The Homebrewery - NaturalCrit PDF

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

Table Of Contents

1 Humans and Hubbubs


1.1 Introduction Credit
1.2 Campaign Overview Canva: Cover.
1.3 On the Same Page Lost & Taken: Dirty White Grunge Texture.
1.3.1 Same Page Tool – Checklist The Homebrewery: Made in Here.

2 Setting Version
2.1 The Four Factions
2.1.1 Department 34 (D34). This is a Playtest material and is subject of constant revision.
2.1.2 Society for the Sealing of Secrets (SSS). Here is the [pdf-291119-0.3cb] version.
2.1.3 Forthcoming Fortune Sanctuary (FFS).
2.1.4 Mordus Absque Salūbris Mundī (MASM). Inspirational Works
2.2 The Guildmasters Gould, Helen: Jaiwo 2017.
2.2.1 Department 34 Konami: Silent Hill.
2.2.2 Society for the Sealing of Secrets Lovecraft, H. P.: The Dream-Quest of Unknown Kadath.
2.2.3 Forthcoming Fortune Sanctuary
2.2.4 Mordus Absque Salūbris Mundī Mason, Mike: Pulp Cthulhu.
2.3 The Dark Cabals Murakami, Haruki: 1Q84.
2.3.1 ♦ Murakami, Ryū: Almost Transparent Blue.
2.3.2 ʘ
2.3.3 ❄
Stålenhag, Simon: Tales from the Loop.
Spivey, Chris: Harlem Unbound.
2.3.4 DOCTRIN Toer, Pramoedya Ananta: This Earth of Mankind.
3 House Rules ZUN: 夢違科学世紀 〜 Changeability of Strange Dream.

3.1 Human
3.1.1 Human Traits
3.2 Ability Scores
3.3 System
3.4 Jobs
3.5 Skills
3.6 More on Ability Scores
3.6.1 Strength
3.6.2 Dexterity
3.6.3 Constitution
3.6.4 Intelligence
3.6.5 Wisdom
3.6.6 Stability and Sanity
3.6.7 Charisma
3.7 Experience
3.8 Rest Variant
3.8.1 Gritty Realism
3.9 Age
3.10 Character Generation
3.11 Equipment
4 Twaphebactča Language
4.1 Phonology
4.2 Stress
4.3 Phonological Constraints
4.3.1 Legend
4.4 Grammar
4.5 Sample Text
4.6 Lexicon

TABLE OF CONTENT
1
Humans and Hubbubs

T
he sands form up near the margin of the blue
water, making their white legion contrasts well Campaign Overview
to the opaline sea. The sun is high on the sky, Humans and Hubbubs is a heavily house-ruled (classless,
glistening all with its radiance. Wind sweeps levelless, low-magic, etc.) DnD 5th Edition campaign set in a
up the frame of men, trying to topple them homebrew setting of a tiny coastal East African nation
from their stance. The wind fails, but it carries Twaphebactča, where the protagonists are commoners who
the fetid fragrance of salt. band together against the corruptions to the fabric of reality:
The wind blows further, unyielding. The white sands turn the creation of dungeons and the rising of dragons (among
to rasp golden color. The sands dance along with the wind's other monstrosities), and of course, themselves.
movement, performing a waltz in the desolate land. But, no. The protagonists are the citizens of Twaphebactča and
They are not alone in this place. Men are also here, building blacks. Each may come from different factions availabe to the
their concrete castles. Men nurture the arid land: a foolish setting, but they share the common goal to protect their
act, but they sow growth of themselves. fellows from the corruptions and humanity's own
From the hands of those men a city develops. Its features malignance. They will uncover (or seal) secrets of the nation,
are in still infancy, yet they rise up and scrape the low sky, fight monsters, rescue their kin, and survive to live another
trying to reach out even farther. Yet, those men are chained day. Maybe they will be able to restore peace to
down fast. The culprits are themselves, yet walk under the Twaphebactča in their own unique ways.
birthrights their victims do not have. Bow! Submit! The irate Guideline. TRPG is a collaborative project, thus all players
orders echo. The sun is hiding under darkest clouds, the (the DM included) must work together in order to have fun. It
sands are tainted by blood, the sea is tainted by dark is within each player's concerns to create a character that can
powders. respect consent of others and is able to cooperate. Do make
Is hope already lost? Nay! The men of this land are no sure that your portrayal of blacks are respectful: avoid black
quitters. They fight until the very bitter conclusions. When accent, do not fall into the pit of stereotypes, and do not use
they cannot fight with arms and blades, they fight with ideas the N-word. Other than that, the usual gaming attitude is a
and words. When they cannot think of distant song and must: avoid bad metagaming, keep OOC and IC separate, do
dream hope, they are no longer humans. But, they will not not hog all the scenes, be respectful of others, and do tell us if
reject their humanity. They are the men of this land. They something bothers you.
seek that shine of sun too long hiding. Platform and Posting Expectation. The campaign will be
The men of this land's collective hope bears fruit. The city played on Discord by text format in a private server. Do not
they lost forever, the aloof ray of open sun, the men of this reply halfheartedly, but do not take too long as well. Keep the
land gain them back. We! All men triumph. Free! The flow of the game going smoothly by taking turns in the
chokings and bindings are shattered. Voices of hope resound conversation. A session can last over three or four hours long,
further. The desire to prolong this is shared by many. so keep yourself hydrated and fed.
Many, but not all, unfortunate reality besieges. Men are Language. English is preferrable, but Indonesian can also
chained down again, by their very own selves, under the be used. In fact, we can decide for Indonesian as the
birthrights of new. The wind turns to smog, the sea colors campaign's main language. An important note: do use
itself muddy, the sun shies away. And, from the darkest Indonesian in a refined and an artful manner, the one that
reaches of the city and of our universe, something menacing evokes the richness of our language while still respecting the
is lurking. Men, of their own volition, trap themselves once mood and the tone of the session and the campaign.
more in dark dealings. Schedule. Humans and Hubbubs is campaign of quite-
This land needs heroes, despite humanity's inclination to good length, scheduled to span around ten uptime sessions.
devolve into their own enemies. An uptime session comes weekly, or biweekly during the
Would you kindly be one? DM's and the players' busy days. The campaign can last after
those planned ten sessions, but not exceeding 12 sessions.
Introduction Between adventures and quests, your characters can have
downtime sessions where they can freely Open Roleplay with
Welcome to the Humans and Hubbubs campaign! This each other, or with NPCs if they wish so. Open Roleplay
booklet will explain the necessary details you need to know to hopefully can enhance the players' engagement with their
play in the campaign. The booklet has two equally important fellow players and the story the GM presents. There are also
parts mixed between its pages: the homebrew house rules occasional mini-sessions for a character or two to engage in a
system and the main setting of the world. It is advisable to small quest that does not affect the whole group.
read the booklet at least once before you decide to sign up for In-Game Time. The game sets in the 1980s with inexact
it. If this campaign suits for your taste, hit the DM up with a year, month, and date to provide lots of wiggle room and
direct message. Newbie players are very welcomed! You can leeway. An uptime and downtime session usually lasts over a
play in the campaign with only the P. Handbook, or even the week in-game time. A year has 52 weeks; Week 52 acts as the
Basic Rules. New Year's Eve week and Week 1 acts as the New Year week.

