Referentalia
useful Tools
Guides and Reference Items
Character Sheet
Name: |
Hair: |
Eyes | ||||||||||||
Profession: |
Height |
Weight | ||||||||||||
Level: |
Heritage |
Homeland |
Age | |||||||||||
STR |
Mod |
Save: |
Prof. Bonus |
Inspiration | ||||||||||
DEX |
Mod |
Save: |
Armor Class |
Initiative |
Speed | |||||||||
CON |
Mod |
Save: |
Hit Points |
Temp HP |
HD | |||||||||
KNO |
Mod |
Save: |
Death Saves | |||||||||||
WIS |
Mod |
Save: |
Fatigue | |||||||||||
PER |
Mod |
Save: |
Attack |
Bonus |
Damage |
Range |
Ammo | |||||||
CHA |
Mod |
Save: | ||||||||||||
SAN |
Mod |
Save: | ||||||||||||
MANA |
Mod |
Save: | ||||||||||||
Skill: |
Bonus: |
Psyche | ||||||||||||
Heart | ||||||||||||||
Vitality | ||||||||||||||
Spells Known | ||||||||||||||
Bit |
Pence |
Shill |
Farth |
Quid |
Crown | |||||||||
Item |
Location |
Weight |
Item |
Location |
Weight | |||||||||
Personality: | ||||||||||||||
Building Backgrounds
Using the rules here, you can build a Background from scratch or customize a premade Background, focusing on details related to the backstory you have in mind for your character.
Background Features
All backgrounds have a balanced structure and a degree of commonality to them. Each one has these features, though every single one is different.
Backgrounds are not limited – a background should be able to be found in every city, in every town, even in every village to some extent, and decidedly not according to local customs. Thus, there is no background for Akadian Housekeeper. They would simply be a Housekeeper, and the particulars would depend on the homeland drawn from.
When you build a Background, your character gains the features in the “Background Features” section below. As you make choices for those features, think about your character’s past.
- History.
- Where did they spend most of their time?
- What did they do for a living?
- Ability Scores.
- How did their past affect their ability scores?
- When you determine your character’s background, choose one ability scores that reflects what you did, and increase it by 1.
- Skill Proficiencies.
- Choose two Skills. Your character gains Proficiency in them.
- Tool Proficiency.
- Choose one Tool or Toolkit. Your character gains Tool Proficiency with it.
- Language.
- What language, if any, did they learn from their associates or studies?
- Choose one language from the Standard Languages or Rare Languages tables. Your character knows that language.
- Equipment.
- What capabilities and possessions did they acquire?
- Your character gains 50 sp to spend on background equipment. The character keeps any unspent sp as spare coin. This is an addition to your starting wealth.
Power That Is
History |
Prior to God’s War During God’s War After God’s War |
Relations |
Dislikes Gets along with Likes |
Centers of Worship |
Major Temples |
Followers |
Favors and Taboos |
Personality |
Flavor text and what they are like. |
Power That Is Template | |||||||
Alignment | |||||||
Alternyms | |||||||
Patron of | |||||||
Colors | |||||||
Fauna |
Beast | ||||||
Flora |
Omen | ||||||
Ordeals | |||||||
Followers | |||||||
Virtues | |||||||
Sins | |||||||
Worship | |||||||
Baptism | |||||||
Prayer | |||||||
Offerings | |||||||
Clerics | |||||||
Realm Example
Official Name |
Motto | |||||
People |
Goods | |||||
Flag & Symbol |
Crafts | |||||
Honorifics | ||||||
Greeting | ||||||
Parting | ||||||
Respect Shown | ||||||
Folkways | ||||||
Symbols | ||||||
Temples |
Secretly Worshipped |
Cultural Foes | ||||
Virtues |
Vices |
Towns | ||||
Armor |
Weapons |
Skills | ||||
Others See Them |
They See Others |
Bonuses | ||||
Cost Factor: |
Introduction
Towns
Villages
Features
Among the notable features of Akadia are
Rivers
Lakes
Mountains
Forests
Mines / Quarries
Ruins / Monuments / Legendary
Battles / Disasters
Outlook
Lifestyle
Government
Economy & Trade
Family
Education
Special Element
Culture
Values
Culture Heroes
Cultural Armor
Cultural Weapons
Fashion & Style
Only some folks wear Armor in Akadia; Mages think that magic should solve that problem for them.
