I'm currently reading a great new game, AZ After Zombies by the awesome Charles Rice (Modern20, OSRIC Unearthed, Old School Psionics, etc).
As I'm working up a review for the game, I decided to make a character. I'm really intrigued by this system and I made a character in less than twenty minutes. Expect my review soon!
Kyle York
Level 1
Background Military
ATTRIBUTES
Combat Ability 66
Health 50
Insight 34
Intellect 48
Leadership 25
Luck 45
Quickness 38
Strength 31
DERIVED ATTRIBUTES
Hit Points 99
Mental Toughness 59
Action Points 3
Endurance 31
Unity 13
Karma 40
SKILLS
Repair 48
Rifle 66
TRAITS
Tough +20 Hit Points
EQUIPMENT
Leather Jacket Protection +5 (55); Armor 2
AR-15 Recoil -10; Damage 3d10+6
Wood Baton Damage 2d10; Knockdown 8+; Accuracy +10;
Durability 95+
Wednesday, January 6, 2016
FATE: Fungus Amongus for Umdarr & Eternia
The excellent Masters of Umdarr, a great science fantasy setting for FATE Accelerated, has inspired me!

High Concept:
Fungus Mage
Motivation: To Lead The Myconoids Back to Vangri'La
Personal: To Live Up To His Father's Legend
Shared: You Taught Me To Play The Lute
Personal: To Live Up To His Father's Legend
Shared: You Taught Me To Play The Lute
APPROACHES
Careful: Good (+3)
Clever: Fair (+2)
Flashy: Average (+1)
Forceful: Mediocre (+0)
Quick: Average (+1)
Sneaky: Fair (+2)
STUNTS
Camouflage (Clever): +2 when Cleverly defending against missile attacks when you’re in a cluttered area.
Flourescent (Flashy): You can emit light from your skin, eyes, or hands. Once per scene, when you attempt to Flashily overcome an aspect related to darkness, you can outcome surge the result. Whenever you use this stunt, you gain a Glowing situation aspect with no free invoke, which lasts until the end of the scene.
STRESS
[ ]
[ ] [ ]
[ ] [ ] [ ]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
REFRESH: 3
Tuesday, January 5, 2016
Savage Worlds: Menhirites of Vex-Null for the Wasted West
"Vex-Null with its gargoyle-laden monoliths"
Menhirites tend the monoliths they hold sacred that are omnipresent throughout all of Vex-Null. Their dedication borders on insanity. They are ever vigilant of protecting outsiders from the fiercely territorial gargoyles that call the innumerable monoliths their home.
Menhirites tend the monoliths they hold sacred that are omnipresent throughout all of Vex-Null. Their dedication borders on insanity. They are ever vigilant of protecting outsiders from the fiercely territorial gargoyles that call the innumerable monoliths their home.
MENHIRITE OF VEX-NULL
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Knowledge (Monoliths) d10, Notice d8, Persuasion d6, Stealth d6,
Pace: 6; Parry: 5; Toughness: 6
Special Abilities
• Power Points 10
• Banish
• Beast Friend
• Blind
• Detect/Conceal Arcana
• Banish
• Beast Friend
• Blind
• Detect/Conceal Arcana
Out of the Abyss: Hammer of Innocence for D&D 5th Edition
In my Out of the Abyss game, I've taken to creating some magic items to seed my campaign with:
Legend holds that the Hammer of Innocence was given to the Inquisitor, Grace von Damme, by Tyr himself to free the village of Laslo from a clutch of yugoloths. While the enchanted warhammer was said to have been buried with the Inquisitor, rumors have linked the Red Door to its theft for close to a decade.Magic weapon (warhammer), very rare (requires attunement)
You gain a +2 to attack and damage rolls with this magic weapon.
In addition, you deal an additional 2d8 force damage against fiends.
Finally, if a fiend is possessing a creature that is struck with the warhammer it must make a DC 12 Wisdom saving throw, on a failure the creature is freed from possession.
Monday, January 4, 2016
Antimony: Lumley for the Cypher System
There is a village two days travel north, past the Spiritlands, known as Antimony that will celebrate its tenth anniversary this High Summer Eve.
Antimony attracts all kinds, including former cultists who still hear the whispered pleas of the daemon they worshiped for decades.
Lumley and Crichton were born into the strange and exotic Langolier Compound on the Winter Solstice over thirty years ago. They were ignored by their parents and fended for themselves mostly, leaving for days at a time with no one seeming to notice.
Sometime in their early teens they found their way into the hands of the Circle of the Whispering Strigoi. They were naturals for the cult: curious, loyal, and angry. They made their first kill within three months of joining. And they liked it. They talked little, but were always together and seemed to have a twin language all their own,
Coincidentally, on the Winter Solstice ten years ago, the Circle tried to raise the daemon, Ye'Aro, into the Ninth World. They failed and Crichton was pulled into some extra dimensional hell before Lumley's eyes.
