Dice Overview
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. |
