Awesome Stuff, All the Time
Everything the FiberVERSE remembers — and what it has chosen to forget.
How the FiberVERSE was woven from the void.
Every age, severance, and rebirth.
The powers that bargain for reality.
Cataclysms, wars, and turning points.
Worlds adrift across the shardspace.
The greater cosmic architecture.
Eras that bend, stutter, and repeat.
Everything the FiberVERSE remembers — and what it has chosen to forget.
How the FiberVERSE was woven from the void.
Every age, severance, and rebirth.
The powers that bargain for reality.
Cataclysms, wars, and turning points.
Worlds adrift across the shardspace.
The greater cosmic architecture.
Eras that bend, stutter, and repeat.
Born from the bones of D&D 5E, reimagined, reforged. Every rule drawn from trial, instinct, and pure storytelling — tweaked mid-session, inspired by players.
When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION on your turn, you may declare it as an EXHAUSTING PRECISION. You must declare this before rolling.
Regardless of whether the attack HITS or MISSES, you suffer ONE LEVEL OF EXHAUSTION, which stacks with any existing exhaustion.
If the attack HITS, it is treated as a CRITICAL HIT.
A player may choose to hold their turn and act immediately after a specified creature/player, instead of their initiative place.
Once held, the new initiative order is permanent for the rest of combat.
When you cast a spell that involves a SPELL ATTACK on your turn, you may declare it as an OVERCHANNEL. You must declare this before rolling.
If you have not MOVED on your turn, you may expend your REACTION to make one MELEE ATTACK with DISADVANTAGE.
Two or more players may choose to act together, taking their turns simultaneously in the same initiative slot.
A player may spend 15 ft of movement to perform a non-attack task (vaulting, drawing an item, kicking a lever).
Cannot be used for attacks.
Does not consume Bonus Action, Reaction, or Action.
When you make a Targeted Attack, you may instead declare it as a Targeted Overdrive. You must declare this before rolling.
Major Condition Examples (DM has final discretion)
| Target Area | On Failed Save | Save Type |
|---|---|---|
| Head / Eyes | Blinded for 1 minute (save ends each turn) | CON |
| Throat / Mouth | Silenced for 1 minute (save ends each turn) | CON |
| Leg / Foot | Restrained until end of next turn | DEX |
| Arm / Hand | Arm disabled until healed (drops items, no 2H use) | STR |
| Torso / Vitals | Stunned until end of next turn | CON |
| Wing (if flying) | Crashes prone, cannot fly for 1d4 rounds | DEX |
When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION, you may declare it as a Targeted Attack. You must declare this before rolling.
Condition Examples (DM has final discretion)
| Target Area | On Failed Save | Save Type |
|---|---|---|
| Head / Eyes | Blinded until end of next turn | CON |
| Head / Ears | Deafened until end of next turn | CON |
| Throat / Mouth | Silenced until end of next turn | CON |
| Arm / Hand | Disarmed (drops item held) | STR |
| Leg / Foot | Speed halved until end of next turn | DEX |
| Torso / Vitals | Disadvantage on next attack roll | CON |
| Wing (if flying) | Creature falls prone, loses flight until next turn | DEX |
When an attack roll exceeds a creature’s AC by 10 or more, the attack counts as a Brutal Hit.
Brutal Hits do not automatically count as critical hits unless otherwise stated.
A Brutal Hit deals +1 damage die of the weapon or effect used.
When an attack roll is made against your AC and the result is within 2 points below your AC, the attack does not hit, but instead counts as a Glancing Blow.
Any additional effects that would apply on a normal hit do not apply.
A Glancing Blow deals half damage (rounded down).
Attacks can gain bonues based on facing and positioning:
Creatures can change facing at the end of their movement or via DM-approved maneuvers.
| Arc | Effect |
| Front | Attacks resolve normally |
| Behind | Attack rolls have +1 |
| Behind + Flanked | Attack rolls have +2 |
Collective abilities earned through shared deeds, renown, or unity. The party levels independently through notable deeds, public recognition, or campaign-defining moments. Group Perks benefit the entire party.
