Pen and Paper RPG House Rules

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No Thank You, Evil!: The Trouble with Quibbles Adventure


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The ENnie Award-Winning Game of Make-believe for Creative Kids and Their Families

If you have kids and like to roleplay then you need to get No Thank you, Evil! from Monte Cook Games LLC. If you haven’t heard of Monte Cook but you’ve been gaming for awhile you’ve probably played a game influenced by them at some point. I really enjoy the worlds and game system employed by Numenara a game in the far future and the Strange which reminds me of the comics Injection, Fables, and the Unwritten and both are really solid game worlds worth checking out.

No Thank you, Evil! is a creativity game that is designed from the beginning to be played by kids of various ages and development so you can have five-year-old and a twelve-year-old play the same game at the same time and both have fun.

I have some monsters and a lightly sketched adventure for the game below that I think could be a lot of fun once you’ve gone past the included adventures in the book or could work as a good introduction connecting the players to a lot of different places in Storia.

I currently only have the main set but I will most certainly be picking up the other products for my six-year-old as needed.

The Trouble with Quibbles:

  1. A Call for Help
  2. Figure out the problem
  3. Solve the problem
  4. Celebrate!

 

Overview:

In this adventure, a Quibble family moves into Young McDonald’s Horn of Plenty Farm and causes chaos by eating all the food. The OK knight was hired first to solve the problem because the Good Knight was busy fighting the Bad Knight. The OK Knight decided to fight the Quibbles with his favorite battleax “Splitting Hares” and instead of killing the Quibbles it with each swing and a hit made two Quibbles where there was only one! Now the Quibbles are everywhere eating all the food in this area of Storia.

Players must go to the farm and investigate the situation and find a solution that saves the day!

 

1. A Call for Help! (Read Aloud letter)

A scroll embossed with a big “MC” marked into red candlewax arrives addressed to one of the heroes delivered by a sleepy and disheveled night owl who has obviously not had enough sleep which drops the scroll at your feet and barely manages to not spill the coffee cup and mountain dew can in its beak and claws while doing so. It flies away “Into the Closet” muttering under its breath.

Depending on players maybe just one visit to the most fantasy based PC who will then gather the rest of the troupe or if they don’t know each other then each one will be visited by the night owl and each player will arrive at the farm separately but at the same time.

“To whom it may concern, 

Noble sir, we have an emergency. I am in dire need of assistance from a professional hero. I have recently been put in charge of the Horn of Plenty Farm and something has gone terribly wrong. Some sort of furry baseball sized critters have infested it and are eating all the food! Without the Horn of Plenty providing food for the Hex Kitchen and the Giants of Beanstalk Castle then we will have a disaster! Please come immediately by following the night owl and save the day!

Sincerely,

Sir Young McDonald.”

After reading a map labeled “Into the closet” falls out onto the floor labeled with an X between The Beanstalk and Hex Kitchen.

? Ask the players what they take with them and if they do anything to prepare or go straight to the closet or if they notify their friends to take them with them on the adventure.

? You can ask the first player what the night owl looks like to get the players used to being co-creators of the world. You can ask them to draw it for you.

? Don’t let the players get to distracted by the setup but give them enough time to reasonably get started by reminding the player of the urgency of the letter.

 

Young McDonald’s Farm:

 

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Credit: https://www.walldevil.com/cornucopia-wallpaper-770781/

2. Figure out the problem

The players arrive at the farm passing a normal looking horn of plenty before coming to the farm which has dozens or hundreds of furry Quibbles bouncing around while Young McDonald is swinging a broom around trying to sweep them away from his barn entrance.

“Oh, thank goodness you’re here!” gushes the man. “Come with me to the farmhouse and I’ll tell you everything.”

? At this point the players can ask questions of Young McDonald and find out how he just started as the head of the farm and that one day a few furry baseball sized critters moved into one of the horns of plenty and started eating up everything. Then he hired the OK Knight to get rid of them and now they are everywhere and the OK knight has disappeared with his payment!

? If the players ask who ran the farm earlier YMC will say it was a very nice lady named Amalthea who is visiting her friend Lily Cobra at the Cannibal Gardens in the “Under the bed” part of Storia.

? If the players ask for a reward YMC says each will get 2 coins, 1 fun, and a special treat from the horn of plenty. YMC may also say that if they can they can keep any coins they get from the OK Knight for making the problem worse.

?If they ask if anything had changed since then YMC will say there used to be a lot of goats on the farm but they all left for some reason.

?If the players go around and ask other characters on the farm they will find out that Ol’ Scarecrow the foreman in charge of the garden hates mushrooms so he scared a bunch of ravens to pick the trumpet mushrooms and dispose of them for a few pieces of shiny magic quartzes he found by the Beanstalk creek.

? Ask the players what they want to do.

? If they try and talk to the Quibbles they may notice that there are four different Quibbles and all the Quibbles are copies of these four.

Mrs. Disputer Quiddity likes to argue about anything and everything. She is gray and the biggest of the Quibbles and is the only one likely to start a physical fight if annoyed. She would be really dangerous if she would fight together with the other versions of her.

Level: 3 Health: 6 Damage: Bite 1 Skill: Say a mean thing that makes the hero cry if they fail a Smart Goal 3 roll and they lose their next action. Quirk: Kill her with kindness. She takes 3 points of damage for every sincere compliment.

Mr. Cavil Quiddity grumbles about how things used to be better and how he liked his home outside of Boom! Laboratories in the “Out the Window” realm of Storia but it was never good enough for his wife. He is green and can be jealous of the other versions of himself if they seem happier.

Level: 2 Health: 4 Damage: Bite 1 Skill: Will start telling a boring story about work which does 3 damage if you fail a Fast 3 Goal to run away. Quirk: Tell Mr. Cavil about how much better the other Mr. Cavil’s are at something which causes 2 points of damage per statement.

Baby Quirk Quiddity likes to roll in dirt and mud and then fling it everywhere. Because of the mud you can never tell what color is supposed to be but depending on the mud he is usually black or brown.

Level: 2 Health: 2 Damage: Bite 1 Skill: Splatter mud everywhere ruining your nice outfit for 1 damage to everything in ten feet. Quirk: Takes 2 damage if you clean somehow the mud out of its fur like with a water hose.

Kid Whimsey Quiddity is probably the only Quibble likely to be friendly to the heroes. She likes to hear about adventures and might talk to the heroes if they talk about their escapades.

Level: 2 Health: 3 Damage: Bite 1 Skill: Starts playing or doing something and if you fail a Smart Goal of 3 you replace your next action with playing her game. Quirk: Will stop fighting if the players offer to tell her stories or play with her for real.

3. Solve the problem

There are a few possible solutions depending on how the players tackle the adventure.

They can conk out all the Quibbles and take them somewhere else. In this case, the Quibbles will come back or another family or two of Quibbles will come for the first time now that it is open to them.

They can hire guardians who will keep any Quibbles from coming back. They can get the Ravens to pester the Quibbles until they give up but as soon as they stop the Quibbles will come back and part deux of the adventure begins again from an annoyed YMC.

If the players find out that the Quibbles hate goats and get the Ravens to tell them about where the mushrooms are then the players can replant the trumpet mushrooms that were dumped in a pile on the side of the road to Hex Kitchen and the goats will come back which will keep the Quibbles away. The mushrooms can also be a treat for one of the heroes’ companions.

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The players can go find Amalthea then they can have adventures going to the Land under the Bed and run into the ghoul school, dead center, the dark dark or other landmarks on the way to the Cannibal Gardens.

Amalthea is very much a mothering figure and is friendly and understanding to the heroes. She can return back to the farm but only if the heroes help with some troublesome plant in the gardens! Amalthea can provide 2 hints to the heroes when they arrive on how to solve the problem. After the heroes have tried to complete the adventure she can give one more hint.

Amalthea could also bring a cannibal plant that likes to eat Quibbles if they wander too close to it if they succeed and impress Lily Cobra and if she knows about the reason for their visit.

The heroes can find the Ok Knight who is terribly sorry about the whole situation but doesn’t want to give up the 8 coins he was paid but will do so if threatened (Goal: Tough 5) or (Goal: Smart: 6) or if persuaded (Goal: Smart 5). If the heroes decide to fight the OK Knight he should be a good challenge for the whole party and his ax ‘Splitting hares’ should be very dangerous to non-quibbles. When the ax hits Quibbles it splits them into two versions of the Quibble that are basically identical. Most other things it splits them into two non-functioning halves.

The heroes can go to Boom! Laboratories and visit with the nearby homes of the other Quibble families and find out what Quibbles like and dislike. They may also go and talk to Dr. T. Bone. Rex who is in charge of all the experiments. The Quibbles were a creation of the “What Does This Taste Like? Laboratory” and a great disappointment to the Doctor. He was hoping for something yummy but the Quibbles only taste yummy for the first couple and start making his tummy ache if he eats too many in a sitting. So, he let them leave the lab and settle the nearby Quibble village in exchange for helping him with various explosive tests. If the players can convince him to help them he can write a letter or offer the Quibbles to come back. He will become very interested in hearing about the OK Knight’s ax and starts muttering about live tests for the explosive tests and the ethics of cloning and the rights of the cloned.

