Showing posts with label Barbaric! rpg. Show all posts
Showing posts with label Barbaric! rpg. Show all posts

Thursday, June 9, 2022

Matters of Castle & Space Piracy Using Dragon Magazine, The Best Of Vol. 4 & Independence Games Skull & Crossbones

 So last night was one of those night's where the Best of Dragon Magzine issue IV & came across a few articles that one think about the glory days of  Dragon magazine. Could it be that I miss Dragon magazine in its glorious print format?! This is espcially true of Section III Creative Campaigning. This is a wonderful section for any old school or OSR dungeon master. This is especially true of 'A PC and his money by Lew Pulsipher'. This is one of the semial article on dealing with 'treasure', money, and adventurers. 

'A PC and his money by Lew Pulsipher' purposes any number of ways in which circumstances, the state, politics, religion etc. will drain away all of that ill gotten loot of the PC's. Just look at the section on religion; "Religion: This should drain a significant sum from adventurers, staying more or less proportional as income rises. In most fantasy worlds the gods are real, and if not omnipresent, they at least affect the world through manipulation of followers and minions. Most adventurers will actively worship one or more gods, if only "just in case." Active worship entails contributions, if not tithes (10% of all income) or offerings of animals and goods of the worshiper. And if the local temple is destroyed, the wealthy worshipers (that is, the adventurers) will be expected to provide money to rebuild it." 
Simple, straight forward thinking DM advice that comes in really handy in the middle of a campaign or when those higher levels come. And money breeds greeds which attracts unwanted attention. 
But I can also see this coming into play in 2d6 rpg campaigns as well! That's right there's a deeper well touch stone here and that's using this information with other games as well. Yes, we're specifically looking at Stars Without Number & other Traveller derived systems especially when exoplanets are involved. an Earth analogy exoplanet. And its this idea that could well tie into Stella Gemma Publishing's Barbaric rpg



Imagine for a second here that the Wild West analogy is turned on its ear & in turn you've got a horde of space pirates descending from the stars onto a primitive society. Imagine if you will a horde of Clement sector space pirates deciding to raid a group of primitive worlds for slaves stock, artifacts, and especially nature resources. All of this to make a quick dollar on the open market and if worm hole gateways have been cut off for hundreds of years even better. Yes, we're looking at Independence Games Skull & Crossbones here. 

The idea here is that this is simply another investiment in the space pirates portfolio. To this nameless little primative world this could be the Apocalpyse. But what happens if the primatives turn the tables?! A primitive proto Germanic or European Viking style culture suddenly becomes an interstellar player on the sector scene?! 
Events & politic become a whole lot more complicated and this is something that early Traveller dealt with a lot. Even taking H. Beam Piper's Space Viking into account here. The implications of a Dark Ages society becoming an interstellar power one that echoes in the hearts of some Science Fiction fans. Sure it may take a century or two but those hordes could well be coming for your colony. 



And this same ideal could well be suited for taking the Demon-class lembus and the Ironbard-class longship and adding it to your hordes of Chaos in Adventurer, Conqueror, King. An idea that goes back to March 22,'s blog entry here. ACK's fanzine  Axioms Issue 2: Savage Swords of Chaos! has some excellent articles on doing exactly that! 



Wednesday, March 16, 2022

The Barbaric Hordes - Using Dragon Magazine, The Best Of Vol. 5 To Fill The Ranks

 Last night while thumbing through Dragon Magazine, The Best Of Vol. 5 several interesting things came across my mind.Dragon Magazine, The Best Of Vol. 5 seems to concentrate on world building with lots of articles by various old school writers  taking center stage. And I had forgotten just how good Dragon magazine is. I don't want to go into too much detail but from Ice Age adventuring to using ancient Dwarven runes. Dragon Magazine, The Best Of Vol. 5 is a classic. 



