Pandemonium [PZRP] utilizes a simple D20 roll for our combat, both PvE and PvP. We'll be going through all you need to know to make sure your ready for your next encounter! But, you won't be able to get into your first combat without first assigning your characters skills, stats, and profession!
YOUR SKILLS

WHAT MAKES YOU, YOU.
THESE SKILLS MAKE UP WHO YOUR CHARACTER IS. CHOOSE WISELY.
A score of 0 represents complete ineptitude. A score of 3 is the human average, where 5 is considered above average. A score of 7 represents someone who is an expert at utilizing their skill, and can only be attained through the bonuses Professions grant. Choose wisely!
CHARM
…is how appealing, be it physically or emotionally, you come off to other people. In Dice Combat, Charm is used to taunt enemy NPCs, forcing them to attack whoever taunted them on the next turn. High Charm can manifest itself as physical attractiveness, or a charismatic silver tongue. In non-combat scenarios, Charm is utilized to influence interactions with NPC's; human, or not.
BRUTAL
...is the measure of a person's willingness to use their strength. The principal roll used in melee combat, Brutal in dice combat can manifest itself as the force behind a thrown punch, or the technique and training behind the swing of a sword or a jab of a knife. In non-combat scenarios, Brutal rolls can be a test of physical force, ie. being asked to roll Brutal to force open a door, or break open a box.
BRUTAL IS THE MELEE ATTACK SKILL. BRUTAL ATTACKS HAVE A 1 TILE RANGE.
RESOLVE
…is a person’s willingness to keep going against all hardships. In Dice Combat, Resolve is mainly used to counter other people’s attacks, ranged and melee alike. It has nothing to do with your characters HP, and is instead interpreted as how you are able to mentally power through a fight.
​
RESOLVE IS THE SKILL ROLLED AGAINST BRUTAL, SHARP, AND DEFT.
SHARP
...is how keen your eye is. Relating to a person's ability to perceive the finer details and their hand/eye coordination, Sharp is the only roll used for ranged attacks, whether it's shooting a gun or utilizing a bow and arrow. Outside of combat, Sharp is straightforward, and used mostly for tests of visual perception and attentiveness.
​
SHARP IS THE RANGED ATTACK SKILL. SHARP ATTACKS HAVE A 16 TILE RANGE.
DEFT
...is a person's agility and movement. In Dice Combat, deft decides your movement range, and is used to dictate the effectiveness of attacks that involve throwing (usually explosives, like pipebombs or molotovs.) Outside of combat, Deft is used to test how well a character can move, jump, and conquer physical obstacles through use of their agility. In terms of theft tickets, Deft is also used to determine how stealthy you are.
​
DEFT IS THE THROWABLES SKILL, AND IS USED TO DETERMINE YOUR MOVEMENT. DEFT ATTACKS HAVE A 6 TILE RANGE.
WIT
...is a measure of intelligence and prowess, both emotional and mental. In dice combat, Wit is primarily used in the healing of damage, having to meet a DC of 12 in order to gain health back after losing it to a failed resolve roll. Outside of dice combat, Wit is used to test a character's intellect or medical know-how.
LUCK
...is a person's chances to beat the odds. Luck is straightforward and self explanatory, but Luck as a skill is unique in that it can be used to replace any roll in any context, with the caveat that it's rolled at Disadvantage (meaning, you roll twice and take the lowest result.)
​
If asked to roll something at Disadvantage, Luck may be rolled normally. You do not need to roll Luck four times.
​
YOUR STATS

Your Stats are your HP (Hit Points) and Movement. HP and Movement work in tandem with not only your Skills, but each other. Ensure you understand how they interact to best represent your character.
"HP" (HIT POINTS)
MOVEMENT
Your HP determines your ability to continue on in combat. Every player-character has 5 total HP, that which decreases as rolls are failed.
Every player-character starts with 5 Movement which can increase or decrease depending on your Deft skill, or your Armor Bonus.
​
For every 2 points in Deft, your Movement increases by 1. For every point of Armor Bonus you have, your Movement decreases by 1.

