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#13567199 Dec 13, 2017 at 06:17 PM · Edited 7 months ago
Nor'Serrar
11 Posts
This thread's purpose is to explain the various systems that we use within the guild for events. Roll systems, hit points, attributes - Everything is outlined here.

This is a lot of new stuff to learn and remember, please don’t hesitate to contact an Officer/GM with questions about the system and feel free to refer back to this thread as often as you need.

To other guilds or DMs looking to use this system: You are more than welcome to, so long as, you give us some credit or at least don't try to pass this off as your own. We've worked very hard to build this system from scratch, please recognize that.

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HP tracking for both yourself and enemies can be found HERE.
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Outline

PvE (Against NPC enemies or mind-controlled PCs)
PvP (Duels or fights against other players)
Hit Points
Character Attributes (Or "perks")
Class Kits
Additional Mechanics
Status Effects
Magical Relics and Loot
Favored Enemies


Posting

To make it easier on the DMs hosting the D20 events, there needs to be a notation at the end of your emotes. If you deal damage, you will list the damage you dealt and to what target (-1 X). Healing an ally is (+1 <target>). Damage to yourself is (-1 <Your name>). Shields are (+1 Shield <target name>)

EXAMPLES:
Velasandra reached to the sky, praying softly as the Light of Elune gathered around her form. With a swift move of her hand, the light energy streamed toward the Satyr, blazing like golden fire. (-1 Satyr)

Spectreana whispered a gentle prayer to the Goddess as she began to glow with the power of Elune. The golden light streamed quickly toward Mythrei'dan, washing over her body and quickly seeping into her wounds to mend her damaged flesh. (+1 to Mythrei'dan)
#13567200 Dec 13, 2017 at 06:18 PM · Edited 1 year ago
Nor'Serrar
11 Posts
PvE (Against NPC enemies or mind-controlled PCs)
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Non-Combat Rolls - D20
Perception checks, sneak checks, etc.

1-9 - Fail
No information is gained, or the mechanic's activation fails or backfires.

10-20 - Success
The check or mechanic succeeds. See individual mechanic descriptions for their specific roll tables.


Combat Rolls - D20
You may be given roll penalties or bonuses by the DM on the fly depending on the current situation (Ex: +2 to all rolls, -3 to Vela's roll, etc.).

1-3 - Critical damage
You are majorly injured or your heal fails. This is critical damage done to you and does 2 damage to your character's health. Damage only occurs if there are ranged enemies, or if you are within melee range of a melee enemy. If there are no ranged enemies present and you are out of range, you do not take damage.

4-7 - Minor damage
You get hurt but not horribly. This does 1 damage to your character's health. Damage only occurs if there are ranged enemies, or if you are within melee range of a melee enemy. If there are no ranged enemies present and you are out of range, you do not take damage.

8-9 - Avoid damage, but deal none
You may do minor healing, 1 point of healing to a single person. If on the offense, you perform an evasive maneuver, dodging or parrying any blows made towards you. Hope you're feeling lucky, punk.

10-14 - Successful Hit
You hit successfully, either dealing 1 point of healing or 1 point of damage. If you're fighting a large group of mobs you may kill one target. This, of course is up to the DM to explain.

15-18 - Hard Hit
You hit your target hard, either dealing 2 points of healing or 2 points of damage. If you're fighting a large group of mobs, you may kill one target. This, of course is up to the DM to explain.

19-20 - Critical Hit
You do major damage (3 points) to your target or instantly kill it depending on the situation. You may also critically heal, doing 3 points of healing to a target or 1 point of healing to 3 targets.

If, through buffs or perks, you manage to roll over a 20, you will deal more damage. For each 2 you get over 20, you will do 1 point more of damage for a maximum of 5 extra damage dealt.

21-22 = 4 total dmg dealt
23-24 = 5 total dmg dealt
#13567201 Dec 13, 2017 at 06:19 PM · Edited 10 months ago
Nor'Serrar
11 Posts
PvP (Duels or fights against other players)
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The PvP roll system is vastly different than the ones we commonly use in events, though still retains the fact that it's simple in design.

