[Spes Magna] Making Craft Work (see last post)

Salve!

Quid Novi? subscribers have already been introduced to this monster, and he's made an appearance elsewhere on the Internet, but that's no reason not to let him grace this site as well. So, without further ado, we present...

The Wendigo
Just the barest flicker of a shadow passed his peripheral vision. He jerked around, his sword and shield at the ready. Nothing! Nothing but trees and the night and the cold. An icy breeze slipped across the back of his neck. His flesh crawled, but a sudden realization chilled him more than the air ever could. The wind was out of the northwest, and he was facing north. Another puff of freezing air brushed his ear. It was close enough to breathe on him!

He spun, striking and yelling at the same time. His sword cut deep into naked, pale flesh stretched tight across enormous ribs. As the wound healed with terrifying speed, he looked upward into the creature's face. Its glowing yellow eyes rolled in sockets full of blood.

The wendigo's fearsome howl cut into him, but not as deeply as the monster's claws....

A wendigo appears much like a humanoid as tall as an ogre, but one who is the last stages of death from starvation. It is completely hairless, and its flesh is deathly pale except for its blackened fingers, ears, nose, and toes. Its fingers end with long talons made of ice, and needle-like fangs fill its mouth. A wendigo has ragged, bloody flesh around its maw because it constantly devours its own lips. Its tongue is long, pocked with sores, and the color of a fresh bruise. Its most horrible feature are its glowing, yellow eyes that float in large sockets full of blood.


CR 6; XP 2,400
Always E Large fey ( cold )
Init +5; Senses darkvision 60 ft., low-light vision , scent; Perception +10

DEFENSE
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 58 (9d6+27); regeneration 5 (silver)
Fort +6, Ref +9, Will +9
Defensive Abilities quicker than the eye; Immune cold, fatigue
Weaknesses vulnerabilty to fire

OFFENSE
Speed 50 ft.
Melee 2 claws +9 (1d4+6 plus 1d4 cold) and bite +9 (1d8+6 plus wendigo fever)
Space 10 ft.; Reach 10 ft.
Special Attacks howl, unnerve prey, wendigo fever

STATISTICS
Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +4; CMD 19
Feats Defensive Combat Training, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +10 (+18 when jumping), Bluff +10, Climb +15, Perception +10, Stealth +10 (+15 when moving more than 10 ft.), Survival +10; Racial +8 Acrobatics when jumping, +5 Stealth when moving more than 10 ft.

SPECIAL ABILITIES
Howl (Su) As a free action, a wendigo can unleash a fearsome howl. All living creatures within 50 feet must make a DC 15 Will save or have their current fear condition worsened by one step for 2d4 rounds. Thus, no fear condition becomes shaken, shaken becomes frightened, and frightened becomes panicked. A creature that makes its saving throw against a wendigo's howl cannot be affected by that wendigo's howl for 24 hours. The save DC is Charisma-based.

Quicker Than the Eye (Su) When a wendigo moves more than 10 feet, it enjoys a +5 racial bonus on Stealth checks and has concealment until its next turn.

Unnerve Prey (Su) As long as it isn't seen, a wendigo can target one living creature within 50 feet with this ability as a standard action. The target must make a DC 15 Will save or be shaken either until the wendigo is slain or is farther away than 50 feet for 1 minute. The save DC is Charisma-based.

Wendigo Fever (Su) Supernatural disease - bite, Fortitude DC 17, onset: 1 day; frequency: 1 day; effect: 1d3 Con and 1d3 Wis plus shaken. The save DC is Constitution-based. Cure: Unlike normal diseases, wendigo fever continues until the victim reaches Constitution 0 (and dies) or is cured. To eliminate wendigo fever, the victim must first receive a break enchantment or remove curse (requiring a DC 20 caster level check for either spell), and after which the wendigo fever can be magically cured as any normal disease.

An afflicted creature whose Wisdom reaches 0 becomes unreasoning and insane, desiring nothing else but running off into the wilderness.

Wild Empathy (Ex) This functions as the druid class feature. The wendigo has a +4 racial bonus to wild empathy checks.

ECOLOGY
Environment cold forests
Organization solitary or hunt (1 wendigo plus 2-4 winter wolves or 2-8 worgs)
Treasure incidental

A wendigo consumes only the flesh of sentient creatures, preferring halflings to all others. During winter months, starting shortly after the first snowfall, a wendigo wakes from hibernation and leaves its lair to hunt and devour until the beginning of spring. While awake, a wendigo is ceaselessly ravenous and without compassion and mercy. Only its love for terrorizing its prey gives a wendigo pause in its quest to kill and eat.