Creating a Profession
The Philosophy of Professions on Wyrlde is based in:
- An Archetype that is derived from Wyrlde.
- 5 Aspects that are Defining Traits for that class and cannot be copied among any others.
- An Axiom that describes how the class learns.
- An Affinity that describes what the class learns about.
One can create their own class for Wyrlde. Creating a new Profession means following some simple rules that apply to all professions across the board. Those are the rules that were used for every profession herein.
- Profession Development Rules
- It must have a unique name.
- It must use the axioms and affinities as they are;
- one cannot combine a null and magic,
- nor can one mix two affinities or two axioms.
- The description must have a role that is derived from Wyrlde.
- All Role, Aspects, Disciplines, Orders, Mysteries, and Fortes must fit the rationale of the profession as it is found in and on Wyrlde.
- Remember that all spells have a mana cost. So, almost all Aspects must have a mana cost.
- Profession Foundations must be complete.
- It must have an Axiom.
- It must have an Affinity.
- Profession Spell Use. Spell Use for each Degree of Complexity. Thus, A Wizard gets each greater degree of complexity as a Feature, with a limit on level. Spell use should note maximum Complexity, Axiom, and Affinity.
- It must have at least three critical ability scores
- (not required scores, just the most important ones to them).
- It must have hit dice stated,
- and they are determined by if the class is intended to use magic or not.
- For those who will gain Expert complexity spells, d6,
- For those who will gain Advanced complexity spells, d8,
- For those who will gain Intermediate complexity spells, d10,
- For those who will gain Rudimentary complexity spells, d12,
- For those who will gain Simple complexity spells, d14,
- For those without magic, d16,
- Thus, for a class to have d10, the only way they can ever gain Advanced complexity magic is if they as an individual elect to take a Mystery – it cannot be part of the class as structured.
- and they are determined by if the class is intended to use magic or not.
- It must have Armor Proficiencies listed.
- For those who will automatically gain Expert complexity spells, Basic,
- For those who will automatically gain Advanced complexity spells, Common,
- For those who will automatically gain Intermediate complexity spells, Typical,
- For those who will automatically gain Rudimentary complexity spells, Light,
- For those who will automatically gain Simple complexity spells, Medium,
- For those without magic, Heavy,
- It must have Weapon Training complete.
- Profession Weaponry Training. See Orders.
- Combat Orders are grouped into Orders and Weapon Types.
- Profession Weaponry Training. See Orders.
- It must have the Skills completed,
- with a choice of 2
- from at least six options that all pertain to the core Archetype.
- It must have starting equipment and extra funds not to exceed 50 sp in value listed.
- It must have a Wealth Bonus.
- It must have saving throws based on their Affinity.
- It must have Spell Attack based on their Axiom.
- Spell Attack saves use Axiom,
- Spell Casting ability is measured by Affinity.
- Profession Aspects: Each Profession has several Aspects. These aspects are Disciplines, Orders & Mysteries, Fortes, Veiled Knowledge, Esoterica, and Feats. Veiled Knowledge and Esoterica are often called Specialties.
- Disciplines: All Professions have at least three Disciplines, which are based in skills, proficiencies, and non-magical abilities.
- One of those three always includes Ability Score Improvements at appropriate levels according to the Mastery Table.
- Orders & Mysteries: This Aspect will be an Order or a Mystery. It may be something other than that, but those cannot be used if it is. For example, if one chooses to use the space to add an additional Forte to a profession, then that profession loses out this “slot” to that new forte.
- Orders: are gained by those who seek to master certain combat skills. Formally called Combat Orders, they exists in one of five orders, and is always with a particular weapon type.
- The First Order is gained at 1st level or higher.
- The Second Order is gained at 5th Level or higher.
- The Third Order is gained at 9th level or higher.
- The Fourth Order is gained at 13th level or higher.
- The Fifth Order is gained at 17th level or higher.
- Mysteries: Mysteries are Degrees of Spell Complexity.
