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Ah .

v1.2

Credits
These rules found their spiritual genesis in Gamma Worldtm, a property of Wizards of the Coast LLC. The intellectual property of Homestuck is the sole purview of Andrew Hussie, creator of [mspaintadventures.com] and Person Who is Likely Already Laughing at Your Expense. The images and likenesses of SBURBtm, the SBURB logotm, and Skaiatm, are the sole properties of Skaianettm and are used herein entirely without permission... we are completely certain that the meteors are already on their way. The following individuals deserve all rightful slanders for this shamefully derivative work:
umbralAeronaut Forger of Void in the Land of Neon and Melody cobaltKinesis Seeker of Reason in the Land of Ghosts and Shadow madLurker Mage of Mind in the Land of Haze and Motion apocryphalCartographer Scribe of Time in the Land of Night and Circuitry schoolSpeedrunner Seer of Doom in the Land of Shade and Relics utilitarianTurnabout Rogue of Light in the Land of Shrines and Quartz daringHero Scourge of Moments in the Land of Ghosts and Echo forgottenQuestioner Thief of Keys in the Land of Tomb and Void steelshodSoul Dealer of Luck in the Land of Quarry and Illusions overclockedImagination Invoker of Insanity in the Land of Tomes and Cats galvanicWonder Dealer of Cards in the Land of Sparks and Miracles thunderArchetype Speaker of Reverberation in the Land of Stillness and Fog crackpotTheorist Champion of Change in the Land of Ash and Thunder sereneNegativity Witch of Time in the Land of Clockwork and Labyrinth Also you! Yes you! Dont think you can get away with this scot-free.

The Homestuck RPG

==> Homestuck RPG version 1.1 Changelog: Addition of several more key concepts to the Rules of Play chapter. New alternative Core Mechanic die system introduced. Clarification of the Brutal Affront system, in particular the ability of a player to accept a normal dice result rather than making a confirmation roll. Heir (Lucky Strike/Wrinklefucked), Witch (Chilling Insight), Bard (Blocking Strike/Encouraging Voice/Jugglers Dance), Witch (Armamentify), Mage (Wweakening Broadside), Thief (Thats Just Pawful/Savage Aggrievance), and Sylph (Dual Attack) powers modified for balance. Witch and Mage defensive traits modified for systems balance. The Zen and Keys aspects have been temporarily REMOVED to make way for Heart and Rage. They will reappear eventually along with other bonus non-canon Aspects. Added missing Communication keyword to many Class boon powers. Sprites and Server Cursors now have Brutal Affront effects as well as Initiative modifiers given in their statistics. Finesse Meleekind and Randomkind have had their statistics tweaked. Clarifications added to several segments of Alchemy that didnt read well. Defensive alchemy powers are now always Encounter usage. Modifications to many alchemy points costs and traits for balance. Templates chapter modified heavily for balance, several new templates added. Watermark has been lightened for easier reading. Formatting and spelling fixes, various. Compensation, adequate. ==> Homestuck RPG version 1.2 Changelog: Addition of several more key concepts to the Rules of Play chapter. Seer (Piercing Intellect) and Knight (Aggressive Demand) class traits simplified for ease of play. Change in the Hit Points per Level, as well as an Armor cap on Light Armor. Addition of Epic Boons (God-Tier, Paragon Tier, Signature Alchemy) Several new Adversaries were added. Several new Prototyping Templates have been added. New Character Templates have been added. The Sprite Section was removed, replaced by the new Companion Character section which allows for the making of Sprites as well as Guardians and other allies. ==> Homestuck RPG version 1.3 Changelog:

The Homestuck RPG

Contents
Introduction Rules of Play / The 2d10 Core Mechanic Brutal Affronts and Grave Blunders! Character Creation Overview Rolling your Title Determining Statistics Character Advancement Gaining Levels Heir - Sylph (Classes) Blood - Void (Aspects) Skills Templates Server Combat Companion Characters 6 7 14 15 16 17 18 19 Gear Sylladex Alchemy GM Material Combat Encounters Skill Encounters Exploring SBURB Player Death 55 60 62 97 99 102 103 107 108 114 124 128 129 139

20-27 Adversaries 28-39 40-41 42-47 48 50 Agents Chess Pieces Denizens Prototyping Templates Final Words

The Homestuck RPG

Introduction Welcome to the Homestuck tabletop Role-playing game! For now this introduction is a bit of a placeholder; we assume you must have a better then passing knowledge of Homestuck (of mspaintadventures fame) as well as at least a rudimentary grasp of the concepts of a table-top RPG. As we approach the final version of these rules however, a concise summary of basic concepts such as dice, character sheets, and double-paradox reacharounds will be placed here. Until then, enjoy this picture of Dave and Jade looking awesome!

credit for the image goes to Lexxy

The Homestuck RPG

Rules of Play
In many respects the Homestuck RPG runs off of the same basic system that underpins the latest edition of Gamma Worldtm or the 4th edition of Dungeons and Dragonstm on which it was based. Those rules shall not be duplicated here; however the Wizards of the Coast web site offers a free online Quick Start Rules PDF that contains the entire rules framework needed. We will note only where deviations from those rules exist. The Homestuck RPG makes references to "Strife" and "Scrutiny," two distinct phases of character interaction with each other, the worlds of Skaia, and their myriad inhabitants. These are functionally identical to "Combat Encounters" and "Non-combat Encounters" respectively, as you might already have guessed. Communication. This range keyword, which you will find many times on the following pages, is intended to allow certain powers to function in a team cooperative role, even when the party is separated across long distances. Whenever you are pestering somebody on the instant message application of your choice, close enough to hear each other shout, or simply talking face-to-face, you are said to be Communicating, or able to Communicate, with that player. Communication requires a two-way exchange of ideas: simply watching someone on a Trollian view screen does not in itself mean you are in communication with them. Subsequently hassling their iShade chat client counts as Communication, assuming they are willing and able to respond. Alchemy and Sylladex Cards are the replacement for Magic Items and Omega Technology/Gamma Mutation from DnD and Gamma World. There are two entire chapters devoted to these topics later on, but for now there are just a couple important things to take away for them. Sylladex cards represent items uncovered in your data structure-based inventory system or discovered in your journey that become randomly available to provide you with numerous different types of advantages. You and your friends in the game will gradually build a Common Sylladex deck together, this is a Common Deck and everyone draws from it. But you will all also have your own individual Alchemy decks that represent your personal items, and which you create the cards for yourself. It is important to not confuse the two! Action Points do not exist as such in the Homestuck RPG. Many Aspects grant a Boon at level 7 that function quite similarly to the concept however. Second Wind for those familiar with 4th edition and not Gamma Worldtm, are handled slightly differently. They are a Minor action and grant hit points equal to your bloodied value (there is no third second wind HP value to keep track of), but they are otherwise identical in function and still may be used once in an encounter. Like Gamma World, the Homestuck RPG does not have Healing Surges to keep track of. Resistances are more common for players to have in the Homestuck RPG, most often from a Template but also through Aspect abilities and Alchemy powers. Unless a specific type of attack is specified to be what you are resistant to, the defensive bonus is applied to any and all damage that you take. For example if you have Resist 2, any effect that would hurt you deals 2 fewer damage. Resistances do not stack unless otherwise noted so you may normally only apply the single highest possible Resistance that you have against an attack. Attack Aggrievement Power Range is assumed to be the range of the weapon currently equipped, except when noted otherwise. If a power simply states that it is "Melee- or Ranged-kind" without any other qualifiers, then whenever you use it with a Melee-kind Abstratus, you may attack any creature in an adjacent space to you. If you use it with a Melee Abstratus that grants Reach, you may attack any

The Homestuck RPG

creature within 2 spaces of you. If you use it with a Ranged abstratus, the power range is identical to the range of the weapon you wield. If the power states that it is "Melee-kind (Close Burst 1)" or "Ranged-kind (Close Blast 3)" then that powers stated range takes precedence over the weapon's statline... wielding a Reach weapon does not allow you to extend the size of a Close Burst or Blast, for example. Some Aggrievements or Fraymotifs are not based on Weapon powers. Non-Weapon Powers will be obvious because they lack the keyword Melee-kind or Ranged-kind in their range field, and also because you will not see the [W] notation as part of their damage score! It is important to note that any Collectible Weapons that you have created through Alchemy will not apply their bonuses to these attacks! Determining Success or Failure: As in any RPG, there are many things you will likely attempt to accomplish where your character's success or failure are in uncertainty. In order to resolve these actions, perform the following sacred ritual: Take in hand two (2) of the venerable Decagons of Fate then cast them upon your tabletop, preferably while intoning an oath or pledge seeking the favor of the Fickle Ones. In simpler terms, roll 2d10, and add the relevant skill or attribute modifier. Compare the total to a target number. If the number exceeds the challenge or defense, it is a success. If the two rolled d10 dice have the same value (two 6s or two 1s for example) then you have a potential Brutal Affront on your hands! See the next chapter for an explanation of how to handle them.

Why 2d10?
The decision to go with Core Mechanic rolls of 2d10 rather than the much-loved 1d20 was not made lightly. It was a design goal to capture the outrageous quirks of the MS Paint Adventures style, which include all manner of tragic pratfalls and outrageous Brutal Affronts on the part of the protagonists as well as similarly upped antes by the opposition. Unfortunately, adding another layer of critical randomity on top of the already fickle d20 was decided to be a dangerously unbalancing act. Instead, we have settled for a compromise: the stability of a 2-dice bell curve is juxtaposed against a 10% probability of critical effects that include both good results and awful reversals of fortune. A side effect of replacing the d20 is that static bonuses to attack and skills become much more powerful: you'll notice that in many of the class powers/traits that follow, +1 or -1 modifiers to attacks and skills are the general rule rather then +2/-2. Above the curve of statistical probability it is harder to miss, and below that curve it can be a real struggle to hit. Teamwork is paramount in the Homestuck RPG to keep your rolls in the high zone!

BLUH!!

I want my d20s back!

Ok, sure! If your gaming group wants to go with a traditional d20 for your core mechanic dice rolls, then try out the following system. Have every player pick one d20 result of 9 or below, and another d20 result of 11 or above, to be their two Brutal Affront die results (2 dice results out of a d20 = 10% chance of rolling such a result). Whenever a player comes up with one of their two numbers, let them attempt a Brutal Affront confirmation using a 1d10 as normal! Examples: Terezi picks her two critical dice to be a 4 and 13, because those are the numerals of the blind prophets! Vriska likes the number 8 a little 8it too much, so naturally she picks 8 as well as its multiple 16 for her critical die scores. Dave thinks attaching significance to the numbers is pretty lame so he simply picks 1 and 20. Besides it would be pleasingly ironic to roll the lowest possible value but turn it into a sudden success... or the highest value and still fail abjectly, which would also be pretty ironic he supposes.

The Homestuck RPG

General Terms, Effects, and Rules


Dice: A six-sided die is a d6; a ten-sided die is a d10, etc. The basic rolling mechanism is 2d10+modifiers. If the total is above or equal to the target number, you succeed. If its below, you fail. Combat: 1. GM determines if either side beings the battle surprised. The surprising side gets one round to act before the surprised side. 2. Place yourselves on the map. 3. Roll for initiative. Higher initiatives go first. 4. Surprise round, if any. 5. Everyone takes their turns. 6. Once everyone has taken their turn, begin the next round. Start at the top of the initiative order, repeat until one side or the other is defeated. 7. At the end of the encounter, restore any surviving PCs to full health. Action Types: You have one Standard action, one Move action and one Minor action per round. You can trade down one action type for another (standard for move or minor, move for minor.) Standard: Attacks and the like Move: You can either move your speed as a move action, among other things. Minor: Minor things that arent big enough to require a different type of action. There are also actions you can perform when it isnt your turn. Free: Things that are so simple they dont qualify for another action type: Talking, dropping

what youre holding, etc. You can do this during other character s turns. Opportunity Actions: These can be used once per turn when they are provoked. The most common is the Opportunity Attack. Immediate Actions: You can only make one Immediate Action per round when they are triggered. There are two types.

Saving Throws: If you are under an effect that a save can end at the end of your turn, roll 2d10. If the total is at or above 10, you save against the effect. If not, youre still affected. Combat Advantage: If you have Combat Advantage against an enemy, you gain +2 to attack rolls against them. You must be able to see the target to get this advantage. There are two ways to gain combat advantage: Conditions, detailed later Flanking. To flank, you and one ally must be on opposite sides of an enemy Cover and Concealment: If you have at least half of your body behind an object, you have cover. If you are partially obscured (by fog or the like), you have concealment. If you are completely behind an object or obscured, you have total cover or concealment. Cover/Concealment gives a -2 penalty to any melee/ranged attacks against you. Total cover/concealment gives a -5 penalty to any melee/ranged attacks against you. Area/close attacks only take penalties from cover if you have cover from the attacks point of origin. If you are invisible, you have total concealment. Opportunity Attacks:

The Homestuck RPG

Melee basic attack Once per turn You threaten every square next to you, unless otherwise noted. Moving out of a square someone threatens provokes one (shifting does not) Making a ranged or area attack in a square someone threatens provokes one.

Movement: There are three main things to do with a move action Move a number of squares equal to your speed Run (Move a number of squares equal to your speed + 2, but take -5 to attack rolls and grant combat advantage until the start of your next turn) Shift one square Forced Movement: Some powers force characters to move Slide X: Move target X squares in any direction Push X: Move target X squares away from you Pull X: Move target X squares towards you Difficult Terrain: It costs 1 more square of movement to enter a square of difficult terrain. Forced movement is unaffected. Falling: You suffer 1d10 damage per 10 feet fell. Teleportation: Requires line of sight, not line of effect. Does not trigger opportunity attacks. Happens instantaneously. Can teleport while immobilized/restrained. Flying: Can move in three dimensions, must move at least two squares per turn to stay aloft unless it can hover, otherwise the same as normal movement. HP:

When a target is reduced to half their maximum HP, they are Bloodied. Temporary HP are eliminated before regular HP, do not count as HP for determining if a target is Bloodied, and can bring a target above their normal HP maximum. Temporary HP are lost at the end of the encounter.

Death and Dying: When a PC is brought to below 0 HP, they are dying. Any turn where you are dying and are not stabilized, make a saving throw. If you get 10 or above, you dont get any worse. If you get 9 or below, you get one strike. Three strikes in one day, youre dead. To stabilize a dying character, roll a Science check as a standard action against a medium DC. If you pass, the target character doesnt have to make a death save until the end of the encounter. Healing always begins at zero for a dying character. (If a dying character is healed for 4 HP, he is now alive with 4 HP.) If you are dealt enough damage to bring you to the negative of your Bloodied value in HP, you are dead no matter how many death saves you have left. NPCs do not follow these rules. They just die/are knocked unconscious at 0HP.

The Homestuck RPG

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Recovery: After roughly ten minutes of rest, you are restored to full HP and all death saves and encounter powers are refreshed. Powers: Melee: Can be used only against targets within your reach(generally 1 square.) Ranged: Can be used againt any targets within range. Provokes an OA. Close: Affects all targets in an area, does not provoke an OA. Close Burst X: Area is all squares within X squares of you. Close Blast X: Area is an area with X squares on each side. This area much touch your square in some way. Area Burst X: Choose one square within range. This power covers all squares within X squares of that square. Area Wall X: This power covers X squares. These squares must be adjacent to at least one other square. [W] means your weapons damage dice. If your weapon deal 1d10 damage and you use a weapon that does 2[W], you roll 2d10. If you weapon did 2d8 instead, youd roll 4d8. Effect: If your attack has an effect, it occurs whether it hits or misses. Zones: Areas that cause a certain effect over an area. Charging: As a standard action, you may move up to your speed to the nearest square in melee range of the target and make a basic attack with a +1 bonus to the attack roll. You must move at least two squares in order to charge.

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Status Effects
-Blinded -Grants Combat Advantage -Cant see any targets(all creatures gain total concealment from you) -Take -10 to Perception checks -Cant flank an enemy -Dazed -Grants Combat Advantage -Can only take one action per turn(one standard, one move, or one minor) Cant take immediate actions -Cant flank an enemy -Deafened -Cant hear anything -Take -10 to Perception checks -Dominated -Dazed -The dominating creature chooses your actions. You may only use at-will powers/basic attacks. -Dying -Unconscious -At 0 or negative HP -Make a death saving throw every round -Helpless -Grants Combat Advantage -Can be the target of a Coup de Grace -Note: You are normally only helpless while unconscious -Immobilized -Cant move from your space, although you can teleport or be forced to move by a push, pull or slide. -Marked -Takes -2 to attack rolls on any attack that doesnt target the creature that marked you. -Petrified -Turned to stone -Take no actions -Gain Resist 20 to all damage -Unaware of surroundings -Does not age -Prone -Grant Combat Advantage to any melee attacks against you. -Gain +2 to all defenses against ranged attacks

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-Take -2 to attack rolls -Drop prone as a minor action -Restrained -Grant Combat Advantage -Immobilized -Cant be forced to move by a push, pull or slide -Take -2 to attack rolls -Slowed -Speed is now 2. This speed applies to all movement modes, but not to teleportation or to pushs, pulls or slides. Cant raise speed above 2. If speed was less than 2, it does not increase. If slowed while moving, stop moving if you have already moved 2 squares. -Stunned -Grant Combat Advantage -Cant take actions other than free actions -Cant flank an enemy -Surprised -Grant Combat Advantage -Cant take actions other than free actions -Cant flank an enemy -Unconscious -Helpless -Take -5 to all defenses -Cant take actions -Fall prone, if possible -Cant flank an enemy -Weakened -Attacks do half damage. Ongoing damage is uneffected. -Insubstantial -Take half damage from all attacks. Ongoing damage is also halved. -Phasing -Can move through solid objects, such as walls and most forms of difficult terrain. You cannot end turn inside a solid object. -Resist X -Take X less damage from all sources.

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Brutal Affronts and Grave Blunders


When making Combat rolls, rolling doubles on your d10s offers you a potential for a Brutal Affront... or perhaps just a Grave Blunder. You may choose to either accept the normal dice result, or instead immediately make a confirmation dice roll, consisting of a roll of d10. If the third d10 comes up as.... Positive (5+) - Brutal Affront! Your attack is now a success, regardless of the original roll and the defense being targeted. Apply maximum damage from the original attack, as if you had rolled the highest score possible on your regular damage dice. If you are at least level 2, then you may also apply the Brutal Affront benefit you gain from your class as well. If you are level 6 or higher, then stack both of your Brutal Affront effects together to determine what happens. Any bonus damage dice you gain must be rolled for normally. Negative (1-4) - Grave Blunder! Your attack is an unmitigated failure, regardless of the original roll and the defense being targeted. If you are at least level 2, you take damage equivalent to your Brutal Affront bonus (not the original attack) as well as any relevant effects. Remember that once you hit level 6, your effects stack up, raising the stakes of failure as well.

In a Skill test, the rules are quite similar. Roll your confirmation, and then consult this chart: Positive (5+) Brutal Affront! - If your original roll was a success, you succeed more, perhaps uncovering a spontaneous, tangentially related breakthrough or unlocking a side-challenge through a fluke of luck related to your original effort. If your original roll was a failure, then you've somehow found the silver lining to the cloud: unlocking a parallel course of action that might help circumvent the problem or a nearly-equivalent treasure unrelated to your original pursuit. Negative (1-4) Grave Blunder! - If your original roll was a success, you have succumbed to some sort of complicating side-effect that renders your successful effort... less so. If your original roll was failure, then you have managed to render further advancement in the effort you attempted impossible. Examples include breaking a vital tool, destroying clues, or enraging the Weasel Ambassador beyond the point of rational discourse.

Notice that you are never obligated to take a Brutal Affront confirmation roll. If you decide that the potentially disastrous results of a Grave Blunder are not worth the risk in your present circumstances, you may choose to simply accept the standard results of your dice roll as if doubles had not been rolled. Simply compare the score to the target difficulty as normal and take a normal success or failure. You must choose whether to make a confirmation roll before seeing the results of your action! You may never have more than a +3 bonus to your Brutal Affront rolls.

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Overview of Character Creation


1.) Decide on an Exclusive Template (pg. 34). Your group and your GM should have a discussion about what kind of Session you all want to run. Will you be humans, Trolls, or something even weirder? 2.) Determine your Title by rolling for your character's Class and Aspect (pg. 10). The instance of Skaia that you access assigns each player who enters a seemingly 'randomized' title composed of two elements. Progress in the game will reveal, however, that roles given are often strangely insightful. Very often it will seem as though the role is assigned in order to directly challenge you or even cater to a strength of yours, but either way Skaia's purpose seems to be to cause the players to experience some form of personal growth on their journey. This is a coming-of-age story after all! For the purposes of the Homestuck RPG, we will go about this process in reverse by generating your Title first and then iterating further character details out of that. Roll a 1d8 on your Title chart, and a 1d12 on your Aspect chart in order to determine your role. 3.) Assign Ability scores (pg. 11). Your ability scores describe your player's inherent abilities in four different areas crucial to any Skaian adventurer, whether green skylark or seasoned rumpus-rustler: Mangrit, Pulchritude, Imagination, and Acumen. The Title you previously rolled for will dictate your primary and secondary ability scores, the other two must be assigned. 4.) Determine your skills (pg. 43). Your Title and Class each grant you bonuses to specific skills, and you also gain another +4 bonus to one random skill that you roll. If you like you may consider these skills a reflection on a personal hobby or pursuit of your player's prior to their entry into the world of Skaia, and use them as cues to begin fleshing out your idea of what your character is like. 5.) Allocate a Kind Abstratus to your Strife Specibus (pg. 45). You'll need to arm yourself for protection as you travel the many deadly worlds awaiting you, so at this point you should take stock of your abilities and choose some form of weaponry that complements your fighting style. Be wary of the fact that in a world dominated by the capricious rules of the Captchalogue system, it is much more difficult then you might imagine to simply switch between a variety of different weapons willy-nilly. Until you can upgrade your Strife Portfolio youre stuck with your one choice, so you'd better pick wisely. Also choose your Armor at this point (that is, your starting outfit). 6.) Fill out the rest of your numbers (pg 11). The Character Statistics chart at the bottom of this page will help you complete the rest of the numbers on your character sheet. 7.) So... just who are you? At this point you should sit back from your sheet, let your eyes unfocus a bit, and ponder just what sort of strapping young lad or lass resides in between all of these numbers. While many of the classes and aspects on the following pages will suggest details of a personality archetype or possible motivations for why your character does what they do, these are only suggestions and should be re-interpreted or ignored in any way you choose. 8.) Add any additional Templates (pg. 34). 9.) Draw your initial Sylladex hand (pg. 50). You should now be ready for your first session. When the GM tells you its time, draw one Sylladex card from the common deck to rep resent the initial starting gear you have.

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Character Title
The worlds generated by your instance of Skaia are constructed in order to challenge you. Your worthiness to accept the ultimate treasure of the game is in question, and your very lives are the stakes! Fortunately, you have an edge. Each player who enters Skaia through the portals of Sburb, Sgrub, etc. is granted a TITLE, which is both a gift of power and a promise of further greatness to come. In order to determine your Title, roll one d8 and one d12 and consult the tables below for each result. Your first roll determines your Class, and your second roll determines your assigned Aspect. These components represent (in part) the path of personal growth that Skaia has selected for you. For example, a roll of 5 on the d8 and 4 on the d12 would indicate that you have been selected to be the Thief of Time. Wicked! At this point you may also wish to select some sort of synonymous name for one or both of these components, perhaps to make the title sing better. Suggestions are included on the pages for Title and Aspect ahead. Continuing from the previous example, one might decide that their character's supreme mastery of thiefery and timey-wimey-ness is better personified by the title Hunter of Moments. It is probably for the best to not stray too far from the original meaning so that nobody gets confused.

Roll 1 2 3 4 Roll 1 2 3 4

Class Heir Seer Knight Witch Roll 5 6 7 8 Aspect Breath Hope Mind Time

Roll 5 6 7 8

Class Thief Mage Page Sylph Roll 9 10 11 12 Aspect Doom Life Rage Void

Aspect Blood Heart Light Space

Your GM, if they are feeling particularly kind, may give you a chance to re-roll one of the rolls if you disliked your initial result, or perhaps instead allow you to choose your Aspect outright prior to rolling for Class, but it is highly recommended to not tweak the Title rolling system too much if at all. The ways of Skaia are mysterious and part of the journey is learning to reconcile the occasionally bizarre choices of the game with your own path. With that said if two or more players end up with the same Aspect it is probably good grounds to seek a re-roll. Those should be unique to their player! In larger groups a few overlapping Classes will not be too disastrous and may even prove to be unavoidable, but in a small group the best policy is probably to have as unique a cast as possible. A more diverse set of players will be better able to combine their strengths and mitigate their weaknesses! If your group wishes to have as close to a canon session of SBURB as possible, you may also want to create a smaller sub-list of Aspects that represent simply the ones necessary to have a successful game. Another reason to narrow down the size of one of the charts might be to remove some classes or aspects that for whatever reason you and your GM agree to exclude. An example of a sub-list for Aspects that includes some of the more essential aspects for a smaller group might be:

Roll Aspect 1 Space 2 Time

Roll Aspect 3 Light 4 Life

Roll Aspect 5 Mind 6 Void

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MANGRIT (Mgt) Physical strength, stamina ACUMEN (Acm) Reflexes, Intuitive thinking

PULCHRITUDE (Plc) Presence, Force of will IMAGINATION (Img) Intelligence, reasoning

Unlike the common 6-attribute system, the Homestuck RPG uses a 4-attribute character system (pictured above!). Place an 18 in your Class primary attribute, and a 16 in your Aspect primary attribute (look at the Class and Aspect entries on the following pages to determine what attributes these are). If your Class and Aspect both have the same primary attribute score, place a 20 in that one score and then an 8 in one other attribute of your choice. Either way you will now have two remaining ability scores that are empty. You have the choice of two differing ability score arrays for the final two numbers. Choice 1: Balanced 12 and 10 Choice 2: Specialized 14 and 6

Most often, you will be using the modifier of your attribute scores to help determine success or failure of your attacks and actions. Look at it this way; an ability score of 10 is dead average. At ability score 10, there is no inherent bonus or penalty being applied to your efforts. Therefore the modifier for that ability is a 0. For every two points above 10 your ability score is, you gain a stacking +1 modifier to any related rolls. So, for example, an ability score of 18 grants a +4 modifier to all attacks and skills related to that ability score. If your score in an attribute should place you at a number lower then 10, the exact same logic applies in reverse. A score of 8 gives a -1 penalty to any skills or attacks related to that ability score, while a 6 grants a -2 penalty. Once you have rolled for all of your attribute scores, you are now ready to derive the secondary values for the rest of your mathematical statistics. Use the section on Character Statistics below to see how this works.

Character Statistics
1st level Hit Points: Your Mangrit attribute value + Pulchritude value. Note that this is one of the only places where it is your full score and not simply your modifier that is counted! (ie. Mgt 16 and Plc 12 = 28 starting HP) Hit Points per level gained: You gain 6 Hit Points per level if your primary attribute is Mangrit or Pulchritude. If your primary attribute is not Mangrit or Pulchritude, you gain 5 Hit Points per level. Fortitude defense: 10 + your level + your Mangrit modifier. Reflex defense: 10 + your level + the better of your Imagination or Acumen modifiers. Will defense: 10 + your level + your Pulchritude modifier. Armor Class: 10 + your level + armor bonus + Auto-Parry (if applicable); if wearing light armor, add the better of your Imagination or Acumen modifier. Speed: 6 (+ or - modifiers from your Armor and Class) Initiative modifier: the better of your Acumen or Imagination modifier + your level + other modifiers.

The Homestuck RPG

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Class and Aspect


When your character first enters the Medium, they will find themselves placed into a world that has been in anticipation of their arrival for some time. You, and by extension your session's fellow players, are the prophesied heroes of your respective Lands. The nature of your personal "quests" in that world may vary wildly according to the occasionally non-sequitor logic of Skaia's formulaic world construction, however there are certain predictable patterns at work. The components of your title are significant clues. The first section of your title, the Class, is the most simple. Whether knowingly or unknowingly, most players fairly quickly find themselves stepping into the patterns of the Knight or the Seer as predetermined by their personality and various circumstances, all somehow foreseen by the powers that sustain Skaia. The second portion of your title, the Aspect, is generally more abstract and takes more time in the game to manifest. However they represent the most supernatural and most powerful abilities at your disposal, and are also the most closely-tied to the grand destiny you must fulfill in order to free your Land from the grip of it's Denizen and, eventually, take hold of the grandest treasure that Skaia has to offer. As a first level character, the majority of your power is defined by your natural talents and abilities, represented as skills and ability scores, as well as your Class, which represents rudimentary fighting styles and techniques that become gradually more deeply ingrained the further you adventure. As you continue to adventure however, you will discover that more and more your abilities are enhanced by the ever-expanding roster of Alchemy cards that you create as well as the blatantly supernatural abilities bestowed upon you by the awakening Aspect within you. At 10th level, a character in the Homestuck RPG has about 60% of his or her potential represented by their Aspect and God-Tier powers and/or the powerful Sylladex cards they have created.

CHARACTER ADVANCEMENT TABLE: The Echeladder


Boondollars 0 75,000 150,000 250,000 350,000 500,000 650,000 900,000 1,200,000 1,500,000 Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Title Benefit Gain traits and choose two Aggrievements from your class, gain class and aspect skill bonuses. Brutal Affront benefit from class, bonus Sylladex card, Create your first Alchemy card Class boon Traits from aspect, bonus Sylladex card Fraymotif from class, Retraining option Brutal Affront from aspect, bonus Sylladex card Aspect boon 3rd Aggrievement from either class or aspect, bonus Sylladex card Fraymotif from aspect, Retraining option Gain an Epic Boon Sylladex Hand size (Alchemy Draw Chance) 1 2 (6+) 2 3 3 (5+) 4 4 4 (4+) 5 Varies

What is up with Boondollars? Boondollars are a form of Skaian game currency that have absolutely no legitimate use, aside from paying off the occasional parking citation and screwing with your Land's economy for fun and (dubious) profit. In the Homestuck RPG they serve as a measure of your level advancement. If you should feel the need to somehow dispense with your Boondollars in some frivolous way go ahead... just use the aggregate of your personally earned Boondollars to date with regards to your character's advancement (not counting any expenditures).

100 Boondollars = 1 experience point. The Homestuck RPG 18

Gaining Levels
Every time your character level increases, your Level Bonus improves. Your level bonus is a measure of your overall ability and skill level. The Level bonus effects most of the things you do. It is a part of your defense scores, attack bonuses, the damage of several attacks, your initiative and skill check modifiers. As indicated on the Title benefit section of the Character Advancement chart, you also gain benefits from your Class and Aspect at various points as you gain levels. You begin with two Aggrievements chosen from among the options in your Class. At second level you gain the Brutal Affront benefit from your Class. At third level you gain the Boon from your class, and so forth. These title benefits are explained in detail on the Class and Aspect pages that follow. Dont forget to increase your Hit Points every time you gain a level; in accordance with the Character Statistics chart two pages back. Next is your Sylladex Hand size. As a first level player entering the worlds of Skaia, you can have one Sylladex card (drawn from the Common deck) readied and use its power once per encounter. At second level you gain the ability to have a second card readied at all times. It is also at this point that you will begin creating Alchemy cards to represent the more powerful weapons and items that you create using Punch Card Alchemy. Alchemy Cards compete with regular Common cards for a space in your hand. If you wish to draw an Alchemy card from your personal deck, you must determine your Alchemy Draw chance. Roll a d10 to determine if you are successful at navigating the twisted logic puzzle or data structure of your sylladex and gain an alchemized item for use. At level 2 the chance of succeeding on the d10 is a 6 or more. At level 5 this improves to a 5 or better, and so on. Eventually you will need only get a 3 or better on your die roll to get an Alchemy card for your hand, but your Alchemy deck will by then have grown rather large! There is a later chapter on Alchemy in which the process of building your alchemized item cards is explained in more detail, but for now the important thing to remember is that you receive a certain number of Alchemy Points every time you level up, in order to represent the Grist collected from defeating Underlings. You must spend all of your Alchemy Points at once every time you gain a level, as they may not be hoarded! It may be helpful to plan out your Alchemy one level in advance so that you do not need to call a stop to the action as soon as your characters attain a new level. One benefit listed on the Character Advancement chart is Retraining, which allows you to change your Aggrievement choices. Once at 5th level and then again at 9th level you have the option to change one of the choice of Aggrievements you previously made if you are not satisfied with the way an ability is working for you. You do not have to Retrain if you do not wish to. Example: John Egbert, who is an Heir of Breath, chooses the Aspect aggrievement Descend at 8th level, to go along with his two prior choices of Lucky Strike and Dual-Grit Stance that he made at 1st level. He discovers that he is using Descend quite a bit and it has become his primary method of attack in place of the Dual-Grit Stance attack, so at level 9 he decides to retrain and remove Dual-Grit Stance in favor of STRONG Stomp to diversify his power set-up, justifying the new attack as just another differing manifestation of his Windy Thing powers. At level 10, you will have to make a choice of Epic Boon. This is the point when most players have to determine if they will ascend to the God-Tiers or instead remain regular players! How the story has gone so far will certainly go some distance to dictate this decision, but your playstyle will have plenty to do with it as well. Epic Boons are described in full in the GM section of the rules.

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Class - "Heir"
Alternative titles: Scion, Noble, Heiress, Baron

You have inherited a birthright of strength and powerful will, although you may not yet realize it. Skaia might bestow this class upon you in order to make you realize the extent of your inner might, or perhaps help you come to terms with the way your strength separates you from others. While at first glance you may seem defined by a simplistic approach to problems, or perhaps a certain gullible naivety, the Heir is often a hero of surprising insights. Whether due to sheer optimism and a curious alignment of Fate on your side, or grim tenacity and self-belief, you are never content to give up in the face of adversity. Attribute: Mangrit
Skill Bonus: Hidden Depths - Gain a +4 bonus to Insight checks. Traits: Strong Mind - Gain a +2 bonus to Will. Determination - Whenever you miss with an attack or fail a skill and didn't roll doubles, you gain a +1 bonus to your next attack or skill roll before the end of your next turn. Brutal Affront (lvl 2): (Sassa)crusher - The attack deals 1d10 extra damage and the target is knocked prone. (Grave Blunder You take 1d10 damage and you fall prone).

Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Lucky Strike
Standard action At-will Melee- or Ranged-kind Target: One creature Attack: Mgt + your level + weapon precision vs. AC Hit: 1[W] + Mgt modifier + your level damage. Miss: The target and one other enemy within 2 spaces of it each take damage equal to either your level bonus or your Mangrit modifier, whichever is higher.

Dual-Grit Stance
Standard action At-will Target: One creature Melee-kind

Attack: Mgt + your level + weapon precision vs. AC, two attacks. Hit: 1[W]+ your level damage per hit. Effect: If both attacks miss and you didnt roll any doubles, you immediately suffer the effects of a Grave Blunder. Requirement: You must be in a One-handed Abstratus mode.

STRONG Stomp
Standard action At-will Close blast 3 Target: One, two, or three creatures in blast Attack: Mgt + your level vs. Fortitude Hit: Mgt modifier + your level damage, and the target is slowed until the end of its next turn.

Wrinklefucked
Standard action Encounter Target: One creature Attack: Mgt + your level + weapon precision 1 vs. AC Hit: 2[W] + Mgt modifier + your level damage, and the target is knocked prone. Effect: You gain temporary hit points equal to your level. Melee- or Ranged-kind

Boon (lvl 3), gain the following power: Fortune-Favored


Free action Encounter Personal Trigger: You or an ally who can communicate with you suffers a Grave Blunder or Negative Complication Effect: The next time in this Strife or Scrutiny that you roll doubles, you automatically confirm a Brutal Affront or Positive Complication (as if rolling a 5 or better on your confirmation die). In addition, if you have already spent your Second Wind you regain the use of it.

