Game Mechanics


Razorwing uses a modified version of the White Wolf system written by Gwen. I do not own the White Wolf system, or anything White Wolf…I just know the system.

Dice and Successes

This system is a 'd10' based system, and you roll 1d10 plus a few stats, which are specified by the GM:

1d10 + Attribute + Skill or Attribute + Merit + Trait + Misc. Bonuses = Result

The result, or total number, is then translated into the number of successes using the chart below:

Roll Result 8-10 11-13 14-16 17-19 20-22 23-25 26-28 29-31 32-34 35+
Successes 1 2 3 4 5 6 7 8 9 10

The more successes you get, the better you do on any given challenge.

Some handy dice pools to keep in mind are:

  • Initiative: Dex+Wits
  • Perception: Wits+Composure
  • Searching: Wits+Investigation (Fast) OR Int+Investigation (Slow)
  • Fleeing: Dex+Athletics
  • Mental Resistance: Resolve+Composure
  • Physical Resistance: Resolve+Stamina
  • Piloting: Dex+Pilot (Combat) OR Wits+Pilot (Non-combat)
Chance Die

When your pull (that's the number you're adding to the d10 roll) is zero or lower, you are rolling what's called a Chance Die. That means, in order to NOT fail whatever action you're attempting (or the GM is making you attempt) you MUST roll an 8, 9, or a 10 to succeed. 10s rolled on a Chance Die do not 'explode' (see below).


10s rolled gain the benefit of the 10-again rule, which is also called 'exploding.' This means that you get reroll the d10 (without bonuses) and add that to your result as well. So the dice rolling formula would look like:

10 (First d10 roll result) + Attribute + Skill or Attribute + Merit + Trait + Misc. Bonuses = Result + 1d10

If you're lucky enough to roll a second 10 on the second d10 roll, great! This 10, however does NOT explode.

Botched rolls

If you roll a 1 on your d10, your roll fails, regardless of how many successes it would gain automatically. This does not count if it previously exploded, i.e. a 10 followed by a 1 does not botch. The GM can waive this at their discretion.


Because we are using a dice bot in RW, each player gets one Luck Reroll of the Daytm per session.  Use this wisely!

Character Mechanics

1. Attributes

Attributes are the base states of your character. They are your smarts, your strength and your social skill at the most basic level. All attributes are ranked from 1 to 5, and they all start at 1. All characters have a Primary, a Secondary, and a Tertiary attribute category. This ranking determines how many points they get for each attribute category gets at creation. There are a total of nine Attributes, divided into three groups of three; Mental, Social, Physical:

Use Physical Mental Social
Power Strength Intelligence Presence
Finesse Dexterity Wits Manipulation
Resistance Stamina Resolve Composure

Attributes in the 'Power' row are used mainly in rolls for offense tasks or tasks that take a long time (such as hacking or investigation). Attributes in the 'Finesse' row are used mainly in rolls to accomplish something quickly. Finally, attributes in the 'Resistance' row are used in rolls dealing with defense and resistance. These are not absolute divisions, but it is a good way of understanding the attributes as a whole. Attribute rankings are defined:

Rank Talent
1 Poor
2 Average
3 Good
4 Exceptional
5 Outstanding

Below are the descriptions of the nine attributes.

On your Primary attribute category you get 5 creation points. On your Secondary attribute category you get 4 creation points. On your Tertiary attribute category you get 3 creation points.

2. Skills

Much like attributes, skills are divided into three categories: Physical, Mental, and Social. These category are fairly self explanatory. Skills are ranked 1 to 5 and all start at zero, with rankings defined similarly to the Attributes.

Below is a complete list of skills.

On your Primary skill category you get 11 creation points. On your Secondary skill category you get 7 creation points. On your Tertiary attribute category you get 4 creation points.

