Friday, November 14, 2014

16 Brief Akenian NPCs

To use this table, pick up two d4's. Designate one as the Up-Down and the other as the Left-Right. Roll both, and find the NPC where they intersect. An NPC party will have 1d6 members on average.

Rules suggestions are from the 5th edition of the game, but are mostly non-numerical for ease of conversion. 
Art is from Final Fantasy: Four Heroes of Light

Up-Down, Left-Right: Class from Kingdom, Level, Archetype, Background, Mannerism

1,1: Cleric from Akenia, Level 1, Life Domain. Acolyte Background. Aggressively chipper.

1,2: Monk from Manga-Edo, Level 3, Way of Shadow, Spy Background. Will attempt to disguise self as another NPC from this table.  

1,3: Wizard from Akenia, Level 3, Diviner. Sage Background. Insists they saw that coming.

1,4: Sorcerer from Yeso, Level 1. Outlander Background. Would like to make some quick cash to bring back home. 

2,1: Rogue from Akenia, Level 2. Noble Background. Just having some fun.

2,2: Fighter from Portia, Level 3, Eldritch Knight, Hermit Background. Aware of a terrible secret.

2,3: Cleric from Akenia, Level 3, Knowledge Domain, Guild Artisan Background. In the process of making a really cool thing.

2,4: Druid from Yeso, Level 4, Circle of the Land (Swamp), Sailor Background. Came to this place to research treatment of Arcane Radiation poisoning.

3,1: Ranger from Calian, Level 3, Hunter, Criminal Background. The most dangerous game and all that.

3,2: Warlock from Calian, Level 1, Pact with an Archfiend (The Iron King), Urchin Background. Thinks you should die and rot in hell.

3,3: Wizard from Akenia, Level 2, Abjurer, Sage Background. Thinks 1,3 in an insufferable bore and will go great lengths to inform you of such.

3,4: Rogue from Calian, Level 3, Thief. Urchin Background. Besties and moral guide for 3,2.

4,1: Monk from Calian, Level 2, Solider Background. Served in the Magi War and kept their skull adornments.

4,2: Paladin from Akenia, Level 3, Oath of Devotion, Folk Hero Background. Doing thier best to be a Shepard.

4,3: Totally a doppelganger, will try to murder a party member and take their place at the first opportunity.

4,4: Druid, Akenia, Level 4, Circle of the Moon, Charlatan Background. Doesn't love you, just wants your money.

Vague descriptions for places on the table, mainly for customization purposes
Akenia - A land dedicated to light and magic. Aggressively spreads their ideals.
Calian - A kingdom of Darkness and mystery. Dabbles often in things they should not.
Manga-Edo - A country in love with tradition and expression. Embraces strife as a multi-faceted opportunity.
Yeso - A loose confederation of communities on a doomed island. Practical but ruthless.
Portia - A far off land of enlightenment and commerce. Willing to sell most anything.

Sunday, September 21, 2014

Saigo, the Last City (D&D Version)

(I found this today while sorting through some of my old computer files. This was a write up for a game I was thinking about running congruently on G+ and at Home. It was originally written for Labyrinth Lord, but astute observers will notice its presence on the Break!! website's product page and it will be expanded into a full blown setting for that game. Still, I'm actually quite proud of this and may still use it - with some tweaks it may work for 5th Edition D&D, I think)

Introduction
The City used to have another name. It was a long time ago, when it was simply one of many – before the sun was broken and the sky stained black. To those behind its protective dome and thick walls, it is Saigo: the last city. A super-tech metropolis designed an aeon ago to protect its inhabitants from any outside calamity. Guided by the artificial sentientce Mother Mercia, Saigo has maintained a comfortable level of life for the people within. The benevolent digital goddess reminds those inside that the dangerous world without cut her contact with the other cities like Saigo and likely destroyed them. She can only imagine what fate awaits those beyond her walls and forbids average citizens from leaving the city's limits.

Most idle contentedly within. Many people are comfortable with thier appointed tasks, daily entertainment and food. They are blissfully unaware of the potential for anything else. Of course there are those who are dissatisfied with having thier lives ordered and handed to them. Many are recruited by Mercia's Holy Order which seeks to direct thier restlessness to help her maintain the peace she's managed to hold for Saigo. There are some who drop out of her great but still limited sight and join the Breechers, a revolutionary group dedicated to toppling Mercia's regime and expanding thier people to places beyond Saigo's walls. Others still eschew either group, exploring, fighting and otherwise adventuring for their own personal goals.