Fraymotif (lvl 5), gain the following power: Fruit Gusher Crusher
Standard action - Encounter Target: One creature Attack: Mgt + your level + weapon precision vs. AC Hit: 3(W) + Mgt modifier + your level damage, and you and the target both take -1 to all defenses until the end of your next turn. Effect: The target grants combat advantage until the end of your next turn. Melee- or Ranged-kind

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Class - "Seer"
Alternative titles: Guru, Sage, Juror, Vassal

The gifts of the mind are yours to unlock, and you probably already know it (for better or for worse). There is no secret you cannot uncover or mystery you won't solve. A curious related benefit is that you are likely to gain the attention of powerful beings in the game, perhaps Exiled Royals or grim Horror-Terrors, who recognize your potential and seek to use you to advance their trans-timeline agenda... as well as yours. Your friends might not appreciate the fact that you always seem to be one step ahead of them in understanding the more esoteric workings of the game around you, but that's all right. They'll eventually realize that if anyone should have the pieces of the puzzle firmly in hand, it's you. Attribute: Imagination Skill Bonus: Secretive - Gain a +4 bonus to Stealth checks. Traits: Mental Fortress - Gain a +2 bonus to Will. Piercing Intellect - Whenever you succeed on a skill test, you gain a +1 bonus to the next attack roll that you make. Whenever you succeed on an attack roll, you gain a +1 bonus to the next skill roll that you make. These bonuses disappear at the end of every encounter. Brutal Affront (lvl 2): Stinging Snark - The attack deals 1d8 extra damage and the target grants combat advantage to you (save ends). (Grave Blunder You take 1d8 damage and grant combat advantage to the target you Blundered against until the end of the encounter.) Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Harsh Deduction Vigilant Observation
Standard action At-will Melee- or Ranged-kind Target: One creature Attack: Img + your level + weapon precision vs. AC Hit: 1[W] + Img modifier + your level damage, and the target and each enemy adjacent to it take a -1 penalty to attack until the end of your next turn. Standard action At-will Close burst 10 Target: One creature in burst Effect: Until the end of your next turn, you gain a +2 bonus to defenses against attacks from the target only. If you attack the target before the end of your next turn, you gain a +1 power bonus to attack and + twice your level bonus to damage against that target only.

Sinister Irony
Standard action Melee- (Close blast 3) or RangedEncounter kind (Burst 1 in range) Target: Each creature in burst or blast Attack: Img + your level + weapon precision vs. AC Hit: 1[W] + Img modifier + your level damage, and the target is immobilized until the end of its next turn.

Reaping Justice
Standard action At-will Close burst 1 Target: Every enemy you can see in burst. Attack: Img + your level vs. Reflex Hit: 1d8 + Img modifier + your level damage, and you can slide the target 1 space.

Boon (lvl 3), gain the following power: Guidance from Beyond
Move action - Encounter Personal Effect: You and one ally who can communicate with you each gain a +2 power bonus to their choice of a skill roll, damage roll, or saving throw of your choice before the end of your turn. Each of you must declare the roll gaining the bonus prior to taking it.

Fraymotif (lvl 5), gain the following power: Chilling Insight


Standard action - Encounter Target: One, two, or three creatures in range Attack: Img + your level + weapon precision vs. Reflex Hit: 1[W] + Img modifier + your level damage, and the target is dazed (save ends). Melee- or Ranged-kind

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Class - "Knight"
Alternative titles: Champion, Soldier, Thane, Templar

Sometimes it's tough to see it behind that armor of yours, but you really do care about your friends. Why else would you have let them drag you into this absurd game? Whether you apply your calculating mind to problems through a lens of indifferent irony or demanding anger, the fact is that you're an indispensable ally. Perhaps Skaia intends for you to learn how much help you can be for the ones who depend on you when you let the facade slip a little and show them just how much you do care. Even if that's complete bullshit, the fact is that without a cool dude like you around all of these other fools are completely hopeless. Just consider this an act of philanthropy, motherfuckers. Attribute: Pulchritude Skill Bonus: Off the Handle - Gain a +4 bonus to Athletics checks. Traits: Armor of Scorn - Gain a +1 bonus to your Fortitude, Reflex, and Will. Never Let Them See You Falter - You gain a +2 bonus on the roll to confirm a Brutal Affront if your original roll would have failed the skill or missed the target. Brutal Affront (lvl 2): Aggressive Demand - The attack deals 1d10 extra damage and target is marked by you until the end of its next turn. (Grave Blunder You take 1d10 damage and are marked by the target you Blundered against until the end of your next turn.)` Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Cant Abscond, Bro! Chasing My Shadow
Standard action At-will Melee-kind Target: One creature Attack: Plc + your level + weapon precision vs. AC Hit: 1[W] + Plc modifier + your level damage. Effect: The target provokes an opportunity attack from you if it shifts until the start of your next turn. Standard action At-will Melee-kind Target: One creature Attack: Plc + your level + weapon precision vs. AC Hit: 1[W] + Plc modifier + your level damage, and you shift 1 space and pull the target into the space you just left. Effect: Before or after the attack, you may shift 1 space.

Threshecute
Standard action At-will Melee-kind Target: One creature Attack: Plc + your level + weapon precision vs. AC Hit: 1[W] + Plc modifier + your level damage, and you deal damage equal to 2 + your level to up to two other enemies adjacent to you.

Be the One
Standard action Encounter Close Burst 1 (Meleekind) Target: Each enemy you can see in burst Attack: Plc + your level + weapon precision vs. AC Hit: 1[W] + your level damage, and the target cant shift or make opportunity attacks until the end of your next turn.

Boon (lvl 3), gain the following power:


Be the Cool Kid
Immediate Interrupt - Encounter Personal Trigger: An ally you can communicate with fails a skill roll or misses with an attack, and could not or chose not to make an Affront/Complication confirmation roll. Effect: The ally may re-roll the skill roll or the attack, and you gain 5 + your level temporary hit points.

Fraymotif (lvl 5), gain the following power:


Be the Knight
Standard action - Encounter Melee-kind Target: One, two, or three enemies; make a total of three attacks. Attack: Plc + your level + weapon precision vs. Reflex Hit: 1(W) + your level damage per hit. Effect: You or an ally within 5 squares of you may use their Second Wind as a free action even if they have already used it in this Strife, and the target(s) may not make any attack that does not include you as a target until the end of their next turn.

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Class - "Witch"
Alternative titles: Druid, Cleric, Invoker, Shaman, Philosopher

You probably come from a privileged background, be it actual royalty or simply access to unusual advanced technology. As is Skaias way, over the course of your adventure you will likely lose much of this material wealth. Your cheerful disposition will see you through, though. It is this same disposition that will make you the glue that holds your group of players together. You also might have a close relationship with a powerful entity, which is unfortunately likely to be turned against you at some point during the game. Attribute: Imagination Skill Bonus: Eager Friend - Gain a +4 bonus to Chumming checks. Traits: Positive Attitude - Gain a +1 bonus to Fortitude, Reflex, and Will. You are -EXCIT-----ED! - Whenever you succeed on an attack or a skill roll, each ally who you can communicate with gains a +1 bonus to their rolls to confirm Brutal Affronts or Positive Complications until the start of your next turn. Brutal Affront (lvl 2): Don't Hurt My Friends! - The target and one other enemy of your choice within 5 spaces of it is weakened until the end of your next turn. (Grave Blunder: you and one ally of your choice within 5 squares are both weakened until the end of your next turn.) Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Interposing Strike
Immediate Interrupt Melee-kind (Close burst 1) or At-Will Ranged-kind (Close burst 2) Trigger: An ally in the burst is hit by an enemy's melee attack. Target: The enemy whose attack triggered this power. Attack: Img + your level + weapon precision vs. AC Hit: 1[W] + your level damage and the target's attack misses automatically, and you do not get a standard action on your next turn. Special: This power may not be used if the triggering attack is a Brutal Affront.

Armamentify
Standard action - At-will Target: One creature Attack: Img + your level + weapon precision vs. AC Hit: 1[W] + Img modifier + your level damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your level + 1. Melee- or Ranged-kind

Warning Shot
Standard action Encounter Target: One creature Attack: Img + your level + weapon precision vs. Will Hit: The target takes a -2 penalty to attacks until the end of your next turn. Effect: Two allies within 5 spaces, or you and one ally, gain temporary hit points equal to your level + your Img modifier. Melee- or Ranged-kind

Gentle Culling
Standard action At-will Melee- or Ranged-kind Target: One creature Attack: Img + your level + weapon precision vs. Reflex Hit: 1[W] + your level damage, and the first time the target misses with an attack before the end of your next turn, it falls prone.

Boon (lvl 3), gain the following power:


Premonition
Immediate Interrupt - Encounter One ally you can communicate with. Trigger: The ally fails a skill roll or attack roll. Effect: The ally gains a +2 bonus to the triggering roll, and may regain hit points equal to your Imagination modifier + your level.

Fraymotif (lvl 5), gain the following power:


Protector's Duty
Standard action - Encounter Target: One creature Attack: Img + your level + weapon precision vs. AC Hit: 2(W) + Img modifier + your level. Effect: One ally who has already spent their Second Wind regains the use of their Second Wind in this encounter. Until the end of your next turn, any ally who spends a Second Wind regains additional hit points equal to your Img modifier. Melee- or Ranged-kind

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Class - "Thief"
Alternative titles: Hunter, Rebel, Raider, Rogue, Spy

It could be easy at first to dismiss you as immature, irresponsible or just plain callous. Yours might be a checkered past of alliances and betrayals, or perhaps a frivolous lifestyle that many of your friends did not take seriously. But in the world of Skaia, all things are now equal and you have a chance to prove your worth. With skills honed by the dangers you confronted everyday, your allies will have no choice but to acknowledge just how effective you are. But be careful, if you focus too hard on showing up everyone who once dismissed you it might be easy to miss the secrets that Skaia lays across your path in plain view: that the true treasures in this game are the friends you will grow closer to. Attribute: Acumen Skill Bonus: Treasure-Sense - Gain a +4 bonus to Perception checks. Traits: Artful Dodge - Gain a +1 bonus to your Reflex and +1 Speed. All of the Skills...! - You gain a +2 bonus on the roll to confirm a Brutal Affront or Positive Complication whenever your original roll would have hit the target or succeeded. Brutal Affront (lvl 2): Show you my Stabs - The target takes an additional 1d12 + your level damage. (Grave Blunder: You take 1d12 + your level damage. Ouch.) Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): That's Just Pawful!
Standard action At-will Melee 1 Target: One creature Attack: Acu + your level vs. Will Hit: 1d6 + Acu modifier + your level damage, and if the target moves on its next turn it may not end its movement in a space adjacent to you.

Pounce de Leon
Standard action At-will Melee- or Ranged-kind Target: One creature Effect: Before the attack, you may shift 1 space. Attack: Acu + your level + weapon precision vs. AC Hit: 1[W] + your level damage, and the target grants combat advantage to you until the end of your next turn.

Scorpions Strike
Minor action At-will Melee- or Ranged-kind Special: You may only use this power once per turn. Target: One creature Attack: Acu + your level + weapon precision vs. AC Hit: 1[W] damage. Miss: Your turn ends immediately, and you may not use this power again until after your next turn ends.

Savage Aggrievance
Standard action - Encounter Target: One or two creatures Attack: Acu + your level + weapon precision vs. AC, two attacks Effect: If you have moved more then 5 spaces from your starting position before making this attack this turn, you may target Reflex rather then AC with this attack. Hit: 1[W] + your level damage per hit. Miss: If both attacks miss you take a -1 penalty to all defenses until the end of your next turn. Melee- or Ranged-kind

Boon (lvl 3), gain the following power:

Manipul8
Free action Encounter Personal, Communication Trigger: You fail a skill roll or miss with an attack. Effect: One ally you can communicate with may immediately make a melee basic attack or attempt a skill roll as a free action with a +1 power bonus to the attack roll or skill.

Fraymotif (lvl 5), gain the following power: Flawless Organ Strike
Standard action Encounter Melee- or Ranged-kind Target: One enemy Attack: Acu + your level + weapon precision vs. AC; roll the attack twice and choose which result to use. Hit: 2(W) + Acu modifier + twice your level damage, and the target takes ongoing 5 damage (save ends).

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Class - "Mage"
Alternative titles: Dealer, Forger, Prince, Savant

You might have adapted the code that got all of you into the worlds of Skaia, or been the only one with the technical know-how to run the game's servers. Maybe you're a high-blooded snob with more free time, privilege, and ambition then you have patience for those you consider beneath you. You are an expert at what you do, and what you do is show up every chump who dares cross your path. The class of Mage is often chosen for a player whose personal journey is intended to encompass learning humility to go with their talent. Another possibility is that you were selected for the great aptitude you show, despite suffering from insecurities or self-doubt that you are meant to shed during the course of the adventure. Regardless of the details you are a deadly adversary with an uncanny understanding of the systems that underlay the game. Attribute: Acumen Skill Bonus: Two Clevver by 1/2 - Gain a +4 bonus to Science checks. Traits: Grim Determination - Gain a +2 bonus to your Fortitude. The Expert - Whenever an ally you can communicate with attempts a skill roll or attacks a creatures non-AC defense (Will, Reflex, or Fortitude), whether success or failure, you gain a +1 bonus to skill rolls intended to achieve the same goal or attack rolls targeted at that same creature. You may only claim this bonus for the single most recent qualifying action taken by an ally. Brutal Affront (lvl 2): Devvastation - The attack deals 1d10 extra damage and the target loses its next Move action. (Grave Blunder: You take 1d10 damage and lose your next Move action.) Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Dodge Thiis! Wweakening Broadside
Standard action Encounter Melee- or Ranged-kind Target: One creature Attack: Acu + your level + weapon precision vs. Fortitude Hit: 2[W] + Acu modifier + your level damage, and you slide the target 1 space and Weaken it until the end of its next turn. Standard action - At-Will Melee-kind (Close blast 3) or Ranged-kind (Burst 1 within Range) Target: Each creature in burst or blast Attack: Acu + weapon accuracy + your level vs. AC Hit: 1(W) + your level damage, and the target gains Vulnerability to your attacks equal to your level + 1 until the end of your next turn.

Covering Attack
Standard action At-will Melee- or Ranged-kind Target: Up to 2 spaces within weapon Range (Rangedkind) or up to 3 spaces adjacent to you (Meleekind) Effect: Until the start of your next turn, any creature that willingly enters the spaces targeted by this power takes automatic damage equal to 1[W] + your level. Creatures may choose to leave those spaces without consequence.

Aiimbot
Standard action - At-Will Target: One creature Attack: Acu + your level + weapon precision + 1 vs. Reflex Hit: 1[W] + your level damage. Melee- or Ranged-kind

Boon (lvl 3), gain the following power: Success begets Confidence
Free action - Encounter Personal Trigger: You succeed on the roll to confirm a Brutal Affront. Effect: Once before the end of the Strife or Scrutiny, you may add +2 to one dice roll you have made.

Fraymotif (lvl 5), gain the following power: Ovverclocked


Standard action - Encounter Melee-Kind (Close burst 1) or Ranged-kind (Burst 1 within range) Target: One, two, or three creatures in burst or blast. Attack: Acu + your level + weapon precision vs. Reflex Hit: 1(W) + Acu modifier + your level damage, and the target is stunned until the start of your next turn.

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Class - "Page"
Alternative titles: Bard, Squire, Marshal, Poet, Warden

Second fiddle, the clown, the mere herald for the Other Guys. That's what some might first think when they see your title, and it may very well have been how they (or you) thought of yourself before entering the game. Skaia will sometimes bestow the class of Page as a challenge to a player who has been content with their place in the world before. Even if your personality lends itself more to being supportive of your friends then taking the stage yourself, you may find yourself shocked by what you can do when you are thrown into the spotlight. Attribute: Pulchritude Skill Bonus: Pupa's Flight - Gain a +4 bonus to Acrobatics checks. Traits: Hardy Constitution - Gain a +2 bonus to your Fortitude. hOnK! - Whenever you or an ally you can communicate with suffer a Grave Blunder, you gain the ability to grant a +2 bonus to either you or the next ally you can communicate with who attempts a Brutal Affront confirmation roll. Brutal Affront (lvl 2): uH, hIT tHEM! - The attack deals 1d6 extra damage and an ally of your choice within 10 spaces may make a basic attack as a free action. (Grave Blunder: The target may make a basic attack as a free action.) Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8): Blocking Strike
Standard action At-will Target: One creature Attack: Pul + your level + weapon precision vs. AC Hit: 1[W] + Pul modifier + your level damage, and either you or one ally adjacent to you gains temporary hit points equal to 2 + your level. Melee-kind

Cavalreapers Lance
Standard action Encounter Target: One creature Effect: Before the attack, up to two allies adjacent to you or the target may shift 1 space each. Attack: Pul + your level + weapon precision vs. Reflex Hit: 1[W] + Pul modifier + your level damage, and the target takes a -2 penalty to defenses until the end of your next turn. Melee- or Ranged-kind

Jugglers Dance
Standard action At-will Melee-kind (Close burst 1) or Ranged kind (Close blast 3) Target: Each enemy you can see in burst or blast Attack: Pul + your level + weapon precision vs. AC Hit: 1[W] + your level damage, and the target grants combat advantage to all attackers until the start of your next turn.

Encouraging Shout
Standard action At-will Close burst 5 Target: One ally in burst Hit: The target ally may make a basic attack as a free action with a +1 power bonus to the attack roll. If they hit, they deal additional damage equal to your level.

Boon (lvl 3), gain the following power:


Rite of Stewardship
Minor action Encounter Communication Target: One ally you can communicate with. Effect: On their next turn, the target ally may gain a second standard action in place of their move action. If they make an attack with the action and fail the roll, you lose your standard action on your next turn.

Fraymotif (lvl 5), gain the following power:


Oath of Resolve
Standard action Encounter Target: One creature Attack: Pul + your level + weapon precision vs. Will Hit: 2[W] + Pul modifier + your level damage, and you or an adjacent ally may regain hit points equal to twice your level. Effect: Each ally who can hear you gains a +1 power bonus to attack and may shift 1 space as a minor action until the start of your next turn. Melee- or Ranged-kind

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Class - "Slyph"
Alternative titles: Envoy, Maid, Scourge, Seeker, Zephyr

Whatever the specifics may be, you are a person of strength tempered by discipline and self-control. Just like anybody else, though, youre a multifaceted individual. Chances are theres something youre keeping hidden or repressed. It may be unrequited romantic feelings, regret over past actions, or simply the fact that youve been dead all along. Skaia may test you severely, but your trials and tribulations will surely mean great rewards for you in the end. You are a mighty warrior in your own right, capable of both devastating power and dizzying mobility. Attribute: Mangrit Skill Bonus: Mysterious Source - Gain a +4 bonus to Skaian Lore checks. Traits: Sylvan Reflexes - Gain a +2 bonus to Reflex. Find Another Way To Help If an ally you can communicate with suffers a Grave Blunder, you may choose to either grant them Hit Points equal to your level + 2, or give them a bonus to their next skill roll equal to your level + 2. Brutal Affront (lvl 2): Razor Wind - You may charge another enemy in range as a free action. Your
movement during the charge does not provoke opportunity attacks . Before the charge, you may switch your weapon as a free action. If there is no qualifying target in charge range, your attack instead deals 1d8 extra damage to the target. (Grave Blunder: The target may make a melee basic attack against you for free).

Aggrievements, choose two of the following, later you may choose to gain a third (lvl 8):
Scourges Charge
Standard action - At-Will Target: One creature Attack: Mgt + your level + weapon precision vs. AC Hit: 1[W] + Mgt modifier + twice your level damage. Special: You may use this power in place of the melee basic attack at the end of a charge. If you do so you have +2 speed on the charge. Melee-kind

Zephyrs Rush
Standard action - At-Will Target: One creature Melee-kind

Attack: Mgt + your level + weapon precision vs. AC Hit: 1[W] + your level damage, and you may shift 1 space. Special: You may use this power in place of the melee basic attack at the end of a charge. If you do so your turn does not automatically end because of the charge.

Dual Attack
Standard action - At-Will Target: Two creatures Melee-kind

Passing Cuts
Standard action - Encounter Primary Target: One creature Attack: Mgt + your level + weapon precision vs. AC Hit: 1[W] + Mgt modifier + twice your level damage. Effect: You shift up to 2 spaces and make a secondary attack. Secondary Attack: One creature other then the primary target; Mgt + your level + weapon precision vs. AC Hit: 1[W] + Mgt modifier + twice your level damage. Melee-kind

Attack: Mgt + your level + weapon precision vs. AC; one attack per target Hit: 1[W] + your level damage. Effect: If your attacks miss both targets or you suffer a Grave Blunder, you are slowed until the end of your next turn as you recover your balance.

Boon (lvl 3), gain the following power:


Mediate

Free action - Encounter Personal - Communication Effect: Until the end of your next turn, every ally you can Communicate with receives an additional +1 bonus when Flanking or receiving the help of Aid Another.

Fraymotif (lvl 5), gain the following power:


Make Them Pay
Standard action - Encounter Melee-kind Attack: Mgt + your level + weapon precision vs. AC. Roll the attack three times. Hit: 2[W] + Mgt modifier + your level damage. For every hit after the first, add +1[W] damage. Special: You may use this power in place of the melee basic attack at the end of a charge.

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Aspect - Blood
Alternative aspects: Fire, Force, Retribution

The aspect of blood is a primal one that links you to the essential wellspring of vitality. To be chosen for this aspect implies that you are a hot-blooded character, possibly with more bluster to your name then actual rancor towards others. You can control your own life essence, and even begin to intuitively aggressively impact the blood of your enemies. The aspect of blood often results in a rather grisly sort of Land, adventures through which tend to involve the pacifying of twisted natural processes as the player 'cleanses' the land of a threat likened to a virus or cancer. Attribute: Mangrit Skill bonus: Hot-headed - +4 to Trolling. Traits (lvl 4): Exsanguine - Whenever you deal damage to a bloodied target, you may re-roll a single damage die of your choosing and take the better of the two results. Auto-Coagulation - Whenever you first gain ongoing damage from an attack or effect, you may make an immediate saving throw. If you pass the saving throw you are no longer effected by the ongoing damage, though any other effects still apply. Brutal Affront (lvl 6): Blood Drain - The target of the attack gains 10 ongoing damage (save ends). (Grave Blunder: You take 5 damage, and 10 more damage at the start of your next turn.) Boon (lvl 7), gain the following power:
Furious Reply
Immediate Reaction - Recharge Personal Trigger: You are bloodied or reduced to 0 hp by an enemy's attack. Effect: You may use one of your unexpended Aggrievements or Fraymotifs as a free action with a +1 power bonus to the attack roll. You then gain temporary hit points equal to your Mangrit modifier + 2. If you would have been reduced to 0 hp or fewer, you instead now have 1 hit point.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Frenzied Strike
Standard action - At-will Melee- or Ranged-kind Requirement: You must be bloodied. Target: 1 creature Attack: Mgt + your level + weapon precision vs. AC Hit: 2(W) + Mgt modifier + your level damage. Effect: You gain 5 temporary hit points.

Fraymotif (lvl 9), gain the following power:


Blood-boil
Standard action Encounter Close burst 5 Target: One bloodied creature Attack: Mgt + your level + 1 vs. Fortitude Hit: 3d10 + Mgt modifier + your level damage, and the target gains ongoing 10 damage (save ends) Miss: Half damage and the target gains 5 ongoing damage (save ends).

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Aspect - Breath
Alternative aspects: Wind, Freedom, Sky, Air

Your aspect is one of shattered boundaries, specifically the confines of gravity that tie land-bound beings to the earth beneath them. The wind is yours to command and shape. Your land's quests may involve freeing trapped creatures of flight from some sort of spell that binds them, changing the weather of your Land, or linking lost tribes of consorts separated by distance. Attribute: Acumen Skill bonus: Great Leap - +4 to Athletics Traits (lvl 4): 'Lucky' Fall - You never take falling damage, regardless of distance. You may still end up prone on a failed Acrobatics check. Unfettered - Whenever you are slowed or immobilized by an attack or effect, you may make an immediate saving throw. If you pass the saving throw you are no longer affected by the slow or immobilize condition, though any other effects still apply. Brutal Affront (lvl 6): The attack deals 1d10 extra damage, and you can fly your speed as a free action. You do not trigger Opportunity Attacks for the first square you leave during this movement. (Grave Blunder: You take 1d10 damage, are slid 2 spaces by the target, and fall prone.) Boon (lvl 7), gain the following power:
Spirit of Freedom
Immediate Reaction - Recharge Personal Trigger: You are hit by an enemy's attack. Effect: You may immediately fly 4 squares, avoiding opportunity attacks during this movement. On your next turn you may take an additional standard action and have a Fly speed of 6.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Descend
Standard action - At-will Close burst 2 Requirement: You must have flown, jumped, or fallen a distance of at least 3 spaces since the end of your previous turn. Target: 1 creature in burst Attack: Acu + your level + 1 vs. Fortitude Hit: 2d10 + Acu modifier + your level damage. Effect: You may push the target and each creature adjacent to you up to 1 space, and cannot use this power again until the next time you fulfill the power's Requirement.

Fraymotif (lvl 9), gain the following power:


The Windy Thing
Standard action - Encounter Close burst 4 Target: Each enemy or unattended object in burst Attack: Acu + your level + 2 vs. Fortitude Hit: 2d6 + your level damage, and you slide the target 3 spaces. Effect: You gain a Fly speed of 6 (hover), until the end of your next turn.

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Aspect - Doom
Alternative aspects: Judgment, Bane, Blight, Fate

You are a herald of destruction. Skaias reasoning behind including a Doom player are mysterious and possibly related to circumstances far in the future of the session maybe you are destined to endure a great sacrifice so that your allies might live, or it is your fate to strike the final blow on the ultimate adversary. On the other hand perhaps you are meant to shed your fatalistic character traits and take self-deterministic control of your destiny. What is certain is your power, and it is momentous indeed. Your land is a grim place with bizarre inhabitants, and your final quest is quite likely to end with that lands complete destruction. Attribute: Acumen Skill bonus: End Prophet - +4 to Trolling. Traits (lvl 4): Certainty of Fate So long as you are bloodied, you gain Resist 3 to all damage. The resistance granted by this Trait stacks with any other Resistances you may have. Aura of Apathy - Any enemy adjacent to you takes a -1 penalty to attack rolls. Brutal Affront (lvl 6): Crippling Paranoia - The attack deals 1d10 additional damage and the target of the attack may not make opportunity attacks against its enemies, but is forced to take every Opportunity Attack triggered by its own allies (save ends). (Grave Blunder: You take 1d10 damage and may not make opportunity attacks against your enemies, only against your allies (save ends).) Boon (lvl 7), gain the following power:
Shroud of Doom
Immediate Interrupt - Recharge Personal Trigger: You are bloodied or reduced to 0 hp by an enemy's attack. Effect: You gain a +3 bonus to defenses against the triggering attack. If the attack would now miss, the target grants combat advantage to you and you may take an additional standard action on your next turn.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Sundered Hopes
Standard action - At-will Target: 1 creature Ranged 10

Attack: Acu + your level vs. Will Hit: Until the end of your next turn, the target takes a -3 penalty divided up between your choice of attack, defenses, and saving throws. You must distribute the penalty between at least two of those choices (ie. Examples include -2 to attack and -1 to defenses, or -1 to Attacks, Defenses, and saving throws but not -3 to saving throws).

Fraymotif (lvl 9), gain the following power:


Twisted Fate
Standard action - Encounter Target: One creature Ranged 5

Attack: Acu + your level + 1 vs. Will Hit: 2d10 + your Acu modifier + your level damage. Whenever the target makes an attack roll, you may roll 2d10 and choose to replace its roll with yours (save ends). In addition, choose an ally within 5 spaces of you. The next time that ally attacks the target before the end of your next turn; you roll 2d10 and can replace the allys roll with yours. Miss: The target takes a -2 penalty to its next attack roll.

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Aspect - Heart
Alternative aspects: Courage, Pluck, Love

Where those of Blood find themselves focused on the body, and those of Mind plumb the recesses of the psyche, those bearing the Aspect of Heart delve into the darkest part of any being: their very soul. You have always been able to sense the subtle changes in the emotions of others, whether you wanted to admit or act on it or not. Where others scoff at your empathy, you realize it is in our hearts that we hide our blackest secrets, our brightest hopes, and vast unexploited cauldrons of will. Attribute: Pulchritude Skill bonus: Heart of Gold - +4 to Chumming. Traits (lvl 4): Shipping Wall Allies gain a +3 damage bonus to attacks made while they are flanking with you. Defiance After a successful attack roll, you gain +1 to all defenses against the enemy you hit. Brutal Affront (lvl 6): By Our Powers Combined You and an ally within 5 spaces of you gain temporary HP equal to your level. (Grave Blunder: You take -2 to all defenses until the end of your next turn) Boon (lvl 7), gain the following power:
Into the Fray
Immediate Interrupt - Recharge Personal Trigger: You are bloodied or reduced to 0 hp by an enemy's attack. Effect: You gain an additional Standard action on your following turn (or the first turn in which you are conscious and able to act, if you were reduced to 0 hp), and until the end of your next turn allies within 5 squares of you gain +2 to all defenses.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Intercepting Leap
Immediate Interrupt - At-will Trigger: An enemy attacks an ally within your movement speed Target: The triggering enemy Effect: Move adjacent to the target. The triggering attack is now aimed at you. You gain +2 to all defenses against this attack, and a +1 bonus to attack the target until the end of your next turn. You lose the move action on your next turn. Special: If the triggering attack for this power is a Ranged or Ranged Burst attack, you may not make an Opportunity Attack against the target for the attack that triggered this power.

Fraymotif (lvl 9), gain the following power:


Salvation
Immediate Reaction - Encounter Close Burst 5 Trigger: An ally within the burst is hit by a melee attack Target: All allies in burst. Effect: Each target receives temporary hit points equal to your 5+ your level and Resist 5 to all damage. These effects end and any remaining temporary hit points fade at the end of your next turn.

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Aspect - Hope
Alternative aspects: Change, Nobility, Spirit

The future may be inscrutable to everybody else, but to you it is an opportunity. You're the one who'll take the reigns, no matter the situation; you always believe that destiny can be altered, that power can be grabbed, that even the worst setbacks can be twisted into powerful triumphs. Hope never stops trying to improve the situation, and you'll never let anybody hold you back, be they foe or friend... Attribute: Pulchritude Skill bonus: Clarity of Hope - +4 to Perception. Traits (lvl 4): Dream of Defiance Whenever you or an ally within 5 spaces fails a saving throw, the target gets a +2 bonus to saving throws until the end of their next turn. Raising Spirits - Whenever you or an ally within 5 spaces reduces a non-Minion enemy to 0 HP, they gain temporary HP equal to your Pulchritude modifier + 1. Brutal Affront (lvl 6): Momentum Shift The target gains Vulnerable 5 to all attacks until the end of your next turn. (Grave Blunder: You gain Vulnerable 5 until the end of your next turn.) Boon (lvl 7), gain the following power:
Demand Greatness
Minor action - Recharge Personal Effect: You gain an additional Standard action this turn, and one ally of your choice within 10 spaces may make a Basic Aggrievement as a free action.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Noble Strike
Standard action - At-will Melee- or Ranged-kind Requirement: You or an ally adjacent to you must be bloodied or dying. Target: 1 creature Attack: Pul + your level + your weapon precision vs. Will Hit: 1[W] + Pul modifier + your level damage, and until the end of your next turn each ally who attacks the target has a +2 power bonus to the attack roll.

Fraymotif (lvl 9), gain the following power:


Never Back Down
Immediate Reaction - Encounter Close burst 5 Trigger: You or an ally is reduced to 0 HP by an enemy in the burst Target: The triggering enemy in burst Attack: Pul + your level + 1 vs. Will Hit: 2d10 + your Pul modifier + your level damage, and the target is weakened (save ends). Effect: You or the ally that triggered this power regains 5 hit points.

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Aspect - Life
Alternative aspects: Heart, Pulse, Health

In watching the world around you, you have discovered the key to a long life is to know how things live. Your mastery of the medicinal is rooted in such investigations, and your ability to predict the beings around you grants a stance that counters the worst of their abilities. You might be friendly, distant, or anywhere in between, but you have the uncanny knack of pinpointing exactly how your friends will react to any given situation, and you can easily manipulate them in any direction you see fit. Attribute: Pulchritude Skill bonus: Lifes Advocate - +4 to Chumming. Traits (lvl 4): Pacifying Aura Whenever an enemy is adjacent to you, its damage rolls are reduced by an amount equal to your Pulchritude modifier + 2. Lifes Vigilance - As long as you are not bloodied, you do not grant Combat Advantage. Brutal Affront (lvl 6): Vital Surge One ally within 10 spaces of you regains hit points equal to twice your level. (Grave Blunder: You lose hit points equal to your level, and one ally within 5 spaces gains temporary hit points equal to your level.) Boon (lvl 7), gain the following power:
Gift of Rejuvenation
Minor Action - Recharge Personal Effect: You gain an additional standard action on this turn and 10 temporary hit points. One ally within 10 spaces of you gains Regeneration 5 (save ends).

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Life Transfer
Standard action - At-will Target: 1 creature Ranged 5

Attack: Pul + your level + 1 vs. Fortitude Hit: The target takes damage equal to your Pulchritude modifier, and you or one ally within 5 spaces of you gains temporary hit points equal to 2 + your level.

Fraymotif (lvl 9), gain the following power:


Beacon of Life
Standard action - Encounter Ranged 10 Target: One unoccupied space Effect: You create a Beacon of Life in the target space. The Beacon is immobile, has 10 hit points and defenses identical to yours. Any ally within 2 spaces of the Beacon gains cover and cannot grant Combat Advantage, while any enemies within 2 space of the Beacon are Weakened. So long as the Beacon remains, you gain the following action. Minor action At-will (Once per round only) Effect: One ally in the burst regains 5 hit points. Close burst 1 (from the Beacon)

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Aspect - Light
Alternative aspects: Radiance, Luck, Fortune

You shine. Maybe you burn with wrath, or glow with glory. Maybe you're so bright that the dictionary opens you to look words up. But whatever the reason, you have a passion that defines you to the extreme, and makes you extremely fortunate in that regard. After all what is luck but the intersection of opportunity and preparation? And here, at last, that single-minded quest can be followed completely, leading you to an even greater radiance in your quest. Attribute: Imagination Skill bonus: Bend Light - +4 to Stealth. Traits (lvl 4): Shroud of Light You may spend a Move action on your turn to gain Concealment until the start of your next turn instead of moving. Vision X-fold You can never be blinded or have a penalty to attack rolls worse then -2 for any reason. Brutal Affront (lvl 6): Overwhelming Light - The target takes 1d6 extra damage and is blinded until the end of its next turn. (Grave Blunder: Every target you attack has total concealment from you until the end of your next turn. This penalty bypasses the normal immunities of Vision X-fold.) Boon (lvl 7), gain the following power:
Steal Luck
Free action - Recharge Personal Trigger: An enemy within 10 spaces of you rolls Doubles on an attack or skill roll. Effect: The target takes a -3 penalty to their Brutal Affront roll (if the monster has one). If the monster does not have a Brutal Affront, it instead takes damage equal to your level + your Imagination score. You gain a +3 bonus to your Brutal Affront confirmation until the end of the encounter.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Retributive Light
Standard Action - At-will Close burst 10 Target: One creature in burst. Requirement: The target must have included you in an attack since the end of your last turn. Attack: Imagination + your level + 2 vs. Fortitude Hit: 2d8 + Img modifier + your level damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Fraymotif (lvl 9), gain the following power:


Retina Burn
Standard action - Encounter Close burst 4 Target: Each enemy in burst Attack: Img + your level + 1 vs. Fortitude Hit: 1d10 + your Img modifier + your level damage, and the target cannot see you (save ends). Miss: You have concealment from the target until the end of your next turn.

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Aspect - Mind
Alternative aspects: Thought, Synapse, Emotion

The choices people make really do matter and in a system as steeped in paradox consequences and temporal reach-arounds as Skaia, it can be easy to forget that simple fact. As the player in your session gifted with the powers of the mind its your job to remind everyone what the powers of their choices can mean. Your enemies are as puppets to your machinations, while allies will come to depend on you to guide them along the path of making the decisions most true to themselves. It is up to you to prove just how much can be changed by one person with the clarity of mind to see past deception and confusion. Attribute: Imagination Skill bonus: Sharp Intuition - +4 to Insight. Traits (lvl 4): Mental Superiority You cannot be marked or forced to attack a target against your will. If a power would place a mark on you or dominate you, ignore those effects. Labyrinthine Mind You gain a +1 bonus to Will defense. You also have Resist 5 to any attacks that target your Will defense. The resistance granted by this Aspect Trait stacks with any other resistances that you might have. Brutal Affront (lvl 6): Confounding Strike - The target is stunned until the end of its next turn. (Grave Blunder: You are stunned until the end of your next turn) Boon (lvl 7), gain the following power:
Clarity of Thought
Free action - Recharge Personal Effect: You gain another Standard action in this turn and may immediately end any Stunned or Dazed conditions that are affecting yourself and up to one ally within 10 spaces of you.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Push their Buttons
Standard Action - At-will Target: One creature. Ranged 10

Attack: Imagination + your level vs. Will Hit: The target takes one of the following effects: The creature uses a free action to make a Basic Aggrievement against a target of your choice with a +1 bonus to the attack roll. You slide the target up to 3 spaces.

