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

The Random Battle Tabletop Game Mini-playbook (in progress)

So you wanna create a character, you say? It’s easy. Maybe too easy. We use a simplified strip-downed process designed to only identify the stats and items needed for combat. Actions and weapons are not always identified because they are mostly flavor and do not add a statistical benefit to the roll. (We might change this someday, while keeping it simple.)

FIRST, SOME THINGS YOU NEED TO KNOW

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

In the Akashik world most people keep gear in a personal pocket dimension, which is something like a fabricated wormhole. (The slang for them is ‘hammerspace’. ) So weapons and other gear are not limited for each character (except as a part of character creation).

There can be a problem if your character grabs the wrong thing from the hammerspace but we’ll deal with that later.

An important thing about my creation 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 roleplay inbetween fights, that’s up to you.

STEP ONE: CHARACTER CREATION

First you need a character sheet. There is a download available at the bottom of this page for you to use as a template. Patreon amd Subscribe Star members will have access to character game sheets I will be making of each character as I make them. (And yes, you can make your own for your own characters. Why not?) .

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 place 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. Race. The World Akashik has a special set of races; handling this will be one of the few complications I want.

Different species have different natural skills and attributes, of course. In the future I hope to create a list of races as they are encountered in the world, with skills and other advantages (or disadvantages). This will probably result in an entire game-play handbook but it’s too soon to get your hopes up. 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 my sheet reads: Annanagi/human. If you decide to make up an alien race, treat the stats as if you would a boring human for now. Next.

  • 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. That’s what I will put there.

  • 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, Cold/Uncaring and Introvertive/Easy Going.

This is to tell me how a character might react in any given situation. For Taus I will underline “Indifferent” because in a lot of situations 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. It’s just she 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 the puppy 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 hard rule#1: 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.

CHARACTER STATS

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

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

There will be opportunities in game play to increase those and other stats, but this is just to start out with. Also, I haven’t figured out how to handle that just yet.

Stats and Their Classifications

Different stat levels have different classifications, which means that some characters simply aren’t going to get that high number you rolled.

Each stat is used for different parts of game play, just like with just about any other game system. I’ll explain when you use what stat and/or where when we get to that part of this long-winded explanation. For now, let’s just roll up some stats and be happy.

Strength levels:

  • BABIES (1-3)
  • 90 LB. WEAKLING/CHILDREN (4-6)
  • AVERAGE JACK AND JILL(7-8)
  • STRONG (9-10)
  • SUPER STRONG (11-12)

I have the strength categories labeled 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 I have a cap if I want to roll up for a particular type of character, like a baby or a child. If I’m doing that 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.

Intelligence levels:

  • DUMBASSES (1-4)
  • UNMOTIVATED (5-8)
  • AVERAGE (9-12)
  • GENIUS (13+)

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

Darn. This means your average “Anti-Sue” can’t be smarter than a 12. Doggonit!

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

Stamina levels:

  • QUARTER HORSE (>5)
  • EVERYTHING ELSE (6-8)
  • ANNOYING JOCKS (9-12)

Stamina is your endurance: how far you can run or how long you can cook fifteen tacos before needing a break. And yes, I know there are less classifications than with the other stats. Chalk it up to my lack of imagination.

GAME PLAY

Now we have our character sheet, most likely have thought up a cool backstory, collected dice, and therefore are ready to go. Maybe we 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.

We suppose this game could be played alone, especially if you’re simply deciding a battle outcome the way K. J. has to do on occasion for Akashik. 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 yorself in this game! No! For all that you hold holy and dear, find someone who wants to play this game and do it together!!!

So you’re ready to go. Awesome. The rules are: you each take turns one by one. No one overrules another person’s turn (because we seriously hate control decks), and there is a method to the madness. What we mean is there is a series of steps you take, in order, in each turn. Because in real life, thugs don’t do that in the back alley no matter how much you yell, “Time out!”

So to be clear, roll a D6 to see who goes first. Take turns, one player by one player. Each turn has a certain order of steps to take. Here they are:

The Steps

To be followed in order, except under certain circumstances.

  1. Declare action.  Tell the class what your character is doing. 
    1. If you announce your plan in a stupendous, particularly Akashik way, you may get a +1 to your roll so long as everyone agrees.
    2. If you manage to monologue it for more than five sentences *and* your audience doesn’t fall asleep, you get +2 points. You must make your announcement before you roll.
  2. Roll them bones.  Roll a d6 (that’s a 6-sided dice, the little cube one usually with dots on it).
    1. Now 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.
      1. So let’s say you attack using brute strength. (What rolls go where will be explained in a following section.) Add your dice roll to your strength. That is your total.
        1. So basically if I attack with a machete, and I roll a 3 I would then add it to my character’s strength. Let’s say the strength is 10. So now my total is 13.
        2. Good ol’ 13. What a lucky number.
        3. It’s like, two primary numbers marching after each other. They’re even in order. 1. Then 3. Primed to be primary. Gotta love that 13.
      2. Okay you’ve rolled. You’ve mathed. Now. Loudly proclaim how wonderful you are and what you got.
      3. No shouting in the house.
      4. No shouting in Klingon (or any language), unless everyone there speaks it fluently.
      5. No swearing in sign language to sound politer, either.
  3. Countermove. If you are attacking, serenading, or really doing anything at all to another character of any type, that character’s player must now roll a dice of their own. Or they can just borrow yours. Whatever.
    1. Your opponent (or love interest, as it were) then does math just like you did, but using their 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 whomever’s turn it is.
  4. Success! Whoever has the highest action total wins. They then get to proclaim how much more wonderful they are than their opponent and/or love interest.
    1. If either player rolled the dreaded “naga eye,” (also called a “snake eye”) bad things happen.
      1. We all know what a critical hit is: when you get a natural 20. Or in this case a 6. Well, this game doesn’t give a mikucut (pronounced mee-kuh-chut) about 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 very badly.
    2. If the roll is a tie then each player rolls a d6. The highest number wins the tie.

roll for success(d6 plus applicable skill) opposed involved party rolls to contest (d6 plus applicable skill) highest total wins (if a 1 is rolled it is considered an oops) if rolls are a tie then roll stamina plus d6 as a tie breaker

3 if act is magic and successful then roll for stun as well as damage, if oops occurs roll for stun to see if you self stun.

4 damage is a d6

5 if stunned roll every turn for recovery (recovery is the only action you can perform while stunned)

6 stun and recovery is a d6, on a 4 or higher you pass, 3 and lower fails

7 if response to an action is an opposed action then repeat step 1-6 for the opposing party

Oops are any creative fumble style effect. OOPS can never be beneficial to the person who failed. If the fight involves group(S) then oops can not benefit the group of the person who fumbled.

Applicable skills

strength is for melee

intelligence is for cosmic magic

dexterity is for melee magic, special skills, and motions that are not attacks

Character sheets attached.