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Dice Righteous Fiends - Special Rules

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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

  • 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.



Awakened Titan Style
Before the Great Work can begin, the world-canvas must be made clean. Thus Vasnok dons the mantle of Destroyer, being wholly unstoppable in cleansing that which offends and protecting what He finds pleasing.

Awakened Titan Stance
Stance Technique
The Awakened Titan is destruction incarnate, without need of a weapon.
+ 1 die on any Unarmed attack, +2 to Grapple, and Unarmed Skill can be added to Parry.

First Technique: Earth-Shattering Blow
The Awakened Titan crushes utterly the heart of all resistance.
Your Strength is added to your Armour Penetration

Second Technique: Sky-Supporting Mettle
The Awakened Titan is of such strength, it could hold up the heavens should they fall.
A number of attacks up to your Fitness per Round do not reduce your Combat Pool

Third Technique: Unstoppable Force
Nothing can stand before That Which Scours The World-Canvas
When the enemy successfully Parries or Blocks, the Titan can roll their remaining Combat Pool for a strike to the torso.

Final Technique: Divine Titan Fury
The Titan knows no fatigue, no obstacle, no retreat.
If the Titan successfully beats an enemy Block or Parry by 2, they can immediately attack again using half the dice of the previous roll.



Flickering Shadow Style
Fear is the weapon of the downtrodden, cunning is the shield of oppressed. Those who hide behind walls of stone and steel and seek to strike down the chosen are not protected from a shadow. Shadows may slip around their armour, avoid their weapons, outpace their hunters, stalk their lost and foolish. A righteous man has nothing to fear; the unworthy must be wary of the dark.

Flickering Shadow Stance
Form Technique
The shadow assumes a fluid, mobile stance.
Add +1 to Dodge rolls, +2 against Ranged attacks.

First Technique: Spiteful Bite
The shadow melts away from blows and strikes unexpectedly.
After any successful Dodge, the martial artist may make a 2-die attack against that enemy. Usuable a number of times per Round equal to Dexterity.

Second Technique: Bloody Flight
A flickering shadow cannot be struck, ephemeral and quick.
The martial artist may move to their maximum Range Band without spending Combat Pool as long as they make an attack. They add +2 dice to this attack if they’re moving up to their full Speed range.

Third Technique: Wicked Talon
An expansion of Spiteful Bite, the shadow carefully positions themselves to truly punish an enemy for their hubris.
Use of Spiteful Bite removes 2 Combat Pool from the target, and can either reduce their Speed or Offense by 2.

Final Technique: Crow's Feast
With a graceful leap, the Savaan consigns her enemy to wander eternally in sacred darkness..
Roll up to five dice from your Combat Pool. On a success, permanently blind the target. You may make no more attacks this Round, except for Spiteful Bite.


Laughing Blade Style
The Savaan are the chosen of Vasnok and his finest warriors. Lesser fighters are fools to consider standing before them, as if they were equals. Those Closest to God teach a lesson in humility with their laughing blades.

Laughing Blade Form
Stance Technique
The Savaan has no need to fight such pitiful enemies – let their foe tire.
Gain +2 Parry dice

First Technique: Mocking Grin Deflection
Some brutes are relentless, and require extra incentive to simply give in.
Roll a 1-die attack after any successful Parry.

Second Technique: Mirthless Smile Infliction
Lacking the time to toy with foe, the Savaan seeks to break their resolve.
A Called Shot to the face without penalties, which cannot inflict more than 2 Damage. The target loses 2 Offense for 2 Rounds

Third Technique: The First Breath
Patiently, the Savaan waits and watches, learning flaws in their opponent's form.
Whenever the Martial Artist successfully hits an enemy, they add their successes to a Mockery Pool. Each 2 Mockery Dice increases their Parry value by 1.

Final Technique: The Last Laugh
Tired of the charade, the Savaan puts an end to proceedings.
The Martial Artist unleashes a torrent of blows by rolling Mockery Dice instead of Combat Pool, each die representing a guaranteed 1 Damage attack


Loving Mistress Style
Vasnok is a benevolent mistress – but firm. Sometimes a stern hand is needed to discipline one's
underlings, to protect them from themselves. But a loving master does not kill their flock, only directs and controls them.

