Dungeon Break Core Rulebook

by Zidulus

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CHAPTER 1

Introduction

Chapter 1: Introduction

One day, Gates popped up all across the globe. Similar phenomena have been observed in every corner of the planet. Although these anomalies seemed to be relatively harmless, experts have yet to identify their causes. Researchers analyze whether these objects have any correlation with the strange Tibet ruins uncovered by the Nazi party in 1943.

After that, the last year and a half of the war became a bloody conflict between Hunters and regular soldiers, the latter proving to be more or less ineffective against both Hunters and the magical beasts that started to come out of the unattended Gates. Gates, as it turned out, were portals to other dimensions known as Dungeons. When a Dungeon remains uncleared, the overpopulation of monsters causes a bursting of monsters into the world, dubbed as Dungeon Breaks. Publicly, the nuclear bomb dropped on Hiroshima and Nagasaki ended the war, though many speculate that it was a dangerous monster.

Certain powers awakened among select individuals, giving them a fighting chance against these monsters. The Awakened later became Hunters, responsible for hunting the monsters and clearing the Dungeons. After the end of World War 2, Hunters became a business of sorts, where they would get paid for closing these Gates and preventing a repeat of the war's destruction. Many people fear war, but even more dread the thought of a Dungeon Break in their own city ...

Hunter's Awakening

A Hunter awakens to their powers at any point between ages sixteen and twenty-two. There are very few exceptions to this rule, and the law requires Hunters to be of legal age in any case. So more or less, those that Awaken before 18 simply train at home or at special schools for Hunters, and can only legally enter Dungeons if they are shadowing other Hunters.

Once a Hunter Awakens, their powers cannot be changed. However, Hunters are not set in their powers. In some strange phenomenon, defeating magical beasts grants Hunters some form of experience that can be used to enhance their powers. In addition, when Hunters reach a certain "level," they gain an Aspect, an ability unique to them alone. This power often manifests between D- and C-Ranks.

Hunters and Society

People feel safer with Hunters around, not unlike that of superheroes. However, they are not above scrutiny and ridicule, and certainly not above the law. The United Nations passed "The Hunter Peace Act" in 1950, after two Chinese, two American, one French, and one Russian S-Rank Hunters somehow managed to clear a Dungeon Gate over Spinalonga, and unleashed a National-Level disaster upon the world that almost brought about the end of the world.

After the passing of the act, Hunters were put under the supervision of the government agency of "The Hunters' Association," which is necessary in all developed areas of the world to maintain and control the Hunters in their nations. Additionally, Hunters were not allowed to hold political offices, and they were not allowed to hold any position in the military. They could, however, serve as local law enforcement and business executives, which is what many who did not want to clear Dungeons did.

Second Awakening

It isn't unheard of, but it is incredibly rare, only happening in 1% of all Hunters, but there have been strange cases of Hunters having a "Second Awakening." Scientists theorize that they are caused by strong emotion or traumatic events. As far as what people know, a Second Awakening is something akin to multiclassing in an RPG, where Hunters can gain new abilities unrelated to their original class. This alone can probably jump a Hunter up at least one rank.

Guilds

Guilds are organized groups of hunters that raid gates. The leader of a guild is called the Guild Master, and with the top guilds in a country, the Guild Master is typically a S-Rank Hunter.

The top guilds actively recruit high-level hunters with large bonuses depending on rank. As a result, joining a top guild ensures access to large salaries and a higher degree of safety, since raids are well-planned and cautious. On the other hand, the lower guilds recruit just about anyone they can get their hands on and have a tendency to raid dungeons that are tougher than they can handle. As a result, joining a lower guild is fraught with risk and comes with a significantly higher mortality rate.

Guilds often serve as "area leaders" in various cities. These guilds, often called "District Guilds" are in charge of their own districts in the city, and the Hunters' Association will often call on these District Guilds for abnormally high-level guilds, and these District Guilds have priority on A-Rank Dungeons and above in their designated districts.

Guild Wars

Sometimes, guilds are mired in their own sorts of politics, and a bitter rivalry can end up forming. In these cases, the Hunters' Association can be petitioned to allow for a Guild War to be done between two guilds in a variety of different ways. There are three common ways a Guild War can be carried out, at least legally: a tournament, a field war, and a Dungeon force. In many cases, the Hunters' Association will try to deter from lethal means of battle, though they can be petitioned to allow for lethal force as well.

A tournament is fairly simplistic: each guild will choose five Hunters from their guild to fight in a tournament-style arena. All matches are one-on-one against the two opposing team's fighters. Defeating their opponent allows a fighter to go on to the next match unless they forfeit or are disqualified. This is the most public form of Guild Wars.

Field wars are also public, though a bit more creative. Each team can have ten members participating, and the team with the most members left after a certain time frame wins. Hunters can be eliminated by dropping out, getting knocked out, or receiving a serious injury.

Dungeon forces are just like field wars, but take place inside of a Dungeon that both guilds split the pay for. The extra obstacles and magical beasts add more chaos, and the privacy of a Dungeon allows for more tricky scenarios.

Dungeons

Dungeons and Hunters are a more recent phenomenon, only having been "birthed" somewhere in 1943 during World War 2. The Nazi army had uncovered some strange ruins in Tibet, where a flash of light would change the world forever. This event would be called "Heaven's Light," and caused around 30% of the world population to Awaken to strange powers.

After that, the last year and a half of the war became a bloody conflict between Hunters and regular soliders, the latter proving to be more or less ineffective against both Hunters and the magical beasts that started to come out of the unattended to Gates. Publicly, the nuclear bomb dropped on Hiroshima and Nagisaki ended the war, though many speculate that it was a dangerous S-Rank monster or even a National-Rank Hunter.

After the end of World War 2, Hunters became a business of sort, where they would get paid for closing these Gates and preventing a repeat of the war's destruction. Many people fear war, but even more dread the thought of a Dungeon Break in their own city...

Purchasing Dungeons

Nowadays, at least in America, guilds can purchase Dungeons that they want to raid, that way two guilds won't have to fight over a Dungeon upon arrival. This also allows the Hunters' Association to police guilds, such as if people end up missing in Dungeons or if there are unreported items of high notoriety.

CHAPTER 2

Character Creation

Chapter 2: Character Creation

Before you begin playing Dungeon Break, you first need to create your Hunter character, who will act as your avatar in the world. Your character will be the focus of the game and the exciting adventures you have, so making the right character for yourself and for the game campaign is very important!

There are a lot of options when it comes to building your character, but at the beginning of this chapter, we want to focus on the step-by-step process. Keep in mind that this is separate from your Unique Gift, and will focus on your base character.

Making a Hunter

A Hunter awakens to their powers at any point between ages sixteen and twenty-two. You were born as an E-Rank Hunter, born with little to no abilities, the bottom of the Hunter food chain. However, you are no ordinary Hunter, as you will soon find out…

Step 1: Character Concept

You may be tempted to jump into crunching numbers immediately, especially if you’re an experienced roleplayer. Don’t! Or at least take just a skim through to get an idea of what’s available before coming back and thinking about who you want your Hunter to be.

It’s important at this step to talk to the other players and the GM about what kind of campaign you will be playing and what character types the GM is looking for. You only need a brief idea for now, and you can expand on it later!

Step 2: Complete the Lifepath

A Background is a brief phrase describing your character’s life experiences and helps determine your Hunter's starting Skills. Depending on how your Hunter got to where they are today, they will have acquired different Skills and neglected others.

This is the step where you start taking your Character Concept and fleshing it out a little. Hone in on what your Hunter would have picked up and learned, either from necessity or by their own interests, as they grew up. Have fun with this process!

Step 3: Choose Interests

An Interest represents a character's development and training in broad fields, and helps them stand out and provide more definition to their characters. This is the step where you start taking your Character Concept and fleshing it out a little. Hone in on what your Hunter would have picked up and learned through interest.

Choose three of Interests that will help you flesh out your character.

A list of example Interests can be found, but you may simply choose to make up your own, with the approval of the GM, of course.

Step 4: Choose a System

This is where you and the GM need to get together and choose a power. For those powers, you need to pick out a sourcebook that you and your GM both agree on. Sometimes, everyone will have the same power. Other times, they will have different ones. Regardless, it is important to note that you will likely not start with these powers. Even still, feel free to put your knowledge points into your power, as it will give you something else to start with in your journey when you finally Re-Awaken!

Step 5: Apply Points

Dungeon Break uses six stats to display a Hunter's abilities: Strength, Agility, Vitality, Intelligence, Senses, and Charisma. These stats can influence skills, derived stats, and several other things!

Strength: The physical power.

Agility: Physical coordination and speed.

Vitality: Physical stamina and durability.

Intelligence: Mental prowess and intellect.

Senses: Mental insight and perception.

Charisma: Force of personality and attraction.

There are also two other points other than stat points to keep in mind: skill and knowledge points!

Skill Points: Used on the Talent and Ability trees.

Knowledge Points: Used on the Class and Power trees.

Step 6: Find Deprived Stats

Your stats feed into a number of other stats that are used in combat and other things, as described below.

Hit Points, or HP, determine how much punishment you can take in battle. If a monster or Hunter ever reaches 0 HP, they are unable to take any actions and are unconscious.

Hit Points = Level * 2 + (Vitality * 3) + 10

Mana Points, or MP, are a resource Hunters use to power their features and abilities. More times than not, this is for spells, but other skills also use mana as a cost.

Mana Points = 5 + Level + (Intelligence * 3)

Evasion helps Hunters avoid attacks. To calculate this value, divide your Agility by ten and round up. You may never have more than +10 in Evasion from your Agility alone.

Damage Reduction reduces the damage Hunters would take. To calculate this value, divide your Vitality by ten and round up. Then, divide your Level by ten and round up. Add them together, then add any equipment and skills that add DR.

Step 7: Basic Descriptions

Your character is now mostly complete as far as the game mechanics go, but that’s only the start. Now’s the time when you should take care to flesh out your character’s appearance, their personality, and anything else that isn’t covered by the game mechanics but is important to defining a person. Choose a name! You’ll be using it for the rest of the campaign, so be sure you’re happy with whatever you choose.

At this point, you may want to talk to your GM and the other players about developing a more detailed history for your character. This is optional and doesn’t need to happen in every campaign. It’s perfectly okay to gloss over childhoods and focus on the adventure to come, but in some campaign types, it’s important to establish where a character comes from, such as a detective’s brush with death at the hands of some thugs as a child or a gang member’s difficult childhood growing up in the slums with a single parent.

Step 8: Money and Items

While it is ultimately up to your GM how much money Hunters start with in their campaigns and what items are available for purchase, we recommend all Hunters starting with $5,000, as well as 500 gp.

Step 9: Character Progression

After Character Creation, whenever you Level Up, your character may advance in certain ways, depending on the Level. There is no maximum level. Characters also Level Up upon either achieving a Milestone or by collecting 1,000 EXP.

  • Every Level Up, remove 1,000 EXP from your character sheet
  • Every Level Up, gain 3 Stat Points
  • Every Level Up, gain 1 Aether Point

In addition to the usual bonuses on every Level up, Hunters qualify for certain rewards after reaching Level Milestones, as listed below.

Level 10 - Advanced Class

  • You now qualify to choose one of the Advanced Classes
  • Gain an additional 2 Stat Points

Level 25 - Aspect

  • You now qualify for the Aspect Quest (see Page x)

Level 40 - Job Quest

  • You now qualify for the Job Change Quest (see Page x)

Level 50 - Private Dungeon

  • You are given a Private Instance Dungeon Key! Refer to your Power System.

Level 75 - Domain Expansion

  • You now qualify for the Domain Quest (see Page x)

Level 80 - National-Rank

  • You can now be considered a National-Rank Hunter.
  • Gain an additional 10 Stat Points
  • Gain an additional Knowledge Point

Level 100 - Ascension

  • You now qualify for the Ascension Quest! Refer to your Power System.

Beyond just these, there are also level ranges between the ranks, as detailed below:

  • E-Rank is between level 1-5
  • D-Rank is between levels 5-15
  • C-Rank is between levels 15-30
  • B-Rank is between levels 30-40
  • A-Rank is between levels 40-60
  • S-Rank is anything above level 60

Advanced Class

Upon reaching level 10, a player is given the "Advanced Class Quest," which is often formatted as follows:

Advanced Class Quest

Goals (Choose one)

  1. Goal one
  2. Goal two
  3. Goal three

Rewards (based on which you completed)

  1. Advanced Class
  2. Advanced Class
  3. Advanced Class

Time Limit: Until the end of the day.


Penalty for Failure: Advanced Class Quest Change.

Below, you will find several examples of Advanced Classes, the requirements for qualifying for them, the goal needed to achieve it for the quest, and the rules on improving or advancing in those advanced classes. Keep in mind the the DM has final say in all manners, even in those outlined in the book, so work with them if you have any questions or comments, and of course in order to make your game as fun as it can be!

CHAPTER 3

The Lifepath

Chapter 3: The Lifepath

Lifepath is a flowchart of "plot complications" designed to help you give your Dungeon Break character the skills and backstory to help you succeed. Its sections cover your cultural origins, your family, friends, enemies, personal habits, and even key life events. It's intended primarily as a guide; if something you roll doesn't fit the character you've envisioned, feel free to change the path as you see fit.

Personals

For each table, you'll be rolling die to determine a piece of your Characters history, their style, or their outlook on the world. In some cases you'll be called on to make multiple rolls on the same table.

Cultural Origins

The Dungeon Break world is multicultural and multinational. You either learn to deal with all kinds of people from all over a fractured and chaotic world, or you probably won't get the world stage. After rolling to determine your general cultural region, choose one of the languages from the list adjacent to your cultural region, and you learn that language. There are hundreds of languages spoken around the world but for our purposes here we've listed the most commonly spoken languages in each region.

Roll 1d10 or Choose One
d10 Your (General) Cultural Region Languages
1 North America English, Spanish, French, Chinese
2 South/Central America Creole, English, German, Guarani, Mayan, Portuguese, Quechua, Spanish
3 Western Europe Dutch, English, French, German, Italian, Norwegian, Portuguese, Spanish
4 Eastern Europe English, Finnish, Polish, Romanian, Russian, Ukrainian
5 Middle Eastern/North African Arabic, Berber, English, Farsi, Hebrew
6 Sub-Saharan African Arabic, English, French, Hausa, Lingala, Oromo, Portuguese, Swahili, Twi, Yoruba
7 South Asian Bengali, Dari, English, Hindi, Nepali, Sinhalese, Tamil, Urdu
8 South East Asian Arabic, Burmese, English, Filipino, Hindi, Indonesian, Khmer, Malayan, Vietnamese
9 East Asian Cantonese Chinese, English, Japanese, Korean, Mandarin Chinese, Mongolian
10 Oceania/Pacific Islander English, French, Hawaiian, Maori, Pama-Nyungan, Tahitian

Personality

This is what you're like as a person. Are you the kind of Character that stands away from the pack, aloof and calculating? A party animal who loves to get messed up? The stable and competent professional who always has a plan?

Roll 1d10 or Choose One
d10 What are you like?
1 Shy and secretive
2 Rebellious, antisocial, and violent
3 Arrogant, proud, and aloof
4 Moody, rash, and headstrong
5 Picky, fussy, and nervous
6 Stable and serious
7 Silly and fluff-headed
8 Sneaky and deceptive
9 Intellectual and detached
10 Friendly and outgoing

Motivations & Relationships

d10 What do you Value? How do you feel about people?
1 Money I stay neutral
2 Honor I stay neutral
3 Honesty I like almost everyone
4 Knowledge I like almost everyone
5 Vengeance People are tools
6 Love Everyone is valuable
7 Power People are obstacles
8 Family People are untrustworthy
9 Your Word Wipe em' out
10 Friendship People are great

Valued Person?

Roll Most valued person
1 A parent
2 A sibling
3 A lover
4 A friend
5 Yourself
6 A pet
7 A teacher or mentor
8 A public figure
9 A personal hero
10 No one

Valued Possession?

