Posts Tagged ‘ TGFH ’

The Teeth in the Darkness

First, some news: I’ve released the playtest version of The Grimm’s Fairy Hack via DriveThruRPG. It’s listed as Pay What You Want with a suggested price of $2. Of course, as a purchaser (even if you choose to purchase the game for free), you’ll automatically receive updates to TGFH, to include the final, for-sale version. In TGFH, a based on The Black Hack roleplaying game, the players take on the roles of children from our real world who find themselves lost in a dangerous, magical realm. These playtest rules include all the information you need to get started exploring your own versions of grim tales.

And now a monster inspired by an entertaining film starring Finn and half of Firestorm.

Teeth in the Darkness
Frequency: Very rare
No. Appearing: 5-30
Armor Class: 6
Move: 12″
Hit Dice: 2-5
% in Lair: 35%
Treasure Type: O, P, R
No. of Attacks: 3
Damage/Attack: 1-4/1-4/1-6
Special Attacks: Add 1/2 HD to damage rolls
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low to Average
Alignment: Neutral evil
Size: S to M (2′ to 5′ at the shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: 60+2/hp (2 HD); 110+3/hp (3 HD); 185+4/hp (4 HD); 290+5/hp (5 HD)

Found in caverns and ancient forests, the teeth in the darkness are intelligent predators that run in packs, hunting much like wolves. These creatures lope about most of the time on all fours, and they are skilled climbers but do not swim well. Their forelegs are longer than their rear legs, giving them an appearance somewhat like an gorilla. The teeth in the darkness have no eyes (and are consequently immune to attacks and illusions that affect the sense of sight). They have highly developed olfactory senses as well a form of echolocation that uses clicks, grunts, snarls, and surprisingly human-like screams; some of the teeth in the darkness’s vocalizations cannot be detected by normal hearing. The teeth in the darkness use these same sounds to communicate with each other. Due to their unusual senses, the teeth in the darkness are surprised only a on 1 (in 6), and they track prey by scent like a bloodhound.

In the dimly lit and shadowy conditions, these monsters are almost impossible to see as long as they keep their mouths closed to conceal their bioluminescent fangs. They move silently with cunning. In the dark when they cannot be seen, they surprise foes 5 in 6 times. Even in lighted conditions, they still surprise foes 3 in 6 times due to their stealth. The size of these monsters (and HD) varies with age and sex. Males are generally larger when fully grown. Regardless of size, they are quite strong. Add one-half the monster’s HD (round up) to damage rolls with its bear-like claws and glowing fangs. Their fur is blacker than black, and it does not reflect light. This makes it difficult to accurately judge their position at distances farther than 15 feet, especially when they are moving; this trait imposes a -4 penalty on “to-hit” rolls with ranged attacks.

July 4th, 2017  in RPG, Spes Magna News No Comments »

Evil Trees & Temptations

Now that I’ve finally finished The Four Color Hack, it’s time to finish The Grimm’s Fairy Hack, my second spin-off from The Black Hack. I’ve got one more section of essential rules related to the dark fairy-tale setting, and then the playtest rules are ready for upload to DriveThruRPG. This final section includes some special rules applicable to the fairy-tale world of TGFH along with some sample creatures, such as the Evil Tree below. After the Evil Tree comes rules for Temptations.

Evil Tree

The wild, wooded places between walled villages threaten travelers in a variety of ways. Even the trees themselves may seek to grab, tear, and crush.

Hit Dice: 7
Damage: 2d8
Special: An Evil Tree appears very much like a normal tree when it wants to (roll with Disadvantage to spot). It doesn’t move quickly, but its branches and roots have an extensive reach (attack anyone Nearby). An Evil Tree fears fire and axes (roll with Advantage when applicable). Some Evil Trees possess magical powers, such as the ability to animate normal trees or swallow a creature whole.

Temptations

Temptations abound in the fairy-tale world. Temptations exist to lure the unwary and thoughtless into danger. Temptations take a variety of forms, anything from delicious apples to piles of gold to beautiful ball gowns. No matter it’s form, a Temptation has four parts:

* A HD Equivalent: Temptations do not have HP, but they do impose a penalty on Stat checks to resist them.
* A Preferred Target: Temptations are often targeted against a specific type of character.
* A Preferred Stat: Temptations target a specific Stat that is used to resist the Temptation.
* An Effect: What happens if a character fails to resist the Temptation. This effect can range from something as simple as “The character opens the door” to powerful magical effects like “The character turns into a talking frog.”

For example, while traveling along the road, the characters sees stylish sunglasses resting on a fence post. The sunglasses are a Temptation.

Sunglasses (3 HD; Popular; Upbringing): The character takes the sunglasses and wears them all the time. The sunglasses allow the Goblin King to know the character’s whereabouts.

There is often a way to undo the effect of a Temptation. The method for undoing the Temptation may be simple or complex, easy or hard. In the case of the sunglasses, another character may take them away and break them, for example. On the other hand, perhaps a character transformed into a talking frog may regain his original shape only by receiving a willing kiss from a princess who holds a lilypad retrieved from the Marsh of Lost Heroes.

