Played over Discord in Play-By-Post style, the behind-the-scenes mechanics have been removed in favour of narrative content however every effort will be made to keep the vibe from the actual game session.
Rolls were made using the Avrae Bot and Maps handled via Roll20.
Formatting:
Speech, Actions and Out-Of-Character text was formatted using Discord Markdown. In the blog, Bold text will be used to indicate speech. Only that which is heard by the party is shared, presented in English. The Players may not have been aware, or ever become aware, of what was actually said.
Non-lethal disputes, regulated by simple rules that replace typical combat. During a brawl, you do not use regular class abilities (Class Spells, Additional Attacks, etc) but may still utilise passive features such as Unarmoured Defence, Sense of Danger, etc.
Movement: On your turn, you may move up to your normal speed without incurring attacks of opportunity, and make one Action. Usual rules regarding occupied squares apply.
Damage: No actual HP are lost as a result of Brawling. A successful (D20+STR+Proficiency) Prop Attack or Strike instead increases the Brawler’s Fatigue. A Natural 20 on the Attack die doubles the number of Fatigue points applied to the target.
Prop Attacks
Virtually anything you can get your hands on may be used as a Prop. Divided into Common and Epic varieties. Prop Attacks may also inflict additional conditions, which last until the end of the affected Brawler’s next turn.
After use, a Prop is destroyed, lost, or otherwise rendered useless. Picking up a Prop requires an Action. A Bonus action may be used to pick up a Common, but not utilise an Epic, Prop.
Common Props
Mundane items such as Bottles, Candelabras, Cutlery, Dishes, Flasks, Pokers, Pots, Stools, etc, may be used to;
Add 1d4 to an Attack Roll, in addition to other modifiers. Use a Bonus Action to make a guaranteed Strike. Increase the wielder’s AC by 2, as a Reaction to an opponent’s attack.
Epic Props
Barrels, Chandeliers, Chests, Companions, Decorative Suits of Armour, Tables, Trunks may be used to;
Make a guaranteed Strike. Add the Stunned condition to the target on a successful Strike. Strike 2 targets simultaneously (the attack must be made against the highest AC). Increase the wielder’s AC by 5, as a Reaction to an opponent’s attack.
Table I: Brawler Progression
Level
Adjustment
1
1 Brawl Skill / 1 Class Feature
2
Additional Brawl Skill
3
Shrug It Off
4
Additional Brawl Skill
5
Ace In The Hole
Each character may choose 1 from a number of Brawl Skills and a Class Feature (or optional Spellcaster Feature) based on their level, as indicated in the Brawl Skills, Class Features and/ or Spellcaster Features tables. Each use of these special abilities costs 1 Fatigue point. These are recovered at the end of the Brawling encounter.
Table II: Brawl Skills
Clothesline
As an action, you may make an Attack roll (with STR or DEX modifier). If you hit, the move deals 1 Fatigue and the target is knocked Prone.
Crackin’ Skulls
As an action, you may make an Attack roll (with STR modifier) that hits two different targets. The attack must be made against the highest AC. If you hit, the move deals 1 Fatigue to both targets.
Diving Drop
As an action, and situationally conditional, you may make an Attack roll (with CON modifier). If you hit the target, you deal 1 Fatigue and the target is Stunned. You take 1 Fatigue as a consequence.
Drop ‘Em
As a bonus action, you may make an Attack (with DEX modifier). If you hit, the target is Restrained.
Eat Floor
As a bonus action, you may make an Attack roll (with INT modifier). If you hit, the target is knocked Prone.
Glasgow Kiss
As a reaction, when struck, you may make an Attack roll (with STR modifier). If you hit, the move deals 1 Fatigue.
Hammer Time
As an action, you may make an Attack (with STR modifier). If you hit, the move deals 1 Fatigue and the target is incapacitated.
Feint
As an action, you make others believe you are unconscious. Until you make an attack, you cannot be specifically targeted by others.
Intae Them Lads!
As an action, every friendly creature in the Brawl gains Advantage on their next Brawling roll.
No Sell
As a reaction, when struck, you may make an Attack roll (with STR or DEX modifier) against your opponent. If successful, the attacker is Stunned.
What’s This Slop?
As a bonus action, may make an Attack (with DEX or WIS modifier). If you hit, the target is Blinded.
Under The Table
As an action, you can benefit from a three-quarters cover. You gain a +5 bonus to AC and DEX saves.