Fraymotif (lvl 9), gain the following power:


Contagious Madness
Standard action - Encounter Ranged 5 Primary Target: One creature Attack: Img + your level + 2 vs. Will Hit: The target takes ongoing 15 damage and is dazed and slowed (save ends). Once a target saves against this attack, apply the First Aftereffect immediately. First Aftereffect: One other enemy within 5 squares of the target takes 5 ongoing damage and is dazed (save ends). Once a target saves against this attack, apply the Second Aftereffect immediately. Second Aftereffect: One creature within 5 spaces other then the primary target takes 1d10 + Img modifier + your level damage.

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Aspect - Rage
Alternative aspects: Wrath, Frenzy, Rampage

When you get roiled, you snap. Every move, every thought, is a powerful and swift retribution against that which you hate. Your foes quake before your blind fury, and your friends question the wisdom of having you on board. But if you learn to control that wrath, to direct it and use its potential, you can become a powerhouse of intent and energy able to quickly achieve whatever goals you set without distraction. Attribute: Mangrit Skill bonus: Sharp Intuition - +4 to Acrobatics. Traits (lvl 4): Payback After being attacked by an enemy, you gain a +2 bonus to damage on all attacks against that enemy until the end of your next turn. Rage-fueled Reflexes You may make an opportunity attack using Mangrit with a -2 penalty to the attack roll when an enemy willingly enters a square threatened by you without shifting. On a hit you deal 1[W] damage + Mgt modifier. Brutal Affront (lvl 6): Subjugglation The attack deals an additional 1d12 damage and you add 1d12 + your level damage to the next successful attack that you make before the end of your next turn. (Grave Blunder: You take 1d12 damage, and take your level additional damage on the next successful attack against you) Boon (lvl 7), gain the following power:
Sudden Aggression
Immediate Reaction - Recharge Personal Trigger: You are hit by an attack Effect: You may shift up to your speed and then take a Standard action.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Building Anger
Standard Action - At-will Personal Effect: Until the start of your next turn, you gain Resistance to all damage equal to half of your level. For as long as you have this resistance, record the total amount of damage dealt to you by all attacks (before your Resistance would be applied). During your next turn, you gain a bonus to damage with the first successful attack roll that you make equal to that number.

Fraymotif (lvl 9), gain the following power:


I SAID KNEEL!
Standard action - Encounter Target: One creature Melee- or Ranged-kind

Attack: Mgt + your level + Weapon Precision vs. AC Hit: 2[W] + Mgt modifier + your level damage, and the target is knocked prone and dazed (save ends).

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Aspect - Space
Alternative aspects: Distance, Portals, Travel

Position, dimension, and span are your specialties. As you progress in mastery of your aspect you will begin to regard distances in a more fluid manner then your allies, until many common problems seem almost hilariously quaint by your standards. Your land likely includes the designation of Frogs, and one of your goals is to breed the Genesis Frog through convoluted ectobiology shenanigans. You may also possess a dormant volcanic Forge that must be stoked into life at some point during your session. Attribute: Imagination Skill bonus: Spatial Reasoning - +4 to Mysteries Traits (lvl 4): Translocation - When you shift as a Move action during your turn, you may end your movement in another creature's space. If you do so with a Medium or smaller being, they are immediately teleported into the space you just left. With a Large or larger creature, slide it one square in a direction of your choosing, so long as it provides an empty space for you to occupy. Existential Stability - Whenever you are hit by a power that would slide or teleport you against your will, you may choose to make a saving throw. If the saving throw succeeds you are not affected by the slide or teleport. Brutal Affront (lvl 6): The attack deals 1d10 extra damage, and you can teleport the target 5 spaces into an unoccupied space (you may not teleport them into a hazard or over an empty space). (Grave Blunder: You take 1d10 damage, and your target teleports you 5 spaces with the same restrictions.) Boon (lvl 7), gain the following power:
Twist the Fabric
Minor action - Recharge Personal Effect: You may teleport up to 6 spaces and gain another Standard action in this turn. Until the end of your next turn you may teleport 1 space as a Free action whenever an enemy enters a space adjacent to you.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Thinking with Portals
Move action - At-Will Ranged 10 Target: Two unoccupied spaces in burst Target: One enemy adjacent to one of the selected squares. Attack: Img + your level +1 vs. Will Hit: The target is pushed 1 space away from the origin square. Effect: Until the end of your next turn, you and your allies may choose to treat the two spaces as adjacent for the purposes of movement, line of sight, and line of effect.

Fraymotif (lvl 9), gain the following power:


Singularity
Standard action - Encounter Ranged Burst 3 within 10 spaces Effect: Each creature in the burst is either pushed or pulled (your choice per individual creature) 2 spaces relative to the origin square. Target: Each creature within or adjacent to the origin square after the forced movement. Attack: Img + your level vs. Fortitude Hit: 2d8 + Img modifier + your level damage, and the target falls prone and cannot stand (save ends). Miss: Half damage, and the target is slowed until the end of your next turn.

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Aspect - Time
Alternative aspects: Clocks, Gears, Duplication, Moments

At some point early in your adventure, you discover or are granted by your consorts some form of time-travel artifact, often musically themed. Skaia has designated you for the task of custodian of your session's timeline, and it is your job to preserve the alpha timeline and patch up any number of problems that may arise over the course of your game's session. The aspect of Time can be a taxing one, and you will have many difficult decisions to make... do you use a brute force approach, employing legions of 'expendable' clones from doomed paradox timelines, or do you more carefully conserve temporal integrity, attempting to handle all of your problems personally with a single convoluted primary timeline? Attribute: Acumen Skill bonus: Seen it All - +4 to Skaian Lore. Traits (lvl 4): Rewind - Once per encounter when you make an attack or skill roll and fail, you may choose to use this class ability. If you do so, you cancel all actions you have taken this turn, returning to your starting space if you moved and regaining the use of any powers and actions you have expended. You may start your turn over from the beginning exactly as if nothing you did in the intervening time had ever happened. Disc Skip - When you shift on your turn as a Move action, you may shift one extra space. Brutal Affront (lvl 6): Paradox Strike - The attack deals 1d6 extra damage and you may create a Time Clone in an unoccupied space within 5 spaces of you as a free action, even if you do not have the Time Clone power. The Time Clone acts immediately after your current turn is over. (Grave Blunder: You take 1d8 damage and are removed from play and unable to take any actions until the end of your next turn. If your space is occupied when you return, you are slid to the nearest unoccupied space of the GM's choice.) Boon (lvl 7), gain the following power:
A Helping Hand
Immediate Reaction - Recharge Personal Trigger: You would be bloodied or reduced to 0 hp by an enemy's attack. Effect: You take half damage from the triggering attack and may create a Time Clone in an unoccupied space within 5 spaces of you as a free action (even if you do not have the Time Clone power). This Time Clone acts immediately after the triggering enemies' turn, and then disappears at the end of your next turn.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Time Clone
Standard action - At-will Target: 1 unoccupied space in burst Effect: You create a Time Clone of yourself in the target space. The Time Clone acts in the initiative order directly after you and can take all the actions that you can take, except that it can't use Time aspect powers (which includes Time aspect traits, Boons, Aggrievements, Fraymotifs and Brutal Affronts. However, if the Time Clone does succeed in a Brutal Affront, it will deal Para dox Strikes 1d6 extra damage, but will not summon a Time Clone) or Sylladex powers. Its statistics are the same as yours, except that it has only 1 hit point. Your Time Clone disappears when it drops to 0 hit points or at the start of your next turn. Close burst 5

Fraymotif (lvl 9), gain the following power:


Me's a Crowd
Standard action - Encounter Target: Each enemy in burst Attack: Acu + your level + 3 vs. AC Hit: 1d8 + Acu modifier + your level damage. Effect: The power creates a zone in a close burst 3 that moves with you. The zone grants cover to you and your allies, and any enemy that willingly leaves a space within the zone triggers a Basic Aggrievements from you as an Opportunity Action, even if you normally would not have Reach or Range to the target's space. The zone lasts until the end of your next turn. Close burst 3

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Aspect - Void
Alternative aspects: Abyss, Null, Entropy, Silence

Your journey includes lessons in Stoicism and the strength of emptiness by distancing yourself from pain and desire you are meant to achieve the pinnacle of your personal quest. The Land of the Void player frequently uses the theme of lack in some way, oftentimes being nearly empty of tonal pitch, muted in colors, or with some other abstract sensory theme. Alternatively your land may be a raucous display of emotion and perception, and your possession of the aspect of Void is defined in opposition to the excessive elements of the Land. At the height of your power, you will be able to command the emptiness within yourself to consume material around you. Due to the self-reflective nature of this aspect, it is also fairly common for the player to be highly proficient in technical abilities as well. Attribute: Mangrit Skill bonus: Analytical Mind- +4 to Science. Traits (lvl 4): This Presents No Challenge to You You have Resistance 10 to any environmental damage, such as that incurred from inclement weather, natural hazards (but not Traps), extremes of temperature, poisonous environments, and falling. Endurance through Emptiness You gain a +2 bonus to all saving throws. Brutal Affront (lvl 6): Chaos Strike - The attack deals 1d8 + your level additional damage to the target, and the target takes a further 1d8 + your level extra damage at the end of its next turn. (Grave Blunder: You take 1d8 damage, and an additional 1d6 + your level damage at the start of your next turn.) Boon (lvl 7), gain the following power:
Master of Void
Minor action - Recharge Personal Effect: You gain an extra Standard action in this turn, and may choose to either flush a Void card from your Sylladex hand or gain Resistance 5 to all damage until the start of your next turn.

Aggrievement, you must choose between either this power or another from your class (lvl 8):
Encroaching Entropy
Immediate Reaction - At-will Close burst 2 Trigger: A creature in the burst hits you with an attack and deals damage. Target: The triggering enemy. Attack: Mangrit + your level vs. Fortitude Hit: The target takes ongoing damage equal to your level and has a -1 penalty to all defenses (save ends). Effect: You lose your Standard action on your next turn.

Fraymotif (lvl 9), gain the following power:


Sphere of Dissolution
Standard action - Encounter Close burst 2 Target: Each creature and object in burst Attack: Mgt + your level vs. Reflex Hit: 3d8 + Mgt modifier + your level damage. The attack deals 1d10 extra damage to unattended objects. Effect: The powers area creates a zone of difficult terrain. You may ignore the effects of this zone. This zone lasts until the end of the encounter.

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Skills

d10 1 2 3 4 5 6 7 8 9 10

Skill Acrobatics Athletics Chumming Insight Mysteries Perception Science Skaian Lore Stealth Trolling

Key ability Acumen Mangrit Pulchritude Pulchritude Acumen Imagination Imagination Imagination Acumen Pulchritude

Class - Aspect granting bonus Page Rage Knight Breath Witch Life, Heart Heir Mind - Space Thief Hope Mage Void Sylph - Time Seer - Light / - Blood, Doom

At the end of character creation, you will have 3 trained skills. One is granted by your Class, one comes from your Aspect, and one that is randomly determined by rolling a d10 and comparing to the table above. You gain +4 to a skill from training. If you gain training in the same skill from multiple sources, these bonuses stack. (If you are the Knight of Breath, you gain +8 to Athletics, for example) If your random skill is a skill you already have trained once or even twice from your Title, your GM might allow you to reroll your third skill. Whenever you make a skill check, your total roll is determined by this formula: (2d10) + Level + Key Ability Modifier + Training + Template bonuses/penalties Acrobatics (Acu): Acrobatics is the skill for feats of agility. If its a physical activity and its based more on dexterity than brute strength, its probably Acrobatics. Examples: Escape restraints (Difficulty varies, move action), Move at half speed across a narrow or unstable surface without falling (Moderate), Ignore an area of Difficult or Dangerous Terrain while moving (Difficulty varies on type of terrain, not all difficult terrain can be averted) Athletics (Mgt): Athletics is the skill for feats of strength. If its a physical activity that relies mainly on the power of your muscles or endurance, its probably Athletics. Examples: Jump! (DC 5 per 5 feet covered, part of move action), Climb! (Difficulty varies, move action), Swim! (Medium in rough waters, move action) Chumming(Plc): Chumming is the skill for friendly interaction. You cant get anywhere without friends, after all. Examples: Befriend the nice girl next door (Easy), Befriend the troll who hates you (Moderate), Befriend the guy trying to stab you in the face right now (Hard) Insight (Plc): Insight is the skill for reading others. If this is high enough, they might as well not even try lying. Your Passive Insight score is equal to your total modifier to the skill + 10, and may be referenced by your GM to occasionally offer you clues about a characters intentions or hidden meanings without your having to explicitly declare you are attempting this skill check. Examples: See through a lie (DC depends on liars Trolling check), Read anothers emotional state (Moderate), Discern clues about the game from useless rambling in the wildly-meandering speech of a highly talkative Consort (Hard)

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Mysteries (Acu): Mysteries is the skill for practical knowledge and applied learning about the game world. It includes both intuitive guesses about riddles and practical problems as well as puzzlesolving and lockpicking ability. Examples: Open a sealed Boonbuck chest (Difficulty varies), Determine where a specific portal leads (Moderate), (Difficulty varies) Perception (Img): Perception is the skill for noticing things. You can make a Perception check when you could first notice something, or attempt it again later as a minor action. Examples: Find a hiding person (DC depends on hiding persons Stealth check), Find an obvious clue (Easy), Find a well-hidden object (Moderate), Follow a set of faint tracks across metal (Hard) Science (Img): Science is the skill for, well, science and engineering Both general knowledge of it and its applications. Example: Write computer programs (Moderate), Defuse a bomb (Hard), Hack into a secure computer (Hard) Skaian Lore (Img): Skaian Lore is the skill for knowing about how this game really works. Example: Whats with all these gates? (Easy), What exactly is an Agent? (Moderate), Who is this Lord English fellow I keep hearing about? (Hard) Stealth (Acu): Stealth is the skill for, well, acting stealthy. Moving around and not being seen while you do it. Examples: Hide (Make a Stealth check at the end of your move action, DC is observers Perception check, requires cover or concealment), Remaining hidden while moving faster then 2 spaces (Make another Stealth check at -5 as a part of the move action) Trolling (Plc): TROLLING IS THE SKILL FOR ANTAGONISTIC INTERACTION. LYING, CHEATING, REGULAR OLD INSULTS AND AGGRESSIVE VERBAL SPARRING, DOESNT MATTER. GOT IT, FUCKASS? Examples: Lie (DC is listeners Insight check), Intimidate Imps (Moderate), Bef riend someone in the most jerkish way possible (As with Chumming, but one difficulty rung higher)

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Templates

There are two different categories of templates. First are Exclusive templates, which represent major archetypes or racial features. Any player may only ever have one Exclusive template at a time, for they represent major modifications to the balance of defenses and statistics that make up your character sheet. For example, nearly every troll has the Troll template, unless they are actually more of a Robot or a Ghost, in which case the latter template will take precedent. It can be quite common for a session of SBURB to consist of players who share a single Exclusive template an all Troll group of players, or all Human or all Bestial. Exceptions will be major ones, like the one robot player out of a group who uses the Construct template rather then the Exclusive template employed by the rest of the cast. The second category of templates that exists consists of Common templates, although some of these are anything but common. They represent less major alterations in power that can be utilized in conjunction with an Exclusive template, or even combined with other Common templates to form some sort of weird pastiche like a telekinetic flying zombie. As a general rule of thumb, if you are applying more then two common templates on top of your Exclusive template, then you might well be trying a little bit too hard with your character concept. If you have more then three Common templates and an Exclusive template that differs from the rest of your group, then you probably have a serious case of special snowflake syndrome on your hands. However it is ultimately up to the GM to set limits on the usage of templates within your game. If your setting is one wherein it is normal to have cybernetic ghost people with bonus metal appendages, well Who am I to try to stop you?

Exclusive templates
Human - Your statistics define the baseline for the Homestuck RPG and therefore this template grants no major changes to your abilities. - Choose any one skill at character creation. You gain a permanent +1 bonus to that skill. Troll - Your tough skin grants you Resistance 1 to all damage. At 4th level this improves to Resist 2, and at 8th level to Resist 3. - Whenever you are below 0 hit points but still not dead, you do not fall unconscious until you have failed your first saving throw. While in this state you may only take up to one action on your turn, may not take immediate actions, and grant combat advantage to all attackers (in every way as if you were Dazed). If you receive healing while in this state you recover hit points from 0 as normal for a Dying character. - Strife is a way of life on Alternia. You gain a +2 bonus to Initiative rolls. - While your interior structure is tougher then the weak calcium-based bones of some other species, your rigidly chitinous internal biology makes it less easy to bounce back from severe wounds. When you use a Second Wind, the hit points you regain are only 1/2 of your Bloodied value + your level. - If you have any skill bonuses to Chumming at the end of character creation, you may choose to exchange the skill bonus for equivalent bonuses to Trolling instead.

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Bestial - Depending on your exact genetic makeup, you have sharpened animalistic instincts or increased physical talents above the norm. You may choose to apply a +2 to your choice of Acrobatics, Athletics, or Perception. You take a -2 penalty to Science. -You gain a +1 bonus to Reflex, but take a -1 penalty to Will. Your speed increases by +1. -Unfortunately, the esoteric 'science' behind Skaia's alchemy-based item creation system just comes across as completely befuddling to you. At each level, you gain half of a point fewer Alchemization points then you normally would. Therefore you'll have only .5 of an alchemy point at 2nd level, 1.5 at 3rd level, etc. -If you wish you may exchange one of your Class's starting Aggrievements for Natural Weapons.
Natural Weapons
Standard action - At-will Melee 1 Target: One creature Attack: Mgt or Acu + your level vs. Reflex. Make the attack two times. Hit (one attack: 1d6 + twice your level damage. Hit (both attacks): 2d6 + twice your level damage. Effect: If you hit with both attacks and you used Mangrit as the ability score for this attack, then you may push the target 1 space and slow it until the end of your next turn. If you used Acumen as the ability score for this attack, then you instead give the target a -1 penalty to attack rolls until the end of its next turn.

Construct / Robot - You no longer need to eat, drink, or breathe. You also gain a +1 bonus to Fortitude. - Depending on your form and design purpose, you may be either coldly intimidating, easily capable of strenuous physical labor, or have advanced built-in cogitator arrays. You may choose to apply a +2 bonus to your choice of Trolling, Athletics, or Science. You take a -2 penalty to Chumming. -You gain Resistance 2 to all damage. At 4th level this changes to Resist 3, at 6th level to Resist 4, and at 9th level to Resist 5. -You can never gain the benefits of a Second Wind or any other forms of Hit Point restoration in battle, although you may still benefit from temporary hit points and may auto-repair yourself to full HP at the end of hostilities just as other characters do. While dying, you may always choose to take the better of your rolled death saving throw or an automatic 5 on the d10 roll. -If you 'die' and your remains can be recovered, a competent ally may restore you to life (assuming they possess the proper tools and resources) with a hard Science check (or a series of lesser checks and more time spent at the task). -If you wish you may exchange one of your Class's starting Aggrievements for Vice Grip.
Vice Grip
Standard action - At-will Melee 1 Target: One creature Attack: Mgt or Acu + your level vs. Reflex Hit: 1d10 + twice your level damage, and the target is immobilized and grants combat advantage until the end of your next turn. If you leave a space adjacent to the target the effect immediately ends.

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Cyborg / Android - Your advanced computerized mind allows you to process some specific type of data input more quickly than others, but you are a bit too detached to easily analyze emotions. You may choose to apply a +2 to your choice of Perception, Science, or Mysteries. You take a -2 penalty to Insight. - Because of your integrated body/machine nature and ability to disassociate mental tasks from one another, you do not automatically grant combat advantage while dazed, and your multiple active subroutines allow you to take one Standard action on your turn even while you are stunned. - When damaged your body requires special care to recover, and the complex nature of your internals makes it harder for you to simply dig deep and fight through blood loss and organ trauma like more organic beings. You must spend a Standard action, rather then a Minor action, to take your Second Wind. Incorporeal - You gain 1/2 your normal hit points at first level, and 1/2 of the hit points you normally would every time you level up (round down fractions). - Whenever you would take damage from an effect or hit, roll a d10. On a 5 or higher, you do not suffer that damage. Any other secondary effects such as being hit by an attack that Dazes or knocks you Prone, will still apply. If you receive an ongoing damage effect, roll this check every time you would suffer that damage. - You take no penalties for squeezing into tight spaces that can contain at least a Tiny creature. - Your base speed is unchanged, but you may also hover above the ground as you move. - If you wish you may exchange one of your Class's starting Aggrievements for Phasing Strike.
Phasing Strike
Standard action - At-will Melee- or Ranged-kind Effect: Both before and after the attack, you may move 2 spaces. You may ignore any barriers or enemies in your path as if you had Phasing during this movement, but you provoke Opportunity Actions as normal. Target: One creature Attack: Mangrit/Acumen/Pulchritude/Imagination + your level + weapon precision vs. AC Hit: 1(W) + your level damage. Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

Insectoid/Carapace -You gain a +1 bonus to AC and +1 Fortitude and Will. -You have 4 fewer hit points than normal at first level. At 4th level this changes to 8 fewer hit points, and to 12 fewer hit points at level 9. Plant - Your base speed decreases by -1, and you take a -2 penalty to Initiative rolls. - Your body is especially threatened by forces of accelerated decay or burning. Whenever you take ongoing damage, you take an additional 2 points of damage. - Whenever you would be knocked prone, you may attempt a saving throw. If the save succeeds, you remain standing. - Every character with the Plant template has the following bonus power:
Take Root
Move action - At-will Effect: Until the start of your next turn, you are Immobilized and cannot be pushed, pulled, or slid. At the start of your next turn, you heal hit points equal to your level. If this healing revives you from unconsciousness, you may not use this power again until after the end of your current turn.

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Sprite Template - Well, you can pretty much fly now. You gain a movement speed of Flight 6. - You have 10 more hit points than usual at first level, and you gain a +2 bonus to your hit points gained every level after. - You cannot use a Second Wind. - You have inherited a great deal of broad game knowledge from becoming a sprite, but paid the price for it by finding that your subtly re-wired mind is in fact less capable of straight-line problem solving... Presumably because youre not supposed to actually solve the puzzles anymore. You gain a +4 Bonus to Skaian Lore, and a -2 penalty to Mysteries and Perception. - You feel little need of Alchemy now that you are a Sprite, and due to your status as a non-player the game is less likely to award you the Grist you need when you defeat enemies. Each level, you gain half the number of alchemy points you normally would.

Common Templates Flyer - While on the ground you are just a little bit awkward, as your wings throw off your center of gravity a touch. You have -1 AC and Reflex unless you are flying. - You gain a Fly speed of 8. If you have moved less then 4 spaces from your starting square, you may hover between turns for one round. You must always land at the end of a turn that you began while in flight, and cannot spend another turn hovering until you have spent one full combat round on the ground. If you begin a turn in the air and do not have enough movement to reach a flat surface, you fall at the end of your turn. - Whenever you move with your fly speed or begin a turn in flight, you take a -2 penalty to attack rolls until the end of your turn. - If you wear heavy armor, your Fly speed decreases to 6. Lucid Dreamself - Once per encounter, you may re-roll a failed Mystery or Skaian Lore check. If you do so and still fail, you fall asleep immediately and may no longer act in the encounter for 1d8 minutes. - Your dreamself is awake, which may entail many other story effects. Empathic Connection - Whenever an ally who also has this template takes damage equal to your level + 5 or more, you take damage equal to your level that cannot be reduced by any means. - Whenever an ally who also has this template receives healing or temporary hit points, you regain health or temporary hit points equal to your level (divided by) 2, rounded up. - Whenever an ally who also has this template scores a Brutal Affront, you gain a +1 racial bonus to skill and attack rolls until the end of your next turn. - Whenever an ally who also has this template rolls a Grave Blunder, you gain a -1 racial penalty to skill and attack rolls until the end of your next turn. Extra Appendages - For whatever reason you have more useful arms then most sorts of people. Once on your turn, you may switch between weapons or retrieve an item as a free action. You may still only change your weapons once per turn. - Your multitude of appendages offer you additional combat options, but when hemmed in during close combat it can be difficult to properly defend your whole body from glancing attacks as your many extended limbs make for easy targets. When enemies gain combat advantage from flanking you, they receive an additional +1 bonus to attacks.

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- If you wish you may exchange one of your Classs starting Aggrievements with Flailing Limbs.
Flailing Limbs
Minor action - Encounter Melee 1 Target: One, two, or three creatures Attack: Mangrit or Acumen + your level + 3 vs. AC Hit: 1d8 + your level damage. You gain a bonus to the damage roll equal to the number of targets.

Physically Challenged -Your base speed is reduced to 4 and may not be improved or modified by any other template or class trait OR you may only ever wield one-handed Strife Specibi and cannot hold anything in your off-hand (you may never wield Randomkind or gain an Auto-Parry defense bonus). - You may distribute +1 bonus to any two skills of your choice besides Athletics and Acrobatics. You take a -2 penalty to both Athletics and Acrobatics. Savant - Alchemy comes easily to you, and you can come up with item combinations that others might not have considered. At each level, you gain one half of a point more Alchemization points then you normally would. Therefore you'll have 1.5 alchemy points at 2nd level, 2.5 at 3rd level, etc. - Gain a +1 bonus to your choice of Perception, Science, or Chumming. - An open mind can be a dangerous thing. You take a -1 penalty to Will. Whenever you are dazed, you take a 2 penalty to attack and skill rolls for as long as the effect lasts. Telekinetic - Because of your heightened mental sensitivity, you take a -1 penalty to Will. You also have Vulnerability equal to your level to attacks that target Will, which overrides any Resistances you may have. - You can manipulate unattended objects from up to 5 spaces away from you as if you were holding them in your hand. For example, you can open a door as a minor action or push a boulder as a standard action. You take a -2 penalty to the attack rolls of attacks you make using this trait. - You can shield yourself with a flickering field of mental energy, or perhaps a cloud of hovering detritus that blocks attacks. When you use your Second Wind, you gain an additional +1 bonus to your AC and Reflex defenses in addition to the normal defense bonuses. - If you wish you may exchange one of your Class's starting Aggrievements with TK Crush. If your character has chosen to completely ignore a standard Strife Deck in favor of telekinetic attacks solely, you could represent this through a representative Kind Abstratus such as Heavy Rangedkind or something similar. Otherwise you may use this power alongside any other Abstratus of your choice to represent more of a 'dabbling' in mental powers.
TK Crush
Standard action - At-will Target: One creature Ranged 5

Attack: Imagination or Acumen + your level vs. Reflex Hit: 2d8 + twice your level damage, and you may push the target up to 3 spaces.

Telepathic - Because of your heightened mental sensitivity, you take a -1 penalty to Will. You also have Vulnerability equal to your level to attacks that target Will, which overrides any Resistances you may have. - You gain a +1 bonus to Insight and your choice of either Chumming or Trolling. - While you are conscious, you can mentally communicate with each ally within 10 spaces of you. - If you wish you may exchange one of your Class's starting Aggrievements with Psyche Lance. If your character has chosen to completely ignore a standard Strife Deck in favor of telepathic attacks solely, you could represent this through a representative Kind Abstratus such as Light Rangedkind or something similar.

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Otherwise you may use this power alongside any other Abstratus of your choice to represent more of a 'dabbling' in mental powers.
Psyche Lance
Standard action - At-will Ranged 10 Target: One creature Attack: Imagination or Pulchritude + your level vs. Will Hit: 2d6 + your level damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Undead - You are slow to react to danger. Take a -2 penalty to all Initiative rolls and a -1 penalty to Reflex. - At the start of any turn in which you are conscious, you may regain lost hit points equal to your level. - Mmmmmm Brains. You may replace one of your starting Aggrievements with Life Drain:
Life Drain
Standard action - At-will Target: One creature Melee 1

Attack: Mangrit or Acumen + your level vs. Reflex Hit: 1d12 + Mgt or Acu modifier + your level damage, and you gain temporary hit points equal to 4 + your level.

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Server Player Combat


As a server player operating to help your client player, most of the time your tasks will involve the construction of ever-higher building construction on your clients house, an activity that will most often be a somewhat leisurely secondary task attended to whenever you have a spare moment near a computer. However when push comes to shove there is nothing stopping you from using the tools of SBURBs reality interaction software as an offensive weapon to help your Client player survive! If you are a Server Player for a Client who has just entered the Medium or is in the vicinity of their house, you can help them fight enemies as well. Rather then actually fighting alongside the player as your normal character, you temporarily don the guise of the Server Cursor in order to help out. Dont forget any Communication abilities or Traits you might have, which can also help from a long distance! Cursors statistics Hit Points If a single attack deals damage to the Cursor equal to 6 + your level, the Cursor suffers a server timeout connection failure and temporarily disappears. You must spend a Standard action to re-summon the Cursor, and it always appears in a square of your choice within 5 spaces of your Client player. Defenses The Cursor has an Armor Class of 15 + your level, and Fortitude, Reflex, and Will of 12 + your level. Size The Cursor occupies its space just as a Medium-sized creature does. It can flank with your allies. Movement The Cursor has a movement speed of 8 with Flying. It sure can zoom around! It triggers opportunity attacks as normal however, so be careful. Skills, etc. Since the Cursor is merely an extension of the Server players will, it cannot have any skill modifiers or an inherent initiative score. Simply use the Server players values for these traits if they are found necessary. Cursor Affront! Whenever a Cursor scores a Brutal Affront, the target takes an additional 1d10 damage and is immobilized until the end of its next turn. (Grave Blunder: The Cursor disappears.) Play-style Not everyone has the same aptitude for Server combat. The first time you begin a combat as a Server player, choose one of the three following play-styles to represent your particular inclinations towards being a Server Player. Each Playstyle grants a Cursor Boon and an At-will power. Competent You have pinpoint control of your cursor and use it to effectively jab and harm enemies whose guard is down. Any ally adjacent to your cursor or flanking with it gains a bonus to damage rolls equal to your level + 1. You gain the Sharp Retort power.
Sharp Retort
Opportunity action - At-will Melee 1 Trigger: An enemy leaves a space adjacent to your cursor without shifting. Target: The triggering enemy Attack: Your highest ability score + your level vs. Reflex Hit: 1d12 + your level damage.

Bumbling You cant seem to figure out this Server thing too well, and the confused antics of your cursor are both indirectly humorous to allies and confounding to enemies. Allies adjacent to your cursor gain a +2 bonus to Saving Throws, and you are so used to suffering from connection drops that you can summon your cursor as a Minor action on your turn instead of a Standard action. You gain the Distracting Server Crash power.
Distracting Server Crash
Standard action - At-will Target: One enemy Melee 1

Effect: Your cursor disappears, and one ally within 5 spaces of the target enemy may make a basic attack with a +1 power bonus to attack and a power bonus to damage equal to your level.

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Antagonistic Your cursor is a constant nuisance, drawing maximum attention possible to it and away from your Client ally. Any ally who provokes an opportunity attack by entering or leaving a space adjacent to your cursor gains a +3 bonus to defenses against the Opportunity attack. You gain the Cursor Pester power.
Cursor Pester
Standard action - At-will Melee 1 Target: The triggering enemy Attack: Your highest ability score + your level vs. Will Hit: 1d10 + your level damage, and one ally within 2 spaces of your cursor can shift 2 spaces as a free action. Effect: The target is marked by your cursor until the end of its next turn. Any attacks that it makes that do not include the cursor take a -2 penalty to the attack roll.

Aggrievements, At level 1, all Server Players regardless of their Play-style have the following power:
Clean Up
Minor action - At-will Ranged 5 Target: One space (must be within 10 spaces of your Client player) Effect: The space becomes difficult terrain until the end of the encounter.

Distracting Poke
Standard action - At-will Target: The triggering enemy Melee 1

Attack: Your highest ability score + your level vs. Fortitude Hit: The target either grants combat advantage or is slowed until the end of its next turn (Your choice).

Revise Room
Move action - Encounter Target: One creature Close Burst 2

Drop the Load Gaper


Standard action - Encounter Close Burst 1 Target: Each enemy in burst Attack: Your highest Attribute score + your level vs. Reflex Hit: 1d12 + your level damage, and the target is pushed 2 spaces away from the origin space. Miss: The target is pushed 1 space away from the origin square.

Attack: Your highest Attribute score + your level vs. Reflex Effect: Any areas of difficult or impassible terrain in the area of the power are turned into normal terrain. Any walls in the area of the power are removed... line of sight and line of effect, as well as movement may be freely traced through them now. These effects last until the end of the encounter, perhaps permanently if your Client is happy with your creative redesigns.

As you level up and your group of players find themselves adventuring together through the Medium more often, you may find the Server Cursor to be increasingly less utilized except in those rarer battles that take place near the ever-growing house in your Land. If you still find yourself wishing to upgrade the capabilities of Server Cursor combat then be on the lookout for supplemental sylladex cards in the Common Deck Builder such as the Intellibeam Laserstation and the line of Server Application Add-ons.

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Companion Characters Not every being that your players meet in the lands of Sburb will be an adversary or a passive nonparticipant. Some may be friendly and skilled in combat, or at least neutral and potentially convinced to assist through mutual interests, debts of gratitude, or simple mercenary desires. You can use such characters to help display themes of cause-and-effect within the game (for example, the simple Warweary Villein who eventually rises to lead an insurrection against the Black King), to put the players actions in the context of a larger conflict between greater forces (a First Guardian who chooses to help in order to steer the course of events and set the preconditions for the arrival of the mighty Lord English), or simply to add an interesting new social dynamic to the game (introducing fellow Players of SBURB from another session who arrive to assist your players for reasons of their own). Just like Sprites and Server Cursors, Companion Characters can serve a very useful purpose not only to advance the story but also to give control to players who arent currently in the spotlight and therefore keep them engaged. While it may be tempting to use one of these characters as a personal stand-in or permanent addition to the players group that allows you to add an influencing voice to their decision-making, be wary of over-doing it. When overused, a companion character can diminish the sense of choice for your players and make them feel like a sideshow to the real story. If your whole party of Players is gathered together and the Companion Characters assistance is no longer required, you may find it best for them to discover important errands or decide to pursue personal goals rather than linger about. When designing combat encounters, treat a Companion Character as the equivalent of another normal Player for the purposes of experience and difficulty. Creating a Companion character: 1.) Assign the companion character a level. You should almost always set this to be equal to the level of the players or within one above or below the party level. A particularly over-powered or weak Companion might also make a decent plot device, but preferably for only a short period of time. 2.) Choose their combat role. The role you choose determines not only the basic statistics of the character but also influences what powers they may choose. There are 4 roles to choose from: Controller (influences battlefield conditions and limits enemy options), Defender (draws attacks to themselves and away from other characters), Striker (attempts to isolate and finish off individual enemies), and Leader (gives bonuses to allies). 3.) Determine hit points. If the companion character is a Leader or a Striker, it will have hit points equal to 18 + (5 x level). If they are a Controller, it will be equal to 15 + (4 x level). If a Defender, their hit points will be equal to 20 + (6 x level). 4.) Calculate defenses. A Companion Character will have an Armor Class equal to 15 + level. If they are a Defender, add 2 points to their armor. If a Controller, subtract 2 points. Their other three defenses will always, regardless of role, operate off a baseline of 13 + level. At your discretion, you may increase one non-Armor defense by 2 points and reduce another by 2 points to compensate. 5.) Select at least 2 and up to 3 powers for the character from the list after this section. At least one power should be an At-Will; otherwise the Companion may run out of things to do very quickly! The Homestuck RPG 50

6.) Pick 2 trained skills that are appropriate for the Companion. Ideally, at least one of these skills will be one that the Players are already trained in. The companion will have a Skill check modifier of 6 + level for those skills, and 1 + level for all others. If necessary, you can give the Companion one or two additional trained skills to fill out key gaps in the partys abilities, but dont overdo it. 7.) If appropriate, modify the Companions statistics using a Companion Template from the list following this section. Only choose one template. If two or more might apply, rather than combining them try to determine which templates mechanical traits would best represent the character. Companion Character Powers Melee Range attacks
Mighty Smash
Standard action - At-will Melee 1 Requirement: This Companion must have the Defender or Leader role. Attack: 5 + your level vs. AC Hit: 2d6 + 3 + your level damage, and the target is knocked prone.