For weeks, Lumley merely drank to forget the sight of his brother's destruction and to quiet Ye'Aro's incessant whispering. Apparently Lumley was the only survivor of the Circle, and therefore the daemon's sole anchor on the Ninth World. Broken and battered by his horrible life and empty without his beloved brother, Lumley marched out on a secluded shore before a trackless sea and set about ending his own misery. But before his blade could draw a single drop of blood, Ye'Aro's whispered promises held him fast. The daemon promised he would return Crichton to this World, if only Lumley would follow his plan to the very letter.
Three years later, Lumley is a hunter and journeyman jeweler. He is quiet and respected and has proven his loyalty to the village on more than one occasion. At least that's how he's perceived in the hours of the wane and ancient Sun.
By starlight, he is the Seneschal of the Whispering Strigoi, the Master of the Circle, and the Keeper of Ears. His cult is eleven strong and he has almost fulfilled his part of the pact he made with Ye'Aro. They meet in an ancient cairn the daemon revealed to Lumley most nights. Gurgling and howling accolades to the dameon and offering it sacrifices of all shapes and sizes. Soon, he will finish the daemon's work and be reunited with his brother.
Lumley is quiet and a keen listener. He prefers to hunt and trap on his own and works for as an assistant to Bum Arcades the local jeweler. Bum plans to leave his shop to the young man. He has begun courting Rema, the youngest of the Cortez daughters and her family expects them to marry after winter.
As Master of the Circle of the Whispering Strigoi, he is cold and calculating, following Ye'Aro's every demand. While the cult has always sacrificed sentient beings, in the last two season the requirements for victims grows daily and Lumley worries they will draw the villager's attention. But he will do anything to see his brother once again.
Motive: To rescue his brother
Environment: Antimony
Health: 18
Damage Inflicted: 5
Armor: 1
Movement: Short
Modifications: Hunting 6, Jewelry Making 6, Socializing 4, Speed defense 6
Combat: Lumley is vicious with a dagger and commands strange and evil powers from the daemon he serves.
Seneschal of the Whispering Strigoi: Lumley take on the vestiges of the daemon, he gains +5 Health, +1 to Damage Inflicted, and +2 to Armor.
Master of the Circle: Lumley can summon 1d6 Level 2 cultists, once per scene.
Keeper of Ears: Lumley has 4 random cyphers.
Use: Lumley is resourceful and dedicated to Ye'Aro. His only goal is to have his brother returned to him and will do anything to achieve this goal.
Loot: A dead Lumley has 2 cyphers.
(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.)
Antimony attracts all kinds, including former cultists who still hear the whispered pleas of the daemon they worshiped for decades.
Lumley and Crichton were born into the strange and exotic Langolier Compound on the Winter Solstice over thirty years ago. They were ignored by their parents and fended for themselves mostly, leaving for days at a time with no one seeming to notice.
Sometime in their early teens they found their way into the hands of the Circle of the Whispering Strigoi. They were naturals for the cult: curious, loyal, and angry. They made their first kill within three months of joining. And they liked it. They talked little, but were always together and seemed to have a twin language all their own,
Coincidentally, on the Winter Solstice ten years ago, the Circle tried to raise the daemon, Ye'Aro, into the Ninth World. They failed and Crichton was pulled into some extra dimensional hell before Lumley's eyes.
For weeks, Lumley merely drank to forget the sight of his brother's destruction and to quiet Ye'Aro's incessant whispering. Apparently Lumley was the only survivor of the Circle, and therefore the daemon's sole anchor on the Ninth World. Broken and battered by his horrible life and empty without his beloved brother, Lumley marched out on a secluded shore before a trackless sea and set about ending his own misery. But before his blade could draw a single drop of blood, Ye'Aro's whispered promises held him fast. The daemon promised he would return Crichton to this World, if only Lumley would follow his plan to the very letter.
Three years later, Lumley is a hunter and journeyman jeweler. He is quiet and respected and has proven his loyalty to the village on more than one occasion. At least that's how he's perceived in the hours of the wane and ancient Sun.
By starlight, he is the Seneschal of the Whispering Strigoi, the Master of the Circle, and the Keeper of Ears. His cult is eleven strong and he has almost fulfilled his part of the pact he made with Ye'Aro. They meet in an ancient cairn the daemon revealed to Lumley most nights. Gurgling and howling accolades to the dameon and offering it sacrifices of all shapes and sizes. Soon, he will finish the daemon's work and be reunited with his brother.
Lumley is quiet and a keen listener. He prefers to hunt and trap on his own and works for as an assistant to Bum Arcades the local jeweler. Bum plans to leave his shop to the young man. He has begun courting Rema, the youngest of the Cortez daughters and her family expects them to marry after winter.
As Master of the Circle of the Whispering Strigoi, he is cold and calculating, following Ye'Aro's every demand. While the cult has always sacrificed sentient beings, in the last two season the requirements for victims grows daily and Lumley worries they will draw the villager's attention. But he will do anything to see his brother once again.
LUMLEY OF QUALL 5 (15)
Motive: To rescue his brother
Environment: Antimony
Health: 18
Damage Inflicted: 5
Armor: 1
Movement: Short
Modifications: Hunting 6, Jewelry Making 6, Socializing 4, Speed defense 6
Combat: Lumley is vicious with a dagger and commands strange and evil powers from the daemon he serves.