SUMMARY AND OVERVIEW


2
The GM's role to the rules is…
On the Same Page …ignore them when they conflict with what would be
good for the story
Here describes more details about what the Humans and The rules used in H&H are quite stripped down and lacking
Hubbubs campaign (from now on called as H&H) is about. in depth of complexity to the standard 5e. Yet, even when the
This campaign is leaned toward narrativism agenda of house rules are impeding our fun and enjoyment of the
roleplaying, with a bit of simulationism aspect. narrative, the DM will ignore the rules for the time being.
Narrativism. The campaign is mainly concerned with
telling the whole narrative together, building up the world After many sessions of play, during one session, a player
through actions, and playing to know what will happen next. decides to have her character side with an enemy. This is…
Simulationism. This campaign is also driven by the desire …where the character becomes an NPC, right away or
to explore the created setting, a fictional African nation in the fairly soon.
strange 80s, and the theme of black people becoming the The characters are the exemplars of humanity in H&H. When
main characters in a Lovecraftian tale. they become villains, they can be said as rejecting their
humanity. The DM will take control of the character, and the
Same Page Tool – Checklist player has to make a new one. But, do not avoid this path if
(Adapted from Bankuei (Christopher Chinn)'s The Same you think it is a good choice! You have the opportunity to
Page Tool: https://bankuei.wordpress.com/2010/03/27/the- make them repent or redeem their sins, for example, and this
same-page-tool/. Credits and copyrights belong to the sort of development is juicy!
respective author.)
A fistfight breaks out in a bar! The details of where everything
Do you play to win? is – tables, chairs, where everyone is standing is something
Good play isn't a win/lose kind of thing that…
H&H provides a bare setting for players to pursue answers …is something the GM will describe and you should ask
and seek stories, and "winning" is not important to tell a good questions to get more information.
narrative! The DM in question may not be detailing enough, thus you
are very welcomed to ask questions or even suggest what
Player characters are: kind of specific details will be there!
expected to work together; conflicts between them are
mostly for show In order to really have fun with this game, the rulebook is
We are here to have fun together, so conflicts between something that…
characters are best avoided, unless consent is given …everyone playing needs to have read and understood
beforehand. before play, because the rules and setting are both very
important.
The GM's role is: The answer may be jarring, but you do not have to be
The GM preps a set of events – linear or branching; overwhelmed by it. The rules are stripped down and the
players run their characters through these events. The setting is only a barebone. Information on Twaphebactča
GM gives hints to provide direction. language or other details are very optional, and can be said
Before the game session, the DM prepares what quests the existing only to provide the setting more grounds. You can
characters will likely to take, while also revealing which one skip the section on the setting's language if you know nothing
and what aspects of "The Dark Cabals," the campaign's about linguistics!
antagonists, that fits to the current narrative flow.
This game runs best when the players take time to create
The players' roles are… characters that are…
…to fling their characters into tough situations and make …given strong motivations and an immediate problem or
hard, sometimes, unwise choices crisis
Good narrative often comes when characters are making …tied into the other characters as allies
unwise and tough decisions, and players are encouraged to …written with some knowledge, research or reading up
lead their characters to the most satisfying narrative as on the game setting, real history or an actual culture
possible. H&H focuses on the current narrative and a simulation of the
setting. Writing the characters with the knowledge (no matter
Doing the smartest thing for your character's survival… how bare!) on the genre approached can lead to us learning
…sometimes isn't as important as other choices more and having a more satisfying person to play as. Do give
Characters always winning battles and solving mysteries your character desires and drives, their short-term and long-
without hitch are not very fun in the long run. Thus, it is term goals they have to tackle to give them colorful shades of
encouraged for players to let and make peace if a choice their personality and reason. And finally, have your character tied
character takes will lead them to their heroic or miserable together to others as allies.
end. Maybe they protect the poor civilian trapped in
Dungeons and let the dragon eats them instead. Maybe they
reject their humanity and use the knowledge of arcane lore to
do misdeeds. All other choices can be fun and satisfying than
merely huddling in their safe zones.
SUMMARY AND OVERVIEW
3
Setting

T
waphebactča (/tʷa.pʰe.ˈbac.ʨa/). A coastal Monsters. The native creatures of the Dungeons. The
East African country with a territory as big as monsters here are not the typical monsters usually found on
Arkham, Dunwich, and Kingsport combined, DnD, having aberrances too great than their counterparts.
but with double the population. Officially Most of the time they are despicable and regard any human
named as the United Republic of that comes to their plane as toothsome. They can be said as
Twaphebactča with the capital Hupix /ˈhu.pix/, the anathema to humanity. The most powerful of the
it gained bloodless independence from the monsterkin is the dragons. They are massive creatures each
British grip in the 1950s. The country was led by the British- a merger of thousands of wires made of dark-hued
appointed native royal family House of Hoarfrost (actually an arabesques and filigrees of gem-like basalt and are always
amalgamation of two separate royal families of Horo, the shining with malevolent shades of either black, blue, green,
Wolf and Frosti, the Bear). The young nation was soon red, or white (think of Lovecraft's Cat from Saturn but
embroiled in a grotesque civil war during the 1960s due to vaguely dragon-shaped).
anti-royalty and anti-British sentiments. The whole army
revolted, and named themselves as the Order Restoration The Four Factions
Army (ORA). The navy sided with the House of Hoarfrost, but
was incompetent. ORA won the civil war in the 1970s, and To protect Twaphebactča from the corruptions, four
rose into absolute power. Since then, Twaphebactča was distinctive factions rise up. Faction is a place for people of
ruled under the military dictatorship of ORA. similar interests to gather together, and they often help each
The Coil Beneath. In the 1980s, Nokwol Viwozzi (/ other out. Each of them has its unique motivations and goals,
ˈno.kʷol vi.ˈwoz.zi/) succeeded his predecessor and rose as the but all band together under the shared duty and allegiance to
current leader of ORA and Twaphebactča. He agreed the Twaphebactča. The four factions each has its own leader, and
West's offer to develop a massive research center some information about them can be found on The
underground the nation, which was dubbed as Twakoyli Guildmasters section.
Cwulnoska (/tʷa.ˈkoj.li cʷul.ˈnos.ka/; abs.coil loc.beneath), Each of the faction has a prerequisite of at least an
"The Coil Beneath." Viwozzi also rallied for the imminent Advance in a certain skill to join it. A character does not have
crusade against the newborn neighboring Communist nation to join a faction right away or at all. Becoming a member of a
Həzbāwī, gargantuan to Twaphebactča. Viwozzi boasted that faction means more responsibilities, but with that comes
The Coil Beneath was the nation's main weapon. The West, more benefits. The faction of a character affects the uptime
especially the United States, supported Viwozzi of their own sessions' mechanic, making it as one of the important house
interest. rules of the campaign.
Corruptions. The organization in charge of The Coil A character progresses in their faction by ranks. A
Beneath, DOCTRIN (no known full form), conducted character's rank can be increased if they have a certain
mysterious inquiries to obscure things, often with locals amount of prestige points. A character gains prestige points
getting the monstrous side effects. These "corruptions" to in their faction after uptime sessions for staying true to their
reality, among other things, were rashes and scars appearing faction's motivations and accomplishing their faction's goals
suddenly on one's body, constant illusionary humming and during uptime sessions. A character loses their prestige
shuddery nightmares, and the formation of deep dark points after uptime sessions if they hamper or harm their
dungeons and the sighting of deplorable dragons (and other faction in some ways during uptime sessions. The DM is the
monsters). The nation was in uproar, and Viwozzi was final arbiter whether your character gains or loses prestige
branded as a traitor for letting the vicious West trampled the points.
people of Twaphebactča again. The threat of another civil war If a character switches over or leaves a faction, they lose all
was close. However, the coming of The Coil Beneath proved prestige points on that faction and start without prestige
to be very beneficial to the nation, and pushed the economy points on the new one.
to better direction than everyone had ever seen. Most of the
regular joes became complacent with the development, but
the corruptions were never solved.
Dungeons. The most apparent damage of corruptions is
the Dungeons. Dungeons is a version of Twaphebactča but
darker, gloomier, and more hostile. Unnatural beings such as
ghosts and monsters roam in it. Poor people can get trapped
in Dungeons randomly, and they have to fend for themselves
until the weak reality normalizes the corruptions.

