Races We recommend using the variant rules found in Tasha’s Cauldron of Everything. Because they are a variant, we are presenting traditional stat blocks that you can modify easily following that formula. These should reflect general trends, not absolutes. Humans Mechnically, humans in Spellwarp use the same statistics as the humans from the Player’s Handbook.Continue reading “Spellwarp – Races of the Warp”
Author Archives: Krusk
Spellwarp – The Worlds of the Warp
The World(s) of the Warp There are worlds beyond worlds—cold, hot, light, dark, watery, and earthen. They all share one basic need—a need for heroes. — Elminster Aumar When thinking of Spellwarp, it may help to imagine the void of outer space. While helpful in some scenarios, it can be misleading in others. As aContinue reading “Spellwarp – The Worlds of the Warp”
Space Street, a Review
SR 16 was kind enough to reach out and send a review pdf of their soon (4/29/21) to be released RPG, Space Street. It’s a dystopian sci-fi film noir, which is like putting a bunch of genres I love into a blender, so I knew I had to check it out. Space Street is playedContinue reading “Space Street, a Review”
Spellwarp
Sailing the Cosmic Seas Spellwarp is a new take on a classic Dungeons & Dragons campaign concept. Fantastic retro-futuristic sci-fi adventures, built on a framework of classic swords and sorcery foundation. Spellwap games draw inspiration from classics like Flash Gordon, or Star Wars, or modern interpretations such as Treasure Planet. With that signature Dungeons andContinue reading “Spellwarp”
Playtesting Dead Man’s Land
A little peek into some of the playtesting that went into Dead Man’s Land. One of the tools used was a Same Game Test, a concept IIRC invented by a user who I believe doesn’t wish to be credited anymore. So it’s not my idea, but it’s also no ones I guess… It’s a greatContinue reading “Playtesting Dead Man’s Land”
Items from Dead Man’s Land
Magitech The remnants of Magitech are seen everywhere throughout the Four Nations, and Dead Man’s Land. Once milk leaves the teat, it doesn’t go back in, to borrow an old Kei phrase. When Cardonia fell, the height of Magictech went with it, but even still, the remnants linger. Minor wondrous items are commonplace, and clockworkContinue reading “Items from Dead Man’s Land”
Playing Dead Man’s Land
Assorted house rules, and extra content that is needed to actually play a game of Dead Man’s Land. Rules This is a 3.5 mod. You should be loosely familiar with its rules to play this game. Luckily for you, we aren’t using any of the classes and a lot of the spells, so most playersContinue reading “Playing Dead Man’s Land”
5e Playable Monsters
Savage Species was one of the most popular, and disliked books of the 3e era, and the playable monster rules in the monster manual were honestly the foundation of why the system works as well as it does. A LOT of 3e or pathfinder players have not moved to 5e in large part because [insertContinue reading “5e Playable Monsters”
Backgrounds in Dead Man’s Land
Backgrounds Backgrounds tell us where your character comes from, or how they were trained. This should represent some basic traits that most folks from your upbringing have. A character can choose an origin based background or technical background. Origin Backgrounds These backgrounds are focused on where you were born and how you were raised. Avallonian:Continue reading “Backgrounds in Dead Man’s Land”
Ancestry in Dead Man’s Land
Ancestries and Backgrounds Ancestries and backgrounds will replace race in Dead Man’s Land. We need something new for this game, because OGL 3.5 doesn’t have the list we want to use. While we are at it, why not get rid of the uncomfortable element of picking a race in your fantasy RPG. Each character getsContinue reading “Ancestry in Dead Man’s Land”
