a Mental save or lose their first turn’s Main Action as they summon their nerve. Morale checks it induces are made at -2. 
  • At the beginning of its turn roll a d6 and on a 5 or 6 it can use telekinesis to manipulate up to a metric ton, smash giant-sized holes in stone walls, or hurl objects at enemies within 60' who must make an Avoidance save or take 2d8 damage if directly hit by the object or 1d8 damage within 5’ of its impact.



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The Predator for Stars Without Number


Predator

for Stars Without Number


HD: 6

AC: 16

Atk: +9 

Dmg: 1d10+3

Shock: 4/AC 13

Move: 10m

ML: 10

Skills: +4

Save: 12+


  • Has +6 to Initiative.
  • As an Instant action the Predator becomes nearly transparent for the rest of the scene, gaining a +2 bonus on all Sneak checks and giving most creatures no chance to spot them at all unless they are specifically vigilant for intruders or the cloaked target gets within five meters.
  • As a Move action the Predator uses a med kit to cure 3d6 damage. The med kit has 2 uses per day.
  • Targets of the Predator’s melee Execution Attacks have an additional -2 to their Physical saves.
  • The Predator’s range attacks deal 1d3 Shock.



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Monday, June 6, 2022

Star Wars: Darth Vader for Stars Without Number [Updated]

           

Darth Vader

for Stars Without Number


HD: 10

AC: 20

Atk: +12 x 2

Dmg: 1d10+4

Shock: 5/AC 20

Move: 10m

ML: 12

Skills: +5

Save: 10+

Force: 6



  • As a Move action Lord Vader targets a sentient creature that can hear him and they must make a Mental save or gain a -2 to attack him for the rest of the scene as he uses the Force to taunt them about their own anger and fear. If they are a Force user they gain a -2 to the save. Once he targets a sentient creature this way he cannot do so again for the rest of the day.
  • When Lord Vader would be hit by a ranged weapon attack roll a Force check and if the number rolled is less than or equal to his Force score the attack is deflected and if the number rolled is a 1 or 2 the attack is reflected back to the attacker.
  • Lord Vader's Physical saving throw is 8 or better.
  • When Lord Vader uses his lightsaber for an Execution Attack, the weapon applies an additional -1 penalty to the Physical save and does double damage even on a successful save.


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Saturday, June 4, 2022

Rifts: Xiticx Warrior for Stars Without Number

           


Xiticx Warrior

for Stars Without Number


HD: 3

AC: 16

Atk: +3 

Dmg: 1d10+1

Shock: 2/AC 13

Move: 10m, Fly 20m

ML: 11

Skills: +0

Save: 14+


  • Has +5 to Initiative.
  • If there are at least 3 Warriors within 20m of each other they cannot be surprised due to their hive network.
  • If dual wielding gains a +2 to damage that doesn’t add to Shock.
  • Has a +1 to Mental saves.



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Rifts: Glitter Boy for Stars Without Number (Revised)

This version of the Glitter Boy is built as Mecha instead of Power Armor.





Glitter Boy Power Armor 

Height: 3m

Weight: 100kg

Power System: Nuclear

Cost: 1.5m 

Maintenance: 2,000

Speed: 4

Armor: 15

HP: 60

AC: 20

Power: 25

Mass: 45

Hard Points: 2

Class: Heavy

  • Before firing the Boom Gun the pilot must activate its stabilization system as a Move action. The Boom Gun deals 6d8 damage, 1d8 Shock, with a range of 5,000/10,000. Anyone within 60m when the Boom Gun is fired without ear protection must make a Physical saving throw or be deafened for 2d4 turns.
  • Exoskeleton grants the pilot +4 to their Strength score and its hand to hand attacks deal 2d6 damage with Shock 2/AC 15. 
  •  Laser weapons only due 1/2 damage due to the mecha's chromatic alloy hull
  • Advanced targeting system grants the Pilot +1 Shoot.
  • Equipped with panspectral optics.
  • To keep the power armor out of enemy hands the pilot may engage a self-destruct program that inflicts 10d8 damage to anything within 10m.


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Friday, June 3, 2022

Shadowrun: Dzoo-Noo-Qua for Stars Without Number


           

Dzoo-Noo-Qua

for Stars Without Number

HD: 4+4

AC: 15

Atk: +5 

Dmg: 1d8+1

Shock: 2/AC 13

Move: 10m

ML: 9

Skills: +0

Save: 13+

  • Has +2 to saves to resist magic.
  • Can see in the dark out to 20m.
  • Once per day, as an Instant action, it can shrug off any single weapon attack, magical attack, or physical trauma inflicted by a foe. If it rolls a natural 20 on its attack roll it gains another use of this ability for the day.
  • Is allergic to sunlight and is -2 to all actions while exposed to it.


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Thursday, June 2, 2022

Atari Force: Dark Destroyer for Stars Without Number

           



Dark Destroyer

for Stars Without Number


HD: 6

AC: 17

Atk: +8 

Dmg: 1d10+3

Move: 10m

ML: 12

Skills: +3

Save: 11+

Effort: 9


  • Has Telepathy - 4 and Facile Mind, Far Thought, Telepathic Assault, and Memory Editing.
  • Has Telekinesis - 4 and Telekinetic Armory, Impact Sump, Telekinetic Expertise, Telekinetic Ram, and Force Puppetry.
  • Has Teleport - 4 and Proficient Apportation, Spatial Awareness, Perceptive Dislocation, Effortless Apportation, and Deep Intrusion.


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Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City! In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmar...