Ashcan
Overview
In order to play, you’ll need two to six players (one to serve as the GM and the rest to be players),these rules, and a set of polyhedral dice (d4, d6, d8, d10, d12, and d20) or an app to simulate dice, and two distinct kinds of tokens. Unlike many role-playing games where the GM calls almost all of the shots, the players and the GM will work together to craft the story of the game. Think of this as a collaborative effort where you all work together to tell a comic genre-bending mystery where strange things happen. This system takes inspiration from Kids on Bikes, Savage Worlds, DND, Burning Wheel, Girl by Moonlight, Tales from the Loop, and many other systems.Setting Boundaries
Content Levels
Excited For – Things players actively want in the game. Example: "I’d love a mystery to solve!" Neutral On – Content that’s fine either way. Most things fall here by default. Example: If no one mentions spiders, they can appear. Off-Screen Only – Topics players are okay with existing in the story but don’t want described in detail. Example: "Bullying can happen, but don’t roleplay it out." Hard No – Content that shouldn’t appear in the game at all. Example: "No spiders—even mentioned—period." Keep it simple: talk openly, respect limits, and focus on fun.Your Town
Example Rumors
- Animal transport truck accidentally had parrots escape years ago, and some of the parrots managed to survive and live among the city. Some people say that they can give answers to your problems.
- An extinct plant in the area with healing powers.
Character Creation
The core of any RPG is the character you’ll be embodying.Classes
Ability Scores
Die | Tier | Description |
---|---|---|
d20 | Elite | Your mastery is obvious at a glance. |
d12 | Great | Those who know you recognize your skill. |
d10 | Above Avg | Slightly better than most. |
d8 | Average | Unremarkable, but not glaringly weak. |
d6 | Below Avg | People notice you struggle here. |
d4 | Terrible | Your incompetence is legendary. |
Motorics
Motorics governs your senses, agility, and coordination. It’s used for hiding, dodging harm, and assessing your surroundings through sight, sound, or touch. Common spells include deflecting magic, moving with supernatural grace, or blending into the environment. Associated Skills: Acrobatics, Stealth, Perception, Sleight of Hand.Intelligence
Intelligence measures your knowledge and analytical thinking. It’s key for recalling lore, solving puzzles, and understanding complex subjects—from magic to science. Associated Skills: Arcana, History, Science, Investigation, Nature, Religion, Survival, Medicine.Constitution
Constitution combines raw strength and endurance. It reflects your physical resilience, whether you’re lifting boulders, shrugging off poison, or intimidating foes with sheer presence. Associated Skills: Athletics, Intimidation, Tolerance.Psyche
Psyche represents emotional intelligence and social cunning. Those with high Psyche excel at reading people, detecting lies, and manipulating others—whether through charm, deception, or performance. Associated Skills: Animal Handling, Insight, Perception, Investigation, Influence, Performance.Ability Rating
In this system rather than use modifiers like is common in DnD, you'll be using something called an ability rating. Your ability rating is the dice you chose for a particular stat divided by four. So for example, if your Motorics di is a d12, your Motorics Ability Rating is a 3. When you specialize in skills, you will add your ability rating to your specialized skill checks. Moreover, your ability ratings will be linked to various features, rewarding you for enhancing your character's stats over time.Tropes
Establishing Connections
- Choose Your Angle – Decide if you want to highlight something good or bad between your character and theirs.
- Roll & Answer – Roll a d20 and respond to the corresponding question from the Positive or Negative list (skip repeats or misfits, adjusting as needed).
- Lock It In – Once answered, mark the question off—no repeats. The GM’s seat is skipped, so the player to their right answers about the one to their left.
Final Touches
Dreams
What drives your character? A dream—big or small—gives them purpose. Maybe it’s vague (“I want to be remembered”) or daunting (“I’ll uncover the truth behind my sister’s disappearance”). As the story progresses, this Dream should feel more within reach, pushing your character forward.Backpack
What’s in your bag—both literally and figuratively? The essentials you always carry (a lucky lighter, a worn-out journal, lockpicks). Privileges or resources that help you, like supportive friends, street smarts, or a stubborn independence. These won’t affect game mechanics, but they’re tools for storytelling—and losing them can create drama.Playing the Game
The game will take the form of a story that you, the other characters, and the GM tell together. The GM will help guide the action of the story and will make the “big picture” stuff happen, but you’ll have a lot of control over what you do and how you face the situations that the GM throws in your way.The Noise
The In-Universe Reason
Supernatural beings and powers stay hidden because exposure means being hunted—by governments, secret organizations, or worse.Breaking Through the Noise
When someone sees past the veil, their choices are limited—and often dangerous:- Join the hidden world.
- Fight for it (as a protector, hunter, or revolutionary).
- Deny it (pretend it never happened).
- Lose it (memory wiped, labeled insane, or killed—sometimes by the Noise itself).
Where Stories Begin
A Bubblegum Grunge tale might start when:- A supernatural force invades a character’s life, shattering the Noise.
- Strange events accelerate, revealing the hidden world.
- A guide recruits them into the secret struggle.
Plausible Deniability in the Digital Age
Smartphones mean anyone can record the impossible—but deepfakes, AI, and Photoshop give skeptics an easy out. The Noise adapts, turning truth into conspiracy. The Weirdness Censor: Some people can’t initially perceive the supernatural—their minds reject it outright. Ironically, even skeptics can unknowingly use supernatural power, fueling the very forces they deny. The Enforcers of the Noise: Governments and shadowy groups hunt the supernatural to maintain control. They fear what happens when people realize their own hidden potential. Those with power are labeled STARS—and the Enforcers want them dead.The Danger of Exposure
Normal people, when confronted with undeniable supernatural acts, emit Panic —a traceable energy that draws Enforcers. Going public is risky.Subtropes & Complications
- The Noise Will Kill Your Dating Life – Knowing the truth makes "normal life" impossible.
- Who Can You Trust? – Others who see past the Noise might be allies… or enemies.
- Tearing Down the Veil – Some factions want to expose the supernatural to the world.
- Noise-Free Zones – Rare places where powerful beings suppress the Noise, ruling openly.
Ability Checks
Roll | Difficulty Description | Examples |
---|---|---|
20 | A task at which only the most incredible could possibly succeed. Nearly guaranteed failure, but success is legendary. | Lifting a car off someone trapped beneath it. Solving a nearly impossible math problem at a glance. |
19–17 | A task where success would be incredible and impressive. Still a near-guaranteed failure. | Talking a police officer out of arresting you despite clear guilt. Breaking a school record in track. |
16–13 | A task where success is extraordinary but possible for the truly skilled. | A lucky person finding the right item on the first try. Withstanding police interrogation with espionage training. |
12–10 | A task where success is impressive but expected for those skilled. | A strong person prying open a heavy, locked door. A computer expert repairing a PC quickly under pressure. |
9–7 | A task where success is certain for the very skilled but challenging for others. | Sweet-talking a wealthy person into giving free drinks. Running a message across a building in record time. |
6–3 | A task where success is likely for most, except those with very low skill or stats. | Drawing a non-face card from a deck. Silently withstanding a verbal berating. |
2–1 | A task where success is nearly guaranteed, except in extreme cases. | Lifting a 10-pound weight overhead. Reciting a multiplication table. |
CHOOSING A STAT FOR THE CHECK
There are always multiple ways to solve a problem, just as in life. If confronted by bullies, you might rely on different stats based on your character's strengths. High Psyche? Convince them to spare you in exchange for a secret. High Constitution? Show them you’re too tough to bother. High Intelligence? Talk them in circles until they lose interest. Your approach should reflect your character’s abilities and creativity. When unsure which stat applies, describe your actions, and the GM will determine the appropriate check. For instance, lying usually requires Psyche, but using scientific jargon to dissuade a sheriff might call for Intelligence. Threatening a guard might involve Constitution for sheer presence or Psyche for intimidation. The stats guide your storytelling, but if you're stuck, ask your group or follow your instincts.Checks
Although the GM sets a numerical difficulty for every skill check, there are two types of checks: White Checks and Red Checks. White Checks occur under calm, controlled conditions, such as cracking a safe at home or climbing a wall unnoticed. They allow time to think and strategize. You can either roll your stat die or take half its value for these checks. Rolls can “explode” if the max value is rolled, adding the max value and rerolling. You may spend Adversity Tokens for a +1 bonus, and other players can also contribute tokens narratively, with GM approval. Success is collaborative, while failure earns an Adversity Token and is narrated by the GM. Red Checks, by contrast, occur under stress or urgency, such as during combat or while fleeing danger. These must be rolled, with no option to take half. Players can spend Adversity Tokens, but others cannot assist due to the chaotic nature of the situation. Failing a Red Check usually has less severe consequences than failing a White Check, as these scenarios are already high-stakes. The outcome of any check is graded by how much you succeed or fail:- Success by 10+ is extraordinary, with added benefits.