SETTING
4
Society for the Sealing of Secrets
Department 34 (D34). (SSS).
You are a member of Department 34, a special justice task You are a member of the Society for the Sealing of Secrets, a
force of the United Bureau of Investigation (UBI) of sorority based on Hearn University (HU). The university's
Twaphebactča that deals with the threats of the monsters and professors and students share a mutual interest in sealing the
humans who use their powers for their dark, selfish ends. Its secrets of arcane lore from the public eyes for the safety of
members charge into Dungeons to smite monsters and everyone, while also quenching their own wonder of the
human schemers. Your organization's goals include: strange and the unknown. Its members hang around within
Dungeons to record and enjoy the fantastical. Your
eliminate all monsters and humans that use monsters' organization's goals include:
powers for destructive reasons;
serve and protect civilians; seal the secrets of arcane lore;
bring justice to the victims of monsters and humans' satisfy your curiosity;
iniquity. research the unnatural.

You begin as the first rank of four in Department 34. Each You begin as the first rank of four in the Society for the
rank provides you with benefits. Record your current prestige Sealing of Secrets. Each rank provides you with benefits.
points and rank on your character sheet. Record your current prestige points and rank on your
character sheet.
Rank Benefits Detail
Rank One. Rank Benefits Detail
Req.: At least an Advance in either Fighting or Shooting. Rank One.
You can participate and earn prestige points. Because of Req.: At least an Advance in Arcana.
your rigorous trainings, you deal +1 damage to everything, You can participate and earn prestige points. Because of
negating your target's resistance or immunity on that plus your keen mind, you gain advantage to all Wisdom checks
damage. and saving throws.
Rank Two. Rank Two.
Req.: 5 prestige points. Req.: 5 prestige points.
Because of your strong willpower to never give up, you Because of your research into the Things Man Was Not
gain 4 temporary hit points at the start of a fight. These Meant to Know, you gain advantage to all Intelligence
temporary hit points are lost after the battle ends. checks and saving throws.
Rank Three. Rank Three.
Req.: 10 prestige points. Req.: 10 prestige points.
You partake in a more intense training than you have ever You have honed your eyes, ears, and mind to take very
done. You deal +2 damage to everything, negating your subtle hints. You can opt Taking 20 on Wisdom checks
target's resistance or immunity on that plus damages. This and saving throws three times per uptime session, but
overrides Rank One's benefits. each additional usage will decrease your Stability score by
1 point. This adds to Rank One's benefits.
Rank Four.
Req.: 20 prestige points. Rank Four.
You will have a very hard time to give up due to your sense Req.: 20 prestige points.
of duty. You gain 8 temporary hit points at the start of a You research too far to arcane lore and the forbidden
fight. These temporary hit points are lost after the battle knowledge corrupts your mind. You can opt Taking 20 on
ends. This overrides Rank Two's benefits. Intelligence checks and saving throws three times per
uptime session, but each additional usage will decrease
your Sanity score by 1 point. This adds to Rank Two's
benefits.

SETTING
5
Mordus Absque Salūbris Mundī
Forthcoming Fortune Sanctuary (MASM).
(FFS). You are a member of the Mordus Absque Salūbris Mundī, a
You are a member of the Forthcoming Fortune Sanctuary, a band of nurses, doctors, and volunteers working together to
religious native faith restoration movement promoting care for the sick and wounded. Its members burst toward
charity, solidarity, and peace for all the people of Dungeons to provide aid and care for all souls who traverse
Twaphebactča. Its members stride into Dungeons to become the Dungeons' horrific dark artery. Your organization's goals
beacons of hope for the people that are trapped there. Your include:
organization's goals include: carry out the care with the best of ability;
spread the native faith; abstain abusing the bodies of man or woman, bond or
preserve the ancestral wisdom; free;
be an exemplar of hope. help the sick everywhere, everytime.

You begin as the first rank of four in the Forthcoming You begin as the first rank of four in the Mordus Absque
Fortune Sanctuary. Each rank provides you with benefits. Salūbris Mundī. Each rank provides you with benefits.
Record your current prestige points and rank on your Record your current prestige points and rank on your
character sheet. character sheet.
Rank Benefits Detail Rank Benefits Detail
Rank One. Rank One.
Req.: At least an Advance in Religion. Req.: At least an Advance in Medicine.
You can participate and earn prestige points. Because of You can participate and earn prestige points. Because of
your earnest belief in your faith, you know the Guidance your stout practice of medical care, you can heal your
cantrip, but it consumes 1 magic point per casting. allies. Make a Wisdom (Medicine) check with the DC of
13; if you succeed: apply the effect of Cure Wounds as 1st-
Rank Two. level spell. Wisdom is your spellcasting ability for it.
Req.: 5 prestige points.
Because of your dedication to your parish, you can cast Rank Two.
Bless as a 2nd-level spell. The spell consumes 5 magic Req.: 5 prestige points.
points per casting. Because of your vast knowledge in medicine, you can
remedy some minor symptoms. Make a Wisdom
Rank Three. (Medicine) check with the DC of 14; if you succeed: apply
Req.: 10 prestige points. the effect of Lesser Restoration.
Because of your steadfast belief in hope, you can cast
Beacon of Hope. The spell consumes 8 magic points per Rank Three.
casting. Req.: 10 prestige points.
Because of your presence and medication, your allies will
Rank Four. be bolstered. Make a Wisdom (Medicine) check with the
Req.: 20 prestige points. DC of 15; if you succeed: apply the effect of Aid as a 3rd-
Because of the pertinacious blessing of the native faith level spell.
you worship, your Lucky feat's luck points are 4.
Rank Four.
Req.: 20 prestige points.
Because of your stalwart defense for the people, you will
not let a human die on your watch. Make a Wisdom
(Medicine) check with the DC of 16; if you succeed: apply
the effect of Death Ward.