Sinister Attack
Standard action - At-will Melee 1 Requirement: This Companion must have the Striker role. Attack: 7 + your level vs. AC Hit: 1d12 + 3 + your level damage, and if the target is granting combat advantage it takes an additional 5 + your level damage.

Guardian Strike
Standard action - At-will Melee 1 Requirement: This Companion must have the Defender role. Attack: 7 + your level vs. AC Hit: 1d12 + 3 + your level damage, and the target is marked by you until the end of its next turn.

Long Reach
Standard action - At-will Melee 2 Requirement: This Companion must have the Defender or Controller role. Attack: 6 + your level vs. AC Hit: 1d12 + 3 + your level damage.

Rushing Strike Displacing Attack


Standard action - At-will Melee 1 Requirement: This Companion must have the Defender or Controller role. Attack: 6 + your level vs. AC Hit: 1d8 + 3 + your level damage, and you may slide the target 1 spaces. It is slowed until the end of its next turn. Standard action - At-will Melee 1 Requirement: This Companion must have the Striker or Defender role. Special: Before the attack, you may shift 2 spaces. Attack: 7 + your level vs. AC Hit: 1d12 + 3 + your level damage.

Twin Attack Leading Attack


Standard action - At-will Melee 1 Requirement: This Companion must have the Leader role. Attack: 6 + your level vs. AC Hit: 1d12 + 3 + your level damage, and any ally who hits the target before the start of your next turn gets temporary hit points equal to half your level (round up). Standard action - At-will Melee 1 Requirement: This Companion must have the Striker role. Attack: 6 + your level vs. AC; two attacks Hit: 1d8 + your level damage.

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Ranged Attacks
Rapid Strike
Standard action - At-will Ranged 10 Requirement: This Companion must have the Striker role. Attack: 4 + your level vs. Reflex Hit: 1d8 + your level damage. Effect: You may shift two squares before or after the attack.

Get Back Here!


Standard action - At-will Ranged 3 Requirement: This Companion must have the Defender role. Attack: 5 + your level vs. Reflex Hit: 1d8 + your level damage, and pull the target up to two spaces.

Blunderbusster
Standard action - At-will Attack: 4 + your level vs. AC Hit: 2d6 + 2 + your level damage, and the target is knocked prone. Ranged 5

Tracer Fire
Standard action - At-will Ranged 10 Requirement: This Companion must have the Defender role.

Fair Shake
Standard action - At-will Ranged 5 Requirement: This Companion must have the Striker or Controller role. Attack: 5 + your level vs. AC, two attacks. Hit: 1d8 + your level damage.

Attack: 6 + your level vs. AC Hit: 1d8 + your level damage, and the target is marked until the start of your next turn.

Incendiary Rounds
Standard action - At-will Ranged 10 Requirement: This Companion must have the Striker role.

Pew Pew!
Standard action - At-will Attack: 7 + your level vs. AC Hit: 1d6 + your level damage. Ranged 15

Attack: 5 + your level vs. AC Hit: 1d6 + your level damage. The target suffers ongoing damage 5(save ends).

Boom, Headshot!
Standard action Encounter Attack: 7 + your level vs. Reflex Hit: 2d10 + your level damage, and the target is marked until the end of his next turn. Ranged 15

Missile Strike
Standard action Encounter Ranged 10 Requirement: This Companion must have the Striker or Controller role. Attack: 6 + your level vs. AC Hit: 2d8 + your level damage, and the target is knocked prone. All enemies adjacent to the target take your level damage.

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Area Attacks

Suppressive Fire
Standard action - At-will Ranged 10(Area Burst 1) Requirement: This Companion must have the Controller role. Attack: 4 + your level vs. Reflex Hit: 1d6 + your level damage. Effect: The Burst lasts until the start of your next turn. Any enemy who enters or starts its turn in the area takes damage equal to your level.

Energy Blast
Standard action - At-will Close Blast 3/Burst 1 in Ranged 10 Attack: 4 + your level vs. Fortitude Hit: 1d8 + your level damage, and the target is either slowed or takes a -1 penalty to attacks until the end of your next turn (your choice which).

Sweeping Blow
Standard action - At-will Close Burst 1 Requirement: This Companion must have the Striker role. Attack: 6 + your level vs. AC Hit: 1d12 + your level damage.

Roughin It
Minor action - At-will Close Blast 3 Requirement: This Companion must have the Controller or Defender role Effect: The squares in the blast become rough terrain until the start of your next turn.

Abjure
Standard action Encounter Close Burst 2 Requirement: This Companion must have the Defender role. Attack: 7 + your level vs. AC Hit: 1d12 + your level damage, and the target is marked until the end of its turn.

Humiliating Criticism
Standard action Encounter Burst 2 in Ranged 10 Requirement: This Companion must have the Controller role. Attack: 5 + your level vs. Will Hit: 1d12 + your level damage, and the target is Weakened or Slowed until the end of its next turn.

Ferocious Slaughter
Standard action Encounter Burst 1 in Ranged 10 Requirement: This Companion must have the Striker or Controller role. Attack: 4 + your level vs. AC Hit: 2d6 + your level damage, and the target takes your level damage at the start of its next turn.

Quaking Assault
Standard action Encounter Close Blast 5 Requirement: This Companion must have the Controller role. Attack: 6 + your level vs. AC Hit: 1d10 + your level damage, and the target area counts as difficult terrain for the rest of the encounter.

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Utility Powers

Energized Assail
Standard action - At-will Ranged 5 Requirement: This Companion must have the Leader role. Effect: The ally may make an immediate Basic Attack with a +1 bonus to attack and a bonus to damage equal to your level.

Pranksters Gambit
Move action - At-will Ranged 5 Requirement: This Companion must have the Defender or Leader role. Effect: The target ally ignores the first OA he triggers during his next turn.

Shufflin
Minor action - At-will Effect: You may shift one square. Personal

Aura of Authority
Aura[3] Personal Effect: Any enemy within the Aura suffers-1 to attack rolls and -1 to all defenses.

Auto-Parry
Immediate Interrupt Encounter Range 5 Requirement: This Companion must have the Defender or Leader role. Trigger: An enemy in range of this ability makes an attack on an ally. Effect: The ally gains a +2 to defense against the attack, and gains temporary health equal to your level.

Abscond
Immediate Reaction Encounter Burst 1 in Ranged 10 Requirement: This Companion must have the Defender or Striker role. Trigger: An enemy hits you or an ally. Effect: You or the ally may immediately shift up to your speed.

Guardians Duty
Minor action Encounter Ranged 10 Requirement: This Companion must have the Leader or Defender role. Effect: This ally regains Hit Points equal to 5 + your level.

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Companion Character Templates


Human -Humans are quick on their feet, and great in a fight. They gain a +2 to their Initiative rolls. They also gain +1 to attack. -Humans also know a variety of things. They gain +1 to two skills. Lusus/Guardian -Lususes are tough beings, born to fight and kill. They gain a +3 to all damage rolls. -They are also toughened by their rough conditions on their planet. They have Resist 3 against all attacks and terrain effects. Carapace -Carapaces are protected by their...well, carapaces. They gain +1 to Fortitude and AC. - Carapaces have a good idea of the game and other puzzles. They have a +1 to Mystery skill rolls, and +2 to Skaian Lore rolls involving their planet (Derse/Prospit). Underling -Underlings arent the toughest of creatures, but they can be hard to hit. The Underling has -5 to Hit Points, but gains +1 to AC and Reflex, or gains +10 Hit Points, but loses -1 to AC, and -2 to Reflex, and gains the Large size. -Underlings gain bonuses due to prototyping. Consort -Consorts arent great fighters, and usually leave the fighting up to their Hero or his allies. Consorts have -1 to attack and -2 to damage rolls, but allies gain +1 to attack when they flank with a Consort. -Consorts are proficient in a variety of tasks. Consorts gain +2 to one skill of the GMs choice, or +1 to two skills. Sprite -The sprite hovers above the ground. It has a movement speed of Fly 6 (hover). -A sprite knows all about the intricacies of the game, and has a +4 to Skaian Lore skills. Also, as your spirit guide in this realm, the sprite knows how to deal with you. It gains either a +2 to Chumming or Trolling skill rolls. -The sprite may, once per Encounter, extend an effect for an extra turn( such as slowed or weakened) or may add +2 to an effect. -Sprites Companions are affected by the Sprite

Guardian Picture Goes Here

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Gear
Choosing the Kind Abstratus you wish to make a permanent feature of your Strife Deck is a pretty momentous step in the life of any SBURBian, which is why you should probably base the decision on what you think will make you look most awesome when you strike a team pose. Or you suppose that you could look at the chart on the next page and decide what will give you the best benefit for your fighting style... There are several Kinds of Strife Abstrata listed below, at first level you must choose ONE to be the primary tool of aggression for your budding player. Note that each Abstrata has two Modes that you may swap between as a Minor action (you may only do this up to once per round however). You may only exchange a one-handed attack modus for a two-handed one if the other hand is currently free! An Abstratus' statline tells you which of your attributes you may use to perform a Basic Aggression with, the bonus you add to attacks with the weapon (precision), and how much damage the weapon deals on a hit. See the example for a Basic Agress after the Abstratus charts in order to see how these apply. Auto-Parry: Whenever a Player is wielding a weapon one-handed and has nothing in their spare hand, their Armor Class is raised by +1 to indicate the ease with which they may defend themselves as compensation for the lost attack power. If you wish to make this a permanent feature of your character concept by envisioning them as a shieldbearing warrior (or for that matter with a dedicated parrying dagger or any other similar concept), then go right ahead. While this may seem limiting at first, there is a potential benefit down the road: a dedicated Shield is a valid alchemization point for Defensive Alchemy, and in fact this is the only way to benefit from TWO Defensive Alchemy collectibles at one time. More on that later. *Finesse Meleekind - Agile weapons that fit well in the palm of the hand and lend themselves to a pinpoint attack style. Drown your opponent in a flurry of accurate jabs, and pair them up one to a hand for even more extreme jabbery. Finesse melee-kind weapons are special because they can either do pathetic pinpricks or on occasion more powerful spikes of damage, depending on the skill and luck of the wielder at hitting an opponents weak spots. When you successfully hit with a Finesse weapon, note whether your final attack roll came up Odds or Evens. If the final roll result was Odds, use the first (lower) damage value. If you roll Evens, use the italicized (higher) damage value to resolve your attack. Examples of Finesse weapons include small knives, clawed gloves, nunchaku, kusarigami (also known as chain-sickles), and knitting needles (the kind you poke things with). Bladed Meleekind - A step above Finesse in terms of dependable power, these include many sorts of reasonably large abstratii, such as sickles, hatchets, gladius, longswords and hands-and-a-half, cheap piece-of-shit katanas, and the like. These weapons lend themselves most to an artful twohanded fighting style, although if you happen to be lacking an arm due to an unfortunate prototyping incident (or because you desire to defend yourself with your off-hand) you might well find this style to your liking nonetheless. Crushing Meleekind - It'll take some hefting and more than a little Grit (or perhaps a dashing devilmay-care insouciance born of your overpowering Pulchritude) to wield these mighty weapons, but the effects are generally worth it. Or so you believe, though the occasional catastrophic miss might convince your allies otherwise. This category extends to many kinds of hammers, flails, warpicks, power gauntlets, chainsaws lipstick tubes, long-handled executioner's axes, claymores, zweihanders, and other unwieldy tools of destruction.

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One-handed Dual-wielding One-handed Two-handed One-handed Two-handed Jab Smash Defensive Haft Long Prod

Precision: +3 Precision: +3 Precision: +3 Precision: +3 Precision: +2 Precision: +2 Precision: +3 Precision: +2 Precision: +2 Precision: +2

*Finesse Melee-kind Damage: 1d6 / 2d4 Damage: 2d4 / 2d6 Bladed Melee-kind
Damage: 1d8 Damage: 1d12 Crushing Melee-kind Damage: 1d10 Damage: 2d8 Fist-kind Damage: 1d6 Damage: 2d6 ~Reaching Melee-kind Damage: 1d10 Damage: 1d12

Acu or Img Acu or Img Acu or Plc Acu or Plc Mgt or Plc Mgt or Plc Mgt Mgt Img or Mgt Img or Mgt

Fistkind - sometimes the simplest really is the best, assuming that you've got what it takes to handle this most gritty of Kind Abstratii. Fistkind is a unique category and benefits from a couple rules not covered above. First of all it's easy to see that while it is flexible and can be either powerful or accurate, Fistkind is still a bit behind the others in damage curve. Fear not though, for you gain some handy side-benefits as remuneration. First, Fistkind users are equally proficient at using their heads, knees, elbows, found items, and horns (?) for attack, and thus suffer no penalty for holding plotrelevant items in both hands when they wish to exact a quick Jab or even a mighty Smash upon the unwary. However, you will still need to have placed yourself in the Jab one-handed attack modus if you wish to benefit from Auto-Parry. Also, it's obviously pretty hard to catch a Fistkind user in a situation where they don't have their weapons available to them. ~Reaching Meleekind - Poke them from afar before they get close, utilizing a long-handled culling instrument, spear, glaive or naginata, grasping stick-mounted pincers, or flexible segmented canes. When using Reaching Meleekind in two hands (ie. Long Prod), you may make a melee attack from as far away as two spaces rather than directly adjacent as normal. The mode of 'Defensive Haft' is for all intents and purposes the exact same as fighting one-handed with any other weapon in order to gain Auto-Parry, and may not be used to attack with Reach. Light Rangedkind - Here are organized your sundry pistols, crossbows, pocket ballistae, throwing darts, shuriken, javelins, .22 caliber plinkers and air-rifles, pin-point energy rays, slings, arrows, and outrageous fortunes. **Heavy Rangedkind - All manner of heavy artillery, this category encompasses psychic eye beams, mighty rifles, harpoon guns, harpoon guns which are mysteriously somehow also mighty rifles, the telekinetic use of bladed objects or rocks as giant hurled weapons, the physical use of bladed objects or rocks as giant etc. etc., and of course knitting needles (the kind that you cast fearsome eldritch spells with). Because they are generally either ponderous or distracting to use, any opportunity attacks that you provoke by use of Heavy Ranged-kind grant the attacker a +1 attack bonus against you, so be wary! ***Randomkind - You'd have to be some kind of lunatic or gambling junky to seriously want to make this Abstratus work, but here it is. Randomkind works well to represent the bizarre attacks of an unstable energy cannon, pleas to a capricious Higher Power that is somehow responsible for your every offensive action, the spontaneous conjuration of unpredictable forces, or the fickle caress of the

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deadly Dicekind Abstratus. Randomkind is a ranged power. Every time you prepare to attack with Randomkind, roll 1d4 first to determine the power, precision, and range of your attack. If you find yourself out of range to make your attack, your action is lost as your attack fails immediately! Also note, you may never gain an Auto-Parry bonus when you wield Randomkind (it is effectively always two-handed). Nobody said putting your trust in Luck was going to be a fair deal!
Light Ranged-kind One-handed Two-handed One-handed Two-handed 1d4 => 1 1d4 => 2 1d4 => 3 1d4 => 4 Precision: +3 Precision: +3 Precision: +2 Precision: +2 Precision: +1 Precision: +2 Precision: +3 Precision: +4 Damage: 1d8 Acu or Img or Plc Damage: 1d12 Acu or Img or Plc Heavy Ranged-kind** Damage: 1d10 Acu or Img or Mgt Damage: 2d8 Acu or Img or Mgt Random-kind*** Damage: 2d10 Damage: 1d12 Damage: 1d8 Damage: 1d6 Acu or Img Acu or Img Acu or Img Acu or Img Range: 10 Range: 20 Range: 10 Range: 15 Range: 5 Range: 10 Range: 10 Range: 20

Whenever you just want to perform a simple whack/slice/shot/etc. using the weapon in your strife deck against an Imp or other unruly underling without any strange frill on the attack from your class, you are performing a Basic Aggrievement.
Basic Aggrievement
Standard action - At-Will Target: One creature Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC Hit: 1(W) + Mgt/Acu/Plc/Img modifier + your level damage. Special: The ability score used for attack and damage is determined by the Kind Abstratus in use. Melee- or Ranged-kind

Probably the first thing you'll want to do after getting a working Alchemiter is to alchemize yourself some slick new duds. That is obviously the most important thing you could possibly be doing right then. Fortunately, this actually really does help defend you from the injustices and privations of a cruel SBURBan world, above and beyond the obvious self-esteem boost.
Armor type Light Armor (Plush Robes, Long-sleeve Shirt and Jeans, etc.) Heavy Armor (Suit and Tie, Lab Coat, Elaborately Frilled Dress, similar) Bonus +3 to Armor Class, add Img/Acu modifier to AC (max. 7) +7 to Armor Class, -1 to Speed

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The statistics for weapons and armor listed above represent the most basic forms of their categories. As you progress in the game and proceed to alchemize ever more advanced/ridiculous combinations of items, it is likely that you will end up Collecting and then using more advanced weapons and armor that enhance the statistics of the above items. In almost every case you will find that alchemized items which you Collect modify one or another statistic, but are otherwise equivalent to a category. For example, the mighty hammer Fear No Anvil is identified as a Two-Handed Crushing Meleekind weapon. Therefore aside from exceptions where noted on the Alchemy card for Fear No Anvil, it can be safely assumed that Fear No Anvil could be used in a Basic Aggrievement with either Mangrit or Pulchritude as the attacking statistic for it, would grant a +2 precision bonus, could not be used to gain the Auto-Parry bonus whenever it is being wielded, etc.

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Sylladex
Story Items and what the Sylladex Really Means By now you might have noticed that even at level 10, the most cards that you will have in a Sylladex hand are 5. But where are all of the other cards in my Sylladex? Surely I can carry around more than a random few items at a time, as this Sylladex system seems to imply? The answer is simply Yes. You can carry a theoretically infinite number of towels, plot-important paperweights, pillows and other useful things trapped in your Sylladex by useless junk. The Sylladex system below represents an abstracted form of the various luck- or skill-based Sylladex draw systems that exist they are simply too diverse to attempt to model in all of their different varieties... even if one were to do so it would simply create a game balance nightmare. Instead we rely on the system below to simplify the problem down to easier-tomanage card draws. If you dislike your Sylladex card draw, remember that you can flush the hand after any encounter and simply try again for something that you like. The worlds in which SBURB is introduced are universally in possession of a strange and powerful method of personal item storage: the Sylladex. Unfortunately, this amazing tool is crippled by painful subsystems of card management that tend to turn even the most mundane activities into a nightmare of tangled logic parsing. Rather than delve directly into that nightmare, the Homestuck RPG utilizes a slightly less migraine-inducing alternative. Or at least, now everyone suffers equally. 1.) Draw a Sylladex 'hand': At 1st level, at the start of every session your GM should allow each of the players to draw one Sylladex card from the Common deck. As you progress in level, you will rapidly gain the ability to draw more Sylladex cards at a time. Eventually, your sylladex will form a 'hand' of up to 5 cards, any number of which may be utilized in a given encounter. Until a Sylladex card is used or flushed from your hand, it remains at the ready by your character sheet.

But what about stone frog puzzle pieces, SBURB game discs, priceless heirloom stuffed bunnies, and other plotimportant items, do they have to suffer from the trial-anderror method of card draws to gain and use? These are special Story Items as determined by your GM, and the answer to the above question is an emphatic No. The If you have a personal deck of Alchemy Sylladex system in the Homestuck RPG is intended to be cards (once you are level 2 and higher), a source of power where you draw humorous items and you may attempt to draw one of your own powerful alchemized gadgets to add to your combat Alchemy cards. Roll a d10. If the result is strength and skill abilities. If you have any items that the a 6 or better, you may draw the top card plot hinges around your being able to use, then they are from your personal Alchemy deck instead most likely not Sylladex cards at all in the first place. of the Common pool. At level 5 this Simply note the item down on your character sheet in a changes to a 5 or better, at level 7 to a 4 separate section use it9 when to use it, d10. or better, andand at level to a you 3 orneed better on the assuming that your character has the presence of mind to carefully such important items they will 2.) Using arrange Sylladex cards: You cansuch usethat each Sylladex card once per encounter. Every Sylladex becard (relatively) easy to retrieve from yourto Sylladex inso a that you can gain its benefit. Some of them will requires some kind of action activate pinch. then proceed to provide a bonus for the entire rest of the Strife or Scrutiny you are involved in, while others will provide a one-time bonus or allow a single special attack. When you use the power on a Sylladex card, turn it FLIPWAYS in front of your character sheet to remind yourself that it has been used. 3.) At the end of the Encounter, clean up your Hand: First, resolve what has happened to used cards. Each Sylladex card belongs to one of three major categories: Common, Uncommon, or Rare.

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a. Common (Green, Orange, or Yellow): At the end of an encounter, you may choose to either keep or discard any Common cards that you have used. If you discard a Common card, put it into a pile next to the Common deck and take a new card to replace it (you may roll for an Alchemy card if you prefer). Shuffle this discard pile into the Common deck whenever there are no more cards in the Common deck. If you decide to keep a green common, just put it back in your 'hand' face up by your character sheet. Yellow Common cards cannot be kept and always go into the Discard pile once they have been used. b. Uncommon (Red): If you wish to keep any Uncommon cards, roll a 1d10 to determine their fate. On a roll of a 5-10, you may keep the card and put it back in your hand, ready to use again in an ensuing encounter. On a roll of 1-4, the card must return to the bottom of your personal Alchemy deck and you may draw a new card to replace it (you must roll to see if you may replace it with another Alchemy card). c. Rare (Blue): These mighty artifacts push the limits of power that can be contained in a humble Sylladex card, and such is their pride that they leave behind an echo of power when they depart on wings of fire for the great Omni Modus in the Sky(aia). When you use a Rare card, it does not return to the deck at the end of the encounter. Instead, flip it UPSIDE-DOWN in front of you to represent the hollow Void it leaves behind in your Sylladex. You may not draw another card to replace it! Your hand size has in fact decreased by 1 temporarily until you find a way to flush the Void card out of your hand. Any cards that were unused in the encounter simply remain in your hand in front of you at this time. 4.) Record the effects of any Collected items. Some Sylladex cards include the Collectible keyword. If this keyword is featured on a card that you are discarding, you may note the benefits of the card in the Collectible entry under your permanent equipment. While you may not benefit from the mighty Sylladex power listed on the card (until such a time as you draw it again!), you will still have gained a boon of enhanced abilities that will remain with you as long as you choose to keep it. Often this will be a slightly more powerful version of existing armor or weapons, a skill bonus of some type, or in the case of alchemized components a combined effect of various useful benefits in one package. 5.) Choose to discard up to one card from your hand: If at this point you cannot fathom how you will ever benefit from one of the cards in your hand, you may choose to flush it back out of your hand and re-draw a card to replace it up to your hand limit (minus any Voids created by Rare cards. If you are in possession of one or more Rare (blue) Sylladex cards then beware: they do not take to this treatment well. Any Rare cards, in the event of a discard, immediately flip into Void cards. Any Void cards in your hand cannot be discarded in this method, as they require special means to be removed.

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Building your own Alchemy Cards


Similar to the Sylladex which offers astounding possibilities of item transportation and ease of use, all Homestuck characters have access to a wellspring of nearly limitless creative potential: Alchemization. Designing all manner of highly exotic combinatorial items through advanced high science is really simple too; all you have to do is follow these concise instructions! First, take some captchalogue cards for items found around your house or in your Land. Put one of these cards (or just a blank card, really) into the Punch Designix. Enter the code for the card into the Designix and it will punch a series of holes in the card to generate a unique code for the Totem Lathe to read. Enter the card into the Totem Lathe, then use some Cruxite you've extracted from the Cruxtruder in the Lathe to generate a carved Totem. Take the totem to the... you know what, we think you get it. For the purposes of the Homestuck RPG, here is how you alchemize. At various breaks in the action following entry into the Medium your characters may find themselves with the opportunity to fool around with their Alchemiters. When this happens, its time to build some Alchemy cards! Some alchemizations are simple and obvious (Gun + another Gun = MORE Gun), others are much less so. You can use any kind of explanation you want to explain the effects you create for your alchemy, whether you alchemized found items in your house, were given captchalogue card codes from another player, acquired the item from a Quest and then reversealchemized it, your future-self stole it from your Denizen and gave it to you through timeline shenanigans whatever! The results are ultimately the same. There are three distinct categories of Alchemization possible Weapon Creation, Suit Creation, and Item Creation.

Creation
Alchemy is powered by various raw materials left behind by the game whenever certain enemies (such as Underlings) die. These various types of Grist are a gaming abstraction that mysteriously disappears as soon as you touch it and is magically whisked away to an invisible Grist Repository. The expenditure of these materials as well as your imaginative ability are the raw components that determine the limits to what you can alchemize. In the Homestuck RPG, this convoluted process is abstracted further for sanities sake. Every time you level up, the number of points that you have to spend on Creation Alchemy is equal to the value of your level -1 (so at level 2 you will have gained 1 point, therefore it is the first level you can make any Creation alchemy cards). You can create as many cards as you have points for. Of course, it hardly needs to be said that the GM has final authority on the legality of any card created. Any vetoed cards must be rebuilt until a compromise is reached.

Alchemy Points gained at level up = [(Your new level) 1] The Homestuck RPG 62

At first when you alchemize the most sensible thing to do will be to create one item at a time. From levels 2 through 5, any time that you create a new weapon, item, or suit you are creating an Uncommon card regardless of how many points are spent on the card. Once you reach level 6 however, the rules change a bit. If you spend more then [(your level) 2] points on any individual Alchemized card at that point forward, then you are creating a Rare card. Now your choice has become a bit more complex spend your full allotment of points on incredibly powerful items that will cause complications with your Sylladex hand, or build up a larger collection of weaker cards that will flow through your deck well?

Rare cards [at level 6+ only] = any Alchemy card that has a total Alchemy Point cost of [(your level) 2] or greater at the time that you create the card.
Most of the charts that display points costs for Alchemy include at least a few options that are a negative points value. As you might expect these are negative traits that reduce the innate abilities of the item in question and grant you a refund in Alchemy points for their purchase, but note that it is impossible to create a Card with a cost of 0 or less. You must spend at least half of a point on every card you create, and any refunds you gain from negative alchemy traits may only be spent back on the card they were gained from, never transferred to another card you create simultaneously. Finally, it is not possible to buy multiples of the same Alchemy trait on a single card. However some traits have scaling costs that let you buy them at greater or lesser power. In those cases the cost will display as 1 (2) [3] and the effects of the trait will make it clear what the higher point expenditures change on the card. There are 3 different kinds of Alchemy cards. Weapons, Armor, and Items. Weapon Cards: A weapon card always consists of two parts: First is the Encounter power that you gain access to when you have the weapon card in your Sylladex hand. The second component is the Collectible item that grants a set of permanent bonuses to your attacks with a particular Strife mode (ie. One-Handed Crushingkind, or Two-handed Heavy Rangedkind) after the first time you draw the weapon in combat. You may only ever benefit from a single Collectible weapons benefits at a time. Collectible Items Example: John has three different hammers collected in his Strife deck (Crushing Melee-kind): the Pogo Hammer and the Wrinklefucker, both one-handed weapons, and Fear No Anvil, a two-handed weapon. Whenever he wields his Crushing melee-kind abstratus two-handed, he may gain all of the permanent benefits from Fear No Anvil automatically. He must choose between the passive benefits of either the Pogo Hammer or the Wrinklefucker whenever he switches to one-handed Crushing Meleekind.

Note that you cannot benefit from a weapon sylladex card that is not of the Kind Abstratus that you chose to wield at first level... normally. If you want to diversify your Strife Deck, perhaps earning a Ranged weapon to balance out your melee options or vice versa, buy the Strife Portfolio collectible upgrade.

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The chart below outlines the Collectible traits that may be purchased for your Weapon cards. Points Trait Offensive Alchemy [Collectible traits] You must first pass a skill check to attack with this weapon. Complicated Skill Check Required: Easy (-.5 Points), Medium (-1 Point), Varies Hard (-1.5 Points), Epic (-2 Points) Cursed When you miss with the weapon, you suffer a Grave Blunder. -2 Unreliable The weapon has a -1 penalty to attack precision. -1.5 The weapon causes -2 damage on any damage rolls (minimum 1 Weakened -1 damage). Berserk(Zen) These collectible traits only affect you while you are not bloodied. -1 These collectible traits only affect you while you are bloodied. -1 Berserk(Finisher) Boring This weapon may only be used for Basic Aggrievements. -1 This weapon feeds its power off of a specific piece of armor, or cannot be wielded without some sort of assisting item. Choose one Armor card or Item card that you possess when you create this card. This weapon MAY Linked -1 NOT be equipped as a Collectible or have its Encounter Power used unless you have the chosen Item or Armor Card in your Sylladex hand. You may receive this trait refund when you build a Weapon card that Upgrade/ includes at least all of the same traits as a card you have earlier -.5 Duplicate Alchemized. You do not remove the old card from your Sylladex. When you miss with the weapon, you are immobilized until the end of Unbalanced -.5 your next turn. Add +5 points to any damage rolls made with this weapon against Destructive .5 inanimate objects. Momentum Whenever you charge or run you gain +1 (+2) speed. .5 (1) Gain a +2 (+4) item bonus to a skill of your choice. You may only Skillful benefit from the skill bonus of a single weapon during the course of .5 (1) any individual Strife or Scrutiny, and only while wielding the weapon. Warning Gain a +2 (+4) bonus to Initiative while wielding the weapon. .5 (1) Longshot +2 (+5) to ranged weapons range. .5 (1) Add +1 (+2) points to any damage rolls made with this weapon when Backstabbing .5 (1) attacking targets that grant combat advantage to you. Extended Melee Weapon gains Reach 2. 1 Swift Increase your base ground movement speed by 1. 1 Rhino Horn After a successful charge attack, you may push the target 1 square. 1
Choose a Kind Abstratus other than the one you normally wield and a Modus (one-handed or two-handed). The weapon you are crafting is now of that type rather than the Kind you normally wield, and you may wield it without penalty. Note that you need only buy this upgrade once per expansion to your Strife Portfolio that you wish to make: you can now Alchemize and wield weapons of the type you have selected without any further complication.

Strife Portfolio Upgrade

1 1 (+1) 1 (2) 1 (2)

Evasive Movement Nourishing Learning

Gain a +1 bonus to defense against OAs triggered by wielding this ranged weapon. Shift self 1 / slide the target up to 1 on hit / push the target 1 on hit and similar effects (*may be bought multiple for different movement
effects, or to increase a current effect by 2x distance)

Hit: Gain 2(4) Temporary Hit Points. Whenever you miss an attack with this weapon, you gain a +1 (+2) item bonus to attack rolls against one target you missed against until the end of your next turn.

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Points 1 (2) [3] 1.5 1.5

Trait Elemental Infusion Slowing Fazing

Offensive Alchemy [Collectible traits] Add +1 (+2) [+3] points to any damage rolls made with this weapon. A successful hit with this weapon slows the target until the end of its next turn, in addition to any other effects. A successful hit with this weapon causes the target to take a -1 penalty to attack until the end of its next turn, in addition to any other effects. Increase the weapon's damage die one position up the damage track: 1d6 => 1d8 => 1d10 or 2d4 => 1d12 => 2d6 => 2d8 => 2d10 => 2d12 => 3d8 Buying the second cost advances the weapon two positions up the damage track. Note: Randomkind and Finesse Meleekind apply the purchase of this trait to each of their damage values on an individual basis. Deals 2 (5) damage on a miss, unless the attack already has a miss effect. This effect cannot kill minions. A successful hit with this weapon causes each enemy adjacent to the target to take damage equal to half your level (damage equal to your level). Any individual enemy can only take Spreading damage once per attack. Gain a +1 item bonus to all attacks with this weapon. A successful hit with this weapon knocks the target prone, in addition to any other attack effects. When you successfully push, pull, or slide a target, your allies are able to make attack of opportunity on said target. Gain a +2 bonus to Brutal Affront confirmation with weapon. A successful hit with this weapon blinds the target until the end of its next turn, in addition to any other attack effects. A successful hit with this weapon causes ongoing damage 5 (save ends) to the target, in addition to any other attack effects. When making Combat rolls, a result of 10 on either d10 is treated as if you had rolled doubles (that meaning, you can choose to make a Brutal confirmation roll). Those using a d20 may choose another die roll number for rolling a Brutal Affront.

1.5 (3.5)

Hardened Edge

1.5 (3) 2 (4) 3 3 3 3.5 4 4 4.5

Inescapable Spreading Accurate Mighty Take A Trip Legendary Blinding Entropic Gutsy

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So long as you spend at least half of an Alchemy point on the passive benefits of your weapon from the table above, you also gain a generic Encounter power on the weapon card. The beginning template for the Encounter power starts out looking like this:
Weapon Sylladex Power
Standard action - Encounter Target: One creature Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC Hit: 2(W) + Mgt/Acu/Plc/Img modifier + your level damage. Effect: If you are not already using the collectible traits of this weapon card, you immediately switch to them. Melee- or Ranged-kind

You determine the ability score used for attack and damage, but it must be one of the primary ability scores for the Kind Abstratus and Mode you are basing the Weapon card on. Any collectible traits purchased that modify the weapons attacks automatically apply to this Power dont forget to factor them in! Further effects to the power are bought on the chart below. Points -.5 (-1) -.5 .5 Trait Offensive Alchemy [Power traits] Accuracy decrease The powers attack bonus drops by -1 (-2). Damage decrease The powers damage drops to 1[W] + normal modifiers. Misc. minor effect Any minor effect that is not a standard condition, penalty to the target, or numerical bonus to yourself or allies that would apply during this combat. (example: free Skaian Lore check on hit target, changing appearance to match the target if the attack defeats it, etc.) Prankster's Target may not make an opportunity attack for the first square you Gambit leave on your turn after hitting with this weapon. Slowing Hit: Target is slowed (until end of its next turn). Extra Damage Change damage modifier to "...+ twice your level" instead of "+ your level" Deafening Hit: Target enemy is deafened. (Until end of its next turn). Movement effect Choose one of the following: Shift 2 prior to attack / Jump 4 prior to attack / slide the target 1 on hit / push the target 2 on hit. (May be bought multiple times for different movement effects, or to increase a current effect by 2x distance). Charge attack You may use this attack as part of a charge. Shattering Hit: Deals a -2 penalty to defenses (end of targets next turn). Auto-Effect Change one effect you have bought for this power that is "Hit:" to "Effect:" Uncertainty Target may not make opportunity attacks (until end of its next turn). Dazing Hit: target is Dazed (until end of its next turn). Immobilizing Hit: Target is immobilized by this attack. (until end of its next turn). Major Damage Gain +1[W] damage on the attack. Parrying Effect: Gain a +1 bonus to AC against melee attacks until the end of your next turn. Cripple Hit: The target is weakened. (until end of its next turn). Guilty Hit: Target gains a -2 to next attack. GB: You gain -2 to next attack. (Both are until end of targets next turn). Marking Hit: Target is marked until the start of your next turn. Accuracy boost Gain +1 (+2) accuracy on the attack.

