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__FORCETOC__
==Abilities and Skills==
==Abilities and Skills==


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!colspan=2| Reason
!colspan=2| Reason
|-
|-
| Awareness || Noticing threats, spotting details, and sensing changes in the environment.
| Awareness || Noticing threats, spotting details, and reading intent.
|-
|-
| Medicine || Treating wounds, stabilising injuries, and managing illness.
| Medicine || Treating wounds, stabilising injuries, and managing illness.
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===Health Points===
===Health Points===
  HP = 5 + Physique + (Resilience / 2) rounded down.
  HP = 5 + Physique + (Resilience / 2) rounded down.
*At 0 current HP, you gain the [[Unconscious]] Condition.
*At 0 current HP, you gain the [[Conditions#Unconscious|{{Tooltip|Unconscious|{{:Conditions/Unconscious}}}}]] Condition.


If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
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! Morale !! Result
! Morale !! Result
|-  
|-  
| 1-5: || Surrender:  You surrender to your opponents.
| 1-5: || You surrender to your opponents.
|-
|-
| 6-10 || Freeze: Your movement and AP reduced to 0 until the end of your next turn.
| 6-10 || Your movement and AP reduced to 0 until the end of your next turn.
|-
|-
| 11-15 || Flee: On your next turn you must get as far away as you can.
| 11-15 || You must get as far away as you can, until the end of your next turn.
|-
|-
| 16+ || Dazed: You are stunned until the end of your next round.
| 16+ || You are stunned until the end of your next turn.
|}
|}


=== Defenses ===
=== Defenses ===
Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense, plus your [[Armor]] Bonuses.
Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense
 
If you are wearing [[Armor]] on a targeted area, add that to the DC, armor does not get added atop Dodge or Parry DC.


'''Base Defense = 10 + Resilience'''
'''Base Defense = 10 + Resilience'''
== Initiative and Rounds ==
=== Initiative ===
At the start of combat, each participant rolls Reflex.
Unless otherwise stated, your AP starts out maxed out at the start of combat, even before your first turn.
=== Rounds ===
A round is the sum of all turns taken by everyone in combat.
A round starts with the character who has the highest Initiative and ends after the character with the lowest Initiative has finished their turn.
Once the lowest Initiative character has finished their turn, a new round begins with the highest Initiative character again.
=== Turns ===
On your turn, you may spend AP to do your actions.
AP is detailed in the Action Economy section.
= Distance and Position =
The game uses '''tiles''' to measure tactical distance.
One tile represents approximately '''5 feet'''.
When no unit of measurement is used, assume tiles.
=== Adjacent ===
A creature or object is adjacent to you if it is within 1 tile of you, with diagonal tiles counting.
Unless a weapon or rule says otherwise, melee attacks can only target adjacent creatures.
= Action Economy =
Each character has a maximum number of Action Points (AP).
By default, a character has '''4 maximum AP'''.
You spend AP to take actions on your turn and to take Reactions when their triggers occur.
At the end of your turn, your AP is restored to its maximum.
If you spent AP on Reactions before your turn begins, you start your turn with whatever AP you have remaining.
[[Category:Dice System]]
[[Category:Dice System]]

Latest revision as of 01:18, 3 July 2026


Abilities and Skills

Abilities represent your fundamental strengths as a survivor. Each Ability governs a set of Skills.

Skills are always rolled with their parent Ability.

When you attempt an action using a Skill, roll the following:

d20 + its associated Ability + the Skill level

For example, if you have a +2 Morale and +2 Presence (its parent ability), you'd roll:

d20 + 2 (Morale) + 2 (Presence) 

Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.