Roll Most valued possession
1 A weapon
2 A tool
3 A piece of clothing
4 A photograph
5 A book or diary
6 A recording
7 A musical instrument
8 A piece of jewelry
9 A toy
10 A letter

Background

Now we now know what you're basically like, so it's time to find out how you got there: it's time to explore your Background.

Original Family Background

Who are you and where did you originally come from? Were you born with a silver spoon in your mouth or were you using it to stab your brother so you could steal that extra bite of dead rat you both found?

Roll 1d10 or Choose One
d10 Background Description
1 Academic You were sent to a school to teach you about something or another, and you kept working toward your degree even after Awakening.
2 Athlete You were training in a particular sport for as long as you can remember. When you Awakened, you had to be put into another bracket, or you left the leagues.
3 Blue Collar You had a fairly basic job before you Awakened. Maybe you stayed there after, or maybe you tried to make a new name for yourself.
4 Celebrity You had a name for yourself as a sort of public figure in one industry or another. After Awakening, you could have taken your career in any direction with it.
5 Criminal For one reason or another, you turned to a life of crime, no matter the extremity. After being Awakened, your crime either got easier before the officials discovered what you were, or you tried to turn your life around.
6 Dilettante Your family was rich in every sense of the word, and you enjoyed a high-style life for a time. After Awakening, did your relationship with your family change?
7 Government Agent You found a way to work at a government facility; maybe even at the Hunters' Association. After Awakening, you were given your own special treatment to keep you on board.
8 Homeless Due to circumstances outside of your control, or perhaps within your control, you were left homeless and destitute. With an Awakening, however, comes a chance to change your life.
9 Hunter Before becoming a Hunter, your life seemed like it wasn't anything worth noting.
10 Military You were part of a military group, either an official one or a militia group of some kind. When you Awakened, there was a bit of a scare before you had to change your profession because of international law.

Your Environment

How did you grow up? What kind of places did you and your sibs hang out in? Safe and calm? Crazy dangerous? Massively oppressive? It's possible that something happened in your background and your environment turns out drastically different from your original family background.

Roll 1d6 or choose one
Roll Living environment
1 Living on the street
2 Safe in a secure city
3 Always moving, rarely settling
4 In the ruins of a Dungeon Break
5 Middle class housing
6 A luxury skyscraper above the others

Your Family Crisis

Chances are, something happened to you and your family along the way. What's the story there?

Roll 1d10 or choose one
Roll Family crisis
1 Your family lost everything through betrayal.
2 Your family is struggling, but they can maintain themselves
3 Your family is doing just fine
4 Your family was exiled or otherwise driven from their original home
5 Your family is imprisoned, and you alone escaped.
6 Your family was killed, and you were the only survivor
7 Your family is involved in a long-term conspiracy, organization, or association, such as a crime family or revolutionary group.
8 Your family is cursed with a hereditary feud that has lasted for generations
9 You are the inheritor of a family debt; you must honor this debt before moving on with your life.
10 Your family is a thriving noble house

Your Friends

It's not all grim. Sometimes you link up with people who have your back.

Roll 1d10 and subtract 7 (minimum 1) to see just how many friends you've made so far in your life. For each friend, roll on the table below.

Roll Friend's Relationship to You
1 Like an older sibling
2 Like a younger sibling
3 A teacher or mentor
4 A partner or coworker
5 A former lover
6 An old enemy
7 Like a parent
8 An old childhood friend
9 Someone you know from the street
10 Someone with a common interest or goal

Your Enemies

You're going in get in someone's face sooner or later, so you might as well find out who they are, why there's a beef, and what they can do to you to even a score.

First, roll 1d10 and subtract 7 (minimum 0) to determine how many enemies you've made. Then, for each one, decide who was the injured party and roll once on each of the columns below.

Roll Enemy What caused it? Who was wronged? What can they throw at you?
1 Ex-friend Caused the other to lose face/status Just themselves and even they won't go out of their way
2 Ex-lover Caused the loss of lover, friend, or relative Just themselves
3 Estranged relative Caused a major public humiliation Just themselves and a close friend
4 Childhood enemy Accused the other of a personal flaw Themselves and a few (1d6/2) friends)
5 Person working for you Deserted or betrayed the other Themselves and a few (1d10/2) friends
6 Person you work for Turned down the other's offer of a job/romantic involvement An entire gang (at least 1d10+5 people).
7 Partner or coworker You just don't like each other The local cops
8 Corporate executive One of you was a romantic rival A powerful gang or small corporation
9 Government official One of you was a business rival A powerful corporation
10 Hunter One of you set the other up for a crime they didn't commit An entire city or government or agency

Hunter-Based Lifepaths

Some things about life are universal. Other things are pretty specific. One of these is how your Awakening affects your life. Choose 1d3 of these paths and complete them to gain your starting skills! Choose one to be your "main" path. All points gained from non-main paths are halved.

Fighter

With each decision, you will gain either Monk, Dancer, or Destroyer points, which can be spent on skills below.

What kind of Fighter are you?

Roll Type Reward
1 Acrobatic +2 Dancer
2 Forceful +2 Destroyer
3 Open-Handed +2 Monk
4 Smooth +1 Dancer, +1 Monk
5 Thick-Headed +1 Monk, +1 Destroyer
6 Measured +1 Destroyer, +1 Dancer

What's your favorite weapon?

Roll Weapon Reward
1 Sword +2 Dancer
2 Hammer +2 Destroyer
3 Fists +2 Monk
4 Daggers +1 Dancer, +1 Monk
5 Gauntlets +1 Monk, +1 Destroyer
6 Exotic Weapons +1 Destroyer, +1 Dancer

Do you have a particular style?

Roll Style Reward
1 Flashy +2 Dancer
2 Destructive +2 Destroyer
3 Calm +2 Monk
4 Flowing +1 Dancer, +1 Monk
5 Passionate +1 Monk, +1 Destroyer
6 Ubiquitous +1 Destroyer, +1 Dancer

Fighter Skills

Arm of Mastery

Prerequisites: 4 Monk Points
Cost: Passive


You learn new Martial Arts more easily and it takes less time to gain proficiency levels in Martial Arts. Start the game with 1 level in any Martial Art of your choice.

Aspect of Carnage

Prerequisites: 4 Destroyer Point
Cost: 10 Mana


On your turn, as a bonus action, you can activate this skill. Once activated, until the end of your turn, you have a +10 accuracy bonus and deal extra damage equal to your level. At the end of your turn, the skill ends, and you become Vulnerable until the start of your next turn.

Blitz

Prerequisites: 3 Monk Points
Cost: Passive


On your turn, when you take the Attack action, you can make another attack in addition to the first attack. You must not be holding any weapons in order to activate Blitz.

Cascade

Prerequisites: 2 Dancer Points
Cost: 4 Mana


When you make an attack with a Finesse weapon, you can use a bonus action to activate Cascade to make a second attack with the same weapon.

Flawless Savagery

Prerequisites: 1 Destroyer Point
Cost: Passive


Critical Hit Range +1, Effect Range +1

Flourish

Prerequisites: 3 Dancer Points
Cost: 6 Mana


On a turn where you are attacked while holding a Finesse weapon, you can use your Reaction to activate Flourish and halve any kinetic damage you would take from the attack.

Impending Victory

Prerequisites: 4 Fighter Points
Cost: 10 Mana


As an action, make a melee attack against a creature in your range. This attack does additional damage equal to half your level (rounded up), and if this attack kills an enemy creature, you may cast this skill again for free on another creature within range.

Inspirational

Prerequisites: 1 Dancer Point
Cost: Passive


All allies within 3 squares of you gain a +1 accuracy bonus.

One Man Army

Prerequisites: 3 Destroyer Points
Cost: Passive


Your DR and damage bonus increases by +5. This bonus takes a -1 penalty for every ally within 3 squares of you.

Rage

Prerequisites: 1 Fighter Point
Cost: Passive


You generate 1 Rage whenever you hit with an attack. You can have a maximum of 10 Rage. On your turn, you can spend any amount of Rage when you make a melee attack to deal that much additional damage.

Rend

Prerequisites: 2 Fighter Points
Cost: 4 Mana


Spend 10 Rage and target an opponent. Roll an attack roll. If you hit, inflict Bleed. Bleed lasts for three rounds with this ability.

Rite of Ruin

Prerequisites: 2 Destroyer Points
Cost: Passive


You become immune to physical conditions when you are below 25% max HP.

Second Wind

Prerequisites: 3 Fighter Points
Cost: Passive


Up to three times per day, as a reaction to being attacked, you can recover two ticks of HP.

Starfall Dance

Prerequisites: 4 Dancer Points
Cost: 10 Mana


While holding a Finesse weapon, you can use an action to use Starfall Dance, moving four squares in a straight line, and hitting all enemies within 1 square of each space moved. Critical Hit Range +3 while active.

Thunderclap

Prerequisites: 1 Monk Point
Cost: 2 Mana


Activate this skill as an action, and all targets within 3 squares must make a DC14 save or take 1d6 lightning damage, or half as much on a successful save.

True Strike

Prerequisites: 2 Monk Points
Cost: 4 Mana


When making a melee attack, you can activate True Strike to increase the attack's Critical and Effect Range by +2.

Mage

With each decision, you will gain either Summoner, Elementalist, or Warlock points, which can be spent on skills at the end of this chapter.

What kind of mage are you?

Roll Type Reward
1 Magus +2 Elementalist
2 Illusionists +2 Summoner
3 Destroyers +2 Warlock
4 Curser +1 Warlock, +1 Elementalist
5 Demonic +1 Warlock, +1 Summoner
6 Evoker +1 Summoner, +1 Elementalist

What's your favorite magic?

Roll Magic Reward
1 Elements +2 Elementalist
2 Summons +2 Summoner
3 Damage +2 Warlock
4 Curses +1 Warlock, +1 Elementalist
5 Demons +1 Warlock, +1 Summoner
6 Elementals +1 Summoner, +1 Elementalist

What's your magic conduit?

Roll Conduit Reward
1 Hands +2 Elementalist
2 Token +2 Summoner
3 Staff +2 Warlock
4 Pendant +1 Warlock, +1 Elementalist
5 Weapon +1 Warlock, +1 Summoner
6 Ring +1 Summoner, +1 Elementalist

Mage Skills

Aegis

Prerequisites: 4 Summoner Points
Cost: Passive


Whenever you have a summoned creature that you control, as long as that creature is within 3 squares of you, you gain DR equal to a tick of that creature's HP. If you have more than one summoned creature, then you only use the creature with the highest HP.

Astral Gauge

Prerequisites: 3 Elementalist Points
Cost: Passive


When you inflict fire damage to an opponent, gain one Flame Gauge. When you inflict ice damage to an opponent, gain one Frost Gauge. When you inflict lightning damage to an opponent, gain one Shock Gauge. When you inflict wind damage to an opponent, gain one Swift Gauge. You can hold a maximum of five gauges of any kind. Whenever you cast a spell, you can spend any number of gauges to deal 1d6 of the correlating damage type for each gauge spent this way.

Dualcast

Prerequisites: 4 Elementalist Points
Cost: Passive


Up to three times per long rest, whenever you would cast a spell or a skill that does elemental damage, you may expend a use of Dualcast to deal an additional two damage die of another elemental damage.

Eager to Impress

Prerequisites: 2 Summoner Points
Cost: Passive


Your summoned allies have a desire to impress you, gaining a +1 accuracy bonus when you are within 5 squares of them, and gaining a +4 damage bonus if you are within 3 squares of them.

Element Affliction

Prerequisites: 2 Elementalist Points
Cost: Passive


Fire spells and skills that deal damage to an enemy now inflict Burn on 19+, or otherwise have their Effect Range increased by 1. Ice spells and skills that deal damage to an enemy now inflict Frozen on 19+, or otherwise have their Effect Range increased by 1. Lightning spells and skills that deal damage to an enemy now inflict Paralyzed on 19+, or otherwise have their Effect Range increased by 1. Wind spells and skills that deal damage to an enemy now inflict Dizzy on 19+, or otherwise have their Effect Range increased by 1.

Element Bolt

Prerequisites: 1 Elementalist Point
Cost: 2 Mana


Make a magic attack against a target within 5 squares. If it hits, this spell deals 1d4 + Intelligence elemental damage, the element being your choice.

Enlightened

Prerequisites: 4 Mage Points
Cost: Passive


Your MP maximum increases by 2. Whenever you gain a level, your MP maximum increases by an additional 2.

Hex

Prerequisites: 1 Warlock Point
Cost: 2 Mana


Choose a target to make a DC13 save. On a failed save, you deal an extra 1d6 necrotic damage whenever you hit with an attack. Also, choose a stat, and that creature suffers a -2 penalty to that stat. Lasts for five rounds.

Lifetaker

Prerequisites: 4 Warlock Points
Cost: Passive


Whenever you deal damage to a Cursed enemy, or an enemy afflicted by any of your spells, you recover half of the damage you dealt as temporary HP.

Mana Blast

Prerequisites: 1 Mage Point
Cost: 2 Mana


Make a magic attack against a target within 5 squares. If it hits, this spell deals 1d6 force damage.

Pet Trance

Prerequisites: 3 Summoner Points
Cost: 4 Mana per minute


As an action, you can see through your summon's eyes and hear what it hears. During this time, you are deaf and blind in regards to your own senses.

Poison Strike

Prerequisites: 3 Warlock Points
Cost: 6 Mana


Make a magic attack against a target within 5 squares. If it hits, this spell deals 1d6 poison damage. Inflicts Poison on 19+.

Resonance

Prerequisites: 3 Mage Points
Cost: Passive


Spells that deal damage to multiple targets deal +2 damage to all targets for each affected creature.

Slipstream

Prerequisites: 2 Mage Points
Cost: 4 Mana


Whenever you cast a spell that would only hit a single target, you can use Slipstream to target an additional creature within 1 square of the original target. The additional target only takes half the damage, however.

Summon Gem

Prerequisites: 1 Summoner Point
Cost: 2 Mana per 10 minutes


You summon a Gem, which acts as a companion and aid in combat. Its stats are below:


Gem

Small, Neutral


  • Evasion 1
  • Damage Reduction 5
  • Hit Points 33
  • Mana Points 30
  • Speed 2 Squares

STR AGI VIT INT SEN CHA
1 1 7 8 4 1

  • Damage Vulnerabilities Force
  • Damage Resistances Ice
  • Damage Immunities Poison
  • Condition Immunities Asleep, Bleed, Poisoned
  • Rank E

Actions

Energy Beam. (3 Mana) One target, 3 squares, 1d20, Hit: 1d6 Force

Mana Share. Whenever you would cast a spell, a tick of the cost can be drawn from Gem's mana as well.

Thoron

Prerequisites: 2 Warlock Points
Cost: 4 Mana


A target of your choice makes a DC14 save. On a failed save, they become Cursed for three rounds.

Assassin

With each decision, you will gain either Thief, Shadow, or Trickster points, which can be spent on skills at the end of this chapter.

What kind of assassin are you?

Roll Type Reward
1 Robber +2 Thief
2 Hidden +2 Shadow
3 Scoundrel +2 Trickster
4 Cheater +1 Shadow, +1 Trickster
5 Rogue +1 Thief, +1 Shadow
6 Swindler +1 Trickster, +1 Thief

What's your favorite weapon?

Roll Weapon Reward
1 Hands +2 Thief
2 Dagger +2 Shadow
3 Poison +2 Trickster
4 Poisoned weapon +1 Shadow, +1 Trickster
5 Garrot wire +1 Thief, +1 Shadow
6 Playing cards +1 Trickster, +1 Thief

What's your favorite score?

Roll Score Reward
1 Money +2 Thief
2 Life +2 Shadow
3 Reputation +2 Trickster
4 Jobs +1 Shadow, +1 Trickster
5 Enemies +1 Thief, +1 Shadow
6 Allies +1 Trickster, +1 Thief

Assassin Skills

Escape Artist

Prerequisites: 2 Trickster Points
Cost: Passive


Once per encounter, when you would provoke an attack of opportunity, you instead do not.

