(The Random Battle Tabletop Game)

Written by K. J. Joyner, with essential help by gaming guru Tim Belcher.

As part of my character creation and writing process, I create animations and role-play the character with the hubby and a friend. The rules the hubby and I created for this are relatively simple on purpose. I am putting this system out free for personal use.

I also will sometimes release physical items you’ll be able to get at conventions or by mail order. One of these items is the hammerspace card, collectible game cards for different things. They can be an item, a magical spell, character modifications, and whatever I think of.

Supporters through the Hammerspace will get NPC character downloads, and other things if I can think of it. But mostly the Hammerspace is a place for random art and being able to read comics in advance of their update schedule.

Players can meet through our discord server, the RBTGame area. Permanent link here: https://discord.gg/sSjb5US

The server has a bot to roll dice for you.


So you wanna create a character and get in on the action? It’s easy. Maybe too easy. The RBT Game’ is designed to only identify the stats and items needed for combat. What actions you take or weapons you use is mostly identified for fun and storytelling.


You only need your brain, a character sheet and two 6 sided dice (2D6). If you don’t have 2D6 or even only one, here is an online dice roll generator: https://rollthedice.online/en/dice/2d6

This game’s original purpose was for me to play out scenarios as part of my writing process, so it’s designed for me to be able to play alone. You don’t need to have other players or a game master. However, designating a game master when playing with a large group of people is a good idea. That’s up to you, which is why you actually do need your brain to figure things out.

In the Akashik world most people keep gear in a personal pocket dimension, which is something like a fabricated wormhole. It’s like a cosmic, inter-dimensional luggage bag. (The slang for them is ‘hammerspace’. ) The amount of weapons and other gear owned by your character is not limited… except upon character creation.

The primary rule in this game is: No godmoding allowed. (I most likely will repeat this.) When first created, your character can only have 5 items in their hammerspace. But you can pick up items as go along in your character’s life.

Speaking of the hammerspace, if your character isn’t holding any items in their hand then most likely everything is being kept in that inter-dimensional luggage pocket. (You know, the one they call a hammerspace.) This means if your character needs to get something, they must retrieve it from said space.

There can be a problem if your character grabs the wrong thing, as you will see in game play.

An important thing about my method is it helps to avoid the creation of Mary Sues. Because Mary Sues suck the life out of good writing. (And good game play.)

This game was created mostly for combat. If you want to role-play in between fights or use the rules for other types of altercations, that’s up to you.


First you need a character sheet. There is a download available at the bottom of this page for you to use as a template. Supporters will have access to NPC character game sheets as I make them. Regardless we want you to make your OWN character. Weeee!

All stats for your character are based on simple math and the roll of two (2) six-sided dice (2d6). We’re going to go down the sheet spot per spot and fill out a character sheet for Taus.

  • 1. At the top of the character sheet in big, bold letters you will find: Character Name. This can be the first step or the last step, but you might want to name you character.

So my character sheet is going to read, “Name: Taus”

  • 2. Below that to the left is a box to put your character’s image in.

You don’t have to. You can just put a smiley face or a picture of your socks. Having a character portrait is a nice flavor to add, though.

If you’re using Word 2007 to fill in your character sheet, you can right click on the box and select “format autoshape”. Go to fill effects –> picture and select a new image from wherever you keep it. I find this is easier than trying to embed a picture and having the words dance all over the page.

  • 3. To the right you will find some character description areas. Eyes, hair, height, special features, etc.

I’m sure you may already know what I’m going to enter here for Taus. Just describe your own character until you get to:

  • 4. Specie. The World Akashik has a special set of species; handling this will be one of the few complications I want.

Different species have different natural skills and attributes, of course. There will be specie information released here and there with skills and other advantages (or disadvantages) that specie has. This may come in the form of a voting incentive, a post in the Hammerspace forum, or as a separate bonus sheet included in the RBT Game Playbook dead tree version.

In the meantime, we’re going to fill out this sheet as if Taus were a boring human. (But believe you me, the humans in Akashik are no more boring than we are boring in real life. And we’re not.)

So as far as you are concerned sheet reads: human. If you decide to make up an alien specie, treat the stats as if you would a boring human. If you want to add a special alien-related skill or other attributes, the other players (or game master) must agree to this before play because of the rule, “No god-moding allowed“.)

  • 5. Age. How old is your character? Time to fill in this part.

Most people are going to put in a super young age like 14 or 18, but I’m aiming to have my characters be realistic ages. There’s no way Taus can be a foster mother and wife, for years, and only be 14 years old. She’s also graduated her country’s equivalent of college and completed several other life milestones. So I’m thinking she’s around 45 in human years. That’s what I will put there.

All base ages are calculated in human years. If you want to complicate things (and if you’re anything like my husband you live for over-complications in game play), provided alien specie stats will give you that. But in the end, the base age you need will be in human years.

  • 6. Motivation. Good Bad Indifferent? How does your character feel about most things? Choose only one.

This spot is more for my personal NPC (nonplayer character) use than anything. It’s sort of like the old D&D alignment system of Good, Neutral, Evil, except I think of these alignments as more: Compassionate, Indifferent, Cold/Uncaring and Easy Going.

This tells me how a character might react in any given situation. For Taus I will underline “Indifferent” because she prefers to keep her head low and hope someone else will take care of the problem. She cares. She’s not cold – she can’t be or she wouldn’t be able to wield fire. She just has reasons to stay out of the way.

Overall, in the Akashik universe I’m more concerned with motive than if someone is good or bad. A “good” character would be the one that holds a picket sign in the background or stands up for the homeless puppies. A “bad” character would be the person who decides a puppy is too much work and dumps it on the side of the road. Either of these two characters could be evil: the “good” character might be the successful business tycoon who comes from a long line of evil dictators but simply hates the idea of something enough to stand in a picket line. The “bad” character might be an ambulance driver.

  • 7. Hit points. Roll 2D6 and add those numbers together. Now add in the age of your character. The final sum is your hit point maximum.

So, I roll 2D6 and get 12. (No, really, I did. I was expecting two ones.) 12+45=57. That will be Taus’s hit points.

This doesn’t mean you can generate a character that’s a thousand years old, magically preserved because of some hyperspace accident, just so they can have a ton of hit points. Newp. Welcome to one of the hard rules: The maximum amount of age points you can add to your dice roll is 55.

There just aren’t that many 1,000 year old hyperspace continuum jumpers running around in any sane or silly galaxy.


  • 8. Strength/Dexterity/Intelligence/Stamina: To get these stats you roll 2D6.

Taus gets a strength 9, dexterity 12, intelligence 9 and stamina 4.

For the most part, these stats are what they are and will always stay the same. Some specie types might have a bonus (or detriment) you add to your roll.

Say you’re playing a specie that has a bonus for dexterity: a +1. If Taus were that specie I would take her dexterity, add one, and end up with a final dexterity of 13.

Another way for your character’s stats to improve is through artificial augmentation. There are two ways you can do this.

The first is through a gaming event. In the world Akashik, this is done either through DNA manipulation or having mechanical parts added (thus making your character a cyborg… or “synth” as this class of citizens prefers to be called.)

If your character is augmented, it must happen in game play. Your character must actually experience the event as part of the game’s story. When it happens, roll a 1D6.

If you roll a…

  • 2, or 3… Your character is augmented using synthetic body parts. Add +1 to strength or dexterity. Your choice.
  • 4 or 5… Your character is augmented by having their DNA violated. (Their parents will be mortified.) Add +1 to any stat of your choice, but only choose one stat.
  • 1 or 6… Augmentation fails and you lose a point from the stat of your choice. All stat changes are permanent.

The other way to have your stats augmented is through the possession of a hammerspace card that adds a bonus. As long as you have that card, the stat change is permanent. So don’t lose the card.

Stats and Their Classifications

Stats have different levels to them. This means that some characters simply aren’t going to get that high number you rolled. Maybe this is because of my frothing hatred of godmoding. Maybe.

Strength levels:

  • STRONG (9-10)
  • SUPER STRONG (11-12)

Strength is, well, how strong you are. Can you open that jar of pickles? Can you at least smash it on a rock? That takes strength.

I have these levels for two purposes: 1. I know what to roll for if I am creating, say, an infant or a person that’s naturally scrawny and weak. 2. It lets me know just where my character lands on the strength spectrum if I’m rolling without worrying about body type.

