Dice Guide

From No Way Out Wiki
Revision as of 22:05, 11 January 2026 by AddyGaming (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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.

If you attend a major event without having familiarized yourself with the basics of the dice system, you may be requested to leave the event.

Advantage and Disadvantage

Throughout this dice guide you will see the terms 'advantage' and 'disadvantage' used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice. When rollingadvantage you take the higher of the two rolls, and when rolling disadvantage you take the lower of the two rolls.

Critical Successes & Failures

A roll has a chance of critically succeeding when you roll a 12 (two 6's) and in some circumstances, a 10 (two 5's). A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.

Rolling a 2 (two 1's, or Snake Eyes) is considered a 'critical failure'. Critical failures do not carry any additional mechanical impact.

When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so. Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing). You are encouraged to re-emote the effects of your crit.


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.


❤️‍🩹 Death and Injury System

Here on No Way Out, every fight, every wound, and every decision carries weight. In a world where civilization has crumbled, survival is never guaranteed. Conflict against the infected, the elements, or other survivors is high-stakes. Resources are scarce. Mercy is rarer. Second chances are few.

To reflect this, the DIS system determines the aftermath of combat. Outcomes range from temporary injuries to permanent traits to death. The goal is tension and consequence.

Injuries

Injury Type Modifiers
Healthy No Modifiers
Lightly Injured -1 Modifier to All Rolls
Injured -2 Modifier to All Rolls
Heavily Injured -3 Modifier to All Rolls

There are two primary rolls:

  • A 1d12 Death Roll sets the overall outcome.
  • If permanent injury is indicated, a 1d20 Permanent Injury Roll sets the specific trait.

💀 The Death Roll

A 1d12 determines fate. Permanent injuries apply custom traits. Heavily and Lightly Injured are status effects toggled in the dice UI.

Immediate Medical Assistance

This modifier can only affect non-Death rolls. If a DIS roll lands on Instant Death, that character still dies. A player rolling 1-3, even with assistance from a medic, will die. Outside of that 1-3, the Medic's assistance will apply.

Immediate Medical Assistance rolls must be done before a DIS roll, before knowing the results of DIS, and/or at the immediate end of combat if DIS rolls have been delayed. If the medic attempting to assist the injured party is not an ally, then DIS rolls may be refused by the injured party. Otherwise, allies may give immediate medical assistance with or without the injured party's permission.

Allies are typically defined as the non-hostile players an individual begins combat alongside.

Medic DIS Modifiers
First Aid Roll Amount Added DIS Modifier
≤ 4 -2
5 - 6 -1
7 - 8 0
9 - 10 +1
10 - 12 +2
13+ or Crit +3

Any individual who attempts an Immediate Medical Assistance roll acknowledges the possibility of killing their patient. If a patient's death occurs due to a medic's malpractice, interested parties may use this malpractice as authorization for a Character Kill (CK) ticket.

Normal Risk DIS

Normal DIS applies in all HRZ deaths and most events.

Normal DIS Results (1d12)
Roll Outcome Notes
1–3 Instant Death ☠️ Character dies.
4–6 Permanent Injury 🦴 Roll on Permanent Injury table.
7–8 Heavily Injured 🤕 Temporary status effect.
9–10 Injured 🩸 Temporary status effect.
11 Lightly Injured 🩹 Temporary status effect.
12 Unscathed Minor, non-debilitating injuries.

Medium-Risk DIS

Medium-risk DIS events present a higher risk of permanent injury. The possibility of coming out unscathed is impossible if downed. Death is more likely, and injury is more common.

Medium DIS Results (1d12)
Roll Outcome Notes
1–3 Instant Death ☠️ Character dies.
4–9 Permanent Injury 🦴 Roll on Permanent Injury table.
10-12 Heavily Injured 🤕 Temporary status effect.

Death-Zone DIS

Death Zone DIS is for when you die within the highest risk region of the map, the Death Zone. The possiiblity of coming out anything short of severely maimed is almost impossible.

Death Zone DIS Results (1d12)
Roll Outcome Notes
1–4 Instant Death ☠️ Character dies.
5–12 Permanent Injury 🦴 Roll on Permanent Injury table.

For recovery from non-permanent injuries, see Health & Recovery.

High-Risk DIS

High-risk DIS events guarantee death, where a DIS roll might typically be present. High Risk DIS is primarily reserved for world-ending narrative events.

