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[[Category:Dice System]]

Revision as of 19:35, 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 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:
d20 + Physique + Melee
  • Compare the result to the target’s appropriate Defense DC (Dodge, Parry, or Base)
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:
d20 + Agility + Aiming
  • Compare the result to the target’s appropriate Defense DC (Dodge or Base)
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

  • Roll 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.