- Success by 5+ is impressive and smooth.
- Failure by 5+ has minor short-term consequences.
- Failure by 10+ can result in significant setbacks or even long-term effects.
Failure
Remember, in Bubblegum Grunge, failing a roll isn’t all bad. First and foremost, it gives you an Adversity Token, which you can use to succeed when you really need it - especially if you pool it with other Adversity Tokens - or to activate your character’s Strengths. Adversity Tokens give you more options later on, so failing is actually helpful to your later play. Second, failure can and should push the narrative forward. Remember, a failed roll means that what the character wants to happen doesn’t happen - but that doesn’t mean that what happens is bad for the story. For example, if the characters try to hack a computer but aren’t able to, it might mean that they have to seek out a non-player character to help them with it. That character might, in turn, inadvertently give them a clue that helps them puzzle out a mystery. Or, if a character tries to escape on foot from government forces pursuing her, she might be brought to a facility that holds the secret to the next part of the narrative - or even the powered character. So, while failures won’t be what your character wants, they should almost always feel good for the story - and should give the group more directions to take the narrative you’re building together.Exploding Rolls and Narrative
When a roll explodes, the narrative should reflect external forces aiding the character's success. Exploded successes go beyond personal skill, incorporating unexpected events or luck. For example, Penelope, with a d8 in Morotircs, rolls to escape government agents. The GM sets the difficulty at 12. She rolls an 8, then a 6, totaling 14—a success. The narrative might include a gate closing behind her or spilled motor oil causing the agents to slip. It's not just her running skill but external factors that lead to her escape.Pursuits
d10 | Pursuit |
---|---|
1 | A cooking contest |
2 | A fishing duel |
3 | A game of darts |
4 | A race |
5 | A debate |
6 | A scavenger hunt |
7 | A game of cornhole |
8 | A duel of wits |
9 | A dance-off |
10 | A staring contest |
Pursuit of What?
The process begins when a player character declares their goal, such as "I want to fish at the old pier." This sets the scene and triggers a difficulty roll. The pursuing player rolls 1d6 on the Challenge Table to determine the obstacle's strength and potential rewards.Roll | Challenge Type | Effect |
---|---|---|
1 | Easy | Highest Challenger Stat (8-10), small reward. |
2 | Moderate | Highest Challenger Stat (10-12), decent reward. |
3 | Tricky | Highest Challenger Stat (12-14), potential for a good payout. |
4 | Unpredictable | Highest Challenger Stat varies by round, reward can swing high or low. |
5 | Hard | Highest Challenger Stat (14-16), high reward if completed. |
6 | Legendary | Highest Challenger Stat (16+), best possible reward, but extremely difficult. |
Player vs Player
The Pursuit system creates a dynamic contest between two forces: the Pursuer, who actively works to achieve their goal, and the Challenger, who embodies the living obstacle standing in their way. As the Pursuer, you start a pursuit with your existing adversity tokens, and you roll attack rolls, skill checks, and saving throws as you normally would. Once per pursuit, each participant may use the Influence action to sway the outcome of a round. Both players stake 1 Adversity Token when an Influence action is declared. Influence can be used in three ways:- Persuade: Convince your opponent to tie the round, reflecting a moment of shared purpose or compromise. If successful, both players lose the Adversity Tokens, but gain 1 Progress Token.
- Deceive: Trick your opponent, snatching victory through cunning. If successful, steal the staked Adversity Token from your opponent.
