Playing in the Guild: Difference between revisions

From MythCraft Online SRD
Jump to navigation Jump to search
(Created page with "[back to MythCraft Guild]")
 
m (Protected "Playing in the Guild" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
[[Organized Play|[back to MythCraft Guild]]]
[[Organized Play|[back to MythCraft Guild]]]
== '''Playing in the Guild''' ==
You can show up with a qualifying hero at any participating convention, game store, etc. to advance in the MythCraft Guild.
Check the event ahead of time to make sure that there will be games offered for your hero’s level.
== Qualifying Heroes ==
Making a MythCraft Guild hero is just like making a hero for a home game, with a couple specific rules:
* You must use point buy for [[Attributes]].
* You must use average starting wealth.
* You must only use published character options.
* Character options in playtesting are unacceptable in the Guild.
=== Legal Leveling Up ===
Your MC will convey to you how and when you level up.
* When you level up, you must use average HP, instead of rolling.
* You also gain 1 additional Professional rank every 6 levels.
Note: The vast majority of MythCraft Guild adventures advance you by one level at the end of the session, though there are exceptions. Some special events, such as Boss Raids, will not level you up until the end of the entire Raid, which may take multiple sessions. Some very low-level adventures are also designed to take you from level 1 to 3 and serve as introductions to the game.
=== Starting at Higher Levels ===
You may choose to build a Guild hero to join the game at a higher level. Viable entry points to the game are levels 1, 3, and 6. Entering the game at level 10 will also be viable after modules are released that support play at that level.
When starting at a higher level, note the following rules:
* You must use average HP, instead of rolling.
* A hero that starts at level 3 gains 200 additional sc.
* A hero that starts at level 6 gains 500 additional sc, and gains one magic item of 15 or fewer Essence.
== Tracking Your Progress ==
If you do not have an '''[[Adventure Log]],''' you can get one by clicking on the link or by asking your MC for one. This is where you record your character’s advancement: leveling up, gaining wealth and treasure, and acquiring boons, curses, and the like.
== Guild Resurrection ==
Adventuring can be dangerous, but luckily, there are a few powerful clerics from the [[order]] of the Cultivators scattered across the world of Ancerra. If your hero dies, you may choose to have one of them cast the [[Resurrection]] [[divine]] ritual on your hero. It is encouraged to use the personality and memory table as written in the Resurrection ritual, although this is optional in organized play.
If a hero is resurrected, they incur 10,000 sc worth of debt that they must pay back before buying any additional [[weapons]], [[armor]], or [[Magic Items|magic items]].
Note that a hero may only be resurrected once.

Latest revision as of 13:08, 9 March 2024

[back to MythCraft Guild]

Playing in the Guild

You can show up with a qualifying hero at any participating convention, game store, etc. to advance in the MythCraft Guild.

Check the event ahead of time to make sure that there will be games offered for your hero’s level.

Qualifying Heroes

Making a MythCraft Guild hero is just like making a hero for a home game, with a couple specific rules:

  • You must use point buy for Attributes.
  • You must use average starting wealth.
  • You must only use published character options.
  • Character options in playtesting are unacceptable in the Guild.

Legal Leveling Up

Your MC will convey to you how and when you level up.

  • When you level up, you must use average HP, instead of rolling.
  • You also gain 1 additional Professional rank every 6 levels.

Note: The vast majority of MythCraft Guild adventures advance you by one level at the end of the session, though there are exceptions. Some special events, such as Boss Raids, will not level you up until the end of the entire Raid, which may take multiple sessions. Some very low-level adventures are also designed to take you from level 1 to 3 and serve as introductions to the game.

Starting at Higher Levels

You may choose to build a Guild hero to join the game at a higher level. Viable entry points to the game are levels 1, 3, and 6. Entering the game at level 10 will also be viable after modules are released that support play at that level.

When starting at a higher level, note the following rules:

  • You must use average HP, instead of rolling.
  • A hero that starts at level 3 gains 200 additional sc.
  • A hero that starts at level 6 gains 500 additional sc, and gains one magic item of 15 or fewer Essence.

Tracking Your Progress

If you do not have an Adventure Log, you can get one by clicking on the link or by asking your MC for one. This is where you record your character’s advancement: leveling up, gaining wealth and treasure, and acquiring boons, curses, and the like.

Guild Resurrection

Adventuring can be dangerous, but luckily, there are a few powerful clerics from the order of the Cultivators scattered across the world of Ancerra. If your hero dies, you may choose to have one of them cast the Resurrection divine ritual on your hero. It is encouraged to use the personality and memory table as written in the Resurrection ritual, although this is optional in organized play.

If a hero is resurrected, they incur 10,000 sc worth of debt that they must pay back before buying any additional weapons, armor, or magic items.

Note that a hero may only be resurrected once.