Rules Errata in Syrik in Syrik | World Anvil

Rules Errata in Syrik

Rules

Below are a listing of rules changed from, modified, or in addition to base rules within Syrik 5e. For combat specific rules, please visit Combat Expanded.  

Damage Track in Syrik

Below is the damage track we follow in Syrik when increasing or decreasing a die by a step:

1, 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 2d8, 3d6, 2d10, 2d12, 3d10, 4d8, 3d12, 4d10, 7d6, 4d12, 5d10, 9d6, 7d8, 5d12

Dice combinations can be reproduced by another dice combination when increasing or decreasing your die by a step, and that alternative can be used in place of the default. This exchange has a miniumum die size of 6 and maximum of 12, with an exception for 1d8's being exchangable with 2d4's. For example, if you were to be at the 1d12 on the track, you could instead use 2d6, since 2d6 max equates to 1d12, but you could not do 3d4 due to the minimum being die size 6.  

Destiny

Each of player starts with two destiny points. You gain an additional destiny point at 10th level; in addition, the Lucky feat provides an additional Destiny point, as well as a few Origin options.
  • You can spend a destiny point at any time to add 1d6 to a d20 roll you are about to roll, or have already rolled as long as the results have not yet been revealed, or the DM has not used a villain point before you made this call.
  • You can instead roll a d6 and add the number rolled, multiplied by 5 to any d100 rolled on your behalf, or multiply any d1000 rolled by 50.
  • For every two Destiny points the party as a collective in a mission spends, a boss or villain in the mission of the DMs choice gains a Villain Point, these act in the same way as Destiny points, but are used for the DMs creatures, they do not grant free destiny points.
  • If the mission is of a higher importance, Destiny points used by anyone in the region, regardless of mission, may be applied to the DM team of that region to then assign to their villains or to events that can occur caused by their villains within the world. These are often events given only during Campaigns, but can occur elsewhere. Such events may be the creation of additional missions, disastrous events such as mass flooding or famine, strengthening of certain villainous aspects, or more, as determined by the campaign and its specific Villainous Table of Events.
  • Any spent Destiny points are restored after a long rest, and are considered an Exhaustive Resource.

Duplicate Proficiencies

When you receive proficiency or expertise in a skill or tool that you already have, and have no other choices, you may choose another skill or tool to receive it in. You can switch a skill proficiency for another skill or tool, but a tool proficiency can only be another tool. This does not apply if your source of proficiency has other options you do not already have.   For example, if you take the Chef feat and already have proficiency in Cook's Utensils, you must take Brewer's Supplies; but if you have proficiency in both, you can choose any tool.  

Exhaustive Resources

Exhausitve resources are character resources that do not replenish when RP [Rest]-ing, but instead require a Recuperate DTD Action, or a Long Rest within a proper Session/Event/Scene at the discretion of the runner. This list may change or add additional items in the future based on discussions. Conditional Exhaustive Resources can be regained through [Rest] normally, until disabled by being Exhausted, and then return to normal after the Recuperate Downtime Action, or approved Long Rests in RP Events, Scenes, and similar interactions.
  • Blood Gift Reroll - Apostate (Origin): The Blood Gift feature's reroll effect is an Exhaustive Resource, when used for Downtime or mechanically relevant rolls, as opposed to purely RP purposes at the discretion of involved Staff.
  • Destiny: All uses of destiny points are an Exhaustive Resource, regardless of the situation.
  • Leverage (Binder Vestige): Usage of this effect in Downtime Submissions is Exhaustive. You may use its effect on all applicable rolls in a single submission before needing to Recuperate.
  • Lucky (Feat): The feat's Luck Points are Exhaustive Resources when used for Downtime or mechanically relevant rolls, as opposed to purely RP purposes at the discretion of involved Staff.
  • Portent - Divination Wizard (Subclass): The entire feature is an Exhaustive Resource, as is Greater Portent.
  • Psionic Power (Feature): The feature's Psionic Energy dice is an Exhaustive Resource.

Extra Attack Multiclass

If you already possess the Extra Attack feature, and would later gain it again, you may instead gain a Fighting Style listed under the Fighter class, or you may take a Combat feat. This replaces that feature.  

