Character Sheet:
• When you join the discord, you should have been directed to “Character Sheets.” Look for the template character sheets and create one for your character.
o If you have any questions, basically anyone in the guild will help you create and balance one
• Your character starts at 5HP, but this can be modified with traits on your character sheet, as can just about every other skill.
o If you reach 0HP your character is not dead (Unless you want your character to be). Your character can be healed back above 0HP and act naturally for the rest of the event but suffers a -2 penalty to all rolls for the remainder of the event.
• Your character can have 5 traits that effect what they can do in or out of combat. These traits should be a net positive on your character
o Your character can have any number of “negative” traits that embody flaws your character might have. These traits should not provide any clear benefit to your character, but it can be fun to live by your character flaws
• Your character can have up to three “Limit Break” abilities.
o These abilities can get as complex as you are willing to make them and can have more than 1 effect.
o Each ability will go into cooldown once its used.
Each event you attend will reduce the cooldown of this ability
After three events, the cooldown will reset, allowing you to use it again
o You can share a Limit Break with another player, known as a “Limit Break 2”
When you use a Limit Break 2, the ability goes on cooldown for both players.
Basic Rules:
• The outcome of most actions is determined by the result of a “/roll 20”
o 1: Critical Failure
o 2 – 10: Failure
o 11 – 17: Success
o 18 – 20: Critical Success
• Results of any given roll may be modified by traits and skills on your character sheet. Use those to your advantage! However a Natural 1 is always considered a critical failure.
• The result of any given roll will change depending on what the roll is for(edited)
Attack Rolls – The character sheet has a segment for how well your character is at attacking with different weapons, use those modifiers along with any traits to determine your roll’s outcome when attacking.
Critical Failure: Your Attack fails and you take 1 damage through strain or some other method.
Failure: Your Attack fails
Success: Your attack Succeeds, you deal 1 damage
Critical Success: Your attack succeeds, you deal one additional damage
Upon rolling a Natural 20 you deal one additional point of damage over Critical Success.
Defense Rolls – The Character sheet has a segment for how well your character is at defending against certain attacks, use those modifiers along with any traits to determine your roll’s outcome when defending.
Critical Failure: You are hit by an attack from an enemy and take double the initial damage.
Failure: You are hit by an attack from an enemy and take 1 damage
Success: You successfully defend against the attack
Critical Success: You successfully defend against the attack, and deal 1 damage to the attacker(edited)
Healing Rolls – Use the “Healing” modifier under Defensive skills to determine your roll’s outcome when healing.
Critical Failure: Your attempt to heal your target fails
Failure: Your attempt to heal your target fails
Success: You heal your target for 1 health
Critical Success: You heal your target for 2 health
Upon rolling a Natural 20 you heal the target for 2 health and on their next roll they gain an additional +3 modifier.
Non-Combat Skill Rolls – The character sheet has a section for how well your character is at performing certain out of combat skills. Use those modifiers along with any traits you have to determine your rolls outcome.
The information you discern will vary based on the roll. A critical success will provide more information than a normal success. Failures of both varieties may provide some to no information.
Intervention Rolls – If you want to prevent an ally from taking damage, you would attempt to intervene and defend them from an attack. We ask that you never ask if anybody needs to be saved in G-Chat or any other chat. Whisper the person. When performing a saving roll you may only 'redistribute' damage. You must roll a successful defense, but when saving somebody you must take the damage that they would have taken. Damage can only be negated if a Natural 20 is rolled, or if your character has a trait that would allow them to do so.
Limit Breaks
Limit Break abilities may have multiple rolls, or no rolls. It’s likely that your Limit Break will only depend on pass/fail rolls, but every Limit Break is different. You may not use a Limit Break if you are called to defend unless your Limit Break is a defensive maneuver.
Summons
Summons are a limited use ability that is earned through either events or storytelling (via the #creative_writing channel). They must be earned and once earned they can be utilized in combat. Only one summon may be activated per event, and you may only use your summon once per week. A summon may only be activated upon rolling a Natural 20.
Strain
Strain allows you to use your health as a resource. For every 1 health you sacrifice you may increase your current roll by +2, stacking.
Morale
Morale rolls are based off of your intelligence stat.
When suffering Morale loss, all further rolls will be completed at a -1 until morale is raised again (this effect stacks).
When gaining Morale, you are allowed to get +1 on all rolls until morale is loss (this effect stacks).
Morale always starts off at base Zero unless the DM states otherwise
Standard duelling system: Higher roll succeeds at attack/defense.
Both persons roll for initiative (who goes first). Higher roll goes first.
Person 1 emotes their attempt to attack.
Person 1 rolls.
Person 2 rolls.
Person 2 emotes their response based on whether they succeeded or failed the defense and makes an attempt to attack.
Person 2 rolls.
Person 1 rolls.
Person 1 responds to the attack based on their roll and emote their own attempt to attack.
And so on.
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