WQ Dice Tables

Dice Chart

Dice

Level|Damage|Power

Rank

HB

1 d6, -1 stam

1 | 2 | 3

Apprentice

+0

2 d6, -2 stam

4 | 5 | 6

Novice

+0

3 d6, -3 stam

7 | 8 | 9

Adept

+0

4 d6, -4 stam

10 | 11 | 12

Dedicated

+1

5 d6, -5 stam

13 | 14 | 15

Respected

+1

6 d6, -6 stam

16 | 17 | 18

Master

+1

7 d6, -7 stam

19 | 20 | 21

Chief

+2

8 d6, -8 stam

22 | 23 | 24

Elite

+2

9 d6, -9 stam

25 | 26 | 27

High

+2

10 d6, -10 stam

28 | 29 | 30

Grand

+3

11 d6, -11 stam

31 | 32 | 33 | 34 | 35

Arch

+3

12 d6, -12 stam

36 | 37 | 38 | 39 | 40

Epic

+4

13 d6, -13 stam

41 | 42 | 43 | 44 | 45

Legendary

+4

14 d6, -14 stam

46-55

Idolic

+5

15 d6, -15

56-75

Demigodic

+6

16 d6, -16

76-105

Deific

+7

+17 d6, -17 stamina

106-145

Arch-Deific

+8

Common Stats

PA

Travel

Resist

Hit|Dice

Defense

-1 stam per AR used

-1 stam per mile

1 d100

1 d20

0 stamina

Detailed Dice Chart

Levels

Dice

MA|Stam|Cost

Dmg.

HB

1-3

1 d6

-1

+1-3

+0

4-6

2 d6

-2

+4-6

+0

7-9

3 d6

-3

+7-9

+0

10-12

4 d6

-4

+10-12

+2

13-15

5 d6

-5

+13-15

+1

16-18

6 d6

-6

+16-18

+1

19-21

7 d6

-7

+19-21

+2

22-24

8 d6

-8

+22-24

+2

25-27

9 d6

-9

+25-27

+2

28-30

10 d6

-10

+28-30

+3

31-35

11 d6

-11

+31-35

+3

36-40

12 d6

-12

+36-40

+4

41-45

13 d6

-13

+41-45

+4

46-50

14 d6

-14

+46-55

+5

56-75

15 d6

-15

+ Level

+6

76-105

16 d6

-16

+ Level

+7

Levels continue to rise by +10 progressively, from +40, +50, +60 levels in each added tier, with +1 d6 additional dice and -1 additional stamina per tier, IF anyone should ever reach these upper tier Arch-Deific levels to worry about calculating the dice.

About WQ SL Dice

This simple dice system was designed with Story Games in mind. They can be used when an outcome needs to be resolved when a post cannot, and for combat and other scenarios which result in level gains. These dice can also be used for online dice games or as table top dice. This dice System can be purchased at a reasonable price for use in RPGs that are not WQ related. Please do not steal this Dice System, it is under copyright protection.

Chart Definitions

Dice:
Defines skill and damage of all actions, and Stamina Cost Level for use of power; MA or SA
Dice: Level = # d6. 1 - 14 d6 Dice, Use for all rolls.

Level
These are the actual levels gained in combat, magic, skills and checks and also define damage and what dice are rolled. Match level to dice, stamina cost, HB and Rank. Add level as added damage to weapons, attacks and strength; and to magic damage. This chart is set up for no roof. GMs assign what a game's maximum level allowance is. The Game Author has set no roof on the TMK or TBV games.

If rolling checks: Just input check in field and roll it.
If rolling for combat skills: Input skill level in check field and roll it.
To add HB to a check or skill roll: Take +1 HB per 10 check points and any bonus HB which can apply to a check. Add total HB to skill roll then input total level and roll it.
If rolling a check against power, roll against applicable check with a +1 HB bonus per 10 path levels. Mages use Willpower with possession and domination, Charisma with Charms and Presence, and Intelligence for the rest. Bards use charisma. Intelligence can also be used for any path.

Rank
Ranks apply to level or class skills, such as; master warrior, adept sorcerer, elite thief, arch knight, epic ranger, novice rogue, dedicated merchant, grand mariner, etc. Level determines ranks. Ranks are not necessary, just a fun way to see how a character has advanced.
Rank Example: Level 12, Dedicated Martial Artist; rolls 4 d6, +12 damage, has +2 HB, and +3 AR.
Deific God Ranks: these ranks are literal if relating to power, and abstract when relating to skill alone. A Goddess of Archery or Deific Swordsman could as easily be human as an immortal achieving god-hood. Such deified figures may even become gods when they die.

Action Rate (AR): Gain +1 AR bonus per 10 movement for all physical actions. For magic and mental actions gain +1 AR per 10 intelligence. Action Rate or AR determines how many actions can be taken in one turn, i.e. how many times a character can attack, defend, or act in one turn. All characters start with +1 AR and add bonuses. One with +2 AR can take two actions in a turn.