This means there’s a number cap if I want to roll up a particular type of character, like a baby or a child. I don’t just roll my dice and call it a day. I will check my chart, see where I roll, and write what number works best: the number I rolled or the maximum amount if I rolled higher than what was allowed.

I might also only choose one number of the two that were rolled.

Hypothetically I roll my dice for Baby, and I get a 2 and a 6. If I chose the 6, then I would put a 3 onto my character sheet because that’s the maximum strength baby can have. Most likely because I am what I am, I would choose the 2 simply because it falls naturally within the chart limitations.

Taus is a 9. I actually had rolled higher than that, but she’s not muscle-bound so I went with my limitations.

Dexterity levels:

  • KLUTZ (3-5)
  • AVERAGE (6-8)
  • DANCER (9-10)

Dexterity is how limber you are. What your level of motor control is. How low can you go under that samba pole? How fast can you hit up, down, left, right, start? How fantastic can you– okay. You get the point.

I’m sure I don’t have to explain why the dexterity levels are named as they are. Suffice it to say it’s the same premise as before with the strength stats.

Taus has a 12 for dexterity. She is also overly fond of alcohol.

Intelligence levels:

  • DUMBASSES (1-4)
  • AVERAGE (9-12)
  • GENIUS (13+)

Intelligence. How smart are you. How do you know. How quick are you to catch on that director was just using you for a free script? Does it ever sink in your friends are just using you for your car?

Taus’s intelligence is 11. She’s not dumb; neither is she Stephen Hawkings.

Stamina levels:

  • MUNDANE MEAT (6-8)

Stamina is your endurance: how far you can run or how long you can cook fifteen tacos before needing a break.

At this point I don’t need to keep telling you Taus’s information so I won’t.

But where is the wisdom stat and things other games have?

This isn’t those other games. The more stats to track, the more complicated the game. Sooooo…. we don’t have those other stats.

We also resisted the temptation to use a character’s stats as a way to limit (or increase) a character’s skill base. So be thankful. You might have been extremely limited in life.


Ah, the fun part. Skill. That thing that lets you dance, play softball, or even walk up the street.

The hammerspace makes it so your character can pretty much carry an entire house if you’ve earned it, but skills are something else. And. And. AND our perverse hatred of god-moding dictates this must be limited. Your character can have only so many of a given skill type: no more and no less.

Each specie has innate skills they know just because they are what they are. Humans walk on two legs. This is a unique skill to some animals. Dogs don’t normally walk on two legs.

The same goes for swimming. Humans do not normally learn to swim and must take special steps to learn it. Fish are born swimming. There is an aquatic specie in the world Akashik that would normally learn to swim the way humans learn to walk, so being able to swim is just a natural part of what they are.

In each specie rundown, there will be a short list of skills a creature knows just because they are what they are. These will not have to be listed on your character sheet, although it will be handy to have some of them written down if your memory is as bad as mine is.

There are three different types of three types of skills in Akashik: mundane, melee and cosmic.

Mundane Skills

Mundane skills are just that: boring mundane things like dancing, bowling, and swimming. So if there is a skill you know truly exists in real, average person, everyday life (which excludes things like tummo) then that is a mundane skill.

This can include specialized skills like firing a gun, painting a picture, or working in 3D. If it’s not considered magic in the world of Akashik, it’s a mundane skill.

You cannot lump similar skills together into one big skill. You cannot be able to “fire projectile weapons” just because you want your character to be able to fire a bow and arrow and shoot a gun. Choose one.

Again, you do not have to list innate skills on your character sheet. I mean, you can if you want to but why waste that skill spot? Use it for something useful, like typing properly.

You can list anything you want for your mundane skill. You can only have up to 7 mundane skills and no more, unless you get your hands on a hammerspace card.

Melee Magic

Melee magic is skill some characters in the world Akashik possess. Sometimes they’re even good at it. Another term for melee magic would be “super powers” but I like magic so magic it is. Some melee examples are:

  • Telekinesis
    • In the world Akashik, this includes flight unless you’re a bird because that requires at least a touch of telekinesis.
  • Telepathy
  • Foresight/Intuition
  • Shapeshifting

I can go on, but at this point I think you get it: it’s mostly psychic and supernatural power stuff.

