[ Our Homebrew ]

DISCLAIMER: Since we are building this homebrew system, it will constantly be a work in progress as we change and improve things to suit the group.

Specially crafted by the Cafe...

We welcome you to our homebrew system! While heavily inspired by D&D's 5e system, some alterations were made to fit the setting of our group and the fact that we double as an ARPG!

In the CaPh/TBC universe, two different systems will be utilized depending on whether your traveler is in their human form or in their DTV! Respectively, they will be called the "Mirstone Mechanics" and "Traveling Mechanics".

Continue reading this page to learn more about our Traveling Mechanics and to read more about our Mirstone Mechanics,

About Our Traveling Mechanics

This is the bread and butter of CaPh/TBC!

Note that the Mirstone Mechanic is just an alternative dice system since the stats available on their DTV don't typically follow into their normie human form! For all other aspects, we will be using the mechanics listed on this page.

1.) Skill Checks

Skill checks are used when attempting significant tasks during RP such as attempting to glean information from your surroundings, handling an animal, charming an NPC, or performing a feat of athletics.

As a player you may ask the DM when you want to try a skill check and as a DM, you may ask your players to make checks when needed.

Note that our system doesn't use specific skill proficiencies like 5e does. Instead, we lump everything under their needed ability modifiers. When you roll for an ability check, you roll a 1d20 and add or subtract the corresponding ability's modifier if you have one.

Here's a quick rundown of which skills are lumped under which abilities!

STR - Strength

Skill Checks: Athletics, Intimidation

DEX - Dexterity

Skill Checks: Acrobatics, Sleight of Hand, Stealth

CON - Constitution
Skill Checks: Endurance, Focus, Sickness

INT - Intelligence
Skill Checks: Arcana, History, Investigation, Nature, Religion

WIS - Wisdom
Skill Checks: Animal Handling, Insight, Medicine, Perception, Survival

CHA - Charisma
Skill Checks: Deception, Intimidation, Performance, Persuasion

2.) Setting a Difficulty Class

When making skill checks, a difficulty class (DC) will need to be set, a DC is a specific number a player must roll on or above in order for the skill check to be successful. The higher the number, the trickier it is to beat.

Here's a quick list below that shows the usual different difficulty levels!

Very Easy = DC of 5
Easy = DC of 10
Medium = DC of 15
Hard = DC of 20
Very Hard = DC of 25
Nearly Impossible = DC of 30

You can always set your DCs in between these numbers too!

3.) Advantage, Disadvantage, and Criticals

Sometimes you can get lucky (or unlucky) and will be able to make your skill checks or attacks with advantage or disadvantage, even more, you might roll really well with a natural 20, or you might roll really bad with a natural 1, here's a rundown of what all this means.

Advantage:

If you're really good at something, or you have someone assisting you in a task, you can roll with advantage! This means that you can roll twice and take the higher number from the two rolls as your result, hopefully allowing you to succeed your skill check.

Disadvantage:

If you're attempting something in not-so-great conditions, or trying something you've never done before, you may be asked to roll with disadvantage. This means rolling twice, and picking from the lower number of the two rolls as your result, making it more difficult to succeed your skill check.

Natural 20 / Critical Success:

If you roll a natural 20 (which is, rolling 20 on a 1d20 before adding your ability modifiers) that's considered a crit, or a critical success. For skill checks, this usually means you succeed with flying colours and during combat, it means you get to double your damage.

Natural 1 / Critical Failure:

If you roll a natural 1 (which is, rolling a 1 on a 1d20 before adding your ability modifiers) that's considered a crit fail or a critical failure. For skill checks, this usually means you completely tank and do not succeed, likely causing some sort of bad consequence. Sometimes, if a DM is kind enough, they may have you 'fail upwards' where you still succeed the check, but maybe not in the way you would've hoped. During combat, you may end up losing your weapon, or completely whiffing your shot.

4.) Contests (aka Rollies)

Contests (or affectionately called 'rollies') are skill checks that, rather than using a DC set by a DM, you're rolling against another player or NPC. You roll a 1d20 plus or minus whatever ability modifiers you might have.

You both perform skill checks. Depending on the situation, you may be rolling the same check (ie. performance vs. performance) or opposing (ie. deception vs. insight).

Whoever rolls higher in a contest wins.

5.) Saving Throws & Death Throws

5.1.) Saving throws

Saving throws happen when you or an opponent are rolling to try and avoid or minimize the damage from a spell, force of nature, disasters, or attempting to come back from the brink of death.

If you're asked to roll a saving throw, you'll roll a 1d20 and add or subtract whatever ability modifiers that might be called on. For example an opponent might cast Fireball, and you'll need to roll a dexterity saving throw in order to halve the damage you receive from it.

If you cast a spell that requires a saving throw, then the opponent will have to roll against your Spell DC, which is always 8 + your spell casting modifier unless your spell states otherwise. If the spell DC isn't listed, we default to this.

5.2.) Death-Saving Throws

Death saving throws occur when your character drops to 0 hit points! This requires you to roll a 1d20. The DC is always 10, and you don't add any modifiers - you are completely at the mercy of RNG for this. You get three death saving throws before your character is officially dead.

You roll your first death save immediately when you drop, no matter who's turn it is.

If you haven't been healed yet by your next turn, you can roll your second death save.

The third is a back-up in case you fail one of those first two.

If you fail all three or exhaust all three of your allotted death saves and die again, then your character dies. Don't worry, in-canon, it's just the DTV that dies, the character piloting it gets shunted back to the hospital at Beacon HQ to be promptly looked after.

5.3.) Additional Notes

6.) Combat

Combat happens when a fight breaks out during an RP session. Usually this is started by the DM stating that it's time to roll initiative.

6.1.) Initiative

Initiative determines the turn order during combat. Everyone (including the DM for the creatures you're about to fight) rolls a 1d20 and adds or subtracts their character's DEX (dexterity) modifier. The person who rolls the highest number goes first, then the second highest after them and so on with whoever rolled lowest going last in the turn order.

If two or more people roll the same number for initiative, whoever has the higher DEX modifier goes first. If they both have the same modifier, the players can choose who amongst them goes first, or they can roll another 1d20, with whoever gets the higher number going ahead of the person who rolled lower.

Once the turn order has been figured out, it's time to move on to combat proper. There's a lot you can do, so lets begin!

6.2.) On Your Turn

You have three options during your turn: Action, Bonus Action, and Movement, which you can use in any order.

6.3.) NOT On Your Turn

You're not a complete sitting duck while you're waiting for your turn! You are still a part of the fight.

6.4.) Your ENEMY'S Turn

Anything you can do, your enemies can do too.

7.) Short Rest & Long Rest

We all need some good ole rest. Your travelers do, too!

7.1.) Short Rest

In-game, a short rest time-wise is considered 1-7 hours long. During a short rest, you may...

7.2.) Long Rest

In-game, a long rest time-wise is considered 8+ hours long. During a long rest, you may...

8.) Time Management

Just some things to note!

9.) Character Management

It's always a good idea to have a notepad, calculator, and your character sheet handy during RP sessions.

For sessions, we have the #πŸ“β”Šplayer-notes channel to log used items or a temporary place for you to write down what spells your traveler casted. We will provide an overall spreadsheet that can keep track of your party's HP, temporary HP, and death saves.

10.) Insanity

*This won't always be in play, but it may show up in some RPs.

One needs to be careful when diving into the occult and esoteric, sometimes you might run into things that strains the mind to try and comprehend. This is where the sanity mechanic comes in!Β