Unique abilities gained outside normal class progression, awarded by the DM at their discretion. Players may collaborate with the DM to develop a perk tailored to their story or playstyle. Some perks require completing specific tasks or conditions.
| Damage Taken (Single Source) | Death Save Failures |
| 1–25 | 1 failure |
| 26–50 | 2 failures |
| 51+ | 3 failures (instant death) |
When an attack roll exceeds a creature’s AC by 10 or more, the attack counts as a Brutal Hit.
Brutal Hits do not automatically count as critical hits unless otherwise stated.
A Brutal Hit deals +1 damage die of the weapon or effect used.
When a creature is unconscious and dying, they make their Death Saving Throw immediately at the beginning of their turn.
Natural 20 → The creature regains 10 hit point and may stand and take their turn as normal (if able).
Failure → The creature remains unconscious and takes no action.
Natural 1 → The creature suffers two failed death saves.
Downtime will be run both IN SESSION and OUT OF SESSION. Some interactions will require being handled in person.
When a character consumes a drink:
- Constitution Save begins at DC 5, increasing by +1 per drink.
- The DM may increase the DC further for strong or exotic brews.
- Alcohol is considered a poison for resistances and racial traits.
- Failing the save advances the drinker along the 10 stages of intoxication.
- Failing by 5 or more → advance 2 stages.
| Stage | State | Benefits | Penalties |
|---|---|---|---|
| 1 | Sober | Clear mind, full control. | None. |
| 2 | Buzzed | +1 to Charisma checks. | None. |
| 3 | Tipsy | Advantage on Persuasion & Performance. | 1 to Initiative. |
| 4 | Drunk | Advantage vs Fear & Charm saves. | Disadvantage on Intelligence & Wisdom checks/saves. |
| 5 | Rowdy | +1d4 melee damage. | Disadvantage on Dexterity saves & ranged attacks. |
| 6 | Sloshed | Immune to Frightened. Gain 5 temp HP. | Speed halved. Disadvantage on Dexterity checks/saves. |
| 7 | Wasted | Melee critical hits deal +1 extra die. | Disadvantage on all attack rolls. |
| 8 | Hammered | Advantage on Death Saving Throws. | Vulnerable to psychic damage; hallucinations possible. |
| 9 | Obliterated | Ignore 1 damage die per turn. | Disadvantage on everything except Con saves. |
| 10 | Blackout | 1 round: immune to fear, charm, pain, and death saves. | Then fall unconscious 1d4+2 hrs. Vulnerable while out. |
Whenever a character fails a drinking save by 10 or more, roll on this table:
| d100 | Mishap |
|---|---|
| 01–05 | Immediately vomit. Lose your next round/turn. |
| 06–10 | Hiccup uncontrollably. Disadvantage on Charisma checks 1 hr. |
| 11–15 | Fall off chair/stool. Become prone. |
| 16–20 | Start loudly singing. Performance DC 12 or annoy the crowd. |
| 21–25 | Slur insults at ally. Persuasion DC 13 to calm them. |
| 26–30 | Stumble into a table, spilling drinks. Possible brawl. |
| 31–35 | Headbutt your mug. Take 1 bludgeoning damage. |
| 36–40 | Spill drink all over yourself. |
| 41–45 | Challenge random NPC to arm-wrestle. |
| 46–50 | Mistake ally for enemy. Swing wildly (no damage). |
| 51–55 | Embarrassing gas. Disadvantage on Charisma checks 1 hr. |
| 56–60 | Shout a terrible secret aloud. |
| 61–65 | Wander off and forget you’re competing. |
| 66–70 | Get overly affectionate. Hug nearest person. |
| 71–75 | Collapse on the table. Contest ends. |
| 76–80 | Break your mug/tankard. |
| 81–85 | Try to juggle mugs. Dex DC 14 or drop them. |
| 86–90 | Vomit into someone else’s drink. |
| 91–95 | Flirt with someone inappropriate. |
| 96–100 | Blackout immediately. Skip to Stage 10. DM decides consequences. |
| Stage | Effect |
|---|---|
| 1 | None |
| 2 | Disadvantage on all Constitution-based checks, saves, and skills until the next short rest |
| 3 | Disadvantage on all Constitution-based checks, saves, and skills until the next long rest |
| 4 | Dependence: While not under the effects of a narcotic, the creature suffers disadvantage on all Constitution-based checks, saves, and skills. Certain narcotics may add extra penalties. |
Whenever a character consumes a drug, they must make a saving throw to resist addiction.
