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Alimus Wiki

House Rules

System: D&D Fifth Edition (2024)

Frightened

The following condition rules will be used instead of the fifth edition frightened condition.

Frightened.

  • A frightened creature has disadvantage on ability checks and attack rolls.

  • A frightened creature cannot roll hero dice.

The frightened condition is intricately tied to the fear and sanity rules that will be used in this game. Players should not expect to find ways to avoid fear entirely in this campaign, and any features a character gets that would allow them to never fear will be modified to give that character a different boon that is more fitting for the campaign.

Insanity

Insanity is a new condition that will appear in this game. It can occur to creatures whose minds have broken from their stress, as they have seen and experienced more horror than their mind was built to handle. A creature who is insane suffers the following effects:

Insane.

  • The insane creature cannot speak. Their mind broken, they can only communicate nonsensical manners, whether that be bubbles and noises, gestures, sprawling’s or something else.
  • Further effects of insanity will be revealed throughout the course of the game.

The insanity condition is intricately tied to the fear and sanity rules that will be used in this game. The vast majority of characters in Alimus do not know how to cure insanity, but thankfully, it is a rare condition. It is known that the Alimus Asylum has cured patients after intensive care, and those cured have been sent back out into society to continue living normal lives.

Character Creation

Awarding Inspiration

At the end of each session, typically two Inspirations will be awarded, to the following players:

If the entire party has inspiration, it must not have been a challenging session. No matter, for if Inspirations would be awarded to a player who is already Inspired, they may add one hero die to their pool.

Inspiration Bennies

Inspired by Bennies from Savage Worlds and the FATE system, these are alternative options to allow players more flexibility in the use of their Inspirations.

1. Add flavor or a detail to a scene

Examples:

2. Have a pre-planned answer to a problem.

Examples:

3. I know a guy!

Allows players to improvise an NPC who can show up/be found and help in a situation. An appropriate skill check will inform how helpful/friendly the NPC starts off.

Starting equipment

Downtime

As cosmological events and the calendar are very important in Alimus, downtime between notable events or exploits will be common. Villainous machinations typically unfold over the course of months and years, if not decades - not just over days and weeks. And our party’s growth from level 1 to 20 in this campaign should feel organic, natural, and earned - not sudden and meteroic. The time between adventures is still very important - while ne’er-do-wells scheme and the stars follow their courses, our party will be training, investigating, researching and more. Downtime should build toward the narrative and portray characters living their lives while minding the pivotal events that have and will occurred in our game sessions.

Examples of downtime in popular culture:

Example uses of downtime:

See the Skills section for examples of how each skill could be applied in downtime.

Free flavor feat

Hero Points

Hero Points are a pool of d6 dice that players can roll from to increase the result of any d20 roll - attack, ability check, or saving throw (even death saving throws. Only one d6 may be added per roll). These dice facilitate and represent player characters’ ability to succeed in extraordinary circumstances. Hero dice are available to be rolled at any time, except for whena character is frightened.

The hero dice pool refreshes on level up. The number of hero dice available is equal to 5 plus half the character’s level, rounded down.

Players describe their spells and abilities (flavor is free)

Healing Potions

Death saves are made in secret

Skills in an Urban Setting:

The following are examples of how skills could be used specifically in Alimus. Some commonly used or generically good and obvious skills may be omitted from the list. Please consult with your fellow party members and refer to a detailed list of skills like that in the Player Handbook or online when deciding which skills to prioritize for your character.

Acrobatics (Dex)

Animal Handling (Wis)

Arcana (Int)

Athletics (Str)

Deception (Cha)

History (Int)

Insight (Wis)

Intimidation (Cha)

Investigation (Int)

Medicine (Wis)

Nature (Int)

Perception (Wis)

Performance (Cha)

Persuasion (Cha)

Religion (Int)

Sleight of Hand (Dex)

Survival (Wis)

Short Rests are shorter

Things to expect to see in this game:

Things to not expect to see in this game:


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