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No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for '''all''' interactions that occur in the server, it is unlikely that one will be able to explore the [[HRZ]] or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.  
No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for '''all''' interactions that occur in the server, it is unlikely that one will be able to explore the [[HRZ]] or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.  



Revision as of 16:46, 24 September 2025


NWO Discord

Project Zomboid

Community Guidelines & Rules

Roleplay Guidelines

Dice Guide

Character Applications

Lore

No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for all interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.

Dice Stats are reflective of a character's various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.

Skill Rolls

All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on Skills.

Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.

General Rolls
Skill Name Level 4 Level 6 Level 8 Level 10
Fitness 3 HP 4 HP 5 HP 6 HP
Strength -1 to Melee Attack & Def - +1 Melee Attack & Def +2 Melee Attack & Def
Nimble +2 Nimble & Unarmed +3 Nimble & Unarmed +4 Nimble & Unarmed +5 Nimble & Unarmed
Sneaking +2 Hiding +3 Hiding +4 Hiding +5 Hiding
Crafting Skills +2 Crafting Skill +3 Crafting Skill +4 Crafting Skill +5 Crafting Skill
Combat Skills +2 Weapon Skill +3 Weapon Skill +4 Weapon Skill +5 Weapon Skill
Aiming +2 Ranged Attack +3 Ranged Attack +4 Ranged Attack +5 Ranged Attack
Reloading +2 Reloading +3 Reloading +4 Reloading +5 Reloading

Crafting

Time & Point Threshhold

Players roll to accumulate "points" toward a crafting threshold equal to 2 x The Minimum Number of Days Requested. Point thresholds can reach no less than 0.5 (or an "instant" craft, 1 point maximum) but no more than 4 (or a "complex craft", 8 points maximum) based on the "complexity" of the project.

Staff determines the needed materials. Requested crafting materials will be based on an equivalent or near-equivalent crafting recipe, if available. If not available, this is a collaborative process. Never feel afraid to offer alternative suggestions to an offered crafting recipe, should any ideas arise.

Crafting begins once all materials are assembled. Players must provide sufficient RP showcasing what happens relative to their roll. Maybe they struggle to concentrate and don't get as much done as they hoped. Maybe they make a mistake and have to spend extra time correcting it. Maybe they have a breakthrough, and things go especially well that day. Your RP should reflect your roll, and your roll will inform your RP.

Examples of 0.5 or "Instant" Projects

  • Sewing together some socks
  • Minor whittling
  • Basic soldering
  • Tinting a car window

Examples of 4+ Day Projects

  • Sewing a wedding dress
  • Crafting an ornate bookshelf
  • Rerouting plumbing
  • Painting a car

Successful rolls past a certain DC (see below) earn 2 points. Unsuccessful rolls earn 1 point. Critical successes (a "natural 12" on the die) earn 4 points, effectively eliminating that day's work and an extra day's worth of work. No more than two critical successes can impact a project at a time. Subsequent critical successes are counted as normal successes. Critical failures (a "natural 2" on the die) accumulate no points, requiring an extra day, or lead to the destruction of one or more of the materials involved in crafting the item, requiring time to be spent to gather more. No more than one critical failure can impact a project at a time. Subsequent critical failures are simply counted as normal failures.

DC & Complexity

Your DC is chosen based on how complex the project is. Knitting a blanket, while time-consuming, is a trivial task for most people with basic tailoring knowledge. Building a computer, on the other hand, is a relatively hard task that, in theory, does not take a lot of time in experienced hands.

Example DCs:

  • Trivial: DC 6
  • Easy: DC 8
  • Medium: DC 10
  • Hard: DC 12
  • Near-Impossible: DC 15

Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.

Simultaneous Projects

Up to four projects can be attempted at once. Staff have the discretion to deny a crafting ticket for any reason, including if they believe you are doing too many in quick succession.

Miscellaneous Skill Rolls

Rolling skills can be something done for personal roleplay purposes, or to achieve a goal through collaboration with NWO’s staff team.

In the latter case, a ticket should be opened to discuss it. Maybe players want to roll Foraging to track that bandit gang that passed through. Maybe they’re trying to get a few extra bites of food through a written Trapping session. Maybe they want to try their hand at Hunting one of the few animals left. If you have an idea that falls outside the rules listed here, open a Crafting Ticket to discuss further.

Combat

Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.

While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing.

Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.

Initiative and Turn Order

When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls. These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll. When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation & Initiative in In-Game Rules

In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.