Amongst all this, other dangers collect about Saigo. Beneath the city is labyrinth of tunnels that lead to any number of places, the least of which is outside the protective dome. While the Breechers have carved themself a piece of it, the rest of the place is outside thier scope – on top of being filled with terrible and dangerous creatures. Experiments with genetics, technology and magic create unintended threats within the city. Even the entertainment industry is not without incident if one considers the numerous people trapped in the now infamous Barovania astral reality game.

Perhaps most alarming is that the Dungeon Dimension has begun to overlay itself over Saigo's plane, creating oppourtunties for prospective adventurers while wrecking havoc on the denizens of the city as the two realities collide. While this is a danger to every person inside the dome, it has been mostly ignored by both primary factions thus far.

What your PC Knows
  • Many think that Saigo is the only human run city left on the surface of the planet and that the rest of the world is crawling with terrible monsters and infected air.
  • The people of Saigo enjoy a full range of modern amenities. Plumbing, electricity and an intranet to exchange information. Thier jobs are simple and no one is tasked with anything beyond thier ability.
  • There are still many places to explore. The city has a maze like Labirynth underneath it where numerous monsters, lost treasures and secrets can be found. Several buildings in the city also have access to a strange Dungeon Dimension parallel to the real world. Legal and illegal operations cause strife throughout the city regularly.
  • Mother Mercia is both caretaker and benevolent digital goddess of Saigo. Her and the Holy Order protect the people of the city and enforce its laws. She directs every facet of life on Saigo with the belief that humans must be equal to thrive.
  • The Breechers are an insurgent organization that is attempting to free the city and its people from Mother's grip. They are lead by the enigmatic mage known as the Breaker Boss, who believes that humans must be free to reach thier full potential.
  • Saigo's Great Libarary employs a handful of "Field Researchers" that are armed explorers who plumb the depths of the Labirynth for the purposes of discovery.
  • Any resident may forfiet the ammenities afforded to a Primary citizen and become a Free Adventurer, who may bear arms and wander the areas beneath and about the city freely.


Standard Classes
Fighters are nearly identical to their standard iterations. They have the following considerations;
  • If the fighter fells an opponent with an attack, they may attempt another attack against a foe within thier reach. They may do this an amount of times equal to thier level.
  • Fighters are the only class that may use Martial type weapons.

Clerics are pretty rare in Saigo, as there is no real established religion in the city. However, there are several extraplanar entities that have been summoned to the city and escaped that can provide mortals with powers more or less like clerics. Some people have personalities so strong that their ego's manifest as a sort of personal god, also granting them with clerical talents.
  • Clerics with an extraplaner patron use Wisdom for purposes of spell checks and bonus spells, whereas those who have a personafied ego use thier Charisma.

Shinobi are a lot like Thieves/Specialists in other D&D games. The differences are as follows;
  • Shinobi may use any weapon, but may only Backstab/Sneak Attack with Minor, Standard and Quick Melee weapons, or small missle weapons at less then 30 feet away.
  • A Sniper is a varient that can't use any weapons except minor melee weapons and Mechanical Missle weapons, but are able to Backstab/Sneat Attack with the latter at full range as long as they are currently unseen.


A Techie also works a bit like a thief, but in a different way then a Shinobi does.
  • Techies are unable to backstab, and can only use minior and standard melee weapons or small missle weapons. However, they are granted the Hacking skill with thier other thief abilities.
  • Hacking progresses at the same rate as a thief's Find/Remove Trap's or Tinker Score. It allows Techie's to take control of various electronic data systems.

Battle-Casters are those who can use magic inherently. While not as versitile as a mage, they complement thier powers with martial abilities superior to thier casting breatheren. They advance, save, fight and have as many spells per day as a cleric. The exceptions are noted below.
  • Battle-Casters may use any weapon. Once a day, they may discharge a spell through a weapon they currently have held in thier hands. (In the case of missle weapons, the next shot fired holds the spell) While this is primarily used to enhance an attack's damage capabability, it does not need to be used in conjuction with an attack.
  • Battle-Casters have a very limited spell list, however; they know two spells at first level (choosen from any spell list, though they must be first level.) Every time a Battle-Caster gains a level of experience they may choose another spell from whatever list they'd like – however, the spell cannot be of a higher level then they are currently able to cast.

Mages remain the undisputed masters of magic. Like Fighters, they are mostly unchanged from thier normal incarnations. Mages have one difference, however;
  • Mages may choose one Cantrip at character creation, and may always cast this spell as long as they have one other spell memorized.