SETTING
6
The Dark Cabals
The Guildmasters Alongside the growing corruptions to the fabric of reality, four
cabals lurk within the darkness. They start to plant their
Department 34 seeds of destruction. The hideous opportunists hide well
Tčogwar Smith /ˈʨog.war ˈsmɪθ/. The pugnacious yet between the veil of masquerade. Who are they? What are
favorable Deputy Director of D34. He is an ex-navy, and on their objectives? What are their roles in this chaos? This
the losing side of the past civil war. It is a common knowledge campaign provides the characters means to answer those
questions one by one, a little step at a time.

he saved his skin and abandoned his brothers. He considers
himself as a lost cause, and seeks no forgiveness. "If I die, I'll
be put to hell right away," is his most common saying. Yet,
Tčogwar tries to make changes to the world before he dies, The symbol of gold diamond scatters around the city walls,
for others to live a better life. He heads the Department 34 where the faced men turn faceless, where identity dissolves
with a deep sense of duty, and a staunch defender of the to a scrap of junk.
people. He is always clothed in a formal suit, and a pair of
pistols nearby. ʘ
Society for the Sealing of Secrets People feel cold, piercing gazes away from their sight, each
gives nightmares and strange flute voices that lull. Those
Mae Liberi Hearn /ma.ˈe ɽʲi.be.ˈɽʲiː ˈhaːɴ/. The mysterious crook them, deform them, turn them against their
but curious Great Sealer of Arcane Lore of SSS. She is a companions.
black Greek coming to Twaphebactča to study the arcane lore
of the region. Her grandmother erected the Hearn University
shortly after the nation's independence (possibly the
grandmother came due to the same reason as hers). She

The supposedly dead princess of the Horo-Frosti is sighted. A
teaches the Relative Psychology on Hearn University and copy case of Anastasíya Románova, the revenge of the
theorizes the true existence of a world within dreams of royalty?
humanity. A refined lady who is always seen within her purple
dress and a matching umbrella. She is oftentimes called as DOCTRIN
the Hanged Woman Hearn, as she willingly hangs herself The scientists with white robe and long face: foreign,
upside down atop the university's pillars on numerous untalkative, sneering. They are the main reason why
occasions. Twaphebactča prospers in the 1980s. But maybe, just a
possibility: they plan unscrupulous schemes beneath our soil.
Forthcoming Fortune Sanctuary
Wacij Kerhinu /ˈwa.ciɟ ker.ˈhi.nu/. The happy-go-lucky and
boisterous yet encouraging High Priestess of FFS. She has
stigmata on her forearms showing the Latin letters of B and
J. She forms the FFS after dreamt a native faith goddess
descending before her, touching her soul, choosing her as the
prophetess. Around that time too she got her stigmata. A
young maiden with faith, she takes her roles seriously,
spreading awareness and message of the old religion of the
people of Twaphebactča. She dresses in blue-green highly
ornamented religious robes she herself made from her old
clothes.
Mordus Absque Salūbris Mundī
Yufna Časnatnu /ˈjuf.na ɕas.ˈnat.nu/. The silent yet steadfast
Caring Dean of MASM. He is a wise man, but his silence can
be eeringly imposing at inappropriate times. He found MASM
after concerned seeing his beloved Twaphebactča taking
likenesses to a warzone due to strict military control and the
monsters of dungeons. He should have hidden the fact of his
love for the West, but his actions are too apparent: his
naming sense of his organization, his adoration to
Hippocratic Oath, and his reverence to Florence Nightingale.
The people of his nation still bear deep grudges to anything
Western, that includes medical care as well. Most fail to
realize that living together in harmony is a better option than
hate. He wishes to open their horizon by caring and
nurturing. He is always seen in his clean white doctor garb.

SETTING
7
House Rules
Human Jobs
In this campaign, you can only play as human as described Follow the guidelines below to make up your job.
here.
Lists 5 skills (except Alteration) that are important to the
Human Traits job. These 5 skills can be raised by Advances,
It's hard to make generalizations about humans, but your representing the proficiency you have through working on
human character has these traits. your job.
Ability Score Increase. Your ability scores each increase Set the amount of starting Advances. Starting Advances
by 1. amount is derived from modifiers of ability scores,
Age. Humans reach adulthood in their late teens and live typically Intelligence modifier×2 for academic jobs or
less than a century. Intelligence modifier + another ability score modifier for
Alignment. Humans tend toward no particular alignment. non-academic jobs.
The best and the worst are found among them. Set the core ability score. The core ability score is the
Size. Humans vary widely in height and build, from barely most important ability score a job will use on a regular
5 feet to well over 6 feet tall. Regardless of your position in basis. For academic jobs, the core is Intelligence; for non-
that range, your size is Medium. academic jobs, it is the another ability score used to
Speed. Your base walking speed is 25 feet. determine the starting Advances of previous step.
Languages. You can speak, read, and write Twaphebactča Here are the lists of some example professions.
language and one extra language of your choice.
Destiny. Humans are destined for greatness, until their Police Officer [Persuasion, Athletics, Perception,
eventual fall of hubris. You gain Lucky feat. Intimidation, Fighting]
Starting Advances: Intelligence modifier + Strength
modifier
Ability Scores Core Ability Score: Strength
There are eight ability scores in this campaign. Those are as Scribe [Craft (Forgery), Craft (Book), Arcana, Insight,
follow, with "new" ones denoted by [brackets]. History]
Starting Advances: Intelligence modifier×2
Strength (STR), measuring physical power. Core Ability Score: Intelligence
Dexterity (DEX), measuring agility. Detective [Athletics, Disguise, Stealth, Investigation,
Constitution (CON), measuring endurance. Deception]
Intelligence (INT), measuring reasoning and memory. Starting Advances: Intelligence modifier + Charisma
Wisdom (WIS), measuring perception and insight. modifier
[Stability] (STA), measuring emotional and trauma Core Ability Score: Charisma
resistance. This ability score is initially the same as Rat Catcher [Perception, Survival, Animal Handling,
Wisdom. Stealth, Shooting]
[Sanity] (SAN), measuring belief in the world of humanity. Starting Advances: Intelligence modifier + Dexterity
This ability score is initially the same as Wisdom. modifier
Charisma (CHA), measuring force of personality. Core Ability Score: Dexterity
System
This campaign uses 5e as its base, but with considerable
changes to reflect the campaign setting. The biggest change
is that there are no backgrounds, classes, levels, and
proficiencies in their strictest sense. This campaign thus
leans heavily toward a skill-based game.
Proficiencies are replaced by Advance system, in which
each Advance adds up to the relevant modifier. Proficiencies
of weapons and tools are represented as skills.
Backgrounds and Classes are instead jobs. Your job
determines which skills are eligible for raise by Advances.
You create your own job in this campaign. You do not gain
proficiency in saving throws in any shape or form.