- Intimidate: Frighten your opponent into hesitating to spend resources. If successful, both Adversity Tokens are lost, and your opponent cannot spend any Adversity Tokens until they win a round, as they’re rattled and second-guessing themselves. If unsuccessful, your opponent can take the adversity token that you staked on the action.
d20 | Repertoire Feat |
---|---|
1 | Ace Up Your Sleeve — Once per pursuit, you may reroll any roll you make. |
2 | Adversity Amplifier — As a bonus action, roll 1d6. Multiply the result by any number of Adversity Tokens you spend, then add the total to your roll. Lose the spent tokens. |
3 | Adversity Extortion — As a bonus action, steal 1 Adversity Token or force disadvantage on the opposing player. |
4 | Adversity Loan — As a bonus action, erase any number of your Adversity Tokens. At the start of the next round, regain twice as many as you erased. |
5 | Adversity Sponge — Whenever the opposing player gains an Adversity token, you do too. |
6 | Attribute Swap — As a bonus action, swap one stat with the opposing player for the pursuit. |
7 | As a bonus action, reduce the opposing player’s roll by your current roll’s value. Compare the adjusted numbers to determine the winner. |
8 | Dice Bank — At the beginning of the pursuit, roll a die, and save it in your bank. On a future roll, you can swap out your roll with the die in your bank. |
9 | Digit Reversal — As a bonus action, reverse digits of both rolls this round (e.g., 16 ➔ 61, 5 ➔ 50). Use the reversed numbers to determine the outcome. |
10 | Gift Horse — As a bonus action, give 1 token to your opponent; if they don’t spend it in the pursuit, you win. |
11 | Jump the Gun — Once per pursuit, decide who’s offense and defense for a round. |
12 | Nip It in the Bud — If you critically succeed on the first round, you may end the pursuit immediately in your favor. |
13 | Out of Left Field — Force opponent to reroll one die in the final round. |
14 | Outcome Inversion — Once per pursuit, declare the lower roll as the winner. |
15 | Resource Reclamation — As a bonus action, return 1 spent Adversity Token to your supply. |
16 | Stat Sabotage — As a bonus action, force the opposing player to save or suffer disadvantage on a stat. |
17 | Token Surge — Spend 1 Adversity Token to take an extra action this turn. |
18 | Token Stockpile — Start the pursuit with double the usual Adversity tokens. |
19 | Token Trap — As a bonus action, give 1 token to your opponent; if they spend 10 tokens total, you win. |
20 | Wildcard — Choose any one repertoire from this list for this pursuit. |
Round Structure
The six-round structure begins with the Pursuer on offense, then alternates each round. While on offense, a player describes their action and selects an appropriate stat or skill for their roll. The defense then chooses a resisting stat for their save, creating an opposed check.Resolutions & Complications
Each round's opposed roll determines progress. If offense wins, they gain a Progress Token representing incremental success. If defense prevails, they claim a Progress Token showing their resistance. Ties result in both parties receiving a Progress Token, but also trigger complications for the next round rolled on the table below using a 1d6.Roll | Complication | Effect |
---|---|---|
1 | Disaster! | The next check, roll or save the Pursuer makes is at Disadvantage. |
2 | Setback | The next check, roll, or save the Pursuer makes suffers a -2 penalty. |
3 | Debuff | The Pursuer's current or next roll suffers a -1 penalty. |
4 | Increased Difficulty | The Challenger gains Heroic Advantage that can be used at their discretion. |
5 | Obstacle | The Pursuer must make a CON, MOT, PSY, or INT save of some sort or they have disadvantage with actions that require that Stat for the next round. |
6 | Lucky Break | The Pursuer gains Advantage on their next roll. |
Outcomes & Rewards
If the Pursuer gains 5 or more Progress Tokens, they complete the pursuit successfully. If the Pursuer gains 3 or 4 Progress Tokens, the Pursuer succeeds, but their actions may have consequences or complications down the line at DM discretion. If the Pursuer receives 2 or fewer Progress Tokens the Pursuer fails the pursuit. If the Challenger gains 3 or more Progress Tokens, then that player’s character will have Heroic Advantage on one check, roll, or save at their discretion. If the pursuit is tied to making money, roll 1d6 and multiply it by the number of successes. If this feels too low, the DM can change the d6 to a dice that makes more sense for the pursuit. Example: If a player gets 4 successes and rolls a 3, they earn $12 (3 × 4).DOWNTIME
Pursue Relationship Goals
Work on your backstory or build bonds with NPCs. Success may yield favors, allies, or valuable information, while failure could strain relationships or draw unwanted attention.
Work Odd Jobs
Take on temporary work to earn extra money or resources.
Pursue a Long-Term Project
Make headway on personal endeavors like crafting masterpieces, researching spells, or expanding your network.