3. Traits

Traits are a representation of character enhancements possessed by your character. They are everything from an above-average knowledge in some area, to a notable consequence of a character's powers, to a representation of your character's above average wealth. Traits are fairly open-ended, but are subject to GM approval. Traits will give +2 on a roll by default, although in some cases they will have other purposes as determined by the GM.

4. Merits

Merits are special capabilities or knacks that add individuality to your character. They can be purchased at character creation and during the course of play. They have a name and a number (rank) and they cost Rank x 2XP to buy.

5. Augments

Cybernetic augmentation is very popular in the Razorwing universe, either as medical treatments or voluntary body augmentation (think piercings). They're very useful, on top of being the new 'in' thing. Augments can provide bonuses to skills and/or attributes (with the exception of Stamina). Augments cost 5 XP per rank and each rank allows you to add +1 to a skill or attribute. The number of ranks an augment can have AND the number of augments a character can have is equal to the character's stamina1. Augments need to have some kind of flavour to back them up, but that doesn't have any guidelines and is entirely up to the player.

All characters that take augments gain the secondary flaw, listed below:

  • Sensitivity to Electromagnetic Attacks: The function of augmentations are disrupted when exposed to a sudden burst of electro-magnetic energy. Augments shut down for 1d4-1 (with the lowest result being 1) minutes as a result of EM interference.

6. Flaw

All people have flaws…it's just the way they were made. A flaw can be something as simple as 'repelled by the ringing of church bells' or something a little bit more awful 'cannot see anyone wearing an inside-out article of clothing.' Flaws must be something that can come up during plot, and GMs might award additional flaws based on character actions.

Crafting Mechanics

Many characters have some way to make things. The mechanics for crafting in game items are as follows.

  1. The GM will make a ruleing on how many successes are necessary for the item to be made.
  2. The player will then make these rolls, using the necessary skills, making a note of the number of successes.
  3. The player will then roll 1d20. On a 1, The player will loose double the number of successes they rolled. On 2-5, they lose 1 success from their total. On 6-15, nothing additional happens. On 16-19, the player gains 1 more success. On 20, the player gains double the number of successes they roll.

Combat Mechanics

Combat in RW is turn-based, and follows a set series of steps:

  1. Initiative: Every character in the combat rolls 1d10 + Dexterity + Wits. Any ties must be broken with another initiative roll between the players that have tied. Once everyone has rolled their initiative, the GM will post the order AND place it in the topic before calling on the person acting first. The only people posting in the IC room at any one time are the player whose initiative it is and the GM.
  2. Combat: Each combatant, starting with the one who got the highest Initiative roll, acts in turn until combat ends. An action begins with a declaration of intent (i.e. "I would like to punch a hired goon in the face"). The declaration will be acknowledged by the GM(s) at which point rolls will be made. When the rolls have been resolved (either with an action succeeding or failing), players will post a description of their action, and the GM will provide some sort of response.

There is to be no planning in the OOC room regarding combat. This is meta-gaming, and will not be tolerated.


  • For an unarmed attack, roll 1d10 + Strength + Brawl + Misc. (Traits, bonuses/penalties). Dexterity cannot be rolled for this.
  • For an armed melee attack, roll 1d10 + Strength + Weaponry + Misc. for blunt objects or simple stabbing, when the force of the attack is key.
  • For an armed melee attack, roll 1d10 + Dexterity + Weaponry + Misc. for slashing attacks or other situations where making enough contact is key.
  • For a thrown item, roll 1d10 + Strength + Athletics + Misc. for when the force of the object itself is relied upon for damage, or when great distance is involved.
  • For a thrown item, roll 1d10 + Dexterity + Athletics + Misc. for when having high accuracy is the key factor.
  • For a ranged attack, roll 1d10 + Dexterity + Firearms + Misc. (even if it's not technically a firearm).

If the roll is botched (see above), the attack does not connect. Defence need not be rolled. Depending on the situation, the GM might add other consequences for failure.