July 1st, 2017  in RPG No Comments »

The Normal Kid

While I put the finishing touches on The Four Color Hack, which consists of adding three dozen to the end of the rulesbook, I’m also working on The Grimm’s Fairy Hack. (By the way, you can meet one of those villains by clicking this link.) I’ve already written a little about The Grimm’s Fairy Hack here, and I’ve posted a few times about it over on G+.

There are seven classes in The Grimm’s Fairy Hack, each based on a stereotypical sort of child whose age ranges from about 8 to 13. At the G+ link above, you can find a rough-draft version of the Bully. Below is the rough-draft version of the Normal. The other five classes are the Dreamer, the Jock, the Nerd, the Outcast, and the Popular. Each class has its advantages, its Imagination-based features, and its special vulnerability.

Normal
Starting HP: 1d4+4
HP Per Level/Resting: 1d4
Weapons & Armor: None
Attack Damage: 1d4 Weapon / 1d3 Improvising / 1 Unarmed
Starting Imagination: d6

Special Features

Normal’s Advantage: The player chooses at 1st level any two Stats with which the Normal rolls with Advantage.

Jack of All: Roll Imagination, and pick one of these class special features: Taunt, Happy Thoughts, Adrenaline Rush, Flash of Inspiration, Fight Dirty, or Cheerleading. If the Normal’s Imagination before rolling was at least equal to starting Imagination of the class from which the feature is chosen, then the Normal gets to use the feature as normal.

Unusual Heritage: The Normal isn’t really all that normal. Choose a special heritage at 1st level from this list: Descended from Kings, Fairy Kin, Forest Friend, Knight, Monster Within, or Prince/Princess. Roll Imagination. For that number of Minutes, the Normal benefits from his special heritage in ways appropriate to the heritage and the situation as adjudicated by the Referee.

Target: The monsters and threats of the fantasy world seem to instinctively realize the Normal is really something special. Whenever the Referee should pick a character at random to suffer some negative effect or attention, the Referee picks the Normal rather than rolling to see who the unlucky character is.

March 4th, 2017  in Product Development No Comments »

The Grimm’s Fairy Hack

Some time ago, I toyed with the idea of an OSR system for playing children transported into a fantasy realm. I abandoned the idea. It just seemed like a whole lot of work, and I couldn’t really keep excited about it. I’ve recently returned to the idea using a much more user-friendly system, specifically The Black Hack, about which I’ve written here before.

Thus, I’ve started work on The Grimm’s Fairy Hack.

In this “based on The Black Hack” game, the players take on the roles of children from our real world. In addition to The Black Hack, I’m also referring to Grimm Lite and Horizon: Grimm. The character classes are based on childhood archetypes/stereotypes. Players choose from six character classes: Bully, Dreamer, Jock, Nerd, Normal, Outcast, and Popular. Each class has certain special abilities and a special weakness.

Since the characters are children, they do not have Stats like regular fantasy characters. No STR, DEX, CON, et cetera to be found here. Rather that the familiar six made famous by Dungeons & Dragons, characters have seven Stats, each one defining a particular facet of the character’s childhood:

Academics: Covers arithmetic, reading, writing, et cetera. In short, Academics reflects how good a student the character was.

Explorer: Covers survival, first aid, reading a map, et cetera. Explorer includes the sorts of things one might learn in the Boy Scouts.

Hick: Covers rural life. A character with a good Hick stat would know how to milk a cow, dig fence post holes, cook, et cetera.

Lore: Covers knowledge of myths, legends, and fairy tales. Where Academics is knowledge of the real world, Lore is knowledge of the fantasy world.

Shenanigans: Covers lying, stealing, being sneaky, et cetera. A character with a high Shenanigans Stat is good at making trouble and getting away with it.

Upbringing: Covers being polite, fitting in with adults, knowing the right thing to do, et cetera.

Zip: Covers strength, dexterity, toughness, athletics, et cetera. Children lack real experience and training in actual combat, but Zip helps them attack and avoid getting hurt.

The success mechanic from The Black Hack remains. For a character to succeed with an action, the player must roll under the character’s relevant Stat on 1d20.

All characters also have a special ability called Imagination. Imagination is not a Stat, but instead is a power governed by a Usage Die, the size of which varies depending on character class. Thus, a Dreamer has more Imagination than a Bully. As a character improves in level, his Imagination becomes stronger. Imagination powers a class’s special abilities. Also, Imagination lets a character manipulate the fantasy world in a variety of different ways, so long as the character doesn’t violate two simple rules:

1. Imagination cannot be used to directly damage or destroy anything.
2. Imagination cannot be used to copy the special abilities of another class.

Of course, all of this is just a brief overview; it’s not comprehensive. The Grimm’s Fairy Hack will eventually include all of this and more. Some of the more will almost certainly be advice for using The Grimm’s Fairy Hack characters and The Black Hack characters at the same time. The former is based on the latter, and there ought to be little in either set of rules that makes mixing them impossible.

February 23rd, 2017  in Product Development No Comments »