<div align="center"><span class="bbc_size" style="font-size: 24pt;"><span class="bbc_font" style="font-family: impact;"><strong>Isekai! Marked by the Dragons in Another World!</strong></span></span><br/><br/>(https://i.imgur.com/gCrxorc.jpg?1)</div><br/>Thirteen moons. Thirteen worlds. Thirteen dragonmarks. The Law of Thirteen was a seemingly inherent natural law among the people of Eberron, just as part of the world as the dragonshards which power machinery or the passage of day and night. But there are always exceptions. The House of Vol, bearers of the Mark of Death, were destroyed by the other Houses which dominate the continent of Khorvaire. Dal Quor and Xoriat, whose realms of dreams and madness plagued mortalkind, were sent off course by mages of old, seemingly never to menace civilization again.<br/><br/>But once again it is time for Eberron to experience a planar convergence. This time it is with a realm that could not be more unlike it: Earth, a world where only humans are the sole sapient beings (and arguably dolphins, whales, and gorillas who can speak sign language). A world where magic does not exist, forcing people to rely upon chemistry and physics to work their will upon the world. Momogawa Yukiko, a Japanese high school student with bright prospects for her future, meets an unceremonious end as a victim of vehicular manslaughter. But instead of passing on to an afterlife, she materializes with her original body and memories intact in a new world as part of a pact with a self-defined god. Her only real advantage, besides the interpersonal skills harnessed as a Student Council member, is a strange tattoo on the pubic region of her body brimming with arcane power.<br/><br/>But a dragonmark, especially an "aberrant" one, does not open doors. Nor do minor magical talents in an industrialized world where even farmers use minor charms to placate livestock. To survive and hopefully thrive, she must turn to the oldest profession of both worlds, if only for a time.<br/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: courier;">Table of Chapters</span></span><br/><br/>Down and Out in the City of Towers (https://elliquiy.com/forums/index.php?topic=311536.msg15106803#msg15106803)<br/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: courier;">Major Characters, PC and DMPCs</span></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Protagonist Stats</div><div class="spoiler_body">(https://i.imgur.com/L1t6Uxj.png) (https://i.imgur.com/FBA9sNt.jpg)<br/><em><strong>Momogawa Yukiko</strong></em><br/><br/><strong>Class/Level:</strong>  Bard 3 (College of Valor)<br/><strong>Race:</strong>  Human (Variant)<br/><strong>Background:</strong>  Student From Another World<br/><strong>Alignment:</strong>  Lawful Good<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><strong>Str:</strong>  8; <strong>Dex:</strong> 14; <strong>Con:</strong> 15; <strong>Int</strong>: 12; <strong>Wis:</strong> 10; <strong>Cha:</strong> 16<br/><br/><strong><span class="bbc_u">Stats</span></strong><br/><strong>Armor Class:</strong>  14<br/><strong>Initiative:</strong>  +2<br/><strong>Speed:</strong>  30'<br/><strong>Passive Perception:</strong>  10<br/><strong>Hit Point Maximum:</strong>  10 (+2 Levels)<br/><strong>Recovery Dice:</strong>  1d8<br/><strong>Proficiency Bonus:</strong>  +2<br/><br/><span class="bbc_u"><strong>Saves</strong></span><br/><strong>Str:</strong> -1; <strong>Dex:</strong> +4; <strong>Con:</strong> +2; <strong>Int</strong>: +1; <strong>Wis:</strong> +0; <strong>Cha:</strong> +5<br/><br/><strong>Proficiencies:</strong> Acrobatics, Deception, Insight, Investigation, Performance, Persuasion<br/><strong>Acrobatics (Dex)</strong>: +4 <strong>Animal Handling (Wis)</strong>: +1 <strong>Arcana (Int)</strong>: +2 <strong>Athletics (Str)</strong>: +1 <strong>Deception (Cha)</strong>: +5 <strong>History (Int)</strong>: +2 <strong>Insight (Wis)*</strong>: +4 <strong>Intimidation (Cha)</strong>: +3 <strong>Investigation (Int)*</strong>: +5 <strong>Medicine (Wis)</strong>: +1 <strong>Nature (Int)</strong>: +2 <strong>Perception (Wis)</strong>: +1 <strong>Performance (Cha)</strong>: +5 <strong>Persuasion (Cha)</strong>: +5 <strong>Religion (Int)</strong>: +2 <strong>Sleight of Hand (Dex)</strong>: +3 <strong>Stealth (Dex)</strong>: +3 <strong>Survival (Wis)</strong>: +1<br/><br/>* = Double Proficiency Bonus from Expertise<br/><br/><strong>Equipment Proficiencies:</strong>  Light Armor, Medium Armor, Simple Weapons, Martial Weapons, Shields, Violin, Piano, Musical Ocarina, Gaming Set (Dice)<br/><br/><strong>Languages:</strong>  Common, Celestial<br/><br/><span class="bbc_u"><strong>Features &amp; Traits</strong></span><br/><strong>Feats</strong><br/>  - <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Blade Mastery</div><div class="spoiler_body"><strong>You master the short sword, long sword, scimitar, rapier, and greatsword.  