Inspiration

Inspiration is a resource that can earned through in-game action, Downtime Activities, or other features. You can hold at most up to three Inspiration at character creation, though some features may increase this threshold. Inspiration remains in effect for one Downtime Period or until spent, unless otherwise noted.   Inspiration can be used on any d20 roll that you would make, when you spend a use of Inspiration, roll a d20, you must use this new roll even if it is worse than the previous roll. You may do so after seeing the results of your original roll, but must do so before results of your roll are revealed, unless the DC is already known. You can gift any Inspiration that you have earned to an allied creature of your choice that you can see, hear, or feel.    

Modifiers

Whenever you would apply an ability or effect that causes an alteration to an established rule, such as by enhancing the Booming Blade spell with an ability that doubles its duration, the spells duration is doubled regardless on whether or not the text of the spell stipulates that it "lasts until the end of your next turn", as the general rule of the spell is superceded by the specific rule of the effect. In the case of Booming Blade, the spell's damage on movement effect can trigger at any point within 2 rounds, instead of the standard 1 round. While shield in this case, another example of a vague ability would have its duration doubled to 2 rounds instead of 1 round.   However, while these modifiers will impact the text of the spell as well. Multiplactive modifiers become additive when combined. For example, if you were to apply a doubling of the duration to the Shield spell from a feat, and then acquired an item that could double the duration of the spell, if you were to utilize both of these effects at once, the spell would last for only 3 rounds, because the 2x multiplier would become a 3x multiplier due to the additive rule of modifiers.  

Potions in Syrik

  • Drinking a potion in Syrik is a Bonus Action or Action, and feeding a potion to another creature is an Action. These are all considered Use an Object Actions.
  • The Potion of Healing magical consumable (including the Greater, Superior, and Supreme versions) have their dice rolls increased from d4s to d8s.
  • Potions are crafted with Alcohol, which can cause the Intoxicated Condition depending on the strength of the alcohol used in the potion.
 

Random Encounter Table

When checking to determine if a Random Encounter is to occur, roll a d100, on a value equal to or greater than the Encounter Chance is rolled, a negative Encounter occurs, roll a d1000 on the following table to determine the severity of this encounter. Similarly, if you are wanting to determine if a Positive Encounter occurs, if a value equal to or lesser than the Encounter Chance is rolled, a positive Encounter occurs.  

Tier of Play Cap

The LW of Syrik is a work in progress, and still evolving in stages that limit progression.
  • The Living World is currently in Tier 1
  • Total XP is currently capped for all characters at 100, reaching exactly Level 5.
  • When your Total XP is capped, all Downtime Day XP ticks are set to 0, and cannot be increased further to 'stockpile' XP once the Level Cap is raised.
  • Items and materials are limited to T3 and below (On the item/material specific tier system, which is different from Tier of Play).

Tool Proficiency Alternatives

When a character is provided with a tool proficiency, they may instead choose a Vehicle, Instrument, or Game Set proficiency, replacing the provided tool proficiency.  

Type Bonuses

Throughout the game you may encounter numerical bonuses to your statistics and to your dice rolls, these bonuses can come in a variety of forms with limitations tied to the type of bonus, as given below:

Competence

A competence bonus is applied whether passively, actively, or reactively, from a particular ability or trait, granting a numerical benefit to its indicated feature or game statistic. Competence bonuses are the most common form of numerical bonus and are never magical in nature. They can take the form of your Training in a given skill, a suit of armors inherent ability to protect its user, most finely crafted quality effects, and so on. Generally if an ability is granting a bonus that does not lists its type, it is a Competence bonus.   Competence bonuses stack with all other bonus types, including themselves, so long as they are from a different source. For example, you can gain a competence bonus to AC from wearing armor, as well as a competence bonus to AC from a shield, but you would only take the higher of two competence bonuses from wearing more than one shield at the same time.

Deflection

A deflection bonus is applied reactively whenever a creature uses its Reaction to apply a numerical benefit to its abilities or statistics. Such as using a Reaction ability to raise a shield protecting an allied creature within 60 feet by raising its armor class by 5 against the triggering attack.   Deflection bonuses stack with all other magical bonus types, but not with other Deflection bonuses. A Deflection bonus must have some form of limiting factor, such as limited uses or duration.

Dodge

A dodge bonus is applied whether passively, actively, or reactively, from a particular ability or trait, granting a numerical benefit to its indicated feature or game statistic.   Dodge bonuses stack with all other magical bonus types, but not with other Dodge bonuses. Any dodge bonuses are lost if the affected creature ever become Incapacitated or has their movement speed reduced to 0, and are restored after the affected creature is no longer Incapacitated or is capable of movement once more.

