Skip to main content

Advancement and Luck

· 5 min read
Richard Miller
Game Designer and Engineer

In Sentius: Last Enclave, your character’s growth and success are shaped by two key mechanics:

  • Advancement – How your character improves over time, gaining new abilities and refining their skills.
  • Luck – A way for players to control their destiny, influencing rolls and reshaping fate.

Today, we'll break down both systems—starting with Advancement, then moving on to Luck.


Advancement: Growing Through Experience​

Character progression in Sentius: Last Enclave is based on skill usage, not fixed levels.

✔ The more you use a skill, the better you get at it.
✔ There are no classes—your character develops based on how they play.


Tracking Skill Progress​

Every time your character succeeds on a skill check, you mark a tick next to that skill.

✔ Once a skill reaches a threshold, it becomes eligible for an upgrade at the end of the session.
✔ If a skill doesn’t meet the threshold, its tick marks carry over to future sessions.

Skill Advancement Thresholds​

Current Training LevelSuccesses Required
Untrained2 successes
Apprentice4 successes
Professional6 successes
Expert8 successes
Master10 successes

Once a skill has enough tick marks, you decide how to spend them.


Spending Skill Advancements​

At the end of a session, if a skill reaches its advancement threshold, you may:

1️⃣ Increase the Skill’s Training Level

  • If the skill is below its max potential (determined by its associated abilities), it automatically advances to the next rank.

2️⃣ Increase an Associated Ability

  • If the skill is at its maximum rank for its associated abilities, you can increase one of those abilities instead.

3️⃣ Save a Skill Point for a Future Upgrade

  • Instead of spending immediately, you can bank the point.
  • Once you have two saved skill points, you may raise any skill (up to its ability max).
  • (Skill must be at least Professional to choose this option.)

4️⃣ Save an Ability Score Point for a Future Upgrade

  • Instead of spending immediately, you can bank the point.
  • Once you have two saved ability points, you may raise any Primary Ability (not just the ones associated with the skill).
  • (Skill must be at least Apprentice to choose this option.)

5️⃣ Save Trait Points for Hindrances or Traits

  • Instead of spending immediately, you can bank a trait point.
  • Trait points allow you to remove hindrances or gain new traits.
  • (Skill must be at least Professional to choose this option.)
Spending Trait PointsCost
Purchase a New Trait2 trait points
Buy Off a Minor Hindrance2 trait points
Buy Off a Significant Hindrance4 trait points

6️⃣ Learn a New Magic Word, Psychic Power, or Totem Aspect

  • If the skill is Magic, Psychic, or Totem-related, you may learn a new ability at Apprentice level.
  • This must match the type of skill you’re advancing (e.g., a Magic Word skill can only be used to learn another Magic Word).
  • (Skill must be at least Professional to choose this option.)

✔ This advancement system allows for natural character growth while offering flexibility in progression.
✔ Your choices define your path—there are no forced upgrades, just strategic decisions based on playstyle.


Luck of Heroes: Shaping Fate​

In Sentius: Last Enclave, heroes are luckier than the average wastelander.

✔ Luck gives players control over key moments, ensuring they have a fighting chance when it matters most.


The Three States of Luck​

Each session, you start with three Good Luck points.
Luck exists in three states, shifting dynamically based on player choices.

Luck TypeEffectWhat Happens After Use?
Good LuckUpgrades a check (roll with advantage)Becomes Bad Luck
Bad LuckDowngrades a check (roll with disadvantage)Becomes Good Luck
Burnt LuckReroll the dice after seeing the resultConsumed for the session

How Luck Works​

1️⃣ Spending Good Luck (Pre-Roll)

  • Declare before rolling to Upgrade the check (roll with advantage).
  • Good Luck turns into Bad Luck.

2️⃣ Spending Bad Luck (Pre-Roll)

  • Declare before rolling to Downgrade the check (roll with disadvantage).
  • Bad Luck turns into Good Luck.
  • Why would you do this? To cycle your luck back to Good Luck for a future roll.

3️⃣ Spending Luck for a Reroll (After-Roll)

  • After rolling, you may spend either Good or Bad Luck to reroll the check.
  • This permanently burns that Luck for the session.

Examples of Luck in Action​

✔ Using Good Luck:

  • You’re trying to pick a high-security lock.
  • You declare Good Luck before rolling → Upgraded check (roll with advantage).
  • Your Good Luck now becomes Bad Luck.

✔ Using Bad Luck to Cycle Luck Back:

  • You have Bad Luck and want to get Good Luck back for a future roll.
  • You declare Bad Luck before rolling → Downgraded check (roll with disadvantage).
  • Your Bad Luck now becomes Good Luck.

✔ Using Burnt Luck to Reroll:

  • You fail an important shot in combat.
  • You spend a Luck point (Good or Bad) to reroll the dice.
  • That Luck point is now permanently Burnt for the session.

Final Thoughts​

✔ Advancement is organic—characters improve by using their skills, rather than gaining XP.
✔ Luck gives players agency—allowing them to tilt the odds in their favor at critical moments.
✔ Both systems offer strategic flexibility, ensuring that no two characters grow in the same way.

🚀 With these mechanics, you control your own growth and fate—so choose wisely!

Explore the Documentation​