Showing posts with label Worlds Without Number. Show all posts
Showing posts with label Worlds Without Number. Show all posts

Thursday, October 23, 2025

31 Nights of Halloween: Marvel's Gomdulla, the Living Pharaoh for Worlds Without Number

         


Gomdulla -- The Living Pharaoh!

 for Worlds Without Number

HD: 10

AC: 12

Atk: +8 

Dmg: 2d8+2

Shock: 3/--

Move: 50’

ML: 12

Instinct: 6

Skills: +0

Save: 7+


  • 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 4d8 damage if directly hit by the object or 2d8 damage within 5’ of its impact.

Saturday, October 11, 2025

31 Nights of Halloween: Werewolf By Nights's Soul Beast for Worlds Without Number



Soul Beast for Worlds Without Number

HD: 7

AC: 13

Atk: +7 x 2 

Dmg: 1d10+5

Shock: 3/AC 15

Move: 40’

ML: 10

Instinct: 5

Skills: +2

Save: 12+

  • If an enemy is hit twice in the same round, they must succeed on a Physical Saving Throw or become dazed and lose their next action.

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.






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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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




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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Friday, May 27, 2022

Sprawls Without Number: Gabriel Hound for Stars Without Number X Shadowrun

          



Gabriel Hound 

for Stars Without Number X Shadowrun


HD: 3

AC: 14

Atk: +4 

Dmg: 1d8

Shock: 1/AC 15

Move: 15m

ML: 9

Skills: +2

Save: 14+

Effort: 1

  • Commits Effort for the scene as an On Turn action and 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 Hound gets within five meters of them. The effect ends instantly if the Hound moves violently, such as with running or fighting. 
  • Commits Effort for the day as a Main Action and target a visible creature which must make a Mental save or become paralyzed and helpless for the rest of the scene. On a successful save, they lose their next Main Action. If the target is attacked the paralysis ends immediately. This ability can target a given creature only once per scene. 
  • Commits Effort for the scene as an Instant action to Move or make a Fighting Withdrawal as an On-Turn action.
  • Commits Effort as a Main action; while it is committed the Hound changes its appearance to a vaguely humanoid creature that moves on all fours.
  • Is allergic to sunlight and is -2 to all actions while exposed to it.




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Thursday, May 26, 2022

Sprawls Without Number: Cyberpunk X Stars Without Number X Worlds Without Number


I've spent the last several weeks kind of taking a break from the OSR and focusing on DnD 5E but I've found that I keep coming back to the works of Kevin Crawford and Sine Nomine.

Stars Without Number and Worlds Without Number are both amazing RPGs that mix, in my opinion, the best of B/X, ADnD, and 5E. I don't find myself really looking to house rule either game as I do with Old School Essentials, Hyperborea 3E, or Labyrinth Lord. I like Cantrips, Ascending AC, and Skills most of the time and Kevin has covered them in these games. I think, more importantly, I like all of the tools Kevin gives a Game Master to help foster their campaigns and the way he lets you see the wheels behind the system you are using.

In fact, over on Reddit he gave a glimpse of Cyperpunk game in the style of SWN and WWN and that glimpse gave me everything I need to run Shadowrun. I've loved Shadowrun since I saw the 1st Edition of the game and though I am very much a "system guy" there is something about the Magic system in every edition of SR I've looked at (and Earthdawn set in the same world in an earlier age and with a different system) that I just can't wrap my mind around. While I think DnD 5E compatible of the game is a no-brainer I'm happy to take all of the tools that Kevin has given us over the years and just run Shadowrun with them.

I'm calling Sprawls Without Number and I'll be working on it here for a bit.

Here is an 3rd Level Orc Street Samurai I made using the Operator Class and choosing the On Target and Wired Edges at Level 1:

Orc Street Samurai Level 3


Strength 14 (+1)

Dexterity 12 (+0)

Constitution 14 (+1) Max Strain 7

Intelligence   8 (-1)

Wisdom 10 (+0)

Charisma          8 (-1)


Hit Points  23
AC 16

Melee +4

Ranged +3


Saves
Evasion 11+

Mental 12+

Physical 10+


Skills

Exert +0

Notice +0

Puch +0

Shoot +1

Sneak +0

Stab +2

Survive +0


Weapons

Mag Pistol +4(2d6+2)


Vibro Axe +6     (2d10+2)

Miss   (3/AC 15)

Adjacent Foes  (3/AC 15)


Edges

On Target

Wired


Orc Traits 

Nightvision out to 60 feet

Foci

Close Combatant Level 1 & 2



Cybernetics
Adrenal Pump 

Torque Actuator (Twitchlock Actuator for Strength)

Dermal Armor

Holdout Cavity 











Wednesday, May 18, 2022

Old Gods of Appalachia: Horned Head for Worlds Without Number



The Thing Whose Name Sounds Like Horned Head, But Is Not  

for Worlds Without Number


"Its coat was black as soot. Its hooves were wet with a viscous smearing brown. Its eyes burned with a foul blood-colored light. But the things she could not look away from were its antlers. They were amber. Translucent and honey-colored, pulsing with a low poisonous smolder, bits of ash falling from them here and there."

