The House of Holma is the branch tasked with healing. Despite what would be expected, Holma is one of the most highly criticized Houses. Naturally, their abilities are in high demand which has often made them the targets of extortion, kidnapping and bribery. Due to those realities they are secretive and mostly nomadic. Their own temples are unmarked, located in difficult to reach areas or out of sight in dark alleys. These serve as reprieves and safe houses for them. Everywhere they go they are in high demand if their GIFT is discovered. Instead, they work with the other Houses and travel to where they are needed for a few days before moving onto the next.
GM Note: Holma is intended to be a difficult House to play. If the PC’s identity is discovered they will be pursued. Sometimes the need is legitimate and sometimes it is born out of greed. The player should feel cautious any time they reveal their GIFT
Granted Power: Once per game session the character can use any talent they have without fuel or tokens.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Remove Disease: Cures all diseases affecting subject.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
In ages past, when the Harbingers made landfall at Cloudhead, they brought the GIFTS with them. Since that day, people in the solar system have discovered special abilities given to them. The GIFTS were to help the people thrive together and to fight against the evils which had implanted themselves into the solar system. People bearing similar GIFTS gathered together and formed what now are referred to as Houses. These Houses are not geographical distinctions, but rather talent distinctions. There are 12 Great Houses representing the most prominent GIFTS. There are unrepresented GIFTS, but they are exceedingly rare.
The Houses function like churches. The Houses are most like religious organizations and all share the same faith but pursue the tenets through the GIFTS they have. There are different sects within each House but they largely share the same principles and work towards the same goals. Read more
Why another D20 based system? I had developed a game world over several incarnations over several years I called Lands in the Clouds (LitS). Frustrated as I was with D20, I had trouble convincing my gaming groups to adopt other rules sets with flexible skill systems. So GRIT rules were conceived with two main thoughts in mind. The primary goal was to have a sandbox game. The second goal was avoid having a game that was completely unfamiliar to different groups of players. With these two goals in mind, I looked at the D20 OGL. I felt the combat, stat, feat and general skill set was within the needs for this system. What I wanted and needed to change is the rigid class system and forced game balance that requires odd rules or exceptions that are only there for a type of mechanical balance. I have a long background in RPGs where there essentially is no book derived game balance, but rather GM devised balance. These games allow for a fluidity and experience more focus on storytelling.
There are a few completely new concepts introduced. Spirit is a new stat and the real strength of a character in achieving tasks but not necessary. Stress is a mechanic that can enable characters to go beyond their normal limits, but at a price. Grit is the currency by which a character advances all aspects of their character and can help in heroic tasks. Seasons are the structure by which Grit is spent. In LitS, time is as important of a resource as Grit but more precious as it is impossible to make more of it, so choosing how it is spent is important.
Also of huge importance in this system are relationships and mentoring, either natural or organizational. In this sense classes still exist. Rather than a class giving structure to character skill progression, classes (or guilds/organizations) can only be joined by having the skills necessary and/or relationships. The draw to join those organizations are the training and physical resources they provide. While characters can develop new skills and abilities without instruction or assistance, it can be quite difficult and time consuming.
Though this system was developed specifically for the Lands in the Clouds setting, I believe the GRIT mechanic can be used with any setting to provide a familiar, but unique experience that provides for character growth in ways the D20 system cannot in stock format.
©RC Brooks 2009-2016
The Lands in the Clouds setting and rules will be presented as an ongoing series of articles on this site. This material is solely the property of RC Brooks. The Christian Gamers Guild does not endorse nor condemn any game system or setting. Information presented about a member’s work is for information purposes only and is not to be taken as an endorsement of that work by the Christian Gamers Guild.