Seneschal of the Whispering Strigoi: Lumley take on the vestiges of the daemon, he gains +5 Health, +1 to Damage Inflicted, and +2 to Armor.
Master of the Circle: Lumley can summon 1d6 Level 2 cultists, once per scene.
Keeper of Ears: Lumley has 4 random cyphers.
Use: Lumley is resourceful and dedicated to Ye'Aro. His only goal is to have his brother returned to him and will do anything to achieve this goal.
Loot: A dead Lumley has 2 cyphers.
(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.)
Saturday, January 2, 2016
Savage Worlds: Demoniac Lycanthropes of Zukov for the Wasted West
Awhile back, I came up with an opening crawl for a campaign setting for the fictional city of Cross Planes (with apologies and respect to Robert E. Howard):
Know, O prince, that between the years when the wyrmholes consumed the Union and its fifty-four states, and the years of the rise of the Scions of Vogel, there was an Age undreamed of, when night shrouded kingdoms lay spread across the world like hungry lions beneath the stars - Qng, Ka'Vril, Manthrax, Black Summit, Zukov with it's demoniac lycanthopes and epitaphs of fell psalms, Rocket City with its valor, Mechaniopea that bordered on the unskinkable city of Hadron, Vex-Null with its gargoyle-laden monoliths, Norad whose dragon-line riders wore depleted uranium and phosphorous and orichalcum. But the proudest kingdom of the world was Cross Planes, reining supreme in the haunted west.
Here are some of those ideas translated to Savage Worlds:
Know, O prince, that between the years when the wyrmholes consumed the Union and its fifty-four states, and the years of the rise of the Scions of Vogel, there was an Age undreamed of, when night shrouded kingdoms lay spread across the world like hungry lions beneath the stars - Qng, Ka'Vril, Manthrax, Black Summit, Zukov with it's demoniac lycanthopes and epitaphs of fell psalms, Rocket City with its valor, Mechaniopea that bordered on the unskinkable city of Hadron, Vex-Null with its gargoyle-laden monoliths, Norad whose dragon-line riders wore depleted uranium and phosphorous and orichalcum. But the proudest kingdom of the world was Cross Planes, reining supreme in the haunted west.
Here are some of those ideas translated to Savage Worlds:
DEMONIAC LYCANTHROPES OF ZUKOV
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d12+2
Skills: Fighting d10, Notice d8, Stealth d8, Tracking d8, Survival, d8
Pace: 10; Parry: 8; Toughness: 12 (2)
Special Abilities
• Unarmed 2d12
• Size (+2)
• Infravision
• Weakness Silver weapon
• Werebats Flying
• Werebear Toughness of 14
• Wereowl Notice d10, Stealth d10
• Wererat Stealth d10, Survival d10
• Werespider Wallwalking, Poison (-2)
• Weretiger Unarmed damage is 3d10, Stealth d12, Tracking d10
• Werewolf Notice d10, Tracking d12
• Size (+2)
• Infravision
• Weakness Silver weapon
• Werebats Flying
• Werebear Toughness of 14
• Wereowl Notice d10, Stealth d10
• Wererat Stealth d10, Survival d10
• Werespider Wallwalking, Poison (-2)
• Weretiger Unarmed damage is 3d10, Stealth d12, Tracking d10
• Werewolf Notice d10, Tracking d12
Friday, January 1, 2016
Lego: Axl, a Nexo Knight for the Cypher System and Numenera
As many of you know I like toys, and my fourteen year old son and I love Legos.
Legos has revamped their Castle Line as Nexo Knights and when my boy showed me these I just felt they were a good way to kick off 2016.
Axl's adventure takes place in the futuristic Kingdom of Knighton. It focuses on the Nexo Knights as they journey to defeat Jestro the evil jester, the Book of Monsters, and their lava monster army. Clay leads the Nexo Knights, which include Macy, Lance, Aaron, and Axl. Together, under their mentor Merlok 2.0, they band together to defeat Jestro.
Legos has revamped their Castle Line as Nexo Knights and when my boy showed me these I just felt they were a good way to kick off 2016.
Axl's adventure takes place in the futuristic Kingdom of Knighton. It focuses on the Nexo Knights as they journey to defeat Jestro the evil jester, the Book of Monsters, and their lava monster army. Clay leads the Nexo Knights, which include Macy, Lance, Aaron, and Axl. Together, under their mentor Merlok 2.0, they band together to defeat Jestro.
AXL 3 (9)
Motive: To uphold the code of the Nexo Nights
Environment: Knighton
Health: 14
Damage Inflicted: 3
Armor: 3
Movement: Short
Modifications: Athletics 4, Might defense 4, Smash 4
Combat: Axl uses his incredible strength to hurl items and crush his foes.
Incredible Might: When a character rolls a 1-2 on their Might defense roll against Axl, they are knocked back a short distance.
Nexo Gen: He has 2 random cyphers.
Biter: He inflicts 2 points that ignores armor.
Use: A strong and tenacious enemy or ally.
Loot: A defeated Axl has 1 cypher.
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Shadowdark: The Citadel on the Borderlands
I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...





