
Aketon, Rules for Medieval RPGs
A downloadable rpg
Aketon is a revamp of CHAINMAIL, 3rd Edition, by Gary Gygax and Jeff Perren and OD&D by Gary Gygax and Dave Arneson. It's lighter-weight, but still sturdy, so its no longer like chainmail, its more like aketon.
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This game is more of a supplement, to adapt and play out your other RPG products through this cohesive OSR game engine. Most OSR products can be easily translated into Aketon, just convert the armor over to its rough equivalent, use the applicable weapons, and give spells a partial and full success criteria. Personally, I use Knave 2e spells (INT = 12 for full successes, INT = 6 for partial), but any leveless spell system would work. Bonus points if you pre-write spell failure criteria based on the amount of will they've invested into the spell.
For monster HP, I use monster HD or some equivalent:
OD&D | HP = Total HD |
B/X | HP = Total HD |
BECMI | HP = Total HD |
AD&D | HP = Total HD |
AD&D 2e | HP = Total HD |
D&D 3e/3.5e | HP = Total HD |
D&D 4e | HP = Monster Level/2 |
D&D 5e/5.5e | HP = CR |
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If you want to use spells with spell levels, give the caster +0 to cast level one spells and -X to cast spells over level one where X = the spell's level. If you have cantrips, the cantrip has +2 to cast. Spell levels actually have origins in CHAINMAIL, I only didn't include them because I normally don't use them. Here's a table with what classes should start getting which level of spells at what level of their class:
Spell Level | Priest Level | Seer Level |
Level 1 | 4 | 1 and 3 |
Level 2 | 8 | 6 and 9 |
Level 3 | 12 | 12 and 15 |
Level 4 | 16 | 18 and 21 |
Level 5 | 20 | 24 and 27 |
Level 6 | 24 | 30 and 33 |
Level 7 | 28 | 36 and 39 |
Level 8 | 32 | 42 and 45 |
Level 9 | 36+ | 48 and 51+ |
I don't know if I'd just give the player spells of that level, but I'd definitely introduce those spells onto the random spell table they roll on when they reach those levels (created by you) and slowly pick off the lower level spells so level 42 Seers don't get stuck with a new level one spell. Especially considering Priests don't get better at spellcasting at the same rate as Seers, so those super high level spells aren't as helpful as lower level ones.
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If you're unfamiliar with range bands and the growing cross-game vocabulary used for them, here's a short table:
Close-by | Up to ~10ft |
Nearby | Up to ~30ft |
Far Away | Up to ~90ft |
Even Farther Away | Up to ~270ft |
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Included in the tri-fold PDF is:
- Four player classes: Warrior, Priest, Seer, and Thief
- Markets and henchmen
- Domain-level play
- Dynamic combat
- Exciting spellcasting
- Wilderness travel
- Dungeon delving
- A monster creation table
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Check out the game's supplements below:
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Aketon was written and laid out by Reese Surles, Art by Inked Gas
Aketon © 2025 by Reese Surles is licensed under CC BY 4.0
Updated | 13 hours ago |
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (10 total ratings) |
Author | Ward Against Evil |
Genre | Role Playing |
Tags | chainmail, dd, dnd, dungeon, Dungeon Crawler, OSR, Simple, war-game, wargame |
Download
Click download now to get access to the following files:
Development log
- 3/28/2025 - Weapon Rebalance and Treasure Hoards13 hours ago
- 3/21/2025 - Gamemaster Cyclopedia and Affinity7 days ago
- 3/7/2025 - The Adventurer Options Supplement!21 days ago
- 3/3/2025 - Character Scrolls and Supplements25 days ago
- 2/27/2025 - Magic, Costs, and Fonts29 days ago
- 2/26/2025 - A4 Scale30 days ago
- 2/26/2025 - Long Live Aketon!30 days ago
Comments
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This is super cool! I'm planning to run B4 - The Lost City for the gang with this soon.
Just a couple of things I'm unsure about:
For progression are adventurers supposed to start level 0 classles and then gain a class and it's starter bonus at lvl 1, or you start lvl 1 and then get a class with it's first level bonus and divisable by 2 bonus at lvl 2? Also I assume at level 4 an adventurer gets both lvl 2 and 4 divisable progression?I assume saves max out at 5-in-6 chance?Is fatigue intended to go away at the emd of combat or after a longer rest?
Thanks!
You can either do start at level 0, or just have them start at level 1 with their level 1 abilities, up to you (I started my most recent game out at level 1 because they were excited for their classes more than funneling)
At level 4 you get bonuses 2 and 4, another example, at level 12 you’d get bonuses 2, 3, and 4
You can go to 6-out-6
Fatigue goes away at the end of a fight
Don’t forget to check the Adventurers Options and Gamemaster Cyclopedia for some more content that might be relevant for the road ahead! Enjoy B4!
I love everything about this, except I don't understand your references to "putting Will into a spell" and how that influences a Full or Partial spell effect?
I assume this is because you are referring to some spell procedure from your game of choice? But it's not laid out anywhere in this pamphlet that I can see...I may be missing it. What is the actual procedure for the action of casting a spell, investing Will into it, etc?
The table below casting. The first TN on the table is what you need to partially cast the spell, the second TN is what you need to fully cast the spell.
The columns of the table are effected by your level. All casters get better at casting spells as they level up because they move farther to the right on this table.
The rows of the table is how much will you invest into the spell. Casters can either invest themselves Minimally, Significantly, and Totally to the casting of the spell.
As you can see, the more Will you invest the better the odds of your spell being successful. However! If you look down at “backlash”, the more you invest the more you’re risking! A spell you’ve invested all your will into that FAILS causes a total disaster! Whereas a minimally invested spell has no effect, but is not likely to succeed.
Does this help?
Not sure. Maybe.
Maybe the way it's notated is confusing me. See if I get it, now...
If an 8th Level magic-user puts "Minimal Will" or Effort into a spell, there's no danger if they fail, they will get a Partial Casting if they roll an 8 or above, and a Full Casting on a 12 or higher?
If they decide to put "Total Will" or Effort into the spell, it's easier to cast and they're more likely to manifest a Full Casting...but a failure will result in horrible consequences?
Yes. An 8th level caster putting all their will/effort into a spell has TNs of 5 for partial and 9 for full. So they’re very likely to at least partially succeed. Of course, if they roll a 2-4, there are dire consequences
It is the risk a caster must take for power
You know the game design is good, when a dagger is not totally worthless. Awesome game!
Fantastic system, thank you for making it.
Very cool, I'm impressed! Thank you for making it.
I would suggest a change of font for the vertical subtitles: it's quite hard to read as is (on the screen, at least). It works when read horizontally, though.
Changed, thank you for your feedback
Great!
Very nicely done! Thank you for making this! :)
good