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OPALINE CO. PLAYER MANUAL

Opaline Dice System Guide

This system exists to support roleplay, not replace it. Dice are a tool, not a requirement. Players are always encouraged to write freely and collaboratively first.

 

Using Dice

Dice are completely optional.

  • If both players agree, they may use dice

  • If one player wants to use dice, both players must use dice

  • If neither player wants to use dice, roleplay proceeds freely

Storytellers may step in if needed to resolve disputes or prevent powergaming

 

Core Dice System

All rolls use a single 1d20

A standard roll is:

Dice Roll + Attribute + Race + Gift = Total

If no gift is used:

Dice Roll + Attribute + Race = Total

 

Critical Failure

If a player rolls a natural 1:

  • All modifiers are ignored

  • The roll becomes an automatic critical failure

  • The HUD will display it as a critical failure

No exceptions

 

Attributes

Players have six attributes:

  • Strength

  • Dexterity

  • Constitution

  • Intelligence

  • Wisdom

  • Charisma

Attribute rules:

  • Players have 10 total points to distribute

  • Maximum of 4 points per attribute

  • Attributes start at 0

Attributes are freeform and can be applied based on the situation

Examples:

  • Strength for physical attacks or feats

  • Dexterity for speed or evasion

  • Intelligence for strategy or knowledge

  • Charisma for persuasion

Gifts require specific attributes to be used

If you use a gift, you must use its linked attribute

 

Shifting (Garou Only)

Shifting forms requires:

  • Two full posts to complete

  • During shifting, the player cannot attack or defend

The player becomes vulnerable until the shift is complete

Combat resumes normally on the third post

 

Gifts

Rules:

  • Gifts last for one post only

  • No stacking effects

  • No multi-turn effects

  • No affecting other players directly

  • Gifts must match their intended purpose

You cannot use a persuasion gift as an attack, for example

 

Gift Limits and Progression

Players can have up to 6 total gifts

Limits:

  • Maximum 2 high tier gifts

  • Maximum 4 medium tier gifts

  • Maximum 6 low tier gifts

HUD progression:

  • HUD 1 = 2 low gifts

  • HUD 2 = adds 2 additional gifts (player choice within limits)

  • HUD 3 = adds final 2 slots (within limits)

Players earn upgrades through roleplay and may request them by submitting a request and your roleplay in a notecard placed in the submission box in the starting zone. 

Minimum play time for progression is 30 days of consistent play.  Example- this does  not constitute or require  DAILY play but multiple times a week.  Submissions of in depth RP should be dropped in the mail box at the landing point. Storytellers have autonomy to approve or deny progression.

Combat Flow

Combat is turn-based and flows through posts.

Turn structure:

  • Player 1 writes an attack and rolls

  • Player 2 rolls defense

  • Player 2 writes their response and includes a counterattack

  • Player 1 rolls defense

  • Player 1 writes response and counterattack

This continues until the scene resolves.

 

Attack vs Defense

  • Attacker rolls using their chosen attribute and optional gift

  • Defender rolls using Constitution and any applicable modifiers

Outcome:

  • If defense meets or exceeds attack, the attack is defended

  • If defense fails, the attack succeeds

There is no fixed damage system

Results are handled through roleplay

 

Roleplay Rolls

Outside of combat, rolls are optional and used when needed

Roll outcomes:

  • 1 = Critical failure

  • 2 to 5 = Failure

  • 6 to 10 = Partial success

  • 11 to 16 = Success

  • 17 to 20 = High success

Storytellers may step in if disputes arise

 

HUD Behavior

The HUD handles:

  • Rolling

  • Attribute selection

  • Gift selection

  • Output to local chat

Example output:

Joe Bob rolls 1d20 (11 + Strength (2) + Gift (1) + Race (2)) = 16

If a critical failure occurs:

Joe Bob rolls 1d20 (1) Critical Failure

No manual math is required

 

Final Notes

This system is built to support storytelling, not restrict it

  • Write first, roll second

  • Respect outcomes

  • Avoid powergaming

  • Keep scenes collaborative

If something feels off, Storytellers exist to keep things fair and enjoyable

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