New World Systems and Rules Reference

A Reference guide to all the rules and systems for the NEW WORLD PBP Server.

Insurance

Where Does Insurance Come From?

The Iron Coin Guild offers brave adventurers insurance for all their soloing needs. The way it works is that they will give you a coin, and this coin is magically bound to your person. As long as you are questing with the coin, if you are to fall unconscious they will immediately teleport you to Wildcross and stabilize you. All for a small fee or 20% of the money you> make while out adventuring on your own. This service is free to characters of first level however.

You are also welcome at any time to not declare a solo session as being under the insurance (maybe once you've gotten a few levels) if you like the risk it imposes. These characters will be subject to permanent death if the dice go that way.



NOTE:

Insurance is not the default assumption. If you don’t declare it, it will be assumed you aren’t going to pay for it.

The way you calculate the fee is according to player tier and level. The table below outlines the cost.



Insurance Costs By Level
Level Cost
1 N/A
2 20
3 30
4 40
5 50


Level Cost
6 300
7 350
8 400
9 450
10+ 500

Quests

While you solo, you may create quests that you roleplay through. However, to get a reward for the quests you do they must meet certain parameters. An easy quest is considered done when you’ve beaten three easy encounters and one medium encounter. A medium quest is simple three medium encounters and a hard encounter. We also have hard quests which have the same specifications, but no deadly quests. Even four deadly encounters counts as just a hard quest. The following table outlines how much you get paid.

Level Easy Medium Hard
1 5 10 15
2 10 20 30
3 15 30 45
4 20 40 60
5 25 50 75


Level Easy Medium Hard
6 150 300 450
7 175 350 525
8 200 400 600
9 225 450 675
10 250 500 750


Level Easy Medium Hard
11 550 1100 1650
12 600 1200 1800
13 650 1300 1950
14 700 1400 2100
15 750 1500 2250

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Downtime

Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.

Accrual of Downtime

Real Time

No matter what you get a day of downtime for every real time day that passes. This means if you are inactive on a character, you get 1 week of downtime for every week of real time.

Active Time

As long as your character is in a DM run game OR a one-shot/bounty/gladiator pit, basically anything run by a DM, you get twice the amount of downtime. Meaning you get 2 days of downtime per day that passes in the real world.

Solo Sessions

For each solo session that your character completes and is at least an easy Quest, you may also add to your summary as a reward 1 day of downtime. This will let you get 1 week of downtime for every 7 solo sessions.


Spending Downtime

So, under this system, “spending” your downtime weeks would be much like doing a solo session. Basically, let’s say for instance I’ve gotten to a total of 10 weeks of downtime. Well I could instantly train myself in a tool or language for 250 gp. I could fight in the arena a few times for money...there’s a lot of stuff I could do. But the “spending” is instantaneous, but in game wise is considered to be time that has already passed.

So if you trained in languages to learn Abyssal, it’s not that POOF you suddenly know Abyssal. You have been training in between adventures and everything else you’ve done to build up that amount of time to spend on Training.

All roleplay, resources spent, and rolls made will be done in one of the downtime specific channels where you will start and end a downtime “session” just like we do the solo sessions, and tag a DM at the end so they can double check and officially give you your awards. If you intend to do something that requires more DM oversight (such as buying or selling magic items) tag them in the beginning to get the info you need from them and then tag the same DM in your summary at the end.

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Downtime Activities

Crafting

Crafting Potions and Poisons

The following should be all the rules and reference tables you need to craft healing potions, poisons, and magical potions.

Potion Crafting Results
Results Value
0 successes No potion created, all materials lost
1 success A single dose of the potion is created
2 successes 2 doses are created*
3 successes 3 doses are created*

*as long as you have enough units of material, although there is no need to pay the gp cost again

Healing Potions

Healing potions are the easiest and most straightforward potions to create. However, the higher tier potions still do require gathering certain resources to acquire the herbs necessary to craft them.

Materials and Skills Needed

Skills: Survival, Arcana, Nature and MUST be Proficient with a Herbalism Kit.

Healing Potions Table
Type Downtime Herbal Units Cost
Healing 1 Day 5 25gp
Greater Healing 1 Week 10 100gp
Superior Healing 3 Weeks 25 1000gp
Supreme Healing 4 Weeks 50 10,000gp

Downtime: Craft Healing Potions

Resources. Engaging in this activity requires time equal to the workweeks from the Healing Potions Table from a character.

Resolution. The character must make a series of checks, with a DC determined at random based on the random quirks and foibles it takes working with herbs and magic.

The character makes three checks: Wisdom (Survival), Intelligence (Nature), and Intelligence (Arcana). If the character must have proficiency with an herbalism kit, and may use that tool proficiency to replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Potion Crafting Results table to see how the character did.

Other Potions

Materials and Skills Needed

Skills: Arcana and Proficiency with Alchemist’s Supplies

Materials: This is going to depend on a DM’s judgement. Contact a DM and say you would like to make a specific potion. Depending on the type, they may just tell you what to gather in solos, or they may suggest creating a quest and putting together a party in the lfgm channel for you. From there, you will gather the materials, and then be able to spend downtime to create the potion. The tables below show you how much gold you will have to expend as well as the amount of time it will take and the general CR of creatures you would need to kill to get the materials.

