Tuesday, July 13, 2021

The Ultimate Ranger

Ultimate frisbee isn’t a sport. I used to think it was, I was adamant in fact that it was. But as I have grown older and wiser, I have realized that it’s just a bunch of way too invested nerds running around chasing a plastic disc. TTRPGs aren’t sports either. It’s just a bunch of way too invested nerds sitting around rolling plastic polyhedrons. So what does that make me? It makes me a nerd who is way too invested in both running around and chasing plastic discs and rolling little plastic polyhedrons. This class goes out to all my friends who are similarly way too invested in both activities. Here’s to hoping one day we can have personalities not defined by those two things.

Shameless plug to my Other Blog that is ultimate frisbee writing. Gonna be posting there every once in a while, some of it will be fiction, some of it will be commentary/analysis, and a lot of it is going to be nonsense!

Don't say I didn't warn you. (Ignore the fact that I called frisbee a sport in that note).







Enough talking. Class time!!!

The Ultimate Ranger


A: Disc Weaponry, Horrid Fields

B: Perfect Assist

C: Hyzer // Anhyzer 

D: Backhand of God // Forehand of Destiny


Disc Weaponry: Discs get lost at ultimate tournaments like socks disappearing into the dryer. Somehow you’ve managed to hang on to a few. You have a stack of discs with a 1d12 usage die. The discs work as arrows, and your range is that of a shortbow. In melee, you may use a disc as a dagger.


Horrid Fields: Ultimate frisbee isn’t a real sport, and it certainly doesn’t get treated like one. You’ve gotten used to it at this point. Ignore difficult terrain on horizontal surfaces. You know the fastest route between any two grasslands.

 

Perfect Assist: A dime huck, a smooth break throw, a wicked hammer, a fluke scoober, it doesn’t matter, an assist is an assist. You may choose an ally as a target for an attack. Roll the attack with advantage. On a success, roll damage, your ally adds the damage from your attack to their next attack roll and to the damage of their next hit. On a failure add half the damage roll to the next attack and damage. 


C1 Hyzer: When the time calls for it, you know how to put the proper angle on the disc to affect its flight path. You may ignore partial cover on ranged attacks. {Ultimate ranger level} times per day you may ignore penalties when trying to hit a target with complete cover. When you’ve used your last charge, flip this template. 


C2 Anhyzer: Moving targets are harder to hit, or so they say. You know you’ve just got to put the disc to space. As a reaction, you may attempt to knock projectiles out of the air. You may do this {Ultimate ranger level} times per day. 


D1 Backhand of God: You wind up, tense your core, and rip a massive backhand throw. Target as many creatures as are in a 70 foot line originating at your location. They must save or take {level}d6 radiant damage. Flip this Template after making the attack. 


D2 Forehand of Destiny: The power of your throw comes from the core, but the flick of the wrist is the most crucial part. Your arm whips back, then forwards, launching a disc high into the sky. Roll a d100. On any number ending with 7, the disc returns to earth, striking the earth in a location you choose within a range of 70ft, and dealing all adjacent creatures {level}d6+7 damage. On any other result, the disc stays in the air. Using this ability immediately lowers your disc usage die by one. When the disc returns to earth, flip this template. 


Notes:

- Flip templates stolen from Mike's The Punk Monk 

- Is this class really a ranger? idk, but that's what I'm calling it.

- The number 7, and to a lesser extent 70, comes up a lot in this class, justification for that being 7 is the number of players on the field per team during a standard game, and a standard field is 70 yards long from the front of one end zone to the front of the other end zone

- If you want the basics of ultimate check out USAU's "discover ultimate" That'll give you some info and a bit of embellishment and bullshit about how cool ultimate is.

- I truly hate the words "hyzer" and "anhyzer" they're just disgusting to say.


Monday, July 12, 2021

The Oakleaf Ranger, a creation a long time coming

When I was about 8 or 9 years old, my dad bought me the first books of the Ranger’s Apprentice series by John Flanagan. Thus began an obsession with the books that would last through most of my adolescence. I can’t say that I’ve outgrown the books or the series, but I certainly acknowledge their many imperfections.

I met Mike, writer of A Sense of Immersion through a campaign that he DMs that draws some inspiration from the Ranger’s Apprentice world. As a part of my recent introduction to the world of GLOG, Mike and I collaborated to create a Ranger based on the eponymous ranger of the Ranger’s Apprentice series. This being an extension of a “challenge” issued to the GLOG community by Vayra to create the “ultimate” ranger [1]. This is by no means the ultimate ranger, but it certainly is a ranger. Thank you to Mike for your help creating this ranger. 


The Oakleaf Ranger


Starting equipment: Longbow, Arrows, Throwing knife, Dagger, Camouflage cloak, Horse 

Starting skills: Stealth, Intimidation, Nature, Tracking


A: Rugged Lifestyle, Horse Companion

B: Limitless Range

C: Trust the Cloak, +1 attack

D: Folk Legend, Smell of Danger 


Rugged Lifestyle: There’s your comfy cabin home, then there’s the bushes, the open plains, and the cramped caves that you’ve slept in. You can sleep anywhere and go {1d6 + 2*level} days without eating before taking any penalties so long as you have a cup of coffee each morning.  

Horse Companion: You know that your horse talks to you, in a way. Those eyes convey meaning in a way some humans cannot. You’d never tell anyone that though. You are bonded to a shaggy, small, and impossibly fortuitous horse. No other person may ride them unless they know the horse’s keyword. 

Limitless Range: Rangers don’t practice till they get it right, they practice til they don’t get it wrong. You double the range of your ranged weapons without taking any penalties. 

Trust the Cloak: You can disappear into darkness, blend in with the foliage, and for many intents and purposes, disappear.  Roll all stealth rolls with advantage when wearing your camouflage cloak.

Folk Legend: Your exploits and position have given you legendary status. The whole world knows of the Oakleaf Rangers, and your name in particular seems to have spread further than your compatriots. Members of local law enforcement groups, thieves guilds, bandit bands, and pirates make a morale check when they first meet you.

Smell of Danger: Years of training and service as a ranger has led you to have your head on a swivel, your senses in tune with your surroundings. You cannot be surprised. Gain the skill “perception.”

 

Notes:

[1] Gonna make an "Ultimate" ranger that is a ranger class based on Ultimate Frisbee the sport, so just you wait. 

- This is my most standard fantasy class so far, sorry to everyone who was expecting something weirder

- tweaked Trust the cloak to be all stealth rolls are with advantage when wearing the camouflage cloak, thank you to Xenophon and Vayra for the suggestions.

Saturday, July 10, 2021

The Toy Storyteller

Earlier this week, some friends and I were engaged in a riotous debate, as we usually find ourselves. The topic of this particular debate was which Pixar movie is the best. Near the top, of course, was the first Pixar movie, Toy Story. I’ve been on a bit of a GLOG kick recently, so naturally, I decided to make a GLOG class for playing as a toy from Toy Story. I present to you, the Toy Storyteller. 

Toy Storyteller

Starting Skills: Persuasion, Stealth

Starting Equipment: Toy-sized Knife or Bow and Arrow (1d2 damage)

Starting Resistances: Bludgeoning, Poison

Starting Vulnerabilities: Fire, Acid


A: YOU ARE A TOY!, A Story to Tell

B: You’ve Got a Friend in Me

C: Material Consciousness

D: To Infinity and Beyond!


YOU ARE A TOY!

You are a toy, an inanimate object made alive by the God of Toys Dispixneyar.

Your size is tiny. You cannot feel pain. You do not need to breathe or eat to survive. You may de-animate yourself at will, becoming prone. When you are de-animated, no one can tell the difference between you and a normal toy without magical means. However, your toy nature isn’t always beneficial, take a minus 3 penalty to your strength score. When doing strength checks on regular-sized things, do so with disadvantage. 


A Story to Tell

A story can be simple, a few sentences strung together into a tiny narrative, or a story can be an epic, taking hours to tell.

You channel part of your soul into your storytelling.  Roll {level} d6. The {sum} of the d6 represents the HP of a target you may charm. If you roll a 6, you may charm any enemy with 6 or fewer HP. When charmed their attitude towards you becomes neutral. The charmed creature will not harm itself. You may make as many suggestions to the creature as you have Toy Storyteller templates, one per round. For each suggestion, the creature will roll a charisma check at disadvantage, if they pass, they ignore the suggestion but remain neutral, if they fail they act out the suggestion. After the last suggestion is acted out, the charm fades. You may do this power as many times as you have Toy Storyteller templates per day.


You’ve Got a Friend in Me

The power of friendship and love tends to win in the end, or so they say.

You may designate one person in the party as your “friend” each day. You may roll using each of their ability scores instead of your own once per day. 


Material Consciousness:

You’re a mix of fabric, wood, paint, and glue that is alive. This comes with some strange physiology that seems to evolve as you grow more powerful.