Enhancement

An enhancement bonus is applied passively to a creature, numerically enhancing their abilities and statistics. A magic weapon enchantment that applies a +1 to attack and damage with the magical weapon is an enhancement bonus.   Enhancement bonuses do not stack with others of their type, for example if you are wearing a cloak of resistance that applies a +2 Enhancement bonus to armor class and all saving throws, as well as Bracers of Armor that provides a +3 Enhancement bonus to armor class while unarmored. You would only gain a +3 bonus to armor class while unarmored (taking the higher of the cloak or the bracers) and the +2 to saves.

Fate

A fate bonus is applied whenever a creature is benefiting from fate, such as by using a use of their Destiny die to alter the results of their attack roll. Fate bonuses stack with all other bonus types, even other Fate bonuses, so long as they are not from the same source.

Insight

An insight bonus is applied whenever a creature actively uses an ability—whether that ability is instantaneous or has a duration—that applies a numerical benefit to a game ability or statistic. Such as using a Quick Strike Bracer to gain a +10-foot boost to walking speed and a +1 bonus on all attack rolls for the next minute.   Insight bonuses stack with all other magical bonus types, but not with other Insight bonuses. An Insight bonus must have some form of limiting factor, such as limited uses as well as duration.

Luck

A luck bonus is applied whenever a creature is benefiting from extraordinary luck, such as by using the Lucky feat. Luck bonuses stack with all other bonus types, but not with other Luck bonuses.

Morale

A morale bonus is applied whether passively, actively, or reactively to allies or to all within an aura, so long as the benefit is a numerical bonus to a game ability or statistics. Such as using a Pennant of Heroism to grant all allies within 30 feet a +1d6 bonus to all d20 rolls for the next minute or using an Oathbound Tabard to form an aura of vigor granting all within 10 feet, including the user, fast healing of 5 for the next minute.   Morale bonuses stack with all other magical bonus types, including other Morale bonuses, but they are lost if the affected creature(s) ever become Doomed or suffer from a Fear effect, this loss of the bonus immediately drops the effect for that creature, even if the condition causing this loss ends before the duration of the morale bonus is up, that morale bonus is lost and would need to be reapplied.

Natural

A natural bonus is applied passively to a creature, numerically enhancing their abilities and statistics. A natural bonus can be either innate whether that is through a heritage feature, a trait, or something similar, or magical such as a magical ring granting you the skin of a dragon, providing natural armor while worn.   Natural bonuses do not stack with others of their type from a magical source, for example if you innately gain a natural bonus to AC from a heritage, and later gain a ring that grants a natural bonus to AC, those would stack, however, wearing a second ring that grants a natural bonus to AC would not stack with the first, instead it would take the higher of the two bonuses.  

Terminology

Below are explanations and clarifications on terminology changed from, modified, and/or in addition to base terms within Syrik 5e.  

Checks, Saves, and Concentration

Within the Living World of Syrik at certain times you will be called on to make a Check, a Saving Throw, or a Concentration roll.
  • An Ability Check is a d20 roll with a bonus derived from one of the six ability score modifiers, this can simply be called a Check or a [ability-name] Check, such as a Strength Check or a Con Check. Further bonuses may be applied to such checks, but all Ability Checks are tied to an ability score.
  • A Skill Check is an Ability Check with added Proficiency in a given skill, tool, instrument, vehicle, and so on. Further bonuses may be applied to such checks, but all Skill Checks are tied to an ability score and a particular proficiency.
  • A Saving Throw or Save is a d20 roll with a bonus tied to one of the six saving throws, each of which are tied to a single ability modifier as well as that saves Proficiency. These are different than Checks, and can only be affected by things that affect saving throws. Often times, a Save is a d20 roll made to resist a negative effect occuring against your character.
  • A Concentration Check is a specialized Constitution saving throw that includes any bonuses specifically tied to Concentration checks. They are otherwise treated like other saving throws, and thus only benefit from things that boost ones saving throws.
  • A Fate Check is a flat d20 roll, with no modifiers given. Nothing can modify a Fate Check, not even Destiny. Though they can be re-rolled with Inspiration and similar features.
 

