Grow your report
Angela’s Merciful Rules for Easy Gaming

Angela’s Mercy Laws for Lonely Gamers.
Sometimes in DND we don’t have enough have enough players who can play so with these optional rules your party can fill all the roles well without needing to rely upon a DNPC.
So many reason make me want to combine classes with players.
Rule of Burks:
**Characters with a constitution or strength of 16 or better have a body Factor of three may learn certain rogue abilities. If they a dexterity or intelligence of 14 can also add rogue abilities to their list as if they had a certain number of levels in rogue.
Their are no knightly orders under the rule of the hierophant and all paladins are branded as rune warlocks. For this reason all combat is learned in underground colleges and they are trained by anybody who can teach with whatever equipment that can be smuggled easily
A Burk in this case has these bonus feature in a party of three or fewer
- A Burk can disable traps and use thieves tools but with only half their proficiency modifier.
- A Burk is proficient in stealth and medium armor and shield never impose disadvantage on their stealth role
- A Burk has a mystic trap sense traps that are within 10 feet of them for any role
- A Burk can sneak attack as if they were a rogue 1/2 their fighter level
- A Burk who is flanking an opponent may go invisible for until the end of turn as a bonus action. This lasts until they hit with an attack or the end of their turn. they Can do this once per long rest.
Rule of Hares
A Hare in this case has these bonus feature in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
Anybody who who can drink a healing potion is considered a Rune Warlock. They are condemned to a life of underground resistance. Anybody and everybody who wants to be free is considered a career criminal. And the Hares are the best of the lot.
>A hare is proficient with medium armor and shields which never interfere with their stealth checks.
> A hare’s constitution is considered four points higher when determining their hit points at each level.
> A hare gains proficiency with three martial weapons of their choice.
>A hare can be considered a bard of half their level in terms of what spells they know and can cast
>A hare gains access the to the action surge ability and can use it as many times equal to half their proficiency modifier.
>A hare gains any three other skills and/or tool proficiency that they also have expertise in.
> A hare get two martial feats of their choice.
Rule of Daisy Skulls
Daisy Skulls in this can be used in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
If they have a charisma or wisdom of 14 can also add bard abilities to their list as if they had a certain number of levels in bard equal to half their total level.
All Daisy skulls are considered to Rogues 1/3 their character level with all the abilities that being a rogue.
There is no higher crime than unrepentant mysticism! No bigger lie than the claim of a soul! There is no bigger blasphemy than that a very, very hypothetical soul would be misplaced in a wrong-fitting body or granted powers for any reason! Especially that reason. Thus speaks your Hierophant!
- A Daisy Skull gains both the skilled and expertise feats if they have a dexterity of 14 or better.
- A Daisy Skull with a strength or constitution of 14 or better also gains proficiency in two martial weapons and two martial feats of their choice.
- A Daisy Skull with a wisdom or charisma of 16 or better also adds all bard spells to their list.
- A Daisy Skull with a charisma of 16 also has sorcery points and meta magic options and sorcery points as if they were a sorcerer 1/2 their level.
- A Daisy Skull with an Intelligence of 16 or better can learn and write spells into a spell book as if they were a wizard 1/2 their level they can also have all sorcerer and warlock spells to their spell list
- A Daisy Skull with a wisdom of 16 or better can also wild shape as druid of 1/2 their level.
- A Skull with a wisdom of 14 or better gains the channel divinity feature as a cleric of their choice as if they were a cleric of half their level
************************************************************************************
Merciful Rules for busy Gamers

You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
The three strikes and you’re out rule.
- Each time a party only has two or fewer gaming hours they are consider hurried and as such each member can take one additional bonus action on their turn.
- A hurried party member can also press a tactical position whenever they deals (1/4 its total hp) or 30 points of damage the can for a foe to take wisdom saving throw (DC12+ proficiency Modifier) and on a failure the foe is stunned for one round. This is considered strike one.
- A foe that is stunned and also receives (1/2 its total hp) or 60 pts of damage from a single players turn who has not pitched a strike yet imposes a semi-permanent disability on the foe this could be losing a limb of the dm’s choice or being stunned for 1d6 rounds
- Any foe that has sustained 120 points of damage must make a constitution saving throw (Constitution dc14+ proficiency modifier) or be considered brutalized at which point it only 10% their total HP and suffering from blood loss or its equivalent. This functions as the poisoned condition and remains until the foe heals itself. This foe has a 3rd strike and is out
- After three outs the inning/combat is over if the players remain at zero casualty’s for that combat. at this point the enemies move towards tactical retreat make a mad dash away
************************************************************************************
Brutal Synergy
You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
- After striking out a foe a hurried player may press fourth a tactical foothold the first foot hold is with martial characters who now have the option each martial character may once per turn roll a d6 and multiple their damage total from a single attack by the number on a d6. This effect lasts until there is a strike two.
- After a second out all spell casters get to cast any spell of their choice as if it was quickened and may still cast any other spell of their choice that is 3rdlevel or less.
