Difference between revisions of "Wyrmriders: Chargen"

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The Sprawl is a place rampant with eddies and waves of free-range wild magic. Not all spells - particularly those with extreme range - are going to work in or near the Sprawl.  
 
The Sprawl is a place rampant with eddies and waves of free-range wild magic. Not all spells - particularly those with extreme range - are going to work in or near the Sprawl.  
  
For example: Teleport Circle and Scrying are both off the table. Shorter range teleportation and divination spells function normally in most cases.  
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Specifically, Teleport Circle and Scrying are both off the table at start of play. Shorter range teleportation and divination spells function normally in most cases.  
  
Rituals do not require material components when cast within the Sprawl but do require a successful Arcana check vs DC 9 + the level of the spell if material components are not used.
+
Conjurings, summonings, and certain planar spells have a chance of triggering a roll on the Wild Magic table (normally reserved for WM Sorcerers).
 +
 
 +
Rituals do not require material components when cast within the Sprawl but do require a successful Arcana check vs DC 9 + the level of the spell if material components are ''not'' used.
  
 
Time required for rituals will matter, so if you are wanting to cast more than one, please list them in order of casting in case you end up not having time for all of them.
 
Time required for rituals will matter, so if you are wanting to cast more than one, please list them in order of casting in case you end up not having time for all of them.

Revision as of 15:05, 24 June 2024

Wyrmriders are the elite of the elite in the Three Cities and the Sprawl.

Source Materials

PHB, Xanathar's and Tasha's are all ok for most stuff (See Magic below). Artificer Class is off the table, however, as is the Dragonborn race.

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Basic Stuff

We're making 10th level characters, full HP for level one, average for the rest.

Standard-Array Starting Attributes.

Tasha's Bonus Attribute swap is fine.

Variant Human is fine.

Multiclass is fine, just follow the rules in the book.

Swapping skills/tools/languages in background and even class/race is fine provided it doesn't generate more skills than you would have had otherwise.

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Free Stuff

  • All PCs speak draconic without having to use a language slot to take it.
  • Because of your shared Psychic Bond, when you are within sight of your mount, you gain proficiency in Perception if you are not proficient or double your proficiency bonus if you are proficient.
  • Athletics will be the go to check when checks are needed for flying your mount. You are considered proficient for these checks even if you aren't otherwise proficient in Athletics. If you are proficient, double your proficiency bonus for these checks.
  • Everybody starts with one free Feat.
  • Everybody starts with 3 [2d4+2] Healing Potions
  • Everybody starts with 2 Uncommon Magic Items. (Those who wish may swap 1 Uncommon for 2 Common Magic Items).
  • Everybody starts with 1 Rare Magic Item. (Those who wish may swap 1 Rare for 2 Uncommon Magic Items).

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Magic

The Sprawl is a place rampant with eddies and waves of free-range wild magic. Not all spells - particularly those with extreme range - are going to work in or near the Sprawl.

Specifically, Teleport Circle and Scrying are both off the table at start of play. Shorter range teleportation and divination spells function normally in most cases.

Conjurings, summonings, and certain planar spells have a chance of triggering a roll on the Wild Magic table (normally reserved for WM Sorcerers).

Rituals do not require material components when cast within the Sprawl but do require a successful Arcana check vs DC 9 + the level of the spell if material components are not used.

Time required for rituals will matter, so if you are wanting to cast more than one, please list them in order of casting in case you end up not having time for all of them.

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Icons

Choose one Icon with which your character has a positive relationship and one with which they have a negative relationship. This will carry story implications, but no mechanical weight.

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Starting Wealth

Pick the gear you want, observing any restrictions listed in the Gear section. Your character ends up with 500 gold after all that to start play.

Character gold will never be assessed for food/rations, rooms, or stabling/care for your mounts in play. It's just for character facing stuff you might need or want.

So, in the fiction, you are still paying for that stuff, we just won't be tracking those things.

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Gear

Please observe the following restrictions cocerning gear.

Armor

Full and Half Plate are not crafted in the setting in this era. It may be found but not purchased.
Special Materials, (Adamantium, for example), come at the expense of an Uncommon magic item.

Weapons

No Wyrm-Mounted Trebuchets.
No Firearms.

Magic Items

Not available for purchase.

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Contacts

Each character has 3 useful contacts either in the Sprawl or the Three Cities. Do not flesh these out now. When you think you need one in play, tell us then who appears and what their thing is.

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Base of Operations

You will be based out of one of the three cities on the edge of the Sprawl. We will discuss specifics in Development.

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