You cannot be killed by bludgeoning, piercing, or slashing damage, instead losing limbs and returning to 1 hp. Roll 1d4 to determine which limb (1- L arm, 2- R arm, 3- L leg, 4- R leg). If you are killed a 5th time, your body and head separate, but you remain at 1 hp. You remain conscious and able to talk but are otherwise paralyzed.  


To Infinity, and Beyond!

A simple mantra, it keeps you going when nothing else does. You know the power of words, and now you can share that power with your allies.

Once per day, you may use “A Story to Tell” and instead of charming enemies, heal your allies, rolling d6's as normal and then dividing the sum as you please between your allies. 


Notes:
- Thinking about making a modified version of this based on Pinocchio. So maybe look for that in the future. Or build it yourself and save me about an hour of work.
- Watched Toy Story 2 as I was building this class. Toy Story 2 is really an incredible movie.
- I personally think there are some fun opportunities for DMs to trap PCs' souls into toys and giving them a template of Toy Storyteller.
- I also think multi-classing could get pretty interesting with this class.

Thursday, July 8, 2021

The Chumawambard, Master of the 1 Hit Wonder

It's now been a full 48 hours since I learned about what GLOG is. This is my first attempt at a class. This "bard" is based on the career and music of the one hit wonder Chumbwamba. But more on that later. This is me making a class, flying by the seat of my pants, and throwing stuff at a wall until something sticks. This is also potentially the most niche piece of writing I've ever done.

Flip Templates and some inspiration lovingly stolen from the Punk Monk

The Chumbawambard 

The story of Chumbawamba, for those who do not know, is one of incredible range. Beginning in a squat in Leeds, the band formed as a DIY anarcho-punk band. They recorded several energetic punk and pop albums, gaining traction on the indie and punk scene in the UK. Then Tubthumping happened. One of the quintessential one-hit wonders. Chumbawamba appeared suddenly on the scene, had one of the biggest hits of 1997, and then disappeared into the void where good music goes to die. For the next 15 years of their career, they released several more albums. A few more albums followed the dance-pop vibe of tubthumping, but later albums became more folksy and acoustic. For an in-depth history and examination of a lot of their discography, check out the podcast Chumbology


To reflect the range of music that Chumbwamba produced during their 30 year run as a band, there are three variants of the Chumbawambard. The A and B templates are identical across the three variants. The C and D templates feature abilities named and modeled after Chumbawamba’s albums and songs from that era of their music. 


Chumbawambard Mechanics

Under Dice: Under Dice (UD) are a mechanic specific to the Chumawambard. Starting at template A, a character may have 3 UD in circulation at a time. That cap goes up to 4 at template C, and 5 at Template D. When adding UD to rolls, rolls 1-3 expend the die, and rolls 4-6 allow the die to remain in circulation. 

Under Die can only be applied to the flip side of the template they were acquired from. That is to say, if a player uses ability C1 of the Punk years "Pictures of Starving Children", they would not be able to use the UD from that ability to use the A2 ability 1 Hit Wonder. 


Flip Templates: Each ability in a template has 2 sides. When you use the full extent of the first side, the 2nd side of the ability activates. You then must use the second side of the ability or template before using the first side again. For a more complete and better explanation, refer here


The Pop Years

A: Underground Band // 1 Hit Wonder, Under Die cap of 3

B: Get Knocked Down // Get Up Again, 

C: Long Term Memory Loss // In Trouble Again, +1 UD cap

D: Jacob’s Ladder // All in Vain, +1 UD cap


A1 Underground Band: Years in the underground music scene have left you with stories, connections, and a lot of experience toiling in obscurity. For each round of combat that you do not attack any enemy, gain a d6 Under Die (UD). When you have collected one die, you may flip this template over, when you reach your Max UD, you must flip this template over. 


A2 1 Hit Wonder: After years gaining only a minor following, you burst onto the scene, deliver a blast to remember, and leave again. Use all of your under dice as if they were magic dice. Rolls 1-3 are counted as 3’s, and rolls 4-6 are counted as 6. All dice are expended and cannot be used again until a rest, even if you roll a 4-6. After a rest and your UD have been restored, flip this template over. 


B1 Get Knocked Down: Nobody stays up forever, but you’ve gotten used to getting knocked on your ass. You’ve taken one hell of a hit, you’re on your back, barely hanging on. When you are dropped to 0 or fewer HP, or you take a critical hit, you may remain at 1 hit point or the critical hit becomes a regular hit. You become prone. Flip this template. 