Some specie classes have certain melee magics but lack other melee magics. Sometimes a melee magic will be innate to them, but not often. Specie information rundowns will list who can do what.

Your character may have 3 melee magic skills, and only 3. Choose wisely.

Even though your character only gets 3 melee magic skills, you may combine them to create one single attack.

  • So let’s say Taus uses her telekinesis to throw an object at a moving target. She can also use the power of foresight to predict where the target will be to make her throw more accurate.
  • That said I guess this means different melee magic skills with have different effects on your dice roll.


Cosmic magic is, well, magic. I’m talking arcane symbols, gods, demons, healing incantations, all that Hollywood stuff. Some cosmic magic examples are:

  • Healing incantations (duh)
  • Fire balls
  • Ice bolts
  • Stopping time
  • Getting up without hitting the snooze on your alarm. Not even once.

Any specie can learn cosmic magic. Akashik characters will specialize in what interests them most. Someone who likes fire magic will mostly know fire-based spells. You, on the other hand, may have a variety of spells no matter it’s affiliation. No one is judging your sick, sick desires.

Note here that in the world Akashik, there will occasionally be items that can mimic cosmic magic. A watch that can stop time would be a fine example. For that matter, they may also mimic melee magic.

Your character can start with two cosmic magic spells and only two. To get more they must learn them somehow. This can be done through game play or if you manage to get your hands on a hammerspace card.


Now we have our character sheet. Most likely you have thought up a cool backstory, collected dice (you can never have enough dice), and therefore are ready to go. Maybe you also stopped to create a cosplay costume along the way. Or had plastic surgery so you can look more like your ideal character. I’m not one to judge, but I DO want pictures.

As mentioned before, this game was designed so it could be played alone. But we highly advise you find someone to play with. Listen to us. FIND SOMEONE TO PLAY WITH! Your sanity might depend on it!

Imagine if you played by yourself all of the time! Imagine the desolate horror, the tumbleweeds drifting across your table, the sheer humiliation of always beating yourself in this game! No! For all that you hold holy and dear, find someone who wants to play this game and do it together!!!

Now you’re ready to go. Awesome. The rules are: you each take turns one by one following a series of steps. To do otherwise would be sheer chaos, and that’s for another type of game.

This brings us to another hard rule: No one overrules another person’s turn except in very very rare circumstances. You take your turn, you get to finish your turn.

So to be clear, roll 1D6 to see who goes first. Highest number goes first. On your turn, the steps are as follows:

The Steps

  1. Prepare Thyself!  The first thing you do every turn is take the option to get something from your hammerspace. So let’s say you’re facing down the ugliest ex-fling you’ve ever had but you’re standing on the field empty-handed. Time to reach into your cosmic bag and get something to defend (or attack) with.
    1. You can only get one item. If that item is part of a set (a bow and assorted arrows), the entire set is considered one item.
      1. The set must go together. You cannot claim your whip also goes with a set of handcuffs just because you need them both. Sorry, not sorry.
    2. If you do elect to get something from your hammerspace, roll 1D6. (You can choose not to get anything.)
      1. Of you roll a 1 or 2, you have a choice of two options.
        1. You may reveal your hammerspace list (kept on your character sheet) to your opponent and let them choose what you get.
      2. You may roll to see what happens using the Ooops Table. More about the Oops table will be explained further on.
  2. The Cosmic Warning! Tell the class what your character is going to do. What your character does may or may not have anything to do with what you have managed to retrieve from your hammerspace.
    1. By the way, you may not always be attacking! You may also decide you want to sweet talk your partner into robbing a bank. How often you want to bog your game down with using the steps is up to you and your fellow players. In the meantime, this explanation is going to talk as if everything in life is an attack no matter what. You’re all attacking and defending, and there is no safe space to run to – unless you win your dice roll.
    2. If you announce your plan in a stupendous, particularly Akashik way, you may get a +1 to your roll so long as everyone agrees that your declaration was indeed amazing or some other description.
    3. If you manage to monologue it for more than five sentences *and* your audience doesn’t fall asleep/protest/stop you with fire, you get +2 points. You must make your announcement before you roll.
  3. Roll them bones (find your action total).  Roll 1D6. Add the number from your roll to the number from the applicable skill on your character sheet. This is your action total, a very important number. (no cheating, because its never fun when you cheat)
    1. Let’s say Taus is attacking a squirrel with a machete. I roll a 3. An attack uses strength, so I add 3 to Taus’s strength which is 9. My total is 12, i think the squirrel is in trouble. (What rolls go where will be explained further on..) Add your dice roll to your strength. That is your total.
    2. Okay you’ve rolled. You’ve mathed ™. Loudly proclaim how wonderful you are and what you got.
      1. No shouting in the house.
      2. No shouting in Klingon (or any language), unless everyone there speaks it fluently.
      3. No swearing in sign language to sound more polite, either.
  4. Countermove. If you are attacking, serenading, or really doing anything at all to another character of any type, the other player must now roll to see if they manage to defend or play along with your scheme.
    1. Your opponent or love interest (or both if you’re into that) does math just like you did, but using their own character’s stats plus the number they rolled.
    2. They loudly proclaim how wonderful they are and what they rolled. 
      1. They are not allowed to monologue at this point. Monologuing is a privilege reserved only for the beginning of whomever’s turn it is.
  5. Success! Whoever has the highest action total wins. The winner then gets to proclaim how much more wonderful they are than their opponent and/or love interest.
    1. But let’s say you rolled a one; the dreaded “naga eye”.
      1. A lot of us know what a critical hit is: when you roll a 20 on a 20-sided dice. (This is also known as a natural 20). Well, this game doesn’t give a mikucut (pronounced mee-kuh-chut) about things like that. It does, however, care a lot when you roll a 1.
      2. This is what we affectionately call an “oops” roll. As in “Oops, sorry, my bad!” because things can go weird.
        1. Refer to the Oops Table to see what happens next. (The Oops Table is provided further down this page.)
        2. If you used cosmic magic, you must also roll to see if you stunned yourself.
          1. Roll one D6. If you roll a 5 or 6, you have stunned yourself. Congratulations. Now you must roll for the Oops Table, see those actions carry out, and roll at the beginning of every turn to see if you have managed to become unstunned. More on being stunned (briefly) a few sentences further on.
        3. Oops are any creative fumble style effect. Oops is rarely good for the person who failed. If the fight involves group(s) then Oops can not benefit the group of the person who fumbled. Oops can kill everyone in the area. It’s up to you, the player, to tell the story of how you all died creatively..
    2. If the roll is a tie then each player rolls 1D6. The highest number wins the tie.
      1. If you get two subsequent ties, refer to the Oops Table using the rolled number.
  6. Now roll your damage if you struck home! I say if, because there might be times you might play out a melee/battle action to figure out something else, like who eats the deviled eggs or who climbs to the top of a hill first. So with that said, if you were in a fight to harm someone now is the time to roll for damage.
    1. Roll a single D6. Subtract the rolled number from your target’s current hit points.
    2. If you hit your opponent using a successful magic spell or anything that falls into that category (categories supplied in the next section), you also roll to see if you stunned them. Because magic stings.
      1. Roll your d6. If you roll a 5 or 6, you have successfully stunned your target. Note: if your magic’s aim was to stun this step is not necessary as your target is already stunned.
      1. Stunned players must roll every time it is their turn to see if they stop being stunned. If they remain stunned, their turn is forfeit.
        1. This pretty much means that they’re standing in the middle of the battle, drooling on themselves while all the action continues around them. It probably looks very silly.
        2. To become unstunned, player rolls. If they roll a 4 or above, their stunning state is over and they can continue with their turn as normal.
    3. Obviously, if your target reaches 0 they die. Or go into a coma. Whatever. They’re out of the game.
      1. The Akashik universe doesn’t have resurrect. In fact I feel the need to point out that in the future if we ever have a dead character brought back to life, it’s because they weren’t dead. Their hit points were, in fact, a 1.
        1. 1 isn’t dead. At 1 hit point, they may still feel happy and want to go for a walk.
        2. Well okay there’s also a special circumstance that allows a character to find a new body, but that would be up to you, your play, and how much you want to roll a new character sheet.

