Dice Whims
A Tabletop Roleplaying Game System
Game Overview
The Dice Whims system is a tabletop roleplaying game built on collaboration, improvisation, and accessibility. Players shape the story together through engaging mechanics, embracing the unpredictable nature of the fantasy world. Designed for both newcomers and veterans.
The system is in early playtesting and will go through periodic updates based on feedback and testing, expecially numbers tuning.
⚠ Disclaimer ⚠
Dice Whims explores intense emotions, trauma, and psychological stress as part of its mechanics and storytelling. Some content may be triggering. Players are encouraged to use safety tools for a comfortable experience. This game is intended for mature audiences and may not be suitable for everyone.
Character Creation