This system is commonly referred to as the 'crits and counters' system.

For the PvP system, both players will roll to see who attacks first.

Tahlavin rolls 13 (1-20)
Lucilen rolls 17 (1-20)


In this case, because Lucilen rolled higher, she would strike first. At this point Lucilen would emote an attack attempt.

Lucilen unsheathes her swords, lunging towards Tahlavin in an attempt to cross-strike his chest and legs.

And both players would roll once more.

Tahlavin rolls 11 (1-20)
Lucilen rolls 4 (1-20)


Since Tahlavin rolled higher, he would dodge the attack and make an attempt of his own. So on and so forth. It's recommended to include both a response to the previous roll and an attack attempt in your emote, to avoid having to emote twice.

Tahlavin dodged the blows, sidestepping to avoid the sword strike. The Outrunner drew his daggers and, in retaliation, sent a quick strike towards the weak spot in Lucilen's armor.

Roll again.

Tahlavin rolls 20 (1-20)
Lucilen rolls 9 (1-20)

Because Tahlavin's roll was more than 10 points higher than Lucilen's roll, he does critical damage, dealing two points to Lucilen.

Chart:
If your attack roll is higher than their defense roll, you hit, and deal 1 damage.

If your attack roll is ten or more points higher than their defense roll, you critically hit, and deal 2 damage.

If your defense roll is higher than their attack roll, you dodge.

If your defense roll is more than ten or more points higher than their attack roll, you dodge and land a guaranteed counter attack that deals 1 damage.
#13567204 Dec 13, 2017 at 06:20 PM · Edited over 1 year ago
Nor'Serrar
11 Posts
Hit Points
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Everyone starts with a baseline of 10 HP, further hit points are based on your rank in the guild. You receive 2 more HP every time you rank up. The table is as follows:

Dieb'Serrar / Guest - 10 HP
Kal'Serrar - 12 HP
Shal'Serrar - 14 HP
Surfal'Serrar - 16 HP
Shan'Serrar / Shan're - 18 HP
Nor'Serrar - 20 HP

HP for PvP duels is usually set to 3 or 5, no matter your rank. Ask your partner what you want the HP to be before you fight!

When you hit 0 HP, your character is considered knocked unconscious (not dead).
#13567208 Dec 13, 2017 at 06:23 PM · Edited 6 months ago
Nor'Serrar
11 Posts
Character Attributes (Or "perks")
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Attributes work much like "feats" from tabletop games. They alter your roll table and give you various buffs and de-buffs based upon the perk itself.

Your character is allowed 2 perks ("Dual Spec"). These will be noted on the guild's event tracker spreadsheet. After choosing your character's perks, they cannot be changed under normal circumstances. For example, if attributes are added or adjusted then you would be granted a one-time re-spec of your character's perks. You may only use one perk per event and cannot change mid-event.

Perks can only be used during PvE events, not PvP duels.

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Assassin:
"Why don't we approach them all sneakybeaky-like, eh?"
Assassins, while urchins, are often the backbone of every society. A necessary, quiet solution to difficulties.
  • Cool-down: In combat, 2 rounds. Out of combat, 1 round.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: Must emote character using stealth to gain a +5 bonus to your next attack roll.
  • Effect: After attacking from stealth, you are considered spotted and enter combat. You may attempt to return to stealth with a stealth roll. If you roll 15 or higher then you successfully return to stealth in the middle of combat. In the next round, you gain an ambush bonus of +5 to your next attack roll.
  • Limitations: If you are struck in combat or fail your stealth roll then you are visible for two rounds before you can attempt another stealth roll. Does not stack with additional stealth or ambush mechanics (+5 limit).