'The Real Barbarians' by Katherine Karr from Dragon issue #72 April 1983 really spoke to me as a DM especially with a German & Celtic barbarian slant. This article gives food for thought when your looking into a game such as Adventurer, Conqueror, King, rpg. ACK's slant is towards a fantasy pseudo Roman empire. And I can see these barbarians being used as a fantasy barbarian clone horde in my own campaigns coming up. 
And to turn this on its ear these barbarian hordes on their ear by taking them into Stars Without Number rpg as a transplanted series of cultures on an Earth analogy exoplanet. And its this idea that could well tie into Stella Gemma Publishing's Barbaric rpg


Celtic & German barbarian hordes coming to meet and murder a party of explorers on some distant world seems like the sort of an event that would tie into Axioms Issue 2: Savage Swords of Chaos! This exoplanet might be a hot bed of Chaos where the hordes have matured over the centuries ready to be unleashed upon some unspecting world! 



Sunday, November 7, 2021

Review & Commentary 'It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut" From Stellagemma Publishing For the Barbaric rpg

 "Dark times has fallen upon the Storm Wolf Tribe. Once edible fruits and plants had become poisonous and game that was docile turn into viciously aggressive malformed monstrosities. The source is an abbey used as a vault for dark knowledge way too harmful to be left loose on the world. Something horrible has happened to the kind yet weird monks living in the abbey and it seems to be ancient and beyond evil. Is up to the tribe's most brave warriors to find out and stop this force before it engulfs the Storm Wolf tribe in its darkness."
"It Came from the Scriptorium is a horror dungeon crawl adventure for 3 to 5 PCs, using the Barbaric! sword & sorcery rules ruls and fully compatible with The Sword of Cepheus or any other 2d6 OGL fantasy game. The default setting is the Steel Borderlands, a wilderness distant from the settlements composing the civilized lands of kingdoms and empires but it will fit very easily into almost any sword & sorcery setting.

The players should be aware that due the horror nature of his adventure that their PCs mortality rather will be high."

 ' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut" is a solid adventure for the Barbaric rpg & its a rather nasty horror adventure. But its a fun one. And while it only clocks in at twenty three pages of horror goodness I'd say that this is an adventure for experienced Barbaric players. Barbaric is a full on Sword & Sorcery 2d6 supplement rules for 'The Sword of Cepheus' Rpg. 

And now back to  ' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut". This is  a lethal little adventure about the goings on at an isolated monastery that has a whole tribes of Wolf barbarians who live nearby. They're bothered by the haunted goings on at said monastery. Now Ivan Cantero Muñoz "The Fictionaut" seems to be a fan of Bruce Campbell vs the Army of Darkness because this adventure is a back handed love letter to that cultclassic movie.  
Forbidden books, undead demons, plenty of undead, and more make 
' It Came from the Scriptorium' a must get for the fans of those films. But this is a lethal little number of an adventure and quite perfect for a mid Winter horror game. ' It Came from the Scriptorium' would work quite nicely as a  'The Sword of Cepheus' Rpg.  one shot quite well. 
Where  ' It Came from the Scriptorium' shines is when this adventure is used with Barbaric! Then its full on barbarians vs demon undead in the monastery from Hell. 






 ' It Came from the Scriptorium' provides a fun little horror filled & lethal romp through a barbarian horror filled 2d6 adventure that will thrill your players. And kill more then a few PC's off. 

 'It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut" From Stellagemma Publishing For the Barbaric rpg Is Available Right Here


Thursday, May 20, 2021

Review & Commentary Death Stalkers of Antediluvia (Quantum) By C.Thorin From Magic Pig Media

 "Death Stalkers of Antediluvia is a set of supplemental rules for Barbaric! and an introduction to the forth coming setting of Antediluvia.

In here you will find optional and alternate rules for Character Generation, Combat, and Magic. There are also new Races, Traits, Combat Moves, Spells, and Monsters. We attempted to write the optional rules in a modular fashion so you can use some, none, or all of them."




