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| Athletics: | Climbing, jumping, swimming, lifting, and other feats of physical exertion. |
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| Melee: | Fighting with close combat weapons or unarmed strikes. |
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| Resilience: | Enduring pain, resisting poison or illness, and withstanding physical trauma. |
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| Aiming: | Using ranged weapons accurately. |
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| Stealth: | Moving quietly, hiding, and avoiding detection. |
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| Reflex: | Reacting quickly to danger, avoiding hazards, and resisting sudden effects. |
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| Finesse: | Precise manual control, delicate manipulation, or careful physical actions. |
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| Awareness: | Noticing threats, spotting details, and sensing changes in the environment. |
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| Medicine: | Treating wounds, stabilising injuries, and managing illness. |
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| Technology: | Using, repairing, or understanding machines and electronic systems. |
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| Academia: | General knowledge, research, and recalling learned information. |
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| Morale: | Resisting fear, maintaining composure, and enduring psychological strain. |
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| Intimidation: | Coercing or frightening others into compliance. |
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| Persuasion: | Convincing others through reason, trust, or emotional appeal. |
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| Deception: | Lying convincingly, misleading others, or concealing the truth. |
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The Archive Dice System is built for gritty, story driven survival roleplay.
Common Terms
Abilities and Skills
Abilities represent your fundamental strengths as a survivor.
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, or DC, set by the narrator or the rules.