PROFESSIONS

The following Professions are a representation of your characters old-world self. These must relate to your characters backstory. Choose wisely!
​
Profession-based rerolls may only be called after the initial roll has been decided, and before the next person's turn in Initiative order has began.
DAREDEVIL
+2 LUCK, +1 RESOLVE
Can reroll one non-offensive roll per encounter.
Must take new roll.
LOOKOUT
+2 SHARP, +1 RESOLVE
May reroll one Sharp roll per encounter.
Must take new roll.
Daredevils can range from adrenaline junkies who take it too far, to the expert procrastinator that manages to get things done in the knick of time. Some call it skill, while some call it luck, but in either case, they manage to find themselves on the up-and-up every time. Professional gamblers, stunt-doubles, procrastinators, and those who manage to skate life by the skin of their teeth are just some examples of Daredevils.
Lookouts are keen-eyed individuals who know how to pay attention to detail. Whether it’s catching a change in signature in search of fraud or discerning shades of camouflage during a hunt, Lookouts can point out any change or discrepancy. Investigators, detectives, birdwatchers, stargazers, and hunters are but a few examples of Lookouts
SAVANT
+2 WIT, +1 CHARM
Can use the “Instruct” action with a roll as a free action once per encounter.
For some, a mind is a blade honed by books and the pursuit of education. Savants are just so, with a penchant for curiosity that seems to never be sated. Ranging from professors and students to bookworms that gobble up whatever their library card would allow them, Savants manage to find space for any new field that catches their interest.
PIONEER
+2 BRUTAL, +1 RESOLVE
Can craft 3 PATCH KITs per OOC week.
PATCH KIT:
Spend a Patch Kit to use the HEAL action without a roll.
Pioneers know how to make the best of what little that they have, whether it’s living off of the land in a rural farmstead or finding themselves hiking atop a mountain’s peak. Endurance and persistence are keys to a Pioneer’s success. Able-bodied Pioneers could be soldiers, homesteaders, farmers, preppers, or explorers.
HEALER
+2 WIT, +1 SHARP
Can clear one Moderate Wound per OOC day.
ACROBAT
+2 DEFT, +1 WIT
May use the Dodge or Dash action as a free action once per encounter.
Healers find themselves fixing what was once broken, whether it be someone injured in a fight or doing their best to soothe the mind of someone who is stressed. Harboring a keen mind that can diagnose any issue, Healers are combat medics, doctors, nurses, veterinarians, or those who choose to stitch wounds rather than create them.
Acrobats are fleet-footed, on-your-feet thinkers that are defined by their agility and wit. Ranging from sports players and athletes to professional criminals, these individuals meet on the middle-ground of their dexterity and quick thinking.
THESPIAN
+1 CHARM, +1 DEFT, +1 WIT
May reroll one Charm roll per encounter.
Must take reroll.
TINKERER
+1 WIT, +1 DEFT, +1 BRUTAL
Can craft, and use, Special Item bombs.
Thespians are those who have dedicated themselves to creating works of art, or those who naturally find themselves taking center stage in conversation. Dancers, artists, content creators, comedians and musicians are just a few examples of what a Thespian could find themselves being. A silver-tongue is a good weapon as well, to con-artists and swindlers alike.
Scrappers are those that are good with their hands and mind, those who pick apart devices to see how they work. A knack for destroying and creating, scrappers can include the likes of engineers, skilled laborers, mechanics and those who let their curiosity lead them before anything else.
BUILDINGIN-GAME


STEP 1:
Click the to access your Character Menu.


STEP 2:
Click the button under the tab to open up the Dice UI.


STEP 3:
When settings your stats, you can use the + and - buttons aside the Skill names. This will increase, or decrease, your Skills +/- 1.
​
To set your Profession, you can click on the arrow in the drop down box.
​
Ensure that when you are done allotting your Skill Points, and picking your Profession, that you press the
Save button; that will turn white when all points have been allotted.

NEED TO SWITCH?

We allow changes to your Dice System without justification 2 weeks from the initial whitelisting of the character. After this point, you may open a [NEED HELP?] ticket in #🩹ticket-central to provide character justification for a Dice reset.
​
Dice resets are given out sparingly; these stats are reflective of who you were, not who you can become.