Multiple Doses
Addiction Effects
Temporary Relief
| Severity | Save | Onset | Frequency | Effects | Cure |
|---|---|---|---|---|---|
| Minor | Variable | 1 day | 1/day | –2 Constitution | 2 consecutive saves |
| Moderate | Variable | 1 day | 1/day | –2 Constitution & Strength; cannot heal drug damage | 3 consecutive saves |
| Severe | Variable | 1 day | 1/day | –2 Dexterity, Constitution, Strength, Wisdom; cannot heal drug damage | 3 consecutive saves |
Recovery:
Relapse:
When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION on your turn, you may declare it as an EXHAUSTING PRECISION. You must declare this before rolling.
Regardless of whether the attack HITS or MISSES, you suffer ONE LEVEL OF EXHAUSTION, which stacks with any existing exhaustion.
If the attack HITS, it is treated as a CRITICAL HIT.
Fate Points are awarded by the DM when you perform a bold, creative, or death-defying action that meaningfully shifts the course of the game.
You may spend your Fate Points for the following effects:
You may also propose other uses for a Fate Point. The DM has final say on whether the usage is allowed — and how many points it may require.
A Full Rest lasts at least one full day in a safe, comfortable place.
Characters also roll 1 HD and gain that as temporary HP.
All resources reset.
When an attack roll is made against your AC and the result is within 2 points below your AC, the attack does not hit, but instead counts as a Glancing Blow.
Any additional effects that would apply on a normal hit do not apply.
A Glancing Blow deals half damage (rounded down).
Collective abilities earned through shared deeds, renown, or unity. The party levels independently through notable deeds, public recognition, or campaign-defining moments. Group Perks benefit the entire party.
A player may choose to hold their turn and act immediately after a specified creature/player, instead of their initiative place.
Once held, the new initiative order is permanent for the rest of combat.
A creature may use the Help action to assist an unconscious ally who is making death saving throws.
Requirements:
- Must be within 5 ft of the ally
- Must be able to take actions
- Target must be unconscious and making death saves
Effect:
- The dying creature rolls their next death save with advantage.
- Multiple creatures may Help the same ally.
- For every 2 sources of advantage, the creature rolls an additional d20 and takes the best result.
Example:
If 3 allies each Help, the dying creature rolls 3d20 and takes the highest.Limitations:
- Each helper can only provide one Help per round.
- A creature may only benefit from one Help per round from each helper.
NEEDS REDOING
Improvised melee or thrown objects deal 1d4 damage, unless otherwise ruled.
No proficiency unless DM rules the object is similar to a known weapon.
Unique abilities gained outside normal class progression, awarded by the DM at their discretion. Players may collaborate with the DM to develop a perk tailored to their story or playstyle. Some perks require completing specific tasks or conditions.
Once per turn, a player may attempt one Skill Check as part of their turn.
If the check succeeds, the DM decides if it counts as Free, Bonus, or Action, depending on nature.
If the check fails, nothing happens — the turn continues.
A Long Rest lasts 6 hours, split into two 3-hour sections.
Players must declare before resting:
Example:
The weapon normally deals 2d8 damage. The damage roll would be:
8 + STR MOD + STR MOD + 1d8, with the ability to reroll one of those 1d8.
When an attack roll results in a natural 1 with a melee attack:
- Roll d100 on the Melee Fumble Table.