Staff Roles and Duties

There are a variety of tasks that need to be done to see the Living World thrive, each of these tasks can be tedious, and yet they still need to be completed. Whenever a member of staff completes one of the tasks, they can gain rewards towards a character of their choice, as shown from the list of Staff Tasks below, by accuring something known as Staff Ticks.   Staff Ticks are accumulated when performing any Staff Duty given here, granting a reward to the member of staff, or a character of their choice when they reach a total of 30 Staff Ticks or more. Whenever a member of Staff reaches 30 Staff Ticks or more, they reduce their Staff Ticks by 30, and they gain a reward from the following list of their choice:  
RewardAmount
Character of your choice receives XP. Gain XP equal to half of their Proficiency Bonus x their Tier.
Character of your choice receives wealth. Gain 100gp per level they have achieved.
Character of your choice receives Influence. Gain 5 Influence per their Tier.
The character can choose to not accept this boon, each time it is granted.  
  • Whenever a member of Staff accrues an amount of Staff Ticks equal to or greater than 1,000, any character slot tied towards them being a member of staff is improved by one step up to Adventuring PC. In the case of a non-slot, this improves to Civilian at 1,000, and Adventurer at 2,000 Ticks.
  • Whenever a member of Staff accrues an amount of Staff Ticks equal to or greater than 3,000, any character slot tied towards them being a member of staff is permanent until they relenquish said slot.

Downtime Handler

A member of Staff completing Downtime activities can accrue rewards for their hard work by completing a sufficient number of Downtime actions correctly. With the more difficult to perform Downtime acitivites providing a greater number of Staff Ticks upon completion.  
Downtime TaskStaff Ticks
Gather Information - Roll, Practicing A Profession, Recuperating, Researching Lore - Roll, Revelry, Therapy, Travel - Roll/Confirm, Volunteering, Alibi, Guarding, Adventure, Blackmail - Roll, Performing Sacred Rites, and Training. 1 Tick
Carousing, Gambling, Harvesting, Pit Fighting, Researching Spells. 2 Ticks
Mercantilism, Shopping, Travel - details/encounter, Coerce, Infilitrate, Scheme For An Adventure, Sowing Rumors, and Train A Creature. 3 Ticks
Building/Buying a Structure, Crafting - simple, and Blackmail - details. 6 Ticks
Crafting - custom, Gather Information - details, Researching Lore - details. 10 Ticks

Creation

A member of Staff completing Creation duties, such as creating a fully-formed and approved Deities page to be added to World Anvil, producing a fully approved and completed ruleset to be added to World Anvil, cleaning up and editing the World Anvil, and so on can accrue rewards for their hard work by completing a sufficient number of these actions correctly.  
Staff TaskStaff Ticks
Lore Writeup 1-30 Ticks, based upon approval of Dept. Head / LW Director (generally tied towards word count / importance)
Ruleset Writeup 1-30 Ticks, based upon approval of Dept. Head / LW Director (generally tied towards word count / importance)
Editing 1-10 Ticks, based upon approval of Dept. Head / LW Director (generally tied towards page count / importance)

Full-Time GM

A Full-Time GM is a member of Staff that runs active missions (games of DnD/Spheres of Divinity) within the Living World of Syrik. They must run at least 3 games consisting of between (4-6 players each) a month to qualify for this tag, with all such benefits being removed while they are on hiatus. A GM that fails to meet this quota is instead a Part-Time GM, though this is flexible within reason. Requirements are subject to change based upon Adventure Heads requirements.   Such games can be Static groups (ie a group of 4-6 players that remain with the GM throughout play until the story ends or until the group disbands, for whatever reason), or they can be the traditional Slotted group (4-6 players) chosen based upon the given Adventure and its Priorities, scheduled using the Scheduling bot within the LWoS server, they can also be pick-up projects such as a Random Encounter off the road, a Player produced mission, Event-based missions, minor missions tied to a Static group, and so on.
  • The GM has a single Adventurer or Civilian character slot for themselves, and an additional Adventurer or Civilian slot that they can gift to one other person of their choosing, both of these slots do not need to wait for a Player Wave to drop to be enacted. However, if granting your second slot to another player in which you will only run for that player, you must run games 6 players in total, and you cannot give individual rewards, instead such rewards must be allowed to be divied up by the players in the game (unless otherwise noted), finally, when granting either of your Character Slots, inform Lorekeepers so that they may update the role.
Game MasteringStaff Ticks
Running a single session as a Full-Time GM. 30 Ticks towards XP
Running a single session as a Full-Time GM. 10 Ticks towards both Wealth and Influence
 

