Friday, October 2, 2026

"Eyes of the Hawk, Ears of the Wolf, Strength of the Bear, Speed of the Puma!" Marshal Bravestarr, Tex Hex, & New Texas Campaign Setting For The Cepheus Engine Rpg

 Here are complete Cepheus Engine stat blocks and character profiles for the three central figures of New Texas, formatted using standard Cepheus Engine / OGL 2D6 conventions.

Marshal BraveStarr



"Eyes of the Hawk, Ears of the Wolf, Strength of the Bear, Speed of the Puma!"

A native of the planet Starr-Arra, BraveStarr was saved as a child by the mystic Shaman. Appointed Galactic Marshal to New Texas, he serves as the primary lawman protecting Fort Kerium and the surrounding frontier.

Marshal BraveStarr   Human Male   Age 30   6 terms   Cr 12,000
STR 11 (+1)  DEX 10 (+1)  END 11 (+1)  INT 9 (+0)  EDU 8 (+0)  
SOC 8 (+0)

UPP: BBBA88
Skills: Gun Combat (Slug/Energy) 3, Leadership 2, Melee (Unarmed) 2, 
Recon 2, 
        Riding (Equine/Cyber) 2, Survival 2, Mysticism 2, Athletics 1, Admin 1, Drive 1

Combat Statistics

  • Armor: Reinforced Lawman Duster (Armor 4)

  • Primary Weapon: Neura-Stunner Pistol (Gun Combat +1, Range: Pistol, Damage: 2D6 Non-Lethal / Stun, Magazine: 20)

  • Special Gear: Star-Badge Communicator (TL12 orbital link), Kerium Lasso, Cyber-Saddle Link.

Special Abilities (Shamanic Totems)

BraveStarr can channel Spirit Totems by spending 1 Power Point (Psionic/Mystic Pool: 6 PP) and passing an END or Mysticism check (8+). Effects last for 1D6 rounds:

  • Eyes of the Hawk: Telescopic, thermal, and EM vision. Ignores concealment/darkness; grants +3 DM to Recon and Gun Combat at Medium+ range.

  • Ears of the Wolf: Superhuman auditory sensing. +2 DM to Initiative; detects hidden or ambushing targets within 100 meters automatically.

  • Strength of the Bear: STR temporarily rises to 15 (+3 DM). Melee damage becomes 3D6+3; allows lifting or moving vehicle-scale objects up to 1 ton.

  • Speed of the Puma: Triples tactical movement rate. Grants +2 DM to Athletics/Dodge checks and +1 extra Minor Action per combat turn.

Thirty/Thirty

"I'm Thirty/Thirty! And I like to fight!"

BraveStarr’s partner is a Cybernetic Equestroid—a sapient, heavy-built cyborg equine who can alternate between galloping on all fours and standing on his hind legs to wield heavy artillery.

Thirty/Thirty   Cybernetic Equestroid   Age 34   7 terms   Cr 2,500
STR 14 (+2)  DEX 8 (+0)  END 13 (+2)  INT 7 (+0)  EDU 6 (+0)  
SOC 5 (-1)

UPP: EDD765
Skills: Heavy Weapons (Vehicle/Gunnery) 3, Melee (Unarmed/Hooves) 3, 
Gun Combat 2, 
        Survival 2, Athletics 2, Drive 1, Mechanic 1, Tactics (Ground) 1

Combat Statistics

  • Armor: Integrated Cyber-Plating & Heavy Frame (Armor 6)

  • Primary Weapon: "Sara Jane" Heavy Energy Cannon (Vehicle-Scale Weapon)

    • Stats: Range: Very Long (500m), Damage: 6D6 (AP 10), Magazine: 12 Kerium Cells, Traits: Two-Handed (Bipedal Stance Only), Heavy Blast.

  • Secondary Weapon: Cybernetic Hoof-Strike / Trample (Melee, Damage: 2D6+2).

Special Traits

  • Mode Shift: Can shift between Quadruped (Gait) and Bipedal (Combat) as a Minor Action.