C. Thorin of Magic Pig Media came out with Death Stalkers of Antediluvia (Quantum) which essentially is a  Swords & Sorcery campaign starter package for Cepheus Quantum. And the other day my thoughts on Cepheus Quantum leaked out. Which is that some of the products for Cepheus Quantum were a bit thin on page count. There are times when as a DM I want to feel campaign setting & become emergence in it. And fortunately Death Stalkers of Antediluvia (Quantum)  this isn't one of those titles. This is a solid title for Barbaric! which is a much rules lighter version of the basic engine from Sword of Cepheus. Sword of Cepheus seems to be far easier for the D&D players to grasp in my experience.  Death Stalkers of Antediluvia  wears its Sword & Sorcery pedigree on its sleeve quite well. The artwork & layout is well done for an add on book & it provides the DM with everything they will need for a solid Sword & Sorcery campaign romp. It could be used with Cepheus Atom 




Death Stalkers of Antediluvia  provides the basic Swords & Sorcery elements needed to kick off a campaign from races, monsters, combat moves, non human races, wounds, alterations to existing spells, and new monsters like hags, Gugs, etc. Death Stalkers of Antediluvia  is a nice little primer for a Sword & Sorcery campaign that can jump start a campaign from the ground up. And it does it well with the materials given. And there's enough to really kick off a campaign here that will last for years. 



Sunday, May 16, 2021

Exploiting B1 In Search of the Unknown As Fodder For Cepheus Engine rpg Campaign Adventure Location

 



So today was one of those one shot games that's been in the back of my mind for quite some time & today was the day when I finally got to run it. The idea is a fairly straight forward one take a classic D&D module & turn it inside out to run with Zozer Games Hostile mixed with Exterminators . The ruined castle was a tourist trap location before the Fall of Man.  Since then the Exterminators have been using it as base from which to harrass any space travelers who happen by. The PC's have been called in to deal with the problem. 



The idea is relatively simple the planetoid was used as a former military base by previous human tenants. The exterminators have replaced the stanard D&D monsters. Why?! Well according to the Drivethrurpg entry; "The adventure features one other element of historical note: The rooms don't actually list what monsters and treasures they contain. Instead, GMs were expected to fill in those details themselves from lists at the end of the book. This design decision may have been intended to keep players on their toes (as there was concern in those early days that players might read modules they were going to play), or it may have been another lesson in how to create a dungeon. Regardless, the decision wouldn't be repeated again, with the exception of the recalled adventure "B3: Palace of the Silver Princess" (1981)." 
For some inexpliciable reason my mind kept thinking of the classic  Battle For The Planet of the Apes film's Forbidden Zone as being the location for B1's the Caverns of Quasqueton constructed by the Roghan the Fearless and Zelligar the Unknown, intergalatic  adventurers. A rogue A.I. has set up a data node there to monitor human activity in this area. 


For tonight's design & brain storm Sword of Cepheus & Cepheus Atom was also worked in for several special monster encounters. The human tribes men & warriors on this world come straight out of Barbaric! These are humanoid warlords who have survived by wits & laser rapiers! The  Caverns of Quasqueton are the home of some incredibly dangerous cybernetic organisms. The human tribes barely etch out a living on this planetoid, But the 
Caverns of Quasqueton contains some incredibly valuable artifacts & possible treasure. 


A resistence  outpost on the barren rock of a planetoid has been monitoring recent revived activity on the planetoid. Military Exterminator assets have been moved into position there. A huge number of space craft have been put into play above planet side. And the local populace has been caught right in the middle. 

This means that the PC's have their work cut out for them! They'll have to make contact with the local resistence. And then the PC's will have to deal with entropic fallout, mutants, & all kinds of waste problems left over from the Fall. 
Ancient artifact rich battle fields are perfect cover for exterminators & mutated lifeforms to take out PC's with little effort. The whole planetoid has the potential. 
The opportunities here are paramount for using these locations to lead straight into a double blind of B1. There's all kinds of weirdness that can be laced into a background here.This also includes using Joseph Mohr's Sleeping Giant module to weave together the whole cloth of a mini campaign. 



Is this campaign thread for Cepheus Engine something that could used as a potential Eighties horror or sci fi cinematic action option?! Its very possible in the near future for now this remains a thought excercise. 

Saturday, May 15, 2021

Seven Science Fiction & Fantasy Titles Bought Through Drivethrurpg

 So over the last twenty four hours there have been five Drivethrurpg titles that have passed into my hands due to the big sci fi sale on Drivethrurpg. First up is Magic Pig Media's Death Stalkers of Antediluvia which is  the Barbaric! Core book by Stellagama Publishing. Really looking forward to reviewing this Sword & Sorcery campaign piece later on. 

































