Righteous Fiends - Mechanics

Grey

Dialectical Hermeticist
System


The Difficulty of a roll is 11. Reduce that by your Skill Rating.


Your Dice Pool is equal to the relevant Attribute + Any relevant Advantage Dice.


Any die showing a number equal to or greater than the Difficulty is a success.


More successes means a better result.


Combat is more complex but we'll get to that in play.


See more here.
 
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  • Living Armour - upgraded as the plot progresses, but you can spend 6XP a tier to improve it at chargen.


    Tier 1: Newborn


    This armour provides an additional 4 Soak, and allows the Savaan's Strength and Fitness to count as 1 higher. It requires daily maintenance and repairs after combat. Compatible with tier 1 Armour Gifts.


    Tier 2: Imago


    The armour is now heavier and thicker, and can be equipped with Gifts up to tier 3.


    Tier 3: Mature


    The armour provides 5 Soak, and gains:


    Nutrient sacs to sustain the host when food is scarce.


    Air sacs to provide temporary oxygen supplies.


    Low-light vision enhancement.


    A blood reservoir of 5, with a siphon spike for refilling.


    The Armour can now mount Armour Gifts which require blood to fuel.


    Tier 4: Elder


    The armour provides 6 Soak and increases the blood pool to 10.


    Tier 5: Venerable


    An extreme upgrade often carried out when a Savaan is too severely wounded even for the arcane science of the Sugeons, they and the armour become one - forever. The Venerable Guard is a twelve-foot tall engine of destruction with 30 Condition and 15 Health. The damage of their Unarmed attacks is doubled and they can wield weapons too huge for smaller beings.


 
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