Battle-Born:
Knowing where and how to strike is half the battle.
Your expertise in combat allows you to strike harder and with more precision.
  • Cool-down: None.
  • Announce this ability: None. Passive ability, always active.
  • Effect: You gain a permanent +3 to your attack rolls. You may no longer dodge attacks; a 7-9 is now 1 point of damage taken.
  • Your hit and miss scale changes to the following:
  • 01-09 – 1 damage taken
  • 10-14 – 1 damage dealt
  • 15-18 – 2 damage dealt
  • 19-20 – 3 damage dealt

Berserker:
Your blinding rage makes you much more powerful in the face of even the most fearsome adversaries.
You find yourself able to crit your opponent much easier now, at the cost of some of your defense.
  • Cool-down: None.
  • Announce this ability: None. Passive ability, always active.
  • Effect: A normal hit is 2 points of damage, hard hit is 4 points of damage, and a critical hit is now 6 points of damage. However, you also take double damage when you fail. A minor fail is 2 point of damage taken and a critical fail is 4 points of damage taken.
  • Your hit and miss scale changes to the following:
  • 01-03 – 4 damage taken
  • 04-07 – 2 damage taken
  • 08-09 – Dodge
  • 10-14 – 2 damage dealt
  • 15-16 – 4 damage dealt
  • 17-20 – 6 damage dealt
  • Limitations: Does not stack with Wild Magic.

Blessing of Elune: (Healers Only)
Elune-Adore, may the Goddess light your path.
Elune's benevolence and mercy fills you with strength, allowing you to carry on in even the most taxing of situations.
  • Cool-down: 2 rounds (if critical heal).
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: If you critical heal, you can’t do damage for the next 2 rounds.
  • Effect: If you critical hit while healing, you gain an extra point of healing to all heals cast for the next two rounds.
  • Limitations: Can only be taken by Healers.

Deterrence:
Your defensive mastery allows you to recover and even act on your mistakes with ease.
You find yourself able to deflect and parry even seemingly fatal blows.
  • Cool-down: 3 rounds.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Effect: You may prevent yourself from taking damage. However, you cannot deal damage on the next round.

Executioner:
I pity the fool!
You have a sense for preying on the weak and constantly find yourself in position to deliver the killing blow.
  • Cool-down: None.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Enemy must be at 50% HP or less.
  • Effect: Your critical range increases to 10-20 (+3 damage). If you fail to hit your target, your attack throws you off balance and you are unable to attack the following round.

Flurry of Blows: (Melee Only)
The primary factor in a successful attack is speed.
Your combat training has allowed you to strike faster than most, however this leaves you open to counter-attacks.
  • Cool-down: 3 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your rolls as a FoB rolls.
  • Effect: You may attack the target twice in one round. On your next roll, you lose your ability to dodge (Minor damage range increases to 4-9).
  • Limitations: Melee classes only.

Heroism:
"I'M HOLDING OUT FOR A HEEEROOOO!" - Every raid leader ever.
A surge of adrenaline courses through you, prompting you to let out a mighty war cry and inspire those around you.
  • Cool-down: 3 rounds.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: Must announce your next roll as a Heroism roll.
  • Effect: On activation round, roll d20 for success/fail.
  • 01-09 – Fail: If Fail, Heroism does not activate and the cool-down will still trigger.
  • 10-20 – Success: Roll 1d5 for roll buff. Depending on the result, you give the group a bonus to their rolls next turn. (You roll a 2, the group gets a +2 to their next turn).
  • Regardless of success or fail, you deal no damage for 2 rounds but you may still receive damage.

Merciful Prayer:
"Elune, guide me so I might be an instrument of peace.
Where there is hatred, let me bring love.
Where there is wrong, let me grant forgiveness.
Where there is doubt, let me sow the seeds of faith.
Where there is despair, let me inspire hope.
Where there is sadness, let me spread joy.
Where there is Shadow, let me shine the Light of the Moon."

