Dice Mechanics
SKILL+ATTRIBUTE+GEAR: There are sixteen skills in total in the game.
Every skill is connected to one of the four attributes:
Strength, Agility, Wits, and Empathy.
When you perform an action, you first describe
what your player character does or says.
Then you grab a number of six-sided dice equal
to your skill level plus your current score in the
attribute that is connected to that skill. If you
have some sort of gear that may be helpful, you
will get extra dice from that as well.
Then you roll all the dice at once.
ROLLING SUCCESSES: To succeed with your action, you must roll at least one six. A six is called a success, and these are marked in the rules with a symbol of two crossed swords. If you roll more than one success, you can achieve additional effects in some cases – this is specified by each skill.
ROLLING BANES: Ones can be bad for you – they can mean that you suffer damage, exhaustion, fear, or that your weapon has been damaged. Ones have no effect on your first roll, only if you choose to push your roll (see below). A one is called a bane, and is marked with a skull symbol.
PUSHING THE ROLL: If you are desperate to succeed with a skill roll, you can choose to push it. This means that you grab all the dice that did not come up as a six or a one and roll them again. You get a new chance to roll a success. You cannot choose which dice to reroll.
BANES AFTER THE PUSH: Once the roll is pushed, any banes will count against the Attribute or Gear/Weapon used in the roll.
WILLPOWER: To push yourself to the brink of your abilities is risky, but it can also have positive effects – it gives you the force of will required to use the powerful kin talents and profession talents. For every BANE you roll on the Base Dice(Weapon Dice do not count) when you push, you get a Willpower Point (WP) in addition to any damage you suffer. The Willpower Points are required to use your powerful kin talents and profession talents. You can gain additional Willpower Points from your stronghold. Mark your WP on your character sheet. You can never have more than ten (10) WP at any one time.
ARTIFACT DIE: there are master crafted artifacts and magic items that adds an extra D8, D10, or even a D12, in addition to the normal Gear Dice. Artifact Dice are never degraded by wear. Rare items of this kind are described in the Gamemaster’s Guide. Items that give you Artifact Dice to roll are divided into three categories, depending on the type of dice they give: ✥✥ D8: Mighty ✥✥ D10: Epic ✥✥ D12: Legendary When you roll an Artifact Die, any result of 6 or higher counts as x. Really high results count as several x. See the table below.
ROLLING SUCCESSES: To succeed with your action, you must roll at least one six. A six is called a success, and these are marked in the rules with a symbol of two crossed swords. If you roll more than one success, you can achieve additional effects in some cases – this is specified by each skill.
ROLLING BANES: Ones can be bad for you – they can mean that you suffer damage, exhaustion, fear, or that your weapon has been damaged. Ones have no effect on your first roll, only if you choose to push your roll (see below). A one is called a bane, and is marked with a skull symbol.
PUSHING THE ROLL: If you are desperate to succeed with a skill roll, you can choose to push it. This means that you grab all the dice that did not come up as a six or a one and roll them again. You get a new chance to roll a success. You cannot choose which dice to reroll.
BANES AFTER THE PUSH: Once the roll is pushed, any banes will count against the Attribute or Gear/Weapon used in the roll.
WILLPOWER: To push yourself to the brink of your abilities is risky, but it can also have positive effects – it gives you the force of will required to use the powerful kin talents and profession talents. For every BANE you roll on the Base Dice(Weapon Dice do not count) when you push, you get a Willpower Point (WP) in addition to any damage you suffer. The Willpower Points are required to use your powerful kin talents and profession talents. You can gain additional Willpower Points from your stronghold. Mark your WP on your character sheet. You can never have more than ten (10) WP at any one time.
ARTIFACT DIE: there are master crafted artifacts and magic items that adds an extra D8, D10, or even a D12, in addition to the normal Gear Dice. Artifact Dice are never degraded by wear. Rare items of this kind are described in the Gamemaster’s Guide. Items that give you Artifact Dice to roll are divided into three categories, depending on the type of dice they give: ✥✥ D8: Mighty ✥✥ D10: Epic ✥✥ D12: Legendary When you roll an Artifact Die, any result of 6 or higher counts as x. Really high results count as several x. See the table below.
Result | d8 | d10 | d12 |
---|---|---|---|
6 | X | X | X |
7 | X | X | X |
8 | XX | XX | XX |
9 | XX | XX | |
10 | XXX | XXX | |
11 | XXX | ||
12 | XXXX |
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