The heroes can convince most of the Quibbles to leave and provide a small section for them to live in without being bothered.

The heroes can try and reverse the clonings and make all the Quibbles become just one by visiting the Hex Kitchen and she can make a batch of Quibble Management cookies if she gets the right ingredients! There are some bandit gingerbread men loose in the forest that will have to be dealt with to find the right subtractives and additives to balance the hex magic equation which will merge the extra Quibbles to the originals after they eat the cookies.

If the solution the players come up with is temporary than the Quibbles will come back!

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Credit: http://www.goipadwallpapers.com/wallpaper/69.html

4. Celebrate!

Different solutions can get different rewards but success should net coins, treats, new friends, and maybe new stuff like a laser gun from Boom! or a pet plant from Cannibal Gardens or cookie jar that never empties from the Hex Kitchen.

 

 

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D&D 5e House Rules: Shields


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Featured Image from i33 the earliest known martial art treatise from the middle ages. The image shows each with an arming sword and a boss held buckler.

There are lots of different shields in history and they are used a lot more like a weapon than depicted in movies and television where shields just passively sit on your arm like a piece of armor rather than an active participant in the battle.

Rather than making a whole lot of distinctions between bucklers, bucklers with sharp points on them, rotellas, targes, targas, rotellas, tower shields, kite shields, and Viking shields I’m just going to make a few categories for them to fall into.

One thing to consider is that the difference between a small buckler and a tower shield is greater than the difference between a dagger and a greatsword. It seems a bit strange to have them be treated as effectively the same.

For roleplaying purposes, there are two major splits with shields. Those held in a boss grip and those held with a strap. Below is a buckler or what I categorize as a “Dueling Shield” from a site called Steel Master. Underneath that is a reproduction of a boss held Viking Shield by the merchant Armstreet and a plate from Capo Ferro with fighters holding strapped shields of a type I categorize as “war shields”.

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Those held with a strap can allow you to hold something in your hand like a torch or a backup weapon to throw at an enemy before melee starts. It was a standard thing to hold onto anything from a spear or a javelin or a throwing axe in your shield hand so you could transfer it to your main hand before your enemy reached you.

The strap based shields are good on horseback allowing you to hold the reins in your shield hand. The negatives are that it is harder to be active and to use the shield like a weapon though you can hold the straps in your hand like a boss shield to get more control unfortunately that takes away from the advantage of being able to have something in your hand.

Boss shields are held in a grip at the center of the shield. Most shields until the late middle ages are of this design from small bucklers to large Viking shields. Shields of this design could get quite large in history.

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This is another large shield I categorize as a “Body Shield” which is wielded with two hands shown in Talhoffer below:

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As you can see there are a lot of different types of shields and they are used in different ways but they are a weapon not a piece of armor and knowing a bit more about them can allow you to be more entertaining in battle descriptions and even add a bit of fluff to your roleplaying. Is your shield round or teardrop shaped? Is it a rectangular buckler and does it have a spike or dagger sticking out to add damage? Is it concave or convex?

Another thing is to consider the materials the shield is made of. Viking shields usually had a metal center or boss attached to wood and bound with leather. Some shields have metal edges. Some shields are made entirely of metal. If so when they get hit they can make quite a sound…which can be a great explanation for why the knight botched their stealth roll by clinging their shield like a bell against something metal. Wood shields were often used to trap blades in them as the blade would get stuck and then disarmed which can be a tool for a DM to use to explain terrible rolls or for a player to use when the DM says the Barbarian is making wild swings so they can use their action to interpose the shield to purposefully disarm the “Buffel” relying on strength rather than proficiency.

For game flavor, you can even impose repairs during the night or stops in towns to replace shields. Good use of the mending cantrip for roleplaying so the Paladin can grudgingly appreciate the value of the meddling wizard.

Game Mechanics:

I had a lot of feedback about my original rules being overcomplicated so I’ve endeavored to fix that. I have split shields into three general categories called Dueling Shield, War Shield, and Body Shield with a game mechanic section and a bit on the social use of carrying a shield of that type in daily life. I’ve entered in a few suggestions on how to apply certain feats to the new rules and a new mechanic for shield warriors working together.

Handling proficiency with shields I recommend that rogues, barbarians, and bards have dueling shield proficiency since dueling shields particularly spiked bucklers were famously used by thieves and street bandits to the point where they often became illegal in some city-states. Fighters and Paladins should have all three types of shields. As a general rule think of bucklers as ubiquitous in almost every city in the Old World from India to Egypt to London for centuries by almost every combat trained nobleman or wannabe street tough. For flavor, at the end of this post, I have an optional rule to regard a “parrying dagger” as if it was mechanically identical to a spiked buckler as they are basically interchangeable. Most historical fencing tournaments today allow you the choice of parrying dagger or buckler and they are used in much the same fashion with different masters suggest different methods of using both depending on the century and locale. This lets you roleplay as a quite standard fighter of the renaissance with a sidesword and dagger without losing the AC and benefits from Dueling Fighting style.

War and Body Shields are martial tools used in war primarily with a bit of guard duty thrown in for the War Shields. Body Shields are a war or ceremonial item that normal people aren’t going to want to carry around unless they want to impress or they want to kill and not be killed.

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Shields as Weapons:

Shields can be used to attack for 1d4 blunt damage or if spiked or otherwise weaponized may do 1d4 piercing damage instead. If used as an off-hand weapon the warrior can use a bonus action to make an attack. If you want to allow Two-Weapon Fighting to apply that can open up some interesting options though it does make the shield the dominant off-hand “weapon”. This is the case in history in almost all places and all times outside of Japan and in Northern Italy during the Renaissance when the sidesword/rapier and dagger became popular for civilian and dueling uses.

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Shield Wall:

Warriors with the Protection fighting style can when using a War Shield or Body Shield provide to any adjacent warrior within five feet who also has a War or Body Shield to allow those adjacent warriors to use the Protection fighting style themselves should they not already have the fighting style as long as the target of the enemy is an adjacent warrior to them with a War or Body Shield.

This means that a trained fighter in a column can greatly fortify their comrades in arms. This can provide an in-game mechanic for how Greek phalanxes or Roman legions defeated enemies who on paper far surpassed them. Later on, Pike Squares would devastate cavalries in a similar united fashion.

Optional Feat Changes:

Shield Master increases the d4 for damage to d6. Keep in mind that with different types of shields the bonuses this feat provides will differ depending on the type of shield.

A Sentinel who is part of a Shield Wall formation may give the benefits of Sentinel to the warriors immediately adjacent to them who meet the same requirements as sharing the Protection fighting style.

This combined with Protection fighting style can make even a low-level group of fighters incredibly dangerous when fighting together. An elite fighter backed with two moderately proficient shield mates presents a new type of problem with this rule demanding new tactical approaches especially in an enclosed environment like a long hallway or a bridge or an Underdark tunnel.

Dueling Shield:

A boss held dueling buckler is small, quick, and active in battle. It is mostly used to trap swords, deflect attacks, bind weapons, to hide the movements of your other hand, close down lines of attack, protect the sword hand, and as a weapon to strike the throat, smash the face, and smack your opponent’s sword hand out of line to make it easier for your sword to strike or even disarm your opponent. Some versions have spikes and even stranger adaptions that were probably not martially savvy but intimidating or stylish.

These are the shields that civilians use because of convenience and ease of transport. You put a strap on the shield and hang it over your sword hilt so it doesn’t take up much space and it doesn’t interfere with your daily life. Some versions have a connection so you can hook it to your belt directly which is also very convenient. The buckler is a daily part of life carried by peoples all over the world from Ireland to India for thousands of years and no one is going to bat an eye at someone carrying one when doing their shopping at the market or watching an opera.

A Dueling Shield is 2 to 6 pounds on average depending on the material and is usually between about 10 inches to 18 inches in diameter. A dueling shield provides a + 1 to AC. If the warrior is proficient with Shields they can use a bonus action move the shield to cover the center line. This action grants a bonus to AC equal to half your Proficiency bonus from attacks coming from that specific opponent. Later you can spend another bonus action to move the shield to cover the line of attacks from a different opponent.

Has the “light” weapon property.

War Shield:

This is a martial weapon for war, defense, or threat of war. Most people aren’t going to want to carry with their hand a boss held Viking shield all day and even a strap shield on your arm can get exhausting after a few hours. Depending on size and shape you might have your shield strapped to your back, on the side of a wagon or boat, or carried by a squire or auxiliary. In daily life, you are most likely to see Medium Sized Shields carried by town guards, bodyguards, mercenaries, hunters going after large dangerous game, people in ceremonies, and soldiers.

