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. Each Ability governs a set of Skills. Skills are specialized and are always rolled with their parent Ability.
When you attempt an action using a Skill, roll the following:
d20 + its associated Ability + the Skill level
For example, if you have a +2 Morale and +2 Presence (its parent ability), you'd roll:
d20 + 2 (Morale) + 2 (Presence)
Compare the total to a Difficulty Class, or DC, set by the narrator or the rules.
| Advantage: | Roll two d20's, pick the highest. |
| Disadvantage | Roll two d20's, pick the lowest. |
Difficulty Class and Outcomes
Difficulty Class (DC) is the number that you compare your roll against. They are set by the rules or the narrator.
After rolling, compare your total to the DC.
| Over 5 Below DC: | Strong Failure |
| 5 or Less Below DC | Failure |
| Meets DC | Success |
| 5 or Less Above DC | Success |
| Over 5 Above DC | Strong Success |
Advantage and Disadvantage
Some rules give a roll Advantage or Disadvantage. A narrator will tell you if one applies.
| Advantage: | Roll two d20's, pick the highest. |
| Disadvantage | Roll two d20's, pick the lowest. |
- Advantage and Disadvantage do not stack.
- If a roll has both Advantage and Disadvantage, they cancel out and the roll is made normally.
Statistics
Health Points
HP = 5 + Physique + (Resilience / 2) rounded down.
- At 0 current HP, you gain the Unconscious Condition.
If you have 2 Physique and 2 Resilience, then your HP would be 8 (5+2+[2/2])
Movement
Movement = 3 + (Athletics + Reflex) / 2, rounded down.
- During your turn you may use 1 movement to move 1 tile.
- Your movement resets to max on the end of your turn.
Stress
- Stress represents psychological strain.
- While resting, you lose 1 Stress at the end of each hour in-game.
Stress Cap = 3 + Presence
- When your Stress reaches your Stress Cap, you must make a Morale Roll and resolve the result according to the table below.
| Morale | Result |
|---|---|
| 1-5: | Surrender: You surrender to your opponents. |
| 6-10 | Freeze: Your movement and AP reduced to 0 until the end of your next turn. |
| 11-15 | Flee: On your next turn you must get as far away as you can. |
| 16+ | Dazed: You are stunned until the end of your next round. |
