Core Concept
Pentra is built around using only a single set of dice: d4, d6, d8, d10, and d12. You might need an additional d6 for Advantage/Disadvantage rolls, but a single set of dice is all that is required.
Dice Checks
There are two types of dice checks in Pentra: skill checks and usage checks.
Making a Skill Check
When making a skill check, players take their attribute, which is a single die plus a bonus; the maximum die value and the bonus always add up to 12. Then you add your skill specialization bonus to determine the final result.
Dice and Bonus:
- d12+0
- d10+2
- d8+4
- d6+6
- d4+8
The target number to succeed on a skill check is a static 12 for non-combat. For combat, it is based on the target's Evasion score, default of 9. These static numbers make it easy for the whole table to know whether you succeeded by meeting or beating the number, and failed if you fall short. An unskilled d12+0 attribute check has an 8.33% chance to succeed, so you are never completely without hope.
- Locate the skill specialization relevant to the action you are attempting.
- Roll the attribute die that applies to this skill check.
- Add your attribute bonus and skill specialization bonus to the attribute die result to get the final outcome.
- Compare to the target number to determine success or failure.
Making a Usage Check
The other type of roll is a usage check. You roll a single die against a range, usually 1-2, but it can vary for armor damage and resource management. If you are within the range, the die size reduces by one size (d12 -> d10 -> d8 -> d6 -> d4 -> Empty). If you are outside the range, then the die size stays the same. It is usually better to avoid being within the usage range to preserve your die size.
There is also a maximum usage check where you roll against a range of the die's maximum values (5-6 on a d6; 7-8 on a d8; etc.); if you are within the range, the die increases a value (d4 -> d6 -> d8 -> d10 -> d12). Typically reserved for Resource Die management.
Characters
Characters in Pentra are defined by their attributes, skills, and other traits that represent their capabilities and background within the game world.
Attributes
There are five core attributes in Pentra: Charm, Finesse, Intellect, Knowledge, and Might. They serve as the foundation of a character's skill set and overall capabilities. Some settings, like Edgeliner and Sentius, expand on these core attributes by adding an additional Power attribute.
- Charm: This is your ability to influence others for good or bad.
- Finesse: Fine motor control of your body, common for ranged weaponry.
- Intellect: How smart you are, influencing skills that require thought.
- Knowledge: What you know about history and languages.
- Might: Physical strength of the body.
Skills
Skills are specializations of the attributes, and each attribute has its own selection of skills.
- Charm: 7 skills related to social interactions and personal influence.
- Finesse: 10 skills related to vehicle manipulation, shooting, and stealth tasks.
- Intellect: 11 skills related to awareness, electrical and mechanical aptitude, and medicine.
- Knowledge: 7 skills related to learned information and expertise.
- Might: 4 skills related to physical strength and melee weapons.
Traits
Traits are either values or dice that represent different aspects of a character's abilities or characteristics. These traits are a representation of a character's inherent qualities and can influence gameplay in various ways.
- Death Die: How resilient a character is to fatal damage.
- Durability Die: The quality of the character's gear and how well it can withstand damage and usage.
- Edge: A measure of a character's luck or fate.
- Evasion: How difficult it is for opponents to hit the character.
- Health: The character's overall vitality and stamina.
- Initiative Die: Determines the character's turn order in conflicts.
- Karma: Represents the character's experience and ability to advance the character.
- Resource Die: Represents the character's ability to gather and utilize resources.
Hindrances and Talents
Optional selections for characters are hindrances and talents that modify their traits, either positively or negatively. Hindrances typically impose limitations or challenges, while talents provide special abilities or advantages. For the core system, talents and hindrances directly modify traits; if you want your character to be afraid of the dark, there is no mechanical hindrance for that; you just declare it.
Conflict
At its core, combat in Pentra is done in range bands that determine the distance between combatants and influence the effectiveness of attacks. All attacks are made using standard skill checks against the target's Evasion. Characters can also use their Edge to influence outcomes, and traits like Health and Durability Die play a crucial role in determining conflict results.
Advancement
Characters gain Karma through their actions and achievements, which can then be spent to improve their attributes, skills, and talents, allowing them to grow and become more capable over time.
Building a Setting
Pentra is designed to be extended. A setting typically defines:
- Tone and genre — what stories it tells.
- Character options — origins, archetypes, or equivalents.
- Gear and powers — the setting's tools, tech or magic.
- Threats — adversaries and dangers.
- Lore — the world itself.