Posts Tagged ‘ Spes Magna Products ’

The Rover

I’ve been watching The Prisoner via Amazon Prime. I’m five episodes into the seventeen episode run. I vaguely recall watching an episode or two decades ago, but, if so, I don’t think I liked it. Not so now. It’s a fascinating examination of the conflict of two forms of tyranny: unrestrained individualism and collectivism, both of which lead to the dictatorship of relativism.

But this post isn’t about that. It’s about Mutant Future.

The Rover
Hit Dice: 15
Frame: Armature
Locomotion: Forced Air
Manipulators: Special Use Gripper
Armor: Ballistic Nylon (AC 5)
Sensors: Nerve Web
Mental Programming: Artificial Intelligence
Accessories: AV Transmitter, Inertial Inhibitor, Internal Storage Unit
Weaponry: paralytic cnidocytoids, sonic screamer

The Rover is an advanced construct of sorts that keeps people from leaving the Island on which the Village is located. The Rover appears to be an underinflated, spherical weather balloon. A sophisticated, nearly microscopic web of artificial neurons and sensors form a web between the layers of its highly flexible ballistic nylon body. The Rover’s forced air propulsion system is loud but effective with a top speed in excess of 120 miles per hour and capable of movement across water, terrain, and even limited flight. It attacks by means of a short-range sonic screamer (range 75 feet/150 feet) that acts like a stun pistol. The Rover closes for melee combat, ramming its target, which activates thousands of paralytic cnidocytoids. These artificial stinging cells deliver a load of Class 11 poison (saving throw versus poison to avoid paralysis for 2d6 rounds with movement halves for 1d6 with a successful saving throw). The Rover can absorb a human-sized target, storing the target in its internal storage unit for transport back to the Island.

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In other news, Spes Magna Games has a new 5E D&D product available for purchase at DriveThruRPG:

Dangerous Women presents Khatira Amrat, archer raised by fey knights, Kona Hættuleg, pirate queen of blades, and Menyw Beryglus, hell-touched outcast wizard. These strong women can challenge or assist your players’ characters as you see fit. Each NPC is CR 8, and with their special team actions, the whole is definitely greater than the sum of its parts.

August 8th, 2018  in RPG, Spes Magna News No Comments »

Facing the Sacred Direction

It’s been more than a month since I wrote anything that converts content from the AD&D Deities & Demigods for use with 5E D&D. (If you missed those other posts, you can check them out here.) Since I left off with the Celtic Mythos, it’s time to move across the Atlantic and into ancient Mexico for a look at the Central American Mythos.

When we start our look, we find eleven deities and two heroes. Six of those deities are evil, which makes sense given the mind-boggling lust for blood that was part of Aztec life. Of the five remaining deities, two of them are good-aligned. Also, there’s a dearth of material for conversion. I’m not converting deities into 5E versions. I am willing to give it a go with the two heroes, the twins Hunapu and Xbalanque, but I’m going to save them for a later post. So, that leaves me for this post with the last paragraph of the introduction to the Central American Mythos, that explains why “[f]irst level clerics must choose a compass direction for their own (east, west, north or south)”.

Facing the Sacred Direction

A 1st-level cleric that serves a deity of the Central American Mythos must choose a compass direction (east, west, north, or south). Once this choice is made, it cannot be changed. The cleric prays and meditates facing his sacred direction. Failure do so means the cleric regains no spells after resting. Each day, when the cleric starts off to adventure, he must travel at least four steps in his sacred direction before moving in any other direction. Failure to abide by this requirement incurs the deity’s displeasure. At some time during the day, the cleric is sure to experience bad luck (roll with disadvantage on any single attack roll, saving throw, skill check, or ability check of the GM’s choosing). Furthermore, the cleric’s sacred direction dictates the color of his vestments: red for east, yellow for south, black for west, and white for north. These vestments must be worn in plain sight, or else the cleric either suffers disadvantage with spell attack rolls or else his target’s gain advantage on their saving throws against the cleric’s spells until a long rest is spent that includes proper supplications and abasements.

In exchange for these restrictions, the cleric enjoys these benefits when casting a spell while facing his sacred direction:

* The cleric makes spell attack rolls with advantage.
* The cleric’s targets make saving throws against the cleric’s spells with disadvantage.

In situations where the cleric’s facing may not be immediately obvious, simply roll 1d4: 1 equals east, 2 equals west, 3 equals north, and 4 equals south.

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In Spes Magna news, I’ve ordered the second proof copy of the print-on-demand version of The Four Color Hack. I should have the book in my hands in about a week. If it looks good, the POD version will go on-sale as quickly as possible.

I’ve also released Map Collection II, which presents thirteen hand-drawn maps, including two decades-old campaign maps, one for a historical-fantasy world and the other for a post-apocalyptic world. There are also eleven other maps, including isometric dungeon maps. Each map’s minimalist style maximizes your ability to customize the dungeons. Print a page, and add your own key and encounters for your favorite game. These maps aren’t fancy, but at a about dime each, they’re a bargain. Also, they’re all released under the terms of the AttributionShareAlike 2.0 Generic license.

July 31st, 2018  in RPG, Spes Magna News No Comments »

Vroom! Vroom!

What I hope is the final round of edits to The Four Color Hack are in the hands of the erstwhile young lady who’s helping me with all that techy stuff needed for print-on-demand (POD). I received proof copy last week. Overall, it looks good, but there were some problems that must be addressed. (See the pics to the right for examples; clicking a pic embiggens it.)

This whole POD process has been a wee bit arduous. Of course, if I hadn’t gotten ripped off by The Formatting Service What Shall Not Be Named, I’d not be about a month behind where I thought I’d be, but c’est la vie and caveat emptor. When The Four Color Hack does hit the interwaves for sale as a POD book, it’ll sell for no more than $12 (which includes the PDF as well, of course).