- Effects range from minor slips to devastating mishaps.
- Low rolls (01–25) are the most catastrophic.
Melee Fumble Table (d100):
| d100 | Result |
|---|---|
| 01–05 | You strike yourself: roll damage against your own AC. |
| 06–10 | You overextend and fall prone. |
| 11–15 | Weapon slips from your hand: lands 1d6 × 5 ft away. |
| 16–20 | Stumble into danger: nearest enemy gains an Opportunity Attack. |
| 21–25 | Critical misstep: you fall prone and provoke Opportunity Attacks from all adjacent enemies. |
| 26–30 | You twist your wrist: weapon is disadvantaged on attacks until repaired/rested. |
| 31–35 | You drop your guard: next attack against you has advantage. |
| 36–40 | You lose momentum: your turn immediately ends. |
| 41–50 | Wild swing hits an ally within reach (roll damage). |
| 51–60 | You strain yourself: take 1d6 damage. |
| 61–70 | You trip: lose 10 ft of movement and end movement in place. |
| 71–80 | Your weapon gets lodged: DC 15 Strength check to free it (action). |
| 81–90 | Awkward misstep: you cannot make Opportunity Attacks until your next turn. |
| 91–95 | You leave yourself open: enemies gain +2 to attack rolls against you until your next turn. |
| 96–100 | Total blunder: repeat attack against a random target in reach (ally or self). |
When you cast a spell that involves a SPELL ATTACK on your turn, you may declare it as an OVERCHANNEL. You must declare this before rolling.
Skipping rest leads to penalties:
A Full Rest clears all exhaustion.
After too long, roll Con saves or suffer exhaustion.
If no Long Rest in a day → gain 1 level of exhaustion.
Attacks can gain bonues based on facing and positioning:
Creatures can change facing at the end of their movement or via DM-approved maneuvers.
| Arc | Effect |
| Front | Attacks resolve normally |
| Behind | Attack rolls have +1 |
| Behind + Flanked | Attack rolls have +2 |
Professions are full class tracks that expand character potential through base paths, specialization, and eventual hybridization.
Combination Professions blend the strengths of both and create unique hybrid powers unavailable elsewhere.
Pick Two Base Professions
Characters select 2 Base Professions.
Base Professions provide broad combat, roleplay, and utility abilities.
Specialization Unlock
At the required level, each base profession unlocks 1 specialization path.
These define focused mastery (e.g., explosive alchemy, armor-forging, soul-binding).
Combination Professions
When both specializations reach maximum level, they unlock a hybrid Combination Profession.
While attempting to resurrect a character:
Example: A character has died twice now, the DC is 14 instead of 10.
Example: A cleric can pray to its god for help in the matter, Religion Check.
Example: A player gets down on its knees and begs the spirit to come back to the body, Persuasion Check.
Example: Sorcerer casts lightening into the body like an arcane defibrillator, Spell Check.
When rolling HP:
If you have not MOVED on your turn, you may expend your REACTION to make one MELEE ATTACK with DISADVANTAGE.
A Short Rest lasts 10 minutes.
During a Short Rest, a character may spend Hit Dice (HD) to heal.
What Is This?
A system to resolve an encounter in so many dramatic rounds, focusing on storytelling, creativity, and tension.
Core Structure
Roll Results Summary
| Result | Outcome |
|---|---|
| Meets DC | +1 success point |
| Every 5 over DC | +1 success point |
| Natural 20 | +1 success point (additional) |
| Fails DC | Takes damage (1d6–1d8) |
| Every 5 below DC | +1 additional damage |
| Natural 1 | +1 additional damage (additional) |
When you score a CRITICAL HIT with a SPELL ATTACK, you deal:
Example:
A Fireball (8d6) would deal:
When a natural 1 occurs on a spell attack roll or casting check:
- Roll d100 on the Spell Fumble Table.
- Effects may include misfires, feedback, or area distortion.
- Low rolls (01–25) are the most catastrophic.
