Dice Overview: Difference between revisions

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The Archive Dice System is built for gritty, story driven survival roleplay.
The Archive Dice System is built for gritty, story driven survival roleplay.
== Common Terms ==
{| class="formatted-table"
|-
| Advantage || Roll twice, pick the higher number.
|-
| Disadvantage || Roll twice, pick the lower number.
|-
| Action || Anything performed on your turn.
|-
| Reaction || Anything performed on someone else's turn.
|}


==Abilities and Skills==
==Abilities and Skills==
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====Skills====
====Skills====
; Athletics
 
: Climbing, jumping, swimming, lifting, and other feats of physical exertion.
{| class="formatted-table"
; Melee
|-
: Fighting with close combat weapons or unarmed strikes.
| Athletics
; Resilience
|| Climbing, jumping, swimming, lifting, and other feats of physical exertion.
: Enduring pain, resisting poison or illness, and withstanding physical trauma.
|-
| Melee
|| Fighting with close combat weapons or unarmed strikes.
|-
| Resilience
|| Enduring pain, resisting poison or illness, and withstanding physical trauma.
|}


===Agility===
===Agility===
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====Skills====
====Skills====
; Aiming
{| class="formatted-table"
: Using ranged weapons accurately under stress.
|-
; Stealth
| Aiming
: Moving quietly, hiding, and avoiding detection.
|| Using ranged weapons accurately under stress.
; Reflex
|-
: Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
| Stealth
; Finesse
|| Moving quietly, hiding, and avoiding detection.
: Precise manual control, delicate manipulation, or careful physical actions.
|-
| Reflex
|| Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
|-
| Finesse
|| Precise manual control, delicate manipulation, or careful physical actions.
|}


===Reason===
===Reason===
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====Skills====
====Skills====
; Awareness
{| class="formatted-table"
: Noticing threats, spotting details, and sensing changes in the environment.
|-
; Medicine
| Awareness
: Treating wounds, stabilising injuries, and managing illness.
|| Noticing threats, spotting details, and sensing changes in the environment.
; Technology
|-
: Using, repairing, or understanding machines and electronic systems.
| Medicine
; Academia
|| Treating wounds, stabilising injuries, and managing illness.
: General knowledge, research, and recalling learned information.
|-
| Technology
|| Using, repairing, or understanding machines and electronic systems.
|-
| Academia
|| General knowledge, research, and recalling learned information.
|}


===Presence===
===Presence===
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====Skills====
====Skills====
; Morale
{| class="formatted-table"
: Resisting fear, maintaining composure, and enduring psychological strain.
|-
; Intimidation
| Morale
: Coercing or frightening others into compliance.
|| Resisting fear, maintaining composure, and enduring psychological strain.
; Persuasion
|-
: Convincing others through reason, trust, or emotional appeal.
| Intimidation
; Deception
|| Coercing or frightening others into compliance.
: Lying convincingly, misleading others, or concealing the truth.
|-
| Persuasion
|| Convincing others through reason, trust, or emotional appeal.
|-
| Deception
|| Lying convincingly, misleading others, or concealing the truth.
|}


== Difficulty Class and Outcomes ==
== Difficulty Class and Outcomes ==
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After rolling, compare your total to the DC. See the [[LINK]] for more info.
After rolling, compare your total to the DC. See the [[LINK]] for more info.


{| class="defaulttop" style="margin:auto"
{| class="formatted-table"
|+  
|+  
|-
|-
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=== Basic Melee Attack, 2 AP ===
=== Basic Melee Attack, 2 AP ===
* Usable with unarmed strikes or melee weapons.
* Usable with unarmed strikes or melee weapons.
* Choose a target body area (Head, Torso, Arms, or Legs) and roll:
* Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
* Compare the result to the target’s appropriate Defense DC (Dodge, Parry, or Base)
  d20 + Physique + Melee
  d20 + Physique + Melee
* Compare the result to the target’s appropriate Defense DC (Dodge, Parry, or Base)


{| class="defaulttop" style="margin:auto"
{| class="formatted-table"
|+  
|+  
|-
|-
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=== Basic Ranged Attack, 2 AP ===
=== Basic Ranged Attack, 2 AP ===
* Usable with thrown weapons or bows.
* Usable with thrown weapons or bows.
* Choose a target body area (Head, Torso, Arms, or Legs) and roll:
* Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
* Compare the result to the target’s appropriate Defense DC (Dodge or Base)
  d20 + Agility + Aiming
  d20 + Agility + Aiming
* Compare the result to the target’s appropriate Defense DC (Dodge or Base)


{| class="defaulttop" style="margin:auto"
{| class="formatted-table"
|+  
|+  
|-
|-
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=== Apply Pressure, 1 AP ===
=== Apply Pressure, 1 AP ===
* Roll d20 + Reason + Medicine against a DC of 10
d20 + Reason + Medicine against a DC of 10
* If using a bandage, roll with Advantage.
* If using a bandage, roll with Advantage.