Despite its evil nature, a wendigo is part of the natural world. It has as special affinity for animals, especially predators.

Habitat: Wendigos inhabit cold forests. Each claims a large territory, typically at least a hundred square miles. Any sentient creature within a wendigo's territory during the winter is fair game. It is not unknown for a wendigo to range outside its territory in order to hunt when prey is scarce.

A wendigo always has a lair of some sort. Most hide in caves or canyons when hibernating. During the hunting season, a wendigo may have several lairs, including one or more structures that it invaded in order to feed on those inside. Some times a wendigo will fill stolen pots with gory remains and hide these pots in trees.

CLASSIC FICTION
The Wendigo by Algernon Blackwood.
 

log in or register to remove this ad

Spes Magna Games went to its first con this past weekend. Read about it here if you'd like.

This coming Sunday, Issue V of Quid Novi?, our free email newsletter, goes out along with a link for Latina Facta, a short PDF featuring several Pathfinder/3.5 feats inspired by famous Latin phrases.

Here's a sample:

Age. Fac Ut Gaudeam! (General)
Go ahead. Make my day!
Prerequisite: Intimidate 3 ranks.
Benefit: When you successfully demoralize an enemy via Intimidate, that enemy is not only shaken but is also forced to delay his initiative for his next turn by 10 points.
 

Well, what an irritating month it's been!

First, my plans to playtest Spes Magna's upcoming adventure release at Con-Jour 2010 sort of fizzled away into nothing. I have higher hopes for OwlCon in a couple of weeks.

Second, my entire writing train got derailed by a staph infection inside my left nostril. What initially was just an irritating sort of itch-pain combination turned into stabbing pain, facial swelling, antibiotics, the challenge of applying ointment with a Q-tip, and regularly having to swab out pea-sized globs of icky discharge. I missed four days of work last week from what probably started as an in-grown nose hair. Four days!

Part of the writing train wreck was my failure to get issue five of Quid Novi? out to my subscribers. I'm going to combine planned content for what would've been issue five with planned content for issue six to create a monster-sized newsletter due out Sunday, 21 February.

On the plus side, I did get Latina Facta out to my subscribers. This short PDF includes 15 new feats inspired by famous Latin phrases and quotes. The few responses I've received about Latina Facta have all been positive, which helps make the icky discharge more bearable.

Now that I'm (more or less) recovered, it's time to get back to work. More effort on that upcoming adventure is a top priority. Also, since the revision process never really seems to end, I need to go back and start fixing/improving both Rewarding Roleplaying and Fencing & Firearms. With the former, I'm going to refine/retool the Action Point mechanics a bit. For the latter, there're several editing issues to be resolved to make the text clearer, plus some more tweaking to the firearms section. Also, with March fast approaching, I need to get to work on the next subscriber bonus PDF. I'm thinking about writing up some new sorcerer bloodlines.

I also need to finish working on Pathfinder stats for Steampunk Lincoln at over my d20PFSRD lab. Brandon Herren graciously gave me permission to use the Steampunk Lincoln Psychotronik Comics cover image.

Coming from the Crazy Idea File, I read somewhere on ENWorld that one current RPG gives XP for GP just like Ye Olden Days of D&D. I can't remember what RPG it was; I want to say, "Conan." The only caveat mentioned was that the PCs trade GP for XP at a 1:1 ratio, but the PCs can't have anything concrete to show for the expenditure. So, a PC could go back to town, blow 50 GP on wine, women, and song in exchange for 50 XP. If the PC spent that 50 GP on magic scrolls, he'd get no XP. I think I like this idea.

Well, I guess that's it for now. I'll be back in three or four days.
 

Gnome Stew's Martin Ralya wrote regarding Rewarding Roleplaying, "Available for free by signing up for Spes Magna’s mailing list, I’ve read this PDF and found it quite enjoyable. It reminds me of Burning Wheel’s Artha system, which is a very good thing. In a nutshell: RR creates a system-neutral mechanic whereby players set their own roleplaying goals, and are rewarded for meeting them during play."

