The Citrine Eagle utilizes a D20 system with customizable stats and character augments for personal customization and guild progression. Players can make their own personal character sheet to augment their rolls and mold their character using traits and stat points gained over time.
Every character starts with a base of 5 health points, and 7 stat points to distribute. A fresh snowcap is also able to use base traits. Additional stat points and empowered traits are gained as you rank up.
The character statistics sheet and traits are one of the most important parts of integrating into the guild, and we highly recommend that you craft a character sheet first and foremost. Below are things you need to know for events, constructing the character sheet, and trait details.
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 listed below on the D20 Break Points table. 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!
Keep in mind the DM does lead the story but you’re part of it too. If you have an idea, go ahead and pitch it to the DM during the event. Want to set up something like an ambush outside or inside a house go ahead and try to communicate with people.
We're here to be creative, don't just feel that you have to sit there and wait for the DM to announce things, or direct the group on which way to proceed. The DM most likely has more than one way in mind an event can go, and are waiting for someone to get clever.
Say you’re in a room where you find four rooms, one room has sleeping people in it and you decide you’d like to block that off. You call over a magically adept character and they walk over to the room and cast a spell (Which they roll for using /roll 20 + a stat modifier) and the DM will set a DC for this. It seems like an easy task and the character is successful! They’ve created a magic barrier that will trap those enemies inside if an alarm is raised.
Tell the DM you wish to emote something to have them pause the scene so you can emote what you’re doing and roll accordingly. Letting your DM know what you want to do will let them make a DC for what you’re doing! What traits you have shouldn't dictate what your character does, and the absence of a trait shouldn’t hinder it.
Nat 1 : Critical Failure
Your character takes one damage. Emote your failure accordingly!
2-7 : Failure
Your action fails. You are deflected, dodged, or failed to strike.
8-12 : Minor Success
You are able to deal 1 point of damage. In lieu of dealing damage you can heal yourself or another for 1 HP
13-16 : Moderate Success
You are able to deal 2 points of damage. In lieu of dealing damage you can heal yourself or another for 2 HP or raise a fallen character to 2 HP.
17-19 : Great Success
You are able to deal 3 points of damage. In lieu of dealing damage you can heal yourself or another for 3 HP or raise a fallen character to 3 HP.
Nat 20 : Critical Success
You are able to deal 4 points of damage. In lieu of dealing damage you can heal yourself or another for 4 HP or raise a fallen character to 4 HP.
Players can augment their rolls in d20 through building out a statistics sheet. Statistics directly affect the outcome of your rolls in most situations in a d20 event by modifying your rolls. Characters will start with 7 stat points. They will receive an additional point from Rank 1-3 for a total of 10 at Sergeant. Stats will cap at 3 unless modified via traits. They can be redistributed by speaking to an officer.
Constitution is the primary statistic to gain hit points. A player begins with a base of 5 health, and if they choose to place stat bonuses into Constitution, they also gain hit points. It can also be used for will saves.
Strength is the primary stat for major actions involving heavy weapons, moving big objects, picking things up, and putting things down. It can also be used for physical intimidation, as well as grappling and tackling enemies to subdue them.
Dexterity is the primary stat for weapons that require quick sleight of hand, and great prowess such as daggers, bows, guns, and staves. It can also be used to avoid quick swings, falling objects, and things requiring deft athleticism such as running long distances.
Intelligence is the primary stat for casting spells that deal damage, resisting magical effects, learning about items, perceiving magics, granting buffs to the group, and research.
Wisdom is the primary stat for all healing abilities. It can also be used to perceive most sounds, movements, and clues, including but not limited to animal tracks, symbols, and loud noises. Wisdom is also the main stat for perception checks, and healing.
Charisma is the primary stat for persuasiveness, ability to lead, and diplomacy. It is a measure of the strength of your personality and personal magnetism. Bards and other personality driven magics are highly affected by this.
Traits are a guild wide pool of augmentations that push the scales of the Citrine Dice D20 system in favor of the Eagle. As soon as a member joins as a Snowcap they will have access to all base traits for use in guild events. As a member ranks up the traits become empowered making your character even stronger. You gain an empowered trait at Private, Corporal, and Sergeant ranks.
You are permitted to have THREE active traits at any given time. Traits may be swapped out between guild events and should be noted on your Character Sheet. A complete list of traits can be found below.
Hardiness of the Ignaeuns
Base - Cap Constitution at 4 instead of 3.
Empowered - Cap Constitution at 5 instead of 4.
Fortitude of the Mountains
Base - Cap Strength at 4 instead of 3.
Empowered - Cap Strength at 5 instead of 4.
Nimbleness of the Winds
Base - Cap Dexterity at 4 instead of 3.
Empowered - Cap Dexterity at 5 instead of 4.
Intellect of the Ancestors
Base - Cap Intelligence at 4 instead of 3.
Empowered - Cap Intelligence at 5 instead of 4.