You may activate your Class Feature once in any single brawl event, it requires 1 Action, with success determined by a D20+(Specified Ability) Attack Roll, unless otherwise stated. A Brawler with the Pact Magic or Spellcasting class feature may choose to learn a Magic Feature place of a Class Feature each time they would gain a new Class Feature.
Table III: Class Features
Barbarian
Engorged & Enraged
For the remainder of your turn, your Strikes and Brawl Skill actions deal 1 extra Fatigue.
Bard
Kung Fusion
As a reaction, if a creature makes an attack that targets you, you may make an Attack roll (with CHA modifier) against that creature. If you hit, the creature must choose a new target within range to attack. You use this feature before the creature’s roll.
Cleric
Sacrum
As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue. If successful, the target is knocked Prone.
Druid
Beast Slap
As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue and the target becomes Frightened of you.
Fighter
Counterattack
As a reaction, if a creature makes an attack that targets you, you may make an Attack roll against that creature. If you hit, the creature makes the attack against you with disadvantage.
Monk
Flurry of Slaps
As a bonus action you can make 2 Attack rolls against a single chosen target.
Paladin
The Grapes Of Wrath
As a bonus action, you can make one Attack roll (with STR modifier) to deal 1 Fatigue. If successful, the target is Blinded.
Ranger
The Call Of The Wild
As an action, and situationally conditional, you can throw a bait on a target creature. That creature gets hampered by an animal in the area. The creature is Restrained until it deals 1 Fatigue to the animal.
Rogue
Sneak A-Whack
As a Bonus Action, you gain advantage on your next attack, and your next Class Feature of Strike deals 1 extra Fatigue.
Sorcerer, Warlock or Wizard
Arcane Blow
When you make a Spellcaster Feature, you can spend any remaining Action(s) to deal 1 extra Fatigue.
Table IV: Spellcaster Features
All Eyes On Me
As an action, you can choose any single creature, that creature is Charmed by you.
Calm Down, Calm Down!
As an action, you choose any single creature. That creature cannot be struck or suffer conditions until the end of its next turn. The target creature cannot move and is incapacitated.
Complimentary Upgrade
As a bonus action, you can transform a common prop into an epic prop.
Dodgevoiance
When a creature attacks you, you may use your reaction to impose disadvantage on the Attack roll.
Fetor Spray
As an action, you can make an Attack roll (with CHA, INT or WIS modifier). If you hit, the move deals 1 Fatigue and the target is Poisoned.
Magic Fist-fight
As an action, you can make three attacks (each with CHA, INT and WIS modifiers respectively) against three different targets, dealing 1 Fatigue to each target hit.
Primal Scream
As an action, you may choose any single creature, that creature becomes Frightened of you.
Protection from Blows
As an action, choose a willing creature you can see; all attacks made against that creature have disadvantage until the end of its next turn.
As Fatigue points are gained, their effects begin to take their toll and make the combatant a less effective Brawler. As shown in the table below. All effects are cumulative though can be offset by Class or Spellcaster Features. A Brawler of at least 3rd Level can also utilise the Shrug It Off ability to remove up to their level of Fatigue points once in a single Brawl.
Table V: Fatigue
1
Rumpled
Attack at Disadvantage.
2
Broken
-1 AC
3
Beat
-1 STR
4
Scarred
-1 AC
5
Bleeding
-1 CON
6
Downed
–
A Brawler of at least 5th Level gains the Ace In The Hole ability, which grants them an additional option, useable once in a single Brawl.
Table VI: Ace In The Hole
Barbarian
Float Like A Butterfly
Until the start of your next turn, you cannot take Fatigue points or suffer conditions.
Bard
Heart-breaking Note
As an action, you hit the most heart-breaking note. Each brawl participant must succeed on a Constitution saving throw or take 1 Fatigue and become Incapacitated. All friendly Brawlers have advantage on the Saving Throw.
Cleric
If You’re Listening, Help!
As an action, you receive a Holy Blessing and a Stray Danger hits all your enemies.
Druid
The Goggles Do Nothing!
As an action, you spread a cloud of irritating pollen around you. Each brawl participant must succeed on a Constitution saving throw or suffer 1 Fatigue and become Poisoned. All friendly Brawlers have advantage on the Saving Throw.
Fighter
Vorpal Punch
You make a single Strike which deals 3 Fatigue.
