What is Riverlands Rolls?
Riverlands Rolls is the system we use for our online Dystopia Rising events. It is used anytime you go out on a mod or find yourself in a fight. This system was inspired by Bravado Bones, a system created by Sam Mars.
Riverlands Rolls is narrated, and led by Guides. Groups of players can find themselves using this system in a mod or in the middle of a fight. Your Guide will prompt your decision on how you interact with such encounters.
How do I get started?
Your character is broken down into specific sections. You will use your Dystopia Rising: Larp Character sheet to convert your character into the Riverlands Rolls. We also send out your sheet in a pdf document just in case you are unable to access your character via the database.
How do I build a character?
Stats: For every 5 points in Body/Armor/Mind you get 1 Point on your Character Sheet. Resolve is Counted as Normal.
Skills: For every 3 skills you have purchased in a Skill Category you get a +1 to any action you take in that category. This bonus is capped at a +5. Players start out with the base combat skills giving them a +1, this does not count for any of the additional bonuses. Players can choose to start with a +0 to combat skill for RP reasons. Skills determine what you are capable of, but the skill roll determines how successful you were on the attempt.
Body/Armor: This determines how much damage your character can take before falling into bleed out. If you hit 0 Body you begin to bleed out and cannot take actions until someone stabilizes you. You also gain the Threat [Injured]. For the purposes of the story you will not bleed out and die during a conflict unless everyone in the conflict also falls into bleed out.
Spending Mind: You can spend mind points anytime during a conflict to increase your roll result or an allies roll result by one success per mind spent. This can be done after the roll has been completed. If you hit 0 Mind you gain the Threat [Exhausted].
Resolve: You can spend 1 Resolve to change any roll of yours or an allies into a master success. Resolve is not regained between conflicts or modules. If you hit 0 Resolve you gain a Fracture.
PFA’s: These are bonuses that can be tagged by a Guide running a mod to give you a +3 to any roll that your PFA may pertain to.
Tags: These are bonuses that can be tagged by a Player running a mod to give you a +3 to any roll that your Tag may pertain to. Each Tag can only be tagged once per mod.
Threats: These function similar to Tags but instead of giving you bonuses to your rolls they give you penalties. Each Threat can be tagged by a Guide running a mod to give you a -3 or disadvantage on any roll that your Threat may pertain to.
Pips: These are one-time use items that grant you a temporary +3 to any Skill roll once. Once this is used it is then removed from your character sheet and cannot be used until you obtain another one. You must declare you are using a Pip before you make your roll. A player cannot have anymore than 5 Pips at a time.
The Character Sheet
Below is a blank character sheet and one filled out as an example of what your character should look like in the system.
Character Name:
Strain:
Body:
Armor:
Mind:
Resolve:
Combat:
Civilized:
Wasteland:
Anomaly:
PFA’s:
Tags:
Threats:
Pips:
Character Name: Fyre Sol
Strain: Natural One
Body: 20
Armor: 4
Mind: 16
Resolve: 6
Combat: +5
Civilized: +3
Wasteland: +5
Anomaly: +0
PFA’s: Battlefield Commander, Bad-Ass, Inquisitor, Veteran, Overlord, Combat Veteran, Friend to All, Compassionate Guard
Tags: Extremely Angry
Threats: Blood Thirsty
Pips: Adrenaline Shot
How do you play?
The Guide will give narrative descriptions of the situations, characters, threats, and the environment that the players will be able to interact with. Characters may use their stats in order to overcome the conflict that you will face on modules. When a module begins send your character sheet to the Guide running the mod.
This system encourages players to describe your character’s actions and to collaborate with other players to create a scene for everyone involved. Your item cards and skills help determine the narrative of what your character is capable of, but they don’t directly affect your character sheet.
Every time you enter a Conflict you start with full body, mind and armor, unless the plot, you the player, or guide decides that the story would change this.
What actions require rolls? Well, simple tasks do not require a roll, but difficult actions like shooting a target, disarming a trap, tracking down a creature, or tricking someone into admitting information will require a roll. When a player takes any difficult action the Guide will tell you to roll from one of your skills. This is considered a Conflict. You then roll 1d20 and then add any modifiers you may have to the skill.
Conflict and Success
Conflict: Whenever you engage in a conflict you roll 1d20 and add your bonus from the Skill Type. A 1-6 is a failure, 7-12 is a partial success, 13-17 is a normal success, 18+ is a master success.
Ranks of Success:
Failure: If your character got this result then you failed whatever action you attempted to do, sometimes this may come with a negative side effect that the module. Oftentimes this leads to damage. You can also gain Threats from Failures.
Partial Success: Your character succeeded! Well… kinda. You did succeed, but there was some complication that came up. Sometimes this complication is taking damage, other times it's damaging the item you were trying to steal. Sometimes it's slipping through the vent, but banging your head loud enough for everyone to hear. You may also gain Threats from partial successes.
Normal Success: Your character succeeded in the task and there weren’t any complications along the way. This success will be narrated by the Marshal running your module.
Master Success: Your character succeeded in ways that few do. Not only did you succeed but you did so with the best possible outcome. The success will be narrated by you! (Don’t get too carried away!)