Spell Fumble Table (d100):
| d100 | Result |
|---|---|
| 01–05 | Spell backfires: you take half of its damage (or 1d6 per spell level if non-damaging). |
| 06–10 | Arcane surge: roll on the Wild Magic Surge table (if available). |
| 11–15 | Spell fizzles: slot is expended, no effect. |
| 16–20 | Magical feedback: you are stunned until the start of your next turn. |
| 21–25 | Catastrophic surge: all creatures within 10 ft take 1d6 force damage per spell level. |
| 26–30 | Wild misdirection: spell targets a random creature within range. |
| 31–35 | Your focus shatters: next spell you cast is at disadvantage. |
| 36–40 | Magical resonance: you cannot cast spells until the end of your next turn. |
| 41–50 | Your spell sputters: effect occurs at half potency (half damage, half duration, or DM’s ruling). |
| 51–60 | Your spell echoes: harmless but bright/soundy magical display reveals your position. |
| 61–70 | Spell rebounds: make a DC 15 Constitution save or suffer a level of Exhaustion. |
| 71–80 | Your spell destabilizes: the area becomes difficult terrain within 10 ft until your next turn. |
| 81–90 | Your spell leaks magic: nearest magic item flickers or deactivates for 1 round. |
| 91–95 | You lose focus: cannot take reactions until your next turn. |
| 96–100 | Arcane chaos: DM invents a unique misfire (wild effect, summoning, inversion). |
Two or more players may choose to act together, taking their turns simultaneously in the same initiative slot.
A player may spend 15 ft of movement to perform a non-attack task (vaulting, drawing an item, kicking a lever).
Cannot be used for attacks.
Does not consume Bonus Action, Reaction, or Action.
When you make a Targeted Attack, you may instead declare it as a Targeted Overdrive. You must declare this before rolling.
Major Condition Examples (DM has final discretion)
| Target Area | On Failed Save | Save Type |
|---|---|---|
| Head / Eyes | Blinded for 1 minute (save ends each turn) | CON |
| Throat / Mouth | Silenced for 1 minute (save ends each turn) | CON |
| Leg / Foot | Restrained until end of next turn | DEX |
| Arm / Hand | Arm disabled until healed (drops items, no 2H use) | STR |
| Torso / Vitals | Stunned until end of next turn | CON |
| Wing (if flying) | Crashes prone, cannot fly for 1d4 rounds | DEX |
When you make a MELEE or RANGED ATTACK as part of the ATTACK ACTION, you may declare it as a Targeted Attack. You must declare this before rolling.
Condition Examples (DM has final discretion)
| Target Area | On Failed Save | Save Type |
|---|---|---|
| Head / Eyes | Blinded until end of next turn | CON |
| Head / Ears | Deafened until end of next turn | CON |
| Throat / Mouth | Silenced until end of next turn | CON |
| Arm / Hand | Disarmed (drops item held) | STR |
| Leg / Foot | Speed halved until end of next turn | DEX |
| Torso / Vitals | Disadvantage on next attack roll | CON |
| Wing (if flying) | Creature falls prone, loses flight until next turn | DEX |
Transform overland travel from narration to immersive play. Assign each player a travel role, and resolve challenges dynamically using role-based skill checks. Travel becomes a phase of strategy, survival, and player-driven engagement.
Inform the party:
Each player selects one of the following (duplicates allowed):
| Role | Core Duty |
|---|---|
| Navigator | Guides route, avoids hazards |
| Scout | Spots threats, resources, secrets |
| Defender | Guards against immediate danger |
| Utility | Fixes gear, solves misc. issues |
Trigger a travel encounter, describe it narratively, then call for the appropriate role check:
“To know the path is to shape the path.”
“The world whispers its warnings, if you know where to listen.”
“We do not falter in the first strike. We anchor the line.”
“The traveler’s best tool is readiness for the unexpected.”
Players can discover and unlock material not available at the start of a campaign. This makes exploration, experimentation, and creativity rewarding.