You let out a desperate plea to the powers that be, begging for their mercy.
  • Cool-down: None.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: Your critical hit chance is now 16-20.
  • Effect: When dealing critical damage, you only deal 1 point of damage/healing and gain a shield for 2 points of damage on yourself or your target. When being critically hit, you only take 1 points of damage and shield yourself for 1 point of damage.

Raging Blows:
The training of a true warrior involves learning to balance your emotions and control your bloodlust. However, tipping the scales into a rage fueled war machine is far easier than they would lead you to believe.
By giving into the rage of battle, you are able to deliver strikes and blows much more powerful than the average. However, in doing so you leave yourself far more open to counter attacks from your recklessness.
  • Cool-down: 2 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Effect: Your next successful hit deals triple damage (3 for a Hit, 6 for a Hard Hit, 9 for a Critical Hit).
  • Your hit and miss scale changes to the following:
  • 01-07 – 2 damage taken
  • 08-09 – 1 damage taken
  • 10-14 – 3 damage dealt
  • 15-18 – 6 damage dealt
  • 19-20 – 9 damage dealt
  • Limitations: You cannot deal damage or dodge in the next round.

Recuperation: (Damage Only)
Buying yourself some time to take a breather can mean the difference between life and death.
Your immense fortitude allows you to keep on fighting for longer than normal, allowing you to stand toe-to-toe with even the fiercest of adversaries.
  • Cool-down: 3 rounds.
  • Announce this ability: None. Passive ability, always active.
  • Effect: You automatically regenerate 1 HP. In addition, your Second Wind will always activate when you reach 0HP.
  • Limitations: Cannot be chosen by Healers.

Tempered:
Failure is not an option. Don't get sad, get pissed.
When failing a roll, your temper gets in the way, allowing you to eventually succeed.
  • Cool-down: None.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must fail to roll a hit in an attack roll.
  • Effect: After failing a roll a hit (9 or lower), you gain a +4 to your next attack roll. This effect is only active during combat and does not apply to skill checks such as perception.

Vigilance:
It's said that the greatest offense can also be the greatest defense.
Your watchful gaze and unrelenting resolve allows you to become a literal living bulwark. Only active during combat.
  • Cool-down: None.
  • Announce this ability: None. Passive ability, always active.
  • Conditions:
  • Effect: You only take 1 point of damage when hit. You may do a hard hit for 2 points of damage but you may no longer deal critical damage.
  • Your hit and miss scale changes to the following:
  • 01-03 – 1 damage taken
  • 04-12 – Dodge
  • 13-17 – 1 damage dealt
  • 18-20 – 2 damage dealt

Wild Magic: (Damage Only)
Magic is a double edged sword, as the Kaldorei have come to learn. Though in the right hands, it can be a devastating weapon.
Your mastery over the schools of Magic have allowed your spells to become that much more powerful. However, with an increase in power, comes an increase to danger.
  • Cool-down: None.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must emote casting some sort of magical spell to augment the attack.
  • Effect: While casting spells, your critical attacks deal +1 extra damage to your target and cleave all other nearby targets for 1 damage. A critical fail causes a spell backfire that deals -2 damage to all nearby party members. In single target fights, critical damage deals +2 extra damage.
  • Limitations: This effect only applies to attack rolls. Does not stack with Berserker. Cannot be chosen by Healers.

Tahlavin:
"[20:33:13] [G] [100:Tahlavin]: Wow. I might actually survive this event. Good thing I didn't pick the 'Tahlavin' perk."
You become really shitty at rolling dice.
Effect: You gain a +5 to Dying.
Not a real perk.

#13567209 Dec 13, 2017 at 06:24 PM · Edited 11 months ago
Nor'Serrar
11 Posts

Class Kits
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Class Kits are designed for PvE event use only. If a DM wishes to use these kits in a PvP event scenario, you have been warned that these were designed to battle NPC adversaries having a baseline of 50HP. Anything lower will end things prematurely.

These kits are specific to your character’s in-game class. If you run multiple in-game toons as the same character, you must choose one class kit for that character. You will not be allowed to change kits on a whim so choose carefully. Some of these abilities do not stack with other mechanics.