Lock Breaker

Prerequisites: 1 Thief Point
Cost: 2 Mana


When there is a lock of a level lower than yours, you can use Lock Breaker to break open the lock.

Marked for Death

Prerequisites: 2 Shadow Points
Cost: 4 Mana


At the start of combat, mark an opponent for death. When that opponent dies, gain +1 Effect and Critical Hit Range until the end of combat.

Master Assassin

Prerequisites: 3 Assassin Points
Cost: Passive


While in Stealth, your Critical Hit Range increases by +2.

Master of Shadows

Prerequisites: 4 Shadow Points
Cost: Passive


When you take damage, roll a DC15 save. On a success, you do not break Stealth.

Mind Games

Prerequisites: 3 Trickster Points
Cost: 6 Mana


When you inflict a status condition on an opponent, you may activate Mind Games to inflict Vulnerable on them as well until the start of their next turn.

Nightstalker

Prerequisites: 2 Assassin Points
Cost: Passive


While Stealth is active, you gain 2 squares of movement and deal an extra Xd4 damage, where X is equal to your Level/10 (rounded down).

Night Terrors

Prerequisites: 1 Shadow Point
Cost: 2 Mana


When you exit out of Stealth in front of an enemy, that enemy must make a DC14 save or become frightened until the end of their next turn.

Prey on the Weak

Prerequisites: 3 Shadow Points
Cost: Passive


When fighting an enemy that is ten or more levels lower than you, that enemy takes 1d10 additional damage from your attacks.

Sleight

Prerequisites: 4 Trickster Points
Cost: 10 Mana


Up to twice per long rest, when an enemy creature would take their turn, you can use this as a reaction to use a skill against that creature. The effect range of that skill is increased by +4.

Smoke Bomb

Prerequisites: 3 Thief Ranks
Cost: 5 Mana


As an action, you throw a Smoke Bomb down, immediately entering Stealth and Blinding any enemy within 1 square of you until the end of their next turn.

Soothing Darkness

Prerequisites: 4 Assassin Points
Cost: Passive


You heal a tick of HP at the start of your turn if you are in Stealth.

Stacked Deck

Prerequisites: 1 Trickster Point
Cost: 3 Mana


Target a creature that is suffering from a Status Condition and apply a different effect based on the condition they are currently suffering from:

Condition Effect
Bleed, Burned, Poisoned Whenever the target loses Hit Points from the chosen condition, they lose an additional 5 Hit Points
Blinded, Frozen, Paralyzed The next time the target passes their Save Check for the chosen condition, they become Tripped and Slowed.
Charmed, Confused, Despair, Enraged The target suffers a -2 penalty to their Accuracy and Evasion while suffering from the chosen condition.
Stealth

Prerequisites: 1 Assassin Point
Cost: 2 Mana


You can activate this skill as an action, turning Invisible. Costs 5 Mana per round after the first round, and ends when you deal or take damage.

Thievery

Prerequisites: 4 Thief Points
Cost: Passive


When you defeat an enemy, you gain a +1 bonus to the loot roll, and are always guaranteed at least the currency reward.

Trap Sense

Prerequisites: 2 Thief Points
Cost: Passive


You have advantage on Senses checks made to sense traps.

Tanker

With each decision, you will gain either Paladin, Dark Knight, or Guardian points, which can be spent on skills at the end of this chapter.

What kind of tanker are you?

Roll Type Reward
1 Holy +2 Paladin
2 Bruiser +2 Dark Knight
3 Protector +2 Guardian
4 Unholy +1 Paladin, +1 Dark Knight
5 Frontliner +1 Paladin, +1 Guardian
6 Justice hunter +1 Dark Knight, +1 Guardian

What's your favorite weapon?

Roll Weapon Reward
1 Holy symbol +2 Paladin
2 Greatsword +2 Dark Knight
3 Shield +2 Guardian
4 Curved sword +1 Paladin, +1 Dark Knight
5 Tower shield +1 Paladin, +1 Guardian
6 Spiked shield +1 Dark Knight, +1 Guardian

What's your favorite armor?

Roll Score Reward
1 Heavy bright +2 Paladin
2 Heavy dark +2 Dark Knight
3 Heavy +2 Guardian
4 Frightening +1 Paladin, +1 Dark Knight
5 Comforting +1 Paladin, +1 Guardian
6 Practical +1 Dark Knight, +1 Guardian

Tanker Skills

Anchor Howl

Prerequisites: 1 Guardian Point
Cost: 2 Mana


All enemies within 4 squares must make a DC14 save. On a failed save, until the start of your next turn, all enemies must target you with any attacks or skills.

Aura of Courage

Prerequisites: 2 Guardian Points
Cost: Passive


All allies within 3 squares of you get an additional +1 bonus to any saving throws.

Blood Weapon

Prerequisites: 2 Dark Knight Points
Cost: 3 Mana, a tick of HP


As an action, coat your weapon in your blood. For the next 3 rounds, your weapon now deals an additional amount of damage equal to the HP cost of this skill.

Defiance

Prerequisites: 2 Tanker Points
Cost: 4 Mana


When you or an ally would be afflicted with a status condition, you can activate Defiance to immediately end the status condition. Can only be used once per person per encounter.

Divine Veil

Prerequisites: 3 Paladin Points
Cost: Passive


Whenever your HP is recovered, either by your own skill or the skill of an ally, all allies within 6 squares of you gain temporary HP equal to the amount healed.

Fortress Stance

Prerequisites: 4 Guardian Points
Cost: 10 Mana


As an action, you take up a sturdy stance. You cannot move or make an attack while Fortress Stance is active. You gain resistance to non-magical damage while in this stance. Costs 3 Mana per turn after the first turn.

Glorious Defense

Prerequisites: 3 Guardian Points
Cost: Passive


All allies within 3 squares of you gain additional DR equal to a tick of your DR.

Heavy Swing

Prerequisites: 1 Tanker Point
Cost: 2 Mana


Swing your weapon at an enemy. Roll an attack roll, and if it hits, ignore the target’s DR for the damage.

Holy Sheltron

Prerequisites: 4 Paladin Points
Cost: 10 Mana


Until the end of your next turn, all damage you and any ally within 3 squares of you take a tick less of damage.

Iron Will

Prerequisites: 1 Paladin Point
Cost: Passive


You are have advantage on saves to resist Despair and Frightened.

Living Dead

Prerequisites: 3 Dark Knight Points
Cost: 1/2 max mana


When your HP hits 0, instead of being KO’d, your HP instead hits 1 if you activate this skill as a reaction.

Prominence

Prerequisites: 2 Paladin Points
Cost: 4 Mana


All enemies within 3 squares of you must make a DC14 save or take 1d10 holy damage

Rampart

Prerequisites: 3 Tanker Points
Cost: Passive


All sources of DR +1.

Salt and Darkness

Prerequisites: 4 Dark Knight Points
Cost: Passive


Your melee attacks deal an additional 1d4 necrotic damage.

Shake it Off

Prerequisites: 4 Tanker Points
Cost: 10 Mana


You can use this as an action to target yourself and all allies within 4 squares of you once per day. Remove 1 status condition and grant +10 DR until the end of your next turn.

Unmend

Prerequisites: 1 Dark Knight Point
Cost: 2 Mana


Make a magic attack against a target within 5 squares. If it hits, deal 1d4 necrotic damage, and halve any HP the target would next heal.

Ranger

With each decision, you will gain either Beast Master, Druid, or Marksman points, which can be spent on skills at the end of this chapter.

What kind of ranger are you?

Roll Type Reward
1 All-natural +2 Druid
2 Communicator +2 Beast Master
3 Careful +2 Marksman
4 Communed +1 Druid, +1 Beast Master
5 Focused +1 Druid, +1 Marksman
6 Hunter +1 Beast Master, +1 Marksman

What's your favorite weapon?

Roll Weapon Reward
1 None +2 Druid
2 Horn +2 Beast Master
3 Bow +2 Marksman
4 Staff +1 Druid, +1 Beast Master
5 Blowpipe +1 Druid, +1 Marksman
6 Crossbow +1 Beast Master, +1 Marksman

What's your favorite passtime?

Roll Passtime Reward
1 Gardening +2 Druid
2 Playing with pets +2 Beast Master
3 Shooting +2 Marksman
4 Walking/jogging +1 Druid, +1 Beast Master
5 Parkour +1 Druid, +1 Marksman
6 Pet parks +1 Beast Master, +1 Marksman

Ranger Skills

Ambusher

Prerequisites: 1 Marksman Point
Cost: Passive


Your first attack of a combat encounter has a +2 accuracy bonus.

Arcane Shot

Prerequisites: 4 Marksman Points
Cost: 10 Mana


Once per turn, when you fire a ranged attack, you can apply one of the following effects to the arrow. You can use this ability twice per long rest.

  • Banishing Arrow: This attack deals an additional 1d6 force damage, and the target must make a DC14 save or have their speed reduced to 0 until the end of their next turn.
  • Beguiling Arrow: This attack deals an additional 1d6 psychic damage, and the target must make a DC14 save or be charmed until the end of their next turn.
  • Enfeebling Arrow: This attack deals an additional 1d6 necrotic damage, and the target must make a DC14 save or have their damage halved until the end of their next turn.
  • Grasping Arrow: This attack deals an additional 1d6 poison damage, and the target must make a DC14 save or become poisoned.
Beast Companion

Prerequisites: 1 Beast Master Point
Cost: 2 Mana per 10 minutes


You summon a Baby Beast, which acts as a companion and aid in combat.


Baby Beast

Small, Neutral


  • Evasion 2
  • Damage Reduction 2
  • Hit Points 18
  • Mana Points 9
  • Speed 4 Squares

STR AGI VIT INT SEN CHA
3 5 2 1 3 1

  • Damage Vulnerabilities Poison, Void
  • Damage Resistances Ice
  • Rank E

Actions

Bite. One target, 1d20, Hit: 1d4+5 Kinetic

Bestial Fury

Prerequisites: 4 Beast Master Points
Cost: Passive


When one of your summons takes the Attack action, they can make a second attack or can take the Multiattack action if it has it.

Druidic

Prerequisites: 1 Druid Point
Cost: Passive


You know the secret Druidic language, can read and write it, leave secret messages, and have advantage on checks made to hide in nature.

Exceptional Training

Prerequisites: 3 Beast Master Points
Cost: Passive


One of your summon’s (your choice) attacks now count as magical damage for the purpose of overcoming resistance and immunity.

Favored Enemy

Prerequisites: 1 Ranger Point
Cost: Passive


Choose a type of enemy: aqua, beast, celestial, construct, demonic, dragon, elemental, fey, insect, plant, reptile, rock, or undead. You deal an additional 1d6 super effective damage against those types of enemies, and have advantage on checks made to track or recall information about them.

Feral Senses

Prerequisites: 4 Ranger Points
Cost: Passive


You no longer have disadvantage on attacks made against enemies you cannot see.

Land’s Stride

Prerequisites: 3 Ranger Points
Cost: Passive


Moving through nonmagical difficult terrain no longer imposes a movement penalty, and you have advantage on saves made against plants that are magically created to impede movement.

Natural Recover

Prerequisites: 2 Druid Points
Cost: Action


On your turn, you can spend mana to recover HP. When not in a forest, you can spend 3 Mana to recover 1 HP. If you are in a forest, this is reduced to 1 Mana for 1 HP recovered.

Nature’s Sanctuary

Prerequisites: 4 Druid Points
Cost: Passive


When a beast or plant monster of a lower rank than you makes an attack against you, they must pass a DC15 save or choose a different target within range, or the attack automatically misses. If the creature succeeds, they are immune to this effect for 24 hours.

Primeval Awareness

Prerequisites: 2 Ranger Points
Cost: 4 Mana per minute


As an action, you can cast Primeval Awareness. For one minute per 4 Mana paid, you can sense when any of the following creature types are within 1 mile of you (or 6 miles if it is your favored enemy): celestial, demonic, dragon, elemental, fey, and undead.

Spirit Totem

Prerequisites: 3 Druid Points
Cost: 6 Mana


As a bonus action, create an aura in a 3-square radius around you for 1 minute, and choose one of the following effects. This ability can only be used once per short or long rest:

  • Bear: You and all allies within the radius gain temporary hit points equal to 5 + your level.
  • Hawk: When a creature makes an attack roll against a creature within your radius, you can grant them advantage.
  • Unicorn: When you cast a spell to heal a creature, all allies within your radius also receives that healing.
Stalker’s Fury

Prerequisites: 3 Marksman Points
Cost: Passive


Once on each of your turns, when you would miss a weapon attack, you can make another weapon attack as part of the same action at disadvantage, unless the target is your Favored Enemy.

Umbral Sight

Prerequisites: 2 Marksman Points
Cost: Passive


You gain darkvision out to a range of 6 squares.

Wild Empathy

Prerequisites: 2 Beast Master Points
Cost: 4 Mana


When you attempt to tame a creature of a lower level than you, you can cast Wild Empathy to make the roll with advantage. This does not automatically make it a combat-ready creature.

Healer

With each decision, you will gain either Sage, Bard, or Scholar, which can be spent on skills at the end of this chapter.

What kind of healer are you?

Roll Type Reward
1 Explorative +2 Sage
2 Performer +2 Bard
3 Expert +2 Scholar
4 Traveler +1 Sage, +1 Bard
5 Teaching +1 Sage, +1 Scholar
6 Studying +1 Bard, +1 Scholar

What's your favorite magic?

Roll Magic Reward
1 Holy +2 Sage
2 Charming +2 Bard
3 Revealing +2 Scholar
4 Enthralling +1 Sage, +1 Bard
5 Miracle +1 Sage, +1 Scholar
6 Illusionary +1 Bard, +1 Scholar

Why do you heal others?

Roll Reason Reward
1 Testing +2 Sage
2 Reputation +2 Bard
3 Knowledge +2 Scholar
4 Travel +1 Sage, +1 Bard
5 Learning +1 Sage, +1 Scholar
6 Rumors +1 Bard, +1 Scholar

Healer Skills

Bardic Inspiration

Prerequisites: 1 Bard Point
Cost: 2 Mana


As a bonus action, choose one creature other than yourself to gain a d6 that they can spend at any point to add to their roll. Once used, it is lost. A creature can only have one Bardic Inspiration at a time. Can be used three times per long rest.

Benediction

Prerequisites: 3 Healer Points
Cost: 6 Mana


As an action, you and all allies within 3 squares of you recover 2d10+Int HP.

Bio

Prerequisites: 1 Scholar Point
Cost: 2 Mana


Make a magic attack against a target within 5 squares. If it hits, this spell deals 1d4 necrotic damage, and grants an ally temporary hit points equal to the damage dealt.

Consolation

Prerequisites: 2 Scholar Points
Cost: Passive


Up to three times per long rest, when you heal an ally or yourself, grant them temporary HP equal to the amount you healed them for.

Cure

Prerequisites: 1 Healer Point
Cost: 2 Mana


As an action, heal yourself or an ally 1d6+Int HP.

Diagnosis

Prerequisites: 1 Sage Point
Cost: 2 Mana


As an action, heal yourself or an ally 1d4+Int HP. If the target has a status condition, the target makes a DC13 save. On a successful save, that creature is cured.

Enthralling Performance

Prerequisites: 3 Bard Points
Cost: 6 Mana


Give some form of performance; dancing, singing, reciting a poem, anything that can be considered a performance. Up to three creatures that watch you must make a DC14 save or be charmed by you for 1 hour or until it takes damage.

Prognosis

Prerequisites: 2 Sage Points
Cost: 4 Mana


As a bonus action, choose a status condition. You and all allies within 3 squares of you have advantage on saving throws made to resist that condition. Only one status condition can be chosen with Prognosis at a time.