On February 7, Quid Novi? subscribers received a link to download Latina Facta, a short, gratis PDF containing 15 new feats inspired by famous Latin phrases. Here's some of the feedback we've received regarding Latina Facta:

Renaud L.: "Thank you for the good work. The Latin feats are great :)"

Adam from Vancouver, Canada: "Thanks for creating this. They look rather cool. None of them are especially powerful, but they are all sure to provide extra individuality to a character who has any of these feats. Another fine PDF!"

Kerry M.: "I loved the Latin phrases."
 

This last Saturday was Man Day. Our regular DM was in Las Vegas with his wife for Valentine's Day weekend. Yes, I know: total lack of priorities. So, I donned the DM hat and ran Gorgoldand's Gauntlet, converted for use with Pathfinder and Fencing & Firearms.

First, as to the conversion, it was quite easy. I cut-and-pasted stats for the pseudodragon, Medium animated object, goblin, and rust monster directly from d20pfsrd.org. I applied the Advanced Creature template to the pseudodragon and the Young Create template to the goblin. In the latter case, this created a Tiny goblinoid creature I named the snicken, describing them to the PCs cowardly trapbuilders both dirtier and weaker than kobolds. I converted attack bonuses, saves, and combat maneuver bonuses to F&F-style DCs since I have the players roll all the dice. I also fiddled with Medium animated object stat block, lowering HD and tweaking it a bit to make it look like the final encounter monster in the dungeon.

Pathfinder's monster creation rules were an enormous help here to keep the creature at the desired CR. All in all, this was probably about forty-five minutes worth of work, with the modifications to the final Medium animated object taking the most time.

The party consisted of Grom, duergar psion; Mel, gnome sorcerer; Ackbar, human fighter; and Rovarf, dwarf ranger. We were missing two players, including the cleric. The adventure started as the heroes, all member of the town guard in Hadler's Gap, were returning from dealing with kobolds in a dungeon near a trade route. They heard children crying and investigated, finding two halfling children, Jimmy and Janie, dirty and forlorn. The tots explained that they had a treasure map and had gone adventuring. Timmy climbed down a rope to a cave. They heard him scream and then nothing else. They got scared and fled.

The PCs whose players were missing escorted Jimmy and Janie back to town while the other four went to rescue Timmy. They found the rope tied to a metal hook lodged in the rock just as the children had said. The rope led down about forty feet to a cave opening that itself was about thirty feet above the river. One by one, the heroes descended. Mel sent dancing lights into the tunnel and then he, Rovarf, and Grom stealthed forward. (As if to emphasize how compatible Pathfinder and 3.5 are, Grom was built with 3.5/Fencing & Firearms rules, whereas Mel and Rovarf are Pathfinder/F&F PCs. There was no noteworthy difference between the way they played.)

The entry tunnel led to a cavern. Mel and Grom moved in. Suddenly, a Large spider dropped from the ceiling to land between them. Rovarf rushed forward and flailed clumsily with his waraxe. Mel fired his matchlock pistol, puncturing the spider's hide and releasing a cloud of sneeze and choke inducing powder. Rovarf and Mel both suffered Constitution damage. Grom was outside the powder's radius. He spotted something moving along the ceiling and fired, picking off a retreating snicken. Rovarf and Mel exited the cloud. Further investigation revealed that the spider had been long dead. It was now just a dessicated husk that could raised or dropped from the ceiling via fibers woven from hair.

Somewhat weakened, the party continued forward. Half way down the next hall, they saw a snare trap on the floor. Inside the snare was written, "Put fut heer." The party tossed the dead sniken into the snare, and nothing happened. Mel, an experienced goblin trapper, examined the snare and determined it was nonfunctional. Reasoning it might be a diversion, he carefully examined the floor just ahead of the snare. Since Pathfinder lets anyone use Perception to find a trap, Mel managed to detect the pit trap on the other side of the fake snare. It wasn't large -- only a 5-ft. square -- and so the heroes started jumping over it. Mel made it, and moved ahead. Grom made it, and moved ahead. Rovarf stumbled rather than jumped, hit the cover of the pit, and triggered it, falling 10 feet onto a bed of mold-covered debris. He took some damage and the irritating juices of the mold caused horrible itching (and Dexterity damage).

About this time, Mel was ambushed by sniken crossbow fire. He avoided one shot, but not the other. Having broken cover, the snikens dropped their crossbows, snatched up hooked staves, and rushed toward the chasm bisecting the next cavern. Mel rushed forward to be entangled in a net woven from hair. The snickens used their hooked staves to slide down ziplines to holes in the opposite wall of the chasm. Mel disentangled himself. The heroes fished Rovarf out of the pit. No one felt confident enough to attempt the leap over the chasm. It wasn't deep, but there was water of unknown depth and currents below. The ziplines that carried the snikens would not support the weight of any of the heroes.