-- Old Gods of Appalachia Episode 0.5: The Witch Queen


HD: 10

AC: 20 

Atk: +12

Dmg: 2d6 + 3

Shock: 6 / 14

Move: 50'

ML: 11

Instinct: 3

Skill: +3

Save: 9+

  • Averse to witch’s crafts
  • Beguiling
  • Draining
  • Intangible
  • Terrifying
  • Unending

Sunday, May 8, 2022

Worlds Without Number: Sisiutl

 

Image by Jim Wilson


Sisiutl for Worlds Without Number

HD: 10
AC: 13 
Atk: +6 x4

Dmg: 1d10
Shock: 2 / 15
Move: 50'
ML: 9
Instinct: 5
Skill: +2

Save: 12+

• Icy Stare: Twice per scene it can paralyze a creature with its gaze on a failed Mental save. The target cannot move or take an action and at the end of its turn it may attempt another Mental save and is freed on a success.

A sisiutl is a creature that bridges the boundaries between the Material and Spiritual Planes. It is fearsome guardian, and serves to protect and mediate interactions between mortals and spiritual outsiders. They are usually found near portals between planes and places where planar boundaries are thin. Sisiutls are somewhat stern and no-nonsense, but they have a fondness for cooked meats and other gifts that are difficult to make or obtain without hands.


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Thursday, November 18, 2021

Warlord: Deimos for Worlds Without Number


Deimos for Worlds Without Number

HD: 6
AC: 13 
Atk: +2

Dmg: 1d6 + 1 (+1 mace/orb)
Shock: 2 / -- 
Move: 30'
ML: 9
Instinct: 2
Skill: +2

Save: 9+
Effort: 14

• Weilds an Orb that gives him +3 Effort per day and is a +1 mace. 

Partial Arcanist and a Parital Necromancer.

• Prepares 2 first level and 1 second level Arcanist spell per day.

• Knows the following 1st level Arcanist spells: Energetic Construct Evocation, Evoked Image Projection, Manipulatory Shadow Manifestation, Neural Burn Cascae and cast six 1st level spells per day.

• Knows the following 2nd level Arcanist spells: Blindside Skip, Concussive Pinhole Gate, Ghost Fild Emission and can cast three 2nd level spells per day.

• Can prepare six Necromancer spells per day with a max level of two, and cast three spells per day. Typically prepares: Command the Dead, Enfeebling Wave, Final Death, Query the Skull, Raise Corpse, Terrible liveliness.

• Necromaner Arts: Cold Flesh, Red Harvest, Unaging.


"Initially Deimos used advanced New Atlantean science to achieve his ends, later he became an adept of black magic. Deimos was a high priest of the kingdom of Thera who used knowledge hidden in the legendary Scrolls of Blood to ascend to the throne of that city-state. Not content with a single city-state, he plotted to conquer all of Skartaris only to be foiled by Travis Morgan—now known as the Warlord.”


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Friday, August 6, 2021

Rifts: Xiticix Warrior for Stars Without Number & Worlds Without Number

Stars Without Number's Heroic Classes model megadamage pretty darn well if you want to use it.




Xiticix Warrior for Stars Without Number

HD: 2
AC: 14
Atk: +2 x 3
Dmg: 1d8+1, Shock 2/AC 13
Move: 20m, flying
ML: 10
Skills: +1
Save: 14+

• When rolling the Notice skill or Initiative roll 3d6 and drop the lowest die.

• Evasion Saving throws are 12+

These loathsome creatures were once Necrontyr who managed to retain some of their original consciousness when they were transferred into their living metallic bodies of necrodermis, but were cursed with a terrible disease, manifesting a hunger for flesh that cannot be satisfied and that eventually drove them to madness.


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Monday, August 2, 2021

Gamestorming: Numenera X Worlds Without Number -- Bears a Halo of Fire

I'm a big fan of the Numenera setting but I have some issues with the Cypher System so I've decided to look at attempting converting Numenera's Foci to Kevin Crawford's Worlds Without Number/Stars Without Number.



