“do not be frightened, our ends are the same.” - kalecgos
Legends hardly encapsulate the great dragonkin of Azeroth, both mighty and cunning in their capabilities. You are no mere mortal wielding a bow or shield—you are a dragon! Our goal is to ensure that you feel like a dragon when attending our combat events.
Knowledge of this system is required for Dragonwrath.
hit points and armor system:
In a world full of monstrosities that threaten the lives of dragonkin, your character needs to be aptly prepared. All dragon characters start out with a basic health pool of 55 HP. All other races start with a basic health pool of 40 HP. This represents your most base status outside of our armor system and once tapped into, can result in bleed effects.
They say that a dragon's scales are impenetrable. By tapping into a chosen attribute, a player can select exactly how they'd like to go about developing their armor. This 'chosen Attribute' does not have to be your main attribute. Once this is chosen, it cannot be reverted without a GM's permission. You are not required to choose your Armor based upon your selection of Oathstone path. You can choose whichever you'd prefer for your character.
NOTE: If you are playing a Dragonsworn, you still benefit from this ruling via. the bloodline shared between you and your wyrm.
What is AC? The term known as 'AC' stands for your armor class. In Dungeons & Dragons, your AC determines the roll requirement one must make to successfully strike you. In Wyrm Unity, AC is only used when someone has an ability or effect that causes it to activate. Otherwise, you must roll via. the combat rolling system below.
Note: Often times, bosses have a set AC for the purpose of expediency in battle. When the boss attempts to hit you, unless you have a set AC, they must also abide by the combat rolling system.
FORTIFIED (Strength Dominance): This player gains an additional +30 armor on top of their pool as their scales have become far more durable over the eons. While they are near impenetrable, they also suffer the fate of being bulkier and far easier to strike. Your character now has a set AC of 13 that cannot be changed lest a spell that alters AC is cast upon you by someone else.
ELUSIVE (Dexterity Dominance): This player gains an additional +20 armor on top of their pool as their scales have developed a shimmer most illusory. Those who choose this scale type must be wary of those that lurk in the shadows as they do as they are fully susceptible to bleed effects. Those who choose Dexterity Dominance can take damage from bleed damage before their armor is depleted, thus drawing from their HP immediately. Bleed damage must be specified.
REMEDIAL: (Resolve Dominance): This player gains an additional +10 armor on top of their pool as their scales have an antidotal gleam to them. Those who choose this scale type do not suffer a buffer that negates from their capabilities, they do however gain an additional healing charge.
INTUITIVE: (Wisdom Dominance): This player gains an additional +10 armor on top of their pool as their scales have developed a keenness as they have, knowing precisely how to protect the wyrm within. Those who choose this scale type do not suffer a buffer that negates from their capabilities, they do however gain an additional +2 in Wisdom, Lore, or Charisma.
doing the thing:
combat rolling:
1. When it’s your turn in initiative, you’ll announce via. voice chat or raid chat what you’d like to do. Whether it’s performing an ultimate or healing an ally, you’ll state your intentions before crafting an emote. Most often, we will not wait for your emote and progress throughout battle. This is for sake of time as our events often get quite large!
2. You’ll be prompted to roll either in Dicemaster or the #rolls channel in the Discord. Your result will determine whether you pass or fail. Please refer to the D20 brackets for further information.
3. As initiative progresses, make sure to take note of the status effects being passed around and how the battle progresses. By being more intuitive regarding the nature of the combat, you'll garner far greater rewards when it comes to your next turn!
4. If you ever have any questions, please never hesitate to inquire with your current DM or Beans. We are always here to assist.
Let's roll!
The default dice is the d20 and is universally used for mostly all functions (initiative, attacks, ability checks, etc.) For base damage, you'll use a d5. If your character traits, Oathstone benefits, or abilities affect this, the damage roll could increase with an added bonus or an entirely different die such as a d6 or d10. Your attributes affect both the roll of your attack and your damage.
When making a Melee attack, you will roll with your STRENGTH or DEXTERITY bonus.
When making a Spell attack, you will roll with your WISDOM or RESOLVE bonus.
Note: CHARISMA and LORE are also bonuses that can be applicable, however, must be cleared by a DM for allowance beforehand.
d20 brackets:
To determine the success of a roll, you must refer to the DC bracket.