HOUSE RULES
8
Each Basic skill can be used by any job. Each Advanced
skill can only be used if you have at least 1 Advance in the
Skills skill. When none in the party is eligible for using Advanced
skills, any can try with differing difficulty.
Here is the list of all skills that are available for use in this A skill marked with [Specialization] means that you have to
campaign. New skill names are pretty much telling what the constrain the focus of the skill to a particular subject. For
skill does. example: there are Craft (Poison) and Craft (Ship), there are
Ability Performance (Comedy) and Performance (Singing), and so
Score Skill Type Note on.
Strength Athletics Basic
On a character sheet, each Skill has a box ☐beside it (for
example "☐Deception") as a place to put a mark on it.
Strength Fighting Basic Replaces melee Reference the Experience section for further details.
weapons
proficiency Tools Proficiency Replacement Detail
Dexterity Acrobatics Basic Related Ability
Tools Skill Name Score
Dexterity Burglary Advanced Replaces Thieves'
Tools proficiency Artisan's Tools Craft (any) Intelligence
Dexterity Drive Advanced Replaces Vehicle Disguise Kit Disguise Charisma
[Specialization] Proficiency Forgery Kit Craft (any) Intelligence
Dexterity Shooting Basic Replaces ranged Gaming Set Game (any) Intelligence
weapons
proficiency Herbalism Kit Craft (Herbal) Intelligence
Dexterity Sleight of Basic Musical Performance Charisma
Hand Instrument (any)
Dexterity Stealth Basic Navigator's Tools Navigate Wisdom
Intelligence Arcana Advanced Poisoner's Kit Craft (Poison) Intelligence
Intelligence Craft Advanced Replaces Artisan's Thieves' Tools Burglary Dexterity
[Specialization] Tools, Forgery Kit,
Herbalism Kit, and Vehicles Drive (any) Dexterity
Poisoner's Kit

Intelligence Game
proficiency
Advanced Replaces Gaming
More on Ability Scores
Set Proficiency Strength
Intelligence History Advanced Aside from vanilla 5e, Strength decides your Fighting skill.
Intelligence Investigation Basic Fighting. Your Strength (Fighting) check covers attacking
with melee weapons. This skill replaces weapons proficiency
Intelligence Nature Advanced for melee weapons, either simple or martial.
Intelligence Religion Advanced
Wisdom Animal Advanced
Dexterity
Handling Aside from vanilla 5e, Dexterity decides your Burglary, Drive,
Wisdom Alteration Basic Usable only within and Shooting skills.
Dungeons Burglary. Your Dexterity (Burglary) check covers opening
Wisdom Insight Basic
car doors, hot-wiring autos, tampering library windows, and
figuring out lock-based puzzles.
Wisdom Medicine Advanced Drive. Your Dexterity (Drive) check covers driving and
Wisdom Navigate Advanced Replaces piloting a type of vehicles, making maneuvers with the
Navigator's Tools vehicle, and fixing vehicle problems.
proficiency Shooting. Your Dexterity (Shooting) check covers
Wisdom Perception Basic
attacking with ranged weapons. This skill replaces weapons
proficiency for ranged weapons, either simple or martial.
Wisdom Survival Advanced
Charisma Deception Basic Constitution
Charisma Disguise Advanced Replaces Disguise Hit Points in this campaign is measured differently than
Kit proficiency vanilla 5e. The formula to determine Hit Points is:
Charisma Intimidation Basic 10 + CON modifier + WIS modifier
Charisma Performance Advanced Replaces Musical
[Specialization] Instrument This ability score also determines your daily healing rate.
proficiency After a short rest, you regain hit points equal to your
Constitution modifier (minimum of 1).
Charisma Persuasion Basic

HOUSE RULES
9
Constitution also decides the Armors you can use without Experience
incurring disadvantage. In this campaign, there are also no experience points.
Constitution Modifier Armors
Instead, you gain "experience" when using skills. Put a mark
on a skill you successfully use without spending your Lucky
< +0 Light Armor feat's luck points. A skill can only be marked once, so if you
+1 ~ +2 Medium Armor successfully use the skill two times, put only one mark.
When the DM asks you to make an Experience check
+3 > Heavy Armor (usually each after two sessions), make a check with all
marked skills. The DC of the check is initially 15. If you fail,
Intelligence add 1 Advance to the failed skills. If you succeed, do nothing.
Aside from vanilla 5e, Intelligence decides your Craft and Each instance of Experience check failures lowers the DC by
Game skills. 1. Erase all marks after making the Experience checks.
Craft. Your Intelligence (Craft) check covers making items
based on your specialty.
Game. Your Intelligence (Game) check covers playing
Rest Variant
games to win it and knowing techniques of the game Gritty Realism
thoroughly. This rest variant dictates that a short rest is 8 hours and a
long rest is 7 days. This is deliberately done to put brakes on
Wisdom the campaign, as well as to stress that combat is not always a
Aside from vanilla 5e, Wisdom decides your Alteration and good option. Combat must require careful planning, as
Navigate skills. Wisdom also measures your magic points. unnecessarily picking a fight spells disaster.
You have magic points equal to your Wisdom score. Magic After a short rest, you regain hit points equal to your
points system serves as the replacement for spell slots. Magic Constitution modifier (minimum of 1). The house rule for
points are automatically regained at a rate of 1 point an hour. short rest is also noted on the Constitution part on Ability
If your magic points drop to 0, you can still use effects that Scores section. At the end of a long rest, you regain all lost hit
use magic points, but at the cost of your health points instead. points.
Alteration. Your Wisdom (Alteration) check covers
modifying the reality of Dungeons with the might of your Age
mind. Each usage will consume your magic points based on
the severity of the alteration, determined by the DM. With age, a character's physical ability scores decrease and
Navigate. Your Wisdom (Navigate) check covers finding a their mental ability scores increase (see Table: Aging Effects).
way on a foreign location and not getting lost in the process. The effects of each aging step are cumulative. However, none
of a character's ability scores can be reduced below 1 in this
Stability and Sanity way.
When a character reaches venerable age, the DM secretly
Stability measures the ability to resist emotional and mental rolls their maximum age, which is the number from the
trauma. Sanity measures the ability to belief in reality and Venerable column on Table: Aging Effects plus the result of
humanity. In this campaign, these two ability scores are the dice roll indicated on the Maximum Age column on that
certain to fluctuate. Failure in these checks will decrease the table, and records the result, which the player does not know.
ability scores. When Stability reaches 0, you are mentally A character who reaches their maximum age dies of old age
unstable. When Sanity reaches 0, you are deemed insane. If at some time during the following year.
any of these two ability scores drop to 0, it is time to make a
new character. Table: Aging Effects
Race Middle Age Old Venerable Maximum Age
Stability and Sanity Checks
A Stability check is needed when you try to be calm after Human 35 years 53 years 70 years +2d20 years
seeing a horrific scenery. A Sanity check is needed when you
try to shrug off the despair of knowing Things Man Was Not At middle age, -1 to STR, DEX, and CON; +1 to INT, WIS,
Meant to Know and to avoid rejecting your humanity. and CHA.
At old age, -2 to STR, DEX, and CON; +1 to INT, WIS, and
Charisma CHA.
Aside from vanilla 5e, Charisma decides your Disguise skill. At venerable age, -3 to STR, DEX, and CON; +1 to INT,
Disguise. Charisma (Disguise) check is called when you WIS, and CHA.
want to appear as someone else, posing and assuming role
believably.