Nuemenera's Bears a Halo of Fire for Worlds Without Number

Shroud of Flame: Commit Effort for the Scene as an On Turn Action to become a living inferno. While shrouded in flame your melee attacks deal 1d6 damage and a Shock of 1/-. Additionally, you have a resistance to fire damage forcing a second damage roll and using the lesser of the two.

Hurl Flame: While Shroud of Flame is active you can Commit Effort as an Instant Action to make a fire attack as a Main Action that deals 1d8 damage with a range of 30/60 feet.

Wings of Fire: While your Shroud of Flame is active, you can Commit Effort for the Scene as an On Turn Action to spread wings of fire moving at a speed of up 30 feet per round in any direction. 

Fiery Hand of Doom: While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human hand by Committing Effort for the Scene as an On Turn Action. The hand acts as you direct, floating in the air. Directing the hand is Main Action. Without a command, the hand does nothing. It can move 30 feet in a round, but it never moves farther away from you than 90 feet. The hand can grab, move, and carry things, but anything it touches takes 1d8+1 damage per round and a Shock of 2/AC 15 from the heat. The hand can also attack as a Main Action. It has 10 Hit Points and an AC of 13.

Flameblade: When you wish it, you extend your halo of fire to cover a weapon you wield in flame by Committing Effort as an Instant Action. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon inflicts an additional 1d8 points of damage.

Fire Tendrils: When you Commit Effort for the Scene as an On Turn Action your halo sprouts three tendrils of flame. As a Main Action, you can use the tendrils to attack with all three, making a separate attack roll for each. Each tendril inflicts 1d10 points of damage. If you don’t use the tendrils to attack, they remain but do nothing. 

Fire Servant: You commit Effort for the Scene and reach into your halo and produce an automaton of fire that is your general shape and size as a Main Action. The servant has 25 Hit Points an AC of 15 and deals 2d8+1 damage and Shock of 3/AC 10. Directing the servant is a Main Action, and you can command it only when you are within 90 feet of it. Without a new command, the servant continues to follow your previous command. You can also give it a simple programmed action, such as “Wait here, and attack anyone who comes within short range until they’re dead.” The servant lasts for the scene.




Sunday, August 1, 2021

Rifts: Ley Line Walker Focus for Worlds Without Number

     





The pursuit of magic is a means to utilize natural energy and direct it with one's own mental abilities. The ley line walker spends years learning to focus their thoughts and build their will in order to direct and mold mystic energy. They also spend years learning how to let the ley line energy flow into and through them.

Level 1
You gain Magic as a bonus skill, can sense a Ley Line and Rifts within 90m and can Commit Effort as a Main action to instantly travel 30m while on a Ley Line.

Level 2
While you are within 20m of a Ley Line Commit Effort for the day as an Instant action to heal 1d6 damage per three caster levels rounded up, plus your Heal skill. This healing adds one System Strain.

Thursday, July 29, 2021

Worlds Without Number: Tiefling Origin

I really liked how Tieflings in Planechase didn't have universal traits so I decided to channel that a bit using Foci.




Tiefling
Across the many planes of the Polyverse are countless humanoids who bear a bloodline from the Lower Planes.

Level 1
Roll once on the Appearance table.
You can adjust your appearance in other ways with the Game Master's approval.

d8 Appearance
1.   Your skull is larger than normal
       Gain a +1 to your Intelligence Modifier.
2.   Your ears are larger than normal.
       Gain the Alert focus.
3.    Your eyes are mirror-like and segmented like an insect's.
       Gain a +1 to your Wisdom Modifier.
4.   You have a small pair of horns on your head.
       Gain the Dealmaker focus.
5.   Your tongue is forked.
       Gain the Diplomatic Grace focus.
6.   You have feathers instead of hair.
       Gain the Gifted Chirugeon focus.
7.   Your body is covered in scales.
      Gain the Diehard focus.
8.   You have intricated birthmarks all over your body.
      Gain the Nullifier focus.

Sunday, July 25, 2021

World of Warcraft: Tauren Origin for Worlds Without Number

     

Art by Rogier van de Beek



Level 1
They gain a +1 to their Constitution or Strength Modifier up to a maximum of +3, their maximum System Strain is their Constition +2, and their horns are a melee weapon that deals 1d6 damage and Shock of 2/AC 13.

Level 2
They gain Survival as a bonus skill, a +1 to either their Mental or Physical Save, and an Effort of 1. They may Commit Effort for the Day and spend their Main Action to stomp their hoof on the ground requiring each creature within 5 feet to make a Physical Saving throw and on a failure take 1d8 damage and lose their next Move Action.

Pocket Dark Sun: Dune Reaper & Gaj

Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like l...