Natural 1: Catastrophic failure, DM may implement some form of “punishment.”
2-9 - Failure: You must wait for your next turn to attempt another attack.
10-19 - Attempt: You roll against an enemy counter, this determines if your strike succeeds.
Natural 20 - Double damage and automatic success!
Note: Regardless of your bonuses, a Natural 1 and a Natural 20 are always what they say they are. (ex: You roll a Natural 1 but have a +10 bonus, thus making it an 11. Since it was a natural 1, you still fail.)
With bonuses, your attack may surpass a twenty. You succeed automatically, but do not do double damage. With negatives, your attack may negate below a one, you fail, but do not suffer at the hand of a catastrophic failure.
When you are dropped to 0 HP, you are knocked unconscious. To remove this ailment, you must be healed. If you are knocked down twice, you'll require a revive to continue with combat.
We will never kill your character unless you express a desire to kill them off. That is final.
Battle fatigue occurs only when your character has gone unconscious three times. You cannot be revived again and must remain stagnant until the combat has come to a close. Your character will be considered severely wounded.
healing:
Every dragon has the ability to heal themselves or fellow dragon... with terms and conditions, of course.
Corrupted flights cannot heal basic dragonflights and vice versa. For example, if a Frostwyrm attempted to heal a Blue, the effect would negate and a turn would be lost. The purpose for this is to instill a sense of urgency to keep an eye on your 'fellow flight' and ensure they are not felled due to neglect.
Every dragon (excluding the Green Dragonflight which has three) has two basic healing charges of 1D10. You can expend a turn to heal someone or yourself. You add your RESOLVE bonus to every healing roll.
You will auto-succeed every healing attempt you make with the only requirement being to expend your movement to stand beside the person you wish to heal. Again, abilities or Oathstones may change this fact.
advantage &
disadvantage:
Sometimes a situation calls for a reflection of positive or negative circumstances. These are determined either by your abilities, oathstones, or at the discretion of the DM. When asked to roll for advantage or disadvantage, you will roll twice with your added bonuses if you have them.
Advantage: You're a skilled marksman, training for this very moment your entire life. Your eye is on the prize. Roll to strike with advantage.
Disadvantage: A massive spider has wound you up in it's web! You can reach your dagger, you know you can! Your arm... it's very, very stuck. Roll to escape with disadvantage.
It's about being aware of your situation and the effects present. If you are blinded, restrained, or paralyzed? You're going to have disadvantage. If you're a master at your craft and this is known well? You're going to have advantage. That simple!
If you're ever put into a place where you have both advantage and disadvantage at once, you will roll regularly as it negates the effect.
status effects:
During the course of battle, your character may afflict or be afflicted by several status effects. These work similarly to D&D 5th Edition status effects.
INCAPACITATED:
Grappled, Paralyzed, Petrified, Restrained
Unable to move, must successfully escape binds to progress in battle.
SENSELESS:
Blinded, Deafened, Exhausted, Petrified
Character may not be able to cast or melee due to added disadvantages, thus making them roll with such.
SUBJECTED:
Charmed, Frightened
Completely overwhelmed by the presence of another, leading them to act irrationally and likely on the benefactor's behalf.
HARMED:
Bleeding, Poisoned
Character takes progressive damage over time due to bodily damage and hazards.
NOTE: On occasion, a character or enemy may be immune to a certain set of status effects. If so, they will not work on them.
creating a character sheet:
Show 'em what you got.
To attend any event that requires rolls, you'll need to fill out a character sheet! The process isn't as arduous as it seems, truly only requiring you to expend those creative attributes to your greatest extent. We really emphasize you putting your personality and your character's personality into the sheet itself and create a sheet that makes you excited to sign-up for events. Make them your own.
This sheet should always be on file as you'll be progressing through ranks and gifted upgrades throughout events and campaigns.
Make sure when customizing your sheet, you are concise, clear, and not too wordy! You want your sheet to be detailed but also not too elaborate as to clog up combat or confuse the DM.
Downloading Dicemaster is a requirement.
Make sure that your PC can handle such an add-on before committing to any WU roll-based event.
Combat sheets are available through the Discord.
attributes:
When you first create your character sheet, you are given a +4 to distribute around the board to any attribute you please. You may stack your +4 into one attribute or add a +1 here or there. Is your character hardy or nimble? Are they sly or persuasive? It's recommended you try and pick attributes that fit your character!