When in turn order, each character will act out a 'turn' until all characters have acted. This is considered a 'Round'. A turn is comprised of an Action and Movement. Reactions can sometimes be taken in special circumstances, such as Attacks of Opportunity or while Grappling someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.

Movement

Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space.

  • If you intend to make a ranged attack and move in the same turn, you must activate the action toggle and then the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.

Stealth & Ambushing

Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an 'Ambush Round', in which all successfully hidden attackers are given one turn prior to initiative starting.

Each attacker must roll hiding, and each defender must roll perception. Only those attackers which roll above the highest perception roll can participate in an ambush. If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.

Actions

Actions include a variety of things such as Attacking, Grappling, Shoving, Throwing, Helping, or virtually anything that is not movement. All actions listed here take your one action per turn, unless explicitly defined as a reaction.

Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be Melee, Ranged, or Unarmed.

Those who apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.

Parrying

If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a 'Parry'. By default, parries go in favor of the defender, meaning they successfully block the attack. However, if both parties agree, a 'Parry' can instead result in a re-roll from both parties.

Engaging

Engagement occurs when one character enters another’s melee range. Engagement does not occur if the weapon being held is a ranged weapon. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.

While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker's range will not trigger an attack of opportunity.

Engaged characters are considered 'in cover' against ranged attacks that have their Line-Of-Sight blocked by other characters.

A character holding a spear engages hostile characters within 2 Tiles instead of 1.

Attacks of Opportunity

Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.

Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack. A person with a ranged weapon may make an Improvised Weapon roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.

Sentinel

As a reaction, a character wielding a spear can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.

Disengaging

As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.

If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.

Dashing

As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.

When dashing, you are not able to engage other targets or use attacks of opportunity.

Disarming

As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty.

Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed).

Drawing and Swapping Weapons

A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).

To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon. However, you may choose to drop your weapon to equip this new weapon as one action. A dropped weapon requires an action to reequip.

Help

As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple). You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).

The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round. During your turn, you can move to and help someone with an upcoming action.

To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10. If you succeed, the character performing the action receives a +3 Bonus modifier to their roll. A character can only receive two help actions for a roll, to a maximum bonus of +6. The roll being assisted must take place in the same turn as the help action.

Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:

  • Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.
  • The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).
  • Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)

Overwatch

While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.

Examples of these events might include:

  • When a specific character moves
  • When any non-ally character enters a certain area
  • Before or after another character acts
  • If another character takes or deals damage

When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character's next turn. If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.

If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.

Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.

Focus

Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.

Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.

As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn's focus can apply to a current turn's overwatch, like so:

Turn 1 (Or Pre-Initiative) Focus (Applies on Next Turn)
Turn 2 Overwatch (Shooting Must Happen Here)
Turn 3 Focus Expires, Overwatch Ends on Start of Character's Turn

Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.

Brace

When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.

Prone

Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages:

  • Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover.
  • Ranged attacks against prone characters are made with disadvantage.
    • Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.
  • Melee attacks against prone characters are made with advantage.
  • Prone characters may use their movement or action to stand from being prone.
  • Prone characters cannot Engage characters within melee range.

Shoving

A character can use their action to 'shove' a target, either knocking them back or prone.

When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.

Shoving characters can knock the target Prone or knock them away—Attacker’s choice.

  • If knocked Prone, Prone rules apply.
  • If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
  • If knocked into a wall or other character, the target (and that character) both take 2 damage.

If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.

Grappling

Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.

Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.

When a character is grappled:

  • Their movement is reduced to 0.
  • Attack rolls are made with disadvantage.
  • They do not trigger attacks of opportunity.

Grappled characters are not automatically restrained or disarmed.

A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll (a tie goes to the grappled). The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.

Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character's attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.

If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.

Restrained

A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.

When restrained, a character:

  • Cannot move.
  • Cannot make attacks.
  • Is disarmed.

A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.

When a character is restraining another, they are able to make one-handed attacks.

Another character can use their action to free a character from physical restraints if they are directly adjacent.

Human Shield

When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.

Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield. When shielding from ranged attacks, utilize line of sight rules.

Reloading

Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon.

Suppressive Fire

When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.

Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire.

Suppressive Fire ends at the beginning of the attacker’s next turn.

Armor

Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat. Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.

Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. "Bulletproof" clothing, such as suit jackets, kevlar gloves, and boots, do not count.

Armor Rules
Type Armor Hitpoints Drawbacks Example
Light 2 - Arm + Leg pads, or a vest.
Medium 4 -1 Initiative, -1 Movement Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.
Heavy 8 -2 Initiative, -2 Movement Arm + Leg pads plus both a VISORED helmet and vest.

If an attack is taken while wearing armor, armor hitpoints are consumed first.