- Simple Complexity Spells (0 to 1st Level spells) are generally available to professions who can use magic at 1st level. Note that Cantrips here are significantly different from traditional. They are predominantly driven by will and the simplest of magical forms. They can only be gained at 1st level or higher by all professions that use magic.
- Rudimentary Complexity Spells (2nd to 3rd Spell Levels) are what are accessed by Mages who have magical capacity but use it to improve existing skills and abilities more by convenience, and do not study it more deeply. They can only be gained at 5th level or higher.
- Intermediate Complexity Spells (4th to 5th Spell Level) can be accessed by those who have tried to split the difference between spells and magic and some other activity. They have put in considerable effort but have not truly given themselves over to it solely. Intermediate Spells can only be gained as an Ability at 9th level or higher.
- Advanced Complexity Spells (6th to 7th Spell Level) can only be accessed by those professions which place the use of magic as their primary skill set and focus. They have put great effort and study into magic itself and usually have poor combat and defense options. Advanced Spells are gained as a Feature at 13th Level or higher.
- Expert Complexity Spells (8th to 9th Spell Level) can only be accessed by those professions which place the use of magic as their primary skill set and focus. They have put great effort and study into magic itself and usually have poor combat and defense options. Expert Complexity Spells can only be gained as a Feature at 17th Level or higher.
- One Mystery can be used in place of one Order. It is an either-or situation. One can get an Order or one can get a degree of Mystery. The only way around this is certain Esoterica or Veiled Knowledge, but using those has an impact as well.
- Disciplines: All Professions have at least three Disciplines, which are based in skills, proficiencies, and non-magical abilities.
- Profession Fortes: These are things that only that profession can do. Each Profession has several abilities that are common to all members of that profession. These abilities are often more magical in nature in comparison to Disciplines. These capabilities cannot be included in the list of Esoterica or Veiled Knowledge and must be unique to them. Creating a new class means eliminating existing special abilities from the list if they are to act as a foundation for Fortes.
- Three Fortes must be Defining Traits. A defining trait is something that not only provides a class with a capability, but also that capability must be something to which people will point and say that makes that person a member of the class.
- Each Forte should increase in potency and value as they go up in levels.
- The starting Forte comes at 2nd level.
- The second Forte starts at 6 level.
- The third Forte starts at 10 level.
- The fourth Forte starts at 14 level.
- The fifth Forte starts at 18th level.
- They should be derived from the Profession Axiom in some way.
- Specialties: Each character, over the course of a game, gains access to an opportunity to indulge in Specialties, which are additional abilities they can add. Specialties come in two forms: Esoterica, the ore magical and mana costly form, and Veiled Knowledge, which is less magical, though it may not always seem so.
- Esoterica: All members of all professions have the ability to learn secrets, lore, and capabilities from outside the normal course of their profession, bringing new abilities, knowledge and capacities to play. Some of these are called Esoterica, and all professions get a choice of one Esoterica Aspect at each of several levels:
- 1st level
- 5th Level
- 9th Level
- 13th Level
- 17th Level
- Veiled Knowledge: All members of all professions have the ability to learn secrets, lore, and capabilities from outside the normal course of their profession, bringing new abilities, knowledge and capacities to play. Some of these are called Veiled Knowledge, and all professions get a choice of one Veiled Aspect at each of several levels:
- 3rd level
- 7th Level
- 11th Level
- 15th Level
- 19th Level
- Specialties which duplicate an Order or a Mystery must be taken at a level higher than the Order or Mystery would normally be available.
- Esoterica: All members of all professions have the ability to learn secrets, lore, and capabilities from outside the normal course of their profession, bringing new abilities, knowledge and capacities to play. Some of these are called Esoterica, and all professions get a choice of one Esoterica Aspect at each of several levels:
Example Profession: Cleric
As an example, we present an “additional” class to the 15 given previously: The Cleric.
The first task is to ground the Cleric in the World as a whole. The powers have regular priests, but those who are chosen to represent them – Ikons, Paladins, and Shrinewards, are given unique powers to aid and support the goals and tasks they have.
Priests are mostly concerned with ritual and caregiving – they are, in addition to the Physics, essentially the medical care of the world. A priest that is called not as one of the other things but as a roving caregiver would fit well into the overall world – assigned a mission by the Bishop after demonstrating some greater or deeper connection to the Power.
