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Campaign Toolkit

Grumps totally original game system.

Four systems that talk to each other. Species built here become the carriers your equipment is sized for and the natives of the worlds you roll; the campaign tech level below governs what any of them can build.

Race Point Ledger · v6

Grumps totally original xenotype system.

Assemble a custom species from priced biological aspects. The instrument tracks your Race Point (RP) budget live and enforces the build rules as you go — spend points on advantages, refund them with real drawbacks.

How the budget works

Every player species is built on 12 RP. Advantages cost points; drawbacks refund them.

  • Reading the numbers: values assume a flat-modifier system (each point = +1, like your stats) and a 30 ft base move. Speeds and sense ranges are in ft, armor is flat damage reduction, and damage handling is ×½ (Resist) / ×0 (Immune) / ×2 (Vulnerable). Retune freely for your table.
  • Refunds are unlimited. There's no cap — the more you give up, the more exotic power you can afford. Aspect count is uncapped too; only net RP is limited.
  • Resilience escalates. One resistance costs 2 and one immunity costs 4, but they get dearer the more you own. Order everything you have taken from dearest to cheapest: the first costs face value, the second double, the third triple, and so on. One resistance and one immunity together is 4 + (2×2) = 8. Three immunities is 24. A body that shrugs off everything is not something you can buy at any price worth paying. Conditions are narrower and join the same ladder at 1 and 3, and anything your temperature band grants is free and sits outside the reckoning entirely. Vulnerabilities are refunds: they pay flat, always, and never escalate.
  • Size multiplies health. Each size above Medium adds another half of normal — Large ×1.5, Huge ×2, Gargantuan ×2.5, Colossal ×3. Below Medium each step keeps three quarters of the one above: Small ×0.75, Tiny ×0.56, Minuscule ×0.42. It multiplies whatever your health rules produce rather than replacing them.
  • Size sets a free floor for Strength and Constitution. Each size starts those two at a value that costs nothing — 10 and 10 for Medium, 15 and 14 for Colossal, 2 and 6 for Minuscule. You pay only for what you buy above the floor and are refunded only for dropping below it, so a small body no longer gets paid twice for a weakness its own size already imposed. Both are capped by size as well.
  • Stats below 5 hit diminishing returns. Those points refund only 2, then 1 RP each — dumping a stat to the floor stops paying.
  • Heat & Cold lock to your Temperature band. Pick a band and the matching resistance and opposite vulnerability fill in automatically — no double-paying.
  • Every weakness pays its full value, however many you take. There is no sliding scale and no cap — if it says −3, you get 3, and the sixteenth drawback pays exactly like the first. Lowering a stat is a separate matter with its own diminishing returns built into the attribute costs, and the two are never stacked on top of each other. A sheet piled high with misery is a conversation to have with your GM, not something the ledger quietly taxes.
  • Production is priced per product. A body that makes something useful is an asset and a target. Yield scales the way glands do — letting it run to a trace refunds 1 RP per product, industrial output costs 6 each — and what the substance actually is lives in the free descriptors, where nothing stops it being a sweet carbonated fluid.
  • Gland development is priced per utility. Letting your biological utilities wither refunds 1 RP each; doubling them costs 2 RP each; running them at ×4 costs 5 RP each. The more utilities you carry, the more each of those decisions is worth.
  • Environmental comfort escalates. Your first comfortable biome is free — that’s home. Each one after costs more (+1, +2, +3, then +4 each), because being at ease everywhere is its own kind of power.
  • Decline is priced by when it lands. A condition that arrives at 60 refunds a quarter of its value; one you already have refunds all of it. A minor late-onset condition can round to 0 — that’s the system telling you it won’t come up in play.
  • Triggered aspects cost less than always-on ones. A form you can only wear sometimes is priced below the permanent version, and an unreliable trigger refunds points on top of that. Duration scales it further — a one-round change costs half, one that holds indefinitely costs half again as much.
  • These numbers are a first draft. They’re deliberately generous — if a value feels strong at your table, change it. Healing rate, damage threshold, and the Exotic tier are the fastest dials to turn.
  • GM-gated aspects are flagged in the summary. Clear them with your table before play. Temperatures are in °F.
0 / 12 spent 0 weakness +0 remaining 12
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