Blackwater D20 Event Rules

## Simple Version

 2-5
 6-10
 11-15
 16-19
 20
 **Healing** | Half of the Roll Amount

* Players begin with 20 HP. (20/20)
* Player’s will roll before making emotes in raid.
	+ On a roll of 1, the DM will generally present options to represent the Player’s fumble.
	+ Emotes should include the roll amount and the target.
		- *Example*: (12) Persefani casts fireball at {star}.
* The DM will generally use an outside roller to determine the NPC’s hit or miss.
* DM will dictate the path.
	+ Items, artifacts, and secrets relevant to the story being told will be at the discretion of the DM.
* ***Friendly fire is a possibility!*** Damage is determined by a rolloff.
* If you have to ask, you will have to roll.

*Resurrection*: Reviving a fallen player must be done after the Combat Scene has ended (with hopefully the party surviving). The revival must be agreed upon by both Healer and Recipient. The process of revival is a taxing experience and either the Healer or Recipient reduces their maximum HP pool by 5 points. This penalty is removed at the end of the session.

**Stone’s Lucky Coins**

* As methods to try and reduce costs and lower our premiums on insurance with the uptick of claims, we have opened the vaults to release more of Stone’s Coins for what we shall call “Bad Luck Protection.”
* A Lucky Coin allows the holder of it to reroll any dice roll of their choice immediately after the roll is made but before consequences are announced.
* Employees begin all jobs with 3 Lucky Coins.
* Employees can never have more than 3.
* At the DM's discretion, they may give another Lucky Coin during a long scenario or in preparation for a challenging encounter. They may also reward Lucky Coin for impressive actions that positively affect the roleplay but will never exceed the 3-maximum cap.

## Detailed Version

### Basics

The beginning of the events will have an introduction paragraph that will name any special conditions (affixes), if artifacts are allowed, the scene’s setting, and any other important starting details.

* All players begin with 20 HP (20/20) and should be in the ‘currently’ of their TRP for easy identification.
* Player’s will roll ***before*** making emotes in raid chat.
	+ On a roll of 1, the DM may present options to represent the player’s fumble.
	+ Emotes should include the roll amount and the target.
		- *Example*: (12) Persefani casts fireball at {star}.
		- *Example*: (12) Persefani casts fireball at (yellow).
	+ If using a Blackwater artifact, the player must name the artifact and ability in your emote.
* DM will dictate the path on his own or through the use of player decisions.
* The event starts freeform, until combat.
	+ Once combat starts, we will enter Player Round and Enemy Rounds as indicated by the DM.
* The Raid Ready feature will verify everyone is done with their emotes before moving to Enemy Rounds.
* Items, artifacts, and secrets relevant to the story being told will be at the discretion of the DM.
* **Pro Tip**: If you have to ask, you will have to roll.

### Attacks

 2-5
 6-10
 11-15
 16-19
 20

* The DM will generally use an outside roller to determine the NPC’s hit or miss.
* ***Friendly fire is a possibility!*** Damage is determined by a roll-off.

### Healing / Resurrections

 **6-20** | Half of the Roll Amount, Round Down

* ***Player Assisted Resurrection***: Reviving a fallen player must be done after the Enemy Round has ended with a surviving healer.
	+ The revival must be agreed upon by both Healer *and* Recipient.
	+ The process of revival is a taxing experience and either the Healer or Recipient reduces their maximum HP pool by 5 points.
	+ This penalty is removed at the end of the event.
* ***Artifact Assisted Resurrection***: Reviving a fallen player must be done after the Enemy Round has ended with a surviving player with an artifact containing a resurrection ability.
	+ This can only be done in events where artifacts are active.
	+ There are no player penalties, but artifacts may be on cooldown. Check artifact for more information.

* **Stone’s Lucky Coins**
	+ As methods to try and reduce costs and lower our premiums on insurance with the uptick of claims, we have opened the vaults to release more of Stone’s Coins for what we shall call “Bad Luck Protection.”
	+ A Lucky Coin allows the holder of it to reroll any dice roll of their choice immediately after the roll is made but before consequences are announced.
	+ Employees begin all jobs with 3 Lucky Coins.
	+ Employees can never have more than 3.
	+ At the DM's discretion, they may give another Lucky Coin during a long scenario or in preparation for a challenging encounter. They may also reward Lucky Coin for impressive actions that positively affect the roleplay but will never exceed the 3-maximum cap.