Remember The Four Color Hack?

About two months ago, Max Traver e-mailed me and asked some great questions about The Four Color Hack. Then, life happened, and I never got around to answering any of those questions. So, here goes.

I may have asked this before, but the instructions for rolling a D16 seem off to me. As it stands, if the D6 comes up 4, 5, or 6, we are to add 4 to the result of the D8. However, if I roll an 8, then a 6, add 4 to the 8, wouldn’t the result be 18? Shouldn’t we add 2 to the D8, not 4?

Somehow somewhere something crucial got lost in translation. Rolling a d8 and a d6 to simulate a d16 is Official Old School. It hearkens way back to when I first started gaming and d20s weren’t numbered 1 through 20, but were numbered 0 through 9 twice. So, in order to generate 1 to 20, the d6 determined whether you added 10. The d8-and-d6 trick follows the same concept. I roll both. If the d6 equals 4-6, then I add 8 to the d8. For example:

* Roll 1: d8 = 4; d6 = 2. Result = 4.
* Roll 2: d8 = 4; d6 = 5. Result = 12, because I added 8 to the 4.
* Roll 3: d8 = 8; d6 = 1. Result = 8.
* Roll 4: d8 = 8; d6 = 6. Result = 16, because I added 8 to the 8.

Vigor is described as “working like hit points,” but then Vigor is also described as allowing a Hero to “ignore this much damage from an attack.” It is also mentioned that Vigor “recovers faster than hit points.” Overall, I’ve come away just a bit confused about how Vigor works in general.

This is just sloppy writing on my part. Vigor represents a number of bonus hit points that heroes recover much quickly than normal hit points. I need to clean up the verbiage in the rules. Mea culpa maxima.

“Body” is still used in place of “Hit Points” on pages 15 and 23.

More sloppiness, but this time with the editing. Mea culpa maxima.

How does this game handle Powers as the acting/resisting ability? Say, using Wind Control against Telekinesis to keep a car from being pushed off a bridge?

The short answer is that the hero makes a Stat check as normal. This might be modified by the Wind Controller’s level. Other factors may indicate that the hero rolls with Advantage or Disadvantage. If the hero succeeds, the car doesn’t get pushed off. If the hero fails, the car goes flying, and then hero gets a chance to catch it before it hits the icy river below.

How are binding powers (like Spidey’s webs, Wonder Woman’s lasso, etc) handled?

A binding power is used to create a lasting effect. Let’s say Wonder Woman has Golden Lasso d12. She can split that into Golden Lasso d10/d10. She could then bind Ares with one d10, and still have Golden Lasso d10 available for other purposes.

Are there rules for stunning effects?

A stunning effect could be simulated using the same lasting effect rules briefly described above.

Using Elements as Villains: other than “giving the Element a Level,” how does that work?

Assign the Element whatever abilities seem most appropriate, and then slot the Element into the initiative order. In short, the Element itself gets treated like a villain or a minion.

Do Villains ever downgrade their Power Dice, the way Heroes have to downgrade their Hero Dice?

This is one area that I neglected. Not sure how. In short, Villains can use their Power Dice for automatic successes, et cetera, just like a Hero can. In those instances, the Power Dice would downgrade. Villains can also split their Power Dice to create lasting effects, et cetera.

And finally: How Brutacles D10 for his Powers broken down? Specifically, how did his Ball and Chain end up with a 2D6 + 1D8 rating?

I broke Brutacles’s d10 into 2d8, and then broke 1d8 into 2d6, giving him 1d8 and 2d6. A d6 got used for Ball-and-Chain, and another d6 got used for Brutal Armor. The d8 went for Mutagenic Steroids. Brutacles’s Ball-and-Chain damage is d6 (base damage), d6 Power Die, and d8 Mutagenic Steroids due to his enhanced strength and aggression. When facing Brutacles, it behooves Heroes to disarm him and/or put him into situations where his Mutagenic Steroids enhancements cannot be brought to bear.

November 7th, 2017  in RPG No Comments »

Amon

Newly docked in the ebay:

Rare, complete boxed set of Bunnies & Burrows designer B. Dennis Sustare’s Heroes of Olympus, the combination ancient Greek wargame and mythic heroes roleplaying game. All original components are in the box: the maps, the rulebook, and the counters (most of them unpunched). The maps have seldom been unfolded. The rulebook has grayed a bit, and it does have a few pencil marks and the pen mark showed in the pic. The bottom right of the front cover has some slight but noticeable tattering. It almost looks like maybe a rodent nibbled at it (I once owned hamsters). The box lid has been neatly taped on two corners, and there is a white file label affixed to the top to cover an obscenity scrawled on the box by a jerk I used to game with. The box bottom has cracked some on an edge. I’ve also thrown in a tourist map of Athens circa 1973.

