Providencia: rulebook
Roliando's own system: the d100 roll (roll under), attributes and shaping disciplines, difficulty, point-buy creation and blessings, multi-mastery, perks, experience and levels.
Providencia is a roleplaying system about shapers: people who give form to the elements through their bracelets. It is played with a d100 (percentile): you succeed by rolling equal to or under your value.
This manual covers the rules as Roliando applies them. Open it from any character sheet (Manual button) or from /en/guides.
1. The roll (d100, roll under)
When the outcome of an action is in doubt, you roll 1d100 against the value of the stat involved (an attribute, a shaping discipline or a secondary skill):
- Success: the die comes up equal to or lower than your value.
- Failure: the die exceeds your value.
Criticals and fumbles are proportional to your skill: the higher your value, the more often you crit and the less often you fumble.
- Critical: a success where the die lands in the top decile of your value: die ≤ round-up(value ÷ 10). With a value of 50 you crit on 1-5; with a value of 90, on 1-9.
- Fumble: a failure where the die lands in the high band: die ≥ 90 + round-up(value ÷ 10). With a value of 50 you fumble on 95-100; with a value of 90, only on 99-100.
Difficulty
The GM sets the difficulty, which modifies your value before rolling. Click any stat on the sheet and adjust the difficulty slider:
| Difficulty | Modifier |
|---|---|
| Trivial | +40 |
| Mundane | +20 |
| Easy | +10 |
| Normal | 0 |
| Hard | −10 |
| Extreme | −20 |
| Impossible | −40 |
Impossible is the hardest. The effective value is capped to the 1-99 range.
2. Base attributes
Every character has four attributes, which start at 5:
- Physique: strength, stamina, bodily power.
- Agility: reflexes, dexterity, speed.
- Mind: reason, perception, knowledge.
- Will: composure, focus, mental resistance.
During creation an attribute can go up to 60 (more with a Providencia blessing).
3. Shaping Disciplines
Disciplines are the core of the system. Each one measures your ability to shape one element. The public ones start at 10 and can reach 75 during creation:
- Air
- Water
- Earth
- Energy
There are two hidden disciplines, forbidden and powerful, which start locked. Unlocking one costs 1 Design Point (or comes free with certain levels/perks); once open, it starts at 10:
- Bodies: shaping living flesh.
- Souls: shaping the spirit.
4. Secondary skills
Secondary skills are derived: each is the average of two attributes (rounded down), calculated automatically. You can't buy them during creation; they go up when their attributes go up, or with specific level-up improvements. They are grouped into five categories: Combat, Physical, Exploration, Manipulation and Mental (for example Dodge = average of Agility and Agility; Marksmanship = average of Mind and Agility; Fear Endurance = average of Will and Mind).
5. Character creation
The wizard has 6 steps: Identity, Attributes, Disciplines, Providencia, Design and Summary. You spend three budgets:
- 200 Base Points (BP): to raise attributes (above 5) and public disciplines (above 10). 1 BP = +1.
- 2 Providencia Points (PP): each one can be used in two ways:
- Blessing: +15 to an attribute or discipline (it can exceed the creation cap). Each stat admits a single blessing.
- Convert into a Design Point (DP).
- Design Points (DP): unlock hidden disciplines and buy perks.
6. Multimastery
If you have 2 or more disciplines above 45, you enter multimastery and suffer a Drawback (a thematic penalty) for each one: Heavy Flight, Hydric Inertia, Weight of the Earth, Energy Overload, Carnal Echo or Soul Resonance depending on the element. The Perfect Balance perk cancels these Drawbacks.
7. Perks
Perks cost Design Points. Those marked (auto) are applied automatically by the app when rolling; the rest, with a bonus, are applied according to context (at the discretion of the player and the GM).
Regular (1 DP)
- Material Affinity: +10 when shaping a specific material of your element.
- Elemental Sixth Sense: you sense your element within 20 m; +10 to Perception and Search with it.
- Touch of Life: (Bodies) you stabilize a dying person just by touching them.
- Resilient Bracelet (auto): a shaping roll failed by ≤5 counts as a narrow success.
- Heart of the Storm: you ignore penalties from weather/environment aligned with your best discipline.
- Shape Memory: recreating an object you have already shaped lowers the difficulty one step.
- Optimal Nutrition: you eat every three days; +10 to Endurance against exhaustion.
- Split Multitasking: you maintain a minor shaping without the −20 attention penalty.
- Architectural Instinct: +10 to Earth and Traps on structures.
- Icy Pulse (auto): your Fear Endurance rolls never fail.
- Elemental Reflexes: once per scene, you use Shaping instead of Dodge against an attack.
- Flow Reader: you read someone's element; +10 to Dodge against their next shaping.
- Lucky Strike (auto): your critical band widens by 2.
- Methodical Precision: once per scene, you lower the difficulty one step before rolling.
- Iron Will: +10 to Will and to Pain Endurance.
Special (2 DP)
- Innate Mastery: the creation cap of your main discipline rises to 95.
- Mental Shaping: you shape your element without moving your hands, even tied up or captured.
- Perfect Balance: you ignore the Drawbacks for a second mastery above 45.
- Dual Awakening: you unlock Bodies and Souls, they do not count toward multimastery, and you see the "life" of creatures when touching them.
- Second Wind: once per session, you reroll a failed roll and keep the better result.
8. Experience and levels
You earn Experience Points (XP) by playing (the GM awards them from your sheet). When you reach a threshold you level up, from 1 (Novice) to 10 (Chosen):
| Level | Title | XP | Reward |
|---|---|---|---|
| 1 | Novice | 0 | Starting point |
| 2 | Apprentice | 50 | +5 to one secondary skill |
| 3 | Initiate | 120 | +1 Base Point |
| 4 | Adventurer | 220 | +5 to two secondary skills |
| 5 | Veteran | 350 | +2 Base Points |
| 6 | Expert | 520 | +1 free Regular Perk |
| 7 | Master | 730 | +3 Base Points + you unlock a hidden discipline |
| 8 | Champion | 990 | +5 to all secondary skills of one category |
| 9 | Legend | 1300 | +1 free Special Perk |
| 10 | Chosen | 1700 | +5 Base Points + an extra blessing (+15) |
The level-up wizard walks you through any choices. The Base Points you spend on attributes automatically update the secondary skills that depend on them.
9. Editing the sheet
- Edit values here: from the Stats tab, you adjust attributes, disciplines, name and background with quick controls, without redoing the wizard. Only the GM (or the owner if the sheet is not in a campaign) can do this.
- Edit (wizard): reopens the 6 steps for a thorough redesign (perks, blessings, unlocks).
The roll difficulty is a preference of yours for the session; move it whenever you want.