HOUSE RULES
10
Armors
Armor
Character Generation Armor Cost Class (AC) Strength Stealth
1. Roll for ability scores Leather Jacket 10 12 + DEX
(Light Armor) money modifier
- -
Roll 3d6+2 and assign the result to the EXACT following
order: Strength, Dexterity, Constitution, Intelligence, Trench Coat 50 15 + DEX - -
Wisdom, and Charisma. Stability and Sanity scores are (Medium money modifier
initially equal to Wisdom score during character creation, Armor)
so they do not have to be rolled. If you are unhappy with Bulletproof Vest 75 18 STR 15 Disadvantage
the result or do not like the random element, do use the (Heavy Armor) money
standard array: 15, 14, 13, 12, 10, 8. Frying Pan 10 +2 - -
2. Apply the campaign's Human Traits (Shield) money
Increase each of your ability score by 1, set your size as
medium and your base move as 25 feet, pick Explosives & Firearms
Twaphebactča and an other language, and add the Lucky In this campaign, only characters from Department 34
feat. faction can access explosives and firearms. A character's
rank in the faction permits them to use specific type of
3. Set the age and apply the campaign's Age adjustments weapons.
4. Determine a Job Item Cost/Req. Damage Properties
Use the guidelines on Jobs to make up your new job. Pistol Rank 1 in single shot 1d6 Ammunition
5. Spend Starting Advances to the five job skills D34 piercing, 5 shots (range
Each Advance raises a skill value by 1 point. You can only 2d6 piercing 40/120),
reload (15
spend up to 2 Advances to the same skill during this step. shots)
Any unused Advance is lost.
Revolver Rank 2 in single shot 1d8 Ammunition
6. Create a backstory D34 piercing, 2 shots (range
2d8 piercing 40/140),
7. Choose equipment reload (6
shots)
8. Optional: join a faction if you meet the requirement.
Shotgun Rank 2 in 2d8 bludgeoning Ammunition
D34 (range
Equipment 30/60),
reload (2
The currencies in this campaign are "money" and "penny." A shots), two-
money is equal to 1 gp in vanilla 5e, a penny is 1/100 money handed
or 1 cp. Your starting money is equal to the Available Automatic Rank 3 in single shot 1d10 Ammunition
Advances you got from your job×20. Spend up to that amount Rifle D34 piercing, 10 shots (range
of money to equip you, and keep the leftover. 2d10 piercing 60/200),
This campaign also puts a severe restriction on the number burst fire,
of items you can bring in a game session. Each character has reload (30
shots), two-
a number of slots to their equipment, as follows. handed

1×Primary Weapon Fragmentation Rank 4 in within 20 feet


Grenade D34 must make DC 15
1×Secondary Weapon Dexterity saving
throw, taking 5d6
30×Ammunitions piercing damage on
1×Armor + 1×Shield a failed one, or half
as much damage
1×Gear on a successful one
Hunting Rifle Rank 4 in 2d12 piercing Ammunition
You can change an inventory slot for another type. Apply D34 (range
the changes hierarchically: upper slots can be exchanged for 90/300),
lower slots, but the reverse is not permitted. For example: you reload (5
can change Secondary Weapon and Ammunitions slots for shots), two-
additional 2 Gear slots, but you cannot exchange your Gear handed
and Armor+Shield slots for more Ammunitions slots. Bullets (10) 10 - -
This chapter lists some changes to equipment to reflect the
campaign setting, namely the armors, explosives, firearms,
tools, and vehicles. Reference the P. Handbook/Basic Rules
for the prices of other items. You can fluff other items as you
wish.

HOUSE RULES
11
Vehicle
Tools Each vehicle type needs separate Drive skill. You also get AC
Tools Skills bonus on some vehicles.
Artisan's Tools Intelligence (Craft, any [Specialization]) AC
Name Speed Bonus Passengers Cost
Disguise Kit Charisma (Disguise)
Car 60 ft. +2 4 300
Forgery Kit Dexterity (Craft, Forgery)
Pickup Truck 40 ft. +2 6~8 400
Gaming Set Intelligence (Game, any
[Specialization]) Truck 30 ft. +3 2~3 1000
Herbalism Kit Intelligence (Craft, Herbal) Motorcycle 60 ft. +1 2 95
Musical Charisma (Performance, Music) Propeller 20 ft., fly 60 +3 4~5 1500
Instrument Plane feet
Navigator's Tools Wisdom (Navigate) Tank 20 ft. +25 4 6000
Poisoner's Kit Intelligence (Craft, Poison) Bicycle 30 ft. +0 1~2 20
Thieves' Tools Dexterity (Burglary) Motorboat 40 ft. +2 6 500
Vehicles Dexterity (Drive, any [Specialization])

Twaphebactča Language

T
waphebactča language is the language spoken Vowels after nasal consonants are nasalized / /̃ . Open
by the Twaphebactča people. Aside from its vowels after consonants labialization are rounded to their
spread throughout the nation, the language is nearest approximation, as follows.
also used on some small islands off the coast Front
of Indian Ocean to the east. Each of the district
holds their own dialect of the language. The Close •[y]
one that is described here can be said as the Close-mid •[ø]
generalization of such dialects, thus no specific information
given on phonetic interactions and variants of grammatical Near-open •[ɶ]
morphemes.
Stress
Phonology The stress rule in Twaphebactča language is very predictable.
Consonant The stress in a word always appears on the penultimate
Bilabial Labiodental Alveolar Palatal Velar Glottal (second last) syllable, and single syllable free-morpheme is
unstressed.
Plosive /p/•/b/ /t/•/d/ /c/•/ɟ/ /k/
•/g/
Nasal /m/ /n/ Phonological Constraints
Fricative /f/•/v/ /s/•/z/ /ɕ/•/ /x/• /h/• The phonological constraints of Twaphebactča language can
ʑ/ be summarized as the formula as follows.
Affricate /ʨ/•/
ʥ/ C(h/w)V(C)
C: Consonant
Approximant /j/ /w/
h: Aspirated
Lateral /l/ w: Labialized
Approximant
V: Vowel
Consonants are also oftentimes aspirated /◌ʰ/ or labialized
/◌ʷ/. More details will be laid down below.
To get a feel on the language, or to just make up some new
Vowel vocabularies for your use, do peruse the good old
Front Back https://www.zompist.com/gen.html and put the sections to
Close /i/• •/u/ their equivalent boxes. Check the "Equiprobable" Dropoff,
and "Rare" Monosyllables options. On "Output type," to view
Close-mid /e/• •/o/ a pseudo-text, check "Text output;" to view as a list of words
Near-open /a/• for grabbing vocabulary, check "Wordlist."