Unique Threats
We have a few specific types of Threats that work differently than the other Threats. These threats can’t be tagged by a Guide but instead offer a passive penalty to your Skills.
INJURED: This Threat can be obtained from ZOMs or mods and reduces both your Combat and Wasteland Skills by 1. This penalty stacks with other instances of this Threat and has no limit.
EXHAUSTED: This Threat can be obtained from ZOMs or mods and reduces your Civilized and Anomaly Skills by 1. This penalty stacks with other instances of this Threat and has no limit.
RADIATION SICKNESS: This Threat can be obtained from ZOMS or mods and reduces ALL SKILLS by 1. This penalty stacks with other instances of this Threat. If a Character gains 6 stacks of Radiation Sickness they die.
What else is there?
Players may spend mind points to increase the results of the dice roll after they see the results of the roll. You can also spend mind points to upgrade the results of another player's results as long as they agree to the help. Whenever characters compete against one another, they perform a roll in the Skill Category and the highest number wins, with no modifications allowed.
Whenever a character has zero body left, they enter a bleed out and cannot take actions. Any other character may spend a mind point and make a Civilized or Anomaly skill check to attempt to heal the player.
A Partial Success heals them for 1 point of body.
A Normal Success will heal them for 2 points of body.
A Master Success will heal them for 4 points of body.
At the end of the conflict any Character with zero body will heal back up to one body, unless all characters involved are also at zero body.
Characters that go into bleed out gain the [Injured] Threat.
Characters that spend all of their mind gain the [Exhausted] Threat.
During modules, Guides may give players a bonus or a drawback. This could be a +1 or -1, or could be more severe depending on the story and condition of the characters. Some of these could be making you roll at disadvantage (roll 2d20 and take the lower of the two). These bonuses can be given due to story, gear, tactics, or other reasons.
Online Economy
How does our online economy work? Well we function of a time based system. All players start with 4 hours total (You can only split this 4 hours across all 3 characters if you have an Advanced Membership). Only Skills or Strain Abilities may be used. No Items, Room Augments, or anything else. Trading is not allowed during Online due to the change to LIT.
Any action that does not have a time listed takes 5 minutes. This includes using The Elitariat Advantage, Proficient Financial Influence, Trade Connections (5 Minutes per skill level, augmenting this with items doesn’t not increase the time cost) and other skills/effects in this vein. Each player is sent a spreadsheet that fill out to use their 4 hours.
If you are using Artisan or Culinary to craft an item, all materials for that item must be in your LIT as we will not be accepting cards mailed into us.
Players can gain more resources by completing ZOM’s or Mods. These cost no time from your Econ Time and instead use active roleplay time that you are using while you are playing the game. Just list these on your Econ Sheet and label them as ZOM - NAME or MOD - NAME.
Efficient production
We have a few options for players that are more efficient with the time they get and are roughly equivalent to 8 hours of Economy instead. Instead of freely using your 4 hours of econ you may select one of these choices and gain the benefits of these instead. These options have a prereq of skills to choose and your character must meet those in order to select these.
Any item that requires a Society Membership to create/use cannot be selected on this list.
Nectar and Ambrosia - Basic Agriculture and Basic Culinary
12 Non-Injectable Basic Lineage Brews (must only be 2 cards)
OR
6 Non-Injectable Proficient Lineage Brews (must only be 2 cards)
Provider of the Flock - Basic Hunting and Basic Foraging
3 Stacks (9 servings) of Proficient Lineage Healing Meals (2 Month Exp Date)
AND
3 Stacks (9 servings) of Proficient Lineage Recovery Meals (2 Month Exp Date)
Warrior Starter Pack - 2 or more purchased Combat Skills
1 Proficient Armor (2 year Exp)
1 Proficient Weapon (2 year Exp)
1 Basic Lineage Injectable (1 year Exp)
Death Becomes You - Basic Necrokinetics and 1 other Basic Anomaly
1 Proficient Deathmask
1 Master Lineage Death Brew
2 Simple Necroinfluencers
All Pain is Temporary - Basic Medical and 1 other Basic Civilized
1 Master Candlepin Doctors Bag
30 Master Spicy Liquor
I Will Never Quit - Prof Unarmed and 2 Combat Skills
5 Superior Rhino Hide
1 Makeshift Fist Knucks
Grave Procedures - Basic Necrokinetics and 1 Basic Anomaly Skill
10 Psionic Crystals
10 Infectious Materials
Priestly Sermon - 2 Basic Anomaly Faith Skills
6 Blue Hue Goo
1 Scales of Ezra
Back to Basics - 4 Basic Civilized/Wasteland Skills
4 Each of 5 Random Named Scrap Cards (20 Total Scrap)
Shady Crimes - Society Membership: Murder Inc or Proficient Criminal Influence
6 Poison Vials
4 Proficient Thieves Juice
2 Glass Stiletto's
Sea Life - Basic Sailing and 1 Civilized/Wasteland Skill
6 Grog
4 Crew'd Trap
2 Warship Munitions
Trader Joes - Basic Trade Connections and Basic Trailblazing
6 Caravan Maps
4 Extended Warranty's