The Battle Princess and Murder Princess are not unheard of in Saigo, though they are uncommon. While most Battle Princess' find thier place in the Holy order and thier counterparts do the same with the Breechers, these alliances are not set in stone.
  • At level 5, both Princess types may add upgrade thier choosen weapon into a Combination Weapon.

Newmians are Mother Mercia's answer to the complaints certain citizens have about the strict child bearing and rearing laws she has enforced. To allow people the joy of having a family (and still avoiding the risk of overpopulating the city) she created synthetic life-forms that would not age naturally, require conventional substance and expire after a certain amount of years pass by. Slight cosmetic alterations were added to later Newmians when it was discovered that many were unsettled by their originally near-human appearance. These are always slight but noticable and include things such as animal ears or oddly colored hair.

Newmians do not often become adventurers or active agents thanks to thier limited lifespan. Occasionally, there will be those that are defective and live beyond thier original parameters; these incidental immortals are often recruited or monitored by the Holy Order. Others escape to join the Breechers or even choose to remain free and decide thier own destiny.

Companions are Newmians that were designed to be loving partners and confidants. In spite of outward appearence (which is choosen by whoever commisons the companion) they are generally athletic and deft, making them able to preform as bodygaurds and trouble shooters for others. Newmian Companions are mechanically identical to Elves.

Beloveds are intended for those who desire to raise a child, but do not qualify for a breeding license. These tend to look look much younger then Companions do, commonly somewhere between seven and thirteen years old. While dimmunitive, they are actually designed to be tough to endure the rigors of life and occasional poor parenting. They use the same rules as the Halflings.

The process for creating Newmians is harder then it seems, and occasionaly results in Rejects. These are Companions or Beloveds whose mutations went out of control and have made them unsuitable for thier original purpose. They are either recruited into the Holy Order as special agents or runaways who avoided mandatory reprocessing. Rejects are mechanically identical to the Vat Spawn class or Mutant Future style Mutants.


Originally meant as the protectors of the city, Wardroids were freed from Mother Mercia's direct control by her own initative. Understanding that they are artificially created and fully aware like her, she has granted them full rights to give them a chance to live out thier lives as they choose. Most Wardroids closesly resemble humans but retain obvious mechanical traits and utilize the same rules as the Dwarves

Sunday, July 27, 2014

Breakish - A D&D/Break!! Hack

Sorry y'all, been super busy with the other blog and thing. Here's something I did for a local game with a few friends, thought you all may enjoy it. I just hacked a little bit of my own game into my favorite version of the greatest game. May use this the next time I run stuff for Flailsnails/Constantcon too.

Character Creation

1) Character Attributes
Roll on the quality table twice, and the flaw table once. These results are cumilitive, so they can add to one another or cancel each other out. Next to each result are a few suggestions as to why your character may have that particular quality or flaw, but feel free to come up with your own.

Qualities (d10)
  1. +1 Might (Strong, Thunderous, Athletic)
  2. +1 Deftness (Skilled, Crafty, Quick)
  3. +1 Grit (Tough, Stubborn, Resolute)
  4. +1 Insight (Clever, Observant, Smart)
  5. +1 Aura (Appealing, Inspiring, Empathic)
  6. +1 Attack Bonus/Damage (Fierce, Brutal, Ruthless)
  7. +1 Armor Class (Untouchable, Calm, Swift)
  8. +2 HP/Per Level (Determined, Robust, Lucky)
  9. 1 Additional Language (Educated, Genteel, Experienced)
  10. Maximum amount of followers increases by 1 (Sweet Talker, Lovable,

Flaws (d8)
  1. -1 Might (Weak, Flabby, Scrawny)
  2. -1 Deftness (Clumsy, Heavy Handed, Lumbering)
  3. -1 Grit (Gutless, Spineless, Hesitant)
  4. -1 Insight (Daft, Oblivious, Vapid)
  5. -1 Aura (Unpleasant, Boring, Absurd)
  6. -1 Attack Bonus (Uncoordinated, Trembling, Soft)
  7. -1 Armor Class (Large, Slow, Spastic)
  8. -1 HP/Per Level (Frail, Unfortunate, Quitter)

2) Choose your Alignment - One’s alignment is a statement of their relationship with various cosmic forces. They may have a subtle bearing on one’s personality, but this is not always the case. Alignments do dictate how certain spells and abilities will effect your character. The three alignments are; Light, Dark, and Free.