.5 .5 .5 .5 .5 (+.5)

1 1 1 1 1 1 1 1 1 1 1 1 (1.5)

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Points 1.5 1.5 [2.5] 1.5 1.5 1.5 1.5 1.5 2 2 2 2 2 2 2 2 2 [4] 2.5 2.5 3 3 (6)

Trait Effect Duration Multi-attack

Area attack Defense modification Terrifying Seismic Nauseating Blinding Entropic Split Second Vampiric Piercing Strike Stunning Attack Defense-breaker Esoteric Attack Multi-target Reliable Dueling Legendary Attack Diminishing Returns

Offensive Alchemy [Power traits] Change one effect you have bought for this power that is normally supposed to last until the end of targets or your next turn to [Save Ends] instead. Make two [three] attacks against the same target; damage is reduced to 1(W) + normal modifiers. Any Hit effects on this attack only apply if every attack hits the target. You may not buy this with the Damage Decrease trait. Only one Attack Trait may be bought per card. Changes attack from Melee-kind to "Close Burst 1 and from Rangedkind to "Burst 1 within Range." The attack targets each creature in the area. Only one Attack Trait may be bought per card. The attack targets a defense of your choice other than Armor Class: Fortitude, Reflex, or Will. Hit: The target runs 1d6 squares directly away from you, provoking AO's as normal. Hit: Target falls prone. Hit: Target can only take move actions. (until end of its next turn). Hit: Target enemy is blinded. (until end of its next turn). Hit: Target suffers ongoing damage 5 (save ends). This power takes a Minor action instead of a Standard one. Hit: Regain hit points equal to the [W] dice damage this attack rolls (don't count any other modifiers). If the target has the Resist ability, treat it as if it was 10 points lower. Hit: Target is Stunned (until end of its next turn). Hit: Target gains Vulnerable 5 to all attacks (until end of your next turn.) Any unusual custom status conditions that the GM will allow (until end of target's next turn). Attack: You may attack one or two [or three] different targets that are in range. Only one Attack Trait may be bought per card. Power becomes Reliable. This trait may not be combined with the Feinting or Unreliable traits, as well as any Alchemy Card traits that provide a penalty to Hit or provide a miss effect. Hit: You have +1 to attack rolls and defenses against the target until the end of the encounter (or you hit a different target with the same power, whatever comes first.) Gain +1[W] to the attack damage, +2 to the attack roll, and do half damage on Miss.
Choose one weapon you have alchemized with a total point cost lower then this weapon. When you use this power, switch this card with that weapons power card. After using this power, you switch to that weapon s collectible traits instead of this one's. If you bought the (6) version of this trait, instead of selecting a weapon to tie this trait to, you select one each time you use this power.

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Armor Cards: Much like weapon cards, defensive alchemy is composed of two parts. One part is a broad Collectible benefit that is gained from collecting the item and wearing it regardless of its presence in your Sylladex hand, the other is a Power that can be used only as a card in your Sylladex hand. You may only wear one Defensive alchemy card at a time unless you buy the Shield trait for the item, making it a Collectible that you can hold in an off-hand. Switching between the Collectible traits of suits or shields that you own is a Minor action.

Points -1.5 -.5 (-1) .5

Trait Flimsy Burdensome Skill bonus

Defensive Alchemy [Collectible traits] The armors AC bonus drops by 1 point. The armor imposes a -1 (-2) penalty to speed when worn. You gain a +2 item bonus to a skill of your choice when you wear this armor. You may only benefit from the skill bonus of a single item of armor during the course of any individual Strife or Scrutiny, and only while wearing it.
This article is not clothing, but rather a Shield or Parrying item that you can wield in an off-hand whenever you are in a One-handed Kind Abstratus. When held in one hand it grants the Collectible effects even when you wear another Collectible defensive item. Choose either Heavy or Light: this item counts as that type of armor for the purposes of what other traits you may purchase for it.

.5

Shield

.5 .5 (1) 1 1 1 1 (2) 1 (2) [2.5] 1.5 (3) 1.5 (3) 2 2 (3) [4] 2.5 2.5

Insulated Aggressive Reflexive Custom-tailored Rubber Bonding Resistance Esoteric Defense Boost Fortifying Dodging Stepping Up Elemental Aura Kinetic Trust

Gain Resist 5 against environmental hazards and terrain effects. You gain a +2 (+4) bonus to Initiative checks (Light only). For the purposes of calculating AC only, your Acumen modifier is considered to be a +4 (Light only). This armor does not penalize your Speed when worn (Heavy only). Whenever you push or slide a marked target, you may shift 2 squares towards them. You gain a +1 (+2) bonus to all Saving Throws. Choose one defense other then Armor Class (Fortitude, Reflex, or Will). You gain a +1 (+2) bonus to that defense while wearing this armor. [You gain a +1 bonus to two defenses of your choice] You gain Resist 2 (Resist 5) to Blast or Burst attacks (Heavy only) You gain a +1 (+2) bonus to all defenses against Blast or Burst attacks (Light only)
When you push or Slide an enemy out of a square, you may shift into their square. However, the enemy must be 1 square away for you to perform this action.

Any enemy that ends its turn adjacent to you takes 2 (4) [6] damage (Heavy armor only). Whenever an enemy hits you with an attack, you gain +1 speed and +1 AC until the end of your next turn (Light armor only).
If you or an ally is within 2 squares reach of you and is the target of an attack, you may shift into his square and push your ally 1 square. The enemy then takes the declared attack on you. Your AC is then reduced by 3 against the attack. You may take this as a Free action once per encounter.

3 3

Tough Immunity

The armor grants an extra +1 bonus to AC. Whenever you are afflicted with a condition that a saving throw can end, you may make an immediate saving throw against it. (Heavy only)

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Points 3 3 4

Trait Fake Out Quick Feet Dodgy

Defensive Alchemy [Collectible traits] When you shift next to a marked target, you can slide them 1 square. Whenever you shift or is forced to shift into a square, you may then shift 1 additional square into any direction you want. When an opponent misses an attack you, shift 1 square and continue moving. Shifting does not count as part of your movement speed. This also includes attacks of opportunity.

The primary difference between Defensive and Weapon alchemy comes in the power. The Power created by Defensive alchemy has no set template, as nearly every component is subject to change, however it will always be set to an ENCOUNTER usage. For the specific case of Defensive Alchemy, any point refunds that you gain from taking negative power traits must only be spent on the Power itself and not the Collectible chart, in order to prevent abuse of the system to get better Collectibles at the expense of the power. There are two categories that the Defensive power must be built around: the Activation and the Effect. You must buy one trait from each chart. You cannot buy two or more Activation traits. As soon as you activate the Sylladex Power of an Armor card, you automatically switch to wearing that armor and now have all of the Collectible traits of that armor. If you switch Collectible traits to another set of armor while you still have any ongoing Armor Power effects, those effects immediately end.

Points -1.5 -.5 .5 1 1.5 2.5 -3 0 0 .5 .5 1 1

Trait Standard Move Minor Immediate Reaction Immediate Interrupt Free action Trigger: Downed Trigger: Bloodied Trigger: First Round Trigger: Melee Hit Trigger: NonArmor Hit Trigger: Miss Trigger: Hit

Defensive Alchemy [Power Activation] The power is activated with a Standard action. The power is activated with a Move action. The power is activated with a Minor action. The power is activated with an Immediate Reaction. You must also buy a Trigger. The power is activated with an Immediate Interrupt. You must also buy a Trigger. The power is activated with a Free action. The Reaction or Interrupt of this power may be triggered when you are reduced to 0 Hit Points. The Reaction or Interrupt of this power may be triggered when you are bloodied by an attack. The Reaction or Interrupt of this power may be triggered on the first round of the Strife. The Reaction or Interrupt of this power may be triggered when you are hit by any melee attack. The Reaction or Interrupt of this power may be triggered when you are missed by any attack that targets a non-AC defense.. The Reaction or Interrupt of this power may be triggered when you are missed by any attack. The Reaction or Interrupt of this power may be triggered when you are hit by any attack.

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Points -2 -1 .5 (1.5) .5 (2) 1 1 1 (2) 1.5 (3) 1.5 (2) [3] 2 2 (3) 2 (4) 2.5 (3.5) 3 5

Trait Overwhelming Armor Lock Barrier Escaping Dazing Nudge Sudden Defense Defense UP Elemental Burst Soaring Retribution Life-Support Ranged Retribution Blinking Cloaking

Defensive Alchemy [Power Effect] You are dazed until the end of your next turn when using this power. You are immobilized until the end of your next turn when using this power. You gain temporary hit points equal to your level (twice your level). You may shift up to half your speed. (You must spend the second points cost if this ability is bought along with the Immediate Interrupt or Free Action triggers) The attacker is dazed until the end of its next turn (Immediate triggers only). Trigger Hit: You may push the enemy 1 square. This does not occur on attack of opportunities against you. You gain a +2 (+4) bonus to all defenses against the triggering attack. You gain a +2 (+4) bonus to all defenses until the end of your next turn. This trait may not be combined with Sudden Defense. Until the end of your next turn, any enemy that ends its turn adjacent to you takes 3 (5) [8] damage. You may fly with a speed of 8 (Standard or Move Activation only) If the triggering attack is from an adjacent enemy, deal 1d6 + your level damage to the target (1d12 + twice your level). You gain Fast Healing 2(5). As Retribution above, but this power is not limited by distance to the target. You immediately teleport up to your move away. You become invisible until end of next turn or make attack (whichever comes first).

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Item Cards: Item cards are miscellaneous effects, such as healing Gel Viscosity pills, Plush Monsters that distract or disturb your opponents, or jetpacks that help you flyyyyyyyy, Pupa! Items do not have a Collectible component and are instead Sylladex cards composed only of an Encounter Power, making them a cheap and very flexible way to enhance your abilities compared to the generally pricier and more specific effects of Weapon and Defensive cards. Somewhat similar to the powers of Defensive Alchemy, Item alchemy is comprised of two components: the Activation action and the Effect. Points -1.5 -1 -.5 .5 1 1.5 Points .5 .5 .5 .5 (1) 1 1 1 1 Trait Standard Move Minor Immediate Reaction Immediate Interrupt Free action Trait Skillful Projectile Respirator Energize Movement Sensory Clouding Telekinetic Grasp Damaging Healing Digging Cleansing Frightening Grenade Spray Item Alchemy [Power Activation] The power is activated with a Standard action. The power is activated with a Move action. The power is activated with a Minor action. The power is activated with an Immediate Reaction. The power is activated with an Immediate Interrupt. The power is activated with a Free action. Item Alchemy [Power Effect] Upon activation, you gain a +3 (+5) item bonus to one skill chosen at the time this item is crafted. You must also buy a Duration trait. Make an attack roll against a single target within 10 squares. Attack: Level + 6 vs. AC. Must buy at least a single Hit: effect. You are able to breathe in any kind of environment. You must also buy a Duration trait. Effect: +2(+4) damage on your next attack. You may shift up to your speed, or ignore difficult terrain, or any similar effect. You must also buy a Duration trait. This item prevents you from being Surprised by sneaking enemies, alerts you automatically when in the presence of Cheese Doodles, or something similar. All squares within the affected area are considered lightly obscured until the end of your next turn. You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a club as a standard action. You must also buy a Duration trait. Hit: 1d10 (2d6) + your level damage. You regain hit points equal to half of your bloodied value (your bloodied value). You can use this item to dig a hole/pit that fills up to a whole square (all squares in a Close Blast 2). You can make an immediate Saving Throw against a condition (all conditions) that you are currently afflicted with. Make an attack against a creature in line of sight. Attack: Level + 5 vs. Will. Hit: The target is dazed and immobilized until the end of its next turn. Make an attack on every creature in a Ranged Burst 1 within 10 spaces. Attack: Level + 6 vs. Reflex. Must buy at least a single Hit: effect. Make an attack on every creature in a Close Blast 3. Attack: Level + 6 vs. Reflex. Must buy at least a single Hit: effect.

1 (1.5) 1 (2) 1 (2) 1 (2) 1.5 1.5 1.5

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Points 1.5 1.5 (2.5)

Trait Entangle Impervious

1.5 (3) 2 2 2 2 2.5

Shielding Flying Blur Void Flush Recharge Landmine

3 (4) 4 4.5 -.5 0 1 2

Omega Boost! Brainwash Heroism Duration: Short Duration: Normal Duration: Long Duration: Encounter

Item Alchemy [Power Effect] Hit: the target is restrained until the end of its next turn. You gain a +2 (+3) bonus to a defense of your choice when you activate this item. You may buy this trait multiple times, each time it applies to a different defense (AC, Fortitude, Reflex, Will). You must also buy a Duration trait. You gain Resist 5 (Resist 10). You must also buy a Duration trait. You gain a Fly Speed of 8 (Hover). You must also buy a Duration trait. You gain Concealment against all enemies that are not adjacent to you. You must also buy a Duration trait. When used, this item allows you to flush a Void card out of your Sylladex hand. When used, this item allows you to recharge a power that has the Recharge keyword. Place the item as a trap in an adjacent square. Trigger: A creature willingly moves adjacent to a space containing a trap. Attack: Level + 6 vs. Reflex. Must also buy at least a single Hit: effect. You can also buy traits from the Weapon Power Trait table when alchemizing one of these items. Alternatively, you can remove the attack roll and make a power that targets allies. In that case, you must buy additional positive traits from this or the Armor Power Trait tables. When used, this item allows you to either regain the use of a power that has the Recharge keyword, or flush a Void card out of your hand. (Do both!) Hit: Target makes a basic melee attack against an adjacent creature of your choice. You gain an extra Standard Action this turn. The traits gained last only for as long as the action you used to activate them. The traits gained last until the end of your current turn (no use with Immediate or Free actions). The traits gained last until the end of your next turn. The traits gained last until the end of the encounter.

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At Level 10
Youve reached the top of the echeladder. Your aspect is yours to command. All of the levels are yours. Now what? Now you get an Epic Boon. Epic Boons are a representation of how you became this skilled in the first place, each focusing on a different portion of your abilities.

God Tier
-God Tier lets you gain godlike power over your aspect, at the cost of leaving all your old items behind. You just need to die on your Quest Bed once you reach your peak. Of all the Epic Boons this one has the most plot attached to it, so talk to your GM before taking it.

Paragon Tier
-Class Mastery shows your dedication to mastering the abilities you gained learning your Lands lessons. You have nowhere near the mastery of your aspect God Tier gives beyond your class purview, but within that purview you are king.

Signature Alchemy
-Signature Alchemy lets you ignore the requirements of your title and concentrate on what really matters: alchemy. Others might be more skilled in their titles abilities, but you have all the best toys.

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God Tier It seems that you have died on your Quest Bed, whether of your own schemes or by the malevolent adversaries you face in your session. You merge with your dreamself, and become a master of your Aspect. You are the master, its you. There are several benefits to ascending to God-Tier. The first of these is acquiring more powerful Aspect powers, which replace your original Aspect powers. Next, you gain a +2 attribute bonus to your Aspect Attribute. You gain Fly Speed 8 (Hover). You gain an Ascended Armament, a supreme weapon which is affected by your Ascended Aspects weapon traits. You also wear the Godhood.However, you also have a few penalties. Namely, your transition to your Dreamselves body means that you left behind most of your alchemy cards and your sylladex, and even if you discover replacements or copies of your original gear your reduced reliance on such items makes you far less likely to utilize them in battle. You have a reduced Hand Size (Sylladex hand size = 3). When you draw into your Sylladex, you may only draw a card from your Alchemy deck on a roll of 6+. Ascended Armament
Now that you have chosen the path of God-Tier, you have obtained a nigh-Omnipotent weapon. Your Ascended Armament gains Weapon traits based those granted by your Ascended Aspect. The weapon has a Weapon Precision of +3, damage output of 2d8, and a Range of 10. You have a +1 to Brutal Affront Confirmation rolls. The attribute used is your Highest Attribute Modifier. Your Ascended Armament is of the One-Handed Dualitykind, allowing you to switch between Melee-kind and Ranged-kind as a free action. Once per Encounter, you may use the effect of the regular Aspects Affront as part of a Basic Aggrievement.

Godhood
The Godhood(ie) is the God-Tier players greatest defense against anything really. This seemingly light hoodie can protect against the sharpest of regiswords and other dangerous items you will encounter. A Godhood grants a player an additional Fifteen Hit Points. It gives a Defense Modifier of 4 + Your Highest Attribute Modifier. You must also choose one of the following Archetype Hoods from below. Hero or Scoundrel The powers granted by these are explained below.

Hero Achieved Martyrdom: Once per encounter, you may substitute yourself as the target of an attack instead of an ally, as long as it is possible for you to be targeted by the enemy. You gain + 3 Aspect Attribute bonus to all defenses until the start of your next turn. After resolving the enemys attack, you may immediately make a Basic Attack against the enemy. Neither Heroic: Once per battle when you either die or roll a Death Saving throw, you may use a Free action to revive with your Bloodied HP value. You immediately stand up. You gain a +3 to confirmation to Affronts for the rest of the encounter. Note the +3 is not cumulative with other modifiers to Brutal Affront confirmation rolls.

Scoundrel Tasted Notoriety: Once per encounter, you may substitute an adjacent enemy/ally as the target of an attack instead of yourself. You may make an immediate Move afterward.
...Nor Just: Once per battle when you either die or roll a Death Saving throw, you may use a Free action to revive with your Bloodied HP value. You immediately stand up. You gain a +4 bonus to attack and damage for the rest of the encounter.

The Homestuck RPG Scoundrel


Tasted Notoriety:Once per encounter, you may substitute an adjacent enemy/ally as the target of an attack instead of yourself. You

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Ascended Aspect - Blood


Alternative aspects: Fire, Force, Retribution

Attribute: Mangrit Skill bonus: Hot-headed - +6 to Trolling. Weapon Trait: Entropic (On a hit, the target suffers ongoing damage 5(save ends). Traits (God Tier): Exsanguine - Whenever you deal damage to a bloodied target, you may re-roll a single damage die of your choosing and take the better of the two results. Auto-Coagulation - Whenever you first gain ongoing damage from an attack or effect, you may make an immediate saving throw. If you pass the saving throw you are no longer effected by the ongoing damage, though any other effects still apply. Blood-Drain Each time an enemy takes damage from an ongoing effect you caused, you regain 2 HP. Brutal Affront (God Tier): Bleed Out: The target of the attack suffers ongoing damage 15(save ends), and until the end of your next turn, your attacks cause ongoing damage 10(save ends). (Grave Blunder: You suffer ongoing damage 15 (save ends) and until the end of its next turn, the targets attacks cause ongoing damage 10 (save ends).) Boon (God-Tier), gain the following power:
Blood and Guts
Minor action - Recharge Personal Effect: You deal 1d8 extra damage with any attack, gain +2 Speed, and gain Regeneration (5). You must use a Minor Action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Bad Blood
Standard Action - At-will Melee- or Rangedkind Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC OR Mangrit+ Level+Precision+2 vs. AC (target has ongoing damage). Hit: 1[W]+Mangrit+level OR 1[W]+Mangrit+level+4 if the target has ongoing damage, and the target takes a -3 penalty to its Saving throws until the end of its next turn.

Transfusion
Minor Action - At-will Meleekind Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC Hit: 1[W], and you gain 5 Hit Points. Miss: You lose 3 Hit Points. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Bloodbath
Standard action - Encounter Meleekind Requirement: You must be bloodied. Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC Hit: 2[W]+Mangrit+Level damage. Effect: You may shift two spaces and make a secondary attack. Target: One enemy in range. Attack: Mangrit+Level+Precision-1 vs. AC Hit: 2[W-2]+Mangrit+Level damage. Effect: You may shift two spaces and make a tertiary attack Target: One enemy in range. Attack: Mangrit+Level+Precision-1 vs. AC Hit: 2[W-4]+Mangrit+Level damage. Effect: You may shift two spaces.

Out for Blood


Standard action - Encounter Melee- or Rangedkind Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC OR Mangrit+Level+Precision+3 vs. AC if the target is bloodied. Hit: 4d10+Mangrit+Level damage, and the target takes ongoing damage 15(save ends). Miss: Half damage and Ongoing Damage 5(save ends).

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Ascended Aspect - Breath


Alternative aspects: Wind, Freedom, Sky, Air

Attribute: Acumen Skill bonus: Great Leap - +6 to Athletics Weapon Trait: Take a Trip, Movement Effect (Slide 1) Traits (God-Tier): 'Lucky' Fall - You never take falling damage, regardless of distance. You may still end up prone on a failed Acrobatics check. Unfettered - Whenever you are slowed or immobilized by an attack or effect, you may make an immediate saving throw. If you pass the saving throw you are no longer affected by the slow or immobilize condition, though any other effects still apply. Be the Wind - You may shift two spaces as a minor action once per turn. Brutal Affront (God Tier): The Windy Thing: Close Burst 3 of the targeted enemy, all enemies within the burst suffer 1d10 damage and are pushed out of the burst area. (Grave Blunder: Close Burst 3 centered on you, you and all allies within the burst suffer 1d10 damage and are pushed out of the burst area.) Boon (God-Tier), gain the following power:
Swift as the Wind
Minor action - Recharge Personal Effect: You gain +4 Speed, may not be targeted by OAs and may not be knocked prone. You must use a Minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Liffdoff
Standard Action - At-will Melee-kind(Close Burst 2) or Ranged-kind(Burst 1 in Range) Target: 1, 2, or 3 enemies in the Burst Attack: Acu+Level+Precision vs Reflex Hit: 1[W]+Level, Slide 2. Miss: Slide the target one space.

Zephyr
Minor Action - At-will Ranged-kind Target: 1 or 2 creatures in range. Attack: Acu+Level+Precision vs. Reflex Hit: 1[W]-4. Slide 1. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Cyclon-Air
Standard action - Encounter Melee-kind(Close Blast 5) or Ranged-kind(Burst 2 in Range) Target: All enemies in Burst/Blast. Attack: Acu+Level+Precision vs. Reflex Hit: 2d8+Level+Precision Effect: Creates a zone of Burst 2 from the origin square. If anyone is within the zone at the start of their turn, you may Slide them 2 Spaces and the enemy suffers 1d6 damage. The zone persists until the end of your next turn, and may be moved again six squares at the start of your turn as a free action. Any enemy that the zone passes suffers 1d6 damage and may be slid 2 spaces.

Hurri-pain
Standard action Ranged-kind(Burst 3 in Encounter Range) Target: All enemies in the burst. Attack: Acumen+Level+Precision vs. Reflex Hit: 2d8+Level+Acumen, Slide 3, and the target is slowed.

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Ascended Aspect - Doom


Alternative aspects: Judgment, Bane, Blight, Fate

Attribute: Acumen Skill bonus: End Prophet - +6 to Trolling. Weapon Traits: Fazing, Inescapable Traits (God-Tier): Certainty of Fate So long as you are bloodied, you gain Resist 3 to all damage. The resistance granted by this Trait stacks with any other Resistances you may have. Aura of Apathy - Any enemy adjacent to you takes a -1 penalty to attack rolls. Damning Sigil On a hit, the target becomes Marked until the end of your next turn. Brutal Affront(God Tier):d00med: The target counts as giving combat advantage to all attacks made against it, and you may make it re-roll any attack it makes against you. Both effects end at the end of your next turn. (Grave Blunder: You count as giving combat advantage to all attacks made against you, and may be forced to re-roll any attacks you make against the target. Both effects end at the end of your next turn.) Boon (God-Tier), gain the following power:
Twist of Fate
Minor action - Recharge Personal Effect: You do not grant combat advantage, and are not affected by penalties that affect attack or damage rolls you make. You must use a minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Bane Strike
Standard Action - At-will Melee-kind or Ranged-kind Target: One creature in range. Attack: Acumen+Level+Precision vs. Fortitude Hit: 1[W]+Level+Acumen, and the target suffers a -1 to all defenses until the end of your next turn.

Judgement
Minor Action - At-will Melee- or Ranged-kind Target: One creature in range. Attack: Acumen+Level+Precision vs. Will Hit: 1[W]-2, and the target suffers -1 to attack until the end of its next turn. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


D00med t0 Die
Standard action - Encounter Ranged 10 Target: One enemy in range. Attack: Acumen+Level+Precision vs. Will Hit: 3d8+Level+Acumen, and the target suffers -1 to attack, all defenses, and Brutal Affront confirmations for the rest of the encounter.

Fate Worse than Death


Standard action - Encounter Ranged 10 Target: One enemy in range. Attack: Acumen+Level+Precision vs. Will Hit: 3d8+Level+Acumen, and if the target is killed by this attack, it regains 1 Hit Point and is Dominated by you for the rest of the encounter.

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Ascended Aspect - Heart


Alternative aspects: Courage, Pluck, Love

Attribute: Pulchritude Skill bonus: Heart of Gold - +6 to Chumming. Weapon Traits: Learning, Swift, Nourishing Traits (God-Tier): Shipping Wall Allies gain a +3 damage bonus to attacks made while they are flanking with you. Defiance After a successful attack roll, you gain +1 to all defenses against the enemy you hit. Strength of Heart-You are immune to Immobilization. Brutal Affront (God Tier): Take Heart: All allies within Burst 3 gain a +3 bonus to all defenses, and 10 temporary Hit Points. (Grave Blunder: All enemies within Burst 3 of the target gain a +3 bonus to all defenses, and 10 temporary Hit Points.) Boon (God-Tier), gain the following power:
Heart of Stone
Minor action - Recharge Personal Effect: You gain +3 to all defenses, and Resist 3, and you must use a minor action to sustain this effect. All allies within 5 squares gain +2 to all defenses until the end of their next turn.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Courageous Blow
Standard Action - At-will Melee- or Rangedkind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. AC Hit: 1[W]+Plc+Level, and you and an ally within five spaces gains 5 Temporary Hit Points.

Plucky Assault
Minor Action - At-will Melee- or Ranged-kind Target: One enemy within range. Attack: Pulchritude+Level+Precision vs. AC Hit: 1[W] Effect: One ally within five spaces gains +1 to all defenses until the start of your next turn. Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Heart to Heart
Standard action - Encounter Ranged 10 Target: One enemy in range Attack: Pulchritude+Level+Precision vs. Will Hit: 3d10+Level+Pulc, and the enemy suffers -1 to all defenses for the rest of the encounter. All allies in Burst 5 gain +2 to all defenses until the start of your next turn.

Spirited Flurry
Standard action - Encounter Close Burst 2 Target: All enemies in the burst. Attack: Pulchritude+Level+Precision vs. AC Hit: 2d10+Level+Pulchritude, and all allies within 5 spaces gain temporary Hit Points equal to the amount of enemies you hit multiplied by two.

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Ascended Aspect - Hope


Alternative aspects: Change, Nobility, Spirit

Attribute: Pulchritude Skill bonus: Clarity of Hope - +6 to Perception. Weapon Traits: Learning, Vulnerable (2) Traits (God-Tier): Dream of Defiance - Whenever you or an ally within 5 spaces fails a saving throw, the target gets a +2 bonus to saving throws until the end of their next turn. Raising Spirits - Whenever you or an ally within 5 spaces reduces a non-Minion enemy to 0 HP, they gain temporary HP equal to your Pulchritude modifier + 1. Aspire - Whenever you reduce a non-Minion enemy to 0 HP, allies within a Burst 5 gain +2 to attack and damage rolls until the start of your next turn. Brutal Affront (God Tier): Youre Our Only Hope-All enemies within Burst 3 are Weakened until the end of your next turn. All of your attack rolls and damage have a +4 bonus until the end of your next turn. (Grave Blunder: All allies within Burst 3 are Weakened until the end of your next turn.. All of the targets attack rolls and damage have a +4 bonus, until the end of your next turn.) Boon (God-Tier), gain the following power:
Never Gonna Give You Up
Minor action - Recharge Personal Effect: You and all allies in Burst 3 regain 10 Hit Points, and may stand up as a free action. You gain a +3 to attack and +3 to damage rolls, and must use a minor action to sustain this effect. All allies in the burst gain a +1 to attack and +1 to damage rolls until the end of their next turn.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Threatening Strike
Standard Action - At-will Melee-kind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. AC Hit: 1[W]+Plc+Level, and the target may make a basic attack against you with combat advantage. If it does, an allywithin five spacesof the target may immediately make a basic attack against thetarget, with a +2 to attack and damage rolls, and with combat advantage.

Burst of Hope
Minor Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. AC Hit: 1[W]-2. Effect: Target ally within five spaces gains a +2 to attack rolls on their next turn.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Hope-taker
Standard action - Encounter Melee- or Ranged-kind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. Will Hit: 3d8+Level+Pulchritude, and the target grants combat advantage and gains Vulnerable 5 against all attacks until the end of your next turn.

Filled With Spirit


Standard action - Encounter Target: All allies in Aura. Aura [3]

Effect: All allies in the Aura gain +2 to attack, +2 to damage, and +1 to Brutal Affront confirmation rolls. Once per turn as a free action, you may give an ally within the Aura double these effects until the end of their next turn. If you ever miss an attack or take damage from an enemy, this effect terminates.

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Ascended Aspect - Life


Alternative aspects: Heart, Pulse, Health

Attribute: Pulchritude Skill bonus: Lifes Advocate - +6 to Chumming. Weapon Traits: Nourishing, Legendary Traits (God-Tier): Pacifying Aura Whenever an enemy is adjacent to you, its damage rolls are reduced by an amount equal to your Pulchritude modifier + 2. Lifes Vigilance - As long as you are not bloodied, you do not grant Combat Advantage. Kiss of Life - Any allies within five spaces who are taking a Dying Save add 2 to their roll. Brutal Affront(God Tier): Life-saver: All allies within Burst 4 gain hit points equal to your level + 5, +10 if they are dying. (Grave Blunder: All enemies within Burst 4 of the target gain hit points equal to your level + 5.). Boon (God-Tier), gain the following power:
First Aid
Minor action - Recharge Personal Effect: You gain Resist (3) and Regeneration (5), and must use a minor action each turn to sustain this effect. All allies in Burst 3 gain Resist 1 and Regeneration (5) until the start of your next turn.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Invasive Surgery
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. AC Hit: 1[W]+Pulchritude+Level, and the target is slowed or weakened.

Draw Blood
Minor Action - At-will Melee-kind Target: One enemy in range. Attack: Pulchritude+Level+Precision vs. Fortitude Hit: 1[W]-4 damage, and you or an ally within five spaces gains 5 HP. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Lifedrain
Standard action - Encounter Target: All enemies in Burst. Ranged 10(Burst 4 in Range)

Invigorating Aura
Standard action - Encounter Target: All allies in Aura. Aura[3]

Attack: Pulchritude+Level+Precision vs. Fortitude Hit: 1d12+Pulchritude damage. You may heal allies within Burst 5 of you a number of Hit Points equal to the damage you caused.

Effect: You gain an Aura[3]. All allies within the Aura regain 3 HP a turn. Allies in the Aura never grant Combat Advantage. Once per turn as a Minor Action, you may grant someone within the Aura Resist or Regeneration 3, and may sustain it as a minor action. This aura ends when you take damage.

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Ascended Aspect - Light


Alternative aspects: Radiance, Luck, Fortune

Attribute: Imagination Skill bonus: Bend Light - +6 to Stealth. Weapon Trait: Elemental Infusion Traits (God-Tier): Shroud of Light You may spend a Move action on your turn to gain Concealment until the start of your next turn instead of moving. Vision X-fold You can never be blinded or have a penalty to attack rolls worse than -2 for any reason. All the Luck! - You may reroll any roll you make as a minor action. Brutal Affront (God Tier): All of it! - You may roll an extra die for any roll you make until the end of your next turn, choosing results you wish to use. (Grave Blunder: The target may roll an extra die for any roll it makes until the end of its next turn, choosing results it wishes to use.) (Instead of rolling 2d10, you roll 3d10 and choose the two results you want. Instead of rolling 3d12, your roll 4d12 and choose the three results you want, ect.). Boon (God-Tier), gain the following power:
Impossible Fortunes
Minor action - Recharge Personal Effect: You may reroll any of your rolls. You must accept this second roll. You must use a minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Fortuned Strike
Standard Action - At-will Melee- or Ranged-kind Target: One creature in range. Attack: Img+Level+Precision+1 vs. AC Hit: 1[W]+Img+Level. Effect: You may reroll this attack or damage roll, but only one.

Steal Luck
Minor Action - At-will Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. Will Hit: 1[W]-6, you may reroll one of the targets rolls on its next turn. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Steal All The Luck!
Standard action - Encounter Target: All enemies in Burst. Attack: Img+Level+Precision vs. Will Hit: For each enemy hit by the attack, you gain a +2 bonus to your attack and damage roll, as well as a bonus to all defenses, until the end of your next turn Aftereffect: The bonus is halved until the end of your next turn. Melee-kind(Close Blast 5) or Ranged-kind(Burst 2)

Overwhelming Blaze
Standard action - Encounter Target: All enemies in Burst. Attack: Img+Level+Precision vs. Fortitude Hit: 2d8+Img+Level, and you count as being invisible to your target. Effect: Target is blinded.. Melee-kind(Burst 5) or Rangedkind(Burst 5)

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Ascended Aspect - Mind


Alternative aspects: Thought, Synapse, Emotion

Attribute: Imagination Skill bonus: Sharp Intuition - +6 to Insight. Weapon Trait: Trueshot, Warning Traits (God-Tier): Mental Superiority You cannot be marked or forced to attack a target against your will. If a power would place a mark on you or dominate you, ignore those effects. Labyrinthine Mind You gain a +1 bonus to Will defense. You also have Resist 5 to any attacks that target your Will defense. The resistance granted by this Aspect Trait stacks with any other resistances that you might have. In Mind-sight - Once per encounter, you may shift your speed as an Immediate Reaction when an enemy moves adjacent to you. Brutal Affront (God Tier): Mind=Blown: Set a burst 3 centered on you, each enemy target within the burst suffers 1d6 damage and is dazed (save ends). (Grave blunder: Burst 3 centered on the target, each ally within the burst suffers 1d6 damage and is dazed (save ends)) Boon (God-Tier), gain the following power:
Minds Eye
Minor action - Recharge Personal Effect: You may use In Mind-sight as a free action once per turn. You cannot be Dazed or Stunned. You must use a minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Mind Games
Standard Action - At-will Ranged 10 Target: One enemy in range. Attack: Img+Level+Precision vs. Will Hit: The target takes two of the following effects. -You may slide the target four spaces. -The target makes a Basic Attack, with a +1 bonus to attack and a +3 bonus to damage. -The target becomes immobilized until the end of their next turn. -The target grants combat advantage to all attacks.

Brainfart
Minor Action - At-will Melee- Or Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. Will Hit: 1[W]-4, and the target suffers -2 to Will until the start of your next turn. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Mind War
Standard action - Encounter Ranged 10 Target: One enemy in range. Attack: Img+Level+Precision vs. Will Hit: 1d10+Level damage. The target is Dominated until the start of your next turn. Aftereffect: You must use a Minor Action to sustain this ability. If you sustain it, make the following attack against the same target. Attack: Img+Level+Precision-3 vs. Will Hit: 1d10+Level damage. The target is dominated until the start of your next turn. Aftereffect: You must use a Minor Action to sustain this ability. If you sustain it, make the above attack against the same target. For each time you sustain it, there is a cumulative -3 to attack.

Brainstorm
Standard action - Encounter Target: All enemies in burst. Attack: Img+Level+Precision vs. Will Hit: 2d10+level+Imagination, and the targets are stunned. Miss: Target is dazed. Melee-kind(Close Burst 2) or Ranged-kind(Burst 2)

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Ascended Aspect - Rage


Alternative aspects: Wrath, Frenzy, Rampage

Attribute: Mangrit Skill bonus: Sharp Intuition - +6 to Acrobatics. Weapon Trait: Gutsy Traits (God-Tier): Payback - After being attacked by an enemy, you gain a +2 bonus to damage on all attacks against that enemy until the end of your next turn. Rage-fueled Reflexes - You may make an opportunity attack using Mangrit with a -2 penalty to the attack roll when an enemy willingly enters a square threatened by you without shifting. On a hit you deal 1[W] damage + Mgt modifier. Adrenaline Rush - After reducing a non-Minion enemy to 0 HP, this player may make an immediate move at half speed. Brutal Affront (God Tier): All the Rage: For each damage dice used for this attack and any in your next turn, roll another of the same die. (Grave Blunder:The target may do the same, until the end of its next turn.)

Boon (God-Tier), gain the following power:


Murderous Rampage
Minor action - Recharge Personal Requirements: You must be bloodied. Effect: You gain +2 to attack, and +8 to damage. Whenever you hit a target with an attack, you gain 5 Hit Points. You must use a Minor Action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Fires of Rage
Standard Action - At-will Melee-kind Target: One enemy in range. Attack: Mgt+Level+Precision vs. AC Hit: 1[W]+Level+Mangrit, and all targets in Close Burst 1 of you take damage equal to your Level.

Wrathful Strike
Minor Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Mgt+Level+Precision vs. AC Hit: 1[W]-2, and the target cannot shift. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Rage of Ages
Standard action - Encounter Melee-kind(Close Burst 5) Target: One or two enemies in range. Attack: Mangrit+Level+Precision vs. AC Hit: 3d12+Level+Mangrit, and you may teleport adjacent to one of the targets. Effect: You gain +4 to damage rolls on your next turn.