Rescue

Prerequisites: 4 Healer Points
Cost: 10 Mana


When an ally reaches 0 HP, as a reaction, you can cast Rescue to revive them with 1 HP. Can only be used once per day.

Esuna

Prerequisites: 3 Scholar Points
Cost: 6 Mana


As an action, remove one status condition from a target.

Lucid Dreaming

Prerequisites: 4 Scholar Points
Cost: Passive


Recover 5 MP at the start of each of your turns.

Mantle of Majesty

Prerequisites: 4 Bard Points
Cost: Passive


On your turn, as an action, you can give a creature that is charmed by you a one-word command that does not harm itself.

Medica

Prerequisites: 2 Healer Points
Cost: 4 Mana


As an action, you and all allies within 3 squares of you recover 2d4+Int HP.

Physis

Prerequisites: 3 Sage Points
Cost: Passive


At the end of your turn, if you did not take the attack action or use any damage-dealing skills, you and all allies within 3 squares of you recover a tick of HP.

Serenity

Prerequisites: 4 Sage Points
Cost: Passive


Healing spells now have a Critical Hit Range of 18-20.

Song of Rest

Prerequisites: 2 Bard Points
Cost: 4 Mana


Up to three times per day, as an action, give a quick performance that gives people a surge of energy, resetting any skills that recover after a long rest from up to three allies, including yourself.

CHAPTER 4

Interests

Chapter 4: Interests

An Interest represents a character's development and training in broad fields, and helps them stand out and provide more definition to their characters. This is the step where you start taking your Character Concept and fleshing it out a little. Hone in on what your Hunter would have picked up and learned through interest.

Rewards

Each interest gives certain rewards. They are guaranteed to give special Interest Features and Stat Bonuses, but some may also come with additional languages, starting equipment, allies/enemies, or something else approved by the GM.

At character creation, you will choose three Interests. Each Interest will grant you their stat bonus, two Interests will provide their misc. reward, but only one Interest will reward their Interest Feature. The choice is yours, of course.

Sample Interests

Reading

Whether it be novels, comics, or something else entirely, you derive great enjoyment from reading! This can come in handy for Hunters looking to learn something new.

Stat Bonus: +1 Intelligence

Languages: You learn any two languages of your choice.

Feature—Quick Learner: Your skills level up a little bit quicker than usual, and you learn new skills at a slightly faster pace.

Martial Arts

You studied some form of martial arts as a form of entertainment. Whether it relates to your style of Hunting or not, it should come in handy.

Stat Bonus: +1 Strength or Agility

Equipment: Start with a mundane set of light armor or simple weapon.

Feature—Dojo: You have constant access to the dojo or building in which you learned your martial arts, and other schools may be willing to spar with you for additional rewards.

Gardening

Nature really is a beautiful thing, so much so that you dedicated some time to actually tending to some of these plants.

Stat Bonus: +1 Senses or Charisma

Equipment: Start with 3 Potions of Healing.

Feature—Green Thumb: You are better able to recognize alchemy ingredients and supplies, and are better able to manipulate them to the potion type you want.

Gaming

Board games, card games, video games, you enjoy all sorts of games, or maybe only a specific one.

Stat Bonus: +1 Agility or Senses

Ally/Enemy: You gain your choice of ally or enemy: either a friend you usually played games with, or a person you always beat or could never beat.

Feature—Gamer Sense: System Rewards are more generous, and System Quests may reveal a bit more information.

Sports

Football, baseball, basketball, which of these sports were you really talented at, and how does it help you in your Hunter job?

Stat Bonus: +1 Strength or Agility

Ally/Enemy: You gain your choice of ally or enemy: a teammate you played with, or a rival who pushes you to be your best.

Feature—Fame: Your name is already fairly well-known, and other people may be more willing to help you or give you things.

Traveling

You never did like staying in one place for too long, at least until now. This will certainly help in Dungeons.

Stat Bonus: +1 Agility or Vitality

Languages: You learn two languages of your choice.

Feature—Traveller: When you are walking through a Dungeon, rewards are more likely to be apparent and of higher quality.

Cooking

You like to cook and make complex and simple recipes alike. Cooking is definitely a useful trick to have...

Stat Bonus: +1 Senses or Charisma

Equipment: You start the game with a cooking set.

Feature—Chef: You start the game with the Cooking skill at level 1, and this skill grows quicker.

Writing

You enjoy writing, whether you've actually finished a project or not.

Stat Bonus: +1 Agility or Intelligence

Languages: You learn two languages of your choice.

Feature—Storyteller: When you attempt to recall information about something, you make the rolls with advantage.

Performing

Dancing, singing, poetry, whatever it is, you have found great enjoyment in performing for others.

Stat Bonus: +1 Agility or Charisma

Allies/Enemies: You gain your choice of ally or enemy: someone you performed with or helped your performances, or a rival in the same industry.

Feature—Celebrity: Whether they know you for your performances or a poster, others will tend to recognize you, and you start with a small fan base.

Socializing

You like... talking to people? Huh. To each their own.

Stat Bonus: +1 Charisma

Allies/Enemies: You start with an ally and an enemy of your choice.

Feature—Charmer: People are inclined to think the best of you, and you are more easily able to gain access to high and low societies.

CHAPTER 5

Hunter Systems

Chapter 5: Hunter Systems

Hopefully, when you downloaded this document, it came with all the supplements we made for the system as well. If not, then you can check our Discord server for them!

First of all, you'll find character sheets in the .zip file for your use as well as standalone PDFs for some useful charts, such as monster locations and other useful tidbits.

Secondly, you'll see we've made a few sourcebooks for the various powers that a player might take, or what the GM might decide to give their players.

Available Systems

The following Systems are currently available for use by players. As the game is developed and more powers are created, more sourcebooks will be released, so keep an eye on the Discord so that you are aware of new available powers. For now, feel free to take a look and choose from one of the following!

Monarch Rising

Monarch Rising is a supplement for those who want an experience similar to Sung Jinwoo from Solo Leveling. You will gain powers as you level up from any of the Monarch Types, including Destruction, Shadows, White Flames, Beasts, Frost, Iron Body, Beginning, Plagues, and Transfiguration. Each comes with their own benefits and drawbacks, but all are destined to become great and powerful!

Monarch of Destruction

Master of dragons, you embody the power of dragons and summon them.

Monarch of Shadows

Master of the undead, you summon shadows of the dead to fight for you.

Monarch of White Flames

Master of demons, command an army of the night and the powers of flames and lightning.

Monarch of Beasts

Master of beasts, command animals and monsters with your monstrous physical strength.

Monarch of Frost

Master of ice, you control the cold and ice, even with an army of frost elves.

Monarch of Iron Body

Master of monstrous humanoids, you command the likes of orcs and goblins with great durability and poise.

Monarch of Beginnings

Master of giants, your durability and strength, along with that of your giants, make you a powerful force.

Monarch of Plagues

Master of insects, summon hordes of insects and swarms of plagues to destroy your foes.

Monarch of Transfiguration

Master of Demonic Spectres, you can alter and enhance the powers of others and yourself through alchemy.

Other Selves

Other Selves is a book where you gain powers from your past lives and other selves. This one was a lot harder to write out without feeling like we were restricting players and GMs, so this sourcebook is more like a guide than any hard rules, although that can be applied for a lot of the supplement material.

Nexus Tower

Nexus Tower is another strange one, where the Hunter gains their power through climbing a tower that will reach into the heavens! In essence, they get access to their own private Dungeon, where death is merely a penalty for carelessness, and the rewards only get sweeter.

Virtue and Sin

Virtue and Sin gives Hunters the ability to choose the boons of angels and demons relating to the seven heavenly virtues and seven deadly sins. Faith, Hope, Charity, Fortitude, Justice, Temperance, and Prudence clash with the sins of Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth in unique and interesting ways.

Godly Grace

Godly Grace is where the Hunters gain powers from the gods themselves! Boons are granted by deities from the Aztec, Chinese, Egyptian, Greek, Hindu, Japanese, Mayan, Norse, and Roman pantheons, as well as some from Lovcraftian Mythos in strange and dark cases. Ultimately, it is up to the GM whether they use all of these pantheons or only one, however.

Glorious Evolution

Glorious Evolution plays with the idea of augmenting nanomachines; invisible cybernetics that enhance the Hunter and their abilities. Whether it be eye implants to see unique traits or muscle enhancers to boost natural strength, these augments are near impossible to detect, yet ever-present.

Spirit Connection

Spirit Connections gives the Hunter the ability to enter the Spirit World in order to make contact with strange spirits. Bonding with spirits grants unique effects, and can enhance the powers of the Hunter that they have bonded with. You can bind them to your soul or grant them vessels to walk with you in as a companion, among other things.

Class Card

Class Card allows the Hunter to shuffle their property and classes, as well as compounding abilities together. And not just the standard classes, but all new classes such as the Warrior, Rogue, Wizard, Ranger, Berserker, Enchanter, Bard, and much much more! Not to mention some secret classes as well.

Power of Death

Power of Death details a strange power in which the Hunter grows by... dying? More specifically, whenever the Hunter is killed, the Hunter is able to gain some of the powers of the person or creature that killed them, going back in time from when they died as well. Certainly a difficult power to use in a group of Hunters.

Auto Battler

Auto Battler gives the Hunter who holds this power the ability to recruit or even create their own minions, similar to Monarch Rising. However, these minions are not just loyal servants, but people with their own ambitions and loyalties. How will you navigate this new landscape you have made for yourself?

Vault Hunter

Vault Hunter is a book where the Hunter in question is given the ability to delve into ancient and dangerous tombs of powerful mages, scholars, and warriors, all for a chance to gain their powers. The dungeon is customizable by those who wield these powers, giving the Hunter the power to control their runs.

Ultimate Craftsman

Ultimate Craftsman is a sourcebook that details a very unique crafting system, moreso than the one already present. In here, you can create any magic item you can dream of: burning swords, arrows of light, rings of power, loyal golems, all from the power of your materials. However, these materials often don't come cheap, and the process is slow, but the Hunter with this power could create their own empire of magic items from it.

Guardian: Arise

Guardian: Arise is another unique power system in which the Hunter is given a very unique item, and that item is what gives them the power to grow, as well as communicate with a strange voice. This item can grant all sorts of powers; acting as weapon, armor, tools, or all of the above.

Elemental Mastery

Elemental Mastery: Water. Earth. Fire. Air. These are but the core elements of the world, with several others able to be taught and mastered: Light, Elixir, Shadow, Time, and many more. How many will you be able to master?

Scholar's Hunting

Scholar's Hunting gives the Hunter their own journal. This isn't any normal journal, but one with an infinite number of pages, one that's as easy to navigate as a Google Document. And, strangely enough, one that seems to grant its wielder strength based on how much is written in there. Well, how much anything of substance is written in, anyways.

Murim Mastery

Murim Mastery is inspired off the popular Murim and martial arts manhwas, where the player is taught martial arts as both martial and magical forces. Especially useful and enjoyable in fantasy settings, and may even have some correlation to curses and cursed energy.

The Dark Hunt

The Dark Hunt, whether it is in your lore or not, is an unspoken realm of dark and unnatural creatures. Vampires, werewolves, witches, and more are willing and able to grant you their blessings and skills as you make your way through this dark, corrupted land.

Lifeblood Alchemy

Lifeblood Alchemy transforms your blood into a potent alchemy supply, of course named Lifeblood. As a highly malleable chemical, Lifeblood can be used as a healing salve, a potent poison, or even a strong enhancer for those who consume it in some way.

Media Shift

Media Shift takes characters from popular media to teach the player in a similar format to Godly Grace or Other Selves. These characters can come from books, video games, movies, comics, anything that the GM approves of, though be mindful that the GM may not know everything about your favorite characters.

Blessing of Chefs

Blessing of Chefs turns you into a magical Gordon Ramsay, where you can create Michelin-Star-quality dishes that grants whoever eats them temporary bonuses, qualities, and even skills.

Tamer of Beasts

Tamer of Beasts is exactly what it sounds like: you gain the ability to tame monsters. However, where it deviates is you can name and transform themse beasts as well, granting them sentience, individuality, and strength.

Heroes and Legends

Heroes and Legends is another power in the same format as Other Selves and Godly Grace, where you are instead taught by various heroes and important figures of humanity's history and mythology. Can also include fictional figures if run in a mostly-fictional world.

Helpful Custodian

Helpful Custodian is taking the power and giving it to others. This is a mostly support power, where you help to train and raise other Hunters to become the strongest rather than just yourself. Great if you don't like getting your hands dirty with combat yourself.

Monstrous Mutation

Monstrous Mutation gives you a "monster form" that you can transform yourself into. Not only that, but as you defeat stronger and stronger monsters, you can eventually adopt some of their best qualities, which you can mix and match together to create your ideal monster.

CHAPTER 6

Combat

Chapter 6: Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone compares their Agility scores. The one with the highest Agility moves first, the one with the lowest is last.

If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

Your Turn

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is noted on your character sheet.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action.

Bonus Actions

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Actions

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

Two-Weapon Fighting

When you take the Attack action and attack with a light weapon you are holding in one hand, you can use a bonus action to attack with a different light weapon you are holding in the other hand. You take a -5 accuracy penalty for that attack.

Grappling

When you take the Attack action, you can attempt to grapple a creature instead of dealing damage. If your attack roll hits, the target must make a DC15 save. On a failed save, they are grappled by you. A grappled creature can use its action to escape by succeeding on a DC15 save.

Choking: When you have a creature grappled, you can use your action to choke them. When you do so, the target must succeed a DC14 save or lose a tick of HP.

Ranged Combat

You can make a ranged attack when you have a distance of 3 or more squares away from the target. If you attack a target within 2 or less squares away from the target, then you suffer a -10 accuracy penalty.

Use a Skill

Hunters, as well as many monsters, have access to skills and spells and can use them to great effect in combat. Each spell/skill has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the skill or spell. Casting a skill or spell is, therefore, not necessarily an action.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make saving throws with advantage.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I’ll pull the lever that opens it," and "If the goblin steps next to me, I move away."

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.

Cover

Walls, trees, even other creatures and obstacles can provide cover during combat. A target can benefit from cover only when attacked or other effects originated on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together.

Half Cover

A target with half cover adds a +2 to evasion and save checks. A target has half cover if an obstacle blocks at least half of its body.

Three-Quarters Cover

A target with three-quarters cover adds +5 to evasion and save checks. A target has three-quarters cover if an obstacle covers about three-quarters of its body.

Total Cover

A target with total cover can't be targeted directly by attacks or spells, though some may reach such a target by including it in an area of affect. A target must be totally concealed by an obstacle to have total cover.

Damage Types

There are a variety of damage types that weapons and skills can deal to an opponent. If the damage dealt is magical, it ignores any resistance unless the resistance specifies magical resistance.

  • Fire
  • Holy
  • Ice
  • Lightning
  • Necrotic
  • Physical
  • Poison
  • Psychic
  • Void
  • Wind

Status Conditions

Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a skill, attack, or other effect. A condition lasts until it is either countered or for a duration specified by the effect that imposed the condition.

Persistent Conditions

Persistent Afflictions are retained even after the end of the combat encounter. Sleeping Hunters will naturally awaken given time, and Frozen Hunters can be thawed as an Extended Action after combat. Burned, Paralyzed, and Poisoned Hunters must be treated with items or a healer to be cured, however. All Persistent Status conditions are cured if the target is knocked unconsious.

Bleed: The user loses a tick (1/12 of max) of Hit Points after each action they perform.

Burned: If a Burned target takes an Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn.

Frozen: Frozen users are Vulnerable and cannot take any actions on their turn, unless those Actions would cure Freeze or are explicitly allowed to be made while Frozen. At the end of their turn, they make a Save Check with a DC of 16 and are cured of Frozen on a success. Whenever a frozen user is hit by an attack or maneuver while frozen, they are thawed and cured of frozen. Allies may use an action to thaw a frozen user.