B2 Get Up Again: You’re never gonna be kept down. You have too much resolve. When an ally heals you, you may add the amount they healed you to your next attack roll and damage. When that target drops, flip this template. You may cycle through the B templates a number of times equal to your Under Die Cap before a long rest. 


C1 Long Term Memory Loss: Do you suffer from long term memory loss? Well I don’t remember, and neither do your enemies. You can make an enemy forget they knew and hated you for a period of time. Roll a number of D6s equal to your Under Die Cap. The resulting value is the number of weeks that you are no longer targeted by this enemy. Flip this template.  


C2 In Trouble Again: Well well well, you went and got into another mess, now you need some help getting out of it. You call upon the enemy you made forget their hate for you. They join in the battle on your side. When the battle ends, so does their amnesia, flip this template. Additionally, flip this template if you do not use it before the amnesia fades naturally. 


D1 Jacob’s Ladder: The only way up is down. You inflict damage less than or equal to 2x UD cap upon yourself. For every 2 points of damage inflicted, gain a UD. Flip this template. These UD cannot be used for the One Hit Wonder ability, but can be added to any other roll, or used for the All in Vain ability. 


D2 All in Vain: See nothing but flowers, all in vain. You’ve lived a good life, but it hasn’t amounted to much of what you wanted it to. Maybe your allies will be able to live more fruitful lives. When an ally would take a critical hit, or be dropped by a hit, roll all your remaining UD. Multiply all the even numbers by 5. You may use this ability on all allies within that number of feet, minimum 10ft. Sum all the odd numbers. That is the amount of damage you may take, minimum 1. Flip this Template after you have regained full hit points. 


The Punk Years

A: Underground Band // 1 Hit Wonder, Under Die cap of 3

B: Get Knocked Down // Get Up Again

C: Pictures of Starving Children // Here’s The Rest of Your Life, +1 UD cap

D: Shhhlap! // Swingin' With Raymond, +1 UD cap


C1 Pictures of Starving Children: Charity, poverty porn, performative activism. They all sell records, and they all infuriate you. Stroll through the city. Hear the voices of the voiceless. Speak to the downtrodden and the forsaken. Listen to their pain and their uncomfortable truths. Gain UD equal to your UD cap. Flip the template. 


C2 Here’s The Rest of Your Life: You don’t need to save every person on the planet. You can’t possibly hope to save every person on the planet. But you can maybe help one. You reach out to your allies beside you. You may give Allies equal to your Under Dice cap one Under Die each. You may distribute one Under Die per round. Their UD may be added to any roll.  


D1 Shhhlap!: Sometimes things aren’t meant to make it on their own. Sometimes they need to be in a dynamic duo to make an impact. Choose an ally within 25 feet. Take all of their damage for rounds up the number of UD you have available. For each round you take their damage, they receive 1 UD. When you have finished taking damage for them, flip this template. 


D2 Swingin' with Raymond: Half love, half hate. You took a burden for your friend, now you’re ready to unleash hell. All the damage that you took for your ally ignites a fire inside you. You may inflict ½ of the damage you took on all adjacent creatures. Creatures may save against this effect, taking ½ damage on a success. 


The Folk Years

A: Underground Band // 1 Hit Wonder, Under Die cap of 3

B: Get Knocked Down // Get Up Again

C: A Singsong and a Scrap // Unpindownable,  +1 UD cap

D: Rebel Code // The Devil’s Interval, +1 UD cap


C1 A Singsong and a Scrap: A little bit of music, a little bit of fighting. Perfectly balanced. The swing of your weapon and the shuffle of your feet. Weapons and magic and the chaos of the battlefield all stream out in a perfect harmony. You get one more attack per round. When you hit with the extra attack, you gain an Under Die. You may flip this template when you have gained 1 UD, you must flip this template when you have gained UD equal to your cap. 


C2 Unpindownable: In the flow of battle, you have found your stride. You move fluidly. Whenever an enemy attacks, you may use a UD, roll it, and add it to your defense. Flip this template when you have finished a long rest and regained all UD. 


D1 Rebel Code: You reach out into the underground. Taking time to focus and choose your words carefully. The people and the places and the stories buried there carry your message out to those who need it. You send a message to all your allies, regardless of where they are in the world. Only they can hear it, no means of mind reading or other magical interference can affect the message. They hear what you want them to hear, and understand it exactly as you mean it. You may gain any available UD. When you have sent the message, flip this template. 