They would not be a warrior, however – that role is very much filled by paladins and to an extent by Shrinewards, so they would be closer to a Wizard overall. Priests are not taught arms and defense in the Temples, so a Cleric wouldn’t have much in terms of combat skills beyond very basic or simple stuff – but they would also be expected to survive if being sent out into the world.
They would likely be granted greater powers of healing and caring, however, and as the Powers have them act as judges during an Ordeal at higher levels, they would have some gift around that likely. A wandering priests would need to be able to sway people, to read them, to make them feel welcome and safe and to be trusted, so they likely would need a high wisdom score and a high charisma score. They would need to be able to stand up to the rigors of travel, and so likely have a high constitution score.
They would learn many of the physic arts, and so would likely have a skill in medicine and herbalism, and then some skill related to their Power that they serve, for they would be expected to Serve.
Wyrlde does not have Domains, as such. It does have certain alignments and it has several Planes, and likely they would become aligned in some way to those depending on the Power they work with. All of the Powers describe particulars of Clerics, and how they are aligned. These would guide the spells that a Priest would take from the Divine list. This is especially important given what the Powers favor, and what they think of as sinful and what is not. For those would like Domains, each Power would have its own Domain, and they would provide distinct capabilities in that sense, but would still not be Gods of a particular concept – it is important to note that Wyrlde’s gods are not gods of something (except the old ones and Chicory and her friends, who are not treated as Gods), but rather are “Gods of Everything” with personal quirks. So a set of Domain abilities could be mixed form among several different domains – but always keeping in mind that the goal of the Bright and Shadow gods is not to scare people into following them, but to guide, protect, and earn that following, that faith from the people. The fearmongering and horror would come only from those serving the dread Gods, but their power would be much less strong, and more narrowly crafted as the Dread powers do not want people to look to other people, but rather only to themselves.
Using a Domain system would mean creating a domain for each Power in such a case, and that’s a dozen domains. An alternative is to look back before Domains, and instead have the Cleric simply do their best and use the Specialties to create their unique take on what it means to be a Cleric for that Power.
Wyrlde has a history of disasters, so odds are good they would have ways of defending the faithful from disasters – storms, meteor showers, earthquakes, floods – and ways of aiding in recovery such as bountiful crops, easier births, and general goodwill among those who have lost much.
They would have ways of feeding the hungry and curing diseases, of blessing those for the entry into sacred grounds, and of being able to hallow a place – to consecrate ground. One could argue that it is a matter of scale for a Cleric – where a Paladin might be able to cure disease on at a time, a Cleric could cure a plague within a larger area, healing more people.
From a class perspective, they would act as support roles, and so would likely be able to aid those doing fighting in a way that empowers them and limits the enemies. They would be able to provide buffs and debuffs to assorted targets – and they might be granted a special exemption from the rules of consecration – so that they could help those who were not True believers, overcoming the challenge of Paladins in healing those who do not follow their Power.
Like Bards and Druids, they would have some aspect of oratory skills, the ability o speak before groups of people – to sermonize, for lack of a better word, and inspire people or get them to change their ways or allegiance.
They would be able to provide a blessing, to welcome someone in, be they a convert or a new believer. To enable them to walk on sacred ground and receive the bounty of the Power they have chosen.
Like Shrinewards and Paladins they would be able to learn new spells on the fly, give to them by their Power. They would, however, be limited in following only one particular Power, not several – such would be the tradeoff for having been chosen and is common among all those chosen by a Power. Shrinewards are limited in such a way, although Paladins are not limited to a single Power (but are limited to three from the bright and Shadow hosts only)..
They would also have a way of marking those apostate or offering some kind of penitent relief from a sin.
There, now we have grounded the class in the world itself – not pulled from outside the world, but looked at the world and said “what would these people do here, what role in society would they fill, how o they come to the place where they would adventure, and what should they be able to do.”
That bit about being sure that they do not pull from “someplace else” is important. The Classes must fit the world. Now, we could create something at scale to enable an outside idea and basis to exist in the world — I mean, this is a game where Mortal Kombat exists, lol. But note that we had to create it in a way that impacts the whole of the world, and it became part of the history.
