Dice Overview: Difference between revisions

From The Undead Archive
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{{Stats|Name=Statblock|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.|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.|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.|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.}}
The Archive Dice System is built for gritty, story driven survival roleplay.
The Archive Dice System is built for gritty, story driven survival roleplay.


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Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.
Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.
{{Stats|Name=Statblock|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.|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.|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.|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 and Outcomes==
Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules, or the narrator.
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.
After rolling, compare your total to the DC.
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| Meets DC || Success
| Meets DC || Success
|-
|-
| 5 or More Above DC || Success
| 5 or Less Above DC || Success
|-
|-
| Over 5 Above DC || Strong Success
| Over 5 Above DC || Strong Success
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|}
|}


*Advantage and Disadvantage do not stack.
*If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.
==Statistics==
===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])
===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.


{| class="formatted-table"
! Morale !! Result
|-
| 1-5: || Surrender:  You surrender to your opponents.
|-
| 6-10 || Freeze: 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.
|-
| 16+ || Dazed: You are stunned until the end of your next round.
|}


[[Category:Dice System]]
[[Category:Dice System]]

Revision as of 22:50, 20 May 2026

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

Abilities and Skills

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

Template:Stats

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

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

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: Surrender: You surrender to your opponents.
6-10 Freeze: 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.
16+ Dazed: You are stunned until the end of your next round.