A War Shield is 5 to 12 pounds depending on the material and two to three feet in diameter with many shapes and sizes. A War Shield provides +2 to AC. As a reaction, the warrior can “duck under cover” and counts as half cover against ranged attacks until the start of your next turn.

Body Shield:

This is a martial weapon designed to be used in war while in a formation. It is heavy and bulky making it dangerous to run with and for most non-warriors, it will quickly cause exhaustion just carrying it let alone using it. It is slow and bulky making it a liability to a warrior by themselves or when flanked compared to a War Shield which is more nimble.

Socially, someone walking around with a Body Shield outside of a war zone or as part of their duty would be looked at askance and have Disadvantage on social tests not involving Intimidation. Carrying a body shield around to buy a chicken at the market would be the equivalent of going to Target with a SWAT Riot Shield in your hand. If you’re not a police officer or a Hollywood extra on a movie shoot you’re likely to scare people or make people very uncomfortable unless you can spin why you have it out into a good story. You’re also likely to bump people or knock over things in crowded spaces carrying a shield larger than some people.

A Body Shield is more than 10 pounds depending on material with many being over 20 pounds and at least four feet in length on one dimension. A Body Shield provides +3 to AC. Because of its size and bulk carrying a Body Shield halves movement speed. It is also quite heavy which can affect encumbrance as well further slowing down a weak character and also has the “heavy” weapon property. 

When carrying a Body Shield in front of them a warrior benefits from half-cover against ranged attacks. As a reaction, the warrior can “duck under cover” and counts as three-quarter cover against ranged attacks until the start of your next turn.

Because holding a Body Shield blocks vision unless it is made of a material like Glassteel and opaque to sight it gives you disadvantage on Perception and Investigation checks.

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Optional Rule: Parrying Dagger

Since Parrying Daggers are basically dueling shields with spikes as far as game mechanics you can use a Parrying Dagger instead of a Dueling Shield with no change other than roleplaying or mechanically for fighting styles via Dueling or Two-Weapon Fighting depending on how you rule that. You can’t throw a Parrying Dagger effectively but you can be very effective dealing piercing damage or blunt damage with a hammer strike with the pommel or a punch with a quillon or with the Nagel, ring, or sail. A large parrying dagger is 19 inches long and a large buckler or dueling shield is about 18 inches long so even the size is basically the same. An advantage of seeing a parrying dagger as mechanically a shield is that you can then easily use a rapier or sidesword and parrying dagger together without issues and with the same effectiveness as with a dueling shield.

The above image is a Parrying Dagger made by Marco Danelli.

For more information about real combat check out the freely provided treatises of the historical masters at Wiktenauer.

If you’re interested in HEMA or Historical European Martial Arts please check out my other blog: A Novice’s Guide to HEMA.

D&D House Rules:

Combat Overhaul

Shields

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity, Proficiency, and Expertise

Character Focus

Tactics of Mistake

Counterattacking

D&D 5e House Rules: Combat Overhaul using the OODA Loop


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Featured image of OODA Loop By Patrick Edwin Moran – Own work, CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=3904554

<Edit> I just found a really unique to me house rule called Variant Shared Turn Combat on Reddit on the Unearthed Arcana subreddit and I’m amazed at the production value and quality ideas.</Edit>

The above diagram is a depiction of the OODA Loop which is a tool for understanding how people make decisions. Many of the ideas I will be presenting use this framework and come from my homebrew game I’ve been designing and redesigning for years that works very well when transferred to D&D 5e.

With the OODA Loop you have four steps: Observe, Orient, Decide and Act.

The general structure of combat in the PHB 5e on page 189 is as follows:

  1. Determine Surprise
  2. Establish Positions
  3. Roll Initiative
  4. Take turns
  5. Begin the next round.

There are many ways the DM can handle showing combat whether with miniatures, physical or virtual maps or overlays, or purely via imagination and description.

I prefer if possible to use the fog of war during the initial setup and not let players know things they can’t perceive if possible. Having a second map or description available just to the DM can make it easier to show the movement of NPC’s in the fog of war for the DM that the PC’s do not know about. It can be fun to flank the PC’s and get the PC’s to think about flanking especially with mounts or vehicles in play.

I also would like to say that D&D is not supposed to be simulationist and works just fine as is. I offer my system to people who like a little more complexity and options in their battles and to add a bit of tactical confusion and surprise. There are some changes that can make things very different in your game as it shifts priority away from Dexterity towards Wisdom but I think that is actually more balanced.

I have not playtested this at all with D&D so if you’re interested in trying it out and letting me know what you think that would be awesome. Please just leave a comment about your experience. If I forgot something obvious please let me know as well. It is easy to make mistakes on this kind of thing.

 

My System:

  1. Determine Surprise (Keep in mind the fog of war for step 2)
  2. Observe (Explain what each PC perceives and Establish Positions)
  3. Orient (Roll Initiative)
  4. Decide (Based on Initiative and what the PC/NPC perceives then declare actions)
  5. Act (Take Turns.)
  6. Next Round

1. Determine Surprise:

Nothing changed in this step.

2. Observe:

It is important at this point to go over what each PC perceives prior to Initiative so that they can form an idea of what is going on based on their personal perspective not that of a Player who can see much more. So, if an ooze is slinking behind the wizard and the wizard doesn’t know they obviously won’t be casting a spell at it. This encourages a bit of roleplaying so the very perceptive Rogue who sees the ooze approaching his ally can take a free action to yell “Behind you Mage!” after stabbing the Orc in front of her which might confuse the Orc while alerting the wizard so they may change their mind and cast burning hands in front of them rather in front.

The DM also needs to keep in mind what the NPC’s perceive and how they react. Experienced soldiers used to working in tandem with each other are going to be much more difficult to deal with than expert duelists used to working one on one or a mob of amateurs.

3. Orient:

Here things start to depart from the PHB 5e rules.

A big change here is that in my system Initiative is how well you observe your environment and process information rather than in the PHB which focuses on how fast you can move your body. After all, why would Dexterity have anything to do with how fast and well you can observe a combat, make a decision, and say “Shazaam!”? It makes a lot more sense to use Wisdom here to represent a combination of perception, common sense decision making, intuition, and actions and reactions especially those actions that don’t have any real physical component.

D20 + (Wisdom Modifier) + Proficiency Modifier/Die

For diceless Initiative just use the PC/NPC’s Proficiency Modifier and have an automatic 20 for the roll. For more variable Initiative use the optional rule for Proficiency Dice in the DMG on Page 263 which replaces, for example, the +2 Proficiency Modifier with a +1D4.

One could even use both in a game depending on the situation. Use the variable Initiative when surprise, “boss” battles, or unusual combat is happening and for the more normal lineup of good guys here and bad guys here just use the diceless version instead.

The reasoning behind using Wisdom here instead of Dexterity I provided above and my reasoning for using the proficiency bonus is that handling and reacting to combat is a matter of experience.

For example, take a reasonably healthy and elderly Special Forces combat veteran and mentally they will be able to process a combat situation faster and in a more capable fashion than a novice character with world-class Dexterity. Leveraging that experience to process the OODA Loop is a big part of improving decision making and thus performance in combat be it social, mental, or physical and you can substitute talent only so far when competing against old age and treachery.

Once you have everyone’s Initiative totals you can either post them for all to see or you can keep them to yourself.

The highest Initiative total provides the number of Combat Phases in this Combat Turn.

For example:

Rogue: 30, Ooze: 23, Wizard 22, Orc 22.

Thus, there are 30 Phases in this turn.

If two characters are acting the turn or movement during the same phase both actions take place at the same time. Thus, you can have both characters stab each other in the heart and this happened quite commonly in history or characters charging each other would meet at some point in between the two warriors rather than one warrior charging across the battlefield while the other sits there.

Any action that would take place at 0 Phase or when the combat phase is in the negatives all happen at the same time. Thus, a character who used their entire move before swinging a sword would have their action take place on the 0 phase along with any other characters.

4. Decide:

At this point starting with this highest phase the DM has the characters decide what they are going to do in a descending fashion phase by phase allowing the characters to have started their round and have their action/s take place during or after their phase depending on the type of action.

Each action, maneuver, spell, or movement takes place during or after the round/phase the character scored in the Orient step of Combat.

Remember you still have only the actions you can do just like in the PHB even if you still have leftover Initiative after you attack or cast a spell. If you don’t use it up with actions or movement you lose it. So, if you attack during phase 15 and don’t want to move you don’t get more attacks to do later unless you have the extra attacks feature.

I am going to introduce a term called tempo which has various definitions depending on the martial tradition or master but in this case, tempo means how long it takes to complete an action. Each action has a tempo cost which tells you how much later the action actually takes place in since your Initiative score is simply how fast you were able to process the combat situation not the time it takes to perform an action.

