
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.
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If both players agree, they may use dice
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If one player wants to use dice, both players must use dice
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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:
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All modifiers are ignored
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The roll becomes an automatic critical failure
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The HUD will display it as a critical failure
No exceptions
Attributes
Players have six attributes:
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Strength
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Dexterity
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Constitution
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Intelligence
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Wisdom
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Charisma
Attribute rules:
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Players have 10 total points to distribute
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Maximum of 4 points per attribute
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Attributes start at 0
Attributes are freeform and can be applied based on the situation
Examples:
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Strength for physical attacks or feats
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Dexterity for speed or evasion
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Intelligence for strategy or knowledge
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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:
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Two full posts to complete
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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:
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Gifts last for one post only
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No stacking effects
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No multi-turn effects
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No affecting other players directly
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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:
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Maximum 2 high tier gifts
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Maximum 4 medium tier gifts
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Maximum 6 low tier gifts
HUD progression:
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HUD 1 = 2 low gifts
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HUD 2 = adds 2 additional gifts (player choice within limits)
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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:
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Player 1 writes an attack and rolls
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Player 2 rolls defense
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Player 2 writes their response and includes a counterattack
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Player 1 rolls defense
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Player 1 writes response and counterattack
This continues until the scene resolves.
Attack vs Defense
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Attacker rolls using their chosen attribute and optional gift
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Defender rolls using Constitution and any applicable modifiers
Outcome:
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If defense meets or exceeds attack, the attack is defended
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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:
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1 = Critical failure
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2 to 5 = Failure
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6 to 10 = Partial success
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11 to 16 = Success
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17 to 20 = High success
Storytellers may step in if disputes arise
HUD Behavior
The HUD handles:
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Rolling
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Attribute selection
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Gift selection
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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
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Write first, roll second
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Respect outcomes
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Avoid powergaming
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Keep scenes collaborative
If something feels off, Storytellers exist to keep things fair and enjoyable