    • Quadruped Mode: Base movement speed tripled (150m/round); can carry 2 human passengers comfortably; cannot wield Sara Jane.

    • Bipedal Mode: Standard movement (10m/round); full access to two-handed heavy weaponry and unarmed combat moves.

  • Stubborn Grit: May ignore the effects of being Wounded or Fatigued once per day for up to 10 combat rounds.

Tex-Hex

"You haven't seen the last of Tex-Hex, Marshal!"

 


Leader of the Carrion Bunch, Tex-Hex is a undead sorcerer-outlaw empowered directly by Stampede. He fuses dark mystical magic with cybernetic enhancements and high-tech weaponry to terrorize New Texas.

Tex-Hex   Undead Cyber-Sorcerer   Age Unknown   Cr 85,000
STR 9 (+0)  DEX 11 (+1)  END 12 (+2)  INT 10 (+1)  EDU 9 (+0) 
 SOC 3 (-1)

UPP: 9BCA93
Skills: Mysticism (Dark) 4, Gun Combat (Pistol/Rifle) 3, Deception 3, 
Persuasion 2, 
        Tactics (Raids) 2, Recon 2, Stealth 2, Driving (Skimmer) 2

Combat Statistics

  • Armor: Cyber-Undead Mesh (Armor 5, Immune to non-lethal/stun damage and poison/vacuum)

  • Primary Weapon: Dark-Magic Kerium Blaster (Gun Combat +1, Range: Medium, Damage: 3D6 Energy + 1D6 Dark Magic corruption)

  • Secondary Weapon: Mystical Bolts (Range: Short, Damage: 3D6 Life Drain—heals Tex-Hex for half damage dealt).

Special Abilities (Stampede's Blessings)

Tex-Hex channels dark magic (Mystic Pool: 10 PP):

  • Phantom Transformation (2 PP): Transforms himself into a flying red mist for up to 1 hour. In mist form, he is immune to all non-energy attacks and flies at 60m/round.

  • Summon Shadow Creatures (3 PP): Summons 1D4 shadowy serpent-like entities or phantom beasts to attack foes (Use standard Cepheus Engine Predator stats with Armor 2 and 2D6 bite attacks).

  • Corruption Pulse (2 PP): Creates an aura forcing all targets within 10 meters to make an END check (9+) or suffer a -2 DM to all skill rolls due to intense dark terror for 1D6 rounds.

Adapting BraveStarr—Filmation’s 1987 space-western sci-fi animated series—to the Cepheus Engine (a classic 2D6 20D100/Traveller-compatible OGL system) creates a unique setting: Gothic Western Space Fantasy.

Below is a complete setting sourcebook framework, including world mechanics, character creation, alien species, shamanic magic, and signature gear.

1. Setting Overview: New Texas

Located in a remote sector on the galactic frontier, New Texas is a harsh planet rich in Kerium, a highly unstable, immensely powerful glowing energy crystal. Kerium fuels interstellar starships and hyper-advanced weaponry, making New Texas a target for interstellar syndicates, outlaw bands, and corporate cartels.

Key Themes & Tone

  • High-Tech Western: Hover-crafts, laser-revolvers, cybernetic horses, and dusty saloon towns.

  • Frontier Lawlessness: The Galactic Council’s law reaches New Texas through lone Marshal offices. Law enforcement is outnumbered and reliant on grit and superior firepower.

  • Ancient Mystic Powers: Mystic shamans tap into primal spirits (represented as animal totems) to grant superhuman physical feats.

2. Character Creation & Species

In Cepheus Engine terms, characters follow standard character generation with specific sector-appropriate species choices.

Distinct Species

  1. Humans: The dominant settlers, prospectors, and lawmen on New Texas.

    • Trait: +1 to any one attribute during creation.

  2. Prairie People (Equestroids / Native Folk): Small, industrious burrowers native to New Texas who mine Kerium.

    • Trait: Small stature (STR -1), inherent +2 DM to Recon, Survival, and Mining-related checks.