For moving out of the way of an attack, or blocking and deflecting the force of the attack, roll 1d10 + Dexterity + Misc. (Traits, bonuses/penalties).

Passive defence mechanisms, like armour or a force field, are counted as bonuses in this situation. If the roll is botched, the attack connects automatically.

If you feel that the standard attack or defence is not appropriate for a given situation, please talk to a GM.

Damage and Health

The success of an attack is calculated as follows:

# of attacker's successes - # of defender's successes = # Damage Successes

The number of successes is then translated into damage dealt as follows:

Successes Damage Description
1-2 1 Trivial wounds
3-4 2 Minor wounds
5-6 3 Moderate wounds (For balance reasons, player characters cannot deal more damage than this, no matter what they roll)
7-8 4 Severe wounds (For balance reasons, NPCs in player-run plot cannot deal more damage than this, no matter what they roll)
9-10 5 Extreme wounds.

Characters have a total number of health points equal to 10 + Stamina. Any damage dealt is subtracted from this total. Once all of a character's health points have been lost, that character falls unconscious and starts to bleed out. There are three ways to recover from this state:

  1. The character succeeds on a Stamina roll (1d10 + Stamina). One success is needed to 'stabilize'. If a character is damaged after stabilizing, they fall unconscious again.
  2. Another character succeeds in stabilizing the unconscious character with an Int + Medicine roll of at least one success. If a character is damaged after stabilizing, they fall unconscious again.

Characters that fail three consecutive stabilization rolls die.

Example Combat
Lin tries to hit Sam with a hammer. She rolls to attack:
     1d10 + 3 Strength + 4 Brawl = 16 ==> 3 successes.

Sam defends by trying to knocking Lin's hand out of the way:
     1d10 + 4 Dexterity = 11 ==> 2 successes.

Damage is calculated:
     3 - 2 successes = 1 success ==> 1 damage.

Sam is still hit and takes 1 damage.


Earning XP

At character creation, players have 30 XP to spend. An additional 5 XP is granted if the character has a detailed background story. An additional 3 XP is awarded for having a character soundtrack (3-5 songs). An additional 2 XP is granted for having a character picture.

XP is awarded at a rate of 1 per scene a character completes (multi-day scenes require the characters attendance at ALL for XP) with the possibility of earning an extra 1 XP for good roleplay. Asking for the good roleplay XP is an easy way NOT to be awarded said bonus. Certain plots will award more XP than others. The GM will inform you of that at the end of the plot.

XP is to be noted on the character sheet, and it is the player's responsibility to do so.

XP from Soft RP

Soft-RP XP is tracked by the players. The formula for tracking soft RP is 1 XP for every 1 hour of soft RP you engage in. You can claim a MAXIMUM of 20 XP for soft RP per month. In order to ensure fairness with regards to this new policy, the GM staff will be conducting an XP audit at the end of every month, just to make sure that everything is kosher (hey, we all make mistakes).

Spending XP

You can spend XP in several ways:

  • Each new attribute level costs 7 XP.
    • The 5th rank in an attribute costs 10 XP.
  • Each new skill level costs 3 XP.
    • The 5th rank in a skill costs 6 XP.
  • New traits cost 2 XP each.
  • New merits cost 2 XP per rank.

Character Retirement

Characters can also be retired at the request of a player. When a character is taken in this manner, the character can no longer be played. At all. Ever.

Legacy XP

When your character dies and/or is removed from play and you create a new PC to take the old one's place, you get to build this next character with what is called Legacy XP. Legacy XP is added on to the total amount of XP you have at character creation.

For every month after three months your character was in play, you get an additional 5 XP to spend. Characters that are less than or equal to 3 months old do not grant Legacy XP to your new character. You may not apply Legacy XP to a character already in play. You may not apply Legacy XP from more than one character to a newly made PC. Characters that were taken out of play by GMs as punishment do not grant Legacy XP to your new character.

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