3) Choose your Class

Fighter
  • Begin play with 8 Hit points, and gain 5 more each level
  • May use any weapon, and wear any armor
  • Attack bonus is equal to their attained Level
  • Fighters have a damage bonus equal to half their Attack Bonus with a minimum of +1
  • You may Pick one of the Below Sub-Classes
  • Ravager - When a ravager slays an opponent, they may make another attack against an enemy within range. They may do this an amount of times in a round equal to their attained level.
  • Soldier - Soldiers may share their shield bonus with any adjacent allies OR gain a further +1 to their defense when wearing armor or using a shield. They may switch which of these they benefit from each round
  • Paladin - Paladins may opt for your attacks to do Light damage whenever you attack. A character be of Light Alignment to take this subclass.
  • Strider - Any group led by a Strider in overland travel does not need to roll to get lost, and they are automatically successful in foraging/hunting in areas that provide for it
  • Monk - While unable to use any weapons or wear any armor, the Monk’s unarmed strikes do 1d6 points of damage on their own. They also receive a defense bonus equal to their damage bonus.
  • Starting Aptitudes; Might (10), Deftness (8), Insight (7), Grit (9), Aura (8)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10

Battle Caster
  • Begin play with 6 Hit points and gains 3 more each level
  • Begins play with 1 Magic Point and gains 2 more with each level
  • May use any weapon and wear Bastion or lighter armor
  • Attack Bonus is equal to half of their attained level, rounded down
  • May cast either Divine or Arcane magic. This must be selected at character creation
  • Character begins play knowing 2 first level spells. They gain a new spell at each attained level
  • Battle Casters may utilize spells with a level equal to half their attained level, rounded down
  • Battle Caster’s may attempt to banish undead creatures or outsiders with an alignment opposite their. Free Battle Caster’s must choose whether they banish light or dark creatures at character creation.
  • Starting Aptitudes; Might (9), Deftness (7), Insight (8), Grit (8), Aura (10)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10

Caster
  • Begin play with 4 Hit points and gain 2 more each level
  • Begins play with 2 Magic Points and gains 3 more with each level
  • May use Minor, Standard and Reach weapons, as well as small hand propelled missile weapons. May wear Skirmisher armor.
  • Attack Bonus is equal to one third of attained level, rounded down.
  • May cast either Divine and Arcane magic.
  • Casters begin play knowing 4 first level spells. They gain two new spells known at each attained level
  • May utilize spells with a level equal to half their attained level
  • Casters have a single minor, magical effect they may always use. This is very personalized to the character, and should be discussed with DM.
  • Starting Aptitudes; Might (7), Deftness (8), Insight (10), Grit (8), Aura (9)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10

Specialist
  • Begin play with 6 Hit points and gain 3 more each level
  • May use any weapon and wear Bastion or lighter armor
  • Attack Bonus is equal to half of their attained level, rounded down
  • Specialists have a single area of expertise chosen by the Player. This is usually related to a job or skill set the character has. The Specialist has an Advantage to rolls directly pertaining to it. Examples include, but are not limited to: Burglar, Navigator, Weaponsmith, Apothecary, Grifter, Tinkerer, Actor and Acrobat
  • Specialists able to detect traps inside dungeons (and similar areas) with a successful Insight check.
  • Specialists may choose Three of the following special abilities
  • Climb sheer surfaces without assistance from tools or others on a successful Might check
  • Read or Understand any language with an Insight check
  • Do double damage when making a Sneak Attack on a foe that is unaware of them. This increases to triple damage at level four and up
  • Create potions, bombs and other chemicals via Alchemy with an Insight check and the proper tools and materials
  • Tinker with Old World devices, pick locks and disable traps with a successful Deftness check
  • Craft armor, weapons or metal tools with a successful Grit check and the proper tools and materials.
  • Starting Aptitudes; Might (8), Deftness (9), Insight (9), Grit (8), Aura (8)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10