  3. Cybernetic Equestroids (Thirty/Thirty's Species): Uplifted or cybernetically enhanced equines capable of switching between quadrupedal galloping and bipedal combat stances.

    • Trait: High Strength (STR +2, END +1). Can wield heavy vehicle-scale weaponry when standing on two legs.

  4. Saratoga / Alien Species: Amphibious, reptilian, or avian humanoids from neighboring star systems serving as traders, mercenaries, or bandits.

3. The Mystic Path: Shamanic Powers

Instead of standard Cepheus Engine Psionics, New Texas features Shamanic Magic / Spirit Animal Totems, famously channeled by figures like Marshal BraveStarr through Thirty-Thirty's mentor, Thirty-Thirty and Shaman.

Mechanics for Animal Powers

To tap into a spirit power, a character must possess the Psionics / Mysticism skill and pass an END or INT check (Difficulty 8+) using 1 Power Point (PP) per activation. Powers last for 1D6 combat rounds.

PowerSpirit CallCepheus Engine Effect
Eyes of the Hawk"Eyes of the Hawk!"Grants long-range telescopic and thermal vision. +3 DM to Recon, Gun Combat (Ranged), and Observation. Ignores concealment/darkness penalties.
Ears of the Wolf"Ears of the Wolf!"Super-hearing. Multiplies perception range by 10. Automatically detects stealthy movement; grants +2 DM to Initiative.
Strength of the Bear"Strength of the Bear!"Temporarily increases STR attribute to 15 (+3 DM). Unarmed damage becomes 3D6. Allows lifting heavy vehicles/boulders.
Speed of the Puma"Speed of the Puma!"Triples base movement speed. +2 DM to Athletics/Dodge. Grants an extra minor action each combat turn.

4. Iconic Weapons & Technology

Technology on New Texas blends standard Cepheus Engine TL11–13 tech with frontier aesthetics.

       [ Kerium Energy Cell ]
                 │
  ┌──────────────┴──────────────┐
  ▼                             ▼
[ Neura-Stunner Sidearm ]     [ Sarah Jane Cannons ]
(Personal Defense / Non-Lethal)  (Vehicle-Scale Anti-Armor)

Signature Equipment Table

ItemRangeDamageTech LevelCost (Cr)Notes
Neura-Stunner PistolRanged (Pistol)2D6 (Non-Lethal)TL 11500Standard lawman sidearm; targets must pass END check or fall unconscious.
Kerium Laser CarbineLong Range4D6TL 122,500Standard weapon of Tex-Hex's outlaws. Explosive burst on natural 12.
"Sarah Jane" (Big Gun)Very Long6D6 (AP 10)TL 1212,000Heavy cybernetic-mounted cannon (Thirty/Thirty's signature rifle). Vehicle-scale weapon.
Techno-Horse / Cyber-MountMovement: 150m/roundArmor: 8TL 1245,000Cybernetic steed; integrated communications, life support interface, and jump-thrusters.
Trans-Stellar Kerium OreN/AN/AN/A50,000/tonHighly unstable; requires Volatile Goods handling checks during transport.

5. Main Antagonists & Threats

Stampede & Tex-Hex's Outlaw Gang

  • Stampede: An ancient, monstrous cosmic demon-bronco possessing high-level mystical/psionic powers. Operates as an overarching patron/villain driving corruption across the sector.

  • Tex-Hex: A cyber-undead sorcerer-outlaw.

    • Special Ability (Phantom Transformation): Tex-Hex can turn into a cloud of red mist to dodge attacks or terrorize settlements.