- if after three outs and at least three combat round there are still more heroes than villains on the board then the villains start moving into tactical retreat
- After the third out all healers regain their spells if they have healed or enhanced any player at least twice that combat.
************************************************************************************
Merciful Rules for schedule constrained students

If its something bards and gamers have in common its Colledge life. This boils down to 4 months playing once a week at best. This means there is a total of 16 campaign days maximum. To this end any group that agrees to only a 16-day campaign is considered constrained and make take with them these advantages.
- A constrained player always has three core objectives for each game day they are /Did I survive?/ -/Did I use the best of my abilities to help the party?/- and /Did the party defeat its opponents?/ If the answer is yes then you gain a level after each campaign day and may receive maximum hp for it.
- You may also take double level taking two levels each campaign day when there is only a total of eight or fewer campaign days to game.
- After attending three sessions in a row, you have become a veteran and may give yourself a rare magic item of your choice. Your character was presumed to be making this the entire time.
- Everyone in a constrained schedule gains a bonus feat of their choice after every three levels.
- After six straight campaign days a constrained player has captaincy and a team can custom forge mage relics for them at a reduced cost.
- for campaigns that are 32 game days long it is permissible to level up every other day but on off days your magic items can grow in rare power in ways such as this
- day 1= regular long sword
- day 3= +1 long sword
- day5= +1 long sword with 1d6 fire damage
- day7= +2 Long sword +1d6 fire damage
- day9 =+2 long sword=1d6 fire damage (Crits on 19)
- day 11=+3long sword=1d6 fire damage (Crits on 19)
- day 13=+3long sword=1d6 fire damage (Crits on 19) + 1 Minor ability
- day 15= as above + 1 minor ability
- day 17= as above + one major ability
- day 19= sentience + 1 special function ability
************************************************************************************
Merciful Rules for Impoverished Gamers

If a player confesses that they can afford books, no dice, and no game pieces then they are considered impoverished, but that just lets them plan with the real Burks like they do on pirate ships and in underground colleges mate. A real pirate uses chessboards two cube dice and a fist of assorted coins and chess pieced these are tossed into your ruck sack and then tossed out on your galley chefs table whenever you like.
- For players that can’t get miniatures use these instead
- All Burks are true knights at heart so if you like get yourself a knights chess piece from a chess board and paint and decorate it however you like. If you do so you get the gaming like a gully burk advantage: (from now on your character builds their own magic arms and armor and cane have one custom rare item every four levels. 2 they are considered royalty on several northern islands on one of which they have a small keep on of them the magi teleports a bag of platinum to them once a week {10 platinum/level} 3 a ghostly construct atends to their needs out of combat and becomes a war steed in combat.
- All Hares are true scholars and nobles and only the deadliest of tower sniper thusly a hare may do a similar process with a rook piece to gain similar benefits to the Burks however their ghostly servant becomes a rune rifle in combat
- All skulls are the true kings and queens of the age and may get similar benefits however their ancestral spirit becomes a magic staff that evolves into a staff of the magi they can use see the constrained college student table for magic item leveling.
- Additionally, all skulls with chess piece like this automatically learn all of that staff of the magi spells when they get the next appropriate level for each spell.
- Any player may also take a bishop and be a primary healer for the party if they do this they can pick which of the three advantages they want.
- Their are ways to make origami boxes that can hold coins and you can draw chess pieces on them if you have nothing else.
************************************************************************************
Merciful rules for dice poor players.

What kinda Pirate needs more than two cube dice.
- All dnd uses a d20 as its mechanic but their are only six possible rolls on any d20 roll and the rest are fluff they are 1: Humiliating defeat 2: Defeat 3: Near Miss 4: Net Gain 5: success 6: Glorious Victory. Thus anything a d20 can do a d6 can do
- There are ways to make an origami balloon cube you can have as a dice if you have nothing else.
- Proficiency modifiers can be factored into this by adding a second d6. Baloon cube.
- proficiency +2 grants the ability to have a box car blow out {2 sixes on the cubes mean you succeed [x3 damage] your weapon gains one more feature and you get a feat of your choice.
- Proficiency +3 grants double up : Whenever you roll doubles of four or better your Nat roll is considered to a 6
- Proficiency +4 or better any double up except snake eyes is considered a six. However when you roll snake eyes the magic in your weapon shorts out for 1d6 rounds thanks to the hierophant’s power.
- Proficiency +5 A snake eyes roll only shorts out a magic weapons for one round and you may reroll a primary dice on a role of a two.
- Now every pirate has got questions about how abilities impact this well here it is how works mate.
- A 12 or better or weaker means your a Piss ant with this ability. But even Pisants get Glorious success on when the dice be adding up to 11 total and to top it off you will even be considered hasted as per the spell right after ya hit.
- Now a 14 that’s something respectable whenever you roll a seven between the two dice you get to roll both of them or either of them if you wish.
- The big Money is when you gota 16 in a core ability mate. that means a roll 0f 4,5,9,and 10 always get you an extra bonus action we the one finger salute.
