Virtual Tabletop System
The Wyvern Rising Virtual Tabletop System is an adapted version of our LARP rules and mechanics into a virtual tabletop setting, run using FoundryVTT, with rules loosely based on Dungeons and Dragons, 5th Edition. This system allows us to run virtual events that incorporate in-game mechanics for groups of players when we’re not having live events. The current system is not meant to be a completely faithful re-creation of our LARP mechanics, but to provide a more engaging roleplay experience for players between events.
To participate in Wyvern Rising Virtual Tabletop events, be on the lookout for announcements via Facebook, Discord, and our Website for open events.
Before a Virtual Tabletop Event
If you’ve signed up for a virtual tabletop event, you should receive a copy of your Wyvern Rising Character Card from Wyvern Rising Game Staff, as well as an access key for our Foundry Virtual Tabletop system (if you have not, reach out to them using the same means that you signed up for the event to ask). You should be able to log into our system and access your virtual character card by double-clicking your character in the “Actors” menu, as well as an Actor named “Public Skills Bank”. The Public Skills Bank contains all of the Wyvern Rising skills and weapons that have been programmed into the game, which you can click and drag onto your Virtual Character card. This will let you more easily use your skills in the virtual tabletop game, while tracking your ability point usage.
Before an event, also remember:
- Get your character’s item tags out, particularly to determine how many armor points your character should have.
- Write down your list of prepared spells/prayers, to send the game master before your session starts
- Print out (or have open) a copy of your actual Wyvern Rising LARP character card
At a Virtual Tabletop Event
Just like at a Wyvern Rising Live event, you can attempt to use any skill/spell/prayer/ability that’s on your character card. The Gamemaster will translate that into actions in the virtual environment to the best of their ability. Even if a skill is not programmed into the virtual tabletop game, you may still attempt to use it by informing the Gamemaster. Also like at a Wyvern Rising Live event, it is your responsibility to track your body points, armor points, ability points, and spells/prayers. The virtual system, including your virtual character card, has been partially programmed to help you track these things, but ultimately it’s still your responsibility, as you have complete control over your virtual character card.
Like D&D, Combat will be turn based. Any time combat is initiated, a randomizer will determine the order of turns for the PCs and NPCs (for those familiar with D&D, all PC initiative modifiers will be +0). Each round of combat (which includes all participant’s turns) represents 10 in-game seconds. On your character’s turn, you will have the following phases to use, in whichever order you prefer:
- Movement – Every PC will have the same default movement range of 30 feet per turn. Standard squares in the map grids are 5ft unless otherwise specified by the Gamemaster. You can rotate your character as much as you want on your turn, but you cannot rotate them when it’s not your turn. Exception: If you are engaged with a combatant, and they move around you, you may rotate during their movement phase to track them as they try to flank you.
- Bonus Action, Choose between:
- Item Interaction (e.g. pick up a item, switch weapons, open a door, etc)
- Use ability that gives your character an instantaneous enhancement (e.g. Strength Rush, Speed of Light)
- Use an instantaneous ability that modifies your next attack (e.g. Crit +2). If you wish to combine abilities (e.g. Disarm + Sure Hit) you may use both in the same action. But they will only affect your first attack.
- Action, Choose Between:
- Avoid: Gives any attacker disadvantage against you until your next turn.
- Spell/Prayer: Any spell or prayer that can be used instantaneously (no casting time) takes an action. For more information see “Casting” below.
- Dash: Allows you to double your movement range for this turn.
- Disengage: Allows you to move away from an enemy with which you are engaged without incurring an attack of opportunity
- Attack: Allows your character to make a melee weapon attack twice.
- Anything else you wish to attempt during combat, at the Gamemaster’s discretion (e.g. picking up a fallen ally)
When you choose to attack with a melee weapon as your action, you are able to make two attacks. Each attack is accompanied by the roll of a d20. If the resulting roll meets or exceeds the defending character’s Armor Class (AC), the attack is successful and the weapons standard damage (with any bonuses) is dealt. Similarly, when you are attacked by an NPC, the Gamemaster will roll a d20, and if it’s equal to or higher than your character’s AC the attack will be successful. All PC’s AC is 10 by default, regardless of armor worn. Armor provides armor points like in our normal Live games.