LANGUAGE
12
Sounds Categories
Grammar
Twaphebactča is an agglutinative language through the
P=ptckbdɟgʨʥ
extreme uses of prefixes. A word can be five syllables long or
F=fvszɕʑxh perhaps even more. The language has 8 cases. To show
N=mnwj plurality, the nouns are simply reduplicated (for example:
R=rl corn is nawa; corns are nawanawa). It has two tenses, telling
V=ieaou "now" and "not now." The "now" tense is unmarked. The
word order is generally SVO.
Legend Case
Type Case
P: plosives and affricates Ergative (transitive subject) E
F: fricatives Absolutive (intransitive subject/object) Twa
N: nasals and approximants
R: liquids Genitive (possessive) Dwaz
V: vowel Locative (in/on/at) Cwul
Allative (to) Vogtwi
Rewrite Rules
j|y Ablative (from) Muz
ɟ|j Instrumental (with) Dof
ɕ|č Causative (because of) Chehi
ʑ|ž
ʨ|tč Pronoun
ʥ|dž Singular Plural
First Person Si Sisi
Syllables Categories Second Person Tag Tagtag
A consonant can be aspirated /◌ʰ/ or labialized /◌ʷ/, and are Third Person Pas Paspas
reflected by the usage of h and w respectively on syllable
formations. Tense
PV Tense
FV Now -
NV
Not now (Tense-aspect-mood) Ci
PhV
PwV
Construction
PVF
Construction
FVF
NVF
Verbal Noun Tixe
PhVF
Voice
PwVF
Voice
PVP
FVP Active -
NVP Passive Vog
PhVP Negative Nei
PwVP
PVN
FVN
Sample Text
NVN E-tag~tag-mopu twa-nawa wuya
PhVN
/e.tag.tag.ˈmo.pu tʷa-ˈna.wa ˈwu.ja/
PwVN
PVR erg-2~pl-eat abs-corn now
FVR
NVR
'You (many) eat corn now'
PhVR
PwVR

LANGUAGE
13
Tixe-dwuha Twa-dwaz-si~si-kumi
Vog-mopu twa-nawa wuya
/ti.xe.ˈdʷu.ha tʷa.dʷaz.si~si.ˈku.mi/
/vog.ˈmo.pu tʷa.ˈna.waˈ ˈwu.ja/
vn-pray abs-gen-1~pl-lord
pas-eat abs-corn now
'Lord's Prayer'
'Corn is eaten now'
Twa-dwaz-si~si-fiža cwul-gakeh
E-si-ci-mopu twa-dwaz-pas~pas-nawa cotxo
/tʷa.dʷaz.si.si.ˈfi.ʑa cʷul.ˈga.keh./
/e.si.ci.ˈmo.pu tʷa.dʷaz.pas.pas.ˈna.wa ˈcot.xo/
abs-gen-1~pl-father loc-heaven
erg-1-tam-eat abs-gen-3~pl-corn yesterday
'Our father which art in heaven'
'I eat their corn yesterday'
Twa-dwaz-tag-fumu pafye
Vog-ci-mopu twa-dwaz-pas~pas-nawa cotxo
/tʷa.dʷaz.tag.ˈfu.mu ˈpaf.je/
/vog.ci.ˈmo.pu tʷa.dʷaz.pas.pas.ˈna.wa ˈcot.xo/
abs-gen-2-name clean
pas-tam-eat abs-gen-3~pl-corn yesterday
'Hallowed be thy name'
'Their corn is eaten yesterday'
E-dwaz-tag-thowita komu
Twa-dwaz-pas-nawa cwul-tčhesmoh dwaz-Minerva
/e.dʷaz.tag.tʰo.ˈwi.ta ˈko.mu/
/tʷa.dʷaz.pas.ˈna.wa cʷul.ˈʨʰes.moh dwaz.mi.ˈner.va/
erg-gen-2-kingdom come
abs-gen-3-corn loc-place gen-Minerva

'Her corn is at Minerva's' 'Thy kingdom come'


E-dwaz-tag- ci-worku cwul- ne cwul-hegnenu
Mopu twa-cecu~cecu dof-wan-supun žutčhow gakeh
/ˈmo.pu tʷa.ce.cu.ˈce.cu dof.wan.ˈsu.pun/ /e.dʷaz.tag. ci. cʷul. ne cʷul.heg.
eat abs-meat~pl ins-one-spoon ˈʑu.ʨow ˈwor.ku ˈga.keh ˈne.nu/
erg-gen-2-will tam-do loc- and loc-earth
'Eating many meats with a spoon' heaven

Twa-cecu nei-zasse 'Thy will be done as it is in heaven as in earth'


/tʷa.ˈce.cu ne.i.ˈzas.se/
Gopowuč twa-dwaz-si~si- twa-vogtwi- twa-dwaz-si~si-
abs-meat neg-tasty nizma si~si želdin
/go. tʷa.dʷaz.si.si. tʷa.vog.tʷi. tʷa.dʷaz.si.si.
'The meat is not tasty' ˈpo.wuɕ ˈniz.ma ˈsi.si ˈʑel.din/
give abs-gen-1~pl- abs-all-1~pl abs-gen-1~pl-
E-si-ci-jegab dwaz-si-khissa bread need
/e.si.ci.ˈɟe.gab dʷaz.si.ˈkʰis.sa/
erg-1-tam-bite gen-1-tongue 'Give us this day our bread of need'
'I bit my own tongue' Ne gav twa-dwaz-si~si-
khega~khega
ne twa-dwaz-si~si-
ghas~ghas
E-si-ci-nei-jegab dwaz-si-khissa /ne gav tʷa.dʷaz.si.si.kʰe.ga. ne tʷa.dʷaz.si.si.
ˈkʰe.ga ˈgʰas.gʰas
/e.si.ci.ne.i.ˈɟe.gab dʷaz.si.ˈkʰis.sa/
and forgive abs-gen-1~pl-debt~pl and abs-gen-1~pl-
erg-1-tam-neg-bite gen-1-tongue sin~pl

'I did not bite my own tongue' 'And forgive us our debts and our sins'
E-si-ci-nei-mopu twa-cecu sitmowsa e-chehi-si~si-gav twa-dwaz-si~si-tixe-khega
/e.si.ci.ne.i.ˈmo.pu tʷa.ˈce.cu sit.ˈmow.sa/ e.cʰe.hi.si.ˈsi.gav tʷa.dʷaz.si.si.ti.xe.ˈkʰe.ga/
erg-1-tam-neg-eat abs-meat tomorrow erg-cau-1~pl-forgive abs-gen-1~pl-vn-debt

