You are on page 1of 5

Diceless Universal is a genre neutral roleplaying game.

 The in-game actions of player characters/non player characters/the


environment/etc are resolved by the rulings of the referee
(based on their understanding of the in-game world and its events).
 Attribute and Skill descriptors are used as a common language between
the referee and the players as to the capabilities of player characters/non
player characters/the environment/etc.
This work is licensed under the Creative Commons Attribution 4.0 International License.
To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

Playing the game.


 The referee presents a shared imaginary world to the players.
 The players tell the referee what they want their player character to do
(perhaps explaining why they may be successful in such an endeavour).
 The referee tells them what happens!
 If a non-player character/the environment, etc is taking an action that involves a
player character, the player can tell the referee how they attempt to react
(For example: if the non-player character was swinging a sword at them!)
 It is important the referee be willing to explain their understanding of the descriptors
and how they relate to the capacity of player character’s to the players.
 It is also important for the referee to explain why something might not be possible
for a player character at a certain point in the game – and what things they may need
to do to make that possible.
 How much agency and the attribute/skills descriptors applied to non-player
characters is the purview of the referee.
 (Suggestion: player character’s cannot attempt a skill without 1 level in it! They can
only attempt broad and inferior simulacrum of such a feat using their attributes!)
 (If you really need to roll a dice, attribute tests would be a d10 attribute level number or
below for success, and skill tests would be d20 skill level number or below for success)
The Referee.
The referee is a player who, generally, controls and presents all other aspects of the
shared imaginary game world that are not a player character.

Making a Player Character.


(Non-referee) players control a player character (PC) within the shared imaginary game
world.
 PCs are composed of Attributes and Skills.
 The level that PC attributes/skills begin the game at, and how they progress is the
purview of the referee.
 Each incremental number on the Attribute/Skill descriptor table provides a
description of that Attribute/Skill that applies to that PC, the referee uses this
description when making judgement about what happens in the game.

Attribute Descriptor Table.


Attributes are general in nature and may be used to determine the success of a non-
skilled action, or as a modifier/limiting factor/boosting factor to skills.
Examples: Body, Health, Speed, Mind, Intelligence, Magic, etc.

1. Severely weak
2.Very weak
3. Weak
4. Somewhat weak
5. Somewhat strong
6. Strong
7. Very strong
8. Severely strong
9. Awesomely strong
10. Impossibly strong
Skill Descriptor Table.
Skills are specific in nature. Their success may be modified by certain attributes, if
deemed appropriate by the referee, but this does not need to be the case.
Examples: Weightlifting, Medicine, Athletics, Mathematics, Research, Summoning spells, etc.

1. Severely inept
2. Very inept
3. Inept
4. Somewhat inept
5. Somewhat competent
6. Competent
7. Very competent
8. Severely competent
9. Severely competent and somewhat skilled
10. Skilled
11. Very skilled
12. Severely skilled
13. Severely skilled and somewhat masterful
14. Masterful
15. Very masterful
16. Severely Masterful
17. Severely masterful and somewhat godlike
18. Demi-godlike
19. Awesomely demi-godlike
20. Impossibly demi-godlike
Player Character Progression.
The levelling up, or progression process, for PC’s, is also the purview of the referee.
Following is a suggested table of what is required for a PC to increase in level.
 What increase in Attributes and Skills is accompanied by a level up is the purview of
the referee.
 The referee may choose to abandon an abstracted levelling process and just have
attributes and skills descriptors improve organically through gameplay.

To level up a player character:


Level 0, To get to next level, do something mildly interesting
Level 1, To get to next level, do something interesting
Level 2, To get to next level, do something that changes a small group
Level 3, To get to next level, do something that changes a large group
Level 4, To get to next level, do something that changes a whole building/structure
Level 5, To get to next level, do something that changes a town/settlement
Level 6, To get to next level, do something that changes a whole biome/environment
Level 7, To get to next level, do something that changes a whole continent
Level 8, To get to next level, do something that changes a whole world
Level 9, To get to next level, do something that changes reality

Credits:
Writing/layout by Michael Raston

Art by The Daemon Midjourney

You might also like