Part-Time GM

A Part-Time GM is a member of Staff that runs active missions (games of DnD/Spheres of Divinity) within the Living World of Syrik. They do not have a game quota, and can run as little or as many games consisting of between (4-6 players each) a month as they wish, though inactivity for two months in a row is subject to Hiatus, inactivity for 4+ months is removal from Staff, while continued inactivity for a month back on/off results in removal from Staff. All such benefits gained are removed while they are on hiatus. Requirements are subject to change based upon Adventure Heads requirements.   Such games can be the traditional Slotted group (4-6 players) chosen based upon the given Adventure and its Priorities, scheduled using the Scheduling bot within the LWoS server, they can also be pick-up projects such as a Random Encounter off the road, a Player produced mission, Event-based missions, minor missions tied to a Static group, and so on.
  • The Part-Time GM has a single Civilian character slot. They can grant this slot to themselves or another person of their choosing, this slot does not need to wait for a Player Wave to drop to be enacted. However, if granting their slot to another player other than themselves, and only running for that player, they must run games 6 players in total, and they cannot give individual rewards, instead such rewards must be allowed to be divied up by the players in the game (unless otherwise noted).
Game MasteringStaff Ticks
Running a single session as a Part-Time GM. 30 Ticks towards XP
Running a single session as a Part-Time GM. 10 Ticks towards both Wealth and Influence
 

RP Events Handler

An RP Events Handler is a member of Staff that runs active roleplaying events and similar text-based encounters within the various RP Channels of the Living World of Syrik's discord. They must run at least 2 Events per month to qualify for this tag, with all such benefits being removed while they are on hiatus. An RP Events Handler that fails to meet this quota is instead a Part-Time Events Handler, though this is flexible within reason. Requirements are subject to change based upon RP Events Heads requirements.   An Events Handler cannot design or run events for a player in which they have gifted a slot, without oversight or approval.
  • A full-time RP Events Handler has a single Adventurer or Civilian character slot, a part-time RP Events Handler may only receive a Civilian slot. They can grant this slot to themselves or another person of their choosing, this slot does not need to wait for a Player Wave to drop to be enacted. However, if granting their slot to another player other than themselves, and only running for that player, they must run games 6 players in total, and they cannot give individual rewards, instead such rewards must be allowed to be divied up by the players in the game (unless otherwise noted).
TaskStaff Ticks
Writing and Running a single Official RP Event as an RP Event Handler. (halved if one or the other) 15 Ticks
Running a single long encounter/pickup RP Event as an RP Event Handler. 3 Ticks
Running a single short encounter/pickup RP Event as an RP Event Handler. 1 Tick
 

Non-Staff Roles

Roles for members of the LW who contribute to it in various ways and may benefit from the Staff Ticks benefits, but are not members of staff.

Cartographers

Cartographers are approved members of the community focused on map creation to aid game masters with their games.
  • Cartographers earn and expend Staff Ticks (See Staff Roles And Duties for rewards).
  • Cartographer's receive a Player Slot, allowing them to be an Adventurer or Civilian.
To Earn ticks, please remind the Staff who requests your map services to update the Benefits Ledger based off the table below. To Expend ticks, please ping #trading with your intended benefits in Cartography Corner.
Maps Size STAFF TICKS
Tiny/Low Detail Map 3
Small/Medium Encounter Map 6
Large/Detailed Encounter Map 10
Village Map 15
City Map 30
 

Player Roles

Within the Living World of Syrik there are a variety of different roles at play, each major role, relating towards actual play are given below, as well as the benefits given therein.

Adventurer

An adventurer is a player's character that takes on active missions (games of DnD/Spheres of Divinity) within the Living World of Syrik, they have full access to Roleplaying, Downtime acitivities, and other features within the Living Worlds player side of the game.  

Civilian

A civilian is a player's character that does not go on active missions and is limited to the Civilian class, but otherwise has full access to Roleplaying, Downtime acitivities, and other features within the Living Worlds player side of the game. They are in all other cases besides active games, a full player, and are thus able to interact with all other systems, and can advance in play as normal.

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