Paralysis: The target's Agility is lowered by half. At the beginning of each turn the target is paralyzed, they must roll a DC 5 Save Check. If they succeed, they may act normally; if they do not, they lose their movement and bonus actions this turn.

Poisoned: If a Poisoned target takes an Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn.

Volatile Conditions

Volatile Afflictions are cured completely at the end of the encounter and when they are knocked unconsious.

Asleep: Sleeping users are Vulnerable and cannot take any actions on their turn, unless those Actions would cure Sleep or are explicitly allowed to be made while Asleep. At the end of their turn, they make a Save Check with a DC of 16 and are cured of Sleep on a success. Whenever a sleeping user is hit by an attack or maneuver while Asleep, they wake up. Allies may use an action to shake awake a sleeping user.

Blinded: The user is Vulnerable and cannot target or react to targets that are not adjacent. Attacks made against adjacent targets are made with a -6 Acc penalty.

Brainwash: The brainwashed creature only gets one action. On their turn, they must roll a d6. ON a roll of 1-2, they must give a healing item to a random enemy. On 3-4, they must attack a random ally. On 5-6, they must use a random buff skill on a random enemy. Cured at the end of their turn.

Charmed: Infatuated users take a -5 penalty on all Damage Rolls, and also take a -4 penalty to Accuracy on attacks that include their Crush. The user makes a Save Check at the end of their turn, and is cured of Infatuation on a Save of 16+. When cured of Infatuation, the user suffers a -10 penalty to Damage Rolls for 1 round.

Confused: When the user makes an action, roll a d20. On a roll of 6 or lower, the user loses a Tick of Hit Points. The user makes a Save Check at the end of their turn, and is cured of confusion on a Save of 16+. When cured of Confusion, the user suffers a -4 penalty to all accuracy rolls for one full round.

Cursed: The user has a -3 penalty to all rolls, and loses a Tick of Hit Points whenever they take an action.

Despair: The user loses a Tick of Mana Points at the start of each of their turns.

Dizzy: The user suffers a -10 penalty to all accuracy rolls for one full round.

Enraged: Enraged users cannot use Status-Class Moves, gain a -2 penalty to Accuracy Rolls, and double their stat bonus to Damage Rolls. When cured of Rage, the user becomes Vulnerable for 1 round.

Fatigued: The user is Vulnerable, and has a -10 penalty to damage rolls. Always lasts 1 full round.

Forget: The user is unable to use skills or abilities for one full round.

Frightened: A frightened creature has disadvantage on all rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

Shaken: The user takes a Bane to all Challenge Rolls. In addition, many Moves, Abilities, and Features have special effects when the user or target are Shaken.

Unconscious: You are unconscious and cannot take any actions until the end of combat.

Vulnerable: A vulnerable target cannot apply Evasion against attacks targeting them.

Resting

Sleeping and taking a long rest can restore HP and MP. "Rest" is described as any period of time during which a Hunter does not engage in rigorous physical or mental activity.

What activities precisely are and aren’t “rest” is up to your GM’s discretion; usually rest means sleep, or at least sitting down for a while. Meals can often count as “rest” time. Traveling for extended periods of time almost never counts as “Rest”.

Leaving a Dungeon also restores half of a Hunter's max HP and MP.

Dungeon Fatigue

Whenever a Hunter transports between dimensions too many times, something called Dungeon Fatigue tends to set in. After a Hunter has been through three Dungeons, every Dungeon after that one will grant a level of Dungeon Fatigue upon entry.

Level Effect
1 Become Fatigued
2 Speed halved
3 Disadvantage on attack and save rolls
4 Disadvantage on all checks
5 Unconsious/Death

Terrain

Not all terrain is created equal. The type of terrain you're moving over will determine the course of the battle.

Standard Terrain

These are the most common terrain, and is assumed unless otherwise stated!

Earth: A standard terrain for land-walkers; no new effects.

Underwater: When fighting underwater, unless you have underwater movement speed or other types of skills, your movement speed becomes 1. Physical damage is halved.

Difficult Terrain

Terrain that is much harder to find or create, but come with much more dangerous conditions and effects that will influence the battle.

Electric: Creatures can no longer fall asleep. Creatures with no affiliation to electricity have their speed decreased by 1. Creatures with an affiliation to electricity have their speed increased by 1. Electric skills and spells deal an additional 2d6 lightning damage.

Overgrowth: Natural skills and spells deal an additional 2d6 damage of the same damage type. Fire skills and spells deal an additional 1d4 fire damage. Creatures with a natural affinity recover a tick of HP at the start of each of their turns. Creatures with no natural affinity have their speeds halved.

    Misty: Creatures without any special senses skills have their accuracy reduced by 3 and their speed reduced by half.

Burning: Fire spells and skills deal an additional 2d6 fire damage. Water/ice spells and skills deal an additional 1d4 ice damage. Nature- and ice-affiliated creatures lose a tick of HP at the start of their turns. Skills and spells that inflict Burned have their effect range increased by 2. Frozen condition automatically ends at the end of a round.

Swamp: All non-flying creatures have their speed reduced by 1. Sleeping creatures lose a tick of their HP at the start of their turn.

Rainbow: Sleeping creatures gain a tick of HP at the start of their turn.

Corrosive: Poison and necrotic skills and spells deal an additional 2d6 poison or necrotic damage. Sleeping creatures lose a tick of their HP at the start of their turn. Creatures with a poison affinity become immune to poison damage if not already.

Cloudy Hazard skills and spells fail automatically.

Icy: Skills and spells that inflict Frozen have their effect range increased by 2. Ice skills and spells deal an additional 2d6 ice damage. Fire skills and spells deal an additional 1d4 fire damage. Burn damage is halved.

Glitch: Creature's weaknesses, resistances, and immunities are randomized at the start of an encounter. Critical Hit Range +2. Other random effects.

Starlight: Celestial creatures recover a tick of HP at the start of their turn. Demonic creatures lose a tick of HP at the start of their turns. Holy spells and skills deal or heal an additional 2d6 holy damage. Necrotic spells and skills deal 1d6 less damage.

Darkness: Necrotic and void spells and skills deal an additional 2d6 necrotic or void damage. All non-dark or non-void creatures gain a random Void Corruption at the end of their turn, which are removed at the end of combat.

Glitch Effects
d10 Effect
1 All stealth or invisible creatures lose those conditions.
2 At the start of each round, one random target must make a DC14 save or take 4d6 fire damage.
3 At the start of each round, one random target recovers a tick of HP.
4 At the end of each round, 1d4 creatures teleport to random places on the field.
5 Combatants are not able to speak.
6 Three random status conditions cannot be inflicted to any creature.
7 All creatures start combat invisible. Invisibility ends when a creature takes or inflicts damage.
8 At the start of each round, one random target gains an additional action.
9 The first creature to die in combat is immediately resurrected.
10 At the end of the encounter, all surviving creatures regain all spent HP and MP.
Void Corruption
d10 Effect
1 Your spine has become twisted and hunched. You have disadvantage on Agility checks.
2 You've become impulsive in the face of dangerous situations. The first attack made against you in the combat encounter has advantage on the attack roll.
3 Strange visions and sourceless whispers occasionally tug at your perception. You have disadvantage on Senses checks.
4 Your flesh has pulled tight around your skeleton, making your visage terrifying to most. You have disadvantage on Charisma checks.
5 You no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as a "friendly" creature to you, in regard to ability or spells. The only creature your beneficial spells and ability can target is yourself.
6 A black curse on your very soul resists divine energies. Any hit points you would regain via spells are halved.
7 Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on saving throws.
8 You acquire a mild fear of a certain creature type of the GM's choice. During the first round of combat with a creature of the chosen type, you are frightened.
9 You develop an uncontrollable cough that creeps up every now and then. You are no longer able to benefit from stealth.
10 You acquire a severe fear of a certain creature type of the GM's choice. When you enter combat with a creature of the chosen type, you become frightened of the creature for 1 minute and must make a saving throw (DC is 15). On a failure, you are stunned. You can repeat this saving throw at the end of your turn.

CHAPTER 7

Equipment

Chapter 7: Equipment

A number of items are absolutely essential to a Hunter's journey though the world of Dungeon Break. Sometimes, they are given a small package by the Hunter's Association. Other times, they must scrape up the money themselves to buy the basics.

Starting Equipment

When you create your character, you receive the following equipment based on your lifepath and interests, as is described below. Alternatively, you can start with a number of money based and spend them on items from the lists in this chapter.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of Hunter services. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s footsteps.

Armor and Shields

The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

Armor DR Evasion Cost
Light +2 +2 $1,000
Medium +5 +1 $2,500
Heavy +10 -1 $5,000
Shield +1 +0 $500

Weapons

Whether you favor a longsword or a bow, weapons and your ability to wield them means whether you live and die.

Weapon Traits Damage Price
Axe Versatile (1d12) 1d10 $2,500
Club Two-handed 1d8 $450
Dagger Finesse, light, thrown (3 squares) 1d4 $500
Mace 1d6 $700
Sword Versatile (1d10) 1d8 $1,200
Spear Thrown (3 squares), versatile (1d8), reach 1d6 $1,000
Staff Versatile (1d8), conduit 1d6 $450
Hammer Two-handed, heavy 1d12 $2,000
Bow Two-handed, ranged (5 squares) 1d10 $1,300
Mana Gun Ranged (4 squares), mana cost (2) 1d6 $2,000

Weapon Traits

Weapons usually have specific traits, which can be found below:

Versatile: If a weapon is held in both hands, they deal a new damage die.

Finesse: A weapon that can be used with either Strength or Agility, whichever is higher.

Light: Can be used to dual-wield without the standard penalty.

Thrown: This weapon can be thrown a number of squares to deal damage.

Reach: Can be used an additional square away from the target.

Conduit: Grants spells cast while holding this a +1 accuracy bonus.

Two-handed: Has to be held with two hands.

Ranged: A ranged weapon that can be used to hit targets a certain number of squares away.

Mana Cost: Costs an amount of mana per shot to deal damage.

Medicine

Some basic salves and tools Hunters tend to use to keep themselves in the fight and in the Dungeons.

Medicine Effect Price
Healing Kit Heals 20 Hit Points $200
Enriched Water Heals 20 Mana Points $100
Antidote Cures one status condition $250
Energy Root Revives an ally with half HP - repulsive $1,000

Hunter Gear

These items are more general mundane items that many Hunters will certainly find useful in their long treks through the Dungeons, even at higher levels, usually.

Gear Effect Price
Night Vision Goggles Gain the Dark Vision Capability. Can see thermal imaging. $1,700
Dungeon Scanner Scans the Dungeon to reveal all Traits. $2,000
Cleansing Stone Cleans armor and weapons; can optionally remove enchantments; harder to remove curses. Three magical uses. $500
Suit of Weather Protection Become immune to weather conditions. $1,000
Climber Kit Gain the Climbing Capability. Three uses. $750
Lens of Seeing Eye contacts that grant True Vision. Lasts 10 minutes. $3,000

Equipment Slots

You have a number of slots that you can put equipment on, which will most likely be taken up by magic items. For an Hunter, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a Dungeon.

Head Slots

Hat Slot

Number: 1
Examples: Helmets, bandanas, hoods

Face Slot

Number: 1
Examples: Glasses, masks

Neck Slot

Number: 1
Examples: Necklace, chocker, collar

Ear Slot

Number: 1
Examples: Earrings

Body Slots

Chest Slot

Number: 1
Examples: Body armor

Foot Slots

Foot Slot

Number: 1
Examples: Boots, sandals

Leg Slots

Leg Slot

Number: 1
Examples: Leg armor

Belt Slot

Number: 1
Examples: Belt

Hand Slots

Weapon Slots

Number: 2
Examples: Sword, shield, spear

Wrist Slot

Number: 2
Examples: Bracers, bracelets

Ring Slots

Number: 2
Examples: Rings

Glove Slot

Number: 1
Examples: Gloves

Misc. Slots

Relic Slots

Number: 2
Examples: Pins, badges

Accessory Slots

Number: 2
Examples: Pauldrons, cape

CHAPTER 8

Dungeons

Chapter 8: Dungeons

Dungeons are pockets of the chaos world that are connected to the human world through gates. They generally contain a horde of monsters, which are led by a boss, and remain open until the boss is killed. Once the boss is killed, the dungeon will stay open for about an hour before closing on its own.

It should be noted that in order to prevent the loss of human life as much as possible, then a dungeon must be cleared within seven days. If it is not, then it will undergo what's called a Dungeon Break, meaning that the monsters inside the dungeon will be able to cross over to the human world and attack the civilian population.

Dungeon Types

There are four main Dungeon types: Rogue, Biome, Themed, and Chaos, which will be described below.

Rogue Dungeons

Dungeons that are divided into several rooms that can be cleared to reach the end. Rogue Dungeons have a number of rooms based on its rank, not including the boss room and the entrance portal.

When you go to open a room, you will have three choices out of the following rooms:

  1. Combat
  2. X-Mark
  3. Ancient Temple
  4. Mines
  5. Abandoned City
  6. Pirate Cove
  7. Puzzle
  8. Vendor
  9. Dragon Chamber
  10. Treasure
  11. Arena
  12. End World

Each Rank also has a certain number of rooms:

  • E-Rank: 3 Rooms
  • D-Rank: 4 Rooms
  • C-Rank: 5 Rooms
  • B-Rank: 6 Rooms
  • A-Rank: 7 Rooms
  • S-Rank: 7 Rooms

Combat

You will fight enemies of the corresponding rank. There can be anywhere between 3 and 6 enemies, randomly generated upon entry. The creature type is also randomly generated:

  1. Beast
  2. Celestial
  3. Draconic
  4. Elemental
  5. Plant/Insect
  6. Undead

X-Mark

When you enter, you will have to stand in the center and roll a d100. On rolls of 1-50, there will be a penalty. On rolls of 51-100, there will be a reward.

Penalties can include:

  1. Monster Dungeon
    1. Undead
    2. Insect
    3. Beast
    4. Draconic
  2. Dungeon-wide Debuff
    1. Additional Negative Trait
    2. Increased DCs
    3. Decreased Timers
    4. Random Curse
  3. Equipment Malfunction (items have half effectiveness)
  4. Arcane Reflux (buffs the final boss)

Rewards can include:

  1. Gilded Chests (1-4)
  2. Dungeon-wide Buff
    1. Additional Positive Trait
    2. Decreased DCs
    3. Increased Timers
    4. Random Blessing
  3. Equipment Upgrade (an item can be upgraded or enchanted)
  4. Arcane Reflux (weakens the final boss)

Ancient Temple

A huge temple that is littered with enemies. Anywhere between 5 and 10 enemies will spawn to defend the temple. The creature type is also randomly generated:

  1. Beast
  2. Undead
  3. Celestial
  4. Draconic

    After clearing this, there is one guaranteed Gilded chest, and you can offer magical items to the altar. Declare a deity from below, or one you worship instead (especially important if you have the Godly Grace power):

  1. Idona the Malevolent
  2. Tenos the Omniscient
  3. Velara the Benevolent
  4. Wendarr the Timekeeper

You will receive a reward based on who you chose and the deity you offered the tribute to.

Mines

A mine filled with various resources. There are no enemies on this floor, but you will only have a specific amount of time you can stay. Roll a Strength check, the DC dependent on the rank of the Dungeon. If you succeed, you gain a corresponding reward. If you fail, you gain minimal rewards.

  • E-Rank:
    • DC15
      • Success: $5,000-$10,000
      • Failure: $100-$1,000
  • D-Rank:
    • DC30
      • Success: $15,000-$30,000
      • Failure: $1,000-$5,000
  • C-Rank
    • DC45
      • Success: $35,000-$50,000
      • Failure: $2,000-$7,000
  • B-Rank
    • DC60
      • Success: $55,000-$100,000
      • Failure: $5,000-$10,000
  • A-Rank
    • DC75
      • Success: $110,000-$200,000
      • Failure: $12,000-$$20,000
  • S-Rank
    • DC90
      • Success: $250,000-$1,000,000
      • Failure: $25,000-$40,000

Abandoned City

A settlement whose size can range anywhere from villages to sprawling cities, usually depending on the rank of the Dungeon. There are monsters and loot here, but for the perceptive, there are also hidden chambers and rewards that can really give an edge.