Some martial masters have used the idea of hand, body, foot, and feet to describe combat, reaction, and initiative. This means that the tempo of moving your hand is fast, moving your body is a bit slower, moving one foot is slower than that, and moving both feet is the slowest. In other words, swinging a sword at an opponent in measure is faster than moving your torso/body back to dodge or forward on an attack. Moving a foot forward or back takes even longer and moving both feet is the slowest. In other words, it is faster to thrust a blade with just an arm movement vs an arm movement plus moving the body forward with the arm vs the arm, the body, and a foot forward such as when lunging vs the arm, body, and both feet in a shuffling strike.

To put this in perspective it takes longer for a warrior to walk 30 feet and swing a two-handed warsword than it does for the rogue to move 5 feet and backstab with a sgian dubh knife even if the warrior rolled a higher Initiative score which is how things stand now.

A character can under this system postpone their action or be indecisive. For example, a pikeman could see cavaliers and their horses charging towards him and plant her pike and ready themselves for the charge postponing their attack until the cavalier comes in range. Should the cavalier stop rather than coming into range the pikeman could charge forward instead or drop the pike and draw the loaded crossbow at their side and fire thus allowing more flexibility than the current system at the cost of more complexity for the DM and players to handle.

Actions and their Tempo:

Attacks:

For a second attack, the action takes place after the first one and any movement has subtracted from the initial Initiative. Starting Initiative of 10 and a heavy strike for on phase 7 and a second heavy strike for -3 for an attack on phase 4.

If the character is not Familiar, Proficient, or Expert with the weapon then add +2 to the Initiative Cost.

Heavy and Light Weapons have that trait listed with all others without that trait being regarded as Medium below.

Heavy Weapon Attack (Melee or Ranged): 3 Initiative Cost.

Medium Weapon Attack (Melee or Ranged): 2 Initiative Cost.

Light Weapon Attack (Melee or Ranged: 1 Initiative Cost. (Most Unarmed Strikes)

Loading a Weapon: 5 Initiative Cost.

Magic:

Cantrip: 1 Initiative Cost.

Spells: (1 + Spell level) Initiative Cost.

Innate Spellcasting, Legendary Actions, and Special Abilities: 1 to 5. (DM should quickly decide based on the complexity and potency of the ability or power or the complexity of the situation.)

While the spellcaster is making magic they are vulnerable just as if they are Concentrating on a spell…because they are concentrating on the spell they are casting. This means not only does it take awhile to drop a major spell and thus adds difficulty to the tactical landscape it also means it is even more important to protect the big guns because if they take damage and lose concentration it can be the difference between an easy encounter and a deadly one.

For example, the Cleric has an Initiative of 15 and is casting a 6th level spell so their spell begins on Phase 15 and ends on Phase 8. If they get hit with a barrage of arrows and Magic Missiles they could lose Concentration and have their spell fizzle out. The spellcaster doesn’t lose the spell slot if they lose Concentration because they weren’t able to marshall the magic before getting distracted.

This can give a quick character a chance to use Arcana to recognize the spell the big baddie is casting and yell for the Archer to shoot the Wizard before they drop a Meteor Swarm on them. It also makes Counterspelling a bit more fun which counts as a Reaction below so it only has a 0 IC.

Skills, grappling, and non-combat actions like help, search, ): DM may add or subtract depending on the complexity of the skill use. This represents the simple automatic speed that develops from increased competency at a task. Picking a lock when you’re an expert and under pressure in combat is much faster than if you’re not an expert.

Unfamiliar: 4 Initiative Cost

Familiar: 3 Initiative Cost. (Jack of All Trades, Remarkable Athlete, or my house rule linked above.)

Proficient: 2 Initiative Cost.

Expert: 1 Initiative Cost.

Movement:

Walking (base movement): 3 Initiative Cost per 5 feet

Dash: 2 Initiative Cost per 5 feet.

Sprint: 1 Initiative Cost per 5 feet. (Dash without gear, weapons, or any substantial encumbrance such as dropping everything and running for your life from the greek fire armory that a mage dropped a delayed blast fireball inside.)

Breaking up your move:

Walk 15 feet for a 15 Initiative Cost then cast a spell and use the remaining X (15) feet to get back undercover on the 0 Phase.

Use Object: 1 to 5 Initiative Cost based on the complexity of the object. Opening a stuck door may take longer than pressing a button.

Mounting: 10 – Dexterity Modifier

Dropping Prone: 1 Initiative Cost.

Standing up from “Prone”: 10 – Dexterity Modifier

Disengage: 1 Initiative Cost.

Dodge: 0 Initiative Cost.

Free actions: 1 Initiative Cost.

Quick Look Around: 1 Initiative Cost. Let’s the character get a quick scan of the environment for obvious things that don’t require a roll. Since things change dynamically during the round this can be important.

Reactions like Opportunity Attacks: Usually have a 0 Initiative Cost and take place at effectively the same time as the action that caused the reaction such as a Shield spell blocking an arrow.

Bonus Actions: Can take place before, after, or at the same time. For example, a Shield Master could do a shove before they do their attack or after. A Two-Weapon fighter could thrust forward with both daggers in simultaneously on the same phase or one after the other.

5. Act

Using the earlier example: Rogue: 30, Ooze: 23, Wizard 22, Orc 22. Thus, there are 30 Combat Phases.

Starting with the highest Initiative Score have the highest scorer decide what they want to do. So, the Rogue at Phase 30 would say I am probably moving 5 feet forward to stab the Orc after a quick look around. On Phase 29 the DM would tell the Rogue that an Ooze is slouching towards the Wizard but about 30 feet away. The Rogue has to decide whether to tell the Wizard and alert the orc or move forward and backstab the orc. She decides he should be fine and walks toward the orc and sneak attacks. So, the DM would go through Phase 28, 27, 26 (sneak attack with sgian dubh a light weapon -1 IC) and on Phase 25 rolls for damage and kills the orc. Now on phase 24, she yells at the wizard “Behind you!”.

On phase 23 the Ooze starts sliming up to the Wizard but is 30 feet away. It will have closed five feet by phase 20. The Wizard on phase 22 panics and flings a firebolt cantrip at the Ooze without thinking and hits without killing the ooze. The cantrip had a cost of 1 IC so on phase 21 the Wizard turns and walks toward the Rogue keeping an eye on the ooze. Both the Wizard and Rogue move back to keep their distance from the creepy looking Ooze which decides to Dash on its remaining move to close the distance.

The DM would map out the movement as the phases would drop one by one. Any remaining movement would be used during Phase 0 for all three creatures.

Next Round:

The next round would start with either a new roll if the DM thinks the situation is very different like new creatures enter the combat arena or dynamically in a different “scene” or if the situation is relatively static just reuse the same totals from the previous rounds.

Hope this gives you some ideas on how to spice up your combat! Keep in mind that this system does penalize movement and powerful spellcasting the most. It does encourage more active protection of your spellcasters when they are casting spells and makes it a bit harder to unleash the big guns when not protected by the tanks/front line.

 

D&D House Rules:

Combat Overhaul

Shields

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

 

 

 

D&D 5e House Rules: Seizing the Initiative and Counterattacking


fencingbook

A counter attack is different from a parry and a riposte in that the defender seizes the moment/initiative away from the initial attacker as if they hadn’t even attacked versus defending and then attacking back. The German grandmaster Liechtenauer used the concept of Indes and the Italians used mezzo tempo or contra tempo to illustrate how to decisively and ‘instantly’ to feel out and orient their observations to take action and advantage of a moment in time during combat.

Counterattack: An offensive action executed into an opponent’s attack. A fencer might choose to counterattack if they believe their opponent’s attack will miss, or they might combine the counterattack with an evasive action (such as ducking beneath the opponent’s attack) or simultaneously using their blade to deflect their opponent’s attack during the counterattack (called a counterattack “in opposition”).

Parry and Riposte: uses the strength of one’s own blade to avoid the opponent’s blade. After performing it, the fencer then counters the attack with a combined attack which would force the opponent to parry, allow you to counter parry the opponent’s blade, and allow you to penetrate their next parry to win.

So for D&D purposes a great way to add this to the game is to allow proficient defenders to Counterattack weak attackers as an opportunity attack reaction.

This works great for any type of attack even a non-combat attack.

An NPC tries to use Intimidate on a character proficient with Insight and/or Intimidate. The intimidator fails badly so the defender could see the attack coming and before the NPC had even gotten the insult out the defender already had a comeback out and zinging.

Mechanics:

When a defender who is proficient in the skill, game, tool, or weapon is targeted by an attack or skill check in which the roll is a 1 or the total was less then the defender’s ‘To Hit’ total with their equipped and proficient weapon or appropriate skill total than they can react as if the attacker had provoked an attack of opportunity with their failed action.

Exempli Gratia:

The orc raises his battle axe over his head and telegraphs his attack with bunched muscles and a roar and rolls a 2 with a ‘To Hit’ bonus of +3 for a total of 5 missing by a mile. The skilled Knight seeing this responds with a thrust to the orc’s exposed throat before the axe even has a chance to come down.

