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==Abilities and Skills== | ==Abilities and Skills== | ||
Each '''Ability''' governs a set of '''Skills''' | Abilities represent your fundamental strengths as a survivor. Each '''Ability''' governs a set of '''Skills'''. | ||
When you attempt an action using a Skill, roll: | 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 | 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. | |||
= | {| | ||
!colspan=2| 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. | |||
|- | |||
!colspan=2| 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. | |||
|- | |||
!colspan=2| 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. | |||
|- | |||
!colspan=2| 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 | |||
|} | |||
{| class=" | === Examples: === | ||
{| class="mw-collapsible mw-collapsed" | |||
|- | |- | ||
| DC: || Strong Success | |||
|Success | |||
|Failure | |||
|Strong Failure | |||
|- | |- | ||
| 5 | | 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: === | ||
{| class="mw-collapsible mw-collapsed" | |||
|- | |||
| DC: || Strong Success | |||
|- | |||
| 1-5 || valign="top" |Trivial tasks, minimal chance of failure. | |||
|- | |||
| 6-10 || valign="top" |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 | ||
| valign="top" |Hard Tasks, for those with experience. | |||
|- | |- | ||
| | |26-30 | ||
| valign="top" |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. | |||
*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]) | |||
===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. | |||
== Range and Movement: == | |||
=== Range: === | |||
Range can be split into four tiers: | |||
* '''Melee:''' Your target is within reach of you. You could touch them with your hands. | |||
* '''Nearby:''' Your target is close-by, but not quite within reach. | |||
** Effective Weapons: Shotguns, hand crossbows, and thrown weapons. | |||
* '''Shooting Distance:''' Your target isn't close, but in standard shooting range. | |||
** Effective Weapons: Standard guns, crossbows. | |||
* '''Far:''' Your target is far away. You can talk to them and see them, but they're going to be very hard to hit. | |||
** Effective Weapons: Sniper rifles | |||
Melee attacks can only be made in melee range. | |||
Ranged attacks can be made at any tier. If the distance is below the their they're effective at, they get a +3 to their Aiming roll. If the distance is above the range they're effective at, they get a -3 to their roll per tier. Positive modifiers don't stack, but negative do. | |||
Sniper rifles do not gain a bonus from being at a closer tier. | |||
{| | |||
|+ | |||
! | |||
!Melee | |||
!Nearby | |||
!Shooting Distance | |||
!Far | |||
|- | |- | ||
| | |Melee | ||
|No Modifier | |||
|x | |||
|x | |||
|x | |||
|- | |- | ||
| | |Shotguns, Hand Crossbows, Thrown Weapons | ||
| +3 | |||
|No Modifier | |||
| -3 | |||
| -6 | |||
|- | |- | ||
| | |Standard Guns, Crossbows | ||
| +3 | |||
| +3 | |||
|No Modifier | |||
| -3 | |||
|- | |- | ||
| | |Sniper Rifles | ||
|No Modifier | |||
|No Modifier | |||
|No Modifier | |||
|No Modifier | |||
|} | |} | ||
=== Movement: === | |||
You can move 1 tier for free on your turn. To move another tier, you may spend 1 AP per tier moved. | |||
If you'd like to move from Shooting Distance to Far (or vice versa), you must spend 3 AP. | |||
= 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]] | |||
Latest revision as of 15:50, 4 August 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.
- At 0 current HP, you gain the Unconscious Condition.
If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
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.
Range and Movement:
Range:
Range can be split into four tiers:
- Melee: Your target is within reach of you. You could touch them with your hands.
- Nearby: Your target is close-by, but not quite within reach.
- Effective Weapons: Shotguns, hand crossbows, and thrown weapons.
- Shooting Distance: Your target isn't close, but in standard shooting range.
- Effective Weapons: Standard guns, crossbows.
- Far: Your target is far away. You can talk to them and see them, but they're going to be very hard to hit.
- Effective Weapons: Sniper rifles
Melee attacks can only be made in melee range.
Ranged attacks can be made at any tier. If the distance is below the their they're effective at, they get a +3 to their Aiming roll. If the distance is above the range they're effective at, they get a -3 to their roll per tier. Positive modifiers don't stack, but negative do.
Sniper rifles do not gain a bonus from being at a closer tier.
| Melee | Nearby | Shooting Distance | Far | |
|---|---|---|---|---|
| Melee | No Modifier | x | x | x |
| Shotguns, Hand Crossbows, Thrown Weapons | +3 | No Modifier | -3 | -6 |
| Standard Guns, Crossbows | +3 | +3 | No Modifier | -3 |
| Sniper Rifles | No Modifier | No Modifier | No Modifier | No Modifier |
Movement:
You can move 1 tier for free on your turn. To move another tier, you may spend 1 AP per tier moved.
If you'd like to move from Shooting Distance to Far (or vice versa), you must spend 3 AP.
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.