- Now here the thing make if you got an 18 in a core state a box car blow out also happen on an 11 but you just wont get any prizes with it
- But fare warning with core score of 10 or worse will net 3d6 damage should you also ever roll a snake eyes with lady lucks eyes.
- Now Mate I here you asking about rare magics and let me tell you this you plus factor has some special rules to it.
- If your relic is a +1 at least you get to use your second dice as a multiplier however this multiplyer is only equal to 1 + 1/3 the roll on the other d6 this is the gift of red runes
- if your relic is a +2 you multiplier be 1+2/3 the roll of a d6
- now if you got yourself +3 your multiplier is a 1+ a d6 and if you get a total roll of 11 or better you can also action surge and do your whole turn over.
- Merciful Rules for impoverished mages
- Now the next question you got for me what do you do if your a fancy pants spell caster well you got three basic choices.
- Mages and Sages (this is to say experts in martial combat) can also use their primary cube dice as if it was a secondary multiplier but only when the total number adds up to be nine or better.
Only one of these attacks can be made a round instead of spells or multiple attacks.
- For example: lets your primary dice roll is a six and your secondary multiplier roll a 3 take together this means you hit and do 18 points of damage however when you do this if you have a proficiency modifier of at least +3 you may also double damage instead of rolling multiple dice. In this way you can resolve a fire balls damage by rolling only 2d6 instead of 10 d6 cube dice.
- When you have proficiency of a +4 you may add 1/3 your primary dice number as a secondary multiplier. For example: let’s say again that you get a six on your primary and a three on your secondary you now do 18 pts damage but now as a secondary multiplier you can add 1/3 your first d6 roll +2 so in this case { [6]/3}+2} x 18= 72 total points of damage but doing this consumes a spell of 4th level or higher and martial characters can only do this a number of times per day equal to the proficiency modifier.
- Finaly, you got you folks with a proficiency of +4 or better they get a second multiplier that is 1/2 a d6 roll instead of a plus +2 but this always consumes their highest-level spell slot, and Martial characters can only do this once per day. Now lets look back at our original roll of 6 on the primary and 3 on the secondary that gave us { ([6] /2) +3} x 18= 90 total points of damage
- Now for those of us who don’t like math we also have rune riffles these deal primary dice damage x your proficiency modifier and either your intelligence or dexterity modifier on top of that. So with a primary roll of 6, a 20 intelligence and a proficiency modifier of plus 5 you can also do { [6]x (5+5)} = 60 total points of damage with a rune riffle or half as much with a rune pistol but you can hold as many as three of those on a belt.
- Mind you when you’re doing any of this fancy rune work, you’re not doing anything’s else as your action.
2 Cube die rules for fancy pants monks, fighters, and other folks with multiple attacks
- you do just do like we did up top mate except now instead of and extra multiplier you gain attacks instead so let’s imagine that first bloke now shooting a magical arrow with his primary role of 6 and secondary role of 3 the this is how that would break down.
- With a plus proficiency bonus they also get two attacks to make the first of which we know does 18 points damage the second could even be a box car blowout.
- just as before with a +4 proficiency these blokes now do 18 points damage first attack you still get 2+ {//1d6// [6] /3} += 4 total attacks to make the first of which did 18 points. however, this can only be done a number of times during the day equal to your proficiency modifier.
- Likewise with a + 4 proficiency modifier they would get 6 totals attacks to use how they want but they can only do this once per day.
- Now you really lazy Folks who really don’t like math always got grenades and crossbow turrets they spit out a number of shards = equal to your proficiency modifier and can even target a number of foes equal to your intelligence modifier. So, with an intelligence of 20 and a +5-proficiency bonus a roll of a 6 will let you target up to 5 foes and deal them 30 pts damage each.
Share this:
Angela’s Merciful Rules for Easy Gaming

Angela’s Mercy Laws for Lonely Gamers.
Sometimes in DND we don’t have enough have enough players who can play so with these optional rules your party can fill all the roles well without needing to rely upon a DNPC.
So many reason make me want to combine classes with players.
Rule of Burks:
**Characters with a constitution or strength of 16 or better have a body Factor of three may learn certain rogue abilities. If they a dexterity or intelligence of 14 can also add rogue abilities to their list as if they had a certain number of levels in rogue.
Their are no knightly orders under the rule of the hierophant and all paladins are branded as rune warlocks. For this reason all combat is learned in underground colleges and they are trained by anybody who can teach with whatever equipment that can be smuggled easily
A Burk in this case has these bonus feature in a party of three or fewer
- A Burk can disable traps and use thieves tools but with only half their proficiency modifier.
- A Burk is proficient in stealth and medium armor and shield never impose disadvantage on their stealth role
- A Burk has a mystic trap sense traps that are within 10 feet of them for any role
- A Burk can sneak attack as if they were a rogue 1/2 their fighter level
- A Burk who is flanking an opponent may go invisible for until the end of turn as a bonus action. This lasts until they hit with an attack or the end of their turn. they Can do this once per long rest.
Rule of Hares
A Hare in this case has these bonus feature in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
Anybody who who can drink a healing potion is considered a Rune Warlock. They are condemned to a life of underground resistance. Anybody and everybody who wants to be free is considered a career criminal. And the Hares are the best of the lot.
