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| Line 13: |
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| | Reaction || Anything performed on someone else's turn. | | | Reaction || Anything performed on someone else's turn. |
| |} | | |} |
|
| |
| ==Abilities and Skills==
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| Abilities represent your fundamental strengths as a survivor.
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| They define how you endure danger, solve problems, and influence the world.
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|
| |
| Each '''Ability''' governs a set of '''Skills'''. Skills are specialised and are always rolled with their parent Ability.
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|
| |
| When you attempt an action using a Skill, roll:
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| d20 + its associated Ability + the Skill level
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|
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| Compare the total to a Difficulty Class (DC) set by the narrator or the rules.
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|
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| Skills cannot be combined with different Abilities.
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|
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| ===Physique===
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| Physique reflects raw physical capability.
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|
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| ====Skills====
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|
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| {| class="formatted-table"
| |
| |-
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| | Athletics
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| || Climbing, jumping, swimming, lifting, and other feats of physical exertion.
| |
| |-
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| | Melee
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| || Fighting with close combat weapons or unarmed strikes.
| |
| |-
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| | Resilience
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| || Enduring pain, resisting poison or illness, and withstanding physical trauma.
| |
| |}
| |
|
| |
| ===Agility===
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| Agility reflects speed, coordination, and control.
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|
| |
| ====Skills====
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| {| class="formatted-table"
| |
| |-
| |
| | Aiming
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| || Using ranged weapons accurately under stress.
| |
| |-
| |
| | Stealth
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| || Moving quietly, hiding, and avoiding detection.
| |
| |-
| |
| | Reflex
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| || Reacting quickly to danger, avoiding hazards, and resisting sudden effects.
| |
| |-
| |
| | Finesse
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| || Precise manual control, delicate manipulation, or careful physical actions.
| |
| |}
| |
|
| |
| ===Reason===
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| Reason reflects perception, logic, and applied knowledge.
| |
|
| |
| ====Skills====
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| {| class="formatted-table"
| |
| |-
| |
| | Awareness
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| || Noticing threats, spotting details, and sensing changes in the environment.
| |
| |-
| |
| | Medicine
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| || Treating wounds, stabilising injuries, and managing illness.
| |
| |-
| |
| | Technology
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| || Using, repairing, or understanding machines and electronic systems.
| |
| |-
| |
| | Academia
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| || 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====
| |
| {| class="formatted-table"
| |
| |-
| |
| | Morale
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| || Resisting fear, maintaining composure, and enduring psychological strain.
| |
| |-
| |
| | Intimidation
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| || Coercing or frightening others into compliance.
| |
| |-
| |
| | Persuasion
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| || Convincing others through reason, trust, or emotional appeal.
| |
| |-
| |
| | Deception
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| || 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.
| |
|
| |
| {| class="formatted-table"
| |
| |+
| |
| |-
| |
| ! 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
| |
|
| |
| {| class="formatted-table"
| |
| |+
| |
| |-
| |
| ! 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
| |
|
| |
| {| class="formatted-table"
| |
| |+
| |
| |-
| |
| ! 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.
| |
|
| |
| {| class="formatted-table"
| |
| |+
| |
| |-
| |
| ! 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!
| |
|
| |
|
| [[Category:Dice System]] | | [[Category:Dice System]] |
The Archive Dice System is built for gritty, story driven survival roleplay.
Common Terms