Monk
On Your Knees And Pray!
Your target must make a Constitution Saving Throw or fall to the ground as if Downed.
Paladin
Summon Mount
You summon your mount into the midst of the Brawl. It makes 2 Attacks using your regular Attack bonus, and then leaves via the closest available, if not most appropriate, exit.
Ranger
It’s A Trap!
When a Brawler moves, you may use a Reaction to activate a trap, dealing 2 Fatigue to the target and causing them to be Restrained.
Rogue
Sting Like A Bee!
As a Reaction, when a Brawler makes an attack against you, you can dodge the Attack and land a Strike of your own, dealing 1 Fatigue against the target.
Sorcerer
Supreme Misfortune
As an action, you trigger a superstitious event (walking under a ladder, breaking a mirror, throwing a black cat across a room, etc) of your choice. All Brawlers must make a Wisdom Saving Throw or drop any items they hold and become Frightened. All friendly Brawlers have advantage on the Saving Throw.
Warlock
The Bad Touch
Until the start of your next turn, any Strike against you or a friendly Brawler results in 1 Fatigue to the chosen enemy Brawler.
Wizard
Fire Bowl
As an action, you throw a bowl of piping hot broth across the area. All Brawlers must make a Dexterity Saving Throw or be dealt 2 Fatigue points. All friendly Brawlers have advantage on the Saving Throw.
There is a 10% cumulative chance of a random event happening during the Brawl scenario, determined by a d8 die roll. This triggers at the start of the round in which it activates.
Table VII: Organised Chaos
1
Rain Of Stools
Every Brawler must succeed on a DC11 Constitution Saving Throw, or be Stunned.
2
House Of The Flying Punches
Every Brawler must succeed on a DC12 Strength Saving Throw, or be dealt 1 Fatigue.
3
River Of Beer
Every Brawler must succeed on a DC13 Dexterity Saving Throw, or be knocked Prone.
4
Flour Snow
Every Brawler must succeed on a DC10 Dexterity Saving Throw, or be Blinded.
5
Get This Guy Off Me!
Every Brawler must succeed on a DC10 Strength Saving Throw, or be Restrained.
6
Barrel In Peril
Every Brawler must roll 1d6. On a result of 1, they are dealt 1 Fatigue point and knocked Prone.
7
Animal House
A small group of animals break free from somewhere and run through the scene causing havoc. For 1 round, after choosing their Action(s), every Brawler must roll 1d6. On a result of 1, they Strike the animal instead of the intended target.
8
It’s Raining Ham!
A random selection of cured and cold meats suddenly fall from above. Every Brawler must roll 1d6. On a result of 1, the Brawler is dealt 1 Fatigue and is Stunned.
Earthpower, in its purest form, exists as a formless, tasteless, virtually invisible essence. Latent energy possessed by all living entities and released on death, into the atmosphere, where it is eventually absorbed back into the Earth, unless directed elsewhere, dispersed by the wind, somehow collected into an appropriate receptacle, or siphoned into arcane spellcasting by those with the knowledge (and intent) to do so.
Devoid of sentience, Earthpower will none-the-less, in sufficient concentration, attract any other nearby latent essences. Earthpower combining in this way will promote further such combinations which, if successful, will increase the strength of such, and attract latent essence from further afield.
If no such essence can be attracted, the concentrated Earthpower will begin to dissipate, losing strength and eventually devolve back to its most simplistic form, beginning again the endless cycle of aimless drifting.
If however, sufficient quantities of residual Earthpower combine, a base sentience may be achieved, and a more focused effort to merge with latent essence, with a view to further development, may be triggered.
Such sentient concentrations may, if growth is achieved, develop a very simplistic form of life and, with sustained growth, a more developed ecology.
Welcome to Gaea — a homebrew world that serves as the central Multiversal anchor for roleplaying campaigns set within the Infinite Realities universe. These campaigns use the D&D 5E (2014) ruleset, enhanced with select houserules, and are deeply inspired by decades of sci-fi and fantasy pop culture — though they are not directly affiliated with any specific source.
Icons walk the earth. Some are minor deities, seeking to sway those whose faith has begun to waver. Others are powerful cultural or political figures. Still others are malevolent entities, driven only by their own dark agendas. Yet even these formidable beings avoid the faction known as the Purifiers.
Originally created to enforce the laws governing arcane magic, the Purifiers have since broken away from the Arcane Council. Now operating independently, they enforce the laws of the land as they interpret them—unbound by the oversight of their former masters.