Path of Legend for Fantasy Flight’s Dawnforge campaign setting. I wrote this adventure shortly after contributing a chapter to the campaign setting itself. Path of Legend introduces players and their new heroes to the Dawnforge world with an epic quest that combines location and event-based encounters that include roleplaying, puzzle-solving, and, of course, combat. The book is most gently used. It is one of the complimentary copies I received for writing the adventure. It’s never been used for play, and it’s almost like new.

GURPS Imperial Rome, published 1992, by Steve Jackson Games. Signed by Steve Jackson, Jeff Koke (editor), and Ruth Thompson (illustrator). Some what used. Noticeable scratch on cover. Some wear on corners. Some yellowing of pages. No interior marks.

That said, here’s more on the theme of (belated) October spookiness.

From an article on the always interesting Public Domain Review about Jacques Collin de Plancy’s Dictionnaire infernal.

A few pages later there is Amon, a horrific hell beast with globular pitch-black eyes, a “great and powerful marquis of the infernal empire” who appears as a “wolf, with a serpent’s tail . . . [whose] head resembles that of an owl, and its beak shows very sharp canine teeth.” As if le Breton’s rendition of the beast wasn’t terrifying enough, Collin de Plancy reminds us that this nightmare creature “knows the past and the future”.

The illustration to the right comes from the 1863 edition.

Amon is demonic nobility. His domain is a blighted expanse of treacherous hills and canyons across which howl burning winds that often roar together, forming tornadoes of fire and ash. Amon sees things as they actually are. Amon sees through normal and magical darkness, notices things or creatures hidden by magic, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. He knows the past and the future, but the full extent of his knowledge is not known. Amon cannot be easily lied to, tricked, or surprised. He uses the following spells at will, one at a time, once per round, as if he were a 12th-level Magic-User: Charm Monster, Levitate, Pyrotechnics, Read Languages, and Suggestion. Once per day at will, one at a time, once per round, Amon may cast Fireball, Fly, Polymorph Self, and Teleport.

Amon: HD 20; AC -3 [22]; Atk 2 claws (1d6) and 1 bite (2d6); MV 9; SV 3; AL C; CL/XP 30/7,400; Special +1 or better weapons to hit, immunity to fire and poison, magic resistance (80%), spells, telepathy 100 ft., truesight

November 1st, 2017  in RPG No Comments »

Jump Scares

I have more exciting ebay news:

1. Chivalry and Sorcery: The second edition of Fantasy Games Unlimited’s Chivalry and Sorcery in its original box. The box has seen its better days, but it is more than 20 years old. Wear on top and bottom. Two corners are split, but there is no tape. Top cover bent in a bit near the top, probably from having something stacked on top of it during a move when I was in the Army. All three books are in pretty good shape. Covers are a bit smudged and yellowed. Binding is still pretty solid. Few to no pencil marks on the interiors. No ink marks or highlighting at all.

2. GURPS Imperial Rome: This copy of GURPS Imperial Rome, published 1992 by Steve Jackson Games, is autographed by by Steve Jackson, Jeff Koke (editor), and Ruth Thompson (illustrator). Some what used. Noticeable scratch on cover. Some wear on corners. Some yellowing of pages. No interior marks.

And, now, more for October. Ooh. Spooky.

Jump Scares

Let’s face it. It can be hard to run a horror-based game that is evocative enough with players who are immersed enough in the experience that the adventure unfolding really approaches anything close to the level of scary. So, with that in mind, do what schlock horror movie writers have done for ages. That’s right. Use jump scares. Get a large six-sided die. Display it prominently. Then, when something that’s supposed to be scary is about to happen, scream and roll the die. Before the players recover from your ear-piercing shriek, consult Table: Jump Scares and apply the results accordingly.

On a 1-2, the characters are somewhat more likely than normal to be surprised by the loud noise or by whatever suddenly appears. Of course, the something in this case isn’t dangerous, so there’s not likely any immediate effect, although that loud noise might alert nearby monsters, guards, et cetera.

On a 3, the characters are not only somewhat more likely to be surprised, but since the something is also dangerous, they are greater risk of harm.

The chance to be surprised increases on a 4 or 5 since a loud noise accompanies the sudden appearance of the something. Worst of all, on a 6, so many sudden things happen more or less at once that surprise is very hard to avoid.

