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Dice INHERITANCE - Quick Rules Reference

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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

  • 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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