Loving Mistress Form
Stance Technique
A loving mistress cannot be too close to her subordinates - but she is ever in reach.
The martial artist has superior reach; attempts to strike her without a polearm require a charge action, and without a shield, 1 Damage will always penetrate a successful Defence

First Technique: Stern Rebuke
Supplicants cannot be trusted not to harm themselves if left armed.
The martial artist may roll to Disarm after an enemy successfully Parries.

Second Technique: Anklesnapper
The world beyond the mistress is unsafe; slaves are kept from fleeing for their own good.
A Called Shot to the leg without penalties. In addition to any damage, enemy Speed is reduced by 2.

Third Technique: Appealing Lash
A slave can have no secrets from their master – this strike encourages them to open up.
An attack which reduces enemy Defense by 2 for the next two Rounds.

Final Technique: Manifest Dominion
Especially ungrateful, disgruntled underlings may need to be reminded of their place, from to time.
Grapples can be initiated with the whip. When in control of the Grapple, the martial artist may Strangle for their Strength in Health Damage.
 
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Living Armour

1st Rank - Chrysalis

The flesh and bone armour provides +2 Soak with no mobility penalties. It requires regular daily maintenance by Twilight Surgeons, and repairs after combat.

2nd Rank - Imago
The Armour is prepared to be integrated with Armour Gifts

3rd Rank - Mature
The Armour now provides +4 Soak but without mobility penalties. It also contains nutrient sacs, airfilters, chemical injectors, low-light vision enhancement, and a blood resevoir of capacity 5 with a wrist-mounted siphon spike for refilling.

4th Rank - Elder
The armour provides +5 Soak and +1 Strength. The blood reservoir is now capacity 10.

5th Rank - Venerable
Venerable Armour fully integrates the Guard, often because they were mortally wounded. They and
the armour are one, until death. They become a twelve foot tall nightmare of muscle and bone, often
outfitted with Gifts such as the Heavy Shardcannon or Scale Servitor Plating. -2 Speed, as they're quite clumsy by size and bulk.
The Venerable Guard has a Condition of 30 and a blood reservoir of 15

Gifts of the Living God

Additional Heart:

Adds +2 Fitness
Incompatible with Auxillary Heart

Auxillary Heart:
A dormant, second heart that begins beating when the existing heart sustains severe damage,
allowing a wounded Savaan to continue function. Incompatible with Additional Heart.

Reinforced Ribcage:
Provides +1 Soak

Lungfilters:
Gill-like slits at the bottom of the throat, which filter out harmful substances – like smoke or airborne toxins

Additional Limbs:
Pre-requisite: Additional Heart
Additional Limbs typically take the form of arms, though prehensile tails and similar enhancements are feasible. Additional arms or other manipulators increase Combat Pool by +2 on an action using
one of those limbs and are capped at four limbs. Removes the Fitness bonus from Additional Heart

Weapon Integration:
Replaces a hand, or tips an additional limb with an organic weapon, such as a bone blade, mace,
or fanged mouth. Can be integrated into the body, making it hidden and allowing it to be extruded at will for use, without impairing ordinary function.

Toxin Sacs
Small sacs that a Surgeon can fill with toxins, allowing them to spread venom through a bite or implanted weapons.

Self-Repair Matrix
An organ which can rapidly heal the Savaan using Blood from their reservoir.

Efficacious Disguise Graft
The Efficacious Disguise Graft employs blood from the reservoir to blend the armour or flesh of the
Savaan into their surroundings. It costs 1 blood per use, and provides a flat +3 Stealth bonus when
keeping still.

Shardcannon
The Shardcannon is an unusual, tubular weapon that must be integrated into Armour as per WeaponIntegration. Using a violent peristaltic motion, it propels a sharp fang into targets at range, dealing 6damage, full armour penetration. It can fire once per turn, using 1 point of blood from the reservoir.
Shardcannon can have doses of toxin injected to poison their projectiles.

Black Heart
A small organ implanted in the abdomen that provides +3 to Stealth in dark conditions, calling darkness to surround the Savaan. It can be somewhat conspicuous in bright light, as tendrils ofeldritch shadow struggle feebly to envelop their body.

Divine Vision
A improvement to the eyes and brain of the Twilight Caste which affords them better nightvision,
+2 dice on sight-based Intuition rolls, and a limited ability to see Magic use.