Grom enlarged himself to giant size and sort of lobbed the others across the chasm. He then looped a rope around his waist and got a running start. The other party members pulled, and the force added to Grom's jump carried him across the chasm as well. Down a tunnel the heroes found a well-built wooden wall about eight-feet tall blocking the passage. The wall did not, however, go all the way up to the ceiling. Grom helped Mel scramble up to the top. He discovered a ledge built on the top of the wall. On the other side was a cave. The only way out of the cave was blocked by a wooden door on which could be seen some writing.

Grom joined Mel atop the wall and studied the cave beyond with the aid of Mel's dancing lights. Mel's keen powers of perception noticed the entrance to a den of sorts. Within the den were found two rust monsters. Armed with this knowledge, the party took the time to tightly bundle up their metal objects. Rovarf and Ackbar took off their armor as well. While Grom distracted the aberrations with tasty coins, the rest of the party slipped by to the door to discover the first of several riddles:

Spelled front to back, it's a person's name
Or a protective guard, for certain.
Spelled back to front, it's what you do
with a bow, blank page, or curtain.

There were four wheels on the door, each wheel marked with four letters. After some studying, the heroes figured out the riddle and set the wheels to spell out the answer. With the door unlocked, the party quickly moved through, leaving the rust monsters behind. They found themselves at one end of a long cavern with a smooth floor tiled by two-foot square metal plates. A voice spoke to them in their minds, saying, "Many of the squares ahead are trapped. I will not tell you where the traps are located, but as you stand upon a square, I will tell you how many trapped squares are adjacent to that one. The rest is up to you."

With Grom in the lead acting as "minesweeper," the party slowly navigated their way across the tiled floor. Only once or twice did they choose a trapped tile, leading to Grom suffering some mild electrical shocks. At the far end of the "minefield" was another door which opened to reveal a long flight of stone stairs leading deeper into the earth. At the top of the stairs was another riddle:

It seems every second or third time I step away,
Fate is there, without a dbout, to trap my course.

The heroes reasoned that, if the steps were numbered, then any step divisible by two or three must be trapped. Grom took the lead again, trying to hopscotch down the steps. He had made it more than half way down when he stumbled onto the thirty-ninth step. Immediately, a curtain of flame roared up. When it cleared, Grom was gone!

Ackbar, Rovarf, and Mel made it down the steps, seeing no sign of Grom or any clue as to his fate. Unknown to the three, Grom had been teleported into a holding pit which also held Timmy. Ackbar, Rovarf, and Mel continued forward, coming into a square chamber with a metal door at the far end. Three plaques mounted on the walls held different weapons along with captions. Mel tried to open the door and was told by a magic mouth, "Not without the password, you don't. What's the password?"

The heroes examined the weapons: a falchion, a pair of sianghams, and a spiked gauntlet. Their respective captions read:

Pa's Sword: Islet's Laughter
Pa's Hand Weapons: Gutstickers
Pa's Gauntlet: Fist of Pain

Mel's detect magic revealed all of the weapons and the door were magical. Rovarf took the gauntlet and put it on. The trio then set down to the task of figuring out the password based on the meager clues available in the room.

While this went on, Grom made friends with Timmy. The halfling lad explained that a "really big spider" had fallen on him and then he'd been captured by snickens, who put him down into the pit. Grom called up an astral construct to fly up and force open the cover on the pit. He then used a second astral construct to carry Timmy out of the pit. The plucky halfling lad found a nearby rope, tied it off, and tossed the other end down to Grom.

Meanwhile, the quick-witted Ackbar finally figured out the password. Upon saying it, the door opened. Beyond was a short passage that led to largish room lit by continual flame spells. Flanking a mirror mounted on the farthest wall were four skeletons bearing short swords. Letter were carved into the wall above the mirror. Closer inspection revealed the skeletons were actually carved from stone and painted white. Their "skull" were eyeless, smooth where the eye sockets should've been. The reflection in the mirror showed the room as it was, but also showed a cache of coins, gems, and weapons. Carved above the mirror was this strange word:

TIRIANISPORITIUS

Ackbar quickly deduced the command phrase from the strange word. Upon speaking it aloud, the party was teleported through the mirror into a nearly identical room. This one actually contained the treasure shown by the mirror in the skeleton room. As Ackbar, Rovarf, and Mel considerd their good fortune, the piles of coins swirled together, taking the form of a dragon made of treasure.