Random Encounters in the Badlands (1D6)

  1. Sand-Squid Attack: Ambush while traveling through dry Kerium canyons.

  2. Dingo-Dan's Hijackers: Outlaws using hover-bikes targeting Kerium transports.

  3. Kerium Mine Collapse: Unstable energy crystals threatening to detonate a settlement.

  4. Stampede Cultists: Cybernetic mystics summoning dark magic storms.

  5. Prairie People Distress Call: A local burrow under siege by corporate mercenaries.

  6. Marshal Inspection: Galactic Council Marshals searching for contraband or unregistered Kerium.

Thursday, October 1, 2026

A Comprehensive d100 Hex-Crawl Lost City & Lost Peoples Generator formatted for Troll Lord Games’ Amazing Adventures RPG (Siege Engine system)

 Here is a comprehensive d100 Hex-Crawl Lost City & Lost Peoples Generator formatted for Troll Lord Games’ Amazing Adventures RPG (Siege Engine system), set in Edgar Rice Burroughs' prehistoric inner world of Pellucidar. This blog post picks right up from A Deeper Troll Lord Games Amazing Adventures Rpg Random D100 Pellucidar & Pres-historic Inner Earth Encounters Tables



Because the central, eternal noon-day sun leaves the inner shell devoid of shadow-based directional cues, lost civilizations in Pellucidar often develop unique cultural quirks, architectures, and defense mechanisms to survive Mahar oppression and megafauna invasions.

Generator Overview

When generating a lost settlement or city in a hex, roll d100 on each of the four tables below to establish:

  1. City Origin & Architecture

  2. Current Rulers / Primary Inhabitants

  3. Cultural Quirk / Social Condition

  4. Immediate Crisis / Adventure Hook

Table 1: City Origin & Architecture (d100)

d100Origin & ArchitectureSIEGE Engine Terrain / Tactical Notes
01–05Basalt Mahar Spire CityMonolithic black towers with open-air roosts. Wings required or long winding stairs.
06–10Cliffside Hive DwellingsCarved into sheer canyon walls. Reachable only by rope ladders, counterweight elevators, or trained flyers.
11–15Petrified Tree CitadelBuilt inside and around a miles-wide fossilized mega-sequoia. High defensibility against stampedes.
16–20Floating Magnetic MesaSuspended 500 feet in the air by geothermal-magnetic forces. Tethered by giant vine cables.
21–25Sunk-Cavern AmphitheaterBuilt within a massive sinkhole crater. Shielded from the endless glare of the central sun.
26–30Korsar Ironclad StockadeOvergrown timber-and-iron fort built from the salvaged hulls of 18th-century pirate vessels.
31–35Obsidian Ziggurat ComplexStepped pyramids surrounding vast sacrifice plazas, built from jet-black volcanic glass.
36–40Bioluminescent Fungal HoldHollowed giant puffballs and glowing mushroom forests converted into damp, walled hamlets.
41–45Steampunk Prospector OutpostRusted iron domes and brass steam-pipes surrounding a ruined 19th-century Surface Iron Mole rig.
46–50Sun-Drenched Coral MegastructureExposed prehistoric reef formations turned into multi-tiered, bone-white limestone towers.
51–55Pteranodon Roost TowersWoven wicker-and-bone spires built atop mountain peaks, designed for aerial mount landings.
56–60Subterranean Lake Pile-DwellingsStilt-city built entirely over black, tideless waters to deter land-based predators.
61–65Cyclopean Megalith RingsStanding stone circles large enough to hold whole villages, humming with residual magnetic energy.
66–70Tar-Pit FortressNaturally Moated city surrounded by bubbling asphalt lakes; accessible only via narrow stone drawbridges.
71–75Sithic Flora HiveHollowed-out carnivorous plant pods and giant gourds hardened into organic defensive walls.
76–80Sub-Glacial Thermal GrottoHidden inside a polar ice-cap fissure, warmed by volcanic geothermal vents.
81–85Pre-Human Serpent-FoldSinuous, curving jade-stone corridors built for limbless or sliding reptilian bodies.
86–90Ruined Victorian Replica TownConstructed by "Noon-Mad" surface defectors trying to recreate 1890s London out of mud and bone.
91–95Abyssal Chasm Span-BridgeA city built directly onto a colossal natural arch bridging a bottomless planetary fissure.
96–00Martian-Tech OutpostGlass-and-bronze spires built around a crashed Barsoomian ether-vessel or ancient portal device.