For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.

Ranged Combat

Ranged Defense - (Or 6 if in cover)
Ranged Attack Aiming/2
Ranged Weapons
Weapon Type Damage Crit Requirement Crit Damage Crit Effect
Handgun 3 Double 6 4 Make an additional attack on the same target. This attack can also crit.
Revolver 3 Double 6 4 Make an additional attack on another target. This attack can also crit.
Shotgun 4 Double 6 6 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.
Bolt Action Rifle 4 Double 6 8 Deal Double Damage On A Crit (8)
Lever Action 4 Double 6 6 Take turn with advantage at top of initiative next round.
Crossbow 4 Double 6 5 Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target's turn as a free action.
Submachine Gun 3 Double 5 / Double 6 4 Make an additional attack. This attack can also crit.
Assault Rifle 4 Double 5 / Double 6 6 Target is suppressed until the beginning of their next turn.
Machine Gun 5 Double 5 / Double 6 7 Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.
Flamethrower 3 Double 5/Double 6 4 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.

Flamethrowers

Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters (including allies) to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack. Only fully blocking line of sight with a wall or significant barricade will grant cover.

Line of Sight

Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:

  • Whether the target is mechanically visible
  • Whether there is a clear line of fire from attacker to defender
  • Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)

Any tile occupied by a character that is not prone, behind cover, or otherwise "out of the way" is considered blocking line-of-sight, granting cover bonus to the target. If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.

If a target is obscured by cover, or another character, they are considered in Cover and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.

The above factors determine whether a target can be hit. In the special case of flamethrowers, its range is 15 in-game tiles, and they ignore cover.

Melee Combat

Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:

Melee Attack ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
Melee Defense ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)

Each Melee weapon has its own damage and crit requirements.

Melee Weapons
Weapon Type Damage Crit Requirement Crit Damage Crit Effect
Long Blunt 4 Double 5 / Double 6 6 Shove the target.
Short Blunt 2 Double 6 3 Target is stunned until the end of their next turn.
Spears 2 Double 6 4 Target is Grappled and cannot attempt to free themselves until the end of your next turn.
2 Handed Axe 4 Double 5 / Double 6 8 Deal Double Damage On A Crit (8)
1 Handed Axe 3 Double 6 6 Deal Double Damage On A Crit (6)
2 Handed Long Blade 4 Double 5 / Double 6 6 Gain advantage on attack and defense rolls until the end of your next turn.
One-Handed Long Blade 3 Double 6 4 Gain advantage on attack and defense rolls until the end of your next turn.
Short Blade 2 Double 6 4 Make an additional attack. This attack can also crit.
Unarmed 1 Double 6 2 Perform any other Melee Crit Effect.
Improvised, Weapon Stocks 1 - - -

Defense

When rolling defense, you must roll the equivalent defense as the attack made. This means melee defense against melee attacks and ranged defense against ranged attacks. Ranged defense rolls have a bonus of 0 unless you are considered in cover as per Line of Sight Rules.

In the event of a critical success defense roll, the character automatically succeeds against the attack and negates any crit effects. In the unlikely but still possible event that both attack and defender crit, Parry Rules apply.

Dual Wielding

It is possible to wield two one-handed weapons at once. This applies to pistols, short blunt, and short blade weapons; one handed long blunt/long blade weapons do not benefit mechanically from dual wielding. If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat unless there is an ambush round. You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls. Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.

When dual-wielding two melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.

Character Creation

Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn. Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.

Skill Caps & Traits

On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.

Gaining Levels & XP

If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.

Skill Traits

Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:

Examples
Name Point Cost Points Added Starting Level Skill Cap Limit
None 0 +0 Levels Level 0 Level 4 None
🥉 Amateur 1 +1 Levels Level 6 Level 6 None
🥈 Experienced 2 +2 Levels Level 8 Level 8 Two Per Character
🥇 Expert 3 +3 Levels Level 10 Level 10 One Per Character

A Character can't also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).