>A hare is proficient with medium armor and shields which never interfere with their stealth checks.
> A hare’s constitution is considered four points higher when determining their hit points at each level.
> A hare gains proficiency with three martial weapons of their choice.
>A hare can be considered a bard of half their level in terms of what spells they know and can cast
>A hare gains access the to the action surge ability and can use it as many times equal to half their proficiency modifier.
>A hare gains any three other skills and/or tool proficiency that they also have expertise in.
> A hare get two martial feats of their choice.
Rule of Daisy Skulls
Daisy Skulls in this can be used in a party of three or fewer
**Characters with a Dexterity or Intelligence of 16 or better have a Mind Factor of three may learn certain rogue abilities. If they have a constitution or strength of 14 can also add fighter abilities to their list as if they had a certain number of levels in Fighter.
If they have a charisma or wisdom of 14 can also add bard abilities to their list as if they had a certain number of levels in bard equal to half their total level.
All Daisy skulls are considered to Rogues 1/3 their character level with all the abilities that being a rogue.
There is no higher crime than unrepentant mysticism! No bigger lie than the claim of a soul! There is no bigger blasphemy than that a very, very hypothetical soul would be misplaced in a wrong-fitting body or granted powers for any reason! Especially that reason. Thus speaks your Hierophant!
- A Daisy Skull gains both the skilled and expertise feats if they have a dexterity of 14 or better.
- A Daisy Skull with a strength or constitution of 14 or better also gains proficiency in two martial weapons and two martial feats of their choice.
- A Daisy Skull with a wisdom or charisma of 16 or better also adds all bard spells to their list.
- A Daisy Skull with a charisma of 16 also has sorcery points and meta magic options and sorcery points as if they were a sorcerer 1/2 their level.
- A Daisy Skull with an Intelligence of 16 or better can learn and write spells into a spell book as if they were a wizard 1/2 their level they can also have all sorcerer and warlock spells to their spell list
- A Daisy Skull with a wisdom of 16 or better can also wild shape as druid of 1/2 their level.
- A Skull with a wisdom of 14 or better gains the channel divinity feature as a cleric of their choice as if they were a cleric of half their level
************************************************************************************
Merciful Rules for busy Gamers

You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
The three strikes and you’re out rule.
- Each time a party only has two or fewer gaming hours they are consider hurried and as such each member can take one additional bonus action on their turn.
- A hurried party member can also press a tactical position whenever they deals (1/4 its total hp) or 30 points of damage the can for a foe to take wisdom saving throw (DC12+ proficiency Modifier) and on a failure the foe is stunned for one round. This is considered strike one.
- A foe that is stunned and also receives (1/2 its total hp) or 60 pts of damage from a single players turn who has not pitched a strike yet imposes a semi-permanent disability on the foe this could be losing a limb of the dm’s choice or being stunned for 1d6 rounds
- Any foe that has sustained 120 points of damage must make a constitution saving throw (Constitution dc14+ proficiency modifier) or be considered brutalized at which point it only 10% their total HP and suffering from blood loss or its equivalent. This functions as the poisoned condition and remains until the foe heals itself. This foe has a 3rd strike and is out
- After three outs the inning/combat is over if the players remain at zero casualty’s for that combat. at this point the enemies move towards tactical retreat make a mad dash away
************************************************************************************
Brutal Synergy
You may use these rules only when you have two hours or less at the gaining table. Some Missions must be complete within a before the they are noticed or they fail.
- After striking out a foe a hurried player may press fourth a tactical foothold the first foot hold is with martial characters who now have the option each martial character may once per turn roll a d6 and multiple their damage total from a single attack by the number on a d6. This effect lasts until there is a strike two.
- After a second out all spell casters get to cast any spell of their choice as if it was quickened and may still cast any other spell of their choice that is 3rdlevel or less.
- if after three outs and at least three combat round there are still more heroes than villains on the board then the villains start moving into tactical retreat
- After the third out all healers regain their spells if they have healed or enhanced any player at least twice that combat.
************************************************************************************
Merciful Rules for schedule constrained students
If its something bards and gamers have in common its Colledge life. This boils down to 4 months playing once a week at best. This means there is a total of 16 campaign days maximum. To this end any group that agrees to only a 16-day campaign is considered constrained and make take with them these advantages.
- A constrained player always has three core objectives for each game day they are /Did I survive?/ -/Did I use the best of my abilities to help the party?/- and /Did the party defeat its opponents?/ If the answer is yes then you gain a level after each campaign day and may receive maximum hp for it.
- You may also take double level taking two levels each campaign day when there is only a total of eight or fewer campaign days to game.
- After attending three sessions in a row, you have become a veteran and may give yourself a rare magic item of your choice. Your character was presumed to be making this the entire time.
- Everyone in a constrained schedule gains a bonus feat of their choice after every three levels.
- After six straight campaign days a constrained player has captaincy and a team can custom forge mage relics for them at a reduced cost.