Forsaken
  • Begin play with 6 Hit points, and gain 3 more each level
  • May use any weapon and wear any armor
  • Attack bonus is equal to their attained Level
  • Forsaken have a damage bonus equal to half their Attack Bonus with a minimum of +1
  • Forsaken that reach 0 Hp are lower fall dormant. They rise again in a few minutes or at the end of combat (whichever best applies) on a roll of 1-5 on a d6. A roll of 6 means the Forsaken has finally left this mortal coil
  • Forsaken do not need to sleep or eat (beyond what is required of their curse), but they may be banished by Battle Casters
  • Forsaken are immune to poisons and other toxins, but cannot benefit from healing spells or other forms of supernatural restoration unless otherwise noted.
  • You must pick from one of the two below Curses:
  • Shade: The Forsaken is mostly human with a few hints to their current state. May opt to do Dark damage with any attack, also allowing them to strike creatures immune to mundane weapons. A roll of 6 when attempting to rise again means this character has been overtaken by the darkness within them, and will attempt to slay anyone nearby - they may be saved from this state, but their allies must be quick; if they die or spend too much time as a shadow, they will be lost forever.
  • Skeletal: Stripped of flesh and muscle, this Forsaken takes only half the amount of damage from slashing attacks and a single point from piercing ones. These Forsaken may be brought back by necromantic magic if permanently destroyed. Oblivion gnaws at them constantly however; they must consume the soul of a helpless or recently dead individual once a week or become forever mindless
  • Starting Aptitudes; Might (10), Deftness (7), Insight (8), Grit (9), Aura (8)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10

Fairy
  • Begin play with 4 Hit points and gain 2 more each level
  • Begins play with 2 Magic Points and gains 3 more with each level
  • Fairies cannot use normal weapons and armor, and find them a bit distasteful anyway
  • Fairies are extremely small, only about 5 inches tall. This comes with all the advantages and disadvantages that can be logically assumed
  • The fey have a natural Armor Class of 16, with the ability to fly at a normal character’s walking rate
  • Attack bonus is equal to one third of their attained level
  • A successful attack from a Fairy does not do damage, but it does make it’s target easier to hit. Anyone else attacking them has an Advantage while doing so. This effect lasts for a single round
  • Fairies may become invisible to mortals at will, though this effect will not function if they doing anything beyond moving or speaking
  • May Cast Divination, Illusion and Enchantment magic as well as any of the “Cure” spells
  • Fairies begin play knowing 3 first level spells. They gain two new spells known at each attained level
  • May utilize spells with a level equal to half their attained level
  • Starting Aptitudes; Might (7), Deftness (9), Insight (8), Grit (9), Aura (10)
  • All Aptitudes increase by one at levels 2, 4, 6, 8 and 10
  • It is important to take the Fairy’s size into consideration when attempting things in game - a Might of 8 at 6 ft tall is likely still stronger than a Might of 10 at 5 inches tall!

.
4) Choose your Species (Forsaken and Fairies may skip this section)
Human: Choose a Quality from the first table and apply it to your character. You must choose one that you did not get during character creation.
Elf: Immortal, immune to aging effects. Can use any magic item regardless of character class.
Dwarf: Immortal, Immune to aging effects. Can carry 50% more than other characters before becoming overburdened. Can see well in low light, but are at a Disadvantage in bright or daylight unless taking some sort of special precaution.
Chib: +1 to Deftness and Armor class. Unable to use weapons requiring two hands or armor heavier than Bastion. Smaller than most, with all the benefits and setbacks that entails.
Mechanoid: Poison and other toxins have no effect. Inherent understanding of Old World Technology. Can be affected by abilities intended for objects. Cannot benefit from healing and other sorts of benevolent supernatural ability, can be repaired by a Specialist with the Tinker skill.

6) Select Magic Spells - If you have any. The below lists provide a starting point, but feel free to suggest spells from other sources. They aren’t hard to convert on the fly.



6) Starting Equipment
All characters begin with 3d6 x 10 Gold Pieces.


Type of Armor
AC Bonus
Notes
Skirmisher
+2
Minimalistic Armor that covers only the most vital points. Costs 15 Gp
Bastion
+4
Similar to Light Armor, but generally covers a larger portion of the wearer. Alternatively, it may represent thicker armor around specific points. Costs 30 Gp
Paragon
+6
Thick, durable armor that provides protection for the whole body. Costs 60 Gp
Dreadnought
+8
Weighty armor that encases the whole body in a protective shell. Makes a lot of noise when in motion. Costs 500 Gp

Notes: All armor types give a penalty equal to their AC bonus on checks for certain tasks such as moving silently, swimming, climbing etc.

Shields cost 10 GP and add +1 to your AC

Weapons
There are several broad categories of weapons that player characters can wield. The aesthetics and method of imperilment are generally left up the DM, player and individual campaign, but the baseline mechanics are included below.