D2 Devil’s Interval: By connecting to the world and reaching into the underground, you have found a perfect harmony. Reaching deep inside you, you unleash three unholy notes. Roll any UD acquired by template D1 as damage. This attack has up to three charges. After the third charge is expended, flip this template. 



Notes: 

- I currently think, that a player should be allowed to take a C template from one version, and a D template from another. Still working that out though. 

- Under Die are probably a bit unwieldy, also gonna be working on that mechanic. Probably going to at least change the name of it. 

- The "half-love, half-hate" part of the swingin' with raymond ability refers to how the album was recorded/organized. There are loads of references to chumbawamba "lore" that I could talk about for a while.  

- Despite being probably the second most popular chumbwamba album Anarchy unfortunately does not get a mention in any of the abilities. Will probably be remedying this in updates of the class build. 




Tuesday, July 6, 2021

The Breakfast GLOG

Most of my following on the god-forsaken Bird App is frisbee players, a couple of TTRPG people thrown in there, and a rather small cross section of both. This post is the first of hopefully many TTRPG and fantasy posts on this new and improved blog. 

GLOG, for those unfamiliar, as I was about 25 or so hours ago, is a broad category of gaming systems all pretty loosely based on the original Goblin Laws of Gaming.  Without further ado, here is my first foray into creating a system under the GLOG umbrella. 


The Breakfast GLOG

This GLOG has very little to do with the meal of breakfast, and everything to do with the movie the Breakfast Club. 

Don’t you forget about me.
Character

Of the years of a person’s life, High School is definitely a few of them. For the purpose of the Breakfast GLOG, you will be playing a high school student who fits into one of the many archetypes.

Roll 3d4+1 for: Brawn, Brain, Beauty 

Slots

Each number represents the total Slots where you store Supplies, Skills, and Expressions. Slots are either filled, empty, or damaged.

Brawn, Brains and Beauty slots are each filled and damaged in separate ways, but all give a minor benefit for each that remains empty.

Brawn

God this backpack is so heavy!

Brawn slots allow you to carry supplies. This can be any sort of school supply or supply that your archetype or any high school student would reasonably have. 

For every Brawn slot you don't have filled or damaged, you gain a +1 bonus to rolls using your favorite supply. 

Brains

I remember learning this! 

Brains slots are where Skills are stored. Skills are spell-like abilities that allow you to damage and manipulate creatures, and are powered by Energy Dice. Start with one Skill from outside of school with, and one Skill you learned in school or in a school club. 

Brains Slots are damaged by expending Energy Dice.

For every Brains slot you don't have filled or damaged, you gain +1 Energy Dice.

Beauty 

Ugh, nobody understands me! 

Beauty Slots are where Expression is stored. Each Expression is a snippet of feelings that allow others to understand you. For each Beauty Slot, you may write a lyric, quote, virtue, or motto that could serve as a senior quote in a yearbook. 

Beauty Slots are damaged by heartbreak.

For every Beauty slot you don't have filled or damaged, you have +1 Grit.

Archetypes

Your High School Archetype is defined by your highest and lowest values. These archetypes should help you pick supplies, skills, and emotions to slot. If you do not see an archetype you want to play on the list, work with your GM to make or find one that works for you. It is important to note that these archetypes are intentionally created to play into stereotypes and do not unilaterally represent these groups of people. 

High Brawn, Low Beauty:

Athlete, Theatre Kid (stage crew), Boy Scout

High Brawn, Low Brains

Jock, Party Animal, Punk/Scene Kids

High Beauty, Low Brawn

Student Government, Teacher’s Pet, Prep

High Beauty, Low Brains:  

Theatre (performer), Student News, Cheerleader 

High Brains, Low Brawn

Loner, Band, Debate/Forensics

High Brains, Low Beauty:

Robotics Team, Mock Trial, Model UN 

Features

No matter what archetype you play, you will either choose or roll from the list of 20 features. Features are abilities or exploits that your character will have that will help them navigate the treacherous world of High School. Your feature will grant you advantage on relevant rolls

1. You Wouldn’t Know Them, They Go To Another School: You have one ally at each different school in the area that none of your other allies or enemies knows about.

2. They Trust Me With The Keys: You have access to a set of school keys associated with your archetype.

3. Oh, I’ve Been There: You know about and can access that one part of the school that people aren’t entirely sure if it exists. 