Improvised melee or thrown objects deal 1d4 damage, unless otherwise ruled.
No proficiency unless DM rules the object is similar to a known weapon.
Example:
The weapon normally deals 2d8 damage. The damage roll would be:
8 + STR MOD + STR MOD + 1d8, with the ability to reroll one of those 1d8.
When an attack roll results in a natural 1 with a melee attack:
- Roll d100 on the Melee Fumble Table.
- Effects range from minor slips to devastating mishaps.
- Low rolls (01–25) are the most catastrophic.
Melee Fumble Table (d100):
| d100 | Result |
|---|---|
| 01–05 | You strike yourself: roll damage against your own AC. |
| 06–10 | You overextend and fall prone. |
| 11–15 | Weapon slips from your hand: lands 1d6 × 5 ft away. |
| 16–20 | Stumble into danger: nearest enemy gains an Opportunity Attack. |
| 21–25 | Critical misstep: you fall prone and provoke Opportunity Attacks from all adjacent enemies. |
| 26–30 | You twist your wrist: weapon is disadvantaged on attacks until repaired/rested. |
| 31–35 | You drop your guard: next attack against you has advantage. |
| 36–40 | You lose momentum: your turn immediately ends. |
| 41–50 | Wild swing hits an ally within reach (roll damage). |
| 51–60 | You strain yourself: take 1d6 damage. |
| 61–70 | You trip: lose 10 ft of movement and end movement in place. |
| 71–80 | Your weapon gets lodged: DC 15 Strength check to free it (action). |
| 81–90 | Awkward misstep: you cannot make Opportunity Attacks until your next turn. |
| 91–95 | You leave yourself open: enemies gain +2 to attack rolls against you until your next turn. |
| 96–100 | Total blunder: repeat attack against a random target in reach (ally or self). |
When you score a CRITICAL HIT with a SPELL ATTACK, you deal:
Example:
A Fireball (8d6) would deal:
When a natural 1 occurs on a spell attack roll or casting check:
- Roll d100 on the Spell Fumble Table.
- Effects may include misfires, feedback, or area distortion.
- Low rolls (01–25) are the most catastrophic.
Spell Fumble Table (d100):
| d100 | Result |
|---|---|
| 01–05 | Spell backfires: you take half of its damage (or 1d6 per spell level if non-damaging). |
| 06–10 | Arcane surge: roll on the Wild Magic Surge table (if available). |
| 11–15 | Spell fizzles: slot is expended, no effect. |
| 16–20 | Magical feedback: you are stunned until the start of your next turn. |
| 21–25 | Catastrophic surge: all creatures within 10 ft take 1d6 force damage per spell level. |
| 26–30 | Wild misdirection: spell targets a random creature within range. |
| 31–35 | Your focus shatters: next spell you cast is at disadvantage. |
| 36–40 | Magical resonance: you cannot cast spells until the end of your next turn. |
| 41–50 | Your spell sputters: effect occurs at half potency (half damage, half duration, or DM’s ruling). |
| 51–60 | Your spell echoes: harmless but bright/soundy magical display reveals your position. |
| 61–70 | Spell rebounds: make a DC 15 Constitution save or suffer a level of Exhaustion. |
| 71–80 | Your spell destabilizes: the area becomes difficult terrain within 10 ft until your next turn. |
| 81–90 | Your spell leaks magic: nearest magic item flickers or deactivates for 1 round. |
| 91–95 | You lose focus: cannot take reactions until your next turn. |
| 96–100 | Arcane chaos: DM invents a unique misfire (wild effect, summoning, inversion). |
| Damage Taken (Single Source) | Death Save Failures |
| 1–25 | 1 failure |
| 26–50 | 2 failures |
| 51+ | 3 failures (instant death) |
When a creature is unconscious and dying, they make their Death Saving Throw immediately at the beginning of their turn.
Natural 20 → The creature regains 10 hit point and may stand and take their turn as normal (if able).