Depending on your flight, you will see a star next to one of the six attributes. If your flight coordinates with that star, you have a natural +2 to said attribute. Again, don't feel pressured to stack onto your natural bonus! Do what suits your character.
If you play a flight that is not listed in the guide, you pick an attribute of your choice to add the +2 to.
You will need to familiarize yourself with Wyrm Unity's lexicon for attributes (ability scores) as there's no such thing as persuasion, arcana, or athletics checks. If you are ever concerned as to what would fall beneath which umbrella, just ask!
abilities (mortalform, dragonform):
Once you’ve chosen your attributes, you can progress onto creating your abilities. Abilities are meant to flavor your character just the way you want. You’ll submit a sheet via. the Discord or the character sheet form for approval. The server's primary DM will contact you with any questions, adjustments, so forth.
Abilities are one charge, two charge, or passive. You cannot make more than one two-charge ability. However, you can opt to negate a passive for another one charge.
You have the option (not required) of creating both mortalform and dragonform abilities. Your ultimate will remain transient through both forms. Your abilities cannot be changed or altered once approved unless there’s story progression or you've discussed potentially adjusting them with the server's primary DM.
When you’ve used an ability that is not passive or has multiple charges, it cannot be used until the next event unless you acquire a Dragonwrath (more on that later).
mortalform
Sometimes, dragons just feel like letting their hair flow in the wind. Your mortalform abilities must be based around attributes, weaponry, or spellcasting. You can have three abilities for mortalform.
dragonform
determining bonuses
Oh, Wyrm? Your dragonform abilities must be based around being in dragonform. These cannot include weaponry. You can only have two abilities for dragonform.
When crafting your character’s abilities, you’ll have to make them worthwhile! Make them impressive, make them you, make them worth spending a turn to make it happen. Augment your abilities with natural advantages, numerical bonuses, and extra damage.
swapping
Take a gander at these examples!
Swapping requires you to use a turn in order to transform. You begin the battle as one or the other.
Let’s say halfway through a battle you want to switch into your badass dragonform after looking like a lousy Worgen for a while. You can do this, however, you do not gain your abilities or ultimate back from either form until the next event.
You can only switch once throughout combat.
what's my role?
Are you a Green who really loves to get in the thick of it? Are you a Blue who dons a shield and mace whilst in mortalform? Are you a Chromatic who wants to assist your fellow outcast?
It all comes down to doing what your character would do. Don't feel the need to be contrived or cliché if that's not what you want. There will always be dedicated dps, tanks and healers on hand.
dragonwrath
Hell hath no fury like a wyrm scorned.
If your player rolls a natural twenty when performing an ability, you can repeat said ability due to your Dragonwrath activating.
Your Dragonwrath can only be activated once per event. When your Dragonwrath is active and you’re rolling again, you make any roles required with advantage. If said ability gives you advantage already, it makes the ability an auto-success.
crafting an ultimate
You are a dragon. Unlike the mortal kindred of Azeroth, you are innately badass. You were born to protect this realm at any cost. Thus, crafting the optimal ultimate for your character is of utmost importance.
When creating your ultimate, consider both flavor and functionality. Are you a team player who seeks to shield your friends, resurrect an ally, or someone who wants to make that hit truly cleave? It’s entirely up to you and what you decide is best for your character. It is their moment to shine.
Ultimates are an auto-success but they must be fair. Unless approved by the DM, your ultimate requires some form of saving throw to determine whether the strike does full or half damage. This is vital to keep equality among the players and make it less of a steamrolling.
Your ultimate is your big move and you can only use it once. It cannot be repeated by ability functions.
a word from the main dm:
Wyrm Unity isn't your standard military guild. It isn't even remotely close to your typical heavy roleplay guild. We don't focus on stats, don't crunch numbers, and don't judge you if you're not performing your best.
We seek to make progression occur purely through roleplay and never through combat alone. Someone could attend every combat event and still be on the same page as someone who's never been to a single one. Your progression is purely based upon your passion, your attendance, and your character's choices.
The intention is to create events that are both enjoyable and exhilarating. We want you to come out of our campaigns feeling like you've accomplished something, regardless of if you rolled well or not.
Success for us is knowing you felt like what you're roleplaying—a dragon.
xoxo, Beans