"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Cyborg Commando New Infinities. Show all posts
Showing posts with label Cyborg Commando New Infinities. Show all posts

Wednesday, August 10, 2011

San Francisco Knights, Mystical Jailer

The final in the Cyborg Commando Trilogy....well actually this was the of the modules. I did a Lucas and ran them out of order. Not sure this is the Cyborg Commando Return of the Jedi since I figure it does not have Ewoks. This is again a module I know next to nothing about. I am certain I opened this one at least...though the scan is not definitive on that.

The information below is from Heroic Worlds. I should probably post on that some day. If you do not own a copy of Heroic Worlds by Lawrence Schick pick it up. It was, and basically still is, the definitive work on anything RPG related published prior to 1991.

San Francisco Knight: 48 pages, 1987, Penny Petticord - Three linked scenarios involving establishing a new CC base on the California coast near Big Sur (since the Xenoborgs have wiped out the San Francisco base).

There was apparent a limited edition module that was sent for free to those that bought a prepublication offering of the Cyborg Commando game. It was called Project Code CCF-1. I will not post about Cyborg Commando again, unless it is for that or I decide to read the game and do it up right.


Spell:

Mystical Jailer


Level: Ninth
Range: 9"
Duration: 1 Day/Level
Ares of Effect: One Room & One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: None

When this spell is cast the magic user causes a Mystical Jailer to appear in the room the spell is cast in. The rooms points of egress will also be blocked with mystical bar. The jailer and the bars will only be visible to the caster and the individual the spell is meant to confine.

Once this spell is cast the affected individual can not leave the area without defeating the jailer. The jailer will have the exact same statistics and abilities as the jailed individual. They will also have a copy of any equipment. In addition to any of those abilities the jailer will also regenerate 2 hp/round. Only the individual affected can fight the jailer or affect it in any way. If the jailer is defeated the bars will disappear.

In addition to their guard duties the jailer will also provide to the confined person food and water to sustain them. The food will be passable as far as quality until the last day. The evening meal on the last day of the spells duration will have the jailer present a feast of epic proportions and quality to the confined individual.

The material component of this spell is a small gold key of no less than 100 gp in value. The key is in the possession of the jailer. If the victim is able to defeat the jailer then the key will all to the floor for their taking.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Tuesday, August 9, 2011

Film at Eleven - Cyborg Commando, Dream Walk

In a continuation of what I posted yesterday I thought I would go ahead and finish off the modules I have for Cyborg Commando. As I stated yesterday I know very little about these. In fact these may some of the items I know the least about in all the items I own. The intent though is to post all the scans I have so I need to get these done. Since they are packed away I will never know more than I do right now in the foreseeable future. That being said I present the information I stole from the Amazon site.

""Attention all units! A huge Xenoborg strike force is in space above your area. All resistance forces must evacuate immediately. CC operatives must stop this force from landing!" In this adventure, the characters are assigned to contact Major MacDonald, leader of a group of resistance fighters in southern Indiana, and secure his cooperation with the CCF. They must also deliver a new microwave device for cleaning up Xenoborg remains. But once they arrive, the situation heats up - the Xenoborgs have brought in reinforcements! With the help of a human traitor, they have captured several civilians, and plan to execute them on the six o'clock new unless the resistance fighters surrender. Once the execution has been stopped, the characters must locate the Xenoborg camp where the remaining hostages are being held. And there they find an even bigger threat - an Aerial Teleborg and its Xenoborg Captain! This booklet includes six ready-to-play characters (with both Basic and Advanced stats), maps of post invasion Indiana and Illinois, and a detail map of a Xenoborg camp. This is the second adventure for Cyborg Commando Game by Gary Gygax, Frank Mentzer, and Kim Mohan. You will need the game to use this accessory. This hard-science game is set fifty years in the future. In the year 2035, alien invaders conquer the Earth in a matter of days. Man's only hope is the Cyborg Commando Force - a cadre of super-soldiers who are part man and part machine. Pick up a copy today and join the Cyborg Commando Force!"

