WQ Story Line Dice

Dice Chart

Dice -- MA Stamina Cost
Level -- Added Damage
Rank
Hit Bonus
1 d6, -1 stam
1 | 2 | 3
Novice
+0
2 d6, -2 stam
4 | 5 | 6
Apprentice
+1
3 d6, -3 stam
7 | 8 | 9
Adept
+1
4 d6, -4 stam
10 | 11 | 12
Dedicated
+2
5 d6, -5 stam
13 | 14 | 15
Devout
+3
6 d6, -6 stam
16 | 17 | 18
Chief
+3
7 d6, -7 stam
19 | 20 | 21
Master
+4
8 d6, -8 stam
22 | 23 | 24
Elite
+4
9 d6, -9 stam
25 | 26 | 27
Grand
+5
10 d6, -10 stam
28 | 29 | 30
Arch
+6
11 d6, -11 stam
31 | 32 | 33 | 34 | 35
Epic
+7
12 d6, -12 stam
36 | 37 | 38 | 39 | 40
Legendary
+8
13 d6, -13 stam
41 | 42 | 43 | 44 | 45
Deific
+9
14 d6, -14 stam
46 | 47 | 48 | 49 | 50
God or Goddess
+10
15 d6, -15
Level=Added Damage
Arch God or Goddess
+10

 
Common Stats

Physical Attacks
Traveling
Resistance
Hit Dice
Defense
-1 stam per AR used
-1 stam per mile
1 d100
1 d20
0 stamina

 

Detailed Dice Chart


Levels
Dice
MA Stamina Cost
Added Damage
AR
HB
1-3
1 d6
-1
+1-3
+1 per 5 mvm
+0
4-6
2 d6
-2
+4-6
+1 per 5 mvm
+1
7-9
3 d6
-3
+7-9
+1 per 5 mvm
+1
10-12
4 d6
-5
+10-12
+1 per 5 mvm
+2
13-15
5 d6
-5
+13-15
+1 per mvm
+3
16-18
6 d6
-6
+16-18
+1 per 5 mvm
+3
19-21
7 d6
-7
+19-21
+1 per 5 mvm
+4
22-24
8 d6
-8
+22-24
+1 per 5 mvm
+4
25-27
9 d6
-9
+25-27
+1 per 5 mvm
+5
28-30
10 d6
-10
+28-30
+1 per 5 mvm
+6
31-35
11 d6
-11
+31-35
+1 per 5 mvm
+7
36-40
12 d6
-12
+36-40
+1 per 5 mvm
+8
41-45
13 d6
-13
+41-45
+1 per 5 mvm
+9
46-50
14 d6
-14
+46-50
+1 per 5 mvm
+10
51 +
15 d6
-15
+ Level
+1 per 5 mvm
+10

 

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 for MA and SA, HB or AR bonus, and Rank. Add level damage to total damage or power of combat and magic rolls. This chart is set up for no roof. GMs assign what a game's maximum level allowance is.

If rolling checks: Match check level to Dice and add up accumulated HB, (take HB at current check level and all HB under it). Roll dice +HB. Level 14 check rolls 5 d6, +3 HB against rival check. If rolling a check against power, roll against check boosting power; Willpower for charms, presence, and domination, Logic for alter reality type powers, and Intelligence for the rest. Bards use charisma.

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 God of the Sword 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 5 movement. Action Rate or AR determines how many actions can be taken in one turn, i.e. how many times a character can hit in one turn. All characters start with 1 AR and add bonuses. One with +1 AR has AR of 2.

Hit Bonus (HB): +1 per 5 levels, add to Hit Dice and to Success Rolls. Decides how well an attack or action succeeds or hits, and increases chances for higher damage on crits. Match skill and check levels to hit bonus.

 

Easy Dice Guide

Checks Required:
Physical: Strength: [XX], Stamina: [XX], Movement: [XX], Stealth: [XX], Dexterity: [XX],
Mental: Willpower: [XX], Intelligence: [XX]; Logic: [XX] Charisma: [XX] Alertness: [XX]
Free Check Points: all new characters start with 120 free points to split between these ten 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 Dice: Match Level with Dice d6, use for all actions, including Checks. Count Successes and add HB if any.

Success Points (SP):
4-5 = 1 success or damage each
6 (Ace) = 5 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 dice being rolled. If successes + HB points fail, action misses or fails. 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.

If Roll Hits :: Roll Hit Dice: 1 d20, determines type of damage on a hit.

Hit Dice Bonus (HB): +1 HB gained per 5 levels in any skill or check. Add to Hit Dice roll and to success rolls.

Hit Dice Scale:
1: Poor Hit, 50% normal damage. HB does not apply.
2-9: Poor Hit, 50% normal damage, Add HB.
10-15: Hits with Normal Damage. Add HB.
16-19: Hits as called, Crits if called. Add HB.
20: Always Hits as called, always crits if called. HB only apply if another player rolls a 20.
Critical Combat Damage: total damage X 2 = total critical damage
Critical Magic Damage: Successes Rolled X 10 + Power = total critical Damage for magic.

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+ (a natural 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.