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Death Knight: All Hail the Lich
  • +3 to perception rolls against the Undead.
  • +1 to attack rolls against the Undead.
  • 2 charges of Second Wind.
  • Death Strike: Once every 3 rounds. You heal the amount of damage done to a target.

Demon Hunter: Legion’s Nightmare
  • +3 to perception rolls against the Legion.
  • +1 to attack rolls against the Legion.
  • Eye Beam: Once every 3 rounds. Deals double damage to target.
  • Twin Blades: Once every 3 rounds. Roll twice for an attack, add the rolls for total damage done to target (Ex: Rolling two 20's would deal -6 to target).

Druid: Nature's Rage
  • +3 to perception rolls against the Nightmare or agents of it (Ex: Satyrs, Druids of the Flame, etc.).
  • +1 to attack rolls against the Nightmare or agents of it.
  • Thorns: Once every 3 rounds. Reflect damage taken, back to the enemy (must critical fail for the attempt to fail).
  • Emerald Fire: Once every 5 rounds. Choose to heal an ally (or yourself) for 5 HP or deal 5 damage to an enemy (does not stack with perks).

Hunter: Mark of the Ranger
  • +3 to perception rolls when tracking a specific target (I.e. Wolf tracks, a patrolling guard, etc.).
  • +1 to attack rolls against a marked target. Hunter chooses/announces marked target, one marked target allowed (Ex: Group is attacked by 5 targets, only one can be marked).
  • Sniper Shot: Once every 3 rounds. You need very little time to aim true, +5 to attack roll.
  • Multi-Strike: Once every 5 rounds. Whether firing a volley of arrows, springing a series of traps, calling several beasts to fight or unsheathing dual blades to wreck face, you deal ranged cleave damage to the targets in front of you (5 target limit).

Mage: Knowledge is Power
  • +3 to perception rolls against anything magical.
  • 2 charges of Professional or 3 charges of Stack the Deck (pick one, cannot use both in one event).
  • Called Shot: Once every 3 rounds. You have a guaranteed critical strike for one attack.
  • Focused Power: Once per event, lasts 2 rounds. Whether it’s mirroring images of yourself, encasing your body in magical flame, increasing your intellect with an object/potion or hitting something over the head real, real hard, you’ve focused your energy enough to boost your attack ability. You deal quad damage to your target (Ex: Rolling a 20 is 3dmg x 4 = 12 dmg to target).

Monk: True Sight
  • +3 to perception rolls in detecting auras, dispelling illusions or stealth targets.
  • Zen: Take a turn to ready yourself, gaining +5 to your next roll.
  • Chi Heal: Once per event. Choose to heal an ally (or yourself) for 5 HP (does not stack with perks).
  • Chi Punch: Once every 3 rounds. Deal double damage and stun the target for one round.

Paladin: Elune’s Warrior
  • +3 to perception rolls involving Light (Elune) or Shadow (Void) magic.
  • Call of Faith: Once per event. Heal yourself for half your HP (does not stack with anything).
  • Night Warrior’s Strike: Once every 3 rounds. Deal double damage to your target.
  • Elune’s Fire: Once every 5 rounds. The light of Elune rains down upon the battlefield, healing ALL allies and damaging ALL enemies (+1HP to allies, -1HP to enemies).

Priest: Elune’s Grace
  • +3 to perception rolls involving Light (Elune) or Shadow (Void) magic.
  • Fortitude: Once every 3 rounds. Choose an ally and buff them, guaranteeing critical strike on the next attack.
  • Prayer of Mending: Once every 3 rounds. Heal ALL allies for +1HP.
  • Elune’s Fire: Once every 5 rounds. The light of Elune rains down upon the battlefield, healing ALL allies and damaging ALL enemies (+1HP to allies, -1HP to enemies).