Cunning Infiltrator Configuration
This Gift permanently resculpts the armour and is given to Shades of the Divine.
It bonds to them permanently, as if Venerable Armour.
The Soak is reduced to 2, but in return the armour is outfitted with an advanced stealth and survival package, providing +2 Stealth, Survival, and Speed. It also
comes equipped with the Guileful Imitation Graft, allowing the Shade to assume the shape of anyone they have seen. The disguise is imperfect, as emulated fabrics have a curious texture, and
costs 1 blood per day to maintain. The armour also has a self-repair matrix, allowing it to regenerate 2 Con per 1 blood, and a Retribution Core.
It can only be further upgraded with Graceful Divinity Apotheosis.

Surgeon's Magnificent Panoply
Pre-requisites: Additional Heart
Four highly prehensile tentacles arranged around the spine of a Surgeon, tipped with a variable
selection of organic medical and surgical tools. Provides +4 to Medical or Surgery rolls. They can also be used offensively, if necessary.

Keeper's Eye
This is a heavy modification to the brain of the Savaan, resulting in a third eye on their forehead. It is given to those Savaan intended to lead their brethren, as possession of the eye allows them to feel the presence and health of their allies within forty metres – and to allow their allies the same ability.

Bound Servitor
Pre-requisite: Keeper's Eye
There are two forms of Bound Servitor – Arm and Homunculous.
The Arm Servitor is a replacement arm that can detach itself, slithering away with a stinger-tipped tail. It has limited sensory capacity, and is normally used to kill a target.
The Homunculous is a small, round, humanoid creature about eight inches tall. It lies dormant in an abdominal cavity until used. It is utterly defenseless, but capable of relaying simple information back to the owner.

Retribution Core
Pre-Requisite: Self-Repair Matrix
This complex Gift woven throughout the body, Retribution Core is a terrifying Gift that activates
post-mortem. It raises the corpse and bodyparts of the fallen Savaan as a monstrous unthinking
killing machine that must be utterly destroyed to be stopped, dynamically reshaping itself to
continue fighting using whatever CON remains.

Divinity Emulation Orb
The Divinity Emulation Orb is a small organ implanted near the heart. Each Orb is bound to one of the 12 Patterns of Magic, and allows a Savaan to use equivalent to Logos 2 (In the case of Diamond Soul, only magic negation can be used). Each time the Orb is employed, the player must roll a d12 – and on the 12, the Orb suffers burnout, dealing 1 Health damage to the Savaan, and must be replaced.

Scale Servitors
Pre-requisite: Venerable Armour
One foot long and half-foot wide, these oval scales cover the back of the Venerable Guard. In addition to deflecting projectiles handily, the scales can be awoken at a command from the Guard, becoming a chittering tide of fanged eating machines like huge, carnivorous woodlice.
Speed: 10
Offense: 5
Defence: 5
Condition: 8
Damage: 6 Piercing

Heavy Shardcannon
Pre-requisite: Venerable Armour
Much like its smaller cousin, except that the Heavy Shardcannon can fire twice in a round, and uses
entire shards of bone as projectiles. It deals 10 irreducible damage.

Rank 5: Apotheosis
At Rank 5, three Apotheosis forms become available to Twilight Caste. These are divine expressions of Vasnok and his three aspects; The Creator, The Destroyer, and The Dark. These are
also signs of rank with the Twilight Caste, rare and venerated as the first among equals.

Graceful Divinity Apotheosis
This form represents Vasnok as the Dark, the God of Hidden Knowledge, That Which Hunts The Unrighteous on Umbral Wings. It is an upgrade to Cunning Infiltrator Configuration, adding +4 Soak, and providing a further +1 to Speed, and fleshy wings that allow the Savvan to fly. +2 dice to Bearing rolls.

Awakened Titan Apotheosis
Expressing Vasnok as the Destroyer, the God of Martial Excellence, That Which Scours The World- Canvas. It is a lighter, faster version of the Venerable Guard, with only 20 Condition, a Self-Repair
Matrix, and does not suffer the mobility penalties of the Venerable Armour. It is also able to practice Awakened Titan Style.

Glorious Artist Apotheosis
This elevates a Surgeon to mimic Vasnok as the Creator, God of Artistry, She Whose Womb Bears Wonders. The Surgeon becomes a hermaphroditic colossus, rarely moving due their considerable
bulk. They can distend their jaw to consume someone whole, and living. With a diet of fresh meat, over the course of a week, the Artist can reshape the being in their womb as they wish, and rebirth it
with absolute loyalty to them superseded only by the priesthood.
 
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 one of your Advantages make sense in the context of a roll, it adds +1 die.
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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