🩻 The Permanent Injury Roll

If Permanent Injury is indicated, roll 1d20 to determine the trait.

Rules
  • Traits change dice modifiers only. No mechanical stat changes.
  • Some traits may grant minor advantages. Most add roleplay challenges.
  • If on-scene medical help from a character with First Aid 4+ is available, add modifiers:
    • Patient: add their Robustness modifier.
    • Medic: add their First Aid modifier.
    • Modifiers are Skill Level ÷ 2.
    • Robustness applies only if the medic has First Aid 4+.
  • First Aid can be administered only by characters present for the scene. Present means within shout range at the start, or arriving within 5 minutes of the conclusion.
  • Add the medic to the ticket. Both parties must show the roll and applied modifiers.
Health PanelBlindMissing ArmMissing LegMental TraumaDamaged TendonsBrain DamageDamaged OrgansBadly Healed LimbMissing FingersMissing EyeDamaged NervesDamaged MusclesSpinal InjuryBlurred VisionLimpMental ScarImpaired HearingScarredHeavily InjuredBattle-Hardened
1d20 Permanent Injury Table
d20 Trait Effect
1 👁️‍🗨️ Blind −5 to all Attacks, Defences, and Perception
2 ✂️ Missing Arm −3 all Attacks, −3 Melee Defence
3 🦿 Missing Leg −4 Initiative, −1 Robustness
4 🧠⚡ Mental Trauma −6 Resolve
5 🦴 Damaged Tendons −1 all Attacks and Defence, −2 Robustness
6 🧠 Brain Damage −4 Perception, −2 Initiative, +4 Resolve
7 🫀 Damaged Organs −1 Melee Attack and Defence, −2 Robustness
8 🩹 Badly Healed Limb −2 Melee Attack and Defence
9 ✋ Missing Fingers −1 Melee Attack, −1 Melee Defence
10 👁️❌ Missing Eye −1 Ranged Attack, −2 Perception
11 ⚡ Damaged Nerves −1 Resolve, −2 Robustness
12 💪❌ Damaged Muscles −2 Initiative
13 🦴 Spinal Injury −2 Robustness
14 👓 Blurred Vision −2 Perception
15 🩼 Limp −1 Initiative
16 🧠🩹 Mental Scar −1 Resolve
17 👂❌ Impaired Hearing −1 Perception
18 🧵 Scarred −1 Robustness, +1 Resolve
19 🩸 Heavily Injured See Temporary Injuries
20 🛡️ Battle-Hardened +2 Resolve


❓ When does the Death & Injury System apply

Not every death requires a DIS roll. These do.

  • PvP encounters: DIS is standard. Defeated characters may request alternatives. Final say rests with the winning side.
  • PVE deaths in High Risk Zones: DIS is standard unless caused by bugs or mechanical jank. Proof required. Open a PvP/PVE Death ticket and provide rolls or video evidence. See HRZ.
  • Events: DIS is standard unless the Storyteller states otherwise. Events are labeled by danger level. Low-risk still carries risk. High-risk CK events may bypass DIS and result in immediate CK.

🩸 Health & Recovery guidelines

Heavily Injured, Injured, and Lightly Injured are applied using the in-game dice roller. Each status imposes negative modifiers to all rolls. Severity scales with tier.

Recovery process
  • Once every 24 IRL hours, attempt a First Aid recovery roll.
  • On 10+, the injury improves by one tier:
    • Heavily Injured → Injured
    • Injured → Lightly Injured
    • Lightly Injured → Healthy
  • The roll may be made by the injured character or by another character providing medical RP.
  • Only one recovery roll per character per 24 hours. Failing then having someone else try within 24 hours is a rule break.
  • Document recovery via a General Ticket in ⁠🎫┃tickets-support.


Immediate Medical Assistance

This modifier can only affect non-Death rolls. If a DIS roll lands on Instant Death, that character still dies. A player rolling 1-3, even with assistance from a medic, will die. Outside of that 1-3, the Medic's assistance will apply.

Medic DIS Modifiers
First Aid Roll Result Added DIS Modifier
≤ 4 -2
5 - 6 -1
7 - 8 0
9 - 10 +1
11 - 12 +2
13+ or Crit +3

Accessing the Dice Panel

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