Rogue: Shadow Runner
  • +3 to perception rolls in detecting Shadow (Void) magic or stealth targets.
  • Vanish: Once per event. +5 to stealth, you can stealth during combat.
  • Deadly Poison: Once every 3 rounds. You coat your blades in poison before striking (+2 to attack roll).
  • Sap: Once every 3 rounds (does not work on boss targets), lasts one round. You must be in stealth to attempt sap. If other targets are nearby, you must roll a success to stealth unnoticed. If successful, target is considered Paralyzed. If the sapped target is struck, it breaks the effect.

Warrior: Weapons Master
  • +3 to perception rolls involving the individual’s Favored Enemy (Ex: You chose Orcs as your favored enemy, you gain +3 to perception involving detecting Orcs/Orc activity).
  • Mortal Strike: Once every 3 rounds. Deal double damage to your target.
  • Rend: Once every 3 rounds, lasts 2 rounds. Your strike causes bleeding damage to the target for damage done.
  • Shockwave: Once every 3 rounds. You stun/daze targets in front of you, blocking ALL damage from targets (5 target limit).
#13567212 Dec 13, 2017 at 06:24 PM · Edited 1 year ago
Nor'Serrar
11 Posts
Additional Mechanics
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These mechanics can be integrated into your posts and RP at any time. Some of these abilities have a round-based cool-down while others have a limited use per event. Everyone can use these mechanics, there is no limit to how many your character can know or use.

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Cleave:
SPIN TO WIN!
So many faces, so little time.
  • Cool-down: 3 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must roll a hit (15 or higher) to cleave.
  • Effect: Deals -1 damage per target within a 5 yard radius. If you roll a critical hit, that’s -2 damage per target (5 target limit).
  • Limitations: Berserker damage does not stack with cleave. Wild Magic does not allow cleave attacks.

Distraction:
What was tha-... ooo piece a candy.
Hey Tank, we don't have to fight the entire dungeon. Tank?
  • Cool-down: 3 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your next roll as a distraction roll.
  • Effect: All enemies within 40 yards of the distraction are effected. If you succeed, allies take no damage and enemies take double damage. If you fail, allies take damage as normal and you take double damage.
  • 01-09 Fail, you take double damage for that round.
  • 10-20 Successful, enemies take double damage for that round.
  • Limitations: You cannot deal damage on the round you activate distraction.

Field Medicine:
MEEEEDDDDIIIIIIIIIIIC!
Any self-respecting adventurer carries a plethora of medical supplies. Right?
  • Cool-down: 3 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your roll as a first aid roll.
  • Effect: You attempt to quickly patch yourself or an ally up while in the middle of combat.
  • 01-09 restores 0 HP
  • 10-14 restores 1 HP
  • 15-18 restores 2 HP
  • 19-20 restores 3 HP
  • Limitations: You cannot deal damage on the round you use first aid.

Perception:
I’ve got a bad feeling about this.
Your observant nature helps you identify clues to potential dangers the others may not see.
  • Cool-down: In combat, 3 rounds. Out of combat, none.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: The higher you roll, the more information you gain.
  • Effect: At any point in time, both in combat and out, you may roll a perception roll.
  • 01-09 no information
  • 10-14 minimum information
  • 15-18 moderate information
  • 19-20 large amount of information

Professional:
I got it! I got it! I GOT IT! -CRASH- Don’t got it.
Just roll a critical fail during the epic battle of kickassedness? There’s a mechanic for that...
  • Cool-down: Once per event.
  • Announce this ability: Type re-roll in guild chat before rolling.
  • Conditions: Re-roll at your discretion after announcing (does not stack with Stack the Deck, only one can be used per event).
  • Effect: A second chance to save face and make a better impression… you know, like hitting the target instead of clothes-lining yourself on a low-hanging tree branch.
  • Limitations: Re-rolls cannot be used for DM called kill shot, loot, or relic rolls. Other special rolls are at DM discretion whether or not re-roll can be used.