Next up is the Foelio for the Quantum Engine, Cepheus Sorcery, & Barbaric! which is a homage to a Advanced Dungeons & Dragons Fiend Folio with its own twist or two involved in it. There's some fantastic monsters in here & its a solid investiment for our group. Mark Craddock does an excellent job right out of the gate. Very nice monster goodness so far. 



Next up is Scandinavian Legendary Creatures for Barbaric! which is by Nicolas Kaczmarczyk which is an excellent overview of familiar & not so creatures from Scandinavian mythology. These are well done & laid out. A real good mix of monsters from myth & legend to challenge even the most experienced & jaded players. 


And now we switch it up with a bit of Science Fiction with Moon Toad Publishing's Ship Files: Polixenes Class Courier ship. This is going to come in very handy for dealing with some of the trading & what not that we've got going on in the Talon Sector folks. Moon Toad always does an excellent job with their ships. 




Then on to some super powered 2d6 action with Michael Brown's 2d6 Powers which is a highly recommended add on to the Cepheus Engine rpg. The system is easy to understand solidly done & works well for a lower tier supers game. 

































Then we switch it up with Independence Game's Ships of Clement Sector 1-12 Pack (OGL) [BUNDLE] which has been on our minds for quite some time folks. This is a great little package of ships for one of the over arching creators for Cepheus Engine. 

































Then we grabbed Alyssa Faden & Brian Young's Plundering Egypt [BUNDLE] for our up coming games & for the on going Castles & Crusades campaign. This is a solid line of maps & material by folks whose work the players actually enjoy. 


Friday, May 14, 2021

The Giant Tarantulas - A Fifties Kaiju Monster Menace For Cepheus Atom & the Barbaric! rpg Adapted From 'The Tarantula' 1951

 Out among American Western wastelands this spider like Kaiju has been growing in numbers for centuries. These things have an incredible appetite for humanoids, farm animals, & anything that crosses their path. The giant  Tarantulas  are also a food item for many other Kaiju as well providing other mutations a much needed food source. But these deadly Kaiju are also excellent hunters of man & mutant kind. 



The Tarantulas unlike their normal counterparts these mutates are prolific breeders & expand their wasteland terrorities outward every dry season. They also have the characteristics of Crustaceans  as well as  Arachnida. These mutants have an instinctive almost obessive hatred of power armor or mecha. They go out of their way to attack these whenever they can. There is also a cunning & diabolical mind behind the weird eyes of this creature. These Kaiju display a type of evil & twisted cunning. They will lead adventurers into box canyons, use their webbing to create traps, & take out the strongest member of a party if they can.The Tarantulas  also have a strong affinity towards killing anything that they can take advantage of. 
They also sneak around when & where they can never quite resist the urge to sneak upon their prey. They then use a quick coating of webbing to subdue their prey. The Kaiju uses a mixture of implied menace & traps to back prey into a corner. A circumstance  where its quick acting poison can dispatch the victim. The beast will feed at its leisure. 
The monster is an aggressive hunter with a bad attitude towards anything that crosses its path. The Tarantula Kaiju is a hunter first & a menace second. The thing knows that its very presence unnerves both victims & prey animals. So its avantage where & when it can with fast strikes & lightning raids on prey. 
The Giant 
Tarantulas
9/18, Move 10m, Armor 6, 2 Fangs (melee 1D damage each) or 1 Bite  (melee; target must throw Physical 6+ or die from poison within 1 turn). Combat-2, Physical-2, Survival-1. Gigantism, Web 



Wednesday, May 12, 2021

The Zaarg - A Seventies Kaiju Monster Menace For Cepheus Atom & the Barbaric! rpg Adapted From War Lords of Atlantis 1978

 The zaargs are an invasive interstellar parasite Kaiju that came to Earth with the renagade Martian colonists who settled in the Bermuda Triangle. The Zaargs are armored creatures capable of adapting to a wide variety of atmospeheres & planetary conditions. These monsters are instinctively drawn to the works of Atlantis because of the psionic background noise of the power source. These things are heavily armoured & attack without mercy. .