4. Saw It On Their Story: You know about anything and everything that gets posted to social media. 

5. Got Last Year’s Test: You have extra information about academic happenings at the school. 

6. A Long List of Ex-Lovers: You know all the romantic gossip of all the high schools in the area.  

7. Daddy’s Money: You’ve got no issues getting any resources you need. 

8. Locker Room Talk: Anything that Jocks & Athletes talk about, you know. 

9. Prom Court: As a reigning member of the prom court, you have more social clout to throw around. 

10. Got All The Friends That Money Can Buy: Your family’s money has a magnetic pull. People are very willing to help you in exchange for minor favors.

11. Well My Brother Said: Your older sibling gave you insider information about the school. 

12. You Should’ve Seen Their Face: You’re practiced at running away from ill-advised pranks. 

13. Sorry I’ve Got Detention: You hear the gossip only the “bad kids” would know. 

14. I Can’t, I’ve Got Work: You know more about the happenings of the “real world” than your classmates. 

15. Mall Rat: You know the ins and outs of every mall and shopping center in town.

16. SPRING BREAK: You know everything about every school party.

17. I’ve Got a Plug: You have an entry into the network that supplies drugs, alcohol, and old tests to students.

18. Teacher’s Lounge: You can access the school teacher’s lounge, and know the teacher's gossip.

19. What’s For Lunch Today: You (figuratively) run the school’s cafeteria.

20. It’s not nepotism: You have an immediate relative on the school staff. 


Play

Core Mechanic

When you wish to do something, you're testing your Brawn, Brains or Beauty.

Roll 1d20, and if it is equal to or under the correct value, you succeed.

If your archetype aligns with your test, you roll with Advantage.

Advantage means roll twice and pick the better number. Disadvantage means the opposite.

Combat

Attacking someone with your hands or tools is a Brawn test.

If you succeed in the test, you damage them the amount that you succeeded by.

If you succeed by rolling your exact Brawn value, you've critically hit your enemy.

On a Critical Hit, you steal a slotted Supply, Skill or Expression from them. 

Making a Connection

When you reach out, make peace, seek to understand, or express yourself to another non-player High School Student, there is a chance you will spark understanding within them.

When you attempt to connect with another student, choose an emotion, then make a Beauty test. For every word in the emotion that matches the beliefs of the target, you gain +1 to the Beauty test.

If the action you take while connecting matches the preferred action of the target, gain advantage, likewise, gain disadvantage.

Connection Results: 

Failure by 5: Target is enraged and lashes out verbally, insulting your attempt. Take 1d6 Heartbreak.

Failure by 3: Target is confused and doesn't get what you're saying. Take 3 Heartbreak. 

Failure by 1:  You almost convinced them! Take 1 Heartbreak.

Critical Success: They flip sides immediately, and you gain access to one Tool or Program they have to slot into yourself, as a gift.

Success by 1: You've inspired them somewhat. They challenge your convictions and hold you to prove yourself to them.

Success by 3: They're hesitant to help you, but know they were wrong. They are considered a new faction in the conflict, and will fight former allies to defend themselves.

Success by 5: They always knew this wasn't the way. They always knew they were different. They always wanted to do and be more. You've awoken them, and they will help you in your endeavors until you dismiss them.

Skills

When you use a skill, choose a target and roll any of your Energy Dice

For each Energy Die that rolls 1-3, it is expended and a Brains slot is damaged. Energy

Dice that roll 4-6 are ready to be used again.

Damage and Repair

When your Brawn, Brains and Beauty slots are damaged, you do not lose what is stored in them.

If you take a turn, you may spend 1 Grit to repair 1 Damaged slot.

Grit can only be recovered by taking downtime to enjoy the things you love.

1 Day of downtime recovers 1 Grit, a full week of downtime fully recovers Grit.


Notes:

- With regards to Archetypes, in case that there are two scores tied for the lowest or highest score, you may choose an archetype from either list.

- Athletes and Jocks are differentiated by 2 things: 1) An athlete can play any sport, a Jock must play on a varsity sport at the high school, 2) Jocks care more about the school, athletes care more about the sport.

- The "forensics" part of the debate/forensics archetype refers to the competitive speaking events, not the crime stuff

- The feature "You Wouldn’t Know Them, They Go To Another School" is inspired by the “drinking buddies” feature of The Veteran



A Non-Comprehensive Guide to Aaron's Non-Chumbawamba Music Taste

I’ve already written a rather extensive guide to my favorite band and frankly the greatest band of all time, Chumbawamba, and I’ve been thin...