The Knight had a ‘To Hit’ of +6 which is higher than the 5 rolled by the orc and thus the Knight has a chance to use her reaction to take a free shot at the orc with an opportunity attack.

Effects of House Rule:

This makes proficiency a much bigger deal which is very important at low levels and not very reflected by a +2 modifier. It adds a bit of spice to social combat as well providing a useful mechanic. When a low skilled character takes on a high skilled character by making a poor attack it really has a penalty now which should factor into a character’s cost benefit analysis and opportunity costs when dealing with a skilled or better enemy.

It also becomes interesting at high levels when a character is faced with a large number of incompetent enemies who leave themselves open every time they attack.

D&D House Rules:

Combat Overhaul

Shields

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

D&D 5e House Rules: Tactics of Mistake


aj-man-fighting-death-2400px

So, basically what I’ve done is take the concept of having to make a tactical or style decision prior to physical, social, or mental combat from my own game and applied it to D&D 5e.

This house rule can be used for any type of conflict and while presented here in a very simplistic form can be easily adapted to provide greater flexibility. Given that 5e has moved to an aesthetic of simplicity and clean lines I will endeavor to provide a rule in line with the style of the gaming system.

I have done no playtesting of this house rule within the game system of D&D 5e so it might not be perfect and it is an adaption from my own rpg game so it doesn’t fit as perfectly and I’m not as expert in 5e as I am in my own game. Thus, there may be weaknesses or errors that I have not thought out yet. Let me know your thoughts.

I wanted to bring to 5e something simple that also provided both mechanistically interesting choices and allowed for a more rewarding framework for roleplaying your character.

With this house rule there is a real difference between a bold dashing swashbuckler with a rapier who takes wild risks relying on their skill and bravery versus a cold calculating assassin laden with a lifetime of dirty tricks with a rapier vs a brilliantly fast tournament champion with a rapier et cetera both in how they roleplay an encounter and how they would fight in the encounter.

Also, this provides a framework for social combat like the viking flyting or the rap battles of today or backstabbing courtiers trying to undermine a rival. For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency.

For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency. It also would work really well for some type of astral combat or dream combat.

The tactics can have a big effect but since your opponent also is able to take advantage of a tactic it balances out.

A side benefit is that this lessens the negative effect of not min/maxing a character. Having a fighter with a high wisdom can now be pretty damn awesome versus mainly useless.

It also spreads out the gaps between ratings on Attributes. Getting hit with an axe by the actor who plays the Mountain is literally going to be double or triple the newtons applied by a very strong trained Olympic athlete with a mere Strenght mod of 2 or 3. The effect is going to be a much bigger difference than 2 points of damage on a blow.

Speaking of the Mountain in Game of Thrones his fight with the Red Viper is a perfectly could comparison between a strength and constitution based fighter versus a smart and agile fighter. They would be switching based on the situation between those two tactics in most duels.

Mechanics:

In this version, there are six tactics with one tactic attached to each attribute. Based on your proficiency bonus you get that many additional tactical points to spend in total on those six tactics. Each tactic uses the linked attribute modifier as its base along with the tactical points from proficiency.

An optional rule would be to replace the ‘Strength’ saving throw with the ‘Potency and Might’ saving throw regardless of what tactic is chosen in a round. This has the side effect of making it easier for everyone to make their saving throws including monsters but does provide an extra point of differentiation between different characters.

For one versus many opponents, the many may add together when working as a unit their total tactical points and apply that to the leader’s roll. If working as a unit than all must be using the same tactic just for ease of use. If not acting as a unit than just handle as normal for a one on one duel.

Potency and Might: (Strength)

Roleplaying:

With this tactic the character relies on their power so in physical combat they might grapple or bind or shove their opponent to clear the way for a strike while in a game of dragon chess they rely on clear and simple but capable strategies and in a social battle they would strike out in a forceful and straightforward way to achieve their goal.

Mechanics: 

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and either bump up, leave alone, or drop down the weapon’s damage by x steps as well. For a +1 difference a d6 goes to d8, a 2d6 goes to 2d8. A -2 would take a d8 to a d4. Below a d4 the damage is simply 1. Using this tactic is a bad idea for a human against a giant! Stops at d20 for bumps increasing damage.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Vigor and Fortitude: (Constitution)

Roleplaying:

With this tactic the character relies on their toughness, stubbornness, and will to keep going. In physical combat they roll with the hits thus diminishing and spreading out the force from enemy strikes and simply rely on greater conditioning and toughness to win out over their enemies. In a game of dragon chess they would castle early and play a defensive point based game hoping for their enemy to grow weary in trying to assault their defenses. In a social duel they would simply weather any attacks on their character or manipulations with pure stubbornness and force of will.

Mechanics:

Apply the Tactical rating to the character’s Armor Class against the following damage types: bludgeoning, force, necrotic, thunder, cold, and lighting. Slashing if the character is wearing armor or using a shield.

Apply the Tactical rating to social and mental saving throws used to provide defense in social, magical, psychic, or mental combat.

Celerity and Agility: (Dexterity)

Roleplaying:

With this tactic the character relies on speed and grace to avoid and defeat their enemies in any arena. In physical combat they evade strikes, riposte, and place hits with precision and finesse.In a social duel they can lay down the right turn of phrase to shut down or invalidate an opponent’s argument and in a game of dragon chess they prefer an open style of game with many options and ways to shift their defense and strike at many points of weakness.

Mechanics:

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and their AC and any Dexterity saving throws in physical combat. In social and mental settings apply ‘to hit’, Checks, and to any appropriate ‘saving throws’ to for defense including mental attacks. Think of the defender having a slippery mind against psychic assaults for example.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Guile and Artifice: (Intelligence)

Roleplaying:

The dirty street fighter or wily gladiator. This tactic is epitomized by the meme of ‘Old Age and Treachery beat Youth and Skill every time’. Throwing a bit of sand in your enemy’e eyes or dosing a rival bard with laxatives before a battle of the bands competition before the baron are all examples of using guile and artifice to defeat your enemy. A favorite of mine is from Roger Zelazny’s Amber when Corwin defeats Lord Borel with a dirty trick and Corwin retorts that this is a fight to the death, not the Olympic games. Guile can be thwarted by a near equal intelligence and sneakiness or common sense, perceptiveness, or wisdom. Casting a charm spell after dosing a target with a drug that makes them more trusting or open in order to ply for information would be an example of using this tactic in a non-combat situation. A rogue wizard with no moral compunctions and time to plot can be a much more dangerous enemy than a rampaging demon lord.

Mechanics:

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent’s Tactical Rating in this Tactic or their Prudence and Sense Tactical Rating whichever is higher. Apply this score to ‘to hit’, any Checks, and bump the damage or DC of any spells cast just like in the Potency and Might tactic. A +1 difference boosts a d6 damage die to d8. Max of d20 and min of 1.

Prudence and Sense: (Wisdom)

Roleplaying:

Cautious and opportunistic. This tactic is for the person concerned primarily over there continued life and wish to be careful in conflict. Reserved and perceptive the martial artist or fighter using this tactic waits for their opponent to make a mistake or reveal a weakness. The primary goal is to stay alive and defeat your enemy. This is a good tactic to take against a better-skilled enemy or when trying to hold a line when you’re more wise than tough. This is also a good tactic to take against the unskilled enemy as they are unable to evade your strikes and you have improved defenses against everyone. It is easy to evade strikes when you know what the enemy is going to do before they do.

Mechanics:

Add Tactical Rating to the character’s AC and all Saving Throws.If your opponent is not proficient or familiar with their weapon you automatically hit them without the need to roll as long as you are proficient.

Same goes for social and mental conflict. If you are proficient at Dragon Chess and your enemy is not you automatically win by simply not taking risks and knowing how to avoid basic mistakes and exploit incompetence by being careful. In the social arena an expert intimidator can fairly easily turn the tables on someone trying to intimidate them who has no clue how to properly intimidate.

Audacity and Courage: (Charisma)

Roleplaying:

With this tactic the character relies on boldness and bravery to win the day. The sudden strike or the barbarian charging in a frenzy or the swashbuckler leaping toward the hanging rope to ride the chandelier down are examples of this tactic. Force of personality can really win the day and intimidate or amaze your opponents giving you the psychological edge. The berserker charging a waiting nest of pikemen knowing that they will get hit but hoping to take down some before they go. The Paladin raising their singing Vorpal blade before leaping into the Abyss after the falling undead lord would be a great example of this tactic in use. Sometimes being brave can be stupid but if you really are much better than your opponents you can more easily defeat them with this tactic and do so in style. Also, by being bold and on the offense you can seize the initiative away from someone not fighting in the moment.

