Dice Overview: Difference between revisions

From The Undead Archive
Created page with "The Archive Dice System is built for gritty, story driven survival roleplay. ==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 t..."
 
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; Athletics
; Athletics
: Climbing, jumping, swimming, lifting, and other feats of physical exertion.
: Climbing, jumping, swimming, lifting, and other feats of physical exertion.
; Melee
; Melee
: Fighting with close combat weapons or unarmed strikes.
: Fighting with close combat weapons or unarmed strikes.
; Resilience
; Resilience
: Enduring pain, resisting poison or illness, and withstanding physical trauma.
: Enduring pain, resisting poison or illness, and withstanding physical trauma.
Line 40: Line 38:
: Precise manual control, delicate manipulation, or careful physical actions.
: Precise manual control, delicate manipulation, or careful physical actions.


====Reason====
===Reason===
Reason reflects perception, logic, and applied knowledge.
Reason reflects perception, logic, and applied knowledge.
Skills
====Skills====
Awareness
; Awareness
Noticing threats, spotting details, and sensing changes in the environment.
: Noticing threats, spotting details, and sensing changes in the environment.
Medicine
; Medicine
Treating wounds, stabilising injuries, and managing illness.
: Treating wounds, stabilising injuries, and managing illness.
Technology
; Technology
Using, repairing, or understanding machines and electronic systems.
: Using, repairing, or understanding machines and electronic systems.
Academia
; Academia
General knowledge, research, and recalling learned information.
: General knowledge, research, and recalling learned information.
Presence
 
Presence reflects emotional strength and force of personality.
===Presence===
It governs morale, persuasion, intimidation, and self control.
Presence reflects emotional strength and force of personality. It governs morale, persuasion, intimidation, and self control.
Skills
 
Morale
====Skills====
Resisting fear, maintaining composure, and enduring psychological strain.
; Morale
Intimidation
: Resisting fear, maintaining composure, and enduring psychological strain.
Coercing or frightening others into compliance.
; Intimidation
Persuasion
: Coercing or frightening others into compliance.
Convincing others through reason, trust, or emotional appeal.
; Persuasion
Deception
: Convincing others through reason, trust, or emotional appeal.
Lying convincingly, misleading others, or concealing the truth.
; Deception
: Lying convincingly, misleading others, or concealing the truth.
 
Difficulty Class and Outcomes
Difficulty Class and Outcomes
The DC represents how difficult a task is and ranges between 5 and 30, with the difficulty of the task determining the DC.
The DC represents how difficult a task is and ranges between 5 and 30, with the difficulty of the task determining the DC.

Revision as of 18:14, 3 March 2026

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

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 DC represents how difficult a task is and ranges between 5 and 30, with the difficulty of the task determining the DC. Tasks that are impossible, should not be rolled for. After rolling, compare your total to the DC. If your total is below the DC the action fails: Missed by 5 or more → Strong Failure If your total meets or exceeds the DC, it succeeds: Exceeded by 5 or more → Strong Success