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Magical Item: Ram Strike Maul

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Amorti is a maul, sized like a mace or a hand axe, with an iron head. Both sides of the head have a hammer, neither are spiked. The heads show little signs of use. There is some discoloration (not rust), but no scratches or dents. It will show up as a high powered magical item on a Detect Magic/Sense Magic check. WarHammer Stats: +10 WS, +2 Damage, +10 Parry, Ram Strike S times per day. This hit will break any body armor and render the part of the body hit as useless for d6 minutes. Any creature may attempt a T check to remain standing.  If the maul hits a shield on a parry, the shield will be destroyed.  The shield arm will be numb and useless for d6 minutes. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit. D&D Stats: +2 magical weapon (+2 to hit, +2 damage). Small bonus to parry, if parrying rules are used. Ram Strike STR/3 times per d...

Cascade Failure Character - Engineer

The engineer came into maturity shortly after the collapse. From a young age, the engineer showed an aptitude for things mechanical. He/She learned Tassari from one of the species that visited the planet during a bout of curiosity. The engineer is really itching to help the captain restore the ship. After that, maybe the ship can take him/her somewhere that his/her talents could be appreciated and help restore an entire city. Name: _ Human Engineer Luck 15 Age 31 HP 6 AC +2 Strength 8 Dexterity 10 Constitution 9 Intelligence 14 Wisdom 15 Charisma 9 Class Abilities Machinist Engineering Expertise: Vehicle Repair Repair Golem Craft Technology Technical Understanding Light Armor Class Skills Disable Orient Weapons Training Knives Pistols Grenades Languages English Tassari Morality Adherence 2 Consensus 3 Efficiency 2 Ambitions Minor: Restore a ship to working order Major: Restore a city infrastructure to working order Worn and Carried Equipment Pistol Ballistic Vest Standard Helm...

Magic Item: Spear of Repelling

Respinge is a magical spear made for use against charging opponents. There are no plusses to the weapon, but the magic is sufficient to hit any creature requiring a magical weapon to hit. It is made up of a steel head mounted to a strong wooden shaft. If an opponent charges the wielder of the spear, and the spear hits the opponent in the same round, then the charging opponent is knocked back the same number of feet/yards/squares and in the same direction from which they charged. If the spear wielder charges an opponent and hits, then the opponent is knocked back the distance that the wielder charged. The direction of the knock-back is on a continuous line from the charge of the attacker. Damage is rolled as normal for the weapon type. The knock-back magic kicks in after damage is done. It is up to the GM if the opponent has a chance to stumble and/or fall.  For simplicity’s sake, stumbles and falls were not assumed in the creation of the item.

Magic Item: Stone Dagger

Stone Dagger This item is a well-made stone dagger lashed to a solid wood hilt. There is nothing obviously magical about it, but it will show up as a moderately powered magical item on a Detect Magic/Sense Magic check. There are no plusses to the dagger, but it will allow you to hit all creatures which require a magical weapon to damage. The magic of the dagger is activated when used in combat. When this dagger is thrust into an opponent’s body, the creature stabbed is turned to stone.  There are some caveats: PCs and high level NPCs (exact definition left up to the game master) get a saving throw vs petrification. (WarHammer characters make a T check) Since the dagger must be thrust into an opponent, the hit must do 3-4 damage on a d4 (5-6 damage if your system allows daggers to use d6). Any less damage can be considered a slash. This means that a successful backstab will always activate the magical power. If the dagger is removed ...

Cascade Failure Musings

 Brendan Strejcek [1] has been talking lately about "unlocking things as you go," to paraphrase. This fits in well with one aspect of how I plan to run my Cascade Failure game. The game begins with all human PCs (with maybe, maybe one Golem). Through exploration, they will come across NPCs of other races. Some of these NPCs will end up being playable characters for anyone who wants to "upgrade," or for any PCs who have died.  I have three adventure outlines at this point, and I'm hoping to include one alternate PC/race per game. Other things unlocked will be technologies (a big reward/treasure in Cascade Failure). The parts starts with none but what they are carrying (weapons). Once they reclaim the captain's ship at the end of the first adventure, they will have more technologies: the ones that are part of the ship. At the end of the second adventure, where they set out to find some parts needed to get the ship spaceworthy, they will ha...

Cascade Failure RPG Captain (Print)

Capt ___ Human Outlaw Luck 13 Age 35 HP 10 AC +3 Strength 14 Dexterity 13 Constitution 16 Intelligence 13 Wisdom 17 Charisma 16 Class Abilities Improvised Medic Improvised Pilot Improvised Repair Break in Streetwise Light Armor Class Skills Deceit Disable Stealth Weapons Training Knives Rifles Pistols Grenades Batons Unarmored Languages English Lirapto (Guess what other race they will meet first...) Morality Adherence 1 Consensus 2 Efficiency 4 Ambitions Minor: Get ship into space Major: Stable stellar independence Worn and Carried Equipment Pistol Laser Pistol Ballistic Vest Combat Helmet Baton Knife Assault Rifle 2 extra pistol clips 2 extra energy cells Adrenaline stick Binoculars Crowbar Flashlight Rope (25m) The captain also has a ship...but it is not currently in his/her possession. For this reason, he/she has gathered a hand-picked group of individuals that can help him/her take back the ship, fix it up, and get ...

Cascade Failure Character - Captain

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Here's my first pre-gen PC for my Cascade Failure game. I don't name the characters or give them a gender; I let the players do those things. I intentionally made the stats for this character high, because a captain in charge of others should have some higher than average abilities or at least a fair level all around (instead of being good at just one thing). That's all for now. I just wanted to get this posted before I had to head out to work today.