October 13th, 2017  in RPG No Comments »

The Masks of Nyarlathotep

First, an update. If you’re one of those few people who obsessively keeps track of the progress of Spes Magna projects, the reason nothing has been completed and released lately is due almost entirely to my real job. In short, I’m teaching about a dozen classes across five grade levels in a seven-period-a-day schedule. My committment to my students takes priority over Spes Magna Games, which, to be honest, is more of a hobby than a real business venture.

In other news, and before we get to some October horror, please note that I have a couple of items for sale via ebay:

1. The first edition of Cyberpunk from R. Talsorian Games, complete in its original box. The box is good shape considering it’s nearly 30 years old. Some corner wear. Some yellowing. No split edges or tape. Includes all the original books: Friday Night Firefight, View from the Edge: The Cyberpunk Handbook, Welcome to the Night City: A Sourcebook for 2013, and the player reference sheets. These materials are almost new as this game has only ever been gently used.

2. Path of Legend for Fantasy Flight’s Dawnforge campaign setting. I wrote this adventure shortly after contributing a chapter to the campaign setting itself. Path of Legend introduces players and their new heroes to the Dawnforge world with an epic quest that combines location and event-based encounters that include roleplaying, puzzle-solving, and, of course, combat. The book is most gently used. It is one of the complimentary copies I received for writing the adventure. It’s never been used for play, and it’s almost like new.

And now, let’s meet the Masks of Nyarlathotep.

Hit Dice: 2-5
Nota Bene: The Masks of Nyarlathotep, insane cultists who serve the Crawling Chaos, are kept in asylums under the care of loyal servants. When enemies of the cult require correction, the keepers of the Masks release their charges with necessary instructions, monies, equipment, et cetera. Masks vary in skill and deadliness, but even the weakest are a cut above the norm. In combat, they fight with mundane weapons, preferring razor-sharp blades so that they can better see the looks of terror in their victims’ eyes. A Mask wears a grotesque configuration of straps that affixes a leather strap across his or her mouth. Painted on this strap are a pair of smiling lips. While not monstrous enough to threaten Sanity, this accessory holds dark power. A Wisdom Save is necessary to see the accessory as anything other than a normal part of a trustworthy face. All Masks can cast a number of random spells equal to half his or her Hit Dice.

October 9th, 2017  in RPG, Spes Magna News No Comments »

Balaam’s Ass

And the Lord opened the mouth of the ass, and she said unto Balaam, “What have I done unto thee, that thou hast smitten me these three times?” And Balaam said unto the ass, “Because thou hast mocked me: I would there were a sword in mine hand, for now would I kill thee.” And the ass said unto Balaam, “Am not I thine ass, upon which thou hast ridden ever since I was thine unto this day? Was I ever wont to do so unto thee?” And he said, “Nay.” Then the Lord opened the eyes of Balaam, and he saw the angel of the Lord standing in the way, and his sword drawn in his hand: and he bowed down his head, and fell flat on his face. (Numbers 22:28-31)

Balaam’s Ass
CR 2; XP 600
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +3; +4 racial bonus vs. poison
DR 5/magic; Resist acid 10, cold 10, electricity 10; SR 13

OFFENSE
Speed 40 ft., fly 80 ft. (good)
Melee 2 hooves +0 (1d3+1)
Special Attacks smite evil (2/day)
Spell Abilities (CL 4th; concentration +6)
3/day – protection from evil
1/day – aid, bless, detect evil

TACTICS
Balaam’s Ass prefers to avoid combat. It lacks the proper training, and its gentle disposition makes the idea of shedding blood unpleasant. As such, it prefer to rely on its skills, spell-like abilities, and common sense. If forced to fight, Balaam’s Ass seeks to flee. If it cannot flee, it will fight with its hooves as well as it can.

STATISTICS
Str 15, Dex 15, Con 16, Int 16, Wis 15, Cha 10
Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Persuasive, Run (B)
Skills Acrobatics +4 (+12 for running jumps), Diplomacy +6, Fly +13, Knowledge (nature) +7, Intimidate +2, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Sense Motive +6, Stealth +9, Survival +6; Racial Modifier +4 Acrobatics for jumping
Languages Abyssal, Common, Celestial, Infernal

SPECIAL ABILITIES
Docile (Ex): Balaam’s Ass has no specific training for combat. Its hooves are treated as secondary attacks.

Smite Evil (Su): As a swift action, Balaam’s Ass can smite evil twice per day as a 4th-level paladin. The smite persists until target is dead or Balaam’s Ass rests.

Nota Bene I used stats for the pony, applied adjustments as per the awaken spell, and then tacked on the half-celestial template. I tweaked things a bit here and there just because.

September 22nd, 2017  in RPG No Comments »