- for campaigns that are 32 game days long it is permissible to level up every other day but on off days your magic items can grow in rare power in ways such as this
- day 1= regular long sword
- day 3= +1 long sword
- day5= +1 long sword with 1d6 fire damage
- day7= +2 Long sword +1d6 fire damage
- day9 =+2 long sword=1d6 fire damage (Crits on 19)
- day 11=+3long sword=1d6 fire damage (Crits on 19)
- day 13=+3long sword=1d6 fire damage (Crits on 19) + 1 Minor ability
- day 15= as above + 1 minor ability
- day 17= as above + one major ability
- day 19= sentience + 1 special function ability
************************************************************************************
Merciful Rules for Impoverished Gamers

If a player confesses that they can afford books, no dice, and no game pieces then they are considered impoverished, but that just lets them plan with the real Burks like they do on pirate ships and in underground colleges mate. A real pirate uses chessboards two cube dice and a fist of assorted coins and chess pieced these are tossed into your ruck sack and then tossed out on your galley chefs table whenever you like.
- For players that can’t get miniatures use these instead
- All Burks are true knights at heart so if you like get yourself a knights chess piece from a chess board and paint and decorate it however you like. If you do so you get the gaming like a gully burk advantage: (from now on your character builds their own magic arms and armor and cane have one custom rare item every four levels. 2 they are considered royalty on several northern islands on one of which they have a small keep on of them the magi teleports a bag of platinum to them once a week {10 platinum/level} 3 a ghostly construct atends to their needs out of combat and becomes a war steed in combat.
- All Hares are true scholars and nobles and only the deadliest of tower sniper thusly a hare may do a similar process with a rook piece to gain similar benefits to the Burks however their ghostly servant becomes a rune rifle in combat
- All skulls are the true kings and queens of the age and may get similar benefits however their ancestral spirit becomes a magic staff that evolves into a staff of the magi they can use see the constrained college student table for magic item leveling.
- Additionally, all skulls with chess piece like this automatically learn all of that staff of the magi spells when they get the next appropriate level for each spell.
- Any player may also take a bishop and be a primary healer for the party if they do this they can pick which of the three advantages they want.
- Their are ways to make origami boxes that can hold coins and you can draw chess pieces on them if you have nothing else.
************************************************************************************
Merciful rules for dice poor players.

What kinda Pirate needs more than two cube dice.
- All dnd uses a d20 as its mechanic but their are only six possible rolls on any d20 roll and the rest are fluff they are 1: Humiliating defeat 2: Defeat 3: Near Miss 4: Net Gain 5: success 6: Glorious Victory. Thus anything a d20 can do a d6 can do
- There are ways to make an origami balloon cube you can have as a dice if you have nothing else.
- Proficiency modifiers can be factored into this by adding a second d6. Baloon cube.
- proficiency +2 grants the ability to have a box car blow out {2 sixes on the cubes mean you succeed [x3 damage] your weapon gains one more feature and you get a feat of your choice.
- Proficiency +3 grants double up : Whenever you roll doubles of four or better your Nat roll is considered to a 6
- Proficiency +4 or better any double up except snake eyes is considered a six. However when you roll snake eyes the magic in your weapon shorts out for 1d6 rounds thanks to the hierophant’s power.
- Proficiency +5 A snake eyes roll only shorts out a magic weapons for one round and you may reroll a primary dice on a role of a two.
- Now every pirate has got questions about how abilities impact this well here it is how works mate.
- A 12 or better or weaker means your a Piss ant with this ability. But even Pisants get Glorious success on when the dice be adding up to 11 total and to top it off you will even be considered hasted as per the spell right after ya hit.
- Now a 14 that’s something respectable whenever you roll a seven between the two dice you get to roll both of them or either of them if you wish.
- The big Money is when you gota 16 in a core ability mate. that means a roll 0f 4,5,9,and 10 always get you an extra bonus action we the one finger salute.
- Now here the thing make if you got an 18 in a core state a box car blow out also happen on an 11 but you just wont get any prizes with it
- But fare warning with core score of 10 or worse will net 3d6 damage should you also ever roll a snake eyes with lady lucks eyes.
- Now Mate I here you asking about rare magics and let me tell you this you plus factor has some special rules to it.
- If your relic is a +1 at least you get to use your second dice as a multiplier however this multiplyer is only equal to 1 + 1/3 the roll on the other d6 this is the gift of red runes
- if your relic is a +2 you multiplier be 1+2/3 the roll of a d6
- now if you got yourself +3 your multiplier is a 1+ a d6 and if you get a total roll of 11 or better you can also action surge and do your whole turn over.
- Merciful Rules for impoverished mages
- Now the next question you got for me what do you do if your a fancy pants spell caster well you got three basic choices.
- Mages and Sages (this is to say experts in martial combat) can also use their primary cube dice as if it was a secondary multiplier but only when the total number adds up to be nine or better.
Only one of these attacks can be made a round instead of spells or multiple attacks.