What Stat to Use and When

As explained badly before, when attacking or defending there are actions you will choose to take. (Not taking in action is still choosing to do the action of not taking any action.) Doing this will usually lead you to step two in the turn steps: Roll them Bones.

Once you have rolled, you take the number and add that to the right stat to get your action total. Easy peasy, right?

You figure out which stat to add in by looking at what action you have taken.

Going back to the example with Taus and her machete, I explained that to get her action total I would add the roll of the dice to her strength stat. I chose strength because attacking with a machete is basically the use of physical force. If Taus used a magic spell, the stat to use would have been intelligence. Dance would require dexterity. Etc.

But what if I use a magical hammer while dancing to the samba?

Ha, you think you’re going to trip me up with your crazy mental dance but no. No… logic comes into play here. Sure you’re dancing. Sure there’s magic involved. But the crux of the entire attack is swinging that hammer, which requires strength. So strength wins this round.

Now for the next rule: You can only choose one stat to add to your dice roll. Choose logically and wisely. Most importantly, choose consistently. Write it on your character sheet if you have trouble remembering.

So here is a handy dandy little list to give you an idea of what to choose:

The Amazing List of Stat Usefulness

I already explained the stats a little before, but I’m gonna go further just to be on the safe side here.

Strength: You use strength for anything that requires mostly elbow grease, like attacking a squirrel with a machete. Other actions could be heavy sword fighting, pushing a boulder, kicking your ex in the face, pulling the chapel bell while screaming, “SANCTUARY!”, destroying a sand castle, and installing a refrigerator.

Dexterity: You use dexterity for anything that requires a bit of practiced skill or is not necessarily an attack, like catching the squirrel that’s attacking you with a machete. This can include karate, swimming, bear fishing, using a trebuchet, firing a bow or gun, walking across the floor, flight, and melee magic.

Intelligence: You use intelligence for anything that requires your brain or wits like solving a puzzle, flying a battle cruiser, and writing this rule book. You also use it for cosmic magic.

Stamina: The use of stamina would only be used if you’re trying to determine the length of time someone is doing something. For example, your character decides to run away from battle. Your attacker decides to give chase. You would roll stamina to see if one outruns the other, and pray you don’t roll an Oops because having your face get hit by the sidewalk is painful.


Alright, we have now reached the promised Oops Table. You use this table when you roll a 1 during battle. The next step after rolling a 1 is to refer to this table of possible results. To learn which result is yours, you roll your D6 again and apply the appropriate result.

The game is better if you’re creative when applying your result. Tell a story and have fun!

If you roll a….

  • 1Total chaos! Everything listed in this table happens. Other players have the option to roll using their dexterity per table action to see what they can manage to avoid.
    • How to roll dexterity against total chaos:
      • First roll 4D6. This is Dexterity’s action total for the entire list. You only have to roll it once.
      • Now roll 1D6 and add your dexterity stat. This is your action total. You do this for each Oops Table action you are trying to avoid.
      • Highest action total wins.
  • 2Your weapon breaks. Yes this can include body parts. Once something is broken you can’t use it anymore until you get it fixed.
  • 3Random explosions! Something, and we’re not sure what, in the area has decided it can’t take it anymore and has popped off. Everyone takes damage; roll 1D6.
  • 4- Epic mistake! Either you accidentally grabbed a rubber chicken from your hammerspace while reaching for your switch blade, or you dropped your weapon on your big toe. Maybe you shot yourself in the leg.
    • If you were using an item, that item is now dropped to the ground and is a battlefield hazard until someone picks it up. Everyone has to start their turn by rolling to see if they are stunned until the offending object is gone.
      • To pick something up (or destroy it, or whatever) is to use your action in your turn. Which means you have to choose: attack the squirrel or pick up the rubber chicken?
    • If you were not using an item, you roll for damage.
  • 5Stunned! You’re so shocked by what happened you can’t move while you process this. Keep rolling 1D6 to see if you get out of it when it’s time to do so, as per the play steps.
  • 6- Lucky! The great deities of the Oops Table have taken pity on you and given you a free pass. Or maybe they’re too lazy to deal with you right now. Nothing happens.


There are a lot of species in the world Akashik, even if only a few will be given spotlights in the comic (for now). They each will have their own ups and downs that play a large part character creation. On this website we will only be showing basic information about two of those races needed for character building. The Hammerspace forum and voting incentives for the comic will sometimes show more information about a particular race just for fun.