Melee Weapons
Weapon Type
Damage
Examples
Notes
Minor
1d4
Dagger, Sap, Knuckle Dusters
While minor weapons do very little damage, they are also easy to hide on one's person.Cost 5 Gp
Standard
1d6
Arming Sword, Mace, Short Spear
A one handed weapon that is common and simple to use. Cost 10 Gp
Martial
1d8
Longsword, Battleaxe Morning-star, Katana
Martial weapons have an elongated handle, allowing them to be used in one or two hands. Using both hands grants a further +1 bonus to damage.Cost 25 Gp
Great
1d10
Two-Handed Sword, Terrible Spiky Axe, Tetsubo
Heavy weapons that require both hands to use. Cost 20 Gp
Reach
1d6
Ball and Chain, Pole-arm, Long Spear
Long weapons that require both hands to use but allow you to attack from behind cover or another character.Cost 15 Gp
Note: Any weapon can also be a "Dangerous" weapon. This is an add-on that denotes that the instrument has added spikes, blades or other nasty looking modifications for further harm built into it. A Dangerous weapon dices-up the damage (1d6 – 1d8 – 1d10 – 1d12) but also does damage to the wielder on a natural roll of 1 or 2 on a d20, in addition to any critical fumbles rolled by the DM

Missile Weapons
Weapon Type
Damage
Examples
Notes
Hand Propelled
1d4
Throwing Knives, Shuriken, Slings/Stones
Can usually be readied and used in the same round Cost 5 Gp (x5)
Pulled
1d6
Bows
Requires both hands to use
Cost 20 Gp
Mechanical (Small)
1d6 + 2
Light Crossbows, Pistols
Most mechanical weapons require a round to reload after being fired. These make a bit of noise when used.
Cost 25 Gp
Mechanical
1d8 + 2
Rifles, Arbalests
Most mechanical weapons require a round to reload after being fired. This make considerable noise when used, and requires two hands to use
Cost 35 Gp


Other Items (Additional Items can be purchased upon request, these are just examples)
Item
Cost
Item
Cost
Item
Cost
Rope (50’)
5 GP
Lantern
10 GP
Bedroll
15 GP
Mirror
3 GP
Backpack
3 GP
Pole (10’)
5 GP
Shovel
4 GP
Spikes (3)
4 GP
Hammer
2 GP
Flint & Steel
4 GP
Torches (5)
1 GP
Bottle
6 GP
Ammunition, Mechanical (x5)
6 GP
Ammunition, Hand Propelled
(x5)
3 GP
Useful Animal of some kind
25 GP
Basic Rules (All others should be advised by your favorite Retroclone)

Task Resolution and Saving throws
  • When attempting any task where success is not assured due to time or simplicity one must make a check to attempt it. This is achieved by rolling under the appropriate aptitude on a d20. Remember to take into account any bonuses, penalties and any advantages or disadvantages when making this roll.
  • Whenever a spell or effect calls for a saving throw, this works exactly like a check does.
  • If directly competing against another individual or creature in such a task, or attempting to best them in some other contest, the player should roll a d12 and add the respective aptitude to the roll. Thier opponent should do the same, with whoever has the higher result coming out on top of the conflict. Note that both sides might not use the same aptitude, depending on the nature of the conflict.

Combat
  • Both sides roll on a D6 each round for initiative, the higher result goes first
  • Attacking is simple; roll a d20, add your Attack Bonus. If it exceeds your target’s defense, you’ve hit and may roll damage.
  • If you wish to do something special with your attack (such as trip an enemy, or knock something out of their hand) you may do so by raising the stakes of a miss. For example, “I want to trip the enemy wizard when I attack, but if I miss than I’ve thrown myself off balance”. Naturally, this is subject to negotiation.
  • You may instead sacrifice doing damage to accomplish such a stunt, but that is also subject to negotiation.
  • If you are reduced to 0 HP, you are knocked out and dying. You’ll lose an HP each round you spend this way - if you are reduced to a negative number of HP equal to your Grit Aptitude, you’re dead.

Advantages and Disadvantages
  • An Advantage is when you may roll two dice instead of one, and choose which result to use. A Disadvantage is nearly the same, save you must pick the worse roll of the two.
  • These can come up in any number of situations, based on characters, environment and other factors. Please feel free to propose when you think you may have one, as the DM will likely do the same

Spell Casting
  • Casting a spell expends magic points equal to the spell’s level
  • Magic Points are recovered after a 24 hour period. The caster may also recover their Level’s worth in MP during a short rest instead of recovering Hit Points
  • Spell casting always requires an outside component; Verbal, Gesture or an Icon. This must be selected by the spell casting character during character creation.
  • Spells go off at the end of the round, after everyone else has acted. If the damage a caster incurs during a round exceeds their Attained Level, they must make a Grit check or lose the spell