Recover
Heal injuries, recover from ailments, or clear mental or magical strain.
Reduce Heat
Lower your wanted level or shake off pursuers.
Train
Improve a skill, stat, or ability through practice, mentorship, or specialized facilities. Without a teacher or special facility, significant improvement may be limited.
Indulge Vice
Engage in personal indulgences to relieve stress, spark roleplaying opportunities, or uncover unexpected benefits.
For downtime actions, simple rolls or the Pursuits system below can be used for rolling mechanics, outcomes, and complications at DM discretion.Social Encounters
First Impressions
First, the group chooses a spokesperson to make the initial approach. The spokesperson makes a skill check (such as Persuasion, Intimidation, Performance, or Investigation) to set the tone for the encounter. The result of this check determines the NPC’s first impression: a critical success means the NPC is impressed (advantage on future Influence checks), a success means they’re neutral (normal checks), a failure means they’re unimpressed (disadvantage), and a critical failure means they’re hostile (disadvantage and potential complications). This first impression reflects how the NPC initially perceives the group and influences the rest of the interaction.Interaction
Next, the group states their request, which can be Reasonable (1 success needed), Bold (2 successes), or Outrageous (3 successes). Each player takes turns contributing to the interaction by making skill checks, justifying how their approach helps the conversation. The difficulty of these checks depends on the NPC’s attitude: Reluctant (DC 15+), Open (DC 10-14), or Friendly (DC 5-9). Failures can introduce complications, such as the NPC becoming annoyed or demanding a favor.Outcome
Finally, the interaction resolves based on the number of successes achieved. A Success means the group gets what they want, while Partial Success means they succeed but at a cost, such as owing the NPC a favor or creating a new problem. Failure means the request is denied, but it can lead to new opportunities, like a side quest or a chance to try again later.BRAWLING & COMBAT
Powers & Enhanced Attacks
Powers in Bubblegum Grunge can manifest in a variety of forms. There are three magic systems that are disconected from class based magic: Bubblegum and Willpower. Bubblegum is a created substance that is either found or made. Willpower is an innate supernatural ability that all life is capable of. Classes may have class based magic systems like witch crafts for Witches. Some classes may create things that have enhanced attacks. Powers and enhanced attacks can escalate a brawl into a fight to the death, just as bringing a gun to a fight could escalate things. It can also trigger a morale check for your targets where they will have to roll to decide how far they want to take things.Guns
Guns are a powerful equalizer, but this is not a gun game. Guns require ammo, and it must be purchased. If you are not proficient with handling guns, you will roll attacks with disadvantage. Being proficient with handling guns does not mean that you are proficient with hit moving targets, and you will need to invest in perks that make you a better marksment or you will roll with another layer of disadvantage when using guns.Exhaustion, Injuries, & Death
Using higher-level spells or abilities like Willpower, Bubblegum, and Technology drains a character's energy. Each character has 5 levels of exhaustion, represented by ability tokens. When a character uses a spell that matches their spell mastery level, they use one ability token. If the spell's level equals the character’s mastery, they burn two tokens. As characters get more exhausted, they need a rest to recover. Ability tokens are different from adversity tokens. For example, if Jamie is using her character’s level 2 Bubblegum ability and the difficulty is set at 10, she rolls 1d12, getting a 9. She decides if she wants to accept failure or use an adversity token to succeed. If the character has exhausted all ability tokens, they must make a Constitution saving throw to continue using their powers. The DC is 10 + the spell's level. On a failure, the character gains a negative level of exhaustion. On a success, they stay exhausted but avoid worsening it. Regardless, the spell is still cast. If the spell requires concentration, exhaustion hits when concentration ends. Failure can cause serious consequences, like