In other exciting news, did you know that the first and only season of Street Hawk is watchable via Amazon Prime? I’ll give you a moment to catch your breath. I loved this show when it was on TV way back in the year I graduated from high school. Rex Smith had great hair, a dazzling smile, and that snotty, faux insouciance that still makes me giggle a little. I remember a handwritten Marvel Super Heroes character sheet based on Street Hawk. Not sure if I ever got to play him or not, but I hope I did.

Therefore, the Road Raptor, a complete superhero for The Four Color Hack!

The Road Raptor

This is Jesus Comacho, an ex-motorcycle cop, injured in the line of duty. Now a police troubleshooter, he’s been recruited for a top secret government mission to ride the Raptor — an all-terrain attack motorcycle designed to fight urban crime, capable of incredible speeds up to three hundred miles an hour, and immense firepower. Only one man, federal agent Titus Normandy, knows Jesus Camacho’s true identity. The man…the machine…the Road Raptor!

STR 13, DEX 14, CON 13, INT 10, WIS 9, CHA 12

Level 1
Hit Points 14
Fortune 10
Base Damage d6
Vigor 2
Idioms Motorcycle Cop, Hot-Headed Daredevil

Crash Suit
* Powers: Advanced Synthon-Weave Suit d6 (4 armor), Helmet Sensor Array d8
* Limitation: The Road Raptor has a bum leg from being injured in the line of duty. This leg still gives him trouble from time to time.

The Raptor
* Powers: All-Terrain Capabilities d6, Hyperefficient Engine d12, Immense Firepower d10
* Limitation: The Raptor is an experimental AT-AM. Its systems are not always stable, and Titus Normandy constantly tinkers with it when it’s not deployed.

A Wolf-Girl & “Shark!”

July is almost over. My experiment with self-employment since leaving my teaching position at a charter school in April (largely due to health reasons) has been a bit of mixed bag, but overall has been positive. I’m establishing myself as a tutor.

Most of my tutoring is via the Internet with students in China, but I also facilitate a combination writing/story gaming course in the Houston area. So far, I’ve worked with five students via Ludi Fabularum, and it’s been a blast. For years, I’ve facilitated a story game club when I taught in a school, and I’ve long thought combining teaching with gaming was a no-brainer. Of course, I’m not alone with this thought, nor did I think it first. Many talented and wonderful people have been using all sorts of games as teaching tools for centuries.

Speaking of roleplaying and teaching, you must check out the adventures of “Kelema the wolf girl”, the star of a delightful podcast hosted by DM Dad under the title Dungeons & Dragons Kidventures. It’s a lot like listening to an early 20th century radio play. DM Dad and his 4-year-old daughter provide the voices and action, and it’s a hoot. DM Dad’s descriptions are worthy of emulation, and include sound effects, voice acting, and the quick inclusion of details provided his daughter to help her become more a part of the story. Dungeons & Dragons Kidventures is part story time with a child and part roleplaying game session, and it’s got lots of heart and humor.

In other news, it’s Shark Week. To help you celebrate this annual feeding frenzy of science shows, I’ve released three Shallows & Sharks products, each for a different game system and featuring a half dozen shark-themed monsters.

* The 5E D&D Version includes the ixitakoth, a combination of the ixitxachitl and morkoth from the AD&D Monster Manual.

* The Mutant Future Version includes the electrifying shock shark.

* The Sword & Wizardy WhiteBox Version includes both exotic monsters as well as stats for more mundane sharks inspired by the 1981 first printing of the Dungeons & Dragons Expert Rulebook.

Each of the Shallows & Sharks PDFs currently sell for a mere $0.75 over at DriveThruRPG, and, of course, all three versions feature my take on the infamous sharknado.

July 23rd, 2018  in RPG, Spes Magna News No Comments »

Random Dungeon = Fangehull

I drew the map in the image below by using the random dungeon generation tables in Appendix A of the 5E DMG. After I’m done with this post, I’ll continue writing Fangehull, a 5E site-based adventure that uses this map. Fangehull will be first released via my long-dormant Patreon site, which you can find at this link right here.

And here’s Duugogaan, hobgoblin and torturer who was blessed by an infernal power at birth.

Duugogaan
Medium humanoid (goblinoid), neutral evil

Armor Class 15 (chain shirt)
Hit Points 71 (11d8+22)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Skills Insight +4, Intimidation +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin, Infernal
Challenge 5 (1,800 XP)

Aspect of the Overseer. Duugogaan enjoys a special blessing bestowed to him at birth by some infernal goblinoid power. Duugogaan makes Wisdom (Insight) and Charisma (Intimidation) checks with advantage. Whenever Duugogaan casts a spell that inflicts damage on a creature, Duugogaan gains 5 (1d4+3) temporary hit points.

Martial Advantage. Once per turn, Duugogaan can deal an extra 10 (3d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Duugogaan that isn’t incapacitated.

Spellcasting. Duugogaan is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Duugogaan knows following sorcerer spells.

Cantrips (at will): chill touch, friends, mage hand, message, shocking grasp
1st level (4 slots): comprehend languages, shield, witch bolt
2nd level (3 slots): detect thoughts, suggestion
3rd level (2 slots): fear

Actions

Multiattack. Duugogaan makes three melee attacks: two with his shortsword and one with his dagger.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Chill Touch. Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of Duugogaan’s next turn.

Shocking Grasp. Melee Spell Attack: +5 to hit, range 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the creature hit can’t take reactions until the start of its next turn. If the target is wearing armor made of metal, Duugogaan has advantage on the attack roll.

July 11th, 2018  in Product Development No Comments »