Mechanics:

Apply the Tactical rating to the character’s ‘To hit’ or Ability Check and subtract the rating from their ‘AC’ and ‘Saving Throws’. The secondary ability of this tactic is to seize initiative by being in the moment and following their skill or intuition. Add Tactical rating to Initiative score and if this raises their Initiative above their opponent they may preempt their action and take their spot.

Exempli Gratia:

The Giant has a Potency and Might of 5 and a Celerity and Agility of 0.

The Knight has a Potency and Might of 0 and Celerity and Agility of 5.

The giant choosing the Potency and Might tactic with a difference of 5 points would strike with their club gaining a +5 to Hit and damage upgraded to d20. So, if the giant had a Proficiency bonus of +2 and a Strength Modifier of +4 he would roll a +11 to Hit and d20 + 9 for damage.

The nimble knight choosing the Celerity and Agility tactic with a difference of 5 points would strike with their club with a +5 to Hit and +5 to AC. So, if the knight had a Proficiency bonus of +2 and a Dexterity Modifier of +4 and was using a finesse weapon he would have a +11 to Hit and a +5 to AC to evade the giant’s strikes.

In a fight between more similar opponents the tactics would be less effective making a more well-rounded character more useful against someone who is a one trick pony. Thus, allowing those extra Tactical points from a character’s proficiency bonus. This lets a PC who is weak in one area mechanically make up for it with an unexpected tactic in battle.

If you spend a lot of time fighting orcs who are completely untrained in using martial weapons it would make a lot of sense to get better at Prudence and Sense to avoid their wild but powerful swings as you watch them telegraph their every move.

D&D House Rules:

Combat Overhaul

Shields

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

Rogues and Masterminds Character Sheet and Explanation


latest-character-sheet

latest-character-sheet-with-explanations

Below is an explanation of the character sheet and some basic game mechanics. Some of the design is a little bit of a buddhist joke as in the attributes are the vajra. Some of the other word choices are inspired by Fiore’s fightbooks.

Name should be obvious.

Legend is analogous to the level of the character. It is the base or default die rolled when taking an action. Starts at d4 for Legendary characters like PC’s.

Destiny is an amount of charges in which a PC can either rework what and how and engagement works for greater success, a bit of back history for the character, or shape a scene or a bit of the story with the GM.

Origin is the time period, Socio-economic status, and location/s that the character has experienced growing up.

Profession develops that Origin providing more familiarity with things relating to a job or position. Being a Lawyer doesn’t mean that you are good at winning in the courtroom as that would be handled by Speech primarily but it does give you the knowledges a lawyer would need like knowing the law, knowing the procedures involved in a courtroom, and how to interact with police or clients.

The attributes are simple with each having a rating based around the bell curve and standard deviations. A Mind of +4 would be a genius that is four standard deviations from the norm. A Body of -2 would be a couch potato or someone with chronic illness.

Tactics of mistake are part of the personality of the character and they reveal how they go about getting stuff done. Each tactic provides different game mechanics and different story choices. Each tactic provides a permanent advantage to the character at all times and an advantage when chosen as the specific tactic for a conflict for this engagement.

Vigor and Fortitude is a tactic or style of the blunt, the strong, and the tough. Most people with a high rating in this tactic are imposing and powerful figures able to apply force skillfully and ably to get the job done or can handle failure well. The focus of this tactic is on the outcome of an engagement.

Celerity and Agility is about speed, reaction, accuracy, and grace. Most people with a high rating in this tactic are scathing with wit and fast with the fist. The focus of this tactic is on the success of the engagement.

Audacity and Courage is about boldness and risk taking. Most people with a high rating in this tactic are bold and brave with a passion for the novel and extraordinary. The focus of this tactic is on seizing the initiative in a conflict and strengthening the outcome of the engagement whether it is a success of failure.

Prudence and Sense is about being cautious and opportunistic. Most people with a high rating in this tactic are perceptive, rational, and hard to deceive. The focus of this tactic is opposing Guile and Artifice and weakening the outcome of the engagement whether it is a success of failure.

Guile and Artifice is about being devious and thinking ahead. Most people with a high rating in this tactic are able to out maneuver their opponents either through trickery in the moment or planning out situations where the advantage is theirs. The focus of this tactic is more complex than the other tactics as it provides the rating that the PC uses for their Old Age and Treacheries and covers things like forcing an opponent into backing up to a wall or stabbing them in the back from the shadows.

Youth and Skills are the abilities of the character that “bump” up the Legend die.

Old Age and Treacheries are tricks or unlikely bits of knowledge. These can be added in game by spending destiny charges and adding a new backstory to the character.

Qualities and Quirks are the PCs talents, gifts, and personality traits.

Assets might be a really nice car, or a butler, or a bespoke italian suit. They are items or beings that are a part of a character’s story. A Stark has their dire wolf and John Wick always has the cool sports hot rod. Hard to imagine Bruce Wayne without Alfred.

Activities and Connections cover hobbies such as playing chess or collecting wine, Influences like downtown LA clubs, Silicon Valley tech world, eastside gangs, Railroads in Japan, Oil and Natural gas companies, the Yakuza in Hawaii, black market smugglers in Russia, Wall Street bankers etc and Relationships are those people who are beyond just a contact for one of the above influences or hobbies but like an Army buddy who saved your life or your best friend in college. Hobbies and Influences give you various contacts that you can use to get favors like a security guard at an airport letting you in so you can speedrace without interference or call someone to clean up a bunch of dead bodies or just ask a question about quantum electrodynamics from your physics professor.

Weapons and armor…duh.

Wounds, anxiety and stress. When getting hurt in a physical contest you usually get wounds, in social you get anxiety and loss of face, and in mental battles you get stress.

Fortitude is your threshold or ‘soak’ for that type of threat. It is split into Body, Speech, and Mind and the ‘Vigor and Fortitude’ rating plus any qualities and quirks that apply. So, a stunt actor with a Body of +3 and Vigor and Fortitude of +2 and Legendary Toughness (d4 Legend so half of 4 is 2) would have a Body Fortitude of 7. The same character might have a Social Fortitude of 3 and a Mental Fortitude of 3 so they wouldn’t be as resistant to harm in those arenas.

Resilience is how fast you pop back or recover from injuries. This has the same body/speech/mind categories with the tactic of Audacity and Courage adding to the PCs total along with qualities like Fast Healer or tricks like “bounces back from adversity”.

Injuries provide a penalty to tests taken while injured. One can have a cut to the shoulder physical wound providing a -2 to Tests, a broken nose providing a -1 to Tests while suffering from mental trauma or stress from seeing a friend die horribly -2. Thus, they would suffer a total of -5 to all Test Totals.

My new RPG


I am tentatively calling the rpg system Singular Roleplaying System and the first main campaign Rogues and Masterminds.

The campaign and parts of the core system are inspired by movies, rpg’s, books, and tv shows like John Wick, Sneakers, the Equalizer, Leverage, Global Frequency, Planetary, V for Vendetta, the treatises of Fiore de’i Liberi, Hustle, Shadowrun RPG, Cyberpunk by the likes of Stephenson and Gibson, World of Darkness RPG, Amber DRPG,  Grosse Point Blank, and Grifters to name a few.

Originally it was going to be Movers and Shakers a super/psi/spy world that I’ve been working on along with a connected campaign called Posthuman but I decided to scale back to making just a solid non-supernatural/SF game that can later on be built into something more complex along the lines of Donnerjack by Roger Zelazny and the works of Dan Simmons.

As a consequence I was looking to make a system that scales well from making a believable competent human to an extraordinary gentleman and later to beyond human. Too often games make mechanics in which a legendary person can be fairly commonly beaten by someone vastly less talented and skilled. Or the other issue that I see in games is that there are basically just one or two versions of a successful archetype for a PC to start with or end up with thus robbing characters of the chance to develop and become something completely unique both from a mechanics standpoint and from a story standpoint while also being successful. Few people want to play a helpless character or feel railroaded into choosing based on optimization min/maxxing. That is a tall order to make but I think I’ve come up with some interesting takes on things.

I am trying for that middle ground in complexity of mechanics to provide a scaffolding for making and growing the PCs and the campaign.

I am still in the alpha stage of development and will need art and design elements, playtesting, and a few decisions on how serious I want to be in developing this game but I think I have something cool and unique.

I will be posting shortly my plain and basic character sheet and another post about basic mechanics. I will definitely be looking at or for art, playtesters, advice on the game and campaign world, and on the business aspects. I’ve looked at places like drivethru which lets you do print on demand and pdf for far cheaper and easier than in the 90s. Still hard to make any money but maybe possible to have a nice hobby and maybe make enough for coffee and a bagel.