Table 2: Primary Inhabitants / Lost Peoples (d100)

d100InhabitantsDefault Disposition & Siege Engine Hooks
01–05Pure-Blood Mahar ColonyHostile. Psychic pterosaur overlords using hypnotized human thralls.
06–10Sagoth Garrison & Slave EnclaveHostile. Gorilla-like shock troops ruling over human Gilak working parties.
11–15Red Gilak (Saber-Tooth Clan)Cautious. Cave-dwellers who wear saber-tooth pelts and wield obsidian weapons.
16–20Bronze-Skinned SuviansFriendly. Advanced stone-age civilization with woven textiles and bronze tools.
21–25Korsar Pirate DescendantsHostile. Renegade buccaneers armed with black-powder weapons, cutlasses, and muskets.
26–30Albino Cave ThrallsSkittish. Blind, subterranean humanoids who shun the light of the central sun.
31–35The Serpent-Men of Lul-KharSecretive. Ancient scaleskins holding the secrets of pre-human alchemy and mind control.
36–40Golden-Haired MezopeansNeutral. Seafaring islanders proficient in outrigger canoes and harpoon warfare.
41–45Stranded Surface ExpeditionCautious. 1920s/30s explorers, scientists, and mercenaries clinging to remaining surface gear.
46–50Gorzob-Riders (Gorgonopsid Nomads)Hostile. Martial tribe that breeds and rides heavy mammal-like predatory reptiles.
51–55Aznath-WorshippersFanatical. Cultists who sacrifice captives to a giant marine basilisk/sea serpent.
56–60Iron Mole Mining SyndicateNeutral. Descendants of 19th-century miners who operate crude steam-powered machinery.
61–65Feathered Pteranodon KnightsProud. Human warriors who have mastered aerial combat riding tame pterosaurs.
66–70Silent Ones (Mutated Gilaks)Hostile. Mutated humans who communicate solely through telepathy due to Mahar experiments.
71–75Amazonian Beast-MistressesCautious. Matriarchal society that uses trained Jalok (Hyaenodons) as war-hounds.
76–80Troglodyte Shadow-WalkersHostile. Primitive subterranean stalkers proficient in blowguns and nerve toxins.
81–85Clockwork-Automaton CultSecretive. Primitive humans who worship a still-functioning 19th-century surface brass engine.
86–90Rebel Sagoth RenegadesNeutral. Free Sagoths who broke mental conditioning and now fight both Mahar and Humans.
91–95Lost LegionnairesCautious. Descendants of an ancient Roman or Greek legion pulled into Inner Earth via anomaly.
96–00High-Tech Barsoomian ExilesSecretive. Green/Red Martians stranded in Pellucidar who guard radium-ray technology.

Table 3: Cultural Quirk / Social Condition (d100)