- For example: lets your primary dice roll is a six and your secondary multiplier roll a 3 take together this means you hit and do 18 points of damage however when you do this if you have a proficiency modifier of at least +3 you may also double damage instead of rolling multiple dice. In this way you can resolve a fire balls damage by rolling only 2d6 instead of 10 d6 cube dice.
- When you have proficiency of a +4 you may add 1/3 your primary dice number as a secondary multiplier. For example: let’s say again that you get a six on your primary and a three on your secondary you now do 18 pts damage but now as a secondary multiplier you can add 1/3 your first d6 roll +2 so in this case { [6]/3}+2} x 18= 72 total points of damage but doing this consumes a spell of 4th level or higher and martial characters can only do this a number of times per day equal to the proficiency modifier.
- Finaly, you got you folks with a proficiency of +4 or better they get a second multiplier that is 1/2 a d6 roll instead of a plus +2 but this always consumes their highest-level spell slot, and Martial characters can only do this once per day. Now lets look back at our original roll of 6 on the primary and 3 on the secondary that gave us { ([6] /2) +3} x 18= 90 total points of damage
- Now for those of us who don’t like math we also have rune riffles these deal primary dice damage x your proficiency modifier and either your intelligence or dexterity modifier on top of that. So with a primary roll of 6, a 20 intelligence and a proficiency modifier of plus 5 you can also do { [6]x (5+5)} = 60 total points of damage with a rune riffle or half as much with a rune pistol but you can hold as many as three of those on a belt.
- Mind you when you’re doing any of this fancy rune work, you’re not doing anything’s else as your action.
2 Cube die rules for fancy pants monks, fighters, and other folks with multiple attacks
- you do just do like we did up top mate except now instead of and extra multiplier you gain attacks instead so let’s imagine that first bloke now shooting a magical arrow with his primary role of 6 and secondary role of 3 the this is how that would break down.
- With a plus proficiency bonus they also get two attacks to make the first of which we know does 18 points damage the second could even be a box car blowout.
- just as before with a +4 proficiency these blokes now do 18 points damage first attack you still get 2+ {//1d6// [6] /3} += 4 total attacks to make the first of which did 18 points. however, this can only be done a number of times during the day equal to your proficiency modifier.
- Likewise with a + 4 proficiency modifier they would get 6 totals attacks to use how they want but they can only do this once per day.
- Now you really lazy Folks who really don’t like math always got grenades and crossbow turrets they spit out a number of shards = equal to your proficiency modifier and can even target a number of foes equal to your intelligence modifier. So, with an intelligence of 20 and a +5-proficiency bonus a roll of a 6 will let you target up to 5 foes and deal them 30 pts damage each.
Share this:
Angy’s rules for helping out new players.

So I see the lot of you wankers don’t know the difference between your arse and the pointy end of your cutlass so lets start here building your character. I gots for ye a quick and easy way you can make a character over breakfast.
First of all lets break down your character sheet into the 6 most basic elements and those are the abilities, but we can break these down into something more basic to configure and that is Mind, body and spirit. all parts of a balanced warrior.
Simply choose 3 points to put into one 2 point for the other and one point for the last. Now for example if wanted to play a wizard rune bomb engineer then you would want to but all three of your points into Mind you would express this on your character sheet with a 16 in intelligence and dexterity each of which comes with a +3 multiplier.
But what should we put our 2 points in well that depends on if we want to have a wizardly bomber who conjures exploding runes out of nothing or if we want an tank hunting rogue like figure who fires rocket propelled rune bombs out of their mage staff. for our purposes our bomber is going to be as magic as possible. So we are going to put 2 into Spirit this translates as a 14 in both wisdom and charisma and wisdom and your modifier for both will be a plus 2. Finaly, we give the rest of our stats a 12 that yield us a +1 in the other two abilities.
This gives us an ability read out of:
Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma :14 (+2)
But I hear ye askin me which should work best for me. Wel get a gander her at these Archetypes.
************************************************************************
- Chaplain Sergent B:2 M:1 :S3
- Grim Bard death punk: B:1 M:2 :S3
- Underground Druid Pharmacist: B:2 M:2 :S2
- Revolutionary Fire Arms Mastermind and Gun runner: B:2 M;3 S:1
- Underground Artificer seminary and theology professor: B:1 M:3 S:2
- Lil Daisy Mage and her basket of endless murder xorns each carrying three rune pistols apiece. B:2 M:2 M:2
- AutoSaw Gun mech Paladin: B:3 M:1 S:2
- Long tom Auto cannon Knight of the eldritch order. B:3 M:2 S:
- Kensei Monk with of the vorpal sword order, B:2 M:2 ,S:2
Angys Tips for Easy Dungeon Running

What you can do when you don’t have a map and or a battle grid.
Sometimes when I need to rely on theater of the mind as a DM what I doing make all the rooms in threes sizes one chess board, two chess board or one big chess board made of four chess boards
Now let’s just stick with the idea of a chessboard shaped room for a moment what is the advantage of this? The advantage is simply that now it becomes easy for anybody to describe wher they are on the chess board so instead of saying I am near the closest door you can now say I am on square E5
“They should only build build one kind of castle the kind where if you can’t think clearly in it you shouldn’t be there in the first place. ” The Heirophant of Brisbane.