a worse-than-usual physical reaction (e.g., a full-body seizure) and possible unconsciousness or even death if the exhaustion becomes too severe. The GM determines the exact effects, letting players decide whether to risk pushing their limits for an important task. During the course of the game, one or more of the characters will likely be injured. In this game, there are no traditional hit points - but none of you are immortal. Far from it. Compared to the forces you will probably come in contact with, you’re exceptionally fragile, at least to start. A well-aimed bullet from a government agent, the quick flick of a monster’s jaws, or a telekinetic character could end things in a moment. In this game, violence should never be without consequence. Rather than trading blow after blow, stat and applicable skill rolls should determine the outcome of a fight before it starts. Players and the GM should then narrate the outcome. The difference between the rolls (and applicable modifications) should determine the amount of damage that a player sustains (refer to chart below) and who gains narrative control over the encounter.Condition | Narrative Control | Effect |
---|---|---|
Defender’s roll ≥ Attacker’s roll | Defender narrates the outcome, describing how they avoid the attack or deflect it effectively. | Defender is uninjured; projectiles miss or blows don’t land or hurt them enough to matter. |
Attacker’s roll is greater by 1 to 9 | Attacker explains their attack, and the defender responds. The attacker can alter details as the defender explains. Then, the attacker explains how the defender’s response fails to fully prevent harm. | Defender is hurt temporarily; grazed by a bullet or stunned by a punch, but they can recover. |
Attacker’s roll is greater by 10 or more | Attacker explains the intensity of the attack and how it overwhelms the defender. Defender may describe a moment of resistance or an attempt to minimize damage before being overpowered. | In a brawl, this hit counts for two hits, shaking the defender. Can also trigger a morale check. |
Attacker’s roll is greater by 20 or more | Attacker describes how the hit lands with devastating force, possibly breaking something or severely injuring the defender. Defender may attempt to narrate the aftermath of the injury or loss, such as a weapon breaking. | In a brawl, this hit can injure the opponent or break their weapon. Can also trigger a morale check. |
- Light Protection: Reduces the impact of hits by 1.
- Medium Protection: Reduces the impact of hits by 2.
- Heavy Protection: Reduces the impact of hits by 3.
On the Brink
When you are reduced to 0 HP or lower, you suffers the following effects:- Exhaustion: You immediately gain Exhaustion 1.
- Death Save: At the end of each of your turns, you make a Death Save.
- Failure: You take 1 True damage.
- Critical Failure: You fall Unconscious until you’re restored to 1 HP or higher.
- Success: You survive another turn
- Critical Success: You’re restored to 1 HP.
When a creature makes a Death Save, it rolls a d20. If the result is 10 or higher, it succeeds on its Save. A creature makes Death Saves until it’s restored to 1 HP or higher, becomes Stabilized, or dies. Stabilized
A creature that takes the Medicine Action (see the Skill Based Actions section) and succeeds on a DC 10 Medicine Check can Stabilize a creature On the Brink. A Stabilized creature doesn’t make Death Saves while On the Brink. A creature remains Stabilized until it’s restored to 1 HP or takes damage. Continuous Damage
Continuous damage (such as Bleeding and Burning) does not affect your HP while On the Brink. You still have these conditions on you, but they don’t deal damage to you unless you’re above 0 HP. On the Brink After Combat
When Combat ends, any creature On the Brink must immediately make a Death Save. They repeat this Death Save every 12 seconds until they become Stabilized, are restored to 1 HP or higher, or die. Failure: The creature takes 1 True damage and falls Unconscious until it becomes Stabilized. Success: The creature becomes Stabilized. NPC’s On the Brink
Monsters and NPCs normally die when they’re reduced to 0 HP, however the Game Master can choose to implement On the Brink on special enemies. They would drop down to 1 AP and be On the Brink in that same weakened state, leaving a window for them to still talk to the party and get out any “last words” before someone puts them out of their misery.