Calculating Age Through Hitpoints

As mentioned before, your character’s age is used to determine your hitpoints.

Different creatures age differently. This is a fact. For the sake of keeping it simple, each creature’s age calculation is measured against a human’s age rate. For example, it’s a common belief that a dog ages 7 years for every 1 year a human ages. And apparently a tortoise ages 1 year for every 3 years a human lives.

To calculate hitpoints for your dog, you choose your dog’s age in human years (let’s say your dog is the equivalent of 21 years old). Now roll your dice, add that to 21, and you have your hit points. Then, divide 21 by 7 – the dog’s aging speed – and voila. Your dog has been alive for 3 years.

Likewise if you need to calculate your hitpoints for a tortoise (preferably not a particular tortoise swimming through space with a world on it’s back), you figure your tortoise’s age first. Let’s say he’s 50 in human years. Roll your dice, get your hitpoint total, and then – because he ages slower than a human by 3 years – multiply 50 by 3 to get his true age of 150 years. He’s been around a little while.

In each character run down, the age rate will be displayed like this: “multiply by 3” or “divide by 7”. To shorten it, the chart or rundown may even read, “*3” or “/7”.

Specie Stats

Some creatures may have an advantage or disadvantage over humans. Humans can also have an advantage or disadvantage, though. In the specie rundowns, it will simply say something like “+1 dexterity”. If this is the case, your character will automatically get to add an extra point to their dexterity stat after rolling your dice.

Winning, right? Well sure. That is until the specie you’ve chosen has “-1 dexterity” or worse, “-2 intelligence”.

Two Species for Your Playful Pleasure


Humans are sort of the underdog in the world Akashik. They are looked down upon by many of the other species, viewed as inferior or even outdated machinery. Legend has it they were created to be a slave race. Maybe so, because a human being’s unique DNA has a way of bonding with other species across the entire universe. If you meet a hybrid, they are guaranteed to be part human.

Humans are earthy folk. Their hair and skin colors-which can be platinum blonde, blonde, brown, dark brown, red, and (rarely) black-almost always have a brown tint somewhere even if very faint. Their eye colors can be shades of blue, green, hazel, brown and black.

If their teeth are black, they need to see a dentist.

When creating a hybrid character, their human side wins in all things age and stat. (How you tell their story in your personal fantasies is another matter.)

  • Age rate: 1 to 1. Multiply or divide by 1 if you absolutely must have complications in your life.
  • Innate skills: walking, basic toddler building blocks, climbing
  • Melee magic:
    • Astral projection – Casting one’s mind (or even soul as a type of ghost) out of their physical body to go places and see things. (+1 Intelligence roll, -1 to any attack roll)
      • This skill is also tied to remote viewing, the ability to psychically see events happening in another space or time.
    • Healing (Roll 1D6. If you roll a 1 or 6, add +1 to hitpoints)
    • Telekinesis or Levitation – able to move objects using the power of your mind. This includes yourself. (+1 to dexterity roll)
    • Empathy – Sense what another person is feeling (+1 to Intelligence roll)
    • Mediumship or channeling – Talk with spirits and ghosts. (+1 intelligence roll)
    • Precognition or premonition – Able to see or sense future events. This can also be called an intuition.
      • To successfully see the future, roll 1D6. You roll a 5 or 6. If you roll lower, you only get a bad or good feeling about something.
    • Psychometry or psychoscopy – Able to read an object’s history (and former holder’s history if it happened WHILE they were holding it) by touching it.
      • This is a good way to gain knowledge, especially cosmic knowledge.
      • To succeed, roll a 5 or 6.
    • Telepathy – Able to hear other people’s thoughts and transmit your own into their mind, if they can hear you. (+1 to Intelligence roll)
    • Grounding (+1 to Strength roll)


Currently the Annanagi are the master race: the supreme rulers of the universe. An Annanagi character is most likely going to be a citizen of The Annanagi Empire, which has spread it’s wings to include just about anywhere that has useful resources like gold and habitable worlds. Some species have gone entirely extinct because of Annanagi conquest.

