Grey
Dialectical Hermeticist
Rolls are made using a pool of twelve-sided dice {d12s} equal to the relevant Attribute.
The default Difficulty is 11, which means any die rolling 11 or higher is a Success. If a die rolls a 12, it explodes and can be rolled again.
The default Difficulty is reduced by 1 for each point that a character has in a relevant Skill.
If the player can justify the inclusion of a second Attribute in the roll, half of that Attribute rounded down is added as bonus dice.
COMBAT
The default Difficulty is 11, which means any die rolling 11 or higher is a Success. If a die rolls a 12, it explodes and can be rolled again.
The default Difficulty is reduced by 1 for each point that a character has in a relevant Skill.
If the player can justify the inclusion of a second Attribute in the roll, half of that Attribute rounded down is added as bonus dice.
COMBAT
- First, determine Initiatives. If there’s a tie, characters with higher Composure act first. Any remaining ties are resolved simultaneously.
- From lowest to highest initiative players declare actions, which allows higher Init. characters to interrupt others. This sets the Turn Order.
- Characters have a Combat Pool of dice that can be used on combat actions. This refreshes at the start of a new Round.
- When making an attack or defending, the player declares how many dice they’re using, and describes the attack. The dice used are deducted from their total Combat Pool.
- A character can attack as many times as they have points in Dexterity. They can defend as long as they have dice left.
- If a character has no dice to defend themselves, a successful attack against them receives a free Success.
- Difficulty is determined by the difference between the attacker and defender’s Offence and Defence - both start at 9. If there’s a Difference of more than 2 between these values, the higher value character’s Difficulty decreases to 8, and the lower increases to 10.
- Damage is reduced by Soak. It is equal to Weapon Damage + Strength + Successes over the enemy’s Successes to defend -Soak. One third, rounded up, of all Damage to Condition is also applied to Health.
- At 10 Condition and/or 5 Health a character must roll Willpower not to collapse unconscious or otherwise out of action.
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