In the Human realms, monarchs vie for power—each claiming descent from the once-unified Empire ruled by a long-lost Emperor. Meanwhile, the Elves, Dwarves, and other so-called civilised races remain largely uninvolved in Human affairs, preoccupied with unrest within their own borders.
To the east lie the Desolation—a blighted land whispered about in fearful tones. For centuries it has remained unnervingly silent, yet those who dare approach tell of twisted, broken abominations roaming its wastelands. Still, no proof ever returns. From the Northern Wastes, an ominous chill creeps southward, while sea-faring Trolls speak of increasingly treacherous waters to the south.
Arcane magic is regulated by the Arcane Council, the body responsible for approving all but the most basic of spellwork. While formal approval is not strictly required, it grants access to powerful resources and shields the practitioner from numerous legal and arcane complications—should they be fortunate enough to earn the Council’s favour.
Gaea is a world of vast diversity, watched over and protected by a Pantheon of Gods—a place where individuals are free to be themselves, even if not everyone agrees with who they are.
Before all others, there was the Earthmother. The first, and for a long time, only, entity formed by the process of merging essence.
An entity of pure, untainted Earthpower, the Earthmother sought only to create life, and to that end, Gaea was created, with the Earthmother merging with, and adopting the name of, her creation.
Over the course of many millennia, powerful entities sought to replicate the feat of the Earthmother. Such an undertaking however required almost impossible reservoirs of Earthpower, which could only be gathered over the passage of time, and was increasingly difficult with the growing number of clustered entities, each having developed ego, and seeking to consolidate their own strength and achieve further growth, rather than unifying and risking possible suppression.
Those who were successful subsequently created their own world(s). As the Earthmother before them, these entities, Titans, as they titled themselves, adopted the name of, and merged with, their creations, inviting outsiders from other realms to preserve diversity, ensuring their own survival. On completion of their creation though, self-sufficiency required that the Titan entered a state of hibernation called the Titansleep, losing direct influence over their respective worlds. Thus, the Multiverse was created.
While mostly adhering to the Dungeons & Dragons 5E (2014) ruleset, a number of Gaea-specific Houserules and observations are in place.
Demons Vs. Devils: Devils do not exist within the world of Gaea. Their language, Infernal, supplants Abyssal as the language of Demons.
Brawling: A non-lethal alternative to regular combat, Brawling, can be utilised in the correct circumstances, and/ or opted out of at any time, by declaration of intent to instead revert to lethal force. (Inspired by BranCalonia)
Inspiration Points: An expansion on Inspiration Dice, Inspiration Points are earned by particularly standout play, and can be used to trigger an Inspiration Die as normal or alternatively an Iconic Influence.
Iconic Influence: A number of Icons are present in the world. Possessing powerful cultural or political influence. With an Inspiration Point balance, and luck of the die, players can attempt to invoke the influence of said Icon either positively, negatively, or inconsequentially to disrupt the situation sufficiently to diffuse or resolve matters. (Inspired by 13th Age)
Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.
Spellcasters
Gaean Arcane Spellcasters syphon energy called Earthpower from the surrounding living things. When invoked without due self-control, the caster runs the risk of becoming a Defiler. A practice which, while being a gateway to greater levels of power, may potentially attract the attention of those sworn to maintain balance.
Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.
Spellbooks
A spellbook is a highly prized possession to many spellcasters and most Gaean Wizards conceal their spellbooks from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, knotted giant hair and necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells. The Deception skill can be used to mask a spellbook’s true nature.
A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again. Such an action is normally automatically successful. unless done under duress, at which point a successful Deception check is required.
Services
The sale of Arcane Magic is outlawed by the Arcane Council and, as a result, is almost never offered for sale via legitimate businesses. Instead magic goods and services are sold ‘under the counter’, usually at massively inflated cost, and almost exclusively in large towns or cities where the seller has a greater chance of escape if caught by authorities.
Divine Spellcasters are less reluctant to use their granted powers for the benefits of others. Divine Spellcasters may be found in Towns, and rarely, in Large Villages. They still take care to not use their powers excessively, so as to avoid drawing the unwarranted attention of the Arcane Council’s Sentinels. They are also known to command a high price for such services.
Healing
Though magical healing is prohibitively expensive for most Gaeans, those trained to do so, can alternatively use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.