Saturday, August 29, 2015

Cryptogram: Triax X-2000 Dyna-Max for the Cypher System





TRIAX X-2000 DYNA-MAX 8 (24)


Motive: The customer is always right, if their check clears
Environment: Anywhere
Health: 24
Damage Inflicted: 8
Armor: 3
Movement: Short
Modifications: Initiative action 9, Might defense 9, Perception 9, Smash 9, Speed defense 9
Combat: The dyna-max is agile, quick, and brimming with firepower.

Flamethrower: Inflict 4 damage to all enemies within immediate range.
Rail Gun: Inflicts 1d6+4 damage within short range.
Slammer Missles: Inflict 6 damage to an enemy within long range.
Vitro-Blade: Inflicts 4 damage that ignores armor.
Use: A local warlord has gotten her hands on a dyna-max and the town has hired the characters to deal with it.
Loot: A destroyed dyna-max has 1d4 cyphers.

Cyrptogram: Rahu-Men for the Cypher System




RAHU-MEN 6 (18)


Motive: Curiosity
Environment: Anywhere
Health: 18
Damage Inflicted: 6
Armor: 2
Movement: Short
Modifications: Initiative action 7, Intellect defense 7, Might defense 7, Numenera 7, Smash 8
Combat: Rahu-men are smart and strong antagonists.

Four Arms: Inflict 4 damage to 2 enemies within short range.
Tech-Savvy: They have 1 random cyphers.
Use: A tribe of rahu-men have moved into the area where the characters are staying.  The rah-men have many questions and the wrong answer could cause a conflict.
Loot: A dead rahu-man has 1 cypher.

Cryptogram: Necron Pariah for the Cypher System








NECRON PARIAH 4 (12)


Motive: Serve the C'tan
Environment: Anywhere
Health: 12
Damage Inflicted: 4
Armor: 3
Movement: Short
Modifications: Initiative action 5, Intellect defense 5
Combat: Necron pariahs are horrific fusions of necron and humanity.

Wrongness: An creature within immediate range who rolls a 1 or 2 takes 1 point of damage that ignores armor.
Blank: Any creature who attempts to use psychic abilities within immediate range has a +1 penalty.
Use: 1d6+2 Necron pariahs have begun hunting nanos in the region.  Was this a Tomb World before the 9th World?
Loot: A dead necron pariah has 1 cypher.

Friday, August 28, 2015

Cryptogram: Earth Child for the Cypher System





EARTH CHILD 6 (18)


Motive: Protect the world
Environment: Anywhere
Health: 18
Damage Inflicted: 6
Armor: 4
Movement: Short
Modifications: Smash 7, Might defense 7, Numenera 7, Tracking 7
Combat: Earth children see themselves as the protectors of the World.

Strength from the Earth: As an action, they may raise their Smash to 8 for 10 minutes.
Summon Animals: They may atract 1d6 animals of 1d6 Level that are loyal to the earth child.
Psychic: They have 2 random cyphers.
Use: An earth child and its animal followers are attacking caravan on the road the characters are traveling on.  Are the earth child's claim of hauling pollutants true?
Loot: A dead earth child has 1 cypher.

Cryptogram: Necron Warrior for the Cypher System






NECRON WARRIOR 5 (15)


Motive: Serve the C'tan
Environment: Anywhere
Health: 15
Damage Inflicted: 5
Armor: 3
Movement: Short
Modifications: Initiative action 6, Use Gauss Rifle 7
Combat: Necron warriors are the silent, terrifying infantry of their C'tan masters.

Use: 1d6 Necron warriors have phased into the area close to where the characters are staying.  Was this a Tomb World before the 9th World?
Loot: A dead neuron warrior has 1 cypher.

ParaMilitary: Panoptic Jarl





Antwerp 1946
After allied forces were recently expelled from the port by Nazi reinforcements, remote viewers of Project: Crystal Ball have confirmed reports from survivors of the attack that mummies were leading the assault.


Panoptic Jarl


"The Reich have gotten their hands on the first edition of Cultes des Goules.  Its the darkest form of necromancy.  Our forces are dealing with officers who have willingly been mummified to lead their troops into battle.  Officers who may very well be invincible."

-A selection from the Mankins Report, a debriefing of the massacre at Antwerp.

5th level leader [MUMMY] 
Initiative: +5

Kill You With My Cold, Dead Hands +8 vs. PD—18 damage 
     Natural Even Miss: 6 damage

R: Luger +10 vs. PD—15 damage 
     Natural Even Hit: An additional nearby enemy takes 10
     damage.

Nastier Specials
Offizier: All creatures who serve under the canpotic jarl deal the escalation die on a miss.

AC   21
PD   19                             HP 72
MD  16

Fear Threshold 24 HP



ParaMilitary: Muninn for 13th Age





Antwerp 1946
After allied forces were recently expelled from the port by Nazi reinforcements, remote viewers of Project: Crystal Ball have confirmed reports from survivors of the attack that the enemy invoked the powers of Old Gods.



MUNINN


"He cut out Major Burke's eye.  Then...then...he put it in his mouth and he...he rolled it around like it was a...gumball.  He wasn't speaking kraut...not...not exactly.  

And then the lightning hit us."

-Testimony of Private First Class Ronald Colt on the freakish lightning strikes at Antwerp.

4th level scrapper troop [HUMAN] 
Initiative: +2

R: Blitz +8 vs. PD—8 damage to 1d3 nearby enemies
     
C: Fluch +9 vs. MD—4 ongoing damage 
     Natural 16+: The target is weakened.

R: Zauberei +9 vs. PD—10 damage 
     Natural 16+: The target is confused.


AC   19
PD   13                             HP 50
MD  18