Zarrg's have a highly destructive nature. And they  can easily survive attacks that would fell lesser beings easily. Zaargs attack with two wickely sharp claws. Zaargs lash out with wicked clawed flippers that will smash anything that they can. The Zaargs are well armored taking in & creating an armored back & plate shell along both the upper & lower bodies. The Zaargs are considered the armored pest or transgalactic  parasites  among many of the oldest ancient interstellar races. The reason is that the Zaarg eats literally anything while siphoning off any energy sources that it can including occult energies. Zaarg are known for being extremely temperamental lashing out at any all targets that disturb them durig thier brief seventy two hour life cycle.
 The Zaarg however can literally appear anywhere across space time where the Atlantians have trod. The Zaarg can develop from instellar spores borne by the star winds or by eggs left behind by mating pairs of Zaarg. Zarg have both male & female reproductive parts leading many scientists & men in authority to speculate if they are an ancient artificially created bio weapon species. 


The Zaarg -
Weird Reptilian Armored Kaiju Parasites 


24/50, Move 10m , Armor 13, Bite (melee 5D damage) and 2 claws (melee 2D each)
Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.
Combat-3, Physical-2, Survival-1.

Special Mutations 

Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.

 Enviromental Adaptability - The  Kuiju are able to adapt to a wide array of enviroments due to their incredible monster biology that would kill any ordinary monsters. 
Energy Drain - The Zaarg have a unique ability to siphon off occult or a wide variety of energies draining power packs, spells, etc once per day. This is a line of sight ability with the Zaarg making a physical roll to sense the energies with its strange Kaiju adapted senses & then a combat roll to do the drain. The Zaarg can make no other action during this process. 

The Zaarg's breed prolifically with a clutch of 2d6 eggs being produced every eight or so months. The Zaarg's grow to adulthood in 2 months after the first hatching. Zaarg's are always found where Martian Atlantian colonies are. They are  drawn to the occult tech energy sources of such colonies. 

Wednesday, April 21, 2021

Fluffy from The Crate Segment of The Movie Creepshow 1982 Adapted For Sword of Cepheus, Cepheus Atom, & Barbaric!

 

The Crypt Ape is one of those beasts that was created by the gene manipulation of the Elder Things. These gorilla like hunters were created to guard the crypts of the Elder Things & much later on served the wizards of Hyperborea. When the ices of the polar wastes over took the lost lands of Hyperborea the crypt apes devotion caused them the to cross the threshold into the state of undeath. These creatures now still serve necromancers & wizards. 



Crypt  Ape
150kg Beast (Hunter), mountain or dungeon  hunter , E8F2A7 #App: 2D Treasure: Incidental Athletics-1, Melee Combat-1, Recon-1, Stealth-2, Survival-1, Tactics-1 If larger than its prey, attacks on 6+; otherwise, attacks on 10+ and flees on 5- Fists (2D), Teeth (2D); armor 3; walking speed 10m/ action, action Choatic ; Morale DM-1 
Undead characteristics 
• Undead: immune to poison, disease, and suffocation.
•  Immune to non-silver, non-magical weapons.
• Immune to mind-affecting magics 


The Crypt Apes are often summoned by summon monster spells or lesser undead beast necromancy. A sorcery rating of 4 will summon one from the depths of the nether regions quite easily. 
 They will blindly guard thier boxes, or lairs with a monsterous devotion but develop a twisted almost psychotic ability to murder using tactics & traps. 



Crypt Apes are immune to most radiations & never have eat making them ideal guardians for dungeons, ruins, or crypts. They often lair in boxes or oversized chests making them perfect guardian monsters for  Cepheus Atom, Sword of Cepheus, & Barbaric! 


Monster That Challenged The World 1957 Converted To Sword of Cepheus & Cepheus Atom

 



There are a wide variety of kaiju off of the California coast of North America. And one of the smaller but prolifically spreading horrors is the prehistoric giant mollusk species  dubbed by the media as 'The Monster That Challenged The World' The first incursion of this invasive species was in Nineteen Fifty Seven. 
Monster That Challenged The World adult 
20000kg Beast (Reducer), subterranean walker, P4P060 #App: 1 Treasure: Incidental Athletics-1, Melee Combat-2, Recon-1, Survival-2 Attacks on 10+; flees on 4- Teeth (4D); armor 6; walk 5m/action Neutral; Morale DM-1 On a successful attack the beast does Teeth (4D) damage as it drains its victim of vital fluids. 

