Archive for July, 2017

Magical Enervation & Invigoration

Recently, Matt Jackson had a thought about magic in Old School games. “If magic is to be powerful, magic should be dangerous, have consequences, and not always just be perfect,” Jackson wrote. Seems reasonable to me. Then, for some reason, I thought of Fate Dice. If you’re not familiar with Fate Dice, they’re like normal dice, but instead of numbers, their sides are either blank (equal to zero) or else are marked by a plus sign (equal to +1) or a minus sign (equal to -1).

When playing Fate (which you should do at least a few times because it’s a hoot), you roll four Fate Dice (4DF) and total the sides. About 23% of the time, you’ll end up with a zero. About 20% of the time, you end up with a +1, and another 20% of the time you get a -1. You end up with a +2 or -2 about 12% of the time, respectively; +3 or -3 about 5% of time, respectively; and +4 or -4 about 1% of the time.

Enough explanation. Back to Matt Jackson’s observation about magic. Imagine, if you will, a spellcaster, Zot the Wondrous, a 4th-level magic-user.

Confronted by charging lizardmen in a dark, humid cavern, Zot casts web. Zot’s web normally has a range of 2″ and lasts for 8 turns. Zot’s player picks a center point for the spell, hoping it ends up in the middle of the lizardmen. He then rolls 4DF, and gets a -1 total. The web goes into effect as if Zot was a 3rd-level magic-user. The caster’s desired center point for the spell ends up 1/2″ closer than expected, and the web lasts for 6 turns instead of 8. Later, Zot casts magic missile at a gelatinous cube. The player rolls 4DF, and gets a +2. Zot’s magic missile goes into effect as he were a 6th-level magic-user, which means he fires three missiles instead of two.

These increases or decreases to effective casting level can change the odds of the caster overcoming magic resistance. Normally, Zot’s caster level boosts a magically resistant monster’s magic resistance by 35%. If he had cast magic missile at a creature with magic resistance instead of a gelatinous cube, the monster’s magic resistance would have been boosted by only 25% instead of 35% because of the +2 increase to Zot’s caster level. What’s more, increases or decreases to caster level also change the spell’s effective level. In other words, Zot’s web against the gnolls would be treated as 1st-level spell and his magic missile against the cube would have been equal to a 3rd-level spell (a level of spell Zot would not normally be able to cast as a 4th-level magic-user).

Magical Enervation

When Zot’s spells take effect at a lower casting level, it is because of magical enervation. The ebb and flow of magical energies is somewhat unpredictable, and spells often end up at least slightly weaker. If a spell’s adjusted spell level ever equals zero or lower, then the caster does not lose memorization of the spell. For example, if Zot’s web had gone into effect as a 0-level spell, Zot would have not lost memorization of web after casting.

Magical Invigoration

When a spell takes effect at a higher level than normal, the caster experiences magical invigoration. Furthermore, if the spell’s effective level increases to a level the caster cannot normally access (as happened to Zot when he cast that magic missile), the caster must make a saving throw versus spell to avoid being stunned a number of rounds equal to the number of levels of increase applied to the spell. Thus, Zot would have to make that saving throw versus spell to avoid being stunned. If he makes the saving throw, Zot isn’t stunned, and he loses memorization of magic missile as normal. If Zot fails the save, he is stunned for two rounds, but the surge of magical energies burns the spell back into his memory; therefore, Zot does not lose memorization of magic missile.

July 9th, 2017  in RPG No Comments »

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 »

Mutant Cacti

If you’ve never checked out The Public Domain Review, you should. It’s nifty. Keen, even. The two illustrations that accompany this post come from Iconographie descriptive des cactées, ou, Essais systématiques et raisonnés sur l’histoire naturelle, la classification et la culture des plantes de cette famille by French botanist Charles Lemaire (for more information, check this out).

Many dangers exist in the radioactive deserts of the mutant future.

Erinaceus
Alignment: Neutral
Movement: 30′ (10′)
Armor Class: 6
Hit Dice: 4
Attacks: 1
Damage: 1d4 (plus 3d6 poison)
Save: L2
Morale: 8
Hoard Class: None
XP: 245

Mutations: Projectile Thorns (Class 3 Poison), Unique Sense (“Smell” Water [60 feet])

An erinaceus is a roundish, predatory cactus with a thick, tough exterior. It rolls slowly by shifting water stored in its tissues toward the direction of travel. This plant senses water, to include the natural moisture stored in most creatures’ bodies, via an olfactory sense analogous to the sense of smell. An erinaceus brings down prey by means of its projectile thorns. These thorns have the same ranges as a thrown dagger, and each packs a powerful toxic punch (save for half damage permitted). Once its prey is down, an erinaceus rolls to it and uses its roots to extract the prey’s blood.

Hexadres
Alignment: Neutral
Movement: None
Armor Class: 8
Hit Dice: 6
Attacks:
Damage:
Save: L6
Morale: 7
Hoard Class: None
XP: 1,070

Mutations: Fragrance Development (Plants), Neural Telepathy, Teleport

A hexadres is an intelligent, telepathic cactus. Inoffensive and contemplative, a hexadres prefers to simply teleport away if molested. Of course, a hexadres is often protected by various creatures that have fallen victim to the plant’s enticing scent. A hexadres communicates via telepathy.

July 3rd, 2017  in RPG 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 »