Second Wind:
You better square up, I'm just getting started.
Adrenaline, Will to Live, or just Too Stubborn to Die, you take it RIGHT IN THE FACE and keep on standing. True survivor, right here.
  • Cool-down: Once per event.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your roll as a second wind roll.
  • Effect: When you take damage that brings you to 0 HP, you get a change to gain a burst of adrenaline that allows you to keep fighting.
  • 01-09 restores 0 HP – Unconscious/Incapacitated
  • 10-14 restores 1 HP
  • 15-18 restores 2 HP
  • 19-20 restores 3 HP

Stack the Deck:
Double or nothing says I hit that Forsaken right between the eyes.
Harder, Better, Faster, Stronger.
  • Cool-down: Twice per event.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your doubling your roll (does not stack with Professional, only one can be used per event).
  • Effect: A second chance to save face and make a better impression… you know, like hitting the target instead of clothes-lining yourself on a low-hanging tree branch.
  • Limitations: Doubling your roll cannot be used for DM called kill shot, loot, or relic rolls. Other special rolls are at DM discretion whether or not doubling can be used.

Stealth:
Subtle and insubstantial, the expert leaves no trace.
Nothing hurts more than a good ole fashioned ambush.
  • Cool-down: None.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: Must emote character using stealth or becoming invisible. In stealth mode, you gain a +5 bonus to your next attack roll.
  • Effect: If you choose to sneak up to or ambush an enemy, you are considered in stealth. After attacking from stealth, you are considered spotted and enter combat.
  • Limitations: You cannot re-enter stealth until combat ends unless you are using the Assassin perk.

Tactical Strike:
Positioning is everything. Just ask your partner.
  • Cool-down: 1 round.
  • Announce this ability: A notation, done like a damage notation, at the end of your emote.
  • Conditions: Must emote character reading themselves to attack, you do not attack on the round you announce.
  • Effect: Gain +5 to your next roll.
  • Limitations: Does not stack with Stealth. Preparing to attack costs you a round, meaning while everyone else is attacking, you are not. If you attack instead of preparing or you are attacked, then you do not gain the +5 bonus.

Taunt:
Whoa, you look like you tried to French kiss a belt sander!
Glutton for punishment? Like to get hit? Don't worry, that big baddie you're fighting has a sensitive ego (don't they all?). Just insult their rugged good looks, critique their combat prowess, or insult their mother to get their attention. Yeah, that mom insult works every time. Good luck!
  • Cool-down: 3 rounds.
  • Announce this ability: After your damage notation at the end of your emote.
  • Conditions: Must announce your next roll as a taunt roll.
  • Effect: If you roll 10 or higher, your Taunt is successful and activated for the next round. During that round, all damage that would have been dealt to the group is dealt to you (better hope they roll well!).
  • While Taunt is active: If you roll 10 or higher then you block some of the incoming damage and return it to your enemy target as double damage.
  • 01-09 blocks 0 damage
  • 10-14 blocks 1 damage
  • 15-18 blocks 2 damage
  • 19-20 blocks 3 damage
  • Limitations: Does not stack with the Berserker or ANY other damage buffs and overrides said buffs. If you are using Vigilance, your mitigation table changes to 13-20 and if you roll 13 or higher, you negate ALL damage dealt to you.
#13567213 Dec 13, 2017 at 06:25 PM · Edited over 1 year ago
Nor'Serrar
11 Posts
Status Effects
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Due to various situations and environmental hazards, your character may become afflicted with a status effect. Depending on what it is, it may last anywhere from a few rounds to a few days in real-time. Real-time status effects (such as 3-day fel-taint sickness, etc.) are rare instances and won't be described here.

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Blinded - Whether it's sand in your eyes or a particularly bright spell flash, you've become temporarily blinded. -3 to your next two rolls.

Dazed - You've been hit hard enough to rethink your life choices. You're automatically skipped and deal no damage in the next round.

Deafened - You stood too close to something really LOUD, your poor ears. Your perception checks for the next 2 rounds fail.