Failure → The creature remains unconscious and takes no action.
Natural 1 → The creature suffers two failed death saves.
A creature may use the Help action to assist an unconscious ally who is making death saving throws.
Requirements:
- Must be within 5 ft of the ally
- Must be able to take actions
- Target must be unconscious and making death saves
Effect:
- The dying creature rolls their next death save with advantage.
- Multiple creatures may Help the same ally.
- For every 2 sources of advantage, the creature rolls an additional d20 and takes the best result.
Example:
If 3 allies each Help, the dying creature rolls 3d20 and takes the highest.Limitations:
- Each helper can only provide one Help per round.
- A creature may only benefit from one Help per round from each helper.
Downtime will be run both IN SESSION and OUT OF SESSION. Some interactions will require being handled in person.
When a character consumes a drink:
- Constitution Save begins at DC 5, increasing by +1 per drink.
- The DM may increase the DC further for strong or exotic brews.
- Alcohol is considered a poison for resistances and racial traits.
- Failing the save advances the drinker along the 10 stages of intoxication.
- Failing by 5 or more → advance 2 stages.
| Stage | State | Benefits | Penalties |
|---|---|---|---|
| 1 | Sober | Clear mind, full control. | None. |
| 2 | Buzzed | +1 to Charisma checks. | None. |
| 3 | Tipsy | Advantage on Persuasion & Performance. | 1 to Initiative. |
| 4 | Drunk | Advantage vs Fear & Charm saves. | Disadvantage on Intelligence & Wisdom checks/saves. |
| 5 | Rowdy | +1d4 melee damage. | Disadvantage on Dexterity saves & ranged attacks. |
| 6 | Sloshed | Immune to Frightened. Gain 5 temp HP. | Speed halved. Disadvantage on Dexterity checks/saves. |
| 7 | Wasted | Melee critical hits deal +1 extra die. | Disadvantage on all attack rolls. |
| 8 | Hammered | Advantage on Death Saving Throws. | Vulnerable to psychic damage; hallucinations possible. |
| 9 | Obliterated | Ignore 1 damage die per turn. | Disadvantage on everything except Con saves. |
| 10 | Blackout | 1 round: immune to fear, charm, pain, and death saves. | Then fall unconscious 1d4+2 hrs. Vulnerable while out. |
Whenever a character fails a drinking save by 10 or more, roll on this table:
| d100 | Mishap |
|---|---|
| 01–05 | Immediately vomit. Lose your next round/turn. |
| 06–10 | Hiccup uncontrollably. Disadvantage on Charisma checks 1 hr. |
| 11–15 | Fall off chair/stool. Become prone. |
| 16–20 | Start loudly singing. Performance DC 12 or annoy the crowd. |
| 21–25 | Slur insults at ally. Persuasion DC 13 to calm them. |
| 26–30 | Stumble into a table, spilling drinks. Possible brawl. |
| 31–35 | Headbutt your mug. Take 1 bludgeoning damage. |
| 36–40 | Spill drink all over yourself. |
| 41–45 | Challenge random NPC to arm-wrestle. |
| 46–50 | Mistake ally for enemy. Swing wildly (no damage). |
| 51–55 | Embarrassing gas. Disadvantage on Charisma checks 1 hr. |
| 56–60 | Shout a terrible secret aloud. |
| 61–65 | Wander off and forget you’re competing. |
| 66–70 | Get overly affectionate. Hug nearest person. |
| 71–75 | Collapse on the table. Contest ends. |
| 76–80 | Break your mug/tankard. |
| 81–85 | Try to juggle mugs. Dex DC 14 or drop them. |
| 86–90 | Vomit into someone else’s drink. |
| 91–95 | Flirt with someone inappropriate. |
| 96–100 | Blackout immediately. Skip to Stage 10. DM decides consequences. |
| Stage | Effect |
|---|---|
| 1 | None |
| 2 | Disadvantage on all Constitution-based checks, saves, and skills until the next short rest |
| 3 | Disadvantage on all Constitution-based checks, saves, and skills until the next long rest |
| 4 | Dependence: While not under the effects of a narcotic, the creature suffers disadvantage on all Constitution-based checks, saves, and skills. Certain narcotics may add extra penalties. |
Whenever a character consumes a drug, they must make a saving throw to resist addiction.