{| class="defaulttop"
{| class="formatted-table"
|+  
|+  
|-
|-
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| Strong Failure || You gain 1 Stress.
| Strong Failure || You gain 1 Stress.
|}
|}
== Frequently Asked Questions ==
; What if I run out of AP before my next turn?
: If you run out of AP before your turn starts, you'll have no choice but to skip your turn. Remember to budget your reactions accordingly!
; Do we have bonus actions?
: You can have as many actions as you'd like as long as you have the AP for it.
; How do I know my overall level?
: There are no overall levels. We encourage you to focus more on optimizing your character how you want them to be instead of leveling them up!
[[Category:Dice System]]

Latest revision as of 20:17, 4 March 2026

The Archive Dice System is built for gritty, story driven survival roleplay.

Common Terms

Advantage Roll twice, pick the higher number.
Disadvantage Roll twice, pick the lower number.
Action Anything performed on your turn.
Reaction Anything performed on someone else's turn.

Abilities and Skills

Abilities represent your fundamental strengths as a survivor. They define how you endure danger, solve problems, and influence the world.

Each Ability governs a set of Skills. Skills are specialised and are always rolled with their parent Ability.

When you attempt an action using a Skill, roll:

d20 + its associated Ability + the Skill level

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

Skills cannot be combined with different Abilities.

Physique

Physique reflects raw physical capability.

Skills

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

Agility reflects speed, coordination, and control.

Skills

Aiming Using ranged weapons accurately under stress.
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

Reason reflects perception, logic, and applied knowledge.

Skills

Awareness Noticing threats, spotting details, and sensing changes in the environment.
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

Presence reflects emotional strength and force of personality. It governs morale, persuasion, intimidation, and self control.

Skills

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

The Difficulty Class (DC) represents how difficult a task is. It ranges between 5 and 30, with the difficulty of the task determining the DC. A Narrator will tell you if the task you're trying to roll for is possible. If so, they'll give you your DC.

After rolling, compare your total to the DC. See the LINK for more info.

Your Roll Outcome
5 or More Above DC Strong Success
Equal to or 4 Above DC Success
4 or Less Below DC Failure
5 or More Below DC Strong Failure

Action Economy

  • Each character by default has 4 max Action Points (AP).
  • You begin combat with your action points at their max.
  • You spend AP to take actions on your turn and to take reactions outside your turn.
  • At the end of your turn, your AP is restored to its max.
  • If you have spent AP on reactions before your turn begins, you start your turn with whatever AP you have remaining. For example, if you have 4 AP and make 4 reactions before your turn, you have no AP to use on your turn and may be forced to skip.
  • If a character’s AP maximum is reduced to 0, they immediately fall unconscious.

Basic Melee Attack, 2 AP

  • Usable with unarmed strikes or melee weapons.
  • Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
  • Compare the result to the target’s appropriate Defense DC (Dodge, Parry, or Base)
d20 + Physique + Melee
Outcome Effect
Strong Success Apply the effect from the table corresponding to the weapon’s damage type.
Success Deal the weapon’s listed damage. If none is listed, it deals 1 damage.
Failure The attack misses.
Strong Failure The attack misses and you gain 1 Stress.

Basic Ranged Attack, 2 AP

  • Usable with thrown weapons or bows.
  • Choose a target body area (Head, Torso, Arms, or Legs) and roll the following.
  • Compare the result to the target’s appropriate Defense DC (Dodge or Base)
d20 + Agility + Aiming
Outcome Effect
Strong Success Apply the effect from the table corresponding to the weapon’s damage type.
Success Deal the weapon’s listed damage. If none is listed, it deals 1 damage.
Failure The attack misses.
Strong Failure The attack misses and you gain 1 Stress.

Move, 1 AP

  • Move up to your Movement.
  • Movement may be interrupted by other actions during your turn.

Stand up, 1 AP

Remove the Prone condition, unless it is being actively forced by another effect.

Apply Pressure, 1 AP

d20 + Reason + Medicine against a DC of 10
  • If using a bandage, roll with Advantage.
Outcome Effect
Strong Success The Bleeding condition does not deal damage at the end of your turn, and the remaining duration of the Bleeding condition is reduced by 1 round.
Success The Bleeding condition does not deal damage at the end of your turn.
Failure No effect.
Strong Failure You gain 1 Stress.

Frequently Asked Questions

What if I run out of AP before my next turn?
If you run out of AP before your turn starts, you'll have no choice but to skip your turn. Remember to budget your reactions accordingly!
Do we have bonus actions?
You can have as many actions as you'd like as long as you have the AP for it.
How do I know my overall level?
There are no overall levels. We encourage you to focus more on optimizing your character how you want them to be instead of leveling them up!