Physique
Athletics: Climbing, jumping, swimming, lifting, and other feats of physical exertion.
Melee Fighting with close combat weapons or unarmed strikes.
Resilience Enduring pain, resisting poison or illness, and withstanding physical trauma.
Agility
Aiming Using ranged weapons accurately.
Stealth Moving quietly, hiding, and avoiding detection.
Reflex Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
Finesse Precise manual control, delicate manipulation, or careful physical actions.
Reason
Awareness Noticing threats, spotting details, and reading intent.
Medicine Treating wounds, stabilising injuries, and managing illness.
Technology Using, repairing, or understanding machines and electronic systems.
Academia General knowledge, research, and recalling learned information.
Presence
Morale Resisting fear, maintaining composure, and enduring psychological strain.
Intimidation Coercing or frightening others into compliance.
Persuasion Convincing others through reason, trust, or emotional appeal.
Deception Lying convincingly, misleading others, or concealing the truth.

Difficulty Class and Outcomes

Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules or the narrator.

After rolling, compare your total to the DC.

Over 5 Below DC: Strong Failure
5 or Less Below DC Failure
Meets DC Success
5 or Less Above DC Success
Over 5 Above DC Strong Success

Examples:

DC: Strong Success Success Failure Strong Failure
5 10 and up 5-10 4-0 /
10 15 and up 10-14 5-9 4 and down
15 20 and up 15-19 10-14 9 and down
20 25 and up 20-24 15-19 14 and down

Narrator DC Guidance:

DC: Strong Success
1-5 Trivial tasks, minimal chance of failure.
6-10 Easy Tasks, most people would be able to succeed.
11-15 Doable Tasks, with some effort this should be doable.
16-20 Tricky Tasks, probably going to fail if you are untrained.
21-25 Hard Tasks, for those with experience.
26-30 Long Shot, Even with training it’ll take a lot of luck to get this done.
31+ Never, Impossible things should not be rolled for.

Advantage and Disadvantage

Some rules give a roll Advantage or Disadvantage. A narrator will tell you if one applies.

Advantage: Roll two d20's, pick the highest.
Disadvantage Roll two d20's, pick the lowest.
  • Advantage and Disadvantage do not stack.
  • If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.

Statistics

When skills are mentioned in calculations (not just in this section) only use the skill level, the ability will be listed separately if used.

Health Points

HP = 5 + Physique + (Resilience / 2) rounded down.

If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])

Movement

Movement = 3 + (Athletics + Reflex) / 2, rounded down.
  • During your turn you may use 1 movement to move 1 tile.
  • Your movement resets to max on the end of your turn.

Stress

  • Stress represents psychological strain.
  • While resting, you lose 1 Stress at the end of each hour in-game.
Stress Cap = 3 + Presence
  • When your Stress reaches your Stress Cap, you must make a Morale Roll and resolve the result according to the table below.
Morale Result
1-5: You surrender to your opponents.
6-10 Your movement and AP reduced to 0 until the end of your next turn.
11-15 You must get as far away as you can, until the end of your next turn.
16+ You are stunned until the end of your next turn.

Defenses

Unless otherwise stated by a rule or feature, when someone attempts to attack you the DC is equal to your Base Defense

If you are wearing Armor on a targeted area, add that to the DC, armor does not get added atop Dodge or Parry DC.

Base Defense = 10 + Resilience

Initiative and Rounds

Initiative

At the start of combat, each participant rolls Reflex.

Unless otherwise stated, your AP starts out maxed out at the start of combat, even before your first turn.

Rounds

A round is the sum of all turns taken by everyone in combat.

A round starts with the character who has the highest Initiative and ends after the character with the lowest Initiative has finished their turn.

Once the lowest Initiative character has finished their turn, a new round begins with the highest Initiative character again.

Turns

On your turn, you may spend AP to do your actions.

AP is detailed in the Action Economy section.

Distance and Position

The game uses tiles to measure tactical distance.

One tile represents approximately 5 feet.

When no unit of measurement is used, assume tiles.

Adjacent

A creature or object is adjacent to you if it is within 1 tile of you, with diagonal tiles counting.

Unless a weapon or rule says otherwise, melee attacks can only target adjacent creatures.

Action Economy

Each character has a maximum number of Action Points (AP).

By default, a character has 4 maximum AP.

You spend AP to take actions on your turn and to take Reactions when their triggers occur.

At the end of your turn, your AP is restored to its maximum.

If you spent AP on Reactions before your turn begins, you start your turn with whatever AP you have remaining.