Some Annanagi believe it’s their race that created humans and will keep a few as slaves or even pets.

Their appearance is colorful in some way but not as much as some species out there. Their hair can have a gradient tone to it: There is no limit to the colors a child can be born with. (Although if a child has brown hair, it will still have some color with it like, for example, pink.) Their ears are pointed.

Once an Annanagi reaches full maturity (human age 40 or so) they stop “aging”. As a race they also cured “old-age” as a fatal disease, but they keep that innovation to themselves. An Annanagi can live forever, providing someone doesn’t beat them to death with a banana hammerspace card.

Despite that, you’d be surprised how many Annanagi could win the Darwin award.

They don’t have many children. It’s rare for an Annanagi couple’s marriage to be approved past having 2 children, providing their very union was approved in the first place.

Some Annanagi have wings, but this is through synthetic manipulation. Civilians do not normally have wings. Winged Annanagi must be able to use telekinesis to fly.

  • Age rate: Multiply by 3
  • Innate skills: walking, basic toddler building blocks, climbing, being a bitch
  • Melee magic:
    • Apportation – Transportation of objects from place to place. This can also be applied to oneself. (+1 dexterity roll)
    • Healing (Roll 1D6. If you roll a 1 or 6, add +1 to hit points.)
    • Telekinesis or Levitation – able to move things, including yourself, with the power of your mind. (+1 to dexterity roll)
    • Mediumship or channeling – Talk with spirits and ghosts. (+1 intelligence roll)
    • Empathy – Sense what another person is feeling (+1 to Intelligence roll)
    • Telepathy – Able to hear other people’s thoughts and transmit your own into their mind, if they can hear you. (+1 to Intelligence roll)
    • Grounding (+1 to Strength roll)


Here is a list of some cosmic magic suggestions. For the most part, cosmic magic is a personal thing for you to make up yourself or get by reading the world Akashik’s stories and using spells mentioned there. You can also get your hands on a hammerspace card.

There is a very important rule to making your own cosmic magic. A cosmic magic spell is always limited. It can only do one thing. One. That’s it. Why? Because NO GODMODING ALLOWED! Of course.

  • Divination: Perceive some knowledge. This can be about the future, the past, or the present.
  • Fire! – Because no magic list is complete without the ability to throw spontaneous fireballs at someone.
  • Ice! – Because no magic list is complete without being able to throw ice or fill that wine bucket while relaxing in the motel.
  • Levitation – Characters that did not get levitation as a melee skill can learn a cosmic skill to compensate.
  • Stun – in case you want to really surprise someone. Or basically, stop them from attacking you momentarily.
  • Healing – A healing spell can restore hitpoints, depending on what the dice have rolled. Usually it’s +1.


I mentioned this a lot, but I’ll dedicate a section to it anyway. A way to give your character skills, bonuses, and other additions past the rules set in this playbook is through things like card extras. These are known as hammerspace cards.

Card extras was invented for the game to appease the gaming guru’s sense of over-complication. You don’t need them to play.

Hammerspace cards will depict a weapon, extra skill, or (most importantly) a new comic magic spell among other things.

So long as you have one of these cards to go with your character sheet, they can be considered part of your character’s makeup. They also go beyond your character’s limits.

So say you get your mittens on a telekinesis hammerspace card, but your character’s melee magic stats are full of other things. You couldn’t add telekinesis to your melee list before, but now that you have the card, your character also can have this skill. Even if they come from a race that doesn’t naturally have it.

Which brings me to another hard rule: Once you have used a hammerspace card, it cannot be played again.

So let’s say you threw your red stapler at the squirrel as a projectile weapon (for dexterity). Now your stapler is gone and unless you pick it up again or it magically came back to you, you cannot use it again.

Likewise, if you use a fireball hammerspace card, you cannot cast that spell again unless you have another fireball hammerspace card.

On the bright side, your hammerspace deck has no size limit. You can have as many cards as you want in it.


And that’s it! We hope you enjoy the game. This thing got way more complicated than I wanted it to be, but I have my reasons. There may come a day in the future I’ll find a way to make it simpler. Anyway. Comment in the Hammerspace (portal is on the front page) if you have feedback or just want to tell us what a good time you had.., And play on!

Download a sample character sheet below!