Fatigued - You've over exerted yourself by some means, removing ALL bonuses (attribute, class mechanic, relic, etc.) to your rolls for the next 3 rounds.

Paralyzed - You've become paralyzed by physical or magical bindings. You're automatically skipped and deal no damage nor take damage in the next round.

Poisoned - Toxins course through your system causing you to leech HP at a rate of 1 HP every 2 rounds until the toxin is cured. Poisons may also be slow acting at first then result in a burst of damage after several rounds.

Sleep – You’ve been forced to shut your eyes and sleep. Or maybe you just didn’t get enough sleep and the bad guy monologue is just that snooze-worthy. Either way, you're automatically skipped and deal no damage in the next round.
#13567215 Dec 13, 2017 at 06:26 PM · Edited 9 months ago
Nor'Serrar
11 Posts
Magical Relics and Loot
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Bosses and villains often don't obtain their power from raw talent. More often than not, they draw that power from other objects like fabled weapons and powerful magical items.

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Approval for relic drop at the end of a story-line must be obtained from Isarith.


Active Relics:
Guild Relic list can be found here. Scroll to the bottom of the spreadsheet, click on Guild Relics tab.

Limitations:
You are allowed one relic per player. You can only replace your relic one time.

Loot Roll:
1d100

Conditions:
After defeating a significantly powerful enemy or boss in a story arc, the DM might indicate that the boss is lootable thus you may attempt to loot the defeated boss. Highest roll wins the loot.

Creating the Relic:
After the winner is determined, the Guild Leader does a few DM rolls (the GL may have the winner do the rolls):
  • First roll determines the item slot. If the DM has a pre-determined item in mind then this roll can be skipped.
  • Second roll determines the item’s attribute and the strength of the attribute. If you receive a 10 or above, a bonus roll is done to add an additional attribute.
  • 1-9 Weak, one attribute
  • 10-14 Moderate, one attribute
  • 15-18 Moderate, two attributes
  • 19-20 Strong, two attributes
  • Third roll determines if the item is malevolent or benevolent. Benevolent relics have no additional effect on your character. Malevolent relics have a negative effect on your character that’s decided by the Guild Leader depending on the nature of the item.

Cleansing Relics:
Two attempts allowed. You can attempt to cleanse a relic of its malevolent effect. These cleansings can only be done with a Guild Leader. Be careful as cleansing can backfire and destroy the relic.
  • 1-9 Fail, relic is destroyed
  • 10-14 Success, cleansed but power is halved
  • 15-20 Success, cleansed

Attribute Re-spec:
One attempt allowed, two rolls. You can attempt to change the attribute of your relic. This re-spec can only be done with a Guild Leader. Use caution as re-rolling attributes can backfire and destroy the relic. First roll determines attribute, second roll determines relic’s survivability.

Cool-down:
30 days. If you destroy or discard a relic, you must wait 30 days before participating in another loot roll.

If you run the TRP3 add-on, we can make your relic as a wearable item in the add-on.
#13567224 Dec 13, 2017 at 06:31 PM · Edited over 1 year ago
Nor'Serrar
11 Posts
Favored Enemies
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For various reasons, a person may have a "favored enemy". A specific type of foe they excel in combating over all others.

After choosing your perks, if applicable, you will also choose a favored enemy type for your character. You will receive a +2 to all attack rolls against this enemy type. This bonus will only apply to attack rolls.

You may pick one favored enemy per character. This may not be changed after choosing, so pick carefully.

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Enemy Types

Aberrations: Includes servants of the Old Gods; beasts of the Void and Nether.
Burning Legion: Includes demons of all types; Satyr, Fel-corrupted individuals, demonically possessed individuals.
Goblins
Horde Forces: Horde-aligned individuals. For example: If an Orc is neutral instead of a part of the Horde, your bonus will not apply.
Naga
Orcs
Shal'dorei
Silithid
Sin'dorei: Includes Quel'dorei gone rogue.
Trolls
Undead: Includes both Scourge and Forsaken.
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