You gain the following benefits when using any of them.</strong><br/>  - You gain a +1 bonus to attack rolls you make with the weapon.<br/>  - On your turn, you can use your Reaction to assume a parrying stance, provided you have the weapon in hand.  Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.<br/>  - When you make an Opportunity Attack with the weapon, you have Advantage on the Attack Roll.</div></div><br/><br/><strong>Background: Ordinary High School Student</strong><br/>  -<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A Most Curious Foreigner</div><div class="spoiler_body">You are quite genre-savvy.  Your education in the 21rst-century first world makes you a veritable sage.  You may not know about crop rotations, but knowledge in things like geometry and literature can let you pass as a woman of fine learning.  You can gain free room and board in some inns and camps if you can apply your skills to helping out the staff or entertaining patrons.</div></div><br/><strong>Trademark OP Isekai Protagonist Feature</strong><br/>You gain one Dragonmark feat (Aberrant Mark in this case) as a bonus feat. At 8th level you gain the Greater (Aberrant) Dragonmark feat as a bonus feat, and at 12th level the Siberys (Khyber) Dragonmark feat as a bonus feat. Greater Aberrant Dragonmark, Khyber, and Siberys Dragonmark feats can be found in Morgrave Miscellany on the Dungeon Master’s Guild. (https://www.dmsguild.com/product/270012/Morgrave-Miscellany)<br/><br/><strong>Human (Variant)</strong><br/>  - <strong>Skills</strong>: You gain Proficiency in one Skill of your choice<br/>  - <strong>Feat</strong>: You gain one Feat of your choice (Blade Mastery)<br/><br/><strong>Bard (College of Valor)</strong><br/>  - <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bardic Inspiration</div><div class="spoiler_body">You can inspire others with stirring words or music.  You may use a Bonus Action to grant a Bardic Inspiration die to one creature within 60 feet.  This die is a d6. [...]<br/><br/>A creature with a Bardic Inspiration die can expend it to roll the die and add the result to any one ability check, attack roll, or saving throw it makes.  The creature may use this before or after teh d20 is rolled, but only before the DM announces whether the roll was a success or failure.  A creature may only have one Bardic Inspiration die at a time.<br/><br/>This ability may be used a number of time equal to your Charisma Mod (3).  You regain expended uses when you finish a long rest.</div></div><br/>  - <strong>Jack of All Trades:</strong>  Add 1/2 Profiency Bonus to any untrained Ability Check.<br/>  - <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Song of Rest</div><div class="spoiler_body">  Use music to revitalize wounded allies during a Short Rest.  When you or any friendly creatures who can hear your performance regain hit point at the end of a Short Rest, the regain an extra 1d6 hit points.</div></div><br/>  - <strong>Expertise:</strong>  Your proficiency bonus is doubled for two skills that you are trained in.<br/>  - <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Inspiration</div><div class="spoiler_body">You learn to inspire others in battle.  A creature that has a Bardic Inspiration die from you can roll that die and add the number to a weapon damage roll it just made.  Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.