About the same time, Grom and Timmy were out of the pit and in a large cavern, the walls of ceiling of which were riddled with snicken holes. Sure enough, Grom soon saw signs of movement and heard noises coming from several of the holes. In an instant, he was dodging snicken crossbow bolts while he and Timmy retreated to the only visible exit of suitable size. Unfortunately, they quickly discovered the way out was a dead end. As snickens massed, Grom unlimbered his shield for Timmy to hide behind. Grom then readied his crossbow and prepared to face the first wave of attackers.

The other heroes did battle with the coin dragon. It breathed a cone of treasure at Ackbar and Mel. The coin dragon became smaller and weaker as a result, but the heroes noticed the expelled treasure quickly whirling back into the creature itself. The battle was brief but furious. Rovarf was badly battered, and the other two suffered injuries as well, but in the end the heroes triumphed. The coin dragon fell apart, becoming a pile of loot.

Back in the dead end, things looked grim for Grom and Timmy. There were more snickens than Grom could hope to face alone. Then, from out of the shadows, a dragon-like creature about the size of a small dog appeared between Grom and Timmy and the snicken mob. The dragon-creature hissed at the snicken, and they cowered back.

"Don't worry," it said via telepathy. "They'll not attack now. There's a secret door behind you."

Grom thanked the dragon-creature and found the secret door. On the other side was the entry cave in which the party had encountered the dead giant spider. The other adventurers collected the loot, including a fancy magical longsword, and repeated the magical phrase from above the mirror. This time they were teleported to the entry cave. Ackbar, Rovarf, and Mel traded tales with Grom and Timmy. With the halfling lad found and rescued, the heroes set off for Hadler's Gap. Along the way, Timmy explained that he hadn't meant to cause any harm, but that he just wanted to be an adventurer, and when the "strange old man" gave him and his friends the treasure map, it seemed like a good idea.

And thus ended Man Day.
 

Well, Giant Boy and I are off to OwlCon tomorrow and part of Sunday. I'm running two rounds of Spes Magna's first for-sale adventure, tentatively titled The Mad Monk's Revenge (which is one of a few titles I'm considering; perhaps I should do a poll?). After the con, I'll write up a report of how things went.

In the realm of Spes Magna announcements, we have these:

Fencing & Firearms/Rewarding Roleplaying

Both of these products are undergoing revisions and corrections, thanks in no small part due to the feedback I've received from a few subscribers plus members of my face-to-face group here in Houston. It's looking like a good idea to bundle both revised PDFs into a single package for sale to the general public. As is the case with anything Spes Magna sells, Quid Novi? subscribers will receive a substantial discount.

Speaking of The Mad Monk's Revenge

We've been pretty quiet about this convention-style adventure due to go on sale in March. Due to health issues, we're behind the curve a bit on producing the sale-ready module. Fortunately, work is progressing. I've contracted with the excellent Darren Calvert to do the cover art and some interior illustrations. I couldn't possibly be more psyched about Darren's involvement. He is one of my favorite freelance artists, and his enthusiasm for the project and professionalism both tickle me pink.

As already announced, 50% of the sales generated by this module will go directly to Mission of Yahweh, a faith-based shelter that "has empowered homeless and abused women and their children for over 47 years." As someone who's been unemployed three times in the past four years, I can certainly appreciate the need for community support programs such as Mission of Yahweh.

Awesome On-line Radio

Okay, this one really isn't a Spes Magna announcement, but it's too good not to share. If you like on-line radio, check out Pandora. It's free and you, the listener, are the station manager. You enter artists and songs that you like, and Pandora searches through its music archive and the Music Genome Project to program what you want to hear. If you don't like a song, you can give it a Caesar-like downward-pointing thumb and never hear it again. If you like the song, give it an upward-pointing thumb to put the song into your rotation.

Pandora could very well be the best thing since sliced bread, and I say that as someone who eats a lot of sliced bread.