Magic Item Potions Table

Item Rarity Downtime Cost CR Range
Common 1 Workweek 25gp 1-3
Uncommon 2 Workweeks 100gp 4-8
Rare 10 Workweeks 1000gp 9-12
Very Rare 25 Workweeks 10,000gp 13-18
Legendary 50 Workweeks 50,000gp 19+

Downtime: Crafting Magic Potions

Resources. Engaging in this activity requires time equal to the workweeks from the Magic Item Potions Table from a character.

Resolution. The character must make a series of checks, with a DC determined at random based on the random quirks and foibles it takes working with herbs and magic.

The character makes three checks: Intelligence (Arcana), Intelligence (Alchemist Supplies), Wisdom (Nature). The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Potion Crafting Results table to see how the character did.

Poisons

Types of Poison Delivery

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

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Varieties of Poison

Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.



Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.

Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Creating Poisons

Materials and Skills Needed:

Skills: Nature or Proficiency with a Poisoner’s Kit

Downtime Activity: Crafting Poisons

Resources. Engaging in this activity requires time equal to the workweeks from the Poisons Table from a character.

Resolution. The character must make a series of checks, with a DC determined at random based on the random quirks and foibles it takes working with herbs and magic.


The character makes three checks: Wisdom (Survival), Intelligence (Nature), and Wisdom (Medicine). If the character has proficiency with the Poisoner’s Kit, and may use that tool proficiency to replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Potion Crafting Results table to see how the character did.

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Materials for Poison Crafting
Poison Type Materials (From/units) Workweeks Cost
Assassin’s Blood Ingested 10 herbs 2 75
Burnt Othur Fumes Inhaled 25 herbs 5 250
Carrion Crawler Mucus Contact Carrion Crawler, 1 unit 2 100
Drow Poison Injury Special recipe, special workshop, 25 herbs 2 100
Essence of Ether Inhaled 15 herbs 3 150
Malice Inhaled 25 herbs 3 125
Midnight Tears Ingested 75 herbs 15 750
Oil of Taggit Contact 20 herbs 4 200
Pale Tincture Ingested 10 herbs 3 125
Purple Worm Poison Injury Purple Worm, 1 unit 20 1000
Serpent Venom Injury Giant Poisonous Snake, 1 unit 2 100
Torpor Ingested 30 herbs 6 300
Truth Serum Ingested 10 herbs 2 75
Wyvern Poison Injury Wyvern, 1 unit 12 600

Harvesting Materials

Creature Harvesting

Creature parts are useful for anything from crafting weapons and armor, to creating poisons, to decorating a home or piece of armor.

When characters hunt down a creature, they can attempt to harvest some parts for crafting. Since creatures and monsters vary in type and rarity, the characters must make a specific ability check.

The following table shows which ability check a character must make to extract some parts from a creature. The DC for harvesting a part is equal to 12 plus half the challenge rating (rounded up) of the creature (Creatures with CR lower than 2 don’t add to the difficulty).

Skill Check by Creature Type
Creature Type Check
Aberration, construct, dragon, elemental, ooze Arcana
Beast, giant, humanoid, monstrosity, plant Nature
Celestial, fey, fiend, undead Religion

The number of checks a character can make depends on the size of the creature. After every harvest check you must make an interruption check. Either a Wisdom (Survival) or a Dexterity and proper tool proficiency check that begins at DC 10 and progresses by 5 every roll. Failure on this check forces you to fight off an encounter equivalent to the enemy you faced, as you have lingered too long attempting to harvest from it.

Each successful check gets you some units of material from the creature. But a failure destroys the part completely, ending the ability to harvest from it.

For example: A purple worm would have a DC 21 to harvest from it. In order to harvest the poison after it died, you would either make a Wisdom (Nature) check or a Dexterity (Poisoner’s Kit) check. Each successful check would get you 3 units of purple worm poison to refine. If you failed once, you would ruin the stinger on that purple worm and be unable to continue harvesting. Also, after each check you would have to check with either Wisdom (Survival) or Dexterity (Poisoner’s Kit) against a constantly climbing DC to see if you had to fight something else in the meantime.


Units gathered per check
Creature Size Maximum Checks Maximum Units Per Check
Tiny 1 1/4 unit
Small 2 1/2 unit
Medium 2 1 unit
Large 3 2 units
Huge 4 2 units
Gargantuan 5 3 units

Parts Values


[COMING SOON]

Other Materials

Minerals

Minerals are earthen materials used in making armor, weapons, and when using exotic materials those items may gain special qualities.
[COMING SOON]

Non-Mineral Materials

There are also other materials which are not ores and gemstones, such as wood, stone, and coral that can be used to craft weapons, armor, and other kinds of items.
[COMING SOON]

Plants and Herbs

Plants are mostly used for creating alchemical mixtures, cooking, and in some cases for creating dyes for painting.

To gather plants, herbs, and other similar resources the character must succeed on a DC 15 Intelligence (Nature) check. On a success, the character collects a number of units equal to 1d4 + its Intelligence modifier (minimum 1 unit).

The time used for gathering equals 1 hour for each check, and you can make a number of checks per solo session (or day if in a dm run game) equal to your Intelligence modifier.

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Homebrew and Unearthed Arcana


The following list is of the allow Homebrew and UA options on the server.


Allowed Unearthed Arcana
Awakened Undead (During the October Monthly Event)
Blood Hunter Class
Gunslinger Subclass


Allowed Homebrew Content
Awakened Undead (During the October Monthly Event)
Blood Hunter Class
Gunslinger Subclass