Boiling Point
Standard action - Encounter Melee- or Ranged-kind Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC Hit: 4d12+Level+Mangrit, and the target suffers 1d12+Level damage at the start of its next turn. Effect: Half damage, and the target suffers 1d12 damage at the start of its next turn.

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Ascended Aspect - Space


Alternative aspects: Distance, Portals, Travel

Attribute: Imagination Skill bonus: Spatial Reasoning - +6 to Mysteries Weapon Traits: Flickering, Elemental Infusion Traits (God-Tier): Translocation - When you shift as a Move action during your turn, you may end your movement in another creature's space. If you do so with a Medium or smaller being, they are immediately teleported into the space you just left. With a Large or larger creature, slide it one square in a direction of your choosing, so long as it provides an empty space for you. Existential Stability - Whenever you are hit by a power that would slide or teleport you against your will, you may choose to make a saving throw. If the saving throw succeeds you are not affected by the slide or teleport. Space Out: Instead of Fly (8), you have Teleport (8). Brutal Affront (God Tier): Random Teleportation Murder: You deal 1d8 more damage, when you are hit by an attack immediately shift 1, and become Incorporeal until the end of your next turn. (Grave Blunder: Target deals 1d8 more damage, when it is hit by an attack it immediately shifts 1, and becomes Incorporeal until the end of your next turn.) Boon (God-Tier), gain the following power:
Fold Space
Minor action - Recharge Personal Effect: You gain +2 to all defenses. You teleport two spaces when hit by an attack, and may teleport two spaces once per turn as a free action.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Quantum Strike
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. Reflex Hit: 1[W]+Level+Imagination, and you may teleport yourself or the target two spaces.

Wormhole
Minor Action - At-will Ranged 10 Target: Two spaces in range. Effect: You may slide any creature in the space one. Until the end of your next turn, you and your allies may choose to treat the two spaces as adjacent for the purposes of movement, line of sight, and line of effect. Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Event Horizon
Standard action - Encounter Target: All enemies in burst. Ranged 10(Burst 3)

Quantum Entanglement
Standard action - Encounter Target: All enemies in burst. Ranged 15(Burst 2)

Attack: Img+Level+Precision vs. Reflex Hit: 2d12+Level+Imagination, and you may teleport all enemies in the burst up to 5 spaces. Effect: You teleport all enemies in the burst up to three spaces.

Attack: Img+Level+Precision vs. Will Hit: 3d10+Level+Imagination, and the target is immobilized. Effect: The target is immobilized.

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Ascended Aspect - Time


Alternative aspects: Clocks, Gears, Duplication, Moments

Attribute: Acumen Skill bonus: Seen it All - +6 to Skaian Lore. Weapon Traits: Immobilizing, Learning Traits (God-Tier): Rewind - Once per encounter when you make an attack or skill roll and fail, you may
choose to use this class ability. If you do so, you cancel all actions you have taken this turn, returning to your starting space if you moved and regaining the use of any powers and actions you have expended. You may start your turn over from the beginning exactly as if nothing you did in the intervening time had ever happened.

Disc Skip - When you shift on your turn as a Move action, you may shift one extra space. Clockstopper -You gain a +2 to attack and damage against enemies who are Immobilized or suffer a similar effect. Brutal Affront (God Tier): Made of Time: You may create two time clones in unoccupied spaces within
five spaces of yourself, even if you do not have the time clone power. At the end of your next turn, one of the time clones of your choice is removed, and you may teleport to the square they occupied. After the second next turn, you must remove the other time clone, and may teleport to the square they occupied. (Grave Blunder: You are removed from play and unable to take any actions until two of your turns have ended. If your space is occupied when you return, you are slid to the nearest unoccupied space of the GM's choice.)

Boon (God-Tier), gain the following power:


Weird Time Shit
Minor action - Recharge Personal Effect: You may use Rewind once per turn as a free action. You may then add +2 to any attack or skill roll you make, and add +2 to your defense. Ignore any part of an effect that hinders your movement. You must use a Minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Doubletime
Standard Action - At-will Melee-kind Target: One enemy in range. Attack: Acumen+Level+Precision vs. Reflex Hit: 1[W]+Level+Acumen. You may immediately summon a Time Clone within 5 spaces. This Time Clone activates directly after you, but cannot use Any Time Aspect power or Sylladex power. The time clone disappears at the start of your next turn, and you may teleport to that space. The Time Clone has a +2 to attack and damage against the target of this attack.

Timebomb
Minor Action - At-will Melee-kind(Close Blast 3) Target: 1 or 2 enemies in Blast. Attack: Acu+Level+Precision vs. Reflex Hit: 1[W]-6, and the target suffers -1 to attack and reflex until the end of their next turn. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Time Out!
Standard action - Encounter Melee-kind Target: One enemy in range. Attack: Acu+Level+Precision+2 vs. Reflex Hit: 2d6+Acumen+Level, and the target is Stunned until the end of your next turn. Aftereffect: On your next turn, you may make the following attack as a Standard Action on the same target. Attack: Acu+Level+Precision vs. Reflex Hit: 2d6+Acumen+Level, and the target is Stunned until the end of your next turn. Aftereffect: On your next turn, you may make the following attack as a Standard Action on the same target. This continues, however with each attack, there is a cumulative -2 attack modifier.

Skip t0 the End


Standard action - Encounter Target: All enemies in Burst. Melee-kind(Close Burst 2)

Attack: Acu+Level+Precision vs. Reflex Hit: 2d6+Level+bonus equal to amount your attack exceeded the targets defense. Effect: Remove the player from the table. At the start of his next turn, put him back on the table within five spaces of where he was removed, and use the following secondary attack. Target: All enemies in Close Burst 1 of the player. Attack: Acu+Level+Precision vs. Reflex Hit: 1d12+Level+bonus equal to amount your attack exceeded the targets defense.

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Ascended Aspect - Void


Alternative aspects: Abyss, Null, Entropy, Silence

Attribute: Mangrit Skill bonus: Analytical Mind- +6 to Science. Weapon Trait: Mighty Traits (God-Tier): This Presents No Challenge to You - You have Resistance 10 to any environmental damage, such as that incurred from inclement weather, natural hazards (but not Traps), extremes of temperature, poisonous environments, and falling Endurance Through Emptiness - You gain a +2 bonus to all saving throws. Drive of Discord - On a hit, the target cannot gain any type of Hit Points from abilities,

nor can the target gain bonuses from abilities.


Brutal Affront (God Tier): Null and Void: Any enemy in Burst 3 have a -3 modifier to all of their rolls until the end of their next turn. (Grave Blunder:Any ally in Burst 3 have a -3 modifier to all of their rolls until the end of their next turn) Boon (God-Tier), gain the following power:
Void of Mercy
Minor action - Recharge Personal Effect: You gain a cumulative +2 bonus to your damage each time you hit a target, and Resist 5. You must use a Minor action to sustain this ability.

Aggrievement (God-Tier), gain both of the following Aggrievements:


Entropic Strike
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Mgt+Level+Precision vs. AC Hit: 1[W]+Mangrit+Level+5, and the target suffers Ongoing damage 5(save ends).

Nullifying Blow
Minor Action - At-will Target: One enemy in rage. Melee- or Ranged-kind

Attack: Mgt+Level+Precision vs. AC Hit: 1[W]-4 damage, and the target suffers -2 to attack and damage when it makes an attack that targets you until the end of its next turn. Effect: Your turn ends immediately after using this ability.

Fraymotif (God-Tier), gain one of the following Fraymotifs:


Fruitless Affront
Standard action - Encounter Immediate Interrupt Trigger: You are hit by an enemy attack. Effect: You gain +3 to all defenses against the triggering attack. If it were still to hit, you gain Resist 10 until the start of your next turn. If it misses, make the following attack against the target. Attack: Mgt+Level+Precision vs. Reflex Hit: 4d10+Level+Mangrit damage, and the target is Weakened until the end of its next turn.

Entropic Carnage
Standard action - Encounter Melee-kind(Close Burst 2) Target: All enemies in range. Attack: Mgt+Level+Precision vs. AC Hit: 3d6+Level+Mangrit damage, and all targets suffer 1d12 +Mangrit damage at the start of their next turn. Miss: Target suffers ongoing damage 5(save ends).

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Paragon Class
You have failed to reach God Tier, perhaps you didnt even know it existed, and you never really put much thought into your alchemical prowess. In exchange for mastering your aspect, or even your alchemy, however, you have mastered your class, your role in SBurb has never been clearer. You have inherited your true purpose, seen the path that lies before you, and set out on its path with you and your friends in mind. Its as if a spell has been cast over you, and you are determined to step up and steal away with your destiny. Your new power, if used right, is just as devastating as the other paths that you could have taken. Your Class Traits and Class Brutal Affront are replaced by your new Paragon Traits and Brutal Affront. You gain a Paragon Boon, as well as one new Paragon Aggrievement. You are also able make your Level 10 Alchemy, as normal.

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Paragon Class - "Heir"


Alternative titles: Scion, Noble, Heiress, Baron

You have stepped into the footsteps of heroes, inheriting their might, insight, and force of will. The game itself bows before you, recognizing your ascent as a true Heir. Primary Attribute: Mangrit Skill Bonus: Inheritance: You gain a +8 to Insight checks. Traits (Paragon): Unconquerable: +4 bonus to Will. Boundless Determination: Whenever you miss with an attack or fail a skill and did not roll doubles, you gain a +2 bonus to your next attack or skill roll before the end of your next turn. Brutal Affront (Paragon): Bend Your Knee - The target takes 1d12+your level extra damage and is knocked Prone. (Grave Blunder: You take 1d10+your level damage and are knocked prone) Aggrievement (Paragon), gain one of the following Aggrievements:
Establish Responsibility
Standard Action - At-will Melee- or Ranged-kind Requirement: The enemy hit by this ability has not been hit by this ability previously this Encounter. Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC Hit: 1[W]+Mangrit+Level, and the target may not make any attacks until the end of its next turn.

Crowning Glory
Standard action - Encounter Melee- or Ranged-kind Target: One enemy in range. Attack: Mangrit+Level+Precision vs. AC Hit: 2[W]+Level+Mangrit and the target is knocked prone. You gain a +10 bonus to your next attack. If you miss, reduce this bonus to +5 to the next attack. If that misses, you lose the bonus.

Boon (Paragon), gain the following power:


Don the Mantle
Minor action - Recharge Close Burst 5 Target: All enemies in the burst. Effect: All of the targets are marked until the start of your next turn.

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Paragon Class - "Seer"


Alternative titles: Guru, Sage, Juror, Vassal

You can see it all, every move and every reaction flashes through your minds eye at a moments notice. All of paradox space recognizes your insight and knowledge, for you have become a Seer worthy of your title. Primary Attribute: Imagination Skill Bonus: You gain a +8 to Stealth checks. Traits(Paragon): Mental Castle: +4 to will Infallible Intellect: Whenever you succeed on a skill test relying on Imagination or Pulchritude, you gain a +2 bonus to your next skill or attack roll before the end of your next turn or similar short span of Scrutiny time. Brutal Affront (Paragon): Rapier Wit - The attack deals 1d8 + Your Level extra damage and the target grants combat advantage to you (Save Ends). (Grave Blunder - You take 1d8 + Your level in damage and grant combat advantage to the target you Blundered against [save ends]) Boon (Paragon), gain the following power:
Scrutiny Unseen
Minor action - Recharge Personal, Communication Effect: Until the end of your next turn, you and all allies within communication range may re-roll one attack, skill, or saving throw and take one set of the rolls. During this time, enemies that attack you or allies within communication range roll twice and you may choose which roll they accept

Aggrievement (Paragon), gain one of the following Aggrievements:


Cutting Witticism
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. AC Hit: 1[W]+Img+Level, and the target grants combat advantage against all attacks until the end of your next turn. Miss: If you did not roll doubles, you grant combat advantage against all attacks until the start of your next turn.

Stunning Retort
Immediate Interrupt - Encounter Melee- or Ranged-kind Trigger: You are hit by an enemy attack. Target: The triggering enemy. Attack: Img+Level vs. Reflex Hit: 2d6+Level+Img damage, and the target is stunned until the end of its turn.

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Paragon Class - "Knight"


Alternative titles: Champion, Soldier, Thane, Templar

You have fully grown into your role as the shield arm of your group, endlessly taking step after step to protect what matters to you. You have been knighted by Skaia, and now it has become obvious why. Primary Attribute: Pulchritude Skill Bonus: Acrobatic Fucking Pirouette: You gain +8 to Athletics skill checks. Traits (Paragon): Determination - Gain a +2 bonus to your Fortitude, Reflex, and Will. Unfazable- You gain a +3 bonus on the roll to confirm a Brutal Affront if your original roll would have failed the skill or missed the target. Other bonuses to Affront Rolls become inactive while this trait is in effect. Brutal Affront (Paragon): Grand Expletive - The attack deals 1d10 + your level extra damage and the target suffers a -2 penalty to attack until the end of its next turn, and a further -2 penalty if it doesn't include you as a target with any attacks it makes during that time. (Grave Blunder You take 1d10 damage + your level and suffer -2 to attack until the end of your next turn, and an additional -2 penalty if you don't attack the same target you Blundered against.) Boon (Paragon), gain the following power:
As Good As Anything
Minor action - Recharge Personal Effect: You and one ally within Communication gains +4 to all defenses. Special: You cannot use this ability again until after the end of your next turn.

Aggrievement (Paragon), gain one of the following Aggrievements:


Come at Me Bro
Standard Action - At-will Melee-kind Target: One creature in range. Attack: Pul+Level+Precision vs. AC Hit: 1[W]+Level+Pul damage, and you may make an Basic Aggrievement against the target if it makes an attack that does not include you as a target during its next turn.

Taken in Stride
Immediate Interrupt - Encounter Melee- or Ranged-kind Trigger: You are hit by an enemy attack. Target: The triggering enemy. Attack: Pul+Level+Precision vs. AC Hit: 1[W]+Pul+Level damage, and you take half damage from attacks until the end of your next turn.

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Paragon Class - "Witch"


Alternative titles: Druid, Cleric, Invoker, Shaman, Philosopher

Mages may have more raw magical power than you, but you have a craftier way of manipulating what magical might you do have. Unpredictable thinking and the application of confusing techniques leaves friend and foe alike awed. You are a true Witch of Skaia. Primary Attribute: Imagination Skill Bonus: You gain +8 to Chumming checks. Traits (Paragon): Pollyanna - Gain a +2 bonus to Fortitude, Reflex, and Will. Beginning of Excellence- Whenever you succeed on an attack or a skill roll, each ally who you can communicate with gains a +2 bonus to their rolls to confirm Brutal Affronts or Positive Complications until the start of your next turn. Brutal Affront (Paragon): Double Trouble: The target and one other enemy of your choice within 5 spaces of it takes 1d10 extra damage and are weakened until the end of your next turn. (Grave Blunder: You and one ally of your choice within 5 squares both take 1d10 damage and are weakened until the end of your next turn.) Boon (Paragon), gain the following power:
Carefree Camaraderie
Standard action - Recharge Burst 3 Target: All allies within the burst of you. Effect: Each target saves against each effect that allows a save. In addition, each target automatically succeeds at any saving throw they take until the end of your next turn.

Aggrievement (Paragon), gain one of the following Aggrievements:


Stern Reproach
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. Will Hit: 1[W]+Img+Level, and you may push the target three spaces.

Need A Hand?
Standard action - Encounter Melee- or Ranged-kind Target: One enemy in range. Attack: Img+Level+Precision vs. Reflex Hit: 1[W]+Img+Level, and an ally within burst 5 from you or the target may shift up to their speed and perform a Basic attack against the target with combat advantage.

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Paragon Class - "Thief"


Alternative titles: Hunter, Rebel, Raider, Rogue, Spy

You can steal anything from anyone anywhere and at any time. Everything in the Game can be stolen if enough work is put into it, be it luck or thoughts or objects. What you see, you can have. Primary Attribute: Acumen Skill Bonus: You gain a +8 to Perception checks. Traits (Paragon): Graceful Pirouette - Gain a +2 bonus to your Reflex and +2 Speed. Stolen Glory - You gain a +3 bonus on the roll to confirm a Brutal Affront or Positive Complication whenever your original roll would have hit the target or succeeded. Brutal Affront (Paragon): Sneaky Stabbing- The target takes an additional 2d8 + your level damage. (Grave Blunder: You take 2d8 + your level damage.) Boon (Paragon), gain the following power:
Smooth Criminal
Minor action - Recharge Personal Effect: You may shift up to your speed. You may move through enemy spaces. At the end of your movement, you may make a Basic Aggrievement against an adjacent enemy.

Aggrievement (Paragon), gain one of the following Aggrievements:


Sucker Punch
Standard Action - At-will Melee- or Ranged-kind Target: One or two enemies in range. Attack: Acumen+Level+Precision vs. AC Hit: 1[W] damage, and the target is Weakened.

Not Nailed Down!


Standard action - Encounter Target: All enemies in burst. Ranged 10(Burst 3)

Attack: Level+Acumen vs. Reflex Hit: All targets Take a -1 penalty to attack rolls and all defenses until the end of their next turn. For each target hit, you gain +1 to attack rolls and all defenses, up to a maximum of +3, until the end of your next turn.

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Paragon Class - "Mage"


Alternative titles: Dealer, Forger, Prince, Savant

Never has the Game seen such overbearing magical power, and the very Session itself shudders at your passing. Anything can be shattered under the hands of a master Mage, even perhaps the Game itself. Primary Attribute: Acumen Skill Bonus: You gain a +8 to Science checks. Traits (Paragon): Supreme Resolution - Gain a +4 bonus to your Fortitude. Adept Mind - Whenever an ally you can communicate with attempts a skill roll or attacks a non-AC defense (Will, Reflex, or Fortitude), whether success or failure, you gain a +2 bonus to rolls with that same skill or that target that same defense until the next time an ally who can communicate with you would trigger this ability, at which point the bonus is changed to that new skill or target defense Brutal Affront (Paragon): Armagedd0n - The attack deals 2d6 extra damage and the target loses its next Move action. (Grave Blunder: You take 2d6 damage and lose your next Move action.) Boon (Paragon), gain the following power:
Forced Defense
Standard action - Recharge Ranged 10 Target: Five empty squares in range, they must all be adjacent to at least one other affected square Effect: Target squares become a wall area. This effect ends at the end of your next turn. Sustain Minor: The effect persists. Special: You may only have one wall in effect at a time.

Aggrievement (Paragon), gain one of the following Aggrievements:


Powwer Wword: Devvastate
Standard Action - At-will Melee- or Ranged-kind Target: One enemy in range. Attack: Acumen+Level+Precision vs. AC Hit: 1[W]+Acumen+Twice your Level, and the target is knocked prone.

2electiive Obliiteratiion
Standard action - Encounter Melee-kind(Close Blast 5) or Ranged-kind(Area Burst 2 in Range) Target: All enemies in burst or blast. Attack: Acumen+Level+Precision vs. Reflex Hit: 1[W]+Acumen+Level damage.

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Paragon Class - "Page"


Alternative titles: Bard, Squire, Marshal, Poet, Warden

You may not be able to do what your friends can do, but you can do it with them. The Page acts as a bridge between himself and the other Titles in the session, able to forge the greatest weapons out of the bonds he has created in the game. Primary Attribute: Pulchritude Skill Bonus: You gain +8 to Acrobatics checks. Traits (Paragon): Hardy Constitution - Gain a +4 bonus to your Fortitude. If Below, So Above - Whenever you or an ally you can communicate with suffer a Grave Blunder, you gain the ability to grant a +3 bonus to either you or the next ally you can communicate with who attempts a Brutal Affront confirmation roll. Brutal Affront (Paragon): Communion - The attack deals 1d6 extra damage and two allies of your choice within 10 spaces may make a basic attack as a free action. (Grave Blunder: The target and one creature of its choice within 10 spaces may make a basic attack as a free action.) Boon (Paragon), gain the following power:
aBSCOND!
Immediate Reaction - Recharge Trigger: You or an ally you can communicate with is reduced to 0 Hit Points. Target: You or the triggering ally. Effect: The ally gains a free second wind and may shift their speed, but may not attack on their next turn. Special: The ally that triggers this effect cannot trigger its effect a second time in an Encounter.

Aggrievement (Paragon), gain one of the following Aggrievements:


ShOw ThEm MiRaClEs
Standard Action - At-will Melee- or Ranged-kind Target: One creature in range. Attack: Pulchritude+Level+Precision vs. Reflex Hit: 1[W]+Level+Pul, and the target is slowed.

Acts in Confidence
Standard action - Encounter Melee- or Ranged-kind Target: One creature in range. Attack: Pul+Level+Precision vs. AC Hit: 1[W]+Pul+Twice your Level damage. You and all allies within Burst 5 gain 10 temporary hit points, and a +1 bonus to attack rolls until the end of their next turn.

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Paragon Class - "Slyph"


Alternative titles: Envoy, Maid, Scourge, Seeker, Zephyr

Power is the kingdom of the Sylph. You can direct and command power, acting as a tactician and battlemaster on the fields of Skaia. Primary Attribute: Mangrit Skill Bonus: You gain a +8 to Skaian Lore checks. Traits (Paragon): Ethereal Grace - Gain a +4 bonus to Reflex. Rise to the Occasion! If an ally you can communicate with suffers a Grave Blunder, you may choose to either grant them Hit Points equal to your level + 4, or give them a bonus to their next skill roll equal to your level + 4. Brutal Affront (Paragon): Blade Twister - You may charge another enemy in range as a free action twice. Your movement during the charges does not provoke opportunity attacks. Before thre charges you may change your weapon as a free action. If there is no qualifying target in charge range when you first confirm the affront, your attack instead deals 1d12 extra damage to the target. (Grave Blunder: you take 1d6 extra damage and the target may make a melee basic attack against you for free). Boon (Paragon), gain the following power:
Lead the Charge
Minor action - Recharge Personal, Communication Effect: You and one ally within five spaces gains +4 to attack rolls until the end of your next turn. Special: You cannot use this ability again until after the end of your next turn.

Aggrievement (Paragon), gain one of the following Aggrievements:


Under the Needle
Standard Action - At-will Target: One enemy. Hit: 2[W]+Level damage. Special: This attack may be used in place of the Basic Attack at the end of a charge. If you do, your turn does not end automatically due to the charge. Melee-kind

Attack: Mgt+Level+Precision vs. AC

Ring of Command
Standard action - Encounter Target: All enemies in burst. Melee-kind(Close Burst 2)

Attack: Mangrit+Level+Precision vs. Reflex Hit: 1[W]+Mgt+Twice your Level damage, and you may push the targets two spaces. Miss: If you did not roll doubles, you are slowed until the end of your next turn. Special: This attack may be used in place of the Basic Attack at the end of a charge.

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Signature Alchemy
-Signature Alchemy: You gain 10 Alchemy Points, and must spend them all on a single Alchemy Card. Any template-based penalties or bonuses you normally gain to Alchemy Points on level-up do not apply, and you may not add or subtract points from this total through any other means. The card you create may not have greater than 2 points of negative attributes applied to it. This card becomes your Signature Alchemy card, and has several special rules associated with it. It does not enter your Alchemy deck. Place the card face-up alongside your Sylladex hand once it is created (it does not take up a normal slot in your hand). At the end of any battle in which you used your Signature Alchemy cards power, roll a 1d10. On a 5 or less flip the card over until the end of the following battle. While it is face-down you may not use any Power that was on the card, however you still have any Collectible traits that it grants. At the end of a battle in which your Signature alchemy card was face-down, turn it back right-side up. You never discard your Signature Alchemy card. - Sylladex Mastery: Your hand size increases to 6 cards. You may still choose to draw from your Alchemy deck on a roll of 4+. - Its in the Cards: As a free action at the start of your turn and while conscious, you may look at the top card of your Alchemy deck. You may choose to either replace the card on the top of the deck, or reveal it and discard it. If you choose the latter option, you gain a temporary bonus. If the card was a... .Weapon: You gain a +1 bonus to Attack and +3 damage until the end of your turn. Armor: You gain a +1 bonus to all defenses until the start of your next turn. Item: You may either regain 5 hit points or shift 3 spaces for free.

- Ive got Something for Just This Occasion: Once per encounter for free, you may discard a Common Sylladex card from your hand and search the Common deck for a different card that you name. Place it in your hand to replace the discarded card and shuffle the Common deck.

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Game-Masters Material

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Running the Game The Homestuck RPG is a game of wacky shenanigans, kids and fun, the absurd circumstances of a life-changing virtual reality game and a coming of age story. If you are planning on running a game of Homestuck for a group of friends, then first of all: dont worry! The setting is one that encourages humor and fun above serious threats and dramatic tension, although the options are certainly there for deadly legitimate threats if you think thats a direction that you want your storyline to go. The job of the GM of the game is neither completely adversarial nor exactly totally chummy: you should mediate the actions of the players and help them develop the worlds they travel through. You may use quirky plot twists and deadly challenges to keep them on their toes but ultimately you are a facilitator of the storyline in which your players characters are the main actors. There are a great many rules in this book as well as ideas that you can plunder from other role-playing games and supplements, but flexibility for the sake of everyones enjoyment should be your principle concern. A rule in this book or from 4th edition that does not do positive service to the goals of your table is a rule that may be safely ignored! A game of Homestuck can seem like an intimidating thing to create and run, between the many variables of the Chess Playing Field, the players individual Worlds, having various Exiles and Agents moving about as well as the predictable monster Underlings, etc. But the challenge is deceptive. If you need to, simply boil down the various components of the game to the ultimate goal of creating puzzles and challenges for the players to handle from one session to the next. Be receptive to player input. When you feel ready, you should present a few simple variables in the game, such as a potential ally with open-ended motives, a timed World quest that will take a string of smaller steps to complete, or a dangerous and scheming adversary. Build on those based on how the players react to them. In the end, you will discover that your Session builds itself out of the smallest steps!

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Creating and Running Combat Encounters Eventually, your players are going to have to engage in STRIFE. If your party is new to the rules of 4th edition, try testing them out on a sample battle with the Guardian statblock found in the monsters section in order to help them work out the rules of the games combat. The Guardian is effectively immune to the damage a level 1 player can cause, and will introduce some of the principles of combat in as harmless a manner as possible. When your players enter the Medium through their planets, they will almost certainly still be level 1 and alone (save for the attentions of their Server player and a Sprite they have just prototyped). If you have a 3rd character waiting on the sidelines for their part in the story, you can give control of the Sprite to them so that they can help the other players. Likewise if you have a fourth or fifth player on hand, you might like to give them control of the Imps for the first encounter or two! Dont forget to remind players of the bonuses they can grant from long distances via Communication as well. Take a map of the players home and place some Imps (between 3 and 6 is a decent number) around the map, with no more than 2 grouped in a single location (such as the Yard or the living room). Allow the character that has just entered the game a chance to run around and smash the offensive ruffians. Imps are not particularly smart and are more inclined to creative mischief then rushing to the defense of their allies, so dont gang up on your player. It is not completely necessary to even give the starting Imps a Prototyping template (except in cosmetic details, perhaps) as it may take a while for the Underlings to fully comprehend the opportunities given to them through the Prototyping process. Dont forget to have the player draw new Sylladex cards whenever they finish a battle with an empty hand, and let them take as many short rests as they need, perhaps adding a few more Imps to the area whenever they stop for any great length of time if you feel its warranted. Once that first combat and exploration has been finished, you might like to move the story to the other players as they enter their Lands as well, giving them a similar time in the spotlight to battle some Imps and explore around their house. Grant the experience (that is to say, Boondollars) gained from battles as if everyone had participated, so that nobody ends up left behind in level. When you build combat encounters after the first few, use the following guidelines. First, decide how challenging you want the encounters to be. Monster level 1 2 3 4 5 6 7 8 9 10 Standard 10000 12500 15000 17500 20000 25000 30000 35000 40000 50000 Minion 2500 3100 3800 4400 5000 6300 7500 8800 10000 12500 Elite 20000 25000 30000 35000 40000 50000 60000 70000 80000 100000 Solo 50000 62500 75000 87500 100000 125000 150000 175000 200000 250000

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Encounter Difficulty: Easy warm-up battle, a chance to teach the rules or practice, a battle against poorly prepared enemies. Level = Characters -1 or -2. Standard the average encounter. Level = Characters +0 or +1. Hard a climactic final battle, fighting your way across the Battlefield in the middle of the Chess War, the culminating fight of a quest arc. Level = Characters +2 or +4. Multiply the number of Players in the group that you anticipate will participate in the battle (including those who have control of Sprites or are acting as Server Players) with the Boondollar value of a single standard monster of the encounters chosen level. A 2nd-level encounter for 4 players would be 50000 Boondollars. This value is the budget of experience you should use to build the encounter. Spend points from the budget on monsters and traps. The chart below shows Boondollar experience values for creatures at all the various levels. Next, spend the budget on monsters from the Adversaries chapter. If your encounter includes Underlings (most encounters will until their adventures take your players away from their Lands in the Medium) you will notice that the monsters there are relatively simplistic for their level. This is intentional because those creatures are awaiting Prototyping with traits from whatever the players have placed in their Kernelsprite through either choice or poor luck! Prototyping is the spice to the creatures in your encounters; it grants them abilities of a little more complexity and distinguishes them from their basic template by changing the way they fight and interact. Generally speaking at least one template should be used on each Underling you use, in order to raise them to average difficulty for a creature of their level. For a little greater difficulty consider having the players Kernelsprite accept a prototyping of the Tier 2 or Tier 3 class. However you need not stop there as the modular nature of the Prototyping templates means two or more can be easily stacked, either to create a memorably harder encounter or up the ante for a party that has been powering through all of your encounters so far. If no prototyping fits perfectly for what the players have prototyped, simply choose one that works close enough for mechanical purposes and change the description. Stacking templates in a completely literal fashion may result in excessively complex or contradictory abilities however, so use some discretion. For example you may wish to give only a single Encounter power out of two different templates while keeping all of the other traits from both. As a general rule, when placing the starting positions of combatants on a map, a distance of 10 squares between the Players and the Underlings should be the rule of thumb. In a particularly enclosed battlefield such as a players house or the claustrophobic corridors of Derse, this can be lowered to 5 spaces. In a wide-open field on a flat sweeping plains World, this might be increased to as much as 20 spaces. If some of the monsters have a sneaky Prototyping, or the players are feeling particularly tricky, one side or the other might choose to attempt to surprise the other. Have the group that is attempting to Stealth make a Stealth check (paying close attention to the lowest Stealth result). If none of the Stealth checks are beaten by the opposing sides highest passive Perception (10 + Perception check modifier) then the opposing group is Surprised for the first round of the encounter, and the sneaking group may be able to start in a better map position at your discretion. Check the list of conditions in the 4e quick start rules to see all that Surprise entails. Once starting positions are determined have the players and the Underlings roll Initiative!

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Running Skill Encounters Skill usage (and more broadly Scrutiny of the world of Skaia, its inhabitants, and its challenges) is more free-form then combat encounters. Skills are the rules medium that allows the game to flow smoothly outside of combat. Whenever a player wants to do something where the outcome of their action is in reasonable doubt through a test of natural ability, luck, or learning, a Skill or Ability check is the way to resolve it. If a player wants to achieve a result, either allow them to suggest the skill to use and if you agree, use it, or pick one of the ten skills described in the Skill chapter, or if no skill applies instead choose an ability score. An example of Athletics skill use is swiftly climbing a rock wall having a high Mangrit score helps, but training and aptitude also are a factor. An example of an ability check is dead-lifting a boulder ultimately strength alone is what you are dependent on. Generally speaking ability checks should be easier then skill checks. Next pick a difficulty for the check. As the GM, its between you and your players to determine the tone of your campaign, and the general level skill difficulties that you select can certainly play a part in setting the mood for the story you want to tell. Dont be afraid to combine skill challenges and combat in the same encounter, once you think your players are comfortable with their abilities in both. Mixing elements and giving the players multiple goals to attain can create a memorable encounter. For example, fighting against time to fend off an endless horde of Imps while at the same time attempting to seal off a portal to the Outer Ring before all of the players are driven insane!

Character Level 1 2 3 4 5 6 7 8 9 10

Easy DC 9 10 11 12 13 14 15 16 17 18

Moderate DC 13 14 15 16 17 18 19 20 21 22

Hard DC 17 18 19 20 21 22 23 24 25 26

Epic DC 20 21 22 23 24 25 26 27 28 29

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So What Exactly is this SBURB thing? Lets face it. This is a pretty dense story, what with all the changes of perspective and strange subsystems. In the rather likely event that you feel you need a bit of a refresher course in the basics of the plot movements of Homestuck (and just how the game of SBURB or SGRUB operates), here it is. Sburb is a reality-altering video game through which several players create a new universe by sacrificing their home planet. Each player of Sburb receives two programs, typically on separate discs: a Server Program and a Client Program. Installing the Client disk allows a player to begin playing immediately, while installing the Server disk gives the player power over the area around another given player who has installed the Client disk. Ideally, all players will have installed both disks eventually, acting as Server for one player and Client for another. There is a pragmatic reason for this: if anybody acting as a Server isnt fully brought into the game, they are quite unlikely to survive the planetary apocalypse that is an intrinsic side-effect of the games existence. Once a Server and Client have connected, the Client players home will be essentially at the mercy of their Server player. The Server players job is to deploy the tools necessary for the Client to escape into the Medium before their house is obliterated by asteroids. A device deployable by the Server known as the Cruxtruder provides two important objects. When first opened, it releases a flashing ball of energy called a Kernelsprite.

After it is first opened, the Cruxtruder can also be utilized to produce a seemingly-infinite supply of Cruxite Dowels on demand by twisting the handle on the side. A cruxite dowel is then carved on a Totem Lathe and scanned by an Alchemiter (both likewise deployable by the Server player), producing a Cruxite Artifact, some sort of mundane item formed from colored Cruxite which can range from an apple to a piata. This occurs on a countdown that is displayed on the Cruxtruder as soon as it has been first opened. It is the Clients job to discover the correct way to interact with their Artifact before the countdown ends (most often by damaging it in some iconic way), is the countdown heralds the coming of a meteor that will destroy the Clients house utterly.

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A blue Cruxite Dowel is shown locked into the Totem Lathe and ready to be carved. The top of the (red) Punched Card can be seen already inserted into the Lathes card reader. Before this can happen, the Kernelsprite must be prototyped, a process as simple as picking some object and throwing it into the Kernelsprite. The Kernelsprite may arbitrarily decide an object is unsuitable and reject it. Most successful items tend to be either a living being, the remains of a living being, or something resembling a living being. Whether an item will work or not is ultimately up to the GM, who should encourage creativity. The item prototyped caused the Kernelsprite to change, taking on attributes of the prototyped item. It also causes the enemies the player will face to take on the same attributes, so use cautionyou probably shouldnt prototype that awesome Superman figurine unless youre prepared to fight flying Imps with heat-vision. Failing to prototype your Kernelsprite is a very bad idea: doing so prevents Skaia from changing form, rendering the game unwinnable. If players should try to experimentally break the game by refusing to prototype their Kernelsprite, there is always the possibility that it will arbitrarily prototype itself in an accident. Once prototyped, the Sprite acts as a sort of exposition machine for the player, cryptically providing hints and nudges in the right direction and yielding background knowledge of Skaia. Once the Client players Artifact has been shattered or interacted with in the unique manner required, the player and their house are transported to a planet in the Medium, a solar system of sorts revolving around Skaia. Each players planet is named according to a pattern: Land of [noun] and [noun]. The nouns can be as simple as rocks or as abstract as thought or fear, though each land is tailored to its player, usually reflecting some aspect of the players Title and/or personality. After entering the Medium, the players Sprite can be prototyped a second time. This second prototyping does not affect the enemies in any way.

From here, it gets a lot more open-ended.