Resolve
Conditions
Blinded
When you are Blinded, the following effects apply: No Sight. You cannot see and automatically fail any checks or tasks that rely on vision. Combat Disadvantage. Attack rolls against you have an Advantage, and any attacks you make are at a disadvantage.Bleeding
When you are bleeding, the following effect applies: Compromised. Attacks against this creature deal an additional 2 Slashing damage. This can be removed by healing and medical procedures.Burning
When you are burning, the following effect applies: Burning X. This condition is cumulative. Each consectutive turn you receive it, you roll a constitution save against Xd4 fire damage. X represents the consecutive turns of burning damage your character has taken. A wet character cannot be burnt, and this condition can be removed from a character with a help action, by being doused with water, or removing oneself from a burning surface.Charmed
When you are Charmed, the following effects apply: No Hostility. You cannot attack or harm the one who charmed you with offensive abilities or spells. Persuasive Influence. The charmer gains an Advantage on interactions with you in social situations.Corroded
When you are Corroded, the following effect applies: Corrosion X. This condition is cumulative. Each consectutive turn you receive it, you roll a constitution save against Xd4 acid damage. X represents the consecutive turns of acid damage your character has taken. This condition can be removed from a character with a help action or removing oneself from a corrosive surface.Dazed
When you are Dazed, the following effect applies: Limited Focus. You can either move or use your action, but not both. Reactions are rolled with disadvantage. This condition can be removed if an ally Helps this creature.Deafened
When you are Deafened, the following effect applies: No Hearing. You cannot hear and automatically fail any checks or tasks that require the ability to hear.Exhausted
When you are Exhausted, the following effect applies: Exhaustion X. You gain a penalty equal to X on all Checks and Saves you make. Additionally your Speed and Save DC is reduced by X as well. If a creature ever reaches Exhaustion 6, they immediately die. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends. Example: If you have Exhaustion 3, you would have a -3 penalty on Checks and Saves, your Speed would be reduced by 3 Spaces, and your Save DC would be reduced by 3.Frightened
When you are Frightened, the following effects apply: Shaken Resolve. You make all checks and attack rolls at a disadvantage while you can see the source of your fear. Avoidance. You cannot willingly move closer to the source of your fear.Frozen
When you are Frozen, the following effects apply: Frozen Form. You are frozen either in a block of ice or physical body along with your non-magical gear. Your weight multiplies, and you stop aging. Total Incapacitation. You cannot act, and your movement speed becomes zero. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage. Combat Vulnerability. Attack rolls against you gain an Advantage, and any successful melee attack is treated as a critical hit.Grappled
When you are Grappled, the following effects apply: Immobile. Your movement speed is reduced to zero and cannot be increased by any means. Combat Limitation. You have a disadvantage on attack rolls against targets other than the one grappling you. Relocation. The grappler can move you at half their movement speed unless you are significantly smaller or lighter.Hamstrung
When you are Hamstrung, the following effect applies: Slowed. Your movement speed is reduced by half. This can be removed by healing or medical procedures.Incapacitated
When you are Incapacitated, the following effects apply: No Actions. You cannot perform any actions, bonus actions, or reactions. Lost Focus. You lose focus, ending any concentration-based effects you maintain. Silent. You are unable to speak. Unprepared. If this condition affects you during initiative, you roll with a disadvantage.Invisible
When you are Invisible, the following effects apply: Stealth Advantage. You cannot be targeted by effects that require visibility unless the source has a way to perceive you. Your gear and possessions are also hidden. Combat Superiority. Attack rolls against you are at a disadvantage, and your attacks are made with an advantage unless your target can detect you. Hidden Initiative. You gain an advantage on initiative rolls while invisible.Obstructed
When you are Obstructed, the following effect applies: Slowed. Your movement speed is reduced by half. This is typically acquired via spell, environment, or surface effects and can be removed by moving outside the obstructive area.Off Balance
When you are Off Balance, the following effects apply: Hindered Capability. You make all attack rolls and checks at a disadvantage. Unsteady Ground. Attacks against the Off-Balance target that could knock them prone (or similar effects) are made with advantage. The Off-Balance condition ends immediately after the target’s next attack roll, if helped, or at the end of the round, whichever comes first.Paralyzed
When you are Paralyzed, the following effects apply: Total Incapacitation. You cannot act, and your movement speed becomes zero. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage. Combat Vulnerability. Attack rolls against you gain an Advantage, and any successful melee attack is treated as a critical hit.Petrified
When you are Petrified, the following effects apply: Statue Form. You are transformed into an inert substance (commonly stone) along with your non-magical gear. Your weight multiplies, and you stop aging. Total Incapacitation. You cannot act or move. Combat Vulnerability. Attack rolls against you gain an Advantage. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage. Damage Resistance. You resist all forms of damage. Immune to Poison. You are unaffected by poison and the Poisoned condition.Poisoned