Shadowrun Overhaul: Background Count Official Rules and Commentary


Magicians can perform magic because of the nature of mana. Mana is fueled by life and rises and falls in different locations and times. We are in the Sixth World and mana is rising overall each year except for the Year of the Comet when it spiked and later dropped. From a game mechanic point of view the increase of mana allows for today’s magicians to be just as effective as magicians in 2050 using a fetish. Mana is very sensitive to metahumanity and psychoactively charged by emotions, violence, and events charged with meaning and psychological significance. Repeated use of magic performed by a Tradition or through the use of geomancy can aspect mana towards supporting that Tradition. Widespread worship, prayer, and meditation can create a spiritual oasis as well. An area can also become a domain and aspected towards a specific magical skill like a master enchanter’s forge who loves what he does used over decades could develop additional layers of aspect for joy, creation, artificing, the enchanter, and the enchanter’s tradition.

Mana is also sensitive to the environment of the mundane world getting warped by pollution or radiation or naturally aligned to certain types of magic by powerful physical variables like the area around volcanoes being aspected towards fire magic and friendly to fire spirits. Feng shui, geomancy, and geomasonry are able to manipulate how the mana flows and what aspect it might have.

From page 30 Street Grimoire:

“A background count is a measurement of a variance from normal of mana levels in the area. Arcane scholars have developed a scale to measure the strength of these areas, ranging from –24 to 24, with 0 considered normal mana levels. A negative value relates to lower-than-normal mana available to be used for magic (meaning mana ebbs and voids). A positive value relates to mana that has been aspected in some fashion, making it harder to control unless your aspect overlaps with it (domains and warps). Regardless if it’s a positive or negative number, we use the absolute value in determining how it affects the Awakened’s use of magic.”

So what this means is that any BC that isn’t 0 that hasn’t been acclimated will impact either in a positive or negative fashion an awakened entity or astral denizens magical abilities. A place with less mana than normal will have a negative rating which means that ALL MAGIC will be penalized. A place with more mana than normal will have a positive rating and could help or hurt an awakened entity or astral denizen depending on many different factors. It is very possible for a positive BC to provide aid for one magical test and harm the next.

“Acclimated individuals are able to ignore background counts, but aligned people take it one step further. They are able to completely mesh with the aspect of a domain, getting a boost from the mana in that area.”

Acclimation is something that an awakened being or astral denizen can develop while spending time in that type of mana environment. Since most Universities in most areas focus on the Hermetic Tradition one could assume that any magician who achieved an undergraduate degree at such an institution would have achieved a certain degree of acclimation to a knowledge and hermetic environment. In the NAN the dominant BC at an University would be knowledge and shamanistic and in China knowledge and Wuxing for other examples. The awakened with a rarer tradition would still not gain the benefits of alignment to the dominant tradition and so would have to work harder than their compatriots privileged with alignment to the background count.

From page 31 Street Grimoire:

“The most powerful mana lines or events that have emotional or magical significance to most of humanity. Examples include the five sacred mountains in Chinese lore including T’ai Shan, where the great dragon Lung lives (Rating 15), The Great Cairn line in Tír na nÓg (Rating 14), The blast sites of Hiroshima and Nagasaki, Nazi death camps, or the Native American Re-Education Center at Abilene (Rating 13).”

The problem with this comes in with a later bit in which a greater than -12 or +12 BC causes Stun damage every combat turn. How does the Dragon Lung survive his home? Obviously he has an insane Willpower as a Great Dragon but with this rule he would be pummeled into unconsciousness in a day as the rule specifically says even if it is a domain. No matter how high his rating eventually the dice will fail. So, there must be some technique that Lung is able to do to survive this and that he is able to provide to his spirits, awakened servitors, and others unless he exists utterly alone in his home except for mundanes!

“It can take weeks or months of exposure to become acclimated to the background count before his skills aren’t affected by it. Generally speaking, you should plan on one week of exposure per rating point of the background count.”

I have an house rule I am still polishing up that will help quantify what BC a starting character would be acclimated to prior to play.

From page 32 Street Grimoire:

“A background count impose a negative dice pool penalty equal to its rating for all tests linked in any way to magic (such as spellcasting, summoning, and skill tests that use active adept powers such as Killing Hands or Improved Sense). The exception to this rule are background counts from domains, where a tradition, person, skill group, or skill may be exempt from the penalty as they are used to or aligned with the domain. Dual-natured creatures or purely astral creatures take a negative dice pool penalty to all actions equal to the background count. Again the exception of a domain can apply to specific types of creatures or spirit types. Pre-existing active foci, sustained spells, quickened/anchored spells and rituals are reduced by the background count. If they are reduced to 0 or less, spells fizzle, wards and rituals collapse, foci deactivate. A foci cannot activate while under the influence of the background count. Anchored rituals and quickened spells if they have not expired revive themselves at 1 point of Force per hour, up to their preexisting Force. Preparations triggered while within a background count have their potency immediately reduced by the background count. Adepts may use a Simple Action to turn on or off a passive power in cases where penalties from background counts might exceed bonuses from their powers. Background count makes Assensing, Astral Perception, and Astral Combat more difficult to do. Impose a negative dice pool penalty for tests associated with these skills. When attempting to track an astral entity through an area where the background count is higher than the target’s Force or Magic Rating, the tracker loses the astral link at the point of the background count.”

Many questions should immediately pop out at you upon reading this. Does a spirit summoned by a magician share his alignment or acclimations? Does a preparation or focus gain the benefit of alignment or acclimation from its creator or owner? Does it acclimate on its own or is there something the magician can do or must do? What if the quickened spell was made before the magician was acclimated? Wouldn’t an astral tracker benefit from tracking a target if it enters her domain which lets say she created?

“ACCLIMATED
This is a benefit of the Home Ground quality (p. 74, SR5). The quality allows characters to ignore the customary background count of an area, and only count half of the background count tied to temporary events.”

Well, earlier the book says that acclimation can be gained by any magician just by spending some time there. This kind of makes that option of the Home Ground Quality pretty weak if two weeks hanging out in a neighborhood acclimates you. It would make much more sense if Home Ground provided alignment for the magician. After all if you’re taking this quality you have a very strong tie to the area to the point where it is a key part of who the character is and what better way to show that than that over the years or decades you’ve been living in a neighborhood you’ve become so in tune with the astral realm and its mana that you and it naturally align together. Your home is a part of your magic now.

“ALIGNMENT
The background count is applied as a positive modifier to the limit tied to the skill or skills for an Awakened character aligned to a domain. For example, a Wiccan shaman trying to conjure a Force 4 spirit within a Hag Bolette ring (Rating 3 aligned to the Wiccan tradition) will have a Conjuring limit of 7 (4 + 3). A background count with an absolute Rating value of 12 or greater is dangerously powerful, regardless if it’s from a domain or void. Anyone magically or astrally active in any way (dual natured, astrally perceiving, casting a spell, active adept power, etc.) takes background count – 12 Stun Damage each combat turn they are exposed to it. They can resist this damage with a Willpower Test.”

Alignment can be an on/off thing like a domain of fire may align with a hermetic casting a flamethrower spell and the catholic priest throwing a censor with incense imbued with a preparation to unleash a fireball but penalize a shaman performing a Rain making ritual.

There are domains so great that an unprepared mage could be knocked unconscious by their sheer power, and there are great flaring bursts of mana called mana warps, which are more powerful than even the most powerful of domains.

This implies that a prepared mage could handle a powerful domain!

So, that covers the rules from Street Grimoire. A little known and lightly covered bit with a BC forming temporary spikes in potency is important as is the rule for alleviating half of the temporary BC because of acclimation.

From Aetherology:

Any area of magic lower than normal is termed as having a negative background count. Places that have higher-than-normal positive background count do not affect a magician’s ability to cast magic unless it’s been psychoactively fixed, which brings me to my second point. The second thing you should understand is mana is very sensitive to man. His emotions and his exploits can disrupt the accessibility of magic. From a rock concert to a violent robbery, from toxic waste to smog, mana becomes psychoactively charged, making it difficult to use if your magic is not aligned. A positive background count that is affected by this charge is called aspected. If it’s based on a physical place with some emotional or psychological significance, the aspected mana is tied to a domain.

This brings up something that is a bit of a contradiction to previous rules in Street Grimoire which state that positive BC must be aspected. With this added bit it makes sense that most any place with higher mana is more sensitive to life, man, and the environment making it very likely to aspect. Also later on it contradicts the information in Street Grimoire about mana warps which in Street Grimoire on page 33 it states are areas with -16 to -20 BC while in Aetherology and in other parts of the Street Grimoire it states that higher levels of mana are called mana warps. Later on in Aetherology it mentions that certain high BC areas are very attractive to awakened animals. One would think that the animals if attracted would not be penalized or harmed by the higher mana and must gain some benefit otherwise why would they be attracted to those areas?

Musings:

A bit of fluff in previous editions is about how shamans don’t like to spend time in polluted or irradiated areas as spending too much time might be dangerous to them and push or tempt them into toxic shamanism. This could be a danger of acclimation and alignment with a BC is that the psychoactivity of mana is a two way street which is described in the Street Grimoire as various things like dragon lines purifying the environment or domains controlling denizens to pick up litter for examples. The mana can influence your emotions and viewpoints over time. This should be roleplayed and could be a good explanation for a quality gained in character generation or in play.