Luckily there is only one more after today's!

Spell:

Dream Walk


Level: Fifth
Range: None
Duration:1 Turn + 1 Round/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None

By use of this spell the magic user enters into a dream link trance. When in this state they will be able to interact with the world but it will be the world as it exists in the dream state. While in this trance they are able to leave there body for the purpose of exploration of the surrounding area. This will be the world as it was when they entered the trance so it is possible that when they awake it may be different and creatures or people may have moved location.

They are also capable of traveling to a specific location in order to retrieve something or perform a similar task. The distance they can travel is limitless but it must be a location they have been to in the past. While there they can do research or explore. They can also retrieve personal items that they own. This would allow them, for example, to return to their base of operations and retrieve a magic item or spell components. To bring they item back they must be physically holding it in their hands when the spell expires or they opt to exit the trance.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Monday, August 8, 2011

Operation Bifrost - Cyborg Commando, Stasis Field

Cyborg Commando is a a game I picked up for one reason and one reason alone. It had Gary Gygax's name on it. Other than opening the box I have never done more than flip through the books. When it was bought the group I was with had no interest in the genre and by the time I had changed the group I played with the game itself was nothing but a memory.

Having never played the game the modules i picked up are all still in the shrink except for the first one. I must have opened it with the assumption that we would play it. The module above is the third and may be the last though I am not certain.

Operation Bifrost in addition to being for game by Gary Gygax was written by Frank Mentzer. I really wish I could tell you more about the game than whose names are on it but I really bought them as a fanboy and have zero experience with them. Below is some information from Amazon which also appears on Noble Knight's site. I am not sure who wrote it first so I will credit both.

"In 2024, at a small research base in Virginia, Project Eggshell (the work of Richard Sawtell and Dr. Nkruma Kotusu) produced the first Cyborg Commando unit. After the CC Force was founded, Sawtell left to further his own work. Kotusu pursued his dream of using the hybrid of mechanical body and brain as super-armour for normal soldiers. When the Virginia centre was truned over to him, it was secretly redesigned and named Asgard - the abode of the gods in Scandinavian myth. During the alien invasion, Asgard was apparently destroyed, and Kotusu lost. But now, six months later, an ultimatum has suddenly been broadcast from the ruins, warning the Xenoborgs to leave the planet - or else. Kotusu is alive, and either he has developed the most powerful weapon ever devised, or he's gone crazy. And the Cyborg Commano characters mhst break into the depths of their own top-secret complex to find out which... This booklet contains background notes on the events leading up to the adventure, and full details for the GM on the large underground complex called Asgard. Kotusu's latest innovation (the Type-3 CC) is described, and a new, very alien creature is introduced. Also included are official new game rules on field repairs, fixed attacks, character death, and ultraspeed. This is the third adventure for the Cyborg Commando Game, created by Gary Cygax, Frank Mentzer, and Kim Mohan. You must have the game to use this accessory. The CC Game is set less than fifty years in the future, in the year 2035. Alien invaders conquer the Earth in mere days, and man's only hope is the Cyborg Commando Force - a cadre of super-soldiers part man and part machine."


Spell:

Stasis Field


Level: Sixth
Range: 3"
Duration: 1 Day/Level
Ares of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None

This spell is a weaker version of the ninth level spell Temporal Stasis. This spell will allow a willing or unconscious recipient to be placed into a state where time slows to a stand still for them. The spell may not be cast on an unwilling recipient and any attempt to do so will fail.

When the spell takes effect time will slow to the point where the recipient will experience but one segment of time passing for each day under the spell. This will prevent harmful effects/damage from affecting the individual as well. This applies to effects they are already under as well as any that occur after the spell is cast. The caster may end the spell at anytime but other than them ending the spell the only way to stop it before the duration expires is through use of a limited wish or stronger magic.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

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