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Core of the Design

· 6 min read
Richard Miller
Game Designer and Engineer

What if every character—no matter how untrained—always had a chance to succeed?

In Sentius: Last Enclave, skill matters—but luck and grit can turn the tide. That’s why 12 is the magic number—the foundation of every roll, challenge, and triumph.


Twelve, the Magic Number​

To illustrate the core principle, all skill checks have a die value and a bonus that, when combined, always total twelve.

Training LevelDie RolledBonus
Untrainedd12+0
Apprenticed10+2
Professionald8+4
Expertd6+6
Masterd4+8
Legendaryd2+10

The fixed success threshold of 12 keeps the system simple and predictable, ensuring every player at the table can easily recognize whether a roll succeeds or fails.

At first glance, it may seem like you must always roll the highest number on your skill die to succeed. However, the Grit Die represents a character’s resilience and determination—giving every roll a fighting chance.

  • The Grit Die is usually a d6, but traits or conditions can modify it.
  • Companions and creatures in the wilderness usually roll a d4, giving the player a slight edge.

Together, your Skill Die, Skill Bonus, and Grit Die determine your success.

Roll OutcomeEffect
≤ 8Critical Failure
9 - 11Failure
12 - 15Success
16+Critical Success

A Master without external penalties or bonuses can:
✔ Never critically fail
✔ Fail only 12% of the time
✔ Succeed 75% of the time
✔ Critically succeed 13% of the time

Percentage Chart


Difficulty Modifiers & Penalties​

Some tasks are harder than others. The base target number is always 12, but difficulty penalties modify the roll:

DifficultyPenalty
Easy+0
Moderate-1
Stiff-2
Sheer Folly-3
Near Impossible-4
Impossible-5
  • More complex tasks impose penalties, requiring higher bonuses to succeed.
  • Traits, gear, and advantages can offset penalties, keeping even "impossible" feats within reach for skilled characters.

Dice Checks​

Two primary types of checks exist:

1️⃣ Direct Success Checks – Rolling against a set difficulty.
2️⃣ Contested Checks – Competing directly against another roll.

For example, in a Stealth contest, one character rolls Stealth, while the opponent rolls Perception.

  • The higher total wins.
  • If a roll beats the opponent's by 4 or more, it is a critical success.
  • No critical failures occur in contested rolls.

Upgrades & Downgrades (Advantage & Disadvantage)​

Certain situations upgrade or downgrade your training die based on luck, circumstances, or abilities:

  • Upgrades: Increase the die size (e.g., d6 → d8).
  • Downgrades: Decrease the die size (e.g., d8 → d6).
  • The Grit Die remains unchanged.
  • In addition to changing the die, upgrades provide a +2 bonus, while downgrades impose a -2 penalty.
Upgrade PathDowngrade Path
d2 → d4 → d6 → d8 → d10 → d12d12 → d10 → d8 → d6 → d4 → d2

Example Calculations​

Upgraded Roll​

A character with Expert (d6+6) training rolls:
✔ Upgrade: d8+8+d6
✔ Breakdown: d8 (upgraded die) + 6 (base bonus) + 2 (upgrade bonus) + d6 (Grit Die)

Downgraded Roll​

A character with Expert (d6+6) training rolls:
✔ Downgrade: d4+4+d6
✔ Breakdown: d4 (downgraded die) + 6 (base bonus) - 2 (downgrade penalty) + d6 (Grit Die)

This system adds tactical depth, rewarding advantages while making disadvantages meaningful but not punishing.


Usage Checks (Resource Management)​

Certain rolls don’t determine success or failure but instead track how long a resource lasts.

How Usage Dice Work​

  • Roll the current Usage Die.
  • If the result is 1 or 2, downgrade the die (e.g., d8 → d6).
  • If the result is 3 or higher, the resource remains intact.
Usage Dice Flow
d12 → d10 → d8 → d6 → d4 → d2 → d1 → 0

This system tracks resources like:
✔ Health
✔ Ammo & Supplies
✔ Armor Durability
✔ Magic Reserves

Once a resource reaches d1 or 0, it is completely depleted.


Skills: The Foundation of Your Character​

Every action your character takes—negotiation, combat, survival, hacking—relies on skills.

How Skills Work​

  • Characters start with 12 skill points at creation.
  • Each skill is linked to two Primary Abilities.
  • Training Level is capped by the highest die of those abilities.
  • More investment = More reliability & specialization.

Choosing a Balanced Skill Set​

A well-rounded character typically benefits from:

✔ A combat skill – Melee, firearms, or another form of self-defense.
✔ A utility skill – Hacking, scouting, or lockpicking.
✔ A social skill – Negotiation, deception, or intimidation.
✔ A survival skill – Navigation, scavenging, or medicine.
✔ A resistance skill – Defense against poisons, magic, or mental control.


Specialized Knowledge​

Some skills—like Magic, Psychic Powers, and Totem Aspects—are only accessible through specific traits.

  • If your character has access to one, they have unlocked unique powers.
  • These must be learned separately and do not function like ordinary skills.

Your Skills Define Your Story​

Because there are no classes, your skill choices define your character.

Are they a:

  • Seasoned warrior?
  • Resourceful scavenger?
  • Cunning trickster?
  • Master of the arcane?

Your skill choices will determine how you interact with the world.

✔ Convince a faction leader to aid you.
✔ Hack into an abandoned Enclave mainframe.
✔ Fight off raiders in the wasteland.

Every decision shapes your journey.


In Closing​

This first look at my system shows how everything revolves around the number 12, ensuring that every character—no matter their skill—always has a chance to succeed.

This is just the beginning. Future posts will explore:
✅ How abilities shape characters.
✅ How skills evolve over time.
✅ How a dynamic world reacts to player choices.

Stay tuned! 🚀


Explore the Documentation​