For example a neighborhood focused on learning, academia, and knowledge that a character has the home ground quality may have become more studious and respectful of knowledge in general because of her home. A Desert Wars magician might have spent years in mana soaked in the Battle aspect and as a consequence become more martial in outlook and more likely to use violence as a tool. Where does the experience and where does the mana aspect start and stop?

I also like the idea of aspected mana having multiple aspects or layers. A Spiritual place may provide the prime aspect for a hidden church in Aztlan and a secondary aspect might be Fear caused by the emotions of the worshipers about getting caught by the Nahuatl and sacrificed. A tertiary and temporary aspect might pop up from a lover’s spat taking place in the church a few hours earlier leaving traces of Anger. In this case the priest would be aligned to the Spiritual aspect and acclimated to the Fear aspect but vulnerable to the Anger until it faded away. Since the priest is aligned to the prime aspect he would gain the increased limit for his magic, acclimated to the secondary aspect so it would have no effect on his magic, and the tertiary aspect since it was temporary and he was acclimated or aligned to the more dominant aspects he would only face half the BC from it rounded down as a penalty.

I am working on a system to allow for a magician to gain at character generation various acclimations to different types of mana that they would have developed based on their character background. It utilizes a variation of the Contact system to work and just like contacts the magician will need to occasionally spend some time and effort in order to get exposure to that aspected mana and maintain their acclimation.

It is also important to realize that 0 is normal. If BC is a bell curve it should be -1 to +1 at least two thirds of the time.

Here are some previous rules and viewpoints I had developed prior to the release of the Street Grimoire with various alternatives and house rules.

BC in 5e

Primer on Mana

An Abstract from the Journal of Practical Thaumaturgy

Shadowrun Overhaul: Astral Reputation replacing Spirit Index


I really dislike the way that the Spirit Index is setup in Street Grimoire. My main problem is that it doesn’t allow for a positive reputation among spirits. There should be a difference between a mage who has just atoned for bad behavior and a mage who is new to the spirit game. It basically just seems to be a mechanic introduced to punish player characters.

Anyway, it seems weird to make up a brand new system of reputation when there is a perfectly good system sitting there for the GM to use towards runners. So, Astral Rep will replace Spirit Index and represents how spirits, awakened critters, faeries, and even magicians might know and respect about each other. Remember what an astral denizen might consider noteworthy is going to be different from how a runner or the public might see things.

Astral Reputation Game Mechanics:

Spirit Cred is equal to the magician’s Grade. It provides a positive or null Social Limit Modifier and Astral Limit Modifier with the awakened, astral denizens, and spirits for social interactions and conjurations. The greater the cred the more the spirit world responds. Man-Of-Many-Names can achieve more from a whisper in the ear of the right spirit than some conjurers can with a half dozen great form spirits.

Astral Notoriety is influenced by some Qualities at character generation such as Spirit Bane, Mentor Spirit, or Spirit Champion by raising or lowering your Astral Notoriety by one. For most characters it starts off at 0. It represents various non-private actions that could be conceivably spread around about the PC that are primarily focused on the negative though it can be positive. It provides a dice pool modifier for social and conjury tests with spirits or astral denizens and especially those who respect or worship spirits. It is compatible with Spirit Cred in that an Initiate may have their Social Limit increased and have a negative dice pool penalty at the same time.

A Positive Notoriety could be earned by always banishing opposing spirits rather than disrupting them or by a habit of providing extra reagents when binding or a reputation for mentoring lost cubs and getting them on their feet. This should be used sparingly.

Notoriety can be bought off via the “Setting things right” methods in Street Grimoire or by burning off a point of Spirit Cred.

How much is bought off by an act of contrition is up to the GM but a point of Street Cred should buy off at least 5 points worth. Be generous but consistent. It might help to categorize spirit apologies by minor, major, and grand and provide a framework like 1 to 3, 3 to 5, and 6+ depending on the type of act.

The listing for Spirit Index on page 206 of the Street Grimoire would all be things that could increase Notoriety. Astral Notoriety can quickly grow and impact a conjurer’s effectiveness.

Categorize each transgression as a minor, major, and grand.

Minor transgressions like disrupting spirits would slowly build up steam and eventually increase Notoriety by 1 with a maximum of 3 for that type of transgression. Basically after disrupting a hundred spirits your reputation isn’t going to be hit any worse by 101 and 110.

Major transgressions usually impact your Notoriety after only one to three actions of that type. They start at 1 and go to 3.

Grand transgressions impact your Notoriety immediately and repeated transgressions keep adding up with no limit.

Decide with your players what constitutes a transgression and apology and what type it might be so they aren’t too surprised by it happening. Maybe make a news sheet about a recent treatise on spirits and how reputation in the spirit world is starting to impact conjury. Maybe a mentor mentions that spirits are starting to organize and punish those who abuse them. In other words introduce it gradually and don’t be a jerk about it.

Spirit Awareness represents how likely a spirit or another mage may have heard of you without having time to research about you. It starts off equal to your Spirit Cred plus your Astral Notoriety and doesn’t go down. In game it goes up whenever your Spirit Cred or Astral Notoriety goes up and whenever there might be an event that astral denizens might care about that you participated in. The key about Spirit Awareness vs Public Awareness is that the Astral Realm cares about far different things than the mundane world. Things that increase Spirit Awareness may be the same things that increase Notoriety or could be influenced because you invented a neat new spell or told a funny joke to a domovoi during downtime hiding in a safehouse in Russia. It is built by actions that impact spirits. Participating in killing an insect spirit hive or successfully sending a Master Shedim back where they came from or creating an ally spirit are all things that increase your Spirit Awareness. Maybe you’re a magical musical composer and spirits really dig your concerts or you made a pact with a free spirit. The main thing to remember with Spirit Awareness is that it is neither positive or negative as it is simply the likelihood of an astral denizen or magician knowing information about you on the spot.

Spirit Awareness table

0 to 6: Who?

6 to 10: Spirits from the metaplane you visited on your initiation ordeal or magicians in your Tradition in your neighborhood may have vaguely heard of you. Shamans with their ears to the spirit world in your area may know a little more.

11 to 20: Most Spirits and most magicians in your Tradition in your neighborhood/suburb/county know something about you without having to do research.

21 to 50: Most astral denizens or magicians living in your city knows your name/pseudonym and rep. They may even know more about you especially if you have the Distinctive Style Quality or less for Blandness. Most outside of your niche have heard your name and maybe something you did.

51 to 100: Almost every astral denizen or trained magician in your circles knows of you and is likely to recognize you or your name or style if given a moment. You are likely to be influential in your area for better or worse. A spirit summoned by an Initiate of St. Sylvester could nod and intone a respectful greeting upon meeting the magician while a Wiccan with a talent for making trouble might get an “Oh, no. Not you!” from the poor spirit.

101+ : You are a legend wherever you go in the astral and among the awakened.

Shadowrun Overhaul: Reagents


This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.

For new Foci rules see here: New Foci

A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.

Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.

Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.

Quality of Reagents:

The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.

Prime: 100% higher base cost and 50% faster to refine than baseline reagents.

A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.

Superior:  50% higher base cost and 25% faster to refine than baseline reagents.

Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.

Baseline: No modifer to base cost or refining time.

Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.

Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.

Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.

Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.

Grades of Reagents:

A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.

Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.

Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.

Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.

Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.

Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.

More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.

Pricing:

Item Retail Price Availability
Raw Grade 20¥ per dram
Refined Grade 450¥ per dram 6 + 1 per dram
Radical Grade 5000¥ per dram 8 +1 per dram
Flawless Grade 55,000¥ per dram 10 + 2 per dram
Orichalcum 175,000¥ per dram 14 +3 per dram
Prime Quality +100% Base Cost +2
Superior Quality +50% Base Cost +1
Subpar Quality -25% Base Cost -3
Inferior Quality -50% Base Cost -5
Enchanter’s Lab 5th Gen 75,000¥ 12
Enchanter’s Lab 4th Gen 40,000¥ 10
Enchanter’s Lab 3rd Gen 25,000¥ 10
Microlab 5th Gen 100,000¥ 12
Microlab 4th Gen 60,000¥ 10
Alchemy Kit 5th Gen 10,000¥ 12
Alchemy Kit 4th Gen 4000¥ 10
Alchemy Kit 3rd Gen 1000¥ 8
Alchemy Kit Enhancements 1000¥ each +1
Minor Foci (F x 900¥) + (F x OR x 250¥) (F x 2)
Major Foci (F x 10,000¥) + (F x OR x 250¥) (F x2) +4
Grand Foci (F x 110,000¥) + (F x OR x 250¥) (F x 3) + 3
Focus Tailoring (Days x 1000¥) + (3 x Reagent) +2
OR is Object Rating of Telesma Doesn’t include cost of Telesma