This is your world, now, so you can do so. At one point in development there were no Monks in the game, and it was the players asking for such and some off topic jokes about Mortal kombat and tekken and such that led to the creation of the Monks. Druids here are not the semi-traditional Celtic Druids, but more akin to other kinds of shamanistic groups – and so those powers and forces needed to be brought in and a way had to be found to work them into the whole. There is a reason that much of the History and other things are left vague; you can use them as starting points to add in your own stuff. But we are developing out a class based on the world as it exists now – and should you choose to bring an outside inspiration in be sure to create the basis for it first.
Now that we have the basic idea for the class, we need to look to the rules. We know that this class will be able to use the highest level of magic, so they will only have a d6 hit die. Armor training and weapons training will be limited, so they won’t have very significant capabilities there – likely up to Common weapons and Typical Armor. They will need some skills – Religion, First Aid, Mekaniks (because the Temples use them), and some sort of traditional craft like beekeeping or herbalism or gardening.
We know they are Divine Servants – their Axiom is servant based, and their magic comes from the Powers, so it is Divine. This gives us their major score of Wisdom and we can see that Charisma should be an important score, and that Constitution should be an important one since they need to be able to speak to many people and be liked and trusted, and they need to be suited to the rigors of life outside the temple and in the wild.
A focus is easy – always the holy symbol – but we can have some fun and say that it is the holy symbol they are marked by upon their skin, set their by the Power they follow. It cannot be removed then – something Paladins and Shrinewards cannot claim.
They will be coming from the temple, so likely have a reasonable amount of bonus wealth – probably +30sp.
For weapons and such, they need to look at the Power they serve – some powers do not let them carry any, others have some choices or preferences.
We now also know what their role is, and so can write that out – they are picked by their Power, aided by their Bishop, and sent out into the world to make life better.
They probably deal with jealousy in the Temples, and because they are not the fancy Paladins or the sparkly Shrinewards, they likely are thought of as second class by those who were never chosen and treat their faith like a job. They may not always feel welcome at Shrines and Temples of their Power, but they will always know that they belong and that they have to give the same care to those who were not chosen.
And so we come to the Features they have. There are 10 features for each class, and we know that 4 of them must be unique to the class – they cannot be something any other class has. We have a good idea of some of those aspects – buffs and debuffs, curing sickness, feeding others. We can now look to historic ideas of what priests have done – chasing away malicious powers, miracles, and such. They may not be warriors in the combat sense, but they are well suited to cities, and they have the gift of divine intervention if needed.
Profession Template
Foundations | |||
Inspiration | |||
Abilities | |||
Axiom |
Affinity | ||
Spell Cast |
Spell atk | ||
Hit Dice |
d__ | ||
HP @ Lvl 1 |
Your Con modifier + 1d## or #. | ||
HP @ Higher Lvls |
Your Con modifier + 1d## / level after 1st | ||
Saving Throws | |||
Skills (Pick 2) | |||
Disciplines |
ASI | ||
Spell |
SIMPLE, RUDIMENTARY, INTERMEDIATE, ADVANCED, EXPERT | ||
Proficiency | |||
Armor Training |
Basic, Standard, Light, Medium, Heavy | ||
Weapon |
Simple, Basic, Common, Adept, Expert | ||
Training | |||
Forte | |||
Veiled | |||
Esoterica | |||
Starting Gear | |||
Kit/Gear | |||
Focus | |||