Traits List & Costs

📖 Positive Traits

Name Cost Dice Bonus
Speed Demon 1 +1 Resolve
Brewer 2 Level 8 Brewing
Low Thirst 2 -
Low Hunger 2 -
Herbalist 1 -
Iron Gut 2 +1 Robustness
Keen Hearing 2 +2 Perception
Dexterous 2 -
Organized 2 -
Cats Eyes 2 +2 Perception
Adrenaline Junkie 2 +2 Initiative
Graceful 1 +2 Stealth
Brave 2 +2 Resolve
Outdoorsman 2 +1 Robustness
Inconspicuous 1 +2 Stealth
Fast Healer 2 +1 Robustness
Fast Learner 2 -
Fast Reader 1 -
Resilient 2 +1 Robustness
Thick Skinned 2 +2 Robustness
Fit 2 Level 8 Fitness
Strong 2 Level 8 Strength
Very Fit 4 Level 10 Fitness
Very Strong 4 Level 10 Strength
Eagle Eyed 3 +1 Ranged Attack, +2 Perception
Desensitized 3 +4 Resolve

📖 Negative Traits

Name Cost Dice Bonus
Prone to Illness 1 -1 Robustness
Smoker 1 -1 Robustness
Sunday Driver 1 -
Slow Learner 1 -
Slow Reader 1 -
Slow Healer 1 -1 Robustness
Weak Stomach 1 -1 Robustness
Fear of Blood 1 -1 Resolve
Agoraphobic 1 -2 Resolve
All Thumbs 1 -
Claustrophobic 1 -2 Resolve
Cowardly 2 -2 Resolve
Pacifist 3 -2 Initiative, -1 Ranged Attack, -1 Melee Attack
Short Sighted 2 -1 Ranged Attack, -1 Perception
Thin Skinned 2 -2 Robustness
Conspicuous 1 -2 Stealth
Clumsy 1 -2 Stealth
Hard of Hearing 2 -2 Perception
Disorganized 1 -
Hearty Appetite 1 -
High Thirst 2 -
Weak 2 4 Strength
Unfit 2 4 Fitness
Illiterate 2 -
Deaf 4 -4 Perception
Very Weak 4 2 Strength
Very Unfit 4 2 Fitness

🥉 Amateur Skill Traits

Cost: 1 Point each. No Limit.

Name Description
Amateur Tailor +1 Tailoring
Amateur Doctor +1 First Aid
Amateur Mechanic +1 Mechanics
Amateur Electrician +1 Electrical
Amateur Metalworker +1 Metalworking
Amateur Homesteader +1 Cooking, +1 Farming, +1 Carpentry
Amateur Shooter +1 Aiming, +1 Reloading
Amateur Outdoorsman +1 Fishing, +1 Foraging, +1 Trapping
Amateur Athlete +1 Nimble, +1 Sprinting
Amateur Rogue +1 Sneaking, +1 Lightfooted
Amateur Fighter (Survival) +1 Axe, +1 Spear, +1 maintenance
Amateur Fighter (Blunt) +1 Long Blunt, +1 Short Blunt, +1 Maintenance
Amateur Fighter (Blade) +1 Long Blade, +1 Short Blade, +1 Maintenance

🥈 Experienced Skill Traits

Cost: 2 Points each. Max 2.

Name Description
Experienced Tailor +2 Tailoring
Experienced Doctor +2 First Aid
Experienced Mechanic +2 Mechanics
Experienced Electrician +2 Electrical
Experienced Metalworker +2 Metalworking
Experienced Homesteader +2 Cooking, +2 Farming, +2 Carpentry
Experienced Shooter +2 Aiming, +2 Reloading
Experienced Outdoorsman +2 Fishing, +2 Foraging, +2 Trapping
Experienced Athlete +2 Nimble, +2 Sprinting
Experienced Rogue +2 Sneaking, +2 Lightfooted
Experienced Fighter (Survival) +2 Axe, +2 Spear, +2 maintenance
Experienced Fighter (Blunt) +2 Long Blunt, +2 Short Blunt, +2 Maintenance
Experienced Fighter (Blade) +2 Long Blade, +2 Short Blade, +2 Maintenance

🥇 Expert Skill Traits

Cost: 3 Points each. Max 1.

Name Description
Expert Tailor +3 Tailoring
Expert Doctor +3 First Aid
Expert Mechanic +3 Mechanics
Expert Electrician +3 Electrical
Expert Metalworker +3 Metalworking
Expert Homesteader +3 Cooking, +3 Farming, +3 Carpentry
Expert Shooter +3 Aiming, +3 Reloading
Expert Outdoorsman +3 Fishing, +3 Foraging, +3 Trapping
Expert Athlete +3 Nimble, +3 Sprinting
Expert Rogue +3 Sneaking, +3 Lightfooted
Expert Fighter (Survival) +3 Axe, +3 Spear, +3 maintenance
Expert Fighter (Blunt) +3 Long Blunt, +3 Short Blunt, +3 Maintenance
Expert Fighter (Blade) +3 Long Blade, +3 Short Blade, +3 Maintenance

Accessing the Dice Panel

The dice panel is accessible via the Skills tab in the Health menu.

Navigating the Dice Panel

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