Foresight of the Eagle
Base - Cap Wisdom at 4 instead of 3.
Empowered - Cap Wisdom at 5 instead of 4.
Charm of the Folk
Base - Cap Charisma at 4 instead of 3.
Empowered - Cap Charisma at 5 instead of 4.
Base - Critical Rolls Trigger at 19 instead of 20.
Empowered - Critical Rolls Trigger at 19 instead of 20. You also do +1 Damage the round following a crit regardless of roll next turn.
Base - Your critical hits will inspire yourself and one other to have a +1 to any roll. The bonus is only for the next round, and will not stack.
Empowered - Your critical hits will inspire yourself and two others to have a +3 to any roll. The bonus is only for the next round, and will not stack.
Base - If you roll a 4 or lower then roll again. Still take damage from natural 1. Only once per turn.
Empowered - If you roll a 5 or lower roll again. Still take damage from a natural 1. Only once per turn.
Base - Skip your roll for a turn and analyze the situation. Next turn, roll with advantage, and gain +1 to the roll. Can not be stacked.
Empowered - Skip your roll for a turn and analyze the situation. Next turn, roll with advantage, and gain +3 to the roll. Can not be stacked.
Base - If your HP is at 25% or lower deal +1 Damage.
Empowered - If your HP is at 25% or lower deal +1 Damage, a critical roll deals double damage.
Base - A critical roll will kill a trivial mob (DM Discretion). You must recharge next turn and lose your roll.
Empowered - A critical roll will kill a trivial mob (DM Discretion).
Base - Deal one damage to yourself, do +1 damage or heal. Cannot kill self. Ignores Barrier.
Empowered - Deal one damage to yourself, add +1 to your roll, do +1 damage or heal. Cannot kill or heal self. Ignores Barrier.
Base - Upon death deal 2 damage to surrounding enemies. Can not be resurrected for two turns.
Empowered - Upon death deal 3 damage to surrounding enemies. Can not be resurrected for two turns.
Base - Your successful Resurrection rolls revive the target with an additional +1 hp.
Empowered - Your Resurrection roll threshold is reduced by 1. In addition, your successful Resurrection rolls heal for an additional +2 hp.
Base - Add +1hp to your amount healed, but the heal is now split over the current and next turn.
Empowered - Add +2hp to your amount healed, but the heal is now spilt over the current and next turn.
Base - If the target you are healing is under half their health pool, add +3 to your healing roll.
Empowered - If the target you are healing is under half their health pool, add +5 to your healing roll.
Base- When your HP is at 50% or lower, you gain +1 to all your healing totals.
Empowered - When your HP is at 50% or lower, you gain +2 to all your healing totals.
Base - Instead of a heal the amount of healing done +1 is applied as a shield to your target. Shields do not stack, and can only be active on one target at a time.
Empowered - Instead of a heal the amount of healing done +2 is applied as a shield to your target. Shields do not stack, and can only be active on one target at a time.
Base - If rolling to heal Roll 1d3 add result to your original roll.
Empowered - If rolling to heal Roll 1d5 add result to your original roll.
Base - During the Enemy Phase, if an ally was to hit 0hp you may roll a d20 saving throw. If you score a 13+, the target remains alive with 3hp. Performing this roll causes you to skip your next player phase.
Empowered - During the Enemy Phase, if an ally was to hit 0hp you may roll a d20 saving throw. If you score a 11+, the target remains alive with 3hp. Performing this roll causes you to skip your next player phase.
Putting It Together
Basic D20 Rolls, Statistics, and Traits. Taken as a whole encompass the Citrine Dice D20 system. Every character in the Citrine Eagle has a Character Sheet which details the statistic and trait selections they have made. It should be kept up to date as your character progresses through the ranks and gains access to new things. It serves as a handy tool for both yourself and DMs during events!
Combat is broken up in two phases. The Player Phase, and the Enemy Phase which are pretty self-explanatory. The initiation of a Player Phase, or Enemy Phase in combat will be announced by the Dungeon Master. In the Player Phase, players are able to direct their characters how they like, and roll for damage.
Character Name: Pinky
Stats Points: 7+1
Traits: Empowered Tactician, Base Inspiration, Base Berserking
A basic Player Phase allows players to do the following:
1 - /roll 20 to determine your success or failure. 2 - Attack or Heal depending on roll result. Alternatively you can do a special action such as sneaking around, buffing, or seducing the enemy. Be sure to message your DM if you'd like to try something special. 3 - Emote
We highly suggest that players be creative when a dungeon master is coordinating a combat scenario. During the Player Phase you'll be able to get creative on what your character would do; and often Dungeon Masters are very receptive to special actions to influence the outcome of combat. Whether it's chopping down a tree to crush some enemies, or flirting with the Highwayman to seduce them. The options are on the table. Just communicate with the Dungeon Master!
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.
We advise you be attentive to what the DM is doing in the Enemy Phase, 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!