Pirate Cove

Similar to the Abandoned City, but the difference being that half of the room is trapped in the water on sunken ships. Most of, if not all of the best loot is trapped in those sunken ships, and rare ores can be found at the bottom of the water for anyone who can breathe underwater and deal with the drowned enemies.

Puzzles

A random puzzle will be generated. If it is solved within 3 attempts, the group is rewarded with a number of gilded chests equal to their remaining attempts. If it is not, then a miniboss spawns!

Vendor

A goblin is selling some nice items! These items can only be purchased with either gp or trading magic items. The goblin will have three items for sale, and these items will not be obtainable in any other instance other than the goblin’s shop.

However, there is also an option to fight the goblin. If the Hunters win a fight with the goblin, they gain a permanent discount at their shop. Beware though, as even the Yellow Dragon would not dare challenge this fearsome creature!

Dragon Chamber

You've stumbled into a dragon's personal chambers. This is either an amazing opportunity or the most dangerous. If there is no dragon in the chambers, then it will be filled with enemies also trying to steal its treasures, which amounts to 2d4 gilded chests.

If the dragon is in there, you will have to be quiet, because if it wakes up, it will be trouble. Dragons are always at least A-Rank, no matter what rank Dungeon this chamber is in, so don't stay longer than needed!

Treasure

You enter a treasure room of varying quality. Roll a d6 to see how many chests spawn. Roll a d100.

  • 1-10: Everything is fake. The room is a miniboss room.
  • 11-20: All but one chest is trapped.
  • 21-40: One of the chests is trapped.
  • 41-60: All of the chests are normal
  • 61-75: One of the chests is gilded.
  • 76-90: Half of the chests are gilded (minimum 1).
  • 91-100: All of the chests are gilded.

Arena

What was considered the best room to find in a Dungeon, the arena is excellent training and loot opportunity! The Hunters will be put into the center of the arena, and will be allowed to choose how many rounds of combat against various minibosses they want to fight in.

The more rounds they fight in, the more they win, but it gets harder the more rounds they go through. And these aren't light-hearted sparring: plenty of arrogant Hunters have died trying to reach the final boss of the arena!

End World

This is odd. Nothing in my notes has anything on anything called an "End World." The readings are off the charts too. Surely it has some good loot in there if it's supposedly so dangerous. Still, what could it be...?

Biome Dungeons

You enter a Dungeon with a certain biome. The biome is generated upon entry, and you have a number encounters until you must fight the boss equal to the rank. Alternatively, you can go straight to the boss:

  • E-Rank: 3 Encounters
  • D-Rank: 4 Encounters
  • C-Rank: 5 Encounters
  • B-Rank: 6 Encounters
  • A-Rank: 7 Encounters
  • S-Rank: 7 Encounters

In addition, chests and rewards are hidden, and not given after encounters like in the Rogue Dungeons. However, there is always a chest after the boss is defeated.

Biomes

  • Forest
  • Snow
  • Desert
  • Jungle
  • Ocean
  • Underground
  • Corrupted
  • Holy

Themed Dungeons

Themed Dungeons have a certain genre as the theme, and these Dungeons are unique. These have a special quest that can be cleared for unique rewards based on that genre. So a Fantasy Dungeon might ask you to defeat a necromancer, or a Sci-Fi Dungeon might try to get you to defeat space pirates. There is no real standard. Many theorize that these domains are actually portals into other worlds, though there is no real information to back this up.

  1. Fantasy
  2. Sci-Fi
  3. Horror
  4. Dystopian

Dungeon Traits

Dungeons have a certain number of traits based on the rank of the Dungeon, and each trait can be positive or negative.

  • E-Rank: 2 Traits
  • D-Rank: 3 Traits
  • C-Rank: 4 Traits
  • B-Rank: 5 Traits
  • A-Rank: 6 Traits
  • S-Rank: 7 Traits
Trait Type Effect
Gilded Positive Add 1d4 Gilded Chests to the Dungeon
Safe Zone Positive No chests will be trapped
Trapped Negative Increases chance of finding a trapped chest by 3.
Journey Positive +1d6 Artifact Chance
Prismatic Positive +1d4 Catalyst Fragment Chance
Plentiful Positive x1d4 Materials
Silence Positive 1d4 less enemies
Crowded Negative 1d6 more enemies
Frenzy Negative Enemies have half health, but deal double damage
Afflicting Negative Enemies have +1 Effect Range
Lucky Positive +1 Luck Modifier
Unlucky Negative -1 Luck Penalty
Hunger Negative Consumable effects are halved
Speedy Positive Hunter speed doubled
Weakened Negative Hunters are Vulnerable
Healing Positive Hunters restore a Tick of HP at the start of their turn
Rush Negative This Dungeon Breaks after 3 days
Extended Positive This Dungeon Breaks after 14 days
Locked Negative This Dungeon cannot be exited until it is cleared
Doesn't Exist Negative System Commands are disabled

CHAPTER 9

CHAPTER 10

Downtime

Chapter 10: Downtime

Sometimes things quiet down. Maybe the heros are between missions. Maybe they’re tired, or maybe they just have things they need to do in the real world. Dungeon Break isn't just about action—it's also about slice of life, both drama and relaxation.

The GM is advised to give each PC a number of downtime moves they can perform in a given day. By default, there are two “time slots” in a day - daytime and evening. PCs can perform one downtime move for each time slot.

Core Rules

The following “core” downtime moves and rules are generic examples which should be available in almost every Dungeon Break game.

Called Upon

At work or school, a boss, coworker, or instructor asks you to answer a specific question or perform a certain task. The GM will pick an appropriate stat to associate with the move. Roll a check with that stat.

  • On a success, you give a good answer or otherwise exemplary performance. Choose either Charisma or Intelligence to gain +1.
  • On a failure, your performance misses the mark and you get nothing.

While most downtime moves give at least some reward, even on a failure, Called Upon is the execption. This is because it doesn't take a time slot like the others do.

Hang Out

During free time, you perform an activity or just chat with a friend or acquaintance. The GM should pick an appropriate stat depending on either A) the activity at hand or B) the mood of whoever is being hung out with. Do they want to be flattered with Charisma or impressed with Strength?

  • On a success, a good time is had by all. +2 SXP toward the Link, and/or +2 to an appropriate stat.
  • On a failure, things are awkward or otherwise uninteresting. However, the GM should still award you with 1 SXP toward the Link, or +1 to an appropriate stat.

Train

During free time, you devote some time to working on an aspect of yourself. Pick a stat, then roll a check with that stat. You should also describe what your character is doing to improve themselves.

  • On a success, you go through the motions. You gain +2 to the stat you chose to train.
  • On a failure, you the training is mostly unproductive, but you still gain +1 to the stat you chose to train.

Split Activities

PCs are not limited to doing just one thing at a time. They can, for example, hang out with a friend while simultaneously training their Strength. Simply have the PC make a roll for the activity the same way you would for any other, prompting them to add an appropriate stat as a modifier. As with other downtime moves, a success confers 2 XP/stats, a failure only 1, a critical success 3, and a critical failure 0. However, the PC can then choose to split their earned XP between categories if they wish.

For example, let’s imagine the above scenario where a PC is training with a friend. Say they roll a critical success, earning 3 XP. They can decide where they want those points to go between their Strength stat and their S. Link with their friend. They might choose to put 1 into their Strength stat and 2 SXP into the Link with their friend, or all 3 into Strength and none into the Link, or so on.

Note that PCs should generally refrain from performing three or more activities at the same time, unless the GM has decided to make a special exception.

Optional Activities

The moves you’ve read about up to now are both generic and necessary to include. PCs must be able to train and hang out with friends, at the very least. The GM should occasionally use Called On to show brief glimpses into the daily lives of the PCs. However, there are many other possibilities for potential downtime moves. Not all of them will be appropriate for every campaign, so they can be used or unused depending on what feels right. There’s no shame in using all of them!

These are optional downtime moves which take up full time slots when they are used. Optional activities include: Crafting, Fishing, Gardening, Part-Time Work, Reading, and Venues. Optional activities are also a good opportunity to involve potential S. Links. You might allow players to “unlock” certain activities as an S. Link bonus.

GMs are also highly encouraged to come up with their own custom downtime moves to offer to the players, perhaps by using the ones they find here as a baseline.

Crafting

There are two types of crafting projects: Alchemy and Hunter Gear. The main difference is in the type of items produced with each, as well as their associated aspects (Intelligence for Alchemy, Senses for Hunter Gear). GMs can offer either type or both, depending on preference.

Different projects will take different amounts of time depending on their complexity. Each project has an associated number of project points (PP). When you devote a downtime move to working on a project, you gain a number of points based on your level in the related stat. For example, say you want to use Alchemy to craft a Love Potion, which costs 3 PP. Let’s also say your related aspect (Intelligence) is 10. Every time you spend an action to craft you will gain 1 PP, meaning it will take three “sessions” or three uses of the move to complete the project. If your Intelligence were 20, it would take only two sessions.

Keep in mind that you lose unused points when you go over the threshold; they don’t “carry over” into your next project. Continuing with the earlier example, let’s imagine that your Intelligence aspect is indeed 20, but the project cost is still 3 PP. In two sessions, you would earn 4 PP. The single extra unused PP cannot be saved; it disappears into the void.

If your aspect would allow you to craft an item multiple times with a single downtime move, you can do so. However, you cannot craft multiple different types of items in one session.

Example Alchemy Items
Suggested Item Effect PP Cost
Spell Stone Inflicts 1D6 damage of a certain type to a single enemy. You can choose the type (any aside from void or physical). 1
Stink Bomb Creates an explosion that does no damage but smells very bad. Useful for mischief or luring monsters away. 1
Major Spell Stone Inflicts 1D6 damage of a certain type to all enemies. You can choose the type (any aside from void or physical). 2
Sticky Goo Causes one target to become utterly stuck in one place for three rounds. Floating and flying targets are unaffected. 3
Love Potion Inflicts Charmed 3
Alchemists' Fire Inflicts Burned. If affliction is successful, the target also takes extra damage each round they are Burned (equal to the crafter's Intelligence/10). 4
Healing Potion Restores 100 HP 4
Example Hunter Gear
Suggested Item Effect PP Cost
Lockpick Gives a +5 bonus to Agility rolls made to open a lock. 1
Vanish Ball Immediately ends a battle. Cannot be used against bosses. 1
Smokescreen Enter Stealth for 1 minute. 2
Monster Trap Increases chances of encountering unique monsters in Dungeons by +5. 3
Escape Crystal Immediately exit a Dungeon and return to its entrance. 3
Armor A mundane armor of your choice. 4
Weapon A mundane weapon of your choice. 4

Part-Time Work

PCs might also be able to spend time working at a job for which they’ve been hired. Each job has a primary stat, as well as recommended stats. You can still work the job if you don’t meet these recommendations, but it will be harder. If you are severely deficient in recommended stats, an employer may also refuse to hire you (at the GM’s discretion).

To work at a job, a PC should make a check using the job's primary stat as a modifier. In addition to money, working will give them 1 AXP toward this aspect. However, for each point of difference between the PC’s aspects and the recommended aspects for the job, they will suffer -1 to their check. For example, if a job recommends a Senses of 3 and your Senses is 1, you will take a -2 penalty when rolling to work.

  • On a success, you will earn $25/hour worked.
  • On a failure, you will earn $15/hour worked.
  • On a critical success, you will earn $40/hour worked.
  • On a critical failure, you will earn $8/hour worked.

Better jobs with higher recommended aspects will pay out more money in the form of a regular bonus, applied regardless of what level of success the PC achieves. For example, scoring a success while working at a job with a bonus of $10 will earn you $35 instead of $25.

Make sure to convert amounts for any game that does not take place in the US. For a quick, rough conversion of USD to yen, simply multiply the USD amount by 100. For other types of currency, you will need to determine the conversion rate on your own.

A list of potential example jobs can be found below. As always, GMs are encouraged to improvise and offer jobs that are appropriate with regards to their choice of setting. The example jobs are simply meant to be used as a baseline.

Example Jobs
Job Name Description Primary Stat Recommended Stats Bonus
Dishwasher Easy, but boring. Senses Senses: 1 or more
Fry Cook Has a 100% chance of making you salty. Vitality Vitality: 5 or more.
Library Helper Life among the pages. Intelligence Intelligence: 5 or more.
Retail Worker Save money! Live better! Walmart! Senses Senses: 5 or more.
Charisma: 1 or more.
$5
Test Subject Help to advance the cause of science. Vitality Vitality: 10 or more.
Strength: 5 or more.
$5
Barista Serve coffee and chat with patrons. Charisma Charisma: 7 or more.
Senses: 3 or more.
$10
Caregiver Provide for those who can't provide for themselves. Vitality Vitality: 10 or more.
Charisma: 8 or more.
Intelligence: 5 or more.
$10
Lifeguard Mostly sit around, occassionally save lives. Strength Strength: 15 or more.
Vitality: 10 or more.
$10

Reading

If you wish to better yourself, there are few better ways to spend your time than by simply reading. To make reading available, simply provide the PCs with a place to purchase or rent books.

Reading is essentially the same as training. Each book is associated with a particular stat. When you are reading a book, you must train the stat that is associated with the book. However, you will earn a single extra stat no matter your roll result (for example, if you roll a success you gain 3 AXP instead of just 2).

However, books come with a few drawbacks. Firstly, each book has a limited number of uses. This is denoted by their “length” numbers. For example, a book with a length of 3 can be used for Reading three times before the PC has finished it. A finished book does not disappear. It can be reread, but this action confers no additional stats. GMs might offer programs which rebuy books at a fraction of the original price (maybe one fourth). Or, if the PCs take books out from a library, they may have a limited time to finish a book before it must be returned.

Secondly, books have certain requirements. Unlike with part-time jobs, if you do not meet the aspect requirements for a book, you cannot gain the benefit from it at all. Many books will require you to have a sufficient Intelligence before they can be fully enjoyed.

There are further options - the GM might also employ single-use brochures or magazines which do not give bonus stats, but instead point PCs toward potential story hooks, new locations, or Social Links. Or, if they are so inclined, the GM can reflavor books entirely by turning them into DVDs, video games, or anything else they desire. If this is done, the GM might also change requirements. For example, a game might require Senses rather than Intelligence. A movie might require Vitality or Charisma, and so on.

Example Books
Name Description Stat Requirement Length
Fist of the Gourd Star A manga that will make you want to beat people up. Strength None 1
World of Terror A gripping Lovecraftian manga. Vitality None 1
Geomorphs A novel about teens who can turn into rocks. Charisma None 2
The Hobgobbit A novel depicting the journey of a reluctant half-goblin. Charisma Intelligence of 5 or more. 2
Untying Every Knot A dense book about tying and untying knots. Agility Intelligence of 10 or more. 2
The Philiad The epic tale of a man named Phil. Intelligence Intelligence of 10 or more. 3
The Happenstance A horror novel that's long and difficult to follow at times. Vitality Intelligence of 15 or more. 4
Violation and Discipline Foreign literature. A dense read. Intelligence Intelligence of 20 or more. 5

Venues

Player characters can visit venues to exchange a bit of money for a bit of extra aspect experience. Venues can also provide an opportunity for role-playing! Let’s take a look at an example venue; the Full Moon Café.

Full Moon Café

A cajun restaurant which also serves coffee, where intellectuals come to chat.

Service Name Bonus Cost
Basic Dark Roast 1 Intelligence $4
Latte Combo 2 Intelligence $8
Special Jambalaya 3 Intelligence $15

Each venue generally has at least three “services” or items on offer. Once a PC has spent money to purchase a service, they must spend some time enjoying it in order to gain the effect. They can either train an aspect or hang out with a friend while enjoying their service. Or, if they are so inclined, they can do nothing but let the time pass. They then gain the bonus from the service they purchased, as well as whatever experience is granted to them by their chosen downtime move. Going to a venue while making another downtime move is considered a split action. You may only perform one other type of downtime move while you are splitting your action (you may not, for example, train an aspect, hang out with a friend, and enjoy a service all at the same time).

