top of page

SEYRUUN DICE SYSTEM

The Dice System in Seyruun uses the World of Darkness d10 pool mechanic, offering a flexible and cinematic resolution style that empowers character agency and narrative tension. It blends classic horror mechanics with divine mythos and high fantasy, grounded in personal consequence.

Dice Pool Construction

All rolls are made using ten-sided dice (d10s). Your dice pool represents the sum of your raw talent (Attributes), trained expertise (Skills), and situational edges (Modifiers). The more dice you roll, the greater your chance for success.

Formula: Attribute + Skill + Modifiers = Dice Pool

Attributes

  • Choose the most relevant Attribute (e.g., Strength for lifting, Wits for reacting quickly, Charisma for persuasion).

  • Attributes are rated from to ●●●●● (1–5 dots).

Skills

  • Pick the Skill that best applies to the action (e.g., Athletics for running, Occult for deciphering runes).

  • Skills are also rated from to ●●●●●.

Note: If no relevant Skill applies and the character is untrained, roll just the Attribute with a –1 die penalty.

Modifiers

Modifiers can include:

  • Environmental advantages (e.g., darkness while hiding, elevation when shooting)

  • Equipment bonuses (e.g., masterwork weapons, enchanted tools)

  • Story-based factors (e.g., divine blessing, home field advantage)

  • Merits or special abilities (e.g., "Combat Reflexes" may grant +1 die to initiative)

Example: Dexterity ●●● + Stealth ●●● + Silencing Boots (+1) = 7 dice. Roll 7d10.

Supernatural Substitutions

Certain powers allow the substitution of a Discipline, Path, or Racial Power Tree in place of the Skill:

  • Dominate (Vampire) might use Charisma + Dominate

  • Divinity (Aasimar) might use Resolve + Divinity Tree

  • Elemental Shaping (Elementals) could use Intelligence + Elemental Core

Always consult the ability text or racial rules to confirm substitutions.

Pool Size Considerations

  • Typical actions range from 4–8 dice

  • Pool size caps at 10 for standard rolls (see Special Rules)

  • If bonuses exceed 10 dice, roll 10 and apply overflow only for secondary effects (e.g., damage, perception depth)

Building your pool is an act of intention, describe your approach to earn bonuses. A smart plan can turn a mediocre pool into a legendary success.

Success & Failure

Seyruun's system emphasizes degrees of success, where every die result influences the outcome of an action. Unlike simple binary pass/fail mechanics, the World of Darkness method values nuance, momentum, and style.

Basic Success Thresholds

  • 6–9 on a die = 1 success

  • 10 = 2 successes (critical success)

  • 1 and no successes = Botch (catastrophic failure)

You roll your full dice pool and count up the total number of successes.

Simple Task

A trivial or routine action. Most characters will succeed (1 Success)

Moderate Task

A standard challenge. Basic success with trained competence (2 Successes)

Complex / Unusual Task

Demanding action, Requires strong skill or ideal conditions (3 Successes)

Epic / Legendary Task

Heroic deeds, fate-wrought moments, divine trials (4 to 5 successes)

Example: Sneaking past a sleeping guard (2 successes), forging a king’s seal (3), or climbing a collapsing tower in a storm (5).

Margin of Success

  • 1 Success: Just enough to succeed. The action is completed, but with no additional benefits.

  • 2+ Successes: Solid execution. May perform task faster, avoid detection, or maintain composure.

  • 4+ Successes: Heroic performance. Expect enhanced outcomes, flair, or bonus narrative advantage.

  • 6+ Successes: Supernatural brilliance. Grants dramatic effect, divine recognition, or changes the scene.

Failure vs. Botch

  • Failure: You roll and gain 0 successes, but no 1s. You simply fail to achieve your intent.

  • Botch: You roll at least one 1, and no successes. This triggers a narrative catastrophe.

Examples of Botches:

  • You try to persuade a noble and insult their heritage.

  • You jump a rooftop and fall through a glass window.

  • You attempt to cast a power, and the magic lashes back.

Storytellers are encouraged to make botches mythic, thematic, and memorable.

Critical Successes

Rolling multiple 10s allows for heightened critical success. Like 1 would count as 2 successes, 2 or more would reduce power point cost, etc.

If you roll a total of one 10 then it would count as 2 successes, but if you were to roll more than one 10 then you would benefite with reduced power point costs and would benefit from. 