d100Cultural Quirk / Social ConditionSIEGE Engine Mechanical Impact
01–05Absolute "Noon-Madness"Inhabitants have lost all sense of time; hyper-erratic behavior (CHA SIEGE Check to negotiate).
06–10Strict Anti-Surface TabooAll manufactured metal/clothing from the surface is considered cursed and must be burned.
11–15Sacred Megafauna BondHarming a mammoth or dinosaur within city limits results in immediate death penalty.
16–20Psychic ConditioningCitizens are subject to latent Mahar mental control (disadvantage on Mental SIEGE Saves).
21–25Ritual Blood-SteepingArmor and skin are dyed red with dinosaur blood to intimidate rival tribes (+1 Intimidation).
26–30Strict Caste SystemPopulation is divided strictly by hair color, tattoo pattern, or physical stature.
31–35Linguistic ShiftSpeak an obscure dialect of Primitive Human mixed with Mahar click-consonants.
36–40Venerate the Central SunStaring directly into the central sun for hours is a sacred rite; high blindness rate.
41–45Obsessive Trade CultureWill trade anything—including relatives—for steel knives, glass beads, or surface matches.
46–50Total Anarchy / Clan WarNo central authority; city is divided into quarter-block warzones between rival warlords.
51–55Ritual SilenceNoise above a whisper is forbidden to prevent drawing the attention of predatory flyers.
56–60Substance-Induced TranceEntire population is permanently under the influence of narcotic fungal spores.
61–65Acrobat / Aerial SocietyInhabitants live off the ground and receive a +2 bonus to DEX (Athletics/Balance) checks.
66–70Geothermal Steam WorshipSacred order of priests maintains geothermal boilers believed to power the world.
71–75Cannibalistic Funeral RitesAncestors are eaten to preserve their strength within the tribe.
76–80Chivalric Code of CombatAll disputes are settled via single combat in a sandy pit using obsidian daggers.
81–85Blindness CultCitizens intentionally blind themselves to "see" using acoustic echoing in pitch-black ruins.
86–90Eugenics / Selective BreedingTribe breeds specifically for brute strength; weak newborns are left for the Jaloks.
91–95Matriarchal TelepathsQueen rules via mind-speech; surface males are treated as property or consorts.
96–00Time-Keeper ObsessionAnyone carrying a ticking surface watch is treated as a divine deity capable of measuring time.

Table 4: Immediate Crisis / Adventure Hook (d100)

d100Immediate CrisisAdventure Hook / Quest
01–05Imminent Mahar Slave RaidA Mahar flight with Sagoth guards is arriving within hours to harvest 50 human sacrifices.
06–10Rampaging Tyrannosaur / ApexA massive Gorgosaurus broke through the perimeter wall and is nesting in the main market.
11–15Geothermal EruptionGeysers and lava fissures are opening beneath the settlement; city must evacuate immediately.
16–20Water Supply ContaminationToxic fungal spores poisoned the main well; party must find an antidote in a deep swamp.
21–25Korsar SiegePirate gunboats are bombarding the harbor/walls with swivel guns, demanding tribute.
26–30Lost Surface Relic stolenA vital piece of surface tech (e.g., machine gun, radio, engine) was stolen by a rival tribe.
31–35Civil War / Succession CrisisThe Chief was assassinated by a Mahar agent; two rival heirs are rallying their warriors.
36–40Megafauna Migration StampedeA herd of 100+ Thag (Aurochs) or Tandor (Mammoths) is heading straight for the city gates.
41–45Mysterious Sleeping SicknessHalf the populace won't wake up due to a psychic Mahar broadcast from a nearby spire.
46–50Stolen Chief's Daughter/SonPteranodon knights kidnapped a noble for sacrifice at the Monolith of the Outer Gods.
51–55Tar-Pit Level RisingThe asphalt lake is overflowing, threatening to swallow the lower districts within 24 hours.
56–60Infiltration by Serpent-MenShape-shifting Serpent-Men have replaced key council members to spark a war.
61–65Famine / Crop BlightThe local edible cycad crops have rotted; hunters need brave escorts into apex predator territory.
66–70Escaped Mahar SubjectA rogue human scientist/slave escaped a Mahar laboratory with a powerful psychic artifact.
71–75Dimensional Fissure InstabilityA portal to the Surface is opening and closing, throwing dangerous surface anomalies into town.
76–80Rebellion in the MinesSlave workers took over the obsidian/iron mines and are threatening to blow up the mountain.
81–85Pestilence of Sithic InsectsSwarms of 3-foot giant hornets (Sith) are attacking anyone who steps outside.
86–90Religious SchismA new prophet claims the Central Sun demands the execution of all foreigners (including PCs).
91–95Sinking Mesa / Structural FailureThe floating mesa's tether-vines are snapping under the weight of an overgrown fungal bloom.
96–00Awakened Pre-Human BehemothAn ancient kaiju-sized aquatic leviathan has emerged off the coast, demanding live tribute.