Advancement and Luck
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 Level | Successes Required |
---|---|
Untrained | 2 successes |
Apprentice | 4 successes |
Professional | 6 successes |
Expert | 8 successes |
Master | 10 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 Points | Cost |
---|---|
Purchase a New Trait | 2 trait points |
Buy Off a Minor Hindrance | 2 trait points |
Buy Off a Significant Hindrance | 4 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 Type | Effect | What Happens After Use? |
---|---|---|
Good Luck | Upgrades a check (roll with advantage) | Becomes Bad Luck |
Bad Luck | Downgrades a check (roll with disadvantage) | Becomes Good Luck |
Burnt Luck | Reroll the dice after seeing the result | Consumed 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!