Saturday, July 7, 2018

Flashback Saturday: Sargasso X for Savage Worlds, the Wasted West, and Rifts








"I have decided to remain in Earlsburg (Cincinnati) to research the nearby Frog-Man legend, I've become familiar with a highwayman, known as Sargasso X.  According to several reports, it is believed that Sargasso is suspected of absconding with some ancient military tech from the fearsome Area 18 that is north of the Frog-Man.

Sargasso seems to be a one man operation and the suit he wears has protected him during several daring daylight heists on the roads leading to and from the city."

--Sargoo the Sapient




SARGASSO X 
Wild Card


Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+2, Vigor d12

Skills: Climbing d8, Intimidation d8, Notice d8, Shooting d12, Fighting d8, Survival d8

Pace: 10; Parry: 10; Toughness: 8 (2)


Equipment:
Pulse Cannon 3d6+1

Special Abilities:
• Unarmed: 2d12+2 damage
• Armor (2)
• Infravision
• Improved First Strike
• Level Headed
• Two-Fisted


Friday, July 6, 2018

Creature Crucible: Gunflower for Labyrinth Lord


Gunflower for Labyrinth Lord
AL N, MV --, AC 8, HD 3, #AT 1 [seed bullets], 
THAC0 19, DG --, SV 0 fighter, ML 12,  Any creature within 10 feet must make save vs Poison or Death or take 2d6 damage from seed bullets XP 65

Gunflowers were created by the Wizard Montague Ontaria to defend his Onyx Tower. However, the spellthief, Muriel of Thren, stole the secrets of their creation and sold them for several fortunes in gold and magical secrets to nearly a dozen other magic-users.

(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.)

Wednesday, July 4, 2018

Labyrinth Lord Next: Halfling

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Changes to the class are in yellow.






Halflings
Requirements: Dex 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 8

Class Abilities
   • They cannot wield large or two-handed weapons
      but may use any other weapon and wear any 
      armor
   • In bushes or in outdoor cover they have a 90%
     chance to hide may hide by rolling a 3 or better
     on a d20 roll 
   • They may hide on a 1-2 on a d6 chance by rolling
      a 14 or better on a d20 roll
   • They gain a +1 to initiative rolls (see below) 
      when alone or wither other halflings
   • They gain a +2 to AC against creatures larger 
      than human +1 to AC 
   • They gain a +1 "to hit" with ranged weapons
   • Stronghold in a serene setting at 8th level, where
     they become sheriff


Level   XP         AtB   BrA   Po/D   Pe/P  W   Sp/D     
1            0          +1     13      8       10      9      12 
2        2,035       +1     13      8       10      9      12 
3        4,065       +2     13      8       10      9      12
4        8,125       +3     10      6        8       7      10
5      16,501       +4     10      6        8       7      10 
6      32,501       +5     10      6        8       7      10 
7      65,001       +6      7       4        6       5       8
8    130,001       +6      7       4        6       5       8 
#Attack Bonus

Each Player and the Dungeon Master roll a d20 for initiative and add the appropriate DEX modifier at the beginning of combat. Highest initiative total goes first, then second highest goes next, etc. If there is a tie, consult the DEX score with the highest winning the tie.

Tuesday, July 3, 2018

Labyrinth Lord Next: Fighter Class

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Text in yellow are changes I have made to the class.




Fighter
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8; +2 per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Gain a +1 to damage with weapons
   • Rolls a critical hit on a natural 19 or 20
   • They can wield any weapon and wear any armor
   • Land and leader of men at 9th level
   • Gain an additional attack at 15th level and every 
      5 levels thereafter, to a maximum of 4 attacks 
      at 25th level

Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
0            -           +0     17       14      16       15     18 
1            0          +1     15       12      14       13     16 
2        2,035       +1     15       12      14       13     16
3        4,065       +2     15       12      14       13     16
4        8,125       +3     12       10      12       11     14 
5       16,251      +4     12       10      12       11     14 
6       32,501      +5     12       10      12       11     14 
7       65,001      +6      9         8       10        9      12 
8      120,001     +6      9         8       10        9      12 
9      240,001     +7      9         8       10        9      12
10    360,001     +8      7         6        8         7      10 
11    480,001     +8      7         6        8         7      10
12    600,001     +9      7         6        8         7      10 
13    720,001     +10    5         4        6         5       8 
14    840,001      +11   5         4        6         5       8 
15    960,001      +12   5         4        6         5       8
16   1,080,001    +13   4         4        5         4       7
17   1,200,001    +14   4         4        5         4       7
18   1,300,001    +15   4         4        5         4       7
19   1,440,001    +16   4         3        3         3       6
20+ 1,560,001    +16   4         3        3         3       6
*Attack Bonus

Monday, July 2, 2018

Creature Crucible: Krux for Labyrinth Lord


Krux  for Labyrinth Lord
AL LE, MV 30', AC 8, HD 3, #AT 1 [havoc staff], 
THAC0 19, DG 1d6, SV 3 magic-user, ML 8,  Krux cast spell as 3rd level magic-users, XP 50

The Krux are one of the founding races of the Horde and legend says that they were taught their necromancy by Horder Prime itself. Typically a single Krux is assigned to a cadre of Raqquill as it's leader.

(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.)

Sunday, July 1, 2018

Creature Crucible: Feitheran for Labyrinth Lord


Feitheran for Labyrinth Lord
AL N, MV 30' (50' flying), AC 6, HD 3, #AT 1 [weapon], 
THAC0 18, DG 1d6, SV 3 fighter, ML 110,  XP 40

The Feitherans are winged humanoids with brown, feather-like skin. They prefer to live in seclusion in mountainous regions. They cannot speak Common and are very territorial and agressive, and are known to even eat other humanoids.

(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.)

State of the Planes: July 2018

What a long, strange trip it's been?


Sometime last summer, I found out my Dad had terminal cancer and that trip ended in late February this year. Obviously, it affected the blog. And me. It's still affecting me.

But even before that I was having trouble finding direction with the site. I was more focused more on monetizing it than just enjoying it. I think I'm past that now.

You may have noticed quite a bit of Labyrinth Lord, here's the reasons: 1) I like LL. 2) It's easy to work up quick ideas, the way Cypher System was. I like making or converting monsters. It gets my mind working creatively. Hopefully you guys like it too.

But if you don't or you have any feedback, please post. And I take requests. I really do.

Try to stay cool out there.

Dark Conspiracy: Intruder Dark Minion

  I've been a fan of Dark Conspiracy since it was first published by Game Designer's Workshop and I went all in on Mongoose's Ba...