PROTECT YOUR FRIENDS & CONQUER YOUR FOES

CITRINE DICE D20 SYSTEM

CITRINE DICE

The Citrine Eagle utilizes a simplified and customizable D20 system for its roll based events to promote creativity, and diversity in each and every combat encounter the group might face. It has ranging opportunities, and the only limits are the creativity of the individual players in the group.

This page will provide a detailed synopsis on all things Citrine Dice. From how event phases and combat work, to statistics, items, roles, and small notes on how to further make the events more engaging for oneself.

Thank you to the creators of the Heroes of Azeroth system for some of the ideas utilized. And credits to all our members who took the time to test this and make suggestions as well as we worked 

THE BASICS

Knowing the ropes

DAMAGE

Combat in the Citrine Eagle is tailored to varying and ranging success during turns to promote variety, and engagement in the midst of an event. In its simplest form, these ranges of success are as follows:

Natural 1: Critical Failure (Take 1 Damage)
2-5: Failure (Miss, Dodge, Deflect, FAILED Strike)
6-10: Minor Success (1 Damage Dealt)
11-16: Moderate Success (2 Damage Dealt)
17+: Great Success! (3 Damage Dealt)
Natural 20: Crit! Deal 4 Damage 

This is the guilds roll system in its most basic form. If you are new to the system, at an event and in a pinch to learn about it this is the biggest part you need to understand! New members entering events unprepared can also ask to use other peoples stat sheets as a filler for their own, or play it out without a role of bonuses for the time being.

HEALING

Any member of the guild can use the following roll thresholds to do basic, single target healing to themselves, or another person. Both members of Citrine Medical, and non-members use this for basic healing. All healing rolls use the Wisdom modifier for those who have stats sheets.

1-7: Failure (no healing dealt)
8-14: Minor Success (+1 to one target)
15-19: Moderate Success (+2 hp to one target)
20+: Great Success! (+3 to one target)
Natural 20: Crit! (+4 HP and healing is spread to another target) 

Group Healing

Members who join the guild’s Citrine Medical team unlock the Group Healing kit. Group healing is based on two rolls, a d20 roll, and then a threshold roll to determine how much healing is done. The d20 roll result determines what healing dice to roll with, and how many targets can be healed. 

Group healing has a 2 round cooldown!

1-5: Failure (no healing dealt)
6-10: Minor Success (+1d3 hp to two targets)
11-15: Moderate Success (+1d3 hp to three targets)
16-19: Great Success! (+1d4 hp to four targets)
20+: Heroes never die! (+3d2+wisdom HP to six targets) 

Citrine Medical members can also ressurect fallen comrades. Rolling higher than an 8 revives a player with 1 HP, and rolling higher than a 15 revives a player with +2 HP. This is effected by the Wisdom modifier.

STATISTICS & ITEMS

Augment your rolls and increase character statistics with the item system. Items can be gained through a variety of ways and allow you to play your character how you want to play them.

Players can earn Triumph Badges by participation in everyday guild activities and hosted events, which they then can use to purchase a number of ‘slot’ items – Headpieces, Armor, Gloves, Waist pieces, Boots, Neck pieces, Rings and Trinkets. These items range from Basic to Heroic to Division items; with dozens in each category, they can easily turn the tide of battle in favor against the monsters the average Eagle has to face.

You can equip up to four items at any given time – this allows for maximum customization of carried items without bloating up numbers. Players are able to carry as many items as they can earn, but only equip those four at one time, so choose wisely which ones you can/want to combine for maximum effectiveness!

Learn More

d20 EVENT PHASES

There are a few instances in a regular D20 event:

PLAYER PHASE

What can I do in a Round?

When it is your turn you can do the following: You will be able to move around until you attack, defend, heal, or do a special action. It is all based on your creativity.

How does it work?

A “Player Phase” will be called out in Raid Warnings at the beginning of combat, or in the midst of combat after an enemy phase.

During a standard player phase, a player will be able to:

    • Do their /roll 20
    • Attack an enemy if they manage to make a successful strike, or succeed at a particular action. Or heal.
    • Do a special action (Buff, run somewhere, start chopping down trees and pushing rocks.) Be sure to message your DM if you’d like to try something special.
    • Emote

 THE ENEMY

A ferocious Yeti exits its cavern and prepares to attack! It has 2 health.

 THE ROLL

A wild Kysaerys appears and initiates the player phase! Kysaerys rolls, and gets a 14! She’s a damage spec, so she gets to use her modifiers on her attack bonus. Her +3 is his primary stat, meaning that in total, she has rolled a 17. This means she can deal 3 damage!

 THE EMOTE

Kysaerys emotes something very fancy about conquering the Yeti, the emote looks something like: [Player]: (14 + 3 = 17) [Insert Long Emote Here] ( Target they were hitting; -3 Marker Color or Shape) The Mob is then defeated!

ENEMY PHASE

An “Enemy Phase” will be explicitly called in raid warnings. At this time, the group will be victim to the DMs will. This can vary on multiple accounts based on the Dungeon Master leading the group. However in general, a DM will roll for each special marker, which may have special properties.

In its simplest form, this is what an enemy phase looks like

  • The DM says “Enemy Phase” in Raid Warning.
  • The DM rolls for each enemy on the battlefield.
  • The DM dictates mechanics for people to react to. (These should be paid attention to and followed to the T!)
  • The DM selects damage targets, and emotes them in Raid Warning. People who take damage record that to keep it noted.

It is advised for an Enemy Phase the group be attentive to the DM, as they will direct the group on actions to take accordingly, and might call for special actions. Since the DMs word is law, do as they say! It will help you keep yourself well immersed in the experience of the battle. The enemy phase can be the most simple, or most diverse phase depending on player actions in the player phase (or inaction). The course of an event is guided by the players who participate!