With a bit of imagination, venues can also offer custom services. Let’s take a look at a potential custom service for our example venue

The Jumbo Gumbo Bowl Challenge

For whatever reason, this eating challenge will make you a better person. Pay $30 for a Jumbo Gumbo Bowl; if you can eat the whole thing in thirty minutes it’s free!

This challenge requires Strength to overcome the onslaught of meat, Agility to set the proper pace, Vitality for the courage to keep eating, and Senses to understand your limits.

A PC attempting the challenge must make four checks, each using a different one of the specified aspects. This is a difficult challenge; a PC must get at least three successes out of their four rolls in order to pass it. If they roll a failure at any point, the challenge is automatically lost.

Even if you fail, you will gain one stat for each of these four aspects Strength, Agility, Vitality, and Senses). If you succeed, though, you instead gain seven stats (one for each, and three extra that can go wherever you’d like amongst the four) - and again, if you succeed your meal is on the house!

Some other examples of these sorts of venues can be arcades, gyms, and more.

CHAPTER 11

System Functions

Chapter 11: System Functions

All Hunters use the Ether System, which came with the development of technology not even a year after World War II. Hunters access the functions of the system through the Hunter Pad, a thin electronic tablet with a screen that displays a hunter's level, stats, skills, name, age, and other general information about the owner of the pad. Hunters are given a Hunter Pad for free upon Awakening, and is bound to them through a biological lock.

Ether System Functions

The Ether System has various functions that all Hunters have access to, and are all free to access.

HunTube

A video service for Hunters to watch videos. There are several types of content, ranging from item reviews to monster guides. Hunters can make a career and earning off of their videos, though that depends on marketing, access to information, and the fans.

Hunter Market

Use money to buy items from other Hunters. Hunters can bid on magic items, alchemical potions, and much more, though this is heavily monitored by the Hunter’s Association. A good way to earn money too.

Black Market

A way to sell and buy items completely anonymously. Items tend to be stronger, but more expensive. In addition, its creator is still unknown, and the Hunters Association completely disavows it, unsure as to why it is part of the Ether System in the way that it is.

Display Stats

Display your own stats, skills, and personal information. Can choose to hide or show specific information, but cannot alter anything. For example, you can redact or not show some skills, but you cannot change what its effect says.

The Aether System

Only PCs have access to the Aether System, which allows them to grow stronger more quickly and have access to all new functions and systems.

System Quests

The Revival System will offer quests in a much more direct manner, with clear rewards. Quests can be prompted through various methods, and can offer anything from stats to skills.

Inventory

You may store items in a nebulous, near-limitless space. Cannot hold anything larger than a car, nor a body/corpse.

Crafting

Craft items in one of three ways: Normal, Advanced, and Network.

Normal crafting can only use two ingredients, Advanced can use anywhere between 3 and 5, and Network only uses two. However, Network is a combined effort, where one Player puts in one ingredient, and the other finishes it, and both players get the reward.

Will only accept System-based items. Crafting with normal materials must be done with the Crating downtime.

Player Transfer

Players can transfer items to one another. They must know each other’s name, however, or must otherwise know their alias.

System Shop

This is different from the Hunter and Black Markets, as the items here are far stronger, on average, but they can only be bought with GP, which only PCs and S-Ranks or higher can earn.

Instant Dungeon

If you have a key granted by the System, you can use it to transport yourself to an Instant Dungeon: a private location that has unique monsters and loot of various types, only accessible by Players and those they allow to enter with them.

Warning: non-Players who enter an Instant Dungeon will suffer a penalty and will be targeted by monsters, but they will also grow stronger much quicker.

CHAPTER 12

The World

Chapter 12: The World

The world of Dungeon Break is that of modern-day... wherever. America, China, Korea, wherever you want. This book will be going over the American setting, often referring to a fictional city named "Roselake." However, hopefully, this section will provide you with some inspiration and ideas on what goes into creating a setting for a Dungeon Break campaign if you want to run a game outside of America, or you can just say these are global rules.

Hunters Association

Each nation has its own branch of the Hunters Association that oversees the Hunters, gates, and guilds within the country. It is directly overseen by the major government of their country, staffed by Awakened and Mundies alike. They provide Hunter Exams to any Awakened, usually for free, and with the passing of the Hunter Exam, an applicant is rewarded with a license to go into Dungeons and hunt inside of them.

Their duty, much like the Hunters they supervise, is to maintain the peace and keep the monsters in check. To this end, they attempt to recruit as many Hunters as they can, rather than having them join guilds, so that they can better keep an eye on them and their actions. This is especially true with high-ranking Hunters and those who have had a Second Awakening.

Dungeon Monitoring

One goal of the Hunters Association is to scan and monitor Dungeons, both in case of a Dungeon Break and in case a Hunter tries to enter one without renting them. While this practice does help to fund themselves, much to the annoyance of several Hunters, but it has also saved many lives. Before this, many Hunters tried their hand in higher-level Dungeons than they were meant to go into, and the death count and Dungeon Break rates skyrocketed. With this, they try to keep as many Hunters and innocent people as safe as possible.

National-Rank Hunters

National-Rank Hunters are hunters who rival a nation's entire military in strength, and there are only six of them in the world. After defeating the Obscenity of Spinalonga, each were given the authority equal to that of a nation's.

Each National-Rank Hunter has cleared at least one S-Rank Gate on their own and the six known National-Rank Hunters are incomparably more powerful than S-Ranks. As a result, they are considered to be the strongest hunters in the world and reign like kings in their home countries, exerting tremendous influence over society and doing whatever they please, despite the Hunters Association trying to keep them in check, and despite the laws trying to limit Hunters' influences.

Common Terms

Below are some common phrases that are said in the world of Dungeon Break, as well as some general terms that anyone would usually know.

Mundies: A term usually used by Hunters to refer to humans who have not Awakened to any abilities.

Awakened: Someone who has Awakened to their abilities. Does not necessarily have to be a Hunter, just someone who has Awakened some manner of power.

Hunter: An Awakened who has taken up the task to help clear Dungeons and protect their cities and people from Dungeon Breaks. The most popular kind of Awakened.

Crafters: Awakened who did not awaken into any or many combat abilities, but have rather been gifted the ability to craft magic items.

Alchemist: Similar to Crafters, only they have awakened mostly alchemy abilities, and make potions, poisons, bombs, and more for Hunters.

Oracle: Awakened who have been granted a unique ability: the ability to see into the future and the ability to empower other Awakened. However, their bodies are incredibly frail because of it.

Porter: People, usually low-ranked Awakened, who have been hired to carry the equipment and loot of the other Hunters into and out of the Dungeons.

Obscenity: Monsters that could be considered National-Rank. There has only been one in existence.

Aspect: A unique ability that Hunters can usually awaken to after years of training, or if they awaken at a high enough level.

Aura: Another more generic ability that is often granted at lower levels than an aspect, but can still be incredibly important to a Hunter's identity and abilities.

Blighters: A derogatory term often directed toward Hunters who are a low level that try to enter higher-level Dungeons.

False Rankers: Awakened who have been ranked at a lower level than they actually are; generally believed to be murderers and thieves.

Lizards: Hunters who go in with a group, though usually with the goal of robbing or killing them and taking the Dungeon rewards for themselves.

CHAPTER 13

Running Dungeon Break

Chapter 13: Running Dungeon Break

Fleshing out a world to play Dungeon Break can be trickier than it seems. It’s our philosophy that we should share our opinions and experiences with various types of options rather than prescribe a specific form of setting, so instead of telling you how it’s all gonna go down, we've readied a list of questions for you to think about when designing your setting. Thinking about the answers to all of these questions should give you a very firm grasp about your setting, and clarifying these questions early with your players makes sure both you and your players have the same sort of expectations about the campaign. So here we go!

Campaign Type?

What’s the emphasis of the campaign? Is it a standard "be the strongest" campaign where the player goes through Dungeons with little purpose other than to become the strongest and achieve their own goals? Is the setting not in the modern day? Are you going to be fighting Obscenities? Here's a small sample of campaign ideas for DB that we've seen thrown around.

  • Awakened Academy: The most prestigious school for those who have Awakened, you have been accepted as a Zero-Star Awakened! However, now you must uncover the secrets of the school to protect the world from a new threat!
  • Ascend the Tower: One day, a strange tower appeared, and those who entered it were able to climb it. Nobody knows what is at the top, though the competition is fierce! Will you be able to ascend to the 100th floor and claim the prize for mankind?
  • Visions of the End: You've been having strange dreams about the end of the world, and it's up to you to ensure it never comes to pass. Will you be able to find the allies and the powers to prevent this disaster?
  • The Demonic War: A year after the Demonic War, humanity is still rebuilding and needs Hunters more than ever. Whether you were a veteran of the war or a new Hunter, the ramifications of the war are about to come to a head.
  • Wrath of Gods: The gods have always acted in the best interest of the realm. However, in recent times, a strange cult has brought on followers of the infamous god of destruction, Tartarus. Will you be able to stop him?
  • Hollow Galaxy: After humans discovered space traveling, the galaxy has become a stranger place. However, with the arrival of a new alien species, the galaxy is threatened yet again.

As you can see, taking pretty much any other premise and adding the system seems to be one approach. Don't be afraid to try silly things, especially if you're getting tired of “vanilla” games!

Is There a Hunters Association?

This is a multi-layered question. If there is no Hunters Association, are there Hunters? Are there even Gates and Dungeons? Or are you living in a world where there are naturally magical beasts roaming around, and people hunt or defend against them on a daily basis? If there is a Hunters Association, how do they manage the Hunters in their country? Are they corrupt and able to be bribed? How much power do they actually have over Hunters? All of these are incredibly important questions to answer when creating your world!

What's the Technology Level?

Here's something more direct: is your game in the modern day? A medieval fantasy? An intergalactic sci-fi adventure? All of these are fine and encouraged, and maybe some others that you can think of! Beyond that, if you have Gates and Dungeons, how much technology is allowed inside of them? Do phones work in them, or are they only able to use bows and swords reliably?

What's the State of the Setting?

Is the main setting at war with another nation? Are they experiencing a tense peace after the defeat of an Obscenity? Are Hunters working together, or are they usually at one anothers' throats? It's important to figure out the tone of the setting and how people will act while in that setting, so don't skimp out here~

Optional Rules

Are you going to employ any optional rules in your campaign? Make sure to clarify this one with players from the start.

Populating the World

So you’ve created the basics of your campaign setting. You’ve drawn sweeping mountain ranges and scribbled winding rivers over your map. Labeled black dots mark your towns, and you’ve even penciled in a few thoughts about each of them in a notepad somewhere.

What next? Well, you have to fill the world with all sorts of things: other humans and Hunters, guilds, even monsters and Dungeons!

Creating Hunter NPCs

This one is actually fairly easy to do, as Hunter NPCs follow a similar rule to the Player Hunters, though with a few exceptions. So you can use similar character creation rules and the same character sheet, though keep these in mind:

  • Hunter NPCs gain 1/4th of the XP Players do.
    • Alternatively, you can give them no XP.
  • Hunter NPCs do not follow the same advancement rewards.

Creating Magical Beasts

Otherwise known as monsters, these creatures populate Dungeons rather than the actual mundane planes, but it is important that these are balanced at least somewhat more carefully than the Hunters since players will be fighting these more often. Below, you will find some general stats for monsters of each rank, and of a weak, normal, or hard structure, with an example of a normal monster after each rank.

Weak E-Ranks

Evasion: Agi/10
Damage Reduction: 1-3
HP: (Vit * 3) + 2 + 10
MP: (Int * 3) + 2
Speed: 1-3 squares
Stats: 6 stat points.
Actions & Skills: 1-2

Normal E-Ranks

Evasion: Agi/10
Damage Reduction: 2-5
HP: (Vit * 3) + 6 + 10
MP: (Int * 3) + 6
Speed: 1-3 squares
Stats: 10 stat points.
Actions & Skills: 1-2

Hard E-Ranks

Evasion: Agi/10
Damage Reduction: 2-8
HP: (Vit * 3) + 10 + 10
MP: (Int * 3) + 10
Speed: 1-3 squares
Stats: 15 stat points.
Actions & Skills: 1-3


Brier Weasel

Small, Neutral


  • Evasion 1
  • Damage Reduction 1
  • Hit Points 18
  • Mana Points 5
  • Speed 2 Squares

STR AGI VIT INT SEN CHA
1 6 2 1 5 1

  • Rank E

Actions

Bite. One target, melee, 1d20, Hit: 1d4 Physical

Tail Swipe. One target, melee, 1d20, Hit: 1d6 Physical.

Weak D-Ranks

Evasion: Agi/10+1
Damage Reduction: 2-8
HP: (Vit * 3) + 10 + 10
MP: (Int * 3) + 10
Speed: 1-4 squares
Stats: 18 stat points.
Actions & Skills: 2-3

Normal D-Ranks

Evasion: Agi/10+1
Damage Reduction: 3-10
HP: (Vit * 3) + 20 + 10
MP: (Int * 3) + 20
Speed: 1-4 squares
Stats: 30 stat points.
Actions & Skills: 2-4

Hard D-Ranks

Evasion: Agi/10+1
Damage Reduction: 5-10
HP: (Vit * 3) + 30 + 10
MP: (Int * 3) + 30
Speed: 2-4 squares
Stats: 45 stat points.
Actions & Skills: 3-5


Imperial Boar

Medium, Neutral


  • Evasion 2
  • Damage Reduction 7
  • Hit Points 75
  • Mana Points 33
  • Speed 3 Squares

STR AGI VIT INT SEN CHA
10 3 15 1 6 1

  • Damage Resistance: Fire
  • Rank D

Actions

Bite. One target, melee, 1d20, Hit: 1d6 Physical

Charge. (8 MP) One target, melee, 1d20 and move full speed at a target in a straight line, Hit: 2d6 Physical.

Weak C-Ranks

Evasion: Agi/10+1
Damage Reduction: 5-12
HP: (Vit * 3) + 30 + 10
MP: (Int * 3) + 30
Speed: 2-4 squares
Stats: 48 stat points.
Actions & Skills: 3-5

Normal C-Ranks

Evasion: Agi/10+1
Damage Reduction: 5-17
HP: (Vit * 3) + 44 + 10
MP: (Int * 3) + 44
Speed: 3-4 squares
Stats: 66 stat points.
Actions & Skills: 4-6

Hard C-Ranks

Evasion: Agi/10+1
Damage Reduction: 5-23
HP: (Vit * 3) + 60 + 10
MP: (Int * 3) + 60
Speed: 3-5 squares
Stats: 90 stat points.
Actions & Skills: 5-6


Orc Slasher

Medium, Evil


  • Evasion 3
  • Damage Reduction 13
  • Hit Points 132
  • Mana Points 47
  • Speed 3 Squares

STR AGI VIT INT SEN CHA
26 13 26 1 5 1

  • Damage Resistance: Force
  • Rank C

Actions

Sword. One target, melee, 1d20, Hit: 3d8 Physical

Dark Burst. (7 MP) One target, 3 squares, 1d20, Hit: 2d6 necrotic.

Orcish Fury. Whenever you kill a creature, recover a tick of HP.