Armor | |||
Weaponry | |||
Wealth Bonus |
Introduction
PC:
Background:
Legend:
Role
Average Person:
Planar:
Social:
Level |
Aspects Gained |
Proficiency Bonus |
Mana Stored |
Weapon Types |
Skills Gained |
1 |
Order / Mystery + Forte |
0 |
1 | ||
2 |
Esoterica |
0 | |||
3 |
Veiled Knowledge |
0 |
1 | ||
4 |
Discipline + ASI |
0 |
1 | ||
5 |
Order / Mystery ++ Forte |
+1 | |||
6 |
Esoterica |
+1 |
1 | ||
7 |
Veiled Knowledge |
+1 |
1 | ||
8 |
Discipline + ASI |
+1 | |||
9 |
Order / Mystery ++ Forte |
+2 |
1 | ||
10 |
Esoterica |
+2 |
1 | ||
11 |
Veiled Knowledge |
+2 | |||
12 |
Discipline + ASI |
+2 |
1 | ||
13 |
Order / Mystery ++ Forte |
+3 |
1 | ||
14 |
Esoterica |
+3 | |||
15 |
Veiled Knowledge |
+3 |
1 | ||
16 |
Discipline + ASI |
+3 |
1 | ||
17 |
Order / Mystery ++ Forte |
+4 | |||
18 |
Esoterica |
+4 |
1 | ||
19 |
Veiled Knowledge |
+4 |
1 | ||
20 |
Discipline + ASI |
+4 |
Aspects
D:
O:
M:
V:
E:
Disciplines
4
8
12
16
20
Orders & Mysteries
1:
5:
9:
13:
17:
Forte
1:
5:
9:
13:
17:
Veiled Knowledge
3:
7:
11:
15:
19:
Esoterica
2:
6:
10:
14:
18:
Worldscape
The Big Picture
Spell Template
Spell Name |
Complexity | ||||
Taxonomy |
Arcane |
Divine |
Eldritch |
Mystical |
Primal |
Casting Time | |||||
Range | |||||
Duration | |||||
Concentration | |||||
Empowerment | |||||
Area of Effect | |||||
Attack/Save | |||||
Damage/Effect | |||||
Rite Material: |
Rite Time | ||||
Rite Space | |||||
Description |
Name: The name of the spell.
Taxonomy: How the spell is classified by Affinity. This will be a short table. Taxonomy has impact on legal and sometimes the effects of spells. Every grouping has weaknesses inherent in the nature of the spell. If a Spell’s School of Magic is different from what appears in the 2014 Player’s Handbook, an asterisk (*) appears after the school. The taxonomy types are:
- Arcane: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation
- Divine: Consecrate, Illuminate, Perpetuate, Manipulate, Facilitate, Recuperate, and Compensate
- Eldritch: Mortal, Etheric, Astral, Abyssal, Hellish, Faerie, Radiant, Necrotic, Celestial, Infernal, Shadow, Nether, Elemental, and Demi
- Mystical: Guile, Pleasure, Heroism, Safety, Hope, and Survival
- Primal: Elemental, Senses, World, Protect, Trick, Body, Build
Casting time: How long a spell takes to cast.
Range: The range of the spell at base.
Duration: How long the spell’s effects last for.
Concentration: If the spell requires ongoing concentration.
Empowerment: The effect of additional Mana points pushed into a spell.
- Area of Effect: The base number of targets or size of the area affected.
- Attack/save: Any notes about the nature of the attack or saving rolls of the spell.
- Damage/effect: The effect of the spell, including damage or healing.
Ritual: The requirements for a Rite version of the Spell.
- Material: Material Components need for a ritual form of the spell. The material component must be present in order to begin the ritual.
- Space: The space required for the Rite.
- Time: The amount of time the Rite takes to cast.
Description: The spells description.
Spell Descriptions Block
Wyrlde puts all Spell Descriptions into a Spell Block. Spell Blocks are explained previously. The spell block looks like this:
Spell Name |
Complexity | ||||
Taxonomy |
Arcane |
Divine |
Eldritch |
Mystical |
Primal |
Casting Time |
Range | ||||
Concentration |
Area of Effect | ||||
Duration |
Attack/Save | ||||
Empowerment |
Damage/Effect | ||||
Ritual |
Rite Material | ||||
Rune |
Rite Space | ||||
Rite Time | |||||
Description | |||||
Critteralia Stat Block
Monster Name |
Size | ||||
type |
alignment |
image | |||
Armor Class | |||||
Hit Points | |||||
Speed | |||||
Str |
Dex | ||||
Con |
Kno | ||||
Wis |
Per | ||||
Cha |
San | ||||
Man | |||||
Saving Throws | |||||
Skills | |||||
Senses | |||||
Languages | |||||
Proficiency Bonus | |||||
Challenge |
Milestone | ||||
Actions: | |||||
Lore: | |||||
Notes | |||||
Reactions: | |||||
Lair: |