Easy Dice Guide

Checks Required:
Physical: Strength: [XX], Stamina: [XX], Movement: [XX], Stealth: [XX], Dexterity: [XX],
Mental: Willpower: [XX], Intelligence: [XX]; Charisma: [XX] Perception: [XX]
Free Check Points: all new characters start with 110 free points to split between these nine checks.

Set Health Points (HP): Strength x Stramina = HP, + any race bonuses if any.

Roll Init: 1 d6, highest roll attacks or acts first

Roll Hit Dice: 1 d20, add HB after roll.

If Roll Hits :: Roll Success Dice: 1 d20 hit roll determines type of damage on a hit.

Hit Dice Bonus (HB): +1 HB gained per 10 levels in any skill or check. Add to Hit Dice roll and to success rolls.

Hit Dice Scale:
1: always missee, no HB added.
2-9: misses, Poor Hit, 50% normal damage if it hits with HB.
10-15: Hits with Normal Damage. Add crit bonus.
16-19: Hits as called, Crits if called. Add CB.
20: Always Hits as called, always crits if called. HB only apply if another player rolls a 20. Double dmg. or power.
20: Natural, no CB, triple crits for x3 dmg or power. Add CB only if vs. Natural 20.

Critical Combat Damage: total damage X 2 = total critical damage, x3 on triple crit.
Critical Magic Damage: Successes Rolled X 10 + Power = total critical Damage for magic, successes x 15 + power on triple crit.

Roll Success Dice: Match Level with Dice d6, use for all actions that hit, vs. LoD or opposing action, including Checks. Count Successes and add HB if any.

Success Points (SP):
4-5 = 1 success or damage each
6 (Ace) = 2 successes or damage each
1-3 = 0 successes, 0 damage
Botch = More 1s than success rolls and aces.
HB = add HB to success roll.

Success Rolls:
Total number of successes must equal or exceed number of dice being rolled to succeed.
Roll botches if more 1s than successes are rolled.
If successes + HB points fail, action misses or fails even if hit dice succeed.
Roll fails if no successes are rolled.
Highest Roll between attack and defense succeeds.
Actions always fail on a botch.
Do not add HB to botched rolls or 0 success rolls.

Combat Damage: Strength + Weapon Damage + Level = total damage. Strength + Weapon x 2 + Level = damage on a crit.

Magic Damage or Power: Successes + Level Used + Level = total damage or power. Level Used x 10 + Successes + Level = damage on a crit.

Death Blows: 16+ (20+ for PCs) a natural triple crit, or 22+ (with HB) must be rolled and a death blow must be called for a death blow to succeed. Action Dice must also succeed for Death Blow to succeed. GMs can call for a 'No Death Blow Game' were death can only occur when HP runs out.

Subtract Damage and Stamina: subtract -1 stamina per AR used for combat, and stamina cost used for spells from stamina check. Subtract damage from HP. When Stamina is at 0, character passes out. When HP is at 0, character dies, if only just transiently.

Regaining Stamina and Health: Recover +5 stamina per turn taken to rest. Recover HP by healing powers,regeneration, healing springs and potions, or by having injuries treated. Keep in mind, bleeding wounds do aggravated damage until the bleeding is stopped and wounds regenerate, or are stitched and bandaged.

Aggravated Damage: Any power or injury which continues to do damage after initial attack is done, does aggravated damage. Hit dice determine type of aggravated damage, although normal is the greatest amount of prolonged damage that can be done. Most aggravated damage lasts for +1 turn per ace. Wounding injuries which continue to let blood last until wounds are closed however.

Example Roll 01: Level 4, Apprentice Wizard rolls; 2 d6, +4 Magic, +4 damage, +1 HB, uses 1 AR.
Rolls: 3 5 (+1 success) +1 HB = 2 successes
Roll of 2 succeeds and level 5 defender fails.
Apprentice Wizard rolls; 1 d20 Hit Dice, +1 HB
Rolls 12 + 1 HB = 13 for normal damage
Damage: +2 successes, +4 Level Used, +4 Damage = total roll of 10 damage.
MA crit would be; 4 (level used) x 10 + 2 successes + 4 damage for total damage or power of 46.

Example High Level Roll: Level 39, Legendary Swordsman rolls; 12 d6, +35 Sword, +18 strength, +39 damage, +7 HB, +1 HB Specialization.
Rolls: 1 4 6 2 3 4 5 6 4 1 1 2 (2 aces + 4 successes) +8 HB = 22 successes.
Roll of 22 succeeds and level 13 defender fails.
Legendary Swordsman rolls; 1 d20 Hit Dice, +8 HB
Rolls 16 + 8 HB = 24, for critical damage
18 Strength, +39 damage, +35 Sword = total roll of 92 damage. Critical Damage of 92 x 2 = 184 damage.
MA crit would be 39 (level used) x 10 + 22 successes + 39 level damage for total damage or power of 451.

Resistance and Chance Rolls: Roll 1 d100 as usual for success chance. Roll needs to be within percentage range to succeed. For example, someone with a 50% resistance or chance would need to roll a 1-50 to succeed at that chance or for resistance to succeed.




Contents by JD and Sparky © Copyright 2008