</div></div><br/><br/><strong><span class="bbc_u">Attacks</span></strong><br/><strong>Rapier:</strong> +5 to Hit; 1d8+2 Dmg<br/><strong>Dagger:</strong> +4 to Hit; 1d4+2 Dmg<br/><strong>Unarmed:</strong> +1 to Hit; 0 Dmg<br/><br/><strong><span class="bbc_u">Equipment</span></strong><br/>Rapier<br/>Diplomat's Pack<br/>Violin<br/>Leather Armor and a Dagger<br/>Gaming Set (Dice)<br/>Schoolgirl Outfit<br/>Backpack<br/>Smartphone<br/>Wallet<br/><br/><strong>Currency:</strong>  Coins valued at 15gp<br/><br/><strong><span class="bbc_u">Spells</span></strong><br/><strong>Slots:</strong>  <em>1rst Level:</em> [ ] [ ] [ ] [ ]; <em>Second Level:</em> [ ] [ ]<br/><br/><strong>Cantrips:</strong>  Light, Minor Illusion, [Dragonmark TBD]<br/><strong>Level 1 Spells Known:</strong>  Bane, Detect Magic, Identify, Unseen Servant, [Dragonmark TBD]<br/><strong>Level 2 Spells Known:</strong>  Invisibility<br/><br/><strong><span class="bbc_u">Characteristics</span></strong><br/><strong>Personality:</strong>  I believe anything worth doing is worth doing right.  I can't help it - I'm a perfectionist.<br/><strong>Ideal:</strong>  Aspiration.  No matter what world, the Momogawa name must rise to the top!<br/><strong>Bond:</strong>  The Spellbound Siren took me in when I had nothing.<br/><strong>Flaw:</strong>  I never forgive a personal slight, and will take any opportunity to correct the balance.</div></div><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: courier;">Major Characters, Supporting Cast</span></span><br/><br/>TBD<br/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: courier;">Setting Details</span></span><br/><br/>TBD<br/><br/><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: courier;">New Rules, Equipment, Miscellany</span></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stunt System</div><div class="spoiler_body">For small parties and 1 on 1 games, I often incorporate a <strong>Stunt System.</strong> Although I only tested it out in Pathfinder, the same principle should apply to various editions of Dungeons &amp; Dragons. Basically it grants a PC an additional action they can perform on top of the normal ones afforded to them in a regular combat round. The stunts vary between damage-boosters, imposition of negative effects on the enemies, and so on and so forth. They are typically triggered if the PC succeeds on a certain task or is congruent based on the fighting environment, and cannot be used twice in a row. This helps ensure that combat feels cinematic and chaotic instead of boiling things down to "I multiattack/I cast my best spell" all the time. The weakness of the Stunt System is that its set-up is reliant upon DM Fiat, but a good standard should be:<br/><br/>Automatic/Easy Task: DC is such that a PC competent in the field almost guaranteed a success.<br/>Medium Task: the DC is such that a PC competent in the field will succeed more than half the time.<br/>Hard Task: the DC is such that a PC competent in the field will succeed about a quarter of the time.<br/><br/>Automatic/Easy Task: Deal no damage but impose a minor condition or effect which is either easy to get rid of or hinders an enemy rather than taking them out of the fight.<br/>Automatic/Easy: Maneuver in such a way that you grant light cover/get an opportunity attack against an enemy attacking a target other than yourself.<br/>Medium Task: Deal bonus damage against a target congruent with the existing capabilities of PC spells and special moves at the story's experience level.<br/>Medium Task: Deal bonus damage or a minor condition against a small group of targets slightly lower than the existing capabilities of PC spells and special moves at the story's experience level.<br/>Hard Task: Negate a single incoming attack against yourself or a nearby ally.<br/>Hard Task: Impose a condition or effect which will effectively remove a target from combat for at least 1 round. Can be Easy if the target in question is meant to be a mook or red shirt.<br/>Hard Task: Deal bonus damage great enough to be equivalent to a critical hit from a PC's capabilities at said level.<br/><br/>You can see examples of how I used the Stunt System in  this post, (https://elliquiy.com/forums/index.php?topic=212388.msg10476241#msg10476241)  this post, (https://elliquiy.com/forums/index.php?topic=208691.msg10252324#msg10252324)  this post (near the bottom), (https://elliquiy.com/forums/index.php?topic=208691.msg10900763#msg10900763) and  this post. (https://elliquiy.com/forums/index.php?topic=247572.msg12338238#msg12338238)</div></div>