Clockwork Formation
Now take a look at the above picture it’s not an exact chess board but it’s good enough.
Now let’s go on an exercise of the imagination. Imagine that the rooms are all chess boards and you can place a circle inside one of the chess board halfs that fills the chess board half.
Ok, now imagine this circle is a clock face. Simply put your parties tank closest to the door furthest from the one you entered on this chess board, and we will call this relative north.
The reason relative north is important is because it let’s us state what directions our characters move. Now we can say something like, ” I move 3 squares to my relative northwest and close to the furthest door from me.”
The final thing to work on is party formation if is as follow
* The party TANK: holding the one o’clock or 12 o’clock position.
* The parties Rogue /sniper / archer holding the 4 o’clock position.
* The parties mage or attack spell caster holding the 7 o’clock position
And the parties primary healer is holding the 10 o’clock position.
Doing things this way, now let’s say where you can say where you are relative to other players and foes.
For example, you can say” As the parties healer is am at my native home on the ten o’clock positionten feet away from the parties radial center.”
Whenever the DM asks you what formation the party is in, you can always just say clock work formation.
Now here are some core features about clockwork formation. Since your clock is kinked to the right so is your foes this means so are you foes an that mean your take lines up in a strat line.
*Your Rogue also lines up to shoot their healer, and your healer also lines up to heal your tank or charge down the enemy rogue.
*Your mages also have a relatively easier time shooting at each other and staying safe in the process
- Clockwork formation insures you are only ever 15 feet from a player at any given point in combat.
- Clockwork formation insures every space on your half of the chessboard can be immediately threatened by somebody. (Although whips and halberds may need to be involved)
- Clockwork formation nobody is in line for a lightning bolt spell.
- When a trap goes off it should on ever affect one or two people in that formation.
Now for our game purposes you as the player need only imagine your team is standing on clock facing foes standing on another clock. The next question becomes why, as dungeon master would you go along with these chessboard lay outs. Allow me to explain.
- 1st: You and the players will always know who is doing what and where.
- 2nd: faster, easier: more effective communication.
- 3rd: You dont have the money to buy hundreds of different dungeon tiles.
- 4th: You don’t have time to design dungeons and that might not be a core element of your story
- 5th: Better informed players will more happily engage with your story
- 6th: Once you start working in chessboard you can make better dungeons faster and more efficiently.
- 7: Your running what the enemy team is doing and your just one DM so making the theater of the mind as simple as posible helps you out even more.
So, with all that said, we are not just going to leave things here because of clockwork formation fighting comes from Oberon himself.
Oberon is the best at helping befuddled players know what to do in a new situation. To this end our game includes something called a-
Prestige Bonus.
A prestige bonus is just like a minor feat that is purchased instead earned gradually. Think of this as buying a specialty education just like going to college.
Both Oberon and the Heirophant train their teams to have lots of small Prestige bonuses for combat. So let’s see what can be learned.
“Welcome, new players it looks like you’re trying to stop theocracycy, but before you go, can I interest you in a game of Chess. ” ;
Oberon warden of Angel Haven
Prestige bonuses.
- Knight takes rook: When you are unsure of what to do you can always recalibrate this allows another player to have you take your turn right before or right after another player this in turn let’s somebody else use your character sheet to perform a master attack move. (2000.gp) / clock formation needed /
- Enpassan: Also called pawn passing allows these spells to be regarded as cantrips in terms of what other spells can be cast that same round. (5000.Gp)
- [ Healing word, sheild, misty step, falselife, mirror image, bless, web, invisibility, fog cloud.
- Castling: The following traits can cause well trained rogues to do sneak attack damage in these circumstances. Additionally other players grant the rogue the option to do two sneak attacks a turn if they inflict these conditions.
- [Poisoned, frightened, confused, prone.] (7000 gp)
- Promote to Queen: Box car blow outs of 6,6 always grant a player one complete bonus level in bard. This means your pc will have a full set of one class abilities plus another as if they were a multi class charecture their experience totals needed to level and max levels possible in one class will remain the same as before. (4000. Gp)
- Queens gambit forward two spaces: During the first turn in combat, you may make another move action as a bonus action: additionally you can also make two bonus actions a turn through combat while in clockwork formation. (6000.gp)
- Skewer knight and rook: When one foes saves on their saving throw you may shoot use one of these spells as an immediate reaction regardless of class list. These spells are considered bonus soul spells for that purpose.