Multiple Doses
Addiction Effects
Temporary Relief
| Severity | Save | Onset | Frequency | Effects | Cure |
|---|---|---|---|---|---|
| Minor | Variable | 1 day | 1/day | –2 Constitution | 2 consecutive saves |
| Moderate | Variable | 1 day | 1/day | –2 Constitution & Strength; cannot heal drug damage | 3 consecutive saves |
| Severe | Variable | 1 day | 1/day | –2 Dexterity, Constitution, Strength, Wisdom; cannot heal drug damage | 3 consecutive saves |
Recovery:
Relapse:
Fate Points are awarded by the DM when you perform a bold, creative, or death-defying action that meaningfully shifts the course of the game.
You may spend your Fate Points for the following effects:
You may also propose other uses for a Fate Point. The DM has final say on whether the usage is allowed — and how many points it may require.
NEEDS REDOING
Professions are full class tracks that expand character potential through base paths, specialization, and eventual hybridization.
Combination Professions blend the strengths of both and create unique hybrid powers unavailable elsewhere.
Pick Two Base Professions
Characters select 2 Base Professions.
Base Professions provide broad combat, roleplay, and utility abilities.
Specialization Unlock
At the required level, each base profession unlocks 1 specialization path.
These define focused mastery (e.g., explosive alchemy, armor-forging, soul-binding).
Combination Professions
When both specializations reach maximum level, they unlock a hybrid Combination Profession.
A Full Rest lasts at least one full day in a safe, comfortable place.
Characters also roll 1 HD and gain that as temporary HP.
All resources reset.
A Long Rest lasts 6 hours, split into two 3-hour sections.
Players must declare before resting:
Skipping rest leads to penalties:
A Full Rest clears all exhaustion.
After too long, roll Con saves or suffer exhaustion.
If no Long Rest in a day → gain 1 level of exhaustion.
A Short Rest lasts 10 minutes.
During a Short Rest, a character may spend Hit Dice (HD) to heal.
While attempting to resurrect a character:
Example: A character has died twice now, the DC is 14 instead of 10.
Example: A cleric can pray to its god for help in the matter, Religion Check.
Example: A player gets down on its knees and begs the spirit to come back to the body, Persuasion Check.
Example: Sorcerer casts lightening into the body like an arcane defibrillator, Spell Check.
When rolling HP:
What Is This?
A system to resolve an encounter in so many dramatic rounds, focusing on storytelling, creativity, and tension.
Core Structure
Roll Results Summary
| Result | Outcome |
|---|---|
| Meets DC | +1 success point |
| Every 5 over DC | +1 success point |
| Natural 20 | +1 success point (additional) |
| Fails DC | Takes damage (1d6–1d8) |
| Every 5 below DC | +1 additional damage |
| Natural 1 | +1 additional damage (additional) |
Transform overland travel from narration to immersive play. Assign each player a travel role, and resolve challenges dynamically using role-based skill checks. Travel becomes a phase of strategy, survival, and player-driven engagement.
Inform the party:
Each player selects one of the following (duplicates allowed):
| Role | Core Duty |
|---|---|
| Navigator | Guides route, avoids hazards |
| Scout | Spots threats, resources, secrets |
| Defender | Guards against immediate danger |
| Utility | Fixes gear, solves misc. issues |
Trigger a travel encounter, describe it narratively, then call for the appropriate role check:
“To know the path is to shape the path.”
“The world whispers its warnings, if you know where to listen.”
“We do not falter in the first strike. We anchor the line.”
“The traveler’s best tool is readiness for the unexpected.”
Players can discover and unlock material not available at the start of a campaign. This makes exploration, experimentation, and creativity rewarding.