What makes this small sized kuiju so dangerous is that it is a fast breed & very dangerous wasteland species of invasive mollusk. A monster  that is at home in both the water & in areas of dry land or even around ruins. There are rumors that these monsters were used extensively by one of the colonies of ancient Atlantis or Mu as mining beasts of burden. They had developed with advanced genetic knowledge based on the earlier works of the Elder Things. What makes these giant mollusk kauju so dangerous  is the rate at which they make nests & lay eggs. Eggs hatch within 1d6 months allowing the monsters to take over an area exponentally. The monster mollusk's young reach maturity right out of the eggs. There will often be 2d6 young within each nest & lair. The young are able to reproduce within a month so its best to catch & exterminate a nest early if possible. These nests thrive in the weird radiations of other Kaiju making these monsters almost but not quite 'cuckoo like' in their making & nesting habits adding to the monster's complexity. 


These mollusks are often the boon & bane of other Kaiju because they provide a potential food source for other giant mutants & monsters in their ecology. The bane is the fact that these giant mollusks often feed on the young of other Kaiju. This sends other Kaiju into over drive with attacks & resentment. 



Many adventurers seek the eggs of these giant mollusks with the express purpose of raiding the lairs of these monsters. The 'Monsters That Challenged  The World' have an uncanny knack for making thier nests or lairs in ruins with the richest treasures or artifacts. 





































What makes these monster mollusks so useful for Cepheus Atom, Sword of Cepheus, & Barbaric! 

Monday, April 19, 2021

Gorgo & his mother "Ogra, the sea spirit" - A Charlton Comics Monster Menace For Cepheus Atom & the Barbaric! rpg

 
Gorgo & his mother "Ogra, the sea spirit" are Kuiju from an inner Earth  volcanic rift  off the coast of Ireland near Nara island.  They are incredibly powerful giant monsters capable of vast amounts of destruction. Despite this flamethrowers and electric shocks are able to corral Gorgo. However the monster is capable of surviving atomic blasts & even alien weaponry. The waters around the British isles are the home to  dangerous Kaiju species & this includes Gorgo & his species. This makes them  a  perfect menace for Barbaric! & Cepheus Atom
. 







































Gorgo Juvenile Kuiju 
24/50, Move 10m , Armor 10, Bite (melee 5D damage) and 2 claws (melee 2D each)Combat-2, Physical-1, Survival-1.

Special Mutations 

Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.

 Enviromental Adaptability - The Gorgo Kuiju are able to adapt to a wide array of enviroments due to their incredible monster biology that would kill any ordinary monsters. 





































Orga The Water Spirit 
24/50, Move 10m , Armor 13, Bite (melee 5D damage) and 2 claws (melee 2D each)
Regeneration - 
 will regenerate as a Troll see Sword of Cepheus for rules.
Combat-3, Physical-2, Survival-1.

Special Mutations 

Regeneration -  will regenerate as a Troll see Sword of Cepheus for rules.

 Enviromental Adaptability - The Gorgo Kuiju are able to adapt to a wide array of enviroments due to their incredible monster biology that would kill any ordinary monsters. 

Friday, April 16, 2021

The Giant Behemoth - A Monster Menace For Cepheus Atom & the Barbaric! rpg













The waters around the British isles are the home to one of the most dangerous Kaiju species in the post apocalyptic wastelands behemoths! These fifty foot sauropods are some of the most dangerous species of mutated horror that parties of adventurers can come across in the wastes &  post apocalyptic waters. A perfect menace for Barbaric! & Cepheus Atom
















Behemoths 
24/50, Move 10m , Armor 10, Bite (melee 5D damage) and 2 claws (melee 2D each) or Field (4D Radiation  damage to up to 6 adjacent targets; may Contaminate; throw Survival 6+ to resist). Combat-3, Physical-2, Survival-1.

Special Mutations 
Sensor Invisible Dermis - Invisible to radar & sonar completely. 

Electrical Regeneration - When an attack is made with electicity Voltonodons will regenerate as a Troll see Sword of Cepheus for rules.