- [Evocation orb 3rd lvl, Acid Arrow 3rd lvl, magic missile 3rd lvl, bestow curse, Vampires touch 3rd lvl] (8000.Gp)
- Fork knight and rook: When two or more foes make saving throws the ones that make their save take no damage while the ones who fail take maximized damage. (10,000 gp)
- Checkmate at the back rank: Rogues with spell casting now can do sneak attack with a with a special weapon strike that converts a spell slot into arcane force damage that radiates from runes within their weapons
- [ slot one : 2d6 bonus damage, slot 2nd level 4d6, slot 3rd lvl 6d6 damage] ( 8000 ,gp for rogues)
- Additionally this feature also grants the user visceral magic where they may sacrifice 1d4 health points per spell level and add it to the damage of their spell. For example: a fire ball could deal 3d4 more points fire damage if the mage also takes this as damage on herself. (+8000. GP) to all spell caster with access to 5th lvl spells (4000 GP) TO all other spells casters
Polishing Up Your Character Sheet

Tools of Battle
Bunruku and Action Hero Itemss
• • •
- Finishing up making things niceSeptember 2, 2026 I hope every body enjoys watching the process of a comic book cover unfold
- Working on developing ThuneSeptember 2, 2026 Just some stuff I have been working on hope you enjoy it
• • •
The rune box and magi gauntlet.
These are things that can be purchased together or separately. However, a bunruku magi gauntlet is always attached to a rune box so it can function well in and out of combat.
This combined devise allows for mystic runic power to be channeled in completing almost any task. This power often can superseded things done with natural talent.
The rune box breaks things down so that there are two basic types of skills ( those things we do that we do despite them being hard and those those things we avoid despite them being easy)
These two skills are called determination and discipline, and they can be leveraged in one of three ways. ( Mind, Body, and Spirit)
- Discipline of mind (Int, Dex) is called concentration. The determination of mind is called focus. Both of these carry a rune that can be invoked instead of calling upon your skills as normal. Your functioning proficiency score for useing such rune is equal to your number of hero charges+ your proficiency mod + the number of core runes in your rune box (max = proficiency +1)
- Discipline of the spirit (wis, cha)is called hope while determination of spirit faith. These two runes function just like the mind runes except all rune boxes come with these features automatically.
- The discipline of the body is called diet or rigor. While determination of body is called exercise or grit. These runes function just like the mind runes except when you use these you and/ or your ruku walker are both hasted and blessed for two rounds of but you consume a hero charge in the process.
Each additional of these runes cost only 200 gp to add into your box. Fore mor you than runic skills you will need a separate rune box and may need to pay 500gp per rune.
Spell Boons of Thune
In Thune all magic based paraphernalia is treated with hostility. This is why all spell casters can convert one of their spells into one of three forms that can be used weilded like an everyday object.
The first example of these is the mage vials. These objects arcane force are grown out boxes, pouches, or other containers stored on a magic belt.
These belts can also be on the neck arms and legs, essentially granting somebody six magic belt slots. Each of those belts can hold a number of spell Boons each day equal the highest level spell they can cast.
Mage vials.
These are mainly for spells that are defensive in nature, such as bless or haste. To create one of these mage vials a command word simply needs to be spoken and a spell slot of equal will creat a mage vials of that appropriate spell that remains in said form for 24 hours.
Drinking or tagging somebody with that mage vials is considered to be the same action as casting a spell except that spell is considered to have these following traits
- When thrown the spell has a minimum range of 60 feet
- Useing a spell Boons is always done as if the spell was affected by these metamagic feats. //Still spell, silent spell, eschewed spell.//
- The spell can only target one creature
- Anybody who touch the spell Boons can weild the spell Boons.
Additionally, a blank mage vial can be created. These grant 1d4 health and 1d4 temporary hp per spell level used to make them.
Mage cards
These function exactly like mage vials except that they have the following traits.
- Mage card work with tactical spells specifically.
- Mage cards can also be thrown on the ground somewhere and commanded to affect its specific area.
- Each mage card is considered a dar or shuriken with a range of 60 feet.
- Each mage card seems to be made of mythral and lasts until destroyed
- Each mage card acts as 10 pages in a spell book.
- When thrown a mage card, he returns to your hand one round later.
- Each mage card auto recharges each day
- You may have a total number of mage cards in a trick deck spell book equal to the players main casting modifyer
Additionally, a blank mage card can be made just roll a d20 ( or 2d6) regardless of if the result is good or bad it can be given to a friend or enemy. Additionally, this card can be handed over to somebody who can use it o. Their behalf.
The higher or lower the rolled value you get with this though, the the bigger the spell slot needed to recharge the spell. For example, a 12 on a card only costs only a level 1 spell, but if that same is granted to a natural 20, then a level 9 spell slot is necessary to reconjure that power
Spell Daggers:
These functions just like the other two boons, except they only apply to attack spells specifically.
- Attack spells exist as thrown daggers. Each dagger does additional damage equal to. (1d6 +2 + your main mental modifyer
- You are considered to have the sharpshooter feat and the two weapon fighting feat with these spell dagers
- Spell like fireball now only effective one target but do a number of additional runic force damage equal to 1d6/ (2× the spells level). For example, a fourth level spell does a bonus 2d6 damage.
- You gain one free spell dagger per spell level you can cast maxing out with the limit of your proficiency modifyer.
- Your spell knives teloprt back to you after each round some won’t disappear if they are your free ones
- Blank spell dagger can be created as blanks in which case they do aditional damage = 1d6× spell level in force damage
- If you have a claptromantic, you can also imbue your free spell dagger with as per the relifaction rules.