Many actions will happen either at disadvantage or advantage. Essentially what this means is that instead of rolling one d20, instead the player rolls two d20s. If rolling “at advantage” the player takes the higher of the two rolls. If rolling “at disadvantage” the player takes the lower of the two rolls. Most of the attacks/spells in our system roll two dice by default. When not rolling at advantage/disadvantage, the first value rolled is taken. Some scenarios that cause advantage/disadvantage are described below, but ultimately what causes advantage/disadvantage is up to the Gamemaster’s discretion. For example, when attacking a target that’s prone (on the ground), bound, or without a weapon/shield, you will usually have advantage.
If you’re lucky enough to roll a “natural 20”, the Gamemaster will usually give you an extra reward. In combat, for a physical attack this will usually take the shape of doubling the attack’s damage. For other scenarios, and out of combat, the Gamemaster will try to be creative. Similarly, if you roll a “natural 1”, your character will fail exceptionally at what they’re attempting, and may drop their weapon, accidentally hit a friend, or have a spell backlash.
Physical Ranged attacks, like with a bow, crossbow, or throwing knife, will have a normal range of 40 feet, and can be used at disadvantage up to 80 feet. A physical ranged attack within 5 feet will be at disadvantage.
For the purposes of the Virtual Tabletop, ALL Spells and Prayers that deliver enhancements require 30 seconds of concentration to cast, and are invoked or triggered. You may cast these out of combat whenever you would like, but in combat they will take 3 turns to successfully cast. If you are struck while casting, you will roll a d20 (trying for 10 or higher) to determine if your casting was interrupted. If your casting was interrupted, you did not expend the faith/spell slot, and you may try again. Longer casting (e.g. Spell channeling) will take the appropriate amount of time based on 10 seconds per turn.
Ranged spell casting has a normal range of 30 feet. You may try to hit with disadvantage up to 60 feet away. When you cast a ranged (packet) spell or prayer within 5 feet of a target, you do so at advantage.
Reactive Skills, like dodge, parry, and deflect, can be used to mitigate attacks/effects against your character when they happen, just like in our live game. You can use reactive skills as many times as you want during a round.
Occasionally, the Gamemaster may ask you to make an ability check, based on what you are doing or experiencing in the game. Unlike regular Dungeons and Dragons, we are not making use of ability scores/modifiers, so all ability checks are the roll of a d20. You can click on the appropriate skill/ability (e.g. Acrobatics, Survival, etc) on your virtual character card to roll the check. The success of the roll will be based on the Gamemaster’s discretion, but you may remind them of your sphere rank when you roll to help them determine the likelihood of a positive outcome.
For example: Tyrin and Mort both want to try and understand some magical runes. The Gamemaster asks them both to perform an Arcana ability check. They both roll a 10, but Mort reminds the Gamemaster that he has a very high sphere rank in Sorcery, and Tyrin only has a rank of 2 in sorcery. Even though they both rolled a 10, the Gamemaster decides that More understands the runes, but Tyrin does not.
Wielding a shield adds to your armor class (AC), making you more difficult to hit with physical weapons. (Ranged spells/prayers will still be measured against the default AC of 10). A small shield adds +2 to your AC. A medium shield adds +3 AC. And a large shield adds +4 AC. Remember that if you are wielding both a shield and a weapon, you do not have a “free hand” with which to interact with items.
Character’s with ‘Florentine’ or ‘Master Florentine’ may equip a second weapon of the appropriate size in their off-hand. On your turn, you can choose to wield this weapon offensively, or defensively. If you choose to wield it offensively, and make a physical melee attack as your action, you can also attack twice with your off-hand weapon on your turn. If you chose to use it defensively, you will gain an AC bonus until your next turn. For a small weapon, you will gain an AC bonus of +2, and for a one-handed weapon you will gain an AC bonus of +3.
Ultimately, every ruling is up to the Gamemaster(s) running the session. Please understand that they are doing their best to provide you with an immersive and interactive experience, and will have to make some rulings on the fly. This is a new system. Precedents will need to be set. Precedents will need to be broken. We’ll try to keep relevant rulings updated on this page. Bear with us. And Enjoy.