When you are Poisoned, the following effect applies: Hindered Capability. You make all attack rolls and checks at a disadvantage.Prone
When you are Prone, the following effects apply: Restricted Movement. You can either crawl or spend half your movement speed to stand up. If you cannot move, you remain prone. Combat Disadvantage. Your attack rolls are made at a disadvantage, while attacks against you gain an advantage if the attacker is close. If distant, their attacks are made with a disadvantage.Restrained
When you are Restrained, the following effects apply: Immobile. Your movement speed becomes zero and cannot increase. Combat Vulnerability. Attack rolls against you gain an Advantage, and your own attacks are made at a disadvantage. Agility Impaired. You have a disadvantage on checks and saving throws based on motorics.Shocked
When you are Shocked, the following effects apply: Shocked X. This condition is cumulative. Each consectutive turn you receive it, you roll a constitution save against Xd4 lightning damage. X represents the consecutive turns of lightning damage your character has taken. This condition can be removed from a character with a help action or removing oneself from a shocking surface. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage.Stunned
When you are Stunned, the following effects apply: Total Incapacitation. You must spend an action to end the stunned condition, and your movement speed becomes zero. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage. Combat Vulnerability. Attack rolls against you gain an Advantage.Unconscious
When you are Unconscious, the following effects apply: Fully Incapacitated. You cannot act, speak, or move. You drop what you are holding and collapse. When this condition ends, you remain prone. Immobile. Your movement speed becomes zero. Combat Vulnerability. Attack rolls against you gain an Advantage, and any successful melee attack is treated as a critical hit. Weak Defense. You roll checks and saving throws based on constitution or motorics at disadvantage. Unaware. You are oblivious to your surroundings.Wet
When you are Wet, the following effects apply: Flame Resistant. You are immune to burning, and resistant to fire damage. Elemental Vulnerability. Vulnerable to lightning and cold damage, as well as area of effects of those elemental types.Wounded
When you have Wounded, the following effect applies: Compromised. Attacks against this creature deal an additional 2 Piercing damage. This can be removed by healing or medical procedures.Progression
Character You Know
Roll a d20 and answer that question about the character you’re establishing a relationship with. If the question doesn’t fit what you have in mind for that relationship, feel free to re-roll or choose another question. Once you’ve answered, remember to cross out the question so that other players don’t answer the same question. If you roll a question that has already been answered, choose the question above or below, choose any question on the list, or re-roll.POSITIVE RELATION
- What did this character do for you that makes you owe them a debt you couldn’t repay?
- What do you admire about the character - but would never tell them?
- What great kindness did they do for you that they don’t even remember but you do?
- What trait about this character that they despise do you genuinely appreciate?
- Why do you care about them more than they care about you?
- What was this character’s role in the best day of your life?
- What plan do you and the character have that you’re most excited about?
- What is your private nickname for this character and why?
- What is the kindest thing this character has ever done for you?
- What is this character sacrificing to protect you?
- What length would you go to in order to defend this character?
- Why do you have a bond with this character that can never be broken?
- What about this character always makes you happy?
- What is the bravest thing you’ve ever seen this character do?
- What do you and this character have a mutual, weird love for?
- What would losing this character mean to you?
- What aspect of this character’s personality do you try to use as a model for your own?
- When did you first realize that you loved this character - either platonically or romantically?
- What’s your first memory of this character?
- What item did this character give you that you treasure?
NEGATIVE RELATION
- What thing that this character did in the past do you still resent them for?
- What secret are you keeping from them that you would be devastated if they found out?
- What could make you betray this character?
- What are you sure this character is hiding from you?
- What does this character call you that you hate being called?
- What is this character doing, either knowingly or unknowingly, that hurts you?
- What do you need to take from this character for their own good?
- What was this character’s role in the worst day of your life?
- What is the most dishonest thing you’ve seen this character do?
- What is this character doing that’s putting you both at risk?
- What does this character do that makes you immediately lose your temper?
- How far will you go to avoid being alone with this character?
- What part of this character’s personality scares you?
- What would this character have to do to get you to forgive them?
- What insanity has this character shown warning signs of?
- How far would you go to make this character suffer?
- Why do you dislike this character when all the other characters seem to love them?
- You hurt this character years ago. Why can’t you apologize?
- What do you intentionally do to annoy this character?
- How did this character betray you the last time you confided in them?
Score | Modifier |
---|---|
1 | −3 |
2–3 | −2 |
4–5 | −1 |
6–7 | 0 |
8–9 | +1 |
10–11 | +2 |
12–13 | +3 |
14–15 | +4 |
16–17 | +5 |
18–19 | +6 |
20–21 | +7 |
22–23 | +8 |
24–25 | +9 |
26–27 | +10 |
28–29 | +11 |
30 | +12 |
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