'I will not eat meat tomorrow' 'as we have forgiven our debtors'
LANGUAGE
14
Ne gopowuč twa-vogtwi-nei-kwaf mo go twa-muz-dawo OPEN GAME LICENSE Version 1.0a
/ne go. tʷa.vog.tʷi.ˈne.i.kʷaf mo go tʷa.muz. The following text is the property of Wizards of the Coast,
ˈpo.wuɕ ˈda.wo/ Inc. and is Copyright 2000 Wizards of the Coast, Inc
and bring abs-all-neg- but go abs-abl-evil
("Wizards"). All Rights Reserved.
temptation 1. Definitions: (a)"Contributors" means the copyright and/or
trademark owners who have contributed Open Game
'And bring us not into temptation but deliver us from evil' Content; (b)"Derivative Material" means copyrighted
material including derivative works and translations
Twa-chehi-tag e-thowita ci-nidov (including into other computer languages), potation,
/tʷa.cʰe.ˈhi.tag e.tʰo.ˈwi.ta ci.ˈni.dov/ modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in
abs-cau-2 erg-kingdom tam-prosper which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license,
'For thine is the kingdom the power the glory for age ages' rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the
Amin game mechanic and includes the methods, procedures,
/ˈa.min/ processes and routines to the extent such content does
not embody the Product Identity and is an enhancement
'Amen' over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and
means any work covered by this License, including
Lexicon translations and derivative works under copyright law, but
The following is the incomplete lexicon of Twaphebactča specifically excludes Product Identity. (e) "Product
language. You can help by expanding it! Identity" means product and product line names, logos
and identifying marks including trade dress; artifacts;
Word Meaning creatures characters; stories, storylines, plots, thematic
Časnatnu The Sun
Word Meaning elements, dialogue, incidents, language, artwork, symbols,
Nawa Corn designs, depictions, likenesses, formats, poses, concepts,
Cecu Meat
Ne And
themes and graphic, photographic and other visual or
Dawo Evil audio representations; names and descriptions of
Nidov Prosper characters, spells, enchantments, personalities, teams,
Dwuha Pray
Nizma Bread personas, likenesses and special abilities; places,
Fiža Father locations, environments, creatures, equipment, magical or
Frosti Bear
Nokwol Tiger supernatural abilities or effects, logos, symbols, or graphic
Noska Beneath designs; and any other trademark or registered trademark
Fumu Name
Pafye Clean
clearly identified as Product identity by the owner of the
Gakeh Heaven Product Identity, and which specifically excludes the Open
Sitmowsa Tomorrow Game Content; (f) "Trademark" means the logos, names,
Gav Forgive
Supun Spoon mark, sign, motto, designs that are used by a Contributor
Ghas Sin to identify itself or its products or the associated products
Go Go
Tčhesmoh Place contributed to the Open Game License by the Contributor
Tčogwar Protector (g) "Use", "Used" or "Using" means to use, Distribute,
Gopowuč Give
Thowita King/Kingdom
copy, edit, format, modify, translate and otherwise create
Hegnenu Earth Derivative Material of Open Game Content. (h) "You" or
Vikwaž Healthy "Your" means the licensee in terms of this agreement.
Horo Wolf
Jegab Bite
Viwozzi Sea 2. The License: This License applies to any Open Game
Wacij Tree Content that contains a notice indicating that the Open
Kerhinu The Moon
Wan One
Game Content may only be Used under and in terms of
Khega Debt this License. You must affix such a notice to any Open
Worku Do Game Content that you Use. No terms may be added to or
Khissa Tongue
Wuya Now subtracted from this License except as described by the
Komu Come License itself. No other terms or conditions may be
Koyli Coil
Yufna Life applied to any Open Game Content distributed using this
Zasse Tasty License.
Kumi God, Lord
Želdin Need 3. Offer and Acceptance: By Using the Open Game Content
Kwaf Temptation
Žutčhow Will You indicate Your acceptance of the terms of this License.
Mo But
Mopu Eat
Motu Human
LICENSE
15
4. Grant and Consideration: In consideration for agreeing to 14. Reformation: If any provision of this License is held to be
use this License, the Contributors grant You a perpetual, unenforceable, such provision shall be reformed only to
worldwide, royalty-free, non-exclusive license with the the extent necessary to make it enforceable.
exact terms of this License to Use, the Open Game 15. COPYRIGHT NOTICE
Content.
Open Game License v 1.0 Copyright 2000, Wizards of the
5. Representation of Authority to Contribute: If You are Coast, Inc.
contributing original material as Open Game Content, You
represent that Your Contributions are Your original System Reference Document Copyright 2000-2003,
creation and/or You have sufficient rights to grant the Wizards of the Coast, Inc.; Authors Jonathan Tweet,
rights conveyed by this License. Monte Cook, Skip Williams, Rich Baker, Andy Collins,
6. Notice of License Copyright: You must update the David Noonan, Rich Redman, Bruce R. Cordell, John D.
COPYRIGHT NOTICE portion of this License to include Rateliff, Thomas Reid, James Wyatt, based on original
the exact text of the COPYRIGHT NOTICE of any Open material by E. Gary Gygax and Dave Arneson.
Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the System Reference Document 5.1 Copyright 2016, Wizards
copyright holder's name to the COPYRIGHT NOTICE of of the Coast, Inc.: Authors Mike Mearls, Jeremy Crawford,
any original Open Game Content you Distribute. Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
7. Use of Product Identity: You agree not to Use any Product and Steve Townshend, based on original material by E.
Identity, including as an indication as to compatibility, Gary Gygax and Dave Arneson.
except as expressly licensed in another, independent
Agreement with the owner of each element of that Delta Green: Need to Know, Copyright 2016, Shane Ivey
Product Identity. You agree not to indicate compatibility or and Bret Kramer.
co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Humans and Hubbubs Campaign Booklet Copyright 2019,
Game Content except as expressly licensed in another, eba#4691. Author eba#4691.
independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any END OF LICENSE
Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Legal
Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in Permission to copy, modify, and distribute the files collectively
and to that Product Identity. known as the Humans and Hubbubs Campaign Booklet
("H&H-CB") is granted solely through the use of the Open
8. Identification: If you distribute Open Game Content You Gaming License, Version 1.0a.
must clearly indicate which portions of the work that you
are distributing are Open Game Content. This material is being released using the Open Gaming
License Version 1.0a and you should read and understand the
9. Updating the License: Wizards or its designated Agents terms of that license before using this material.
may publish updated versions of this License. You may Product Identity. The following items are designated Product
use any authorized version of this License to copy, modify Identity, as defined in Section 1(e) of the Open Game License
and distribute any Open Game Content originally
distributed under any version of this License. Version 1.0a, and are subject to the conditions set forth in
Section 7 of the OGL, and are not Open Content: All
10. Copy of this License: You MUST include a copy of this trademarks, registered trademarks, proper nouns (characters,
License with every copy of the Open Game Content You language, locations, etc., as well as all adjectives, names, titles,
Distribute. and descriptive terms derived from proper nouns), characters,
11. Use of Contributor Credits: You may not market or story, locations, organizations, plots, storylines, and trade
advertise the Open Game Content using the name of any dress. (Elements that have previously been designated as
Contributor unless You have written permission from the Open Game Content, or are exclusively derived from previous
Contributor to do so. Open Game Content, or that are in the public domain are not
12. Inability to Comply: If it is impossible for You to comply included in this declaration.)
with any of the terms of this License with respect to some Open Game Content. All of the rest of the H&H-CB is Open
or all of the Open Game Content due to statute, judicial Game Content as described in Section 1(d) of the License. No
order, or governmental regulation then You may not Use portion of this work other than the material designated as
any Open Game Material so affected. Open Game Content may be reproduced in any form without
13. Termination: This License will terminate automatically if written permission.
You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of
this License.
LICENSE
16

You might also like