I especially enjoy it since my musical tastes are rather eclectic. Sure, there's a very short commercial every fifth song, but that's still more music aired than a traditional radio station plus the added bonus that I get to hear what I like instead of what some corporate music programmer thinks I like. For example, here are the last ten songs Pandora picked just for me:

1. Don't Be Cruel by Elvis Presley
2. In the Middle of a Heartache by Wanda Jackson
3. Mamas Don't Let Your Babies Grow Up to Be Cowboys by Willie Nelson
4. You're Lookin' at Country by Loretta Lynn
5. Short Supply by Tracy Chapman
6. Can't Find My Way Home by Alison Krauss
7. Do You Need the Service? by Gary Numan and the Tubeway Army
8. Dead Heaven (Live) by Gary Numan
9. After the Snow by Modern English
10. Burning Down the House by the Talking Heads

Well, that's it for this post. I'll be back in a few days after OwlCon with something else to while away a few minutes.
 
Last edited:

The editing process for the next iteration of Fencing & Firearms is almost complete. Thanks to playtesting and feedback from readers, a number of areas were fixed, improved, clarified, and/or added. The quick list of changes include these:

* Fixed some errors in Table of Contents. Due to incorrectly formatted headers in a few places, the ToC was incomplete. This will also fix the bookmarks in the PDF.

* Cleaned up terminology to be more internally consistent and consistent with the Pathfinder Roleplaying Game. For example, I replaced references to Tumble with Acrobatics.

* Changed Expanded BAB rules to be more in line with conventions of the Pathfinder Roleplaying Game. Now the rules work more like Combat Expertise, Deadly Aim, and Power Attack.

* Added and clarified some feats. This was especially important since I didn't hit every feat in the Pathfinder Roleplaying Game that had attack of opportunity effects. For example, I rewrote Combat Casting and Disruptive.

* Cleaned up the language for modified feats. For example, feats previously listed as General that were available as fighter bonus feats have been redesignated as Combat feats.

* Clarified the rules for 10-minute rest mechanic.

* Reverted size modifiers to combat maneuvers to comply with standard rules of the Pathfinder Roleplaying Game. In retrospect, I really didn't see a reason to complicate things by changing what really is a pretty solid rule. I also fixed some of the combat maneuver verbiage and math in the text and examples.

* Modified firearms rules, removing accurancy and penetration as unnecessary complications. Standardized reload times. Adjusted damage, prices, and range increments. Changed critical threat ranges for matchlocks and flintlocks.

* Added rules for grenades, for crafting munitions and gunpowder, and for special alchemical gunpowder types.

* Added skill use options.

* Clarified nonlethal damage, et cetera, to better comply with the Pathfinder Roleplaying Game.

All in all, F&F is a much more solid product now. The basic goals and framework remain the same, but the cleaner engine ought to run with fewer hiccups.

In addition to finishing up The Mad Monk's Revenge (I'm still not sold on that name.), the editing process for Rewarding Roleplaying is a go. F&F and RR are going to be bundled into a single product along with a fully-realized Five-Room One-Shot adventure written to highlight the Pathfinder-compatibility of the products. We're looking at putting the entire bundle on sale in March for $7.50 US (or $5.00 US for Quid Novi? subscribers).
 

Spes Magna Games is running a contest for Quid Novi? subscribers. Get your fellow gamers to subscribe to Quid Novi? before April 1, 2010, and get free PDF products. Contest details at this link.
 

Buy Rewarding Roleplaying for $1.50 US (or $1 US for Quid Novi? subscribers).

This isn't the playtest Rewarding Roleplaying that Quid Novi? subscribers helped fine tune. This is the new, improved Rewarding Roleplaying that links player-created roleplaying goals to a robust Action Point system.

How does it work? Easily and well!

You, the player, define certain roleplaying goals for your character. These can be traits, personality quirks, and objectives. Your DM works these goals into upcoming adventures. When you play your character in such a way as to act and react based on your goals, you get Action Points.

Action Points are powerful tools that help your character accomplish heroic feats. They soften the fickle whims of Fortune and give you greater control over your character's fate.

And Rewarding Roleplaying isn't just a boon for players. It's good for DMs too. With Rewarding Roleplaying, DMs have a fair system to reward players for roleplaying. The Action Point system helps alleviate the perceived need for DMs to fudge dice rolls. Now when a player's unlucky roll threatens disaster, that player can Action Point a way out.

Rewarding Roleplaying is compatible with 3.5 and the Pathfinder Roleplaying Game. Click over to the Purchase page with the tab above and ratchet up the drama and excitement of your game today!

One-half of sales from Spes Magna products are donated to help the Mission of Yahweh, a faith-based shelter located in Houston, Texas, that empowers, enriches, and restores the lives of homeless women and children and provides outreach services to low-income families in our neighborhood.
 


Remove ads

Top