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Each player must progress through seven gates, the first located high above their house and each one located progressively closer to Skaia. The first portal will take the player to another location on their planet, the second will take them to their Server players house, the third will take them to another location on the Server players planet, the fourth will take them to that players Server players house, and so on. For this reason, it is of great importance that each player either alchemize themselves some means of flight in order to reach the higher gates, or have the Server players continually build their Clients houses upward in defiance of all sane physics for the same reason. Each players journey will culminate in an encounter with their Denizen, the boss of their planet. Over the course of their journey, the players will learn that they have stumbled into an eternal stalemate between Prospit and Derse, two warring kingdoms. The players intrusions will upset the balance, and unless they interfere directly, Derse will attack Prospit and win, taking control of Skaia. After progressing through their worlds, the players will end up on Skaia itself, a planet covered in a chessboard pattern, representing the ultimate potential. Unless the players are able to stop the Black King from acquiring the White Kings scepter, however, Skaia wont last longthe Black King will use the power of both his and the White Kings scepters to set in motion the Reckoning, which will send hundreds of meteors hurtling towards Skaia. Skaia defends itself by opening up portals that catch the meteors and redirect them to the players planet, but its defenses wont last forever. Ideally, the players will confront the Black King and defeat him, allowing Skaia to fulfill its infinite potential by creating a new universe from the minds of the players, a paradise for them to live the rest of their lives in. Defeating the Black King is made extraordinarily difficult by the fact that all the prototypings that affected the common enemies also affect the Kings and Queens of Prospit and Derse (the Kings through their scepters, the Queens through their rings). Any Prospitian or Dersite (and only a Prospitian or Dersite) who comes into possession of one of these rings or scepters can gain the power granted by the players prototypings as well. In the case that one of the players has prototyped something particularly powerful, getting a Propitan or Dersite with a ring or scepter on their side may be the only hope for victory. Of course, this is all assuming weird time dickery isnt involved. Anything can happen when you mess with paradox space. Happy playing!

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How exactly do I run a game of the Homestuck RPG? If this is not your first experience as the Storyteller or Gamemaster for an RPG group, then you will likely find that the Homestuck RPG is not terribly demanding on the GM as far as game systems go. The details of the storyline and mechanics of the game deserve to be carefully noted as the plot becomes inevitably more convoluted, but otherwise it is no more intensive then preparation for the standard game of D&D 4th edition or Gamma World. If you have not had prior experience with those systems, or GMing at all, then this section should help. First and foremost, remember that the best experiences in the Homestuck RPG are generally not had from painstakingly set-up battle maps nor even tense challenges of skill and luck of the dice roll. Like the comic itself, you will likely see that the critical elements of the story are made through character interaction and letting the decisions of the main characters interact with the game itself to

-Communal Living: All players begin living in the same building. (Apartment, dormitory, etc) Then the whole building gets sent into the Medium and you begin with a full party instead of several people alone. Either teleport the building between each players Land or start the building in a sort of hub world where each player can unlock their own land. You theoretically could have one Land for all players, but one Land for each player is an important part of Homestuck. -Odd Glitches: Maybe theres a faulty connection to the SKAIANET server. Maybe you used an unusual piece of technology to run sBurb. Maybe theres a bug so odd that I cant think of it. No matter the source, something odd is happening and the players are being thrown together before they navigate their planets and pass through the second gate. -Outside Intervention: This is similar to Odd Glitches, but instead of being because of an impartial bug in the program it is because of someones actions. Maybe a group of griefers hacked your first gates and redirected them all to the same place. Maybe the First Guardian flashes you all together in a blast of green electricity. Maybe a future incarnation of the Time player grabs you all and brings you together. The point is, someone wants the group together and theyre willing to interfere to make them meet in person. -In Media Res: Just start after they meet up, either through the normal means or by one of the above suggestions. Hash out what the players did before they met up before the game begins, prepare a few flashbacks to what happened before, and go on with your game.

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Character Death The Homestuck setting is a completely closed system. If one of the player characters dies permanently you can't just head down to the tavern after a quick funeral to recruit a replacement. Thus resurrection of some sort becomes a necessity to allow the player of the deceased to actually do anything. If circumstances are right the whole process of a resurrection quest may be curtailed with the kiss of life. As all the players are considered a prince or princess of Prospit or Derse respectively they may awaken a dreamself, allowing them to replace the fallen. Given that wounds propagate at a delay this is only an option if they are on the same body as the deceased or are close enough to the appropriate gate to be able to rush through and kiss the boy or girl. Otherwise it is up to the GM to come up with a way to get the character brought back. Depending on the abilities of the player character various options are available. Depending on the physiology of the species selected there may be another easy out. Perhaps death is simply part of puberty for the species and becoming mortally wounded results in the body undergoing a metamorphosis and acquiring a template, such as for instance growing a pair of wings and developing a more slender body structure. Such an option obviously only works once. Assuming a player possesses the appropriate scientific knowledge a soulbot may be constructed. Such a quest should involve gathering a specific type of grist or a specific object. Perhaps uranium grist for their reactor, something material required to interact with their departed soul, perhaps a specific crystal or something from their Land. Upon completion of the soulbot they gain the robotic template. Their dreamself is still dead. They must redraw a new sylladex and lose all collectibles until they can return to their body. If the character should fall again after that it is usually a matter of repair instead. A somewhat looser interpretation of canon allows for another sort of quest that allows for revival through the science of ectobiology. An ectoresurrection station is an unusual variant of the typical one responsible for the existence of the players and possibly their guardians. Instead of generating an infant it recreates the living body of a player. Awkwardness ensues as they are brought back with only the bare minimum required for modesty. They must redraw a new sylladex and lose all collectibles until they can return to their body. However seeking out an ectoresurrection station is no trivial task. First one must travel to the appropriate location of it. Then one must defeat the guardians. Finally repair is usually necessary to get it in working condition. It often appears someplace outside of the Lands such as on Skaia itself or an asteroid in the furthest rings. If the Title of Time exists in that session and is still alive it is possible to declare that the timeline has become doomed. This may or may not involve some preparation to save them with time travel. It could be as simple as telling them not to jetpack to their denizen this early or complicated as saving them from a powerful enemy pursuing them. Sprites make an excellent temporary character for the deceased. While engaged in a resurrection quest simply grant the player control of a sprite as warranted to keep them engaged in the game and assisting their allies.

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Adversaries Underlings Optional Rule Monster Brutal Affronts: Vile creatures commissioned by the Denizens of Aside from some exceptions with Elite and the Land in order to slow the progress of the Solo monsters, the majority of creatures in the Heroes, Underlings compose the most common Monster chapter dont have any effects listed types of monsters encountered in the Medium. for Brutal Affronts they might roll. You have They are a diverse group of malcontents, including two choices here: either ignore any doubles various types of beings apparently taken from rolled by those creatures and treat them obscure mythology. Underlings all share one trait identically to any other attack roll, or give however: the Prototyping that the players give to them a Brutal Affront effect (and the Kernelsprites prior to entering the medium corresponding mirrored Grave Blunder!) just alters every single one of them. as the players have. Beware as the latter option can make encounters much swingier Whenever you place a creature with the with wilder damage results on the players and Prototypable keyword into an encounter, you monsters taking themselves out of the fight should choose at least one Prototyping template early through Blunders. and apply it to the creature to represent the powers Monster Brutal Affront - +1d8 damage to the target. If level 6 or higher, +2d8 damage to the target instead. it has gained from the Prototyping. Even the seemingly silly can be perverted into a potential weapon!

By a vast margin the most numerous of Underlings, Imps are commonly one of the first things to greet new Players entering their Land. At the beginning of the journey Imps will pose a credible threat to most players but a few levels up the Echeladder should see the average player dispatching these creatures with ease. Basic imps are slippery and cunning little devils that will try to gang up on players in melee but are easily frightened off by high-level adversaries, although the effects of prototyping can grant them any number of diverse abilities.
Imp Scrabbler, Small level 2 Skirmisher [Prototypable] (12500 Boondollars) 32 HP (bloodied 16) AC 16 Fort 13 Reflex 15 Will 13 Speed 6, Initiative +5, Perception +3, low-light vision Clawkind - (Standard action - At-will, Basic attack) +7 vs. AC. Hit: 1d6+3 damage, or 1d6+6 damage if the Imp has combat advantage against the target. Shifty (Minor action - At-will) - The Imp shifts one space. Mgt 11 Acu 17 Img 14 Plc 8

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Later, these Imps become much less of a threat. At this point, they become Minion creatures, which a player of any level can easily strike down with a swing or punch. Imp Mook, Small level 4 Minion [Prototypable] (use four of these in place of a regular monster of its level 4400 Boondollars each) 1 HP (a missed attack usually never kills a minion; Prototyping never changes the Imp Mook's HP) AC 18 Fort 15 Reflex 17 Will 15 Speed 6, Initiative +7, Perception +5, low-light vision Clawkind - (Standard - At-will, Basic attack) +9 vs. AC. Hit: 5 damage. Shifty (Minor - At-will) - The Imp shifts one space. Prototyping Powers: Don't give the Imp Mook any Encounter powers from prototyping. If the Imp Mook receives a bonus to its Basic attack damage or an additional At-Will attack type, change the Damage of that ability to 7 total. Imp Mobber, Small level 6 Minion [Prototypable] (use four of these in place of a regular monster of its level 6300 Boondollars each) 1 HP (a missed usually attack never kills a minion; Prototyping never changes the Imp Mobber's HP) AC 20 Fort 17 Reflex 19 Will 17 Speed 6, Initiative +9, Perception +7, low-light vision Clawkind - (Standard - At-will, Basic attack) +11 vs. AC. Hit: 6 damage. Shifty (Minor - At-will) - The Imp shifts one space. Prototyping Powers: Don't give the Imp Mobber any Encounter powers from prototyping. If the Imp Mobber would receive a bonus to its Basic attack damage or gets an additional At-Will attack type, change the Damage of that ability to 8 total.

More Imps down here, try to get some from Residencelocked

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Ogres are much larger and more imposing creatures then the puny Imps and will rarely hesitate to attack, unlike their easily frightened smaller brethren. While Ogres most often seem to be granted the more brutish and melee-focused Prototypings when possible, they can still benefit from any of the abilities granted. Ogres flinging balls of fire from afar or sneaking about like ninja may seem comical to you, but get into a punching match with them and you may not be getting the last laugh. Ogre Juggernaut, Large level 2 Elite Brute [Prototypable] (One of these is equivalent to two regular monsters of its level 25000 Boondollars) HP 110 (bloodied 55) AC 15 Fort 15 Reflex 13 Will 13 +2 bonus to Saving Throws Speed 6, Initiative +2, Perception +1 Smashingkind - (Standard action - At-will, Basic attack)

Melee 1. Target: One enemy in range.


Attack: +6 vs. AC. Hit: 2d6+6 damage. Tremor Stomp - (Standard action Recharge |6|) Close Burst 2. Target: Each enemy in burst. Attack: +4 vs. Fortitude. Hit: 1d6+5 damage, and the target is knocked prone. Elite Action - (Free action - Encounter) Effect: The Ogre Juggernaut gets an additional Standard action this turn and may choose to recharge either Tremor Stomp or an Encounter power that it gained through Prototyping. Prototyping Powers: If the Ogre Juggernaut gains an attack power through prototyping, increase the damage by either +1 rolled damage die, or +2 bonus to a static damage value. Mgt 20 Acu 9 Img 8 Plc 10 Ogre Aggressor, Large level 4 Brute [Prototypable] (17500 Boondollars) HP 75 (bloodied 37) AC 16 Fort 16 Reflex 15 Will 15 Speed 6, Initiative +3, Perception +2 Smashingkind - (Standard action - At-will, Basic attack)

Melee 1. Target: One enemy in range. Attack: +8 vs. AC. Hit: 2d8+4 damage.

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The Basilisks of myth could breathe clouds of poison and freeze the unwary with but a sharp glance. This basilisk, on the other hand, just likes to grin obscenely and glare at people. The effect can actually be rather similar, but often as not the creature just ends up launching into the attack with whatever absurd characteristics prototyping have granted it. Basilisk Gazer, Large level 5 Controller [Prototypable] (20000 Boondollars) HP 70 (bloodied 35) AC 19 Fort 17 Reflex 18 Will 17 Speed 8, Initiative +4, Perception +2 Bitingkind - (Standard action - At-will, Basic attack) Melee 1. Target: One enemy in rage. Attack: +10 vs. AC. Hit: 1d10+5 damage, and the target is slowed until the end of its next turn. Disconcerting Ogle - (Standard action - Encounter) Ranged 10. Target: One enemy in range. Attack: +9 vs. Will. Hit: 2d6+4 damage, and the target is immobilized until the end of its next turn. Mgt 15 Acu 18 Img 9 Plc 12

Basilisk Beholder, Large, Level 7 Controller [Prototypable] (30000 Boondollars) HP:80 (bloodied 40) AC 21 Fort 22 Reflex 24 Will 20 Speed 8, Initiative +5, Perception +5 Bitingkind - (Standard action - At-Will, Basic Attack) Melee 1. Target: One enemy in range. Attack: +11 vs. AC. Hit: 1d10+5, and the target is slowed until the end of its turn.. Oglekind - (Standard Action - At-Will) Range 10. Target: One enemy in range. Attack: +9 vs. Will. Hit: 1d12+6, and the target is dazed until the end of its turn.. Hypnotic Glare - (Standard Action - Encounter) Ranged 10. Target: One enemy in range. Attack: +10 vs. Will Hit: 2d6+8 damage and the target is stunned until the end of its turn. Mgt 16 Acu 20 Img 10 Plc 13

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Liches are fearsome monsters possessed of deadly draining attacks. They are not inherently very cunning, but can reach a higher potential when they are prototyped with a sneaky prototyping that allows them some combat mobility or stealth skill. However they will not hesitate to employ any prototyping given them in an effort to find the advantage needed to weaken their foe and make for an easier kill. Lich Underlord, Medium level 6 Lurker [Prototypable] (25000 Boondollars) HP 75 (bloodied 37) AC 20; Fort 18, Reflex 18, Will 19 Speed 6, Initiative +10, Perception +8 Draining Touch - (Standard action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +11 vs. AC. Hit: 1d10+4 damage, and if the target was granting combat advantage for the attack then it is now weakened until the end of the Lich's next turn. Ray of Dissolution - (Standard action - Encounter) Ranged 10. Target: One enemy in range. Attack: +9 vs. Reflex. Hit: 2d6+6 damage, and the target gains ongoing damage 5 (save ends). Mgt 14 Acu 15 Img 20 Plc 16

Lich Necroscourge, Medium level 8 Lurker [Prototypable] (35000 Boondollars) HP 95 (bloodied 47) AC 21; Fort 20, Reflex 19, Will 22 Speed 6, Initiative +13, Perception +11 Essence Leech - (Standard action - At-will, Basic attack)
Melee 1. Target: One enemy in range. Attack: +11 vs. AC. Hit: 2d6+6 damage, and the target is now weakened until the end of the Lich's next turn. The Lich gains 5 temporary Hit Points. If the target grants Combat Advantage, the target is also immobilized.

Beam of Eradication - (Standard Action - At-will)


Ranged 10. Target: One enemy in range. Attack: +9 vs. Reflex. Hit: 1d12+4 damage, and the target gains ongoing damage 5 (save ends).

Cloak of Imperceptibility - (Move Action - Encounter) Effect: The Necroscourge becomes Invisible, and must sustain this using a Minor Action. If the Necroscourge makes an attack, this effect wears off.

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Giclops Devastator, Huge level 6 Elite Controller [Prototypable] (One of these is equivalent to two regular monsters of its level 50000 Boondollars) HP 185 (bloodied 92) AC 19 Fort 20 Reflex 18 Will 19 +2 bonus to Saving Throws Speed 6, Initiative +10, Perception +8 Punch - (Standard action At-will; Basic attack) Melee; +12 vs. AC. Hit: 2d12 + 5 damage. Crush - (Standard action Recharge |5||6|) Close Burst 3; The Giclops selects a space within the burst. Target: Any creature in the origin space or adjacent to the origin space. +10 vs. AC. Hit: 1d12+8 damage and the target is dazed until the end of the Giclops next turn. Mighty Sweep - (Move action At-Will) The Giclops designates a zone in a Close Blast 5. At the start of its following turn as a free action, every creature in the zone selected is subject to this attack (if the Giclops has moved before the start of its following turn, the zone moves with it). Attack: +10 vs. Reflex. Hit: 2d6+6 damage, and the target is pushed 3 spaces and knocked prone. Elite Action - (Free action - Encounter) - Effect: The Giclops Devastator gets an additional Standard action this turn. Mgt 24 Acu 8 Img 7 Plc 15

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Agents

"Those terrible guys? They are a bunch of mean fellows who like to push people around. They are called Agents. They aren't usually a problem but they sure did put a spring in their step when the Heir showed up." The average Agent of Derse is a craven and rancorous individual, thirsty for advancement but unwilling to risk himself in the dangerous political climate of his homeworld. They are each of them cogs in a bureaucracy that has as one of its foremost goals the maintaining of a state of oppression on the various planets of the Medium. It is the hope of the Dersite nobles and their Agents that if the Players can be delayed on their planets that there will be a minimum of interference in their grand Chess Battle against the beleaguered forces of Prospit. To this end, Agents deliver communications and treaties between Derse and the Denizens of each planet, fomenting chaos among the Consorts and raising the banner of tyranny wherever possible. They are the behind-the-scenes puppet masters who are responsible, whether directly or indirectly, for the vast majority of the hardships that the Players must endure early in the game. Unlike the mostlymindless Underlings that they direct, the Agents have a great deal of cunning and imaginative capacity for mayhem, and may be uncovered at any number of clever schemes intended to halt the player's progress through Skaia. If an Agent is happened upon, they will take poorly to the disturbance in their normally undercover activities and may be aggravated enough to take a more direct hand in eliminating the threat of the Players. If the battle should turn against them however it is a rare Agent who will not leave the Underlings to their fate and seek to reenact his wicked schemes elsewhere.

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Dersite Agent, Medium level 5 Lurker (Leader) (20000 Boondollars) HP 70 (bloodied 35) AC 19 Fort 16 Reflex 19 Will 18 Speed 6, Initiative +14, Perception +8, Stealth +12, Trolling +10 Low Blow - (Standard action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +10 vs. AC. Hit: 1d8+4 damage. If the enemy grants combat advantage, the target is knocked prone. ...And Stay Down, Kid - (Minor action - At-will) Melee 1. Target: one adjacent prone target. Attack: +8 vs. Fortitude. Hit: 1d8+4 damage and the target may not stand up until the end of the Dersite Agent's next turn. This power may not be used on a target already suffering from its hit effect. Take Him Instead - (Immediate Interrupt - At-will) Trigger: The Dersite Agent is hit by a melee or ranged attack while bloodied) Effect: The target of the attack is now an adjacent Underling or other ally of the Agent's choosing. Disappear in the Crowd - A Dersite Agent may make a Stealth check to hide whenever he has cover from Underlings or other creatures. Mgt 13 Acu 20 Img 14 Plc 16 Jack Noir, level 7 Solo Lurker HP 256 (bloodied 128) AC 21 Fort 20 Reflex 22 Will 20 Saving Throws +5 Speed 6, Initiative +16, Perception +10, Stealth +14, Trolling +12, Skaian Lore +10 Slow Stab - (Standard action At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +12 vs. AC. Hit: 2d8+5 damage. If the target grants combat advantage, the attack deals additional 1d8 damage. Quick Stab - (Minor action At-will) Melee 1. Target: One enemy in range. Attack: +12 vs. AC. Hit: 1d8+5 damage. Effect: This ability may not be used again this turn. Block and Parry - (Immediate Reaction At-will) Trigger: An adjacent enemy misses Jack Noir with a melee or close attack. Effect: Jack Noir uses Quick Stab on the target and can shift 4 spaces. Bleed to Death Slowly - (Standard action - Encounter) Melee 1. Target: One enemy in range. Attack: +10 vs. Reflex, make the attack three times. Hit: 2d8+3 damage per hit, and the target takes ongoing 10 damage (save ends) if at least one attack hit it. Hate to Cut and R-- - (Move action Recharge |5||6|) Requirement: Jack must have hit a target with Quick Stab earlier in this turn. Effect: Jack Noir shifts his speed and may make a Stealth check if he has any cover or concealment at the end of the movement. Ive had it up to Here, kid - (Immediate Reaction Encounter) Trigger: Jack Noir is bloodied. Effect: Jack Noir recharges Solo Action and Bleed to Death Slowly, and uses the latter power immediately if there is an adjacent target. He now also deals +5 damage with all attacks. Solo Action - (Free action, Encounter) Effect: Jack Noir gains another Standard action on his turn. Mgt 18 Acu 23 Img 17 Plc 19

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Draconian Dignitary, level 6 Solo Soldier HP 224 (bloodied 112) AC 22 Fort 19 Reflex 20 Will 19 Saving Throws +5 Speed 6, Initiative +13, Perception +12, Mysteries +10, Insight +12 Deadly Reach The Dignitary may make opportunity attacks on any target within Aura[2]. Diamond Spear / Cuestick - (Standard action At-will, Basic attack) Reach 2. Target: One enemy in range. Attack: +13 vs. AC. Hit: 1d10+4 damage, and the target is marked by the Dignitary until the end of its next turn. Discerning Glare - (Minor action At-Will) Target: One enemy in an adjacent space. Effect: The Dignitary gains combat advantage against that target. This ability may not be used again this turn. Dont Bleed on the Suits - (Standard action Recharge |6|) Melee 1. Target: One enemy in range. Attack: +11 vs. Fortitude. Hit: 2d6+4 damage, and the target is unconscious (save ends). Paint the Town Red - (Standard action - Encounter) Close blast 5. Target: Each creature in blast. Attack: +11 vs. Reflex. Hit: 3d8+4 damage. Miss: The target falls prone. Silent Frustration - (Immediate Reaction Encounter) Trigger: The Draconian Dignitary is bloodied. Effect: The Dignitary recharges Solo Action and Paint the Town Red and uses the latter power immediately. He now may shift an additional space every time he Shifts on his turn. Solo Action - (Free action - Encounter) Effect: Draconian Dignitary gains another Standard action on his turn. Mgt 17 Acu 21 Img 20 Plc 16 Hegemonic Brute, level 5 Elite Brute (Leader) HP 180 (bloodied 90) AC 17 Fort 19 Reflex 16 Will 18 Saving Throws +2 Speed 6, Initiative +7, Insight +9, Trolling +9 Pummel - (Standard action At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +8 vs. AC. Hit: 2d8+4 damage and the target is pushed 1 space and slowed until the end of its next turn. Hurl Safe Door - (Standard action Recharge |5||6|) Ranged 10. Target: One enemy in range. Attack: +6 vs. Reflex. Hit: 3d10 + 4 damage, and the target is knocked prone and cannot stand up (save ends). Eat Eyeballs, Deliver Stern Lecture to Empty Sockets - (Standard action - Encounter) Melee 1. Target: One enemy in range. Attack: +6 vs. Fortitude. Hit: 3d8+4 damage and the target is blinded (save ends). Fight Harder, Ya Runts! - (Minor action, Recharge |3||4||5||6|) Close burst 5. Target: One ally in burst. Effect: The target gains a +1 bonus to attack until the end of its next turn and 5 temporary hit points. Elite Action - (Free action, Encounter) Effect: Hegemonic Brute gains another Standard action on his turn. Mgt 20 Acu 15 Img 14 Plc 18

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Courtyard Droll, Level 4 Elite Controller HP 125 (bloodied 62) AC 19; Fortitude 17, Reflex 19, Will 16 Speed 6 Initiative +7 Action Points 1 Bull Penis Cane - (Standard Action - At-will, Basic attack) Melee 2. Target: One enemy in range. Attack: +7 vs. Fortitude. Hit: 1d10+4 damage, and the target grants combat advantage to you and your allies until the end of your next turn. Inspiringly-Fancy Hat - (Standard Action - At-will) Ranged 5. Target: One ally in range. Effect: Target ally may immediately shift up to three spaces, and then make a Basic Attack with a +2 bonus to the attack roll and +6 to the damage roll. Hat Full of C4 - (Immediate Reaction - Encounter) Trigger: Courtyard Droll is bloodied. Effect: The Courtyard Droll may make the following attack: Close Burst 3. Target: All enemies in Burst. Attack: +7 vs. Fortitude. Hit: 2d8+4, and the target is blinded until the end of their next turn, and is deafened (save ends).

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Black Queen, Level 10 Solo Skirmisher HP 384 (bloodied 192) AC 25; Fortitude 23, Reflex 24, Will 24 Saving Throws +2 Speed 8, Fly 6 Initiative +13, Perception +13, Stealth +13, Insight +12 Action Points 2 Boon of Royalty - At the start of his turn, the Queen may roll to save against any status effect she has. This includes negative modifiers to attack or defense or the like. Distracting Garments (Aura 2) At the start of their turn, any enemy within the Aura must make a saving throw with a +2 modifier to that roll. If they fail, they are Dazed until the end of their turn. Buzz! - (Standard Action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +15 vs. Reflex. Hit: 2d8 + 8 damage, and make the following attack against the same target. Attack: +12 vs. Fortitude. Hit: 2d6 damage. Flagella Wriggle - (Standard Action - At-will, Basic Attack) Melee 2. Target: Two enemies in range. Attack: +11 vs. Fort. Hit: 1d12+6, and the target is Restrained. Sinister Assault - (Standard; at-will) Effect: The Black Queen makes two basic attacks, using any combination of Buzz! and Flagella Wriggle she chooses. Disconcerting Fondle - (Immediate Reaction - At-will) Trigger: The Black Queen is hit by an enemy attack. Effect: The Black Queen may make immediately use Flagella Wriggle and then may shift two squares. Jokesters Slip - (Immediate Interrupt - At-will) Trigger: An enemy moves adjacent to the Queen. Effect: The Queen may immediately shift four squares. Red Miles - (Standard; Recharge |5|6|) Close Blast 5. Target: All enemies in Blast. Attack: +12 vs. Reflex. Hit: 3d6+5 damage, and the Queen slides the target 3 squares. Miss: Half damage. Writhing of the Old Ones - (Standard Action - Encounter) Close Burst 5. Target: All enemies within the Burst. Effect: All enemies within the Burst suffer ongoing damage 5, Weakened, and are Vulnerable 5 against the Black Queens attacks.(All effects are Save Ends) Endgame - (Free Action - Encounter) Trigger: Bloodied Effect: Until the end of the encounter, the Black Queen deals 1d8 extra damage with all attacks. The Writhing of the Old Ones power immediately recharges, and may be used immediately. Modifying the Black Queen The above statblock is meant to represent the specific incarnation of the Black Queen from Homestuck canon, before her death by Jack Noir. Notice that she does not use the normal Prototyping templates for the abilities granted by the the altering powers of the Ring. An enterprising Skaia Master should feel free to use these stats as a springboard for creating their own sessions appropriately-themed Black Queen. For example, if the players session up to this point included prototyping of a Squiddle, a WWII soldier miniature, Gandalf, and a Grey alien, your Queen might have powers such as:

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Black Queen, Level 10 Solo Controller HP 384 (bloodied 192) AC 25; Fortitude 23, Reflex 24, Will 24 Saving Throws +5 Speed 8, Fly 6 Initiative +13, Perception +13, Stealth +13, Insight +12 Action Points 2 Boon of Royalty - At the start of his turn, the Queen may roll to save against any status effect she has. This includes negative modifiers to attack or defense or the like. Behold Robes?! (Aura 4) At the start of their turn, any enemy within the Aura must make a saving throw. If they fail, they are immobilized until the end of their turn. Quarterstaff - (Standard Action - At-will, Basic attack) Melee 2. Target: One enemy in range. Attack: +16 vs. AC. Hit: 2d10+6 damage. Bayonets!- (Standard Action - At-will, Basic Attack) Melee 2. Target: One enemy in range. Attack: +13 vs. AC. Hit: 2d6+5, and the target suffers ongoing damage 5(save ends) Sinister Assault - (Standard; at-will) Effect: The Black Queen makes two basic attacks, using any combination of Quarterstaff and Bayonets! she chooses. Squiddlely-doo - (Immediate Reaction - At-will) Trigger: The Black Queen is hit by an enemy attack. Effect: The triggering enemy is Weakened until the end of their next turn. They are then pushed two squares. Tractor Beam - (Immediate Interrupt - At-will) Trigger: An enemy moves within five squares of the Queen. Effect: The target enemy is immediately pulled up to four squares towards the Queen. Red Miles - (Standard; Recharge |5|6|) Close Blast 5. Target: All enemies in Blast. Attack: +12 vs. Reflex. Hit: 3d6+5 damage, and the Queen slides the target 3 squares. Miss: Half damage. You SHALL NOT PASS! - (Standard Action - Encounter) Close Burst 5. Target: All enemies within the Burst. Effect: All enemies within the Burst are immobilized, and are deafened until the end of their next turn. You may use your quarterstaff basic attack against each one in the Burst, even if they are not within two squares. Endgame - (Free Action - Encounter) Trigger: The Black Queen is bloodied. Effect: Until the end of the encounter, any target hit by the Queen is Weakened until the end of their next turn. The You SHALL NOT PASS power immediately recharges, and may be used immediately.

It would be impossible to create enough templates and alternate powers for every single iteration of the Black Queen that it is possible to create. As shown in the example above, keep the Red Miles power unchanged for it is a fundamental function of the Prototyping Rings destructive potential. Otherwise mix and match ability attributes as needed, being sure to avoid changing damage and attack rolls wherever possible

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The Black King, Colossal Level 11 Solo Brute HP: 590 (bloodied 295) AC 30; Fortitude 26, Reflex 25, Will 28 Saving Throws+2 Speed 4 Initiative +11 Action Points:3 The King may only use one Immediate Reaction/Interrupt per round. Boon of Royalty - At the start of his turn, the King may roll to save against any status effect he has. This includes negative modifiers. Kings Scepter - (Standard Action - At-will, Basic Attack) Melee 5. Target: One enemy in range. Attack: +17 vs. AC. Hit: 3d6+11 damage, and the target is knocked prone. Caw Caw Motherfuckers - (Standard Action - At-will, Basic Attack) Close Blast 5. Target: All enemies in Blast. Attack: +11 vs Reflex. Hit: 2d6+4 damage. Wriggling Grasp - (Standard Action - At-will, Basic Attack) Melee 5. Target: One, two, or three enemies in range. Attack: +14 vs AC. Hit: 2d6+4 damage, and the target is Restrained, Royal Might - (Standard Action - At-will) Effect: The King may use a combination of three attacks of Kings Scepter, Caw Caw Motherfuckers, and Wriggling Grasp. Disasteroid - (Minor Action - At-will) Effect: The Black King may make one Burst 1 Zones within 15 spaces. At the end of his following turn, he may make the following attack with each burst as a free action: Target: Every creature within the Zone. Attack: +12 vs. Reflex Hit: 1d12+ 5 damage. The zone disappears at the end of the turn when this attack is made. Special: As a Minor action on its turn, the King may move the Zone up to 5 spaces away. Meow - (Immediate Interrupt - At-will) Trigger: An enemy targets the king with a ranged attack. Effect: The King gains +2 to all defenses against the attack. If it misses, the King may immediately use Wriggling Grasp on the target. Beagle Puss Aegis - (Immediate Reaction - At-will) Trigger: An enemy hits the King with a melee attack. Effect: The King gains Resist 10 until the start of his turn. After the attack is resolved, he may immediately shift up to his speed. Wreckoning - (Standard Action- Encounter) Effect: The Black King may make three Burst 1 Zones within 15 spaces. At the end of his following turn, he may make the following attack with each burst as a free action: Target: Every creature within the Zone. Attack: +14 vs. Reflex Hit: 2d8 + 7 damage. The zone disappears at the end of the turn when this attack is made. Special: As a Minor action on its turn, the King may move the Zones up to 5 spaces away. Endgame - (Immediate Interrupt - Encounter) Trigger: The Black King is bloodied. Effect: The King suffers Ongoing Damage 15. The King may use Disasteroid as a free action once per turn, and moves Zones as a free action three times per turn. The King immediately recharges Wreckoning, and may use it immediately. However, he deals 1d6 less damage with each of his basic attacks.

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Sovereign Slayer, Large level 10 Solo Skirmisher HP 413 (bloodied 206) AC 26; Fortitude 23, Reflex 25, Will 24 Saving Throws +5 Speed 8, Fly 8 (hover) Initiative +13 Perception +13, Stealth +13, Insight +12 Action Points 2 Flailing Tentacles (Aura 3) Any target that starts its turn in the aura must make a saving throw. If the save is failed, they grant Combat Advantage to the Sovereign Slayer until the end of their next turn. Seppuku-Sword - (Standard Action - At-will, Basic attack) Melee 1. Target: One enemy. Attack: +15 vs. AC. Hit: 2d6+4 damage plus 2d8 extra damage if the target is granting Combat Advantage. Tentacle Strangle - (Standard - At-will, Basic attack) Reach 2. Attack: +15 vs. AC. Hit: 1d6+4 damage and the target is Restrained until the end of its next turn. Sinister Assault - (Standard Action - At-will) Effect: The Sovereign Slayer makes two basic attacks, using any combination of Seppuku-Sword and Tentacle Strangle he chooses. Wing Block - (Immediate Interrupt - At-will) Trigger: When hit by an enemy attack. Effect: Sovereign Slayer gains Resist 5 to all damage from the triggering attack, and he makes an attack against any target within 2 spaces of himself: Attack: +15 vs. AC. Hit: 1d10+2 damage. Red Miles - (Standard Action - Recharge |5|6|) Close Blast 5. Target: All enemies in Blast. Attack: +12 vs. Reflex. Hit: 3d6+5 damage, and the Sovereign Slayer slides the target 3 squares. Miss: Half damage. Harlecrown - (Standard Action - Encounter) Close Burst 4. Target: All enemies in Burst. Attack: +11 vs. Will. Hit: The target may not Shift, and takes 10 damage at the end of any turn in which it remained stationary (save ends). Aftereffect: The target falls prone. Shapeshifter Nightmare - (Free - Encounter) Trigger: Sovereign Slayer is bloodied. Effect: Until the end of the encounter, the Sovereign Slayers melee attacks gain an extra space of Reach (Seppuku-Sword is now Reach 2 and Tentacle Strangle is Reach 3). The Harlecrown power recharges and the Sovereign Slayer may use it immediately. Modifying the Sovereign Slayer: The above statblock is meant to represent the specific incarnation of Jack Noir from Homestuck canon, between when he kills the Black Queen and takes her ring, to the time of the fourth prototyping (at which point he becomes Bec Noir instead, see statblock below). Notice that he does not use the normal Prototyping templates for the abilities granted by the the altering powers of the Queens Ring. While he may be introduced as a celebrity villain and simply used as-is, that is certainly not the only possible thing to do. An enterprising Skaia Master should feel free to use these stats as a springboard for creating their own sessions appropriately-themed Sovereign Slayer. For example, if the players session up to this point included prototyping of a pair of crushing robot arms, a carton of Faygo, and a Fakey Fake Wizards Hat, your Sovereign Slayer might have powers such as:

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Sovereign Slayer, Large level 10 Solo Skirmisher HP 413 (bloodied 206) AC 26; Fortitude 23, Reflex 25, Will 24 Saving Throws +5 Speed 8, Fly 8 (hover) Initiative +13 Perception +13, Stealth +13, Insight +12 Action Points 2 Flailing Claws (Aura 3) Any target that starts its turn in the aura takes 4 damage. Robot Claw - (Standard Action - At-will, Basic Attack) Reach 2. Target: One creature in range. Attack: +15 vs. AC. Hit: 2d6+4 damage and the target is Immobilized until the end of its next turn. Faygo Slam - (Standard Action - At-will, Basic Attack) Melee 1. Target: One creature in range. Attack: +13 vs. Fortitude. Hit: 1d6+4 damage and the target is Dazed until the end of its next turn. Sinister Assault - (Standard; at-will) The Sovereign Slayer makes two basic attacks, using any combination of Robot Claw and Faygo Slam he chooses. Hat Bound Spell: Barrier - (Immediate Interrupt At-Will) Trigger: The Sovereign Slayer is hit by an attack. Effect: Sovereign Slayer gains resist 5 to all damage from the triggering attack, and he may make the following attack: Ranged 10. Target: One enemy in range. Attack: +13 vs. Reflex. Hit: 1d6+2 damage. Red Miles - (Unchanged from the original power) Hat Bound Spell: Decay - (Standard Action - Encounter) Close Burst 4. Target: All enemies in burst. Attack: +12 vs. Will. Hit: The target is slowed and takes ongoing 5 damage (save ends). Aftereffect: The target takes 1d6+4 damage. Shapeshifter Nightmare - (Free, when first bloodied; Encounter) Effect: Until the end of the encounter, the Sovereign Slayer may make a Robot Claw attack with a -5 penalty to the attack roll as a free action once per turn. The Hat Bound Spell: Decay power recharges and the Sovereign Slayer may use it immediately. It would be impossible to create enough templates and alternate powers for every single iteration of the Sovereign Slayer that it is possible to create. As shown in the example above, keep the Red Miles power unchanged for it is a fundamental function of the Prototyping Rings destructive potential. Otherwise mix and match ability attributes as needed, being sure to avoid changing damage and attack rolls wherever possible.