Weak B-Ranks

Evasion: Agi/10+1
Damage Reduction: 5-23
HP: (Vit * 3) + 60 + 10
MP: (Int * 3) + 60
Speed: 3-5 squares
Stats: 90 stat points.
Actions & Skills: 5-6

Normal B-Ranks

Evasion: Agi/10+1
Damage Reduction: 7-28
HP: (Vit * 3) + 70 + 10
MP: (Int * 3) + 70
Speed: 3-5 squares
Stats: 105 stat points.
Actions & Skills: 6-7

Hard B-Ranks

Evasion: Agi/10+1
Damage Reduction: 8-35
HP: (Vit * 3) + 80 + 10
MP: (Int * 3) + 80
Speed: 3-6 squares
Stats: 120 stat points.
Actions & Skills: 6-8


Undead Mage

Medium, Evil


  • Evasion 5
  • Damage Reduction 20
  • Hit Points 146
  • Mana Points 184
  • Speed 3 Squares

STR AGI VIT INT SEN CHA
4 31 22 38 11 5

  • Damage Vulnerabilities: Holy
  • Damage Resistance: Necrotic
  • Condition Immunities: Asleep, Brainwash, Charmed, Despair
  • Rank B

Actions

Bite. One target, melee, 1d20, Hit: 1d4 Physical

Dark Touch. (12 MP) One target, melee, 1d20, Hit: 3d6 necrotic. Recover half of the damage dealt.

Blight Eye. (30 MP) One target, 6 squares, DC16 save, Hit: 10d6 necrotic, half on a success.

Eye of Undeath. (20 MP per round) Conjures a red and black eye. Grants all allied creatures within 4 squares True Sight.

Silent Night. (22 MP) Three targets, 3 squares, DC15 save, Hit: 4d8 necrotic. Inflicts Despair on save rolls of 4 or lower.

Weak A-Ranks

Evasion: Agi/10+1
Damage Reduction: 8-35
HP: (Vit * 3) + 80 + 10
MP: (Int * 3) + 80
Speed: 3-6 squares
Stats: 120 stat points.
Actions & Skills: 6-8

Normal A-Ranks

Evasion: Agi/10+1
Damage Reduction: 10-40
HP: (Vit * 3) + 100 + 10
MP: (Int * 3) + 100
Speed: 3-6 squares
Stats: 150 stat points.
Actions & Skills: 7-8

Hard A-Ranks

Evasion: Agi/10+1
Damage Reduction: 10-45
HP: (Vit * 3) + 120 + 10
MP: (Int * 3) + 120
Speed: 4-7 squares
Stats: 180 stat points.
Actions & Skills: 7-9


Frost Elf Lord

Medium, Evil


  • Evasion 5
  • Damage Reduction 31
  • Hit Points 227
  • Mana Points 175
  • Speed 5 Squares

STR AGI VIT INT SEN CHA
8 50 39 23 25 10

  • Damage Vulnerabilities: Fire
  • Damage Resistance: Ice
  • Condition Immunities: Frozen, Dizzy
  • Rank A

Actions

Scimitar. One target, melee, 1d20+1, Hit: 2d6 Physical

Curved Slash. (10 MP) One target, melee, 1d20, Hit: 2d6 physical. Hits an additional target within one square.

Frost Breath. (25 MP) 4 square cone, DC15 save, Hit: 6d6 ice, half on a success. Inflicts Frozen on save rolls of 4 or lower.

Cloak of Snow. (20 MP per round) Becomes invisible.

Snow Coating. (22 MP) One weapon you hold becomes enchanted, dealing an additional 2d8 ice damage, and inflicts Frozen on 18+.

Elven Eyes. Has True Sight of when in snowy terrain.

Weak S-Ranks

Evasion: Agi/10+1
Damage Reduction: 10-45
HP: (Vit * 3) + 120 + 10
MP: (Int * 3) + 120
Speed: 4-7 squares
Stats: 180 stat points.
Actions & Skills: 7-9

Normal S-Ranks

Evasion: Agi/10+2
Damage Reduction: 12-50
HP: (Vit * 3) + 150 + 10
MP: (Int * 3) + 150
Speed: 4-8 squares
Stats: 225 stat points.
Actions & Skills: 8-9

Hard S-Ranks

Evasion: Agi/10+2
Damage Reduction: 15-54
HP: (Vit * 3) + 180 + 10
MP: (Int * 3) + 180
Speed: 4-9 squares
Stats: 270 stat points.
Actions & Skills: 9


Blood Red Knight

Medium, Neutral


  • Evasion 7
  • Damage Reduction 50
  • Hit Points 340
  • Mana Points 213
  • Speed 6 Squares

STR AGI VIT INT SEN CHA
56 47 60 21 35 11

  • Damage Vulnerabilities: Void
  • Damage Resistance: Fire, Force
  • Condition Immunities: Brainwash, Despair
  • Rank S

Actions

Longsword. One target, melee, 1d20+3, Hit: 4d6 Physical. Inflicts Bleed on 19+.

Stern Loyalty. At the start of each turn, recovers 5 HP.

Unbreakable. Any effects that reduce DR are halved.

Honorable. When fighting an enemy one-on-one, +2 Evasion and +2 Accuracy.

Blood Coat. (22 MP) As a reaction, when you would take damage, cast this spell to lose a tick of HP and add that to your DR times 2.

Eyes of the Blood. True Sight.

Knight's Challenge. (50 MP) Target one creature. That target must make a DC18 save or be Enraged until the end of their next turn.

Sword of the North. (60 MP) 3 square line, D20, Hit: 8d6 physical. Inflicts Bleed on 18+.

Enemy of Void. Has advantage on attacks against targets that use Void-touched items or skills.

National-Rank / Obscenity

Evasion: Agi/10+3
Damage Reduction: 20-70
HP: (Vit * 3) + 250 + 10
MP: (Int * 3) + 250
Speed: 5-10 squares
Stats: 375 stat points.
Actions & Skills: 10+


Ice Queen

Medium, Neutral


  • Evasion 10
  • Damage Reduction 62
  • Hit Points 515
  • Mana Points 550
  • Speed 5 Squares

STR AGI VIT INT SEN CHA
12 63 85 100 58 63

  • Damage Immunities: Ice
  • Condition Immunities: Brainwash, Despair
  • Rank Obscenity

Actions

Regal Frost. Effect Range of effects that inflict Frozen +3.

Royal Decree. (45 MP) Conjures 3 A-Rank ice monsters.

Frostland. (65 MP) Turns the arena into Harsh Frost until the end of combat.

Ray of Frost. (20 MP) One target, 6 squares, 1d20+5, Hit: 4d8 ice. Inflicts Frozen on 18+.

Frost Barrier. (60 MP) Reaction, when you would be hit by an attack, use a reaction to cast Frost Barrier to increase your DR by half your Intelligence stat (rounded down).

Ice Storm. (80 MP) 4 square radius, DC18 save, Hit: 8d8 ice, half as much on success. Inflicts Frozen on save of 7 or less.

Final Glacial Apocalypse. (150 MP) 8 square radius, DC22 save, Hit: 4d6 ice, half as much on success. When this skill is cast, at the start of their turn, each creature must make the save or take the damage. Each time a creature fails the save, a new effect activates. Cannot use other spells while this one is active.


1: Inflicts Frozen on failed save of 11 or less.

2: The storm grows harsher. Add 5d12 damage.

3: Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Add 1d12 damage. Ranged weapon attacks in the area are impossible. Non-ice spells have -10 accuracy.

Creature Types

A monster’s type speaks to its fundamental nature. Certain spells, magic items, skills, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.

The game includes the following monster types, which have no rules of their own.

Aqua: Monsters that are brought from aquatic domains; think things like merfolk, krakens, sharks, etc.

Beast: These are general beasts, where a lot of magical beasts fall under. Wolves, monkeys, falcons, etc.

Celestial: Angelic or otherwise "holy" creatures; usually incredibly rare. Angels, unicorns, planetar, etc.

Construct: Machines or golems or otherwise non-living monsters. Golems, turrets, homunculi, etc.

Demonic: The exact opposite of celestial: demonic monsters, also somewhat rare. Imps, succubi, demons, etc.

Dragon: Some of the most powerful creatures, dragons are usually the top of the food chain. Dragons, wyverns, drakes, etc.

Elemental: Animated masses of their respective elements, or with bodies with affinity to that element.

Fey: Magical creatures closely tied to the forces of nature. Pixies, fairies, elves, etc.

Insect: Creatures who belong to the insectoid variety. Spiders, beetles, ants, etc.

Plant: Plants or creatures made of plants generally fall into this category, or at least have it as a sub-type.

Reptile: Different from dragons, these are reptiles of a more mundane variety. Lizards, snakes, crocodiles, etc.

Undead: Creatures who have been risen from the dead. Zombies, liches, skeletons, etc.

Habitats / Ecosystems

When thinking about what monsters to throw at your players, make sure that what is there makes sense. You wouldn't throw a vine monster at the players in an underwater environment, or a demonic creature in a holy temple.

Creating Magic Items

Magic items can either be plentiful or incredibly rare in your world, but they should be a part of your world regardless. Hunters, while they are powerful, sometimes need help from their gear to get them through the next fight. Gear is divided similarly into Hunters and Magical Beasts: into the core Ranks. Below are some suggestions for how you can create your own items for your players.

E-Rank Items

Stat Increase: 0-2
Effects: One minor property.

D-Rank Items

Stat Increase: 2-5
Effects: One minor property.

C-Rank Items

Stat Increase: 5-10
Effects: One minor property or one major property.

B-Rank Items

Stat Increase: 10-15
Effects: One minor property or one major property.

A-Rank Items

Stat Increase: 15-20
Effects: One minor property and one major property.

S-Rank Items

Stat Increase: 20-40
Effects: Two minor properties and one major properties.

National-Rank Items

Stat Increase: 50+
Effects: Three minor properties and two major properties.

Creating Skills

Hunters are given skills when they Awaken, and they gain new skills as they get stronger. For a Player, however, skills are much easier to come by, so you may want to have a backlog of different skills, even some with mundane effects. Below are some examples of different skills that you may use.

Cooking

Level: 1


Foods you cook taste better and can have minor buffs.


Monster foods you cook have their penalties reduced.

Identify

Level: 1


You can look at the details of an item you look at. This only shows information based on the level of this skill compared to the level of the item.

Divine Lightning Fist

Level: 1


On your turn, as a bonus action, you can activate this skill. Until the end of your next turn, all unarmed attacks you make deals an additional 1d6 lightning damage. This damage increases with the levels of this skill.

Leveling Up Skills

Using EXP to level up skills goes as follows: a skill needs a number of XP equal to its level + 2 to level up. A skill gets +1 XP for each use that is not deemed to be excessive or exploitative. For example, using Identify to look at multiple items is expected and allowed. Using it to identify the same item multiple times is blatantly abusive of the system.

System Shop

As stated before, this is different from the Hunter and Black Markets, as the items here are far stronger, on average, but they can only be bought with GP, which only PCs and S-Ranks or higher can earn. Depending on the way your world works, GP can be something only PCs can get, or it is the main currency of your world. In which case, it is advised to have some sort of separation between the real world and the system. Of course, that only applies to stories where such a theme might make sense, and it is once again at the hands of the DM.

If you want an example of a System Shop, you can use the one created for my games here

Currency

When looking at the currencies of the world, GP would certainly be a strange one, and it is possible for it not to exist. Below, however, I will give you a few examples of some of my favorite currencies to use, and what the conversions could/should be.

Dollars to GP: 1 | 23

Yen to Dollars: 100 | 1

Won to Dollars: 1,000 | 1

Euro to Dollars: 1 | 1

GM Tasks

The GM has several tasks that they are charged with that goes into running the game, which will be explained below, along with the necessary charts and tables.

Experience & Rewards

There are various things that go into this: experience, of course, but also magic items, materials, gp, and monetary rewards. We have already discussed magic items, so let's go through each of the other options in a bit more detail.

Experience

Experience is how a player is going to go throughout the course of the campaign. This is fairly simple, but it also depends on the game you are running. As a general note, here's a table that may help you decide how much experience a player should receive for certain tasks or monsters defeated.

Achievement XP
Defeated Weaker Enemy (5 or more levels below) 100 XP
Defeated Moderate Enemy (within 5 levels) 200 XP
Defeated Stronger Enemy (5 or more levels above) 300 XP
Defeated Miniboss 400 XP
Defeated Boss 1,000 XP

Monetary

Looking through a Dungeon will certainly turn up monetary rewards, both in terms of GP and actual money. Money will usually come in the form of sellable materials, and GP will be dropped by monsters upon death more often than not. Again, this depends on the game and the GM, but here's a general list of how one might space these out.

Dungeon Rank GP (per kill) Money (per chest)
E 50 or less 500 or less
D 51-500 501-2,000
C 501-5,000 2,001-8,000
B 5,001-25,000 8,001-30,000
A 25,001-70,000 30,001-100,000
S 70,001-200,000 100,001-250,000
National 200,000+ 250,000+

Magic Items

Magic items are often found in chests, though the amount to give a player might be difficult. This part is largely up to the GM, so use your own discretion and player feedback to decide the proper amount! Usually no more than 3 per chest, however.

Creating Dungeons

GMs also need to be able to create Dungeons, and this can be done in a variety of ways. They can either choose to create a Dungeon by hand, which is highly recommended for almost every type of Dungeon, or they can randomly generate the Dungeon using Chapter 8 of this book as a guideline. Once again, it is important that everything in the Dungeon makes sense, so don't go putting plants in lava.

Creating Encounters

What’s probably the most time consuming part of being a GM is putting together all the encounters your players will face off against. This doesn't have to be a painful process though, and you should have fun coming up with unique and interesting encounters for your players. Here’s a guide for doing just that.

Setting Up Encounters

The first step to crafting a combat encounter is figuring out why the players will be fighting. A lot of the advice in this particular section won’t necessarily be exclusive to combat encounters, however, and can be helpful in crafting non-combat events and activities for the players to engage with.

As a final bit of advice, be wary of action economy! A large swarm of low Level foes can quickly overwhelm even the strongest of parties. It’s usually better to use a moderate number of foes than go in either extreme, though there are exceptions which will be noted in the more advanced parts of this guide.

Spicing Up Encounters

Now that you’ve got the basics down, it’s time to get interesting. Battles don’t happen in a vacuum, or they shouldn’t anyway. If all of your encounters take place against a stock number of opponents and on a flat and empty plane, then your players are liable to get bored from the lack of tactical variety. Here are some ideas for mixing it up!

Use the Environment

Consider the environment the encounter takes place in. A couple of simple rules for a hazardous environment such as traps, poor visibility, or restricted movement can turn what is ordinarily a mundane and easy encounter into a real trial for the players. You can also set up scenarios where the players’ actions and choices leading up to the encounter affect the final environment they fight in. This can be especially handy to make the characters who aren’t built for combat feel more useful if they can put their skills to work making the battle easier before it even starts. Here are some examples.

Set Up Unconventional Victory Conditions

Not all battles have to continue until only one side is left standing. Unconventional victory conditions can allow you to turn easy encounters into tougher affairs or pit the PCs against foes they normally couldn’t handle. Remember, running away is always an option too. Even strong foes may back down if a few of them are beaten.

Building Recurring Rivals/Villains

Honestly, this is a much less daunting task than it might seem at first because many of the guidelines and principles you’d follow for making an interesting PC apply equally to writing recurring NPCs!

Give these important NPCs a theme. This applies both on a fluff level and on a level of mechanics and how they handle battle strategy and approach the PCs. One villain may like to lay ambushes and use sneaky tricks while another is all about flashiness and honorable duels.

Optional Rules

This section is designed to showcase some of the rules that we have enjoyed at the table, why we use it, and how it fits into the scope of Dungeon Break. Keep in mind that the GM has the final say on what is included, but it is important to have healthy and progressive communication between both the players and the GM so that everyone can have their fun at the table.

TBD

BECOME THE

GREATEST OF

HUNTERS

The world was forever changed with the arrival of Dungeons and monsters. Most of all by the discovery of Hunters, and the formation of the Hunter's Association.

You are one such Hunter, blessed with unique powers and granted strange messages from the Ether System, warning of you of the coming threats.

Will you use your newly found powers for the good of mankind, or will you fall victim to the power struggles of Hunters?

Cover Art: Desta Laura




Creator: Zidulus

Art Credits