Radiation Damage Sensitivity - The Voltondons are at a DM-2 to all attacks with an atomic base to them. Radiation & atomic bomb attacks will cause the beast nasty damage.  







Thursday, April 15, 2021

Techno Wizard SAMAS Armor For Cepheus Atom & Barbaric!

 
Created from the wreckage of several SAMAS  armors the techno wizard version of SAMAS armor is a ramped up magical power armor  suited for the wastelands & post apocalyptic landscape of  Cepheus Atom & Barbaric!
A techno wizardry throw of 9+ is needed to draw the powerful occult energies needed to do a complete techno wizardry revamp to create the feared technowizard SAMAS armor. Only the very brazen or foolish ride these occult tech creations into the lands of the Coalition. 



























Techno Wizard SAMAS armor 

  • Bolt of Ioan Rail Gun 4D (Auto) damage (Range of 300/6000)
  • • Protection 13 
  • • Integrated gas mask, communicator, 
  •    night-vision goggles, and rad suit now magically enhanced 
  • • No heavy armor penalty
  • • Flying speed of 40m per combat round

Tuesday, April 13, 2021

Demon Goblins From Dimension Book One: Wormwood For Barbaric! & Cepheus Atom

 One of the numerous horrors that's crossed into the wastelands from the portals from the  world of Wormwood.  Demon Goblins  work for the evil sorcereress Salome on Wormwood as mercenary shock troops. It is speculated that she has dispatched any number of war bands & scout parties through the numerous rifts & dimensional portals of Wormwood. Demon Goblins are natives of a twisted world of the Fey & speak a gruff degenerate version of Goblin as well as Fairy or Elvish ( though they hate to do so). Demon Goblins are often loaned out to other dimensional or planar warlords as shock or soldier troops. They have special affiliation with wastelands & harsh worlds. 

































Demon Goblins are vicious, nasty, & truly chaotic dark Fey humanoids. They hate Elves, Dwarves, & any beautiful or handsome creatures. They are summoned with a dark variation of the summon demon spell with rancid blood of an Elf being a vital ingrediant. 

Demon Goblins 

6/16, move 10m/round, Armor 2, Shield, Spear (2D, piercing), Sword (3D, slashing) or Bow (3D, piercing), Combat 2, Stealth 2, Social 1, Survival 2 

Monday, April 12, 2021

Rifts: Wild Psi Stalker for Cepheus Atom & Barbaric!

 Psi Stalkers are feral mutant warrriors genetically bred by powers unknown before the coming of the Apocalyse. These fearsome mutant  hunters have the same skill sets as fighters in both Cepheus Atom & Barbaric. 

































They may throw Lore 7+ to sense any psi or  sorcery activity  that has been used in the general vicinity in the last five hours. Further, they gain Advantage on Lore throws to track a target, but require a way to gain their psi scent. Wild Psi Stalkers have the claws & fangs mutation . These monsterous mutant humanoids will track their prey for days.  Then consume a psionic or wizard in a frenzy of blood lust. Use the stats for bandits for teams of Wild Psi Stalkers from Barbaric or Cepheus Atomic.  
The Coalition captures these mutants as pre teens & 'educates' them as bounty hunters & trackers for the state. Many mercenary outfits have psi stalkers as valued members of various teams. These PC's often have their blood lust under control (most of the time). 

Friday, April 9, 2021

Demonic Skeletal Ghouls From Sinbad & The Eye of the Tiger 1977 For Barbaric! & The Sword of Cepheus rpg

Demonic Skeletal Ghouls summoned from the darkest depths of the Abyss to terrorize your Barbaric! rpg adventurers! 



Demonic Skeletal Ghouls : Insect like skeletal demonic damned  summoned from the Abyss of Ibis  by foul magic. 7/10, Move 10m/round, Armor 2 or by worn armor, Claws (melee 1D damage, slashing) or by weapon. Physical 1, Combat 1. Demonic Undead, takes half damage from non-crushing weapons. 

Often summoned by foul necromancers for those special nuisances from the Abyss of Ibis himself. These foul demonic creatures are relentless horrors that exist only for violence & bloodshed.  Only a foul wizard of the most blackest heart with a Sorcery of 7 could even hope to summon these things from their carrion hives deep within the infinite Hells of the Abyss.