  • Longer duration on abilities

  • Permanent effects (ST approval)

  • Reputation bonuses or divine favor

Criticals are a gift from the world’s mythic fabric, they should feel meaningful.

| | Simple Task | 1 | Easy, routine, unopposed | | Moderate Difficulty | 2 | Trained skill under pressure | | Complex / Unusual | 3 | Rare, taxing, unusual situations | | Epic / Legendary | 4–5+ | Mythic deeds, divine interference, ancient seals |

Extra successes add benefits such as speed, reduced time, stronger damage, or longer duration.

Roll Types (Expanded)

  • Simple Roll: Attribute + Skill vs. fixed difficulty (e.g., climbing a wall).

  • Contested Roll: Both parties roll; higher number of successes wins (e.g., deception vs. insight).

  • Extended Roll: Multiple rolls made over time, accumulating total successes (e.g., rituals, crafting).

  • Team Roll: Multiple players contribute to a group task; highest dice pool rolls, others add +1 die per assist.

  • Resisted Roll: Power or ability vs. resistance pool (e.g., Charisma + Intimidation vs. Willpower + Resolve).

  • Reflexive Roll: Triggered automatically by an action or power (e.g., dodging a trap, resisting fear).

Willpower Usage

Willpower is a crucial resource reflecting inner strength, moral drive, or spiritual discipline.

  • Spend 1 Willpower to:

    • Add +3 dice to any roll (before rolling)

    • Re-roll a failed roll (with ST approval)

  • Regain Willpower by:

    • Fulfilling your Nature or Drive

    • Acting in line with your Creed, Oath, or Bloodline Calling

    • Resting in sanctified, safe, or sacred places

Characters begin with Willpower equal to Composure + Resolve.

Dice Pool Penalties

Dice penalties reduce your effective dice pool for a given action. These represent physical harm, environmental strain, stress, or distraction.

  • Light Wound  -  -1 

  • Moderate Wound  -  -2

  • Sever Wound  -  -3

  • Crippled  -  -5

  • Harsh Terrain  -  -1 to -3

  • Multi-Action  -  -2 Per Action

  • Mental Distraction  -  -1 to -2

  • Low Visibility  -  -1 to -2

  • Emotional Duress  -  -1 to -3

Penalties are cumulative and must always leave a minimum of 1 die unless it’s a chance roll.

Combat-Specific Rolls

Combat rolls in Seyruun still use Attribute + Skill logic, but each step of combat can be broken down as follows:

  • Initiative: Wits + Dexterity

  • Attack:

    • Melee: Strength or Dexterity + Weapon Skill

    • Ranged: Dexterity + Firearms or Archery

  • Defense (Dodge): Dexterity + Athletics

  • Defense (Parry): Dexterity + Weapon Skill

  • Damage: Weapon Base + Strength (or Power effect if magical)

  • Soak (Damage Reduction): Constitution + Endurance (+ Armor)

Some supernatural beings may roll additional dice based on Disciplines, Merits, or power activations.

Combat Flow: Declare actions → Roll Initiative → Resolve by order → Apply damage/defense → Adjust statuses

Botches & Criticals

Botches and Criticals are narrative tools just as much as mechanical ones.

  • Critical Success: Any 10 = 2 successes. Rolling multiple 10s may unlock enhanced effects such as:

    • Reduced PP cost

    • Lasting status effect

    • Unblockable damage or divine impact

  • Botch: Any roll with no successes and at least one 1 = catastrophic failure

    • Drop your weapon

    • Harm an ally

    • Attract unwanted attention

    • Lose control (if supernatural)

Storytellers are encouraged to make botches dramatic and unique per race.

Special Dice Rules

  • Maximum Dice Pool: 10 dice​

    • Extra dice beyond 10 are lost unless split into a secondary effect

  • Minimum Dice Pool: 1 die

    • If penalties reduce your pool to 0, you roll a chance die:

      • 10 = success

      • 1 = dramatic botch

  • Cumulative Bonus Limit: No single action can gain more than +5 dice from external bonuses (Merits, allies, equipment)

  • Ties in Contested Rolls: Defender wins unless attacker has a higher base Attribute

The Dice System in Seyruun emphasizes dramatic narrative turns, supernatural impact, and character-driven risk. Rolling is not just a test of numbers, but a reflection of myth and consequence.

The World is yours to create, how are  you going to mold it?

bottom of page