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Bec Noir, Large level 13 Solo Controller HP 612 (bloodied 306) AC 28; Fortitude 25, Reflex 27, Will 26 Saving Throws +5 Teleport 8, Fly 12 (hover) Action Points 2 Lightning Reflexes Bec Noir acts three times in a round, on initiative counts 30, 20, and 10. He cannot delay or ready actions. On each turn, he has a Standard action instead of the normal allotment of actions. He can use one Immediate action between each pair of turns. He only rolls to recharge the Green Miles at the start of his first turn each round (at Initiative count 30). Arcing Electricity - (Standard Action - At-will) Ranged 10. Target: One enemy in range. Attack: +18 vs. Reflex. Hit: 1d12+6 damage and the target is pulled 4 squares. A target hit by Arcing Electricity gains Vulnerable 10 to subsequent attacks by Bec Noir until the end of the turn. [Vulnerability does not apply to ongoing damage] Disintegrating Strike - (Standard Action - At-will, Basic Attack) Melee 1. Target: One enemy in range. Attack: +18 vs. Reflex. Hit: 2d6+6 damage, and ongoing 5 damage (save ends). Shockwave - (Immediate Reaction - At-Will) Trigger: Bec Noir may use this attack after an enemy enters or leaves an adjacent square. Reach 2. Target: One enemy in range. Attack: +18 vs. Fortitude. Hit: 1d8+6 damage and the target is knocked prone. Warp - (Immediate Reaction - At-Will) Trigger: Bec Noir may use this after hit by an enemy attack. Effect: Bec Noir teleports 8 spaces. Green Miles - (Standard - Recharge |6|) Close Burst 6. Target: All enemies in Burst. Attack: +15 vs. Reflex. Hit: 3d12+6 damage. Miss: Half damage. Effect: Bec Noir may swap positions with any target hit by this power. Noir may teleport 2 spaces after swapping positions with a target. Using Bec Noir in your game: The statistic line for Bec Noir is somewhat more universal then the Sovereign Slayer. It can represent any prototyping that grants First Guardian-levels of power. Obviously, Level 13 is higher than the players can achieve in the game and he is best reserved for a massive boss fight to cap a Homestuck RPG campaign. Because of Bec Noirs fearsome destructive potential, it is probably best to grant the players alternative solutions besides just a straightforward (and highly challenging) combat victory against him. Turning a battle against him into a race against the clock to escape a collapsing Session can make for a stirring end to a campaign.

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Chess Pieces
Chess Pawn, Level 5 Soldier (Minion, four Chess Pawns are equivalent to one normal adversary) HP 1 ( a missed attack never damages a minion) AC 21; Fortitude 17, Reflex 16, Will 16 Speed 6 Initiative +2 Longsword (Standard - At-will, Basic attack) Melee 1. Attack: +10 vs. AC. Hit: 5 damage. En Passant (Immediate Reaction - Encounter) Trigger: An enemy ends its turn adjacent to a Chess Pawn, but has not made an attack that included the Chess Pawn as a target. Effect: The Chess Pawn makes a Longsword attack on the target. If it hits, it may immediately shift 1 space for free. Pawn Wall The Chess Pawn gains a +1 bonus to its defenses when adjacent to at least one other Chess ally. Chess Pawn Tactics: Chess Pawns are group-oriented combatants who seek safety in numbers, preferably with bigger Chess pieces around to draw the foes attention. Enemy melee fighters will find themselves entangled in a forest of blades if they rush heedlessly into a group of fresh Pawns that have not yet expended their En Passant attacks. While highly devoted to the ideals of either Prospit or Derse, Chess Pawns (and other humanoid Chess pieces) are free-willed beings.

Chess Pawn Swordmaster, Level 7 Soldier HP: 70 (bloodied 35) AC 23; Fort 19, Reflex 19, Will 19 Speed 6 Initiative +7 Broadsword (Standard - At-will, Basic Attack) Melee 2. Target: One enemy in range. Attack: +13 vs. AC. Hit: 1d12+5 damage. En Passant (Immediate Reaction - Encounter) Trigger: An enemy ends its turn adjacent to a Swordmaster, but has not made an attack that included the Swordmaster as a target. Effect: The Swordmaster makes a Broadsword attack on the target. If it hits, it may immediately shift one space for free. Promotion (Free Action - Encounter) Trigger: This creature slays a non-Minion enemy. Effect: This creature gains one ability from the following: Momentum, Forceful Denunciation, or Fork.

Chess Pawn Swordmaster Tactics:

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Chess Rifleman, Level 4 Artillery HP 46 (bloodied 23) AC 17; Fortitude 16, Reflex 16, Will 14 Speed 6 Initiative +5 Dirk (Standard Action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +8 vs. AC. Hit: 1d6+2 damage. Rifle (Standard Action - At-will, Basic attack) Ranged 15. Target: One enemy in range. Attack: +10 vs. AC. Hit: 1d8+3 damage. Pinning Cross-fire - Whenever two or more Chess Pawn Riflemen hit the same target with their Rifles in one turn, the target is slowed until the end of its next turn. Pawn Firing Line - The Chess Pawn Rifleman gains a +1 bonus to its attacks when adjacent to at least one other Chess ally. Chess Rifleman Tactics: Riflemen are picked from the ranks of the Pawns, and form small dedicated fireteams that move about the Battlefield and attack targets of opportunity. While capable of moderately more advanced tactics, Riflemen havent managed to shake off all of their close-ranked mentality and have a tendency to bunch up as they try to take down a tough target.

Chess Commando, Level 6 Lurker HP 60 (bloodied 30) AC 20; Fort 18, Reflex 18, Will 18 Speed 7 Initiative +10, Perception +11, Stealth +12 Little Friend (Standard Action - At-will, Basic attack) Ranged 10. Target: One enemy in range. Attack: +12 vs. AC. Hit: 1d10+7, and allies gain a +2 to attack rolls when targeting the same target. If the target grants combat advantage, it suffers an additional 1d8 damage. Throatslitter (Standard Action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +8 vs. Reflex. Hit:1d8+5 damage, and the target suffers another 1d12 if it grants combat advantage. Camo Cloak - The Commando may make a Stealth check even in areas of normal concealment and cover, so long as they are adjacent to a wall or other solid obstruction. Pinning Cross-fire - Whenever two or more Chess Pawn Commandos or Riflemen hit the same target with their Rifles in one turn, the target is Slowed until the end of its next turn. Chess Commando Tactics:

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Chess Rook, Level 6 Brute (Large) HP 86 (Bloodied 43) AC 18;, Fortitude 19, Reflex 16, Will 14 Speed 4 (8 when charging, also see Momentum) Initiative +6 Greatclub (Standard Action - At-will, Basic attack) Melee 2. Target: One enemy in range. Attack: +9 vs. AC. Hit: 1d10+6 damage, and the target is pushed 1 square. Momentum (Standard Action - At-will) Requirement: The Rook must charge to use this attack. Melee 1. Target: One enemy in range. Attack: +7 vs. Reflex. Hit: 1d12+6 damage, and the target is knocked prone. Castling (Move Action - Encounter) Effect: The Chess Rook moves up to 6 spaces and must end the movement adjacent to at least one Chess ally. If it does so every Chess ally adjacent to it may shift 1 space for free. Chess Rook Tactics: The Chess Rook is a simplistic monstrosity, basically a massively malformed Pawn with a fortress turret-like tumor growing out of its back and a large club in its hands. While slower then their allies in more ways than one, Chess Rooks do feel a sympathetic attachment to other pieces of the same color and have been known to form the center of a strong defensive bulwark on the Battlefield, as well as leading at the head of a Pawn charge.

Chess Rook Cannoneer, Level 6 Artillery (Large) HP 76 (bloodied 38) AC 18; Fortitude 18, Reflex 16, Will 14 Speed 4 Initiative +5 Chain Gun (Standard - At-will, Basic attack) Ranged 10. Target: 1, 2, or 3 enemies in range. Attack: +8 vs. AC. Hit: 1d8+6, and the target is slowed. Smash (Standard Action - At-will, Basic attack) Melee 1. Target: One enemy in range. Attack: +10 vs. AC. Hit: 1d10+5 damage. Fill Em With Lead (Standard Action - Encounter) Ranged 10. Target: 1, 2, or 3 enemies in range. Attack: +9 vs. AC. Hit: 3d6+5, and the target is Slowed.

Chess Cannoneer Tactics:

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Chess Bishop, Large, Level 6 Elite Controller HP: 128(bloodied 64) AC 22; Fort 18, Reflex 18, Will 22 Speed 4 Initiative +8, Perception +6 Saving Throws: +2 Quaterstaff - (Standard Action - At-Will, Basic attack) Melee 2. Target: One enemy in range. Attack: +11 vs. AC. Hit: 1d10+7 damage. Forceful Denunciation - (Standard Action - Recharge |4||5||6|) Ranged 10. Target: All enemies in Burst 1 of target square. Attack: +8 vs. Will. Hit: 2d6+7, and the target suffers -2 to attack until the end of its next turn. Capture - (Standard Action - Encounter) Ranged 5. Target: One enemy in range. Attack: +9 vs. Will. Hit: 2d8+8, and the target is Dominated(Save Ends). Endgame - (Free Action - Encounter) Effect: The Bishop may make an additional Standard Action this turn, and may recharge Capture and Forceful Denunciation.

Chess Bishop Tactics:

Chess Knight, Huge, Level 8 Elite Skirmisher HP:188 (Bloodied 94) AC 24; Fort 21, Reflex 23, Will 20 Speed 8 Initiative +10, Perception +9 Saving Throws +2 Crush - (Standard Action - At-will, Basic Attack) Melee 2. Target: One enemy in range. Attack: +11 vs. Reflex. Hit: 2d8 + 5 damage, and you may shift 3 spaces, even through enemy spaces. Fork - (Immediate Reaction - Encounter) Trigger: A creature begins its turn within three spaces of the Chess Knight, and moves away. Effect: Shift up to your speed and make a a Basic Attack with a +2 bonus to attack and damage against the target. This move may be made through enemy spaces. Endgame - (Free Action - Encounter) Effect: The Knight may make an additional Standard Action this turn, and may shift 3 immediately or after making the Standard Action. This move may be made through enemy spaces.

Chess Knight Tactics:

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Denizens

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Prototyping
Pretty Princess (Leader Prototyping) On second thought, this was a terrible idea. Every group of Imps seems to be led by at least one that is wearing an absurd dress and posturing vainly while its allies attack with the blind fervor of love-struck Princes Charming. We hope you're happy with yourself. Defense modifiers - Remove -1 from the Underling's AC. Add +2 to Will. Fanatical Devotion - (aura 5) Any Underling allies within the aura that are reduced to 0 HP may make a Basic attack as a free action before they die. Dance for me, my Courtiers - (Minor; At-will) Ranged 5. Target: One underling ally. Effect: The target may shift 2 spaces. Behold Dress!? - (Standard; At-will) Ranged 10. Attack: Level + 4 vs. Will. Hit: The target grants combat advantage to this Underling's allies (save ends). Distinguished Gentleman (Leader Prototyping) With a pipe in mouth and a serviceable hat at the ready, these dashing Liches look passable enough to make the muster at any country club gathering. Their opinion of themselves has certainly improved enough for it, anyway. Defense modifier Remove -1 from the Underlings AC. Add +2 to Will. I Do Say! - (aura 10) Any enemy that hits this Underling while within the aura takes a -1 penalty to all defenses until the end of this Underlings next turn. Strike down that Ruffian - (At-Will, Standard) Ranged 5. Target: One Underling ally in range. Effect: The target makes a Basic attack as a free action with a +2 power bonus to the attack roll. Ultra Fighting Teenage Mega Battlers (Leader Prototyping) Its strange enough when the Underlings take a pause from kicking your ass just to strike a team pose in their retarded multi-chromatic jumpsuits, but why do the Basilisks always have to try to join in? It just gets creepy looking. Defense modifier Add +1 to Reflex. Team Strike This ability modifies a Basic attack that the Underling already possesses. Whenever the Underling hits with this attack on its turn, up to one other adjacent Underling may make a Basic attack as a free action. Delta Attack Formation (Standard, Encounter) Requirement: At least 2 other Underlings must be adjacent to this one. Target: This Underling, and one other adjacent ally of its choice. Effect: Each target gains a +1 power bonus to attack rolls until the end of their next turn, as well as Temporary Hit Points equal to their level + 5. Combat Android (Brute Prototyping) A transforming alien robot eighteen-wheeler with a gruff yet fatherly voice would make for a great Sprite Guide, you figured. Well, it also makes for some lousy-tough heavy metal Ogres, unfortunately. Defense modifiers - Add +2 to Fortitude and subtract -1 from AC and Reflex. Hit Points - The Underling gets +4 HP, as well as +2 additional HP for each level it has. Smashing Fists - This ability modifies a Basic attack that the Underling already possesses. The attack deals 1d6 extra damage and the target is knocked prone on a hit. The Underling has a -1 penalty to the attack roll, however. Laser-eyes - (Standard; At-will) Ranged 5. Target: One creature in range. Attack: Level + 2 vs. Reflex. Hit: 2d10 + level damage.

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Medieval Warrior (Brute Prototyping) All of those Roman Legionnaires and Brick-block Knights you had lying around, you never thought 'Gee it would be fun to have to fight all of these for real someday'. Well that's not exactly what is happening, but getting mauled in the head by a Knight Ogre with a giant mace is just about as close as you're going to get. Defense modifiers - Add +2 to Fortitude and subtract -1 from AC and Will. Hit Points - The Underling gets +4 HP, as well as +2 additional HP for each level it has. Medieval-kind - This ability modifies a Basic attack that the Underling already possesses. In addition to its normal effects, on a hit the attack deals 1d8 extra damage and the target is pushed 1 space. The Underling has a -1 penalty to the attack roll, however. Warrior's Charge (Encounter; Standard) Effect: This underling charges a target with a +2 bonus to speed and then makes a normal melee attack, albeit modified as normal by the effects of Medieval-kind above. If the attack hits the target is also dazed until the end of this Underlings next turn. Army Men (Soldier Prototyping) You gave the Imps a Prototyping of loyalty and discipline, along with actual weapons to use against you. How considerate! Well, at the very least they now have a curious tendency to want to stand in neat little rows. Defense modifiers - Add +1 to AC. Squad Formation - If at least two Underling allies are adjacent to it, this Underling gains +1 to all defenses. Plastic Carbine - (Standard; At-will) Ranged 15, one target in range. Attack: Level + 6 vs. AC. Hit: 1d10 + level damage, and the target is marked by this Underling until the end of its next turn. Weapon Master (Soldier Prototyping) A cheap piece of shit katana or bo staff is a legitimate upgrade in the fighting power of the Underlings. Weirdly though, every single Imp you fight now thinks that it is a wizened Asian Master fresh off the mountain, somehow. Defense modifier - Add +1 to AC. Harsh Tutelage - This ability modifies a Basic attack that the Underling already possesses. The attack may now be used as an Immediate Interrupt, triggered when an enemy shifts out of a space adjacent to the Underling. It also gains a +1 bonus to all attack rolls with this Basic attack. Divine Masterstroke - (Standard; Encounter) Melee 1. Target: One adjacent enemy. Attack: Level + 7 vs. AC. Hit: 2d6 + Level damage, and the target is marked by the Underling until the end of its next turn. Metamind (Artillery Prototyping) Basilisks with oversized craniums and bioelectric sparks shooting out of their eyes sounds like a great idea, and you should congratulate whoever came up with it. Right after you manage to not die fighting these psionicallygifted freaks off that is. Defense modifiers - Subtract -1 from AC, gain +1 Reflex and Will. Hit Points - The Underling loses 2 HP, and has an additional 2 fewer HP per level. Mental Assault - (At-will, Standard action) Ranged 10. Target: One creature in range. Attack: Level + 5 vs. Will. Hit: 1d12 + level + 2 damage. Psionic Shield - (Encounter; Immediate Interrupt) Trigger: The Underling is hit by an attack. The Underling gains a +2 bonus to defenses against the triggering attack. Elemental Form (Artillery Prototyping) A prototyping that grants the Underlings access to a dangerously volatile harnessed element can't be all bad, right? Wrong. Defense modifiers - Subtract -1 from AC, gain +1 Reflex and Fortitude. Hit Points - The Underling loses 2 HP, and has an additional 2 fewer HP per level. Elemental Aura - (Aura 1) Any creature that is not another Underling that starts its turn within the aura takes damage equal to this Underlings level + 1. Elemental Blast - (At-Will, Standard action) Ranged 15, Burst 1 within range. Target: Each creature in burst. Attack: Level + 2 vs. Reflex. Hit: 1d8 + level + 2 damage.

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Visitor (Artillery Prototyping) I.M.P., phone home. Defense Modifiers - Subtract -1 from AC, gain +1 Reflex and Will. Hit Points - The Underling loses 2 HP, and has an additional 2 fewer HP per level. Beam Me Around - The Underling may Teleport 6 squares as a Move action, but when it does so becomes immobilized and unable to teleport until after the end of its following turn. Summon: Mothership Gamma Burst - (At-Will; Standard action) Effect: The Underling designates a zone consisting of a Burst 1 within 20 spaces. At the start of the Underlings next turn, make the following attack as a Free action. Target: Every creature within the Zone. Attack: Level + 4 vs. Reflex Hit: 2d6 + level + 2 damage. The zone disappears at the end of the turn when this attack is made. Special: As a Standard action on its turn, the Imp may move the Zone up to 4 spaces away from its original space. If it chooses to do so, make the attack again on any creature within the new zone area that has not already been targeted by the power this turn. The zone then disappears. Masked Avenger (Lurker Prototyping) They are Justice. They are Fear. They are the Night... They are Imps! Also, they are a royal pain in the ass to fight. Defense modifier - +1 to Reflex and Will. Subtract -2 from Fortitude. Hit Points - The Underling loses 2 HP, as well as having -2 fewer HP per level. Skill bonus - The Underlings gain skill modifiers equal to their Level + 6 to Acrobatics, Athletics, and Stealth. From the Shadows - This ability modifies a basic attack that the Underling already possesses. Whenever they hit a target granting combat advantage to them with this attack, the target takes 1d10 extra damage and the Underling may shift 3 spaces for free. Utility Belt Malfunction - (Standard, Encounter) Close Burst 1. Target: Each creature in burst. Attack: Level + 2 vs. Fortitude. Hit: The target is blinded until the end of its next turn. Effect: The Underling may shift 4 spaces and make a Stealth check if it has cover or concealment. Men in Black (Lurker Prototyping) Dark sunglasses and black business suits really tie together the Underlings into an ominous-looking force clearly devoted to protecting the oblivious citizenry from things they arent yet ready to know. Unfortunately these Ogres dont seem to have internalized the public good as part of their agenda just yet, and simply use the fancy devices to terrorize. Defense modifier - +1 to Reflex and Will. Subtract -2 from Fortitude. Hit Points - The Underling loses 2 HP, as well as having -2 fewer HP per level. Stealth Field - The Underling gains skill modifiers equal to its Level + 6 to Stealth. It may make a Stealth check even in areas of normal concealment and cover, so long as they are adjacent to a wall or other solid obstruction. Teleportey Ball-Thingy As a move action, the Underling may teleport 1d6 spaces. Roll every time an Underling tries to move with this method. If the dice result comes up as a one, then the Underling is instead transported 6 spaces, but in a random direction. Laser Amnesia Gizmo (At-will; Standard) Melee 1. Attack: Level + 4 vs. Reflex. Hit: The target is dazed and blinded until the end of the Underlings next turn.

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Ninja Assassin (Lurker Prototyping) The only thing that is totally sweeter than being completely owned by a real Ninja is having your face ripped off by, like, a sly Ninja Lich. Radical, bro. Defense modifier - +1 to Reflex and Will. Subtract -2 from Fortitude. Hit Points - The Underling loses 2 HP, as well as having -2 fewer HP per level. Skill bonus - The Underlings gain skill modifiers equal to their Level + 6 to Acrobatics, Athletics, and Stealth. Ninja Skillz - This ability modifies a basic attack that the Underling already possesses. Whenever they hit a target granting combat advantage to them with this attack, the target takes 1d10 extra damage and the Underling is invisible to them until the end of there next turn. Shuriken Toss - (At-Will, Standard) Ranged 5, Target: One creature in range. Attack: Level + 6 vs. AC. Hit: 1d6 + level damage and the Underling may shift 3 spaces and make a Stealth check if it has cover or concealment. Artificial Intelligence (Controller Prototyping) Ever since that iPhone got prototyped its been a constant struggle just to play the game! Every Basilisk has a touch-screen displaying a cackling pixelated visage for a face and an uncanny ability to wage counter-warfare on your Server player. Defense modifier - +1 to Will. Comm Disruption While on the battlefield during Strife, this Underling has a 25% chance of denying any Communication-range powers used by players not present in the fight. Server Static (At-will Standard) Target: A single server player. Attack: Level + 4 vs. Will. Hit: The server player is dazed and has a -1 to attacks until the end of their next turn. Special: Only one Underling may make this attack per turn of combat, regardless of how many are present in the battle that have this prototyping. Flickering Screens (Encounter Close Blast 3) Attack: Level +3 vs. Reflex, every creature in blast. Hit: 1d8 + level damage, and the target is immobilized (save ends). Prankster's Gambit (Controller Prototyping) Prototyping the Kernelsprite with a silly item or cartoon animal may have seemed like a good idea, but after a few battles you may regret the fact that the Imps always seem to come away with the better Prankster's Exchange in any encounter. Defense modifiers - +1 to Reflex. Slippery - (Immediate Reaction; Trigger: An attack targeting this creature misses): The Underling may shift one space. Gag Weapon - This ability modifies a Basic attack that the Underling already possesses. In addition to its normal effects, on a Hit the target is unable to make opportunity attacks until the end of this Underling s next turn. Hat Trick - (Standard; Encounter) Burst 1 within 5 spaces. Targets all enemies in burst. Attack: Level + 2 vs. Reflex. Hit: The target is dazed (save ends). Squiddles (Controller Prototyping) Sweet dreams, you poor fools. Defense modifier - +1 to Will. Tangle! - This ability modifies a Basic attack that the Underling already possesses. In addition to it's normal effects, on a Hit the target is immobilized until the end of this Underlings next turn. Don't you Want to be my Buddy? - (At-will, Minor) Close burst 4, Target: One creature in burst. Attack: Level + 3 vs. Will. Hit: Pull the target up to 2 spaces. Let the Squiddles Sleep - (Encounter, Standard) Close burst 3, Target: Each creature in burst. Attack: Level + 2 vs. Will. Hit: The target falls unconscious (save ends). Effect: The Underling that used this power falls unconscious (save ends). Whenever a creature affected by this power takes damage, it may make an immediate saving throw against this effect.

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Pop Idol (Controller Prototyping) You think that if you have to listen to this teenybopper Best Hits radio rock piece of garbage one more time, youre going to claw your ears out. Defense modifier - +1 to Will. Stage Lasers (At-will, Standard) Ranged 10. Target: One creature. Attack: Level + 4 vs. Reflex. Hit: The target is blinded until the end of its next turn. Cant Get This Song Out of My Head! (Encounter, Standard) Burst 2 within 5 spaces, Target: Each enemy in burst. Attack: Level + 2 vs. Will. Hit: The target cant make opportunity attacks or shift (save end s).

Woodland Critter (Skirmisher Prototyping) Your Tiny Pony friends (or your pet cat) don't seem quite as friendly when they have the upper body of a cackling Basilisk. Best to lay your feelings aside and put these mutant freaks out of their misery as speedily as possible. Defense modifier - +1 Reflex. Movement bonus - +2 Speed. Critter Scamper - This ability modifies a Basic attack that the Underling already possesses. The attack gains Special: You may shift half of your speed and make this attack at any point during the shift. How could you? - (Encounter, Free action) Trigger: when reduced to 0 HP. Target: The triggering enemy. Attack: Level + 3 vs. Will. Hit: The target is immobilized until the end of its next turn.

Brainless Feathery Assholes (Skirmisher Prototyping) This prototyping was clearly for the Birds. Ok, that joke was lame. I have to write rather a lot of these, you see. Not every line can be Shakespeare, ok? I mean, come on. Defense modifier - +1 Reflex. Movement bonus - The Underling gains a Fly speed (with Hover) equal to their base Speed. PSHWOOP - This ability modifies a Basic attack that the Underling already possesses. Whenever this Underling lands after flying at least half of its speed on its turn, then for the rest of its turn this attack gains a +1 bonus to the attack roll and may push the target 1 space on a successful hit. He'ss escapping from above!!? - (Encounter, Immediate Reaction) Trigger: An enemy hits this Underling with an attack. Effect: The Underling flies its speed, ignoring opportunity attacks during the movement.

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Tier 2 Prototypings Super Saiyan (Brute Prototyping, Tier 2) You went and actually prototyped one of 'the animes' with the Kernelsprite, didn't you? We were all joking about that one, actually... Defense modifiers - +2 to Fortitude and -1 from AC. Hit Points - The Underling gets +4 HP, as well as +2 more HP for each level it has. Burning Fists This ability modifies a basic attack that the Underling possesses. The attack deals 1d8 extra damage, and if hit, the target takes ongoing 5 damage (save ends). Ki Fireball - (Standard Action At-will) Ranged 5. Target: One creature in range. Attack: Level + 2 vs. Reflex. Hit: 2d8 + level damage, and the target is knocked prone. Increase Power Level - (Standard Action - Encounter) Effect: The Underling gains Resist 10 until the end of its next turn. The next attack that it makes gains a +1d8 bonus to damage, and dazes the target on a hit.

Ghostly (Skirmisher Prototyping, Tier 2) Oh yes, perfect. Imps flying through walls and giggling to themselves like they think they are some kind of tricky Slimer. This can only end well. Defense modifiers - +1 to Reflex and Fortitude. Movement bonus the Underling gains Phasing with all movement. Ectoplasmic Phasing This ability modifies a basic attack that the Underling already possesses. On a hit, the Underling shifts 4 spaces. Skill bonus The Underling gains a modifier to Stealth equal to its level + 6. Phase Out (Encounter Immediate Reaction) Trigger: The Underling is hit by an attack. Effect: The attack is ignored and the Underling gains the insubstantial property until the end of its next turn.

Wytch-Majjyk Spellecraft (Artillery Prototyping, Tier 2) Your meddling with fictional magic items, such as fortune telling balls, shitty wands, and/or magician statues, has produced Underlings that actually wield magical energy (and wear colorful robes as well, naturally). Call their implements 'Science Wands' all you want, but prepare for a painful introduction to the ways of the Arcane as punishment for your Kernelsprite tinkering. Defense modifiers - Subtract -1 from AC, gain +1 Reflex and Will. Hit Points - The Underling loses 2 HP, as well as having -2 more HP per level. Movement bonus - The Underling may Hover above the ground as it moves. It has a fly speed of 4, but must end its movement over a flat surface or it falls. Esotera of Annihilation - (At-will; Standard) Ranged 20, Burst 1. Target: Each creature in burst. Attack: Level + 4 vs. Reflex. Hit: 2d6 + level + 2 damage. Dread Word of Unraveling - (Encounter; Standard) Ranged 20. Target: One creature in range. Attack: Level + 5 vs. Fortitude. Hit: The target takes ongoing damage 10 and is dazed (save ends both). Miss: The target takes ongoing damage 5 and is slowed (save ends both).

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Self-Prototyping (Soldier Prototyping, Tier 2) Through some sort of ill-advised time shenanigans you have managed to get your own visage, or that of a close loved one, on the prototyped Underlings. This would be just weird and not so inherently bad, were it not for the fact that now all of the creatures seem to be able to predict your every move with uncanny ability Attack and Defense modifiers When adjacent to the designated prototyped player, this Underling gets +1 to all attacks and all defenses. Denying Attack This ability modifies a basic attack that the Underling already possesses. On a hit, the target of the attack may is incapable of using an At-Will Aggrievement (GM chooses) until the end of their next turn. Cant Run From Myself (At-will, Immediate Reaction) Trigger: The adjacent designated prototyped player shifts, teleports, moves, slides, or flies. Effect: This Underling immediately duplicates the movement mode and speed of the player and must end this movement adjacent to the triggering player. Predatorial Alien Monster (Lurker Prototyping, Tier 2) Why on earth you would prototype the Kernelsprite with a ravenous alien brood creature from fiction is anyone's guess, and the results are predictably horrifying. Watch your back... Defense modifiers - +1 to Reflex and Fortitude, and -1 from Will. Movement bonus - The Underling gains +1 Speed and a Climb Speed equal to it's Level. Skill bonus - The Underling gains skill modifiers equal to their Level + 7 to Acrobatics, Athletics, and Stealth. Health Siphon - Whenever an attack of this Underling hits a bloodied target or bloodies a target, it regains Hit Points equal to twice its level. Rip and Tear - This ability modifies a Basic attack that the Underling already possesses. Whenever it hits an enemy granting it combat advantage, the attack deals 1d10 extra damage and the target is dazed until the end of its next turn. Implant Attack - (Standard; Encounter) Ranged 3. Target: One creature in range. Attack: Level + 5 vs. AC. Hit: 2d6 + level damage and the target is stunned until the end of its next turn.

Secret Agent(Lurker Prototyping, Tier 2) Great job prototyping that spy movie! Now all these smug assholes think they can prance about in their suits seducing the other players. Better watch out though, these guys still have a License to Kill Defense Modifier The Underling gains +1 to Will and Reflex, and a -1 to AC. Speed Modifier The Underling gains a +1 to Speed. Skill Bonus The Underling gains a Level + 8 to Athletics and Stealth. Knock Out Punch This ability modifies an Underlings Basic Attack. The Underling gains +1 to attack and +1d6 to damage rolls. If the target grants combat advantage, this becomes +2 and the target is stunned on a hit. License to Kill Whenever this Underling hits an enemy with a Basic Attack, he may immediately use the Silenced Pistol at-will attack, without provoking an OA. Silenced Pistol (Standard Action At-will) Ranged 5. Target: One enemy in range. Attack: +5 vs. Reflex. Hit: 1d10 + 5 damage, or 2d6 + 6 damage if the target grants Combat Advantage.

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Heavy Metal (Brute Prototyping, Tier 2) For whatever ridiculous reason, somebody thought it would be clever to put a copy of the latest Iron Warrior album into one of the Kernelsprites. Now your Underlings, while admittedly a whole lot more kick-ass then before, are beginning to get to you with their constant boozing and horrendously loud music. Defense modifiers - +2 to Fortitude and -1 from AC. Hit Points - The Underling gets +4 HP, as well as +2 more HP for each level it has. Axekind - This ability modifies a Basic attack that the Underling already possesses. The attack deals 1d6 extra damage when it hits, and the target is also dazed and deafened until the end of its next turn. Remember, a target that is deafened cannot gain the benefits of Communication with any of its allies! Mosh Pit - Whenever a chain of at least 3 Underlings with this template are adjacent to each other, they all gain the benefits of an Aura 1 centered on each of them. Any enemy that shifts into or out of the aura takes Damage equal to the Underlings Level + 1 (only triggers once per move). Pyrotechnics - (Free action, Encounter) Trigger: when reduced to 0 HP. Close burst 1. Target: Each enemy in burst. Attack: Level + 2 vs. Fortitude. Hit: The target is blinded until the end of its next turn.

Psychological Horror (Controller Prototyping, Tier 2) Whether a former beloved pet that was preserved all wrong, a creepy Horror Movie poster, the fully realized form of a Horror-Terror or just some disturbing doll visage, this prototyping is terrifying to behold when it is translated onto the forms of the Underlings. Just your luck! Defense modifier - +2 to Will. Skill modifier - The Underling gains a skill modifier equal to their level + 7 to Stealth. Mind-Rending - This ability modifies a Basic attack that the Underling already possesses. Whenever the attack hits, the target receives a -2 penalty to all attack and skill rolls until the end of this Underlings next turn. Fear Itself - (Encounter, Standard) Close blast 3. Target: each enemy in blast. Attack: Level + 3 vs. Will. Hit: The target is stunned (save ends).

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Tier 3 Prototypings

First Guardian (Uber-Prototyping, Tier 3) This Imp crackles with green lighting and seems to flicker between this reality and an infinite Other. As you ready yourself for the coming Strife, you begin to wonder just what could have gone so wrong for Fate to curse you so. Quantum Defense - +1 to AC, Reflex, Fortitude, and Will. Phase Strike - This ability modifies a Basic attack that the Underling already possesses. The attack now targets Fortitude, and on a hit the target takes an additional 1d10 + level damage and is teleported 2 spaces in a direction of the Underlings choosing. Unstable Gate - The Underling gains a movement mode of Teleport 5. Whenever it teleports, it may choose one ally and teleport it 3 spaces as well. Defensive Warp - (At-will; Immediate Interrupt) Trigger: An attack would hit or miss this Underling. Effect: The Underling gains +2 to all defenses against the attack. If the attack missed, then both the Underling and the triggering attacker are teleported 5 spaces in a direction of the Underling's choice.

Server Disc Prototyping (Uber-Prototyping, Tier 3) Ok, props for going way Meta on this one. Too bad you didnt consider the foolishness of granting your opponents the very same tools that you use to control the game. Reality Shifter - +2 to Reflex and +1 to AC. Grasping Earth - It takes 2 spaces of movement to either enter or leave a space adjacent to this Underling. As an exception Shifting into or out of those spaces still may be done, however to do so costs a Standard action. Terrain Advantage - The Underling never suffers any ill effects of terrain if it does not wish to. When standing in difficult terrain, the Underling gets a +1 bonus to all defenses. Object Debris - (At-will; Standard action) Close blast 5, each enemy in blast. Attack: Level +4 vs. Reflex Hit: 2d8 + level + 2 damage, and the area of the blast is difficult terrain until the end of this Underlings next turn.

No Prototyping (Uber- Prototyping, Tier 3) So, you tempted fate by choosing to prototype nothing with your Kernelsprite. The result, naturally, is more horrible then you could have ever guessed. Empty Vessel - +2 to both Fortitude and Will. Formless - The Underling gets a +2 bonus to all saving throws. Unnerving Blank - Any enemy adjacent to this Underling receives a -2 penalty to attack rolls. Absorb Persona - (At-will; Minor action) Target: One adjacent creature. Effect: The Underling mimics the form and abilities of the target. Until the start of its next turn, the Underling gains a +1 bonus to attacks, +1d8 to damage rolls, and +1 to all defenses against the target. Only one target can be under this effect at a time.

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God-king (Uber-Prototyping, Tier 3) This session has been a breeze since you prototyped that miniature and gave all those stupid imps near omnipotent power. It's hard enough to fight Ogres as it is, but how are we supposed to fight something that knows no fear? Defense Modifier - + 2 to AC and Will. Health Modifier- This Underling gains +8 HP, and +4 HP each level. Psychic Dominance - All enemies in Aura[2] suffer a cumulative -1 to Will and attack for as long as they are within the aura. Divine Shield - This Underling has Resist 3 against all attacks that target AC and Will. Metaphysical Massacre - This ability modifies an Underling's Basic Attack. This Underling's attacks target Will, and deal 1d12 + level extra damage on a hit. For the King! - (Minor Action - At-will) Range 5. Effect: Target ally gains +2 to attack, damage, AC and Will until the end of his next turn. Dooming Retribution - (Immediate Reaction) - Encounter) Trigger: This Underling is reduced to 0 Hit Points. Ranged 20. Target: Creature who reduced this Underling to 0 Hit Points. Attack: + 10 vs. Will. Hit: 3d6+ level damage, and the target is stunned until the end of their next turn.

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-- umbralAeronaut [UA] began pestering you! -UA: hey~ UA: good luck out there. UA: if things get too hot to handle don~t be afraid to ask for help~ UA: you can find us at our pesterchum memo: #HomestuckRPG UA: or come by mspaforums.com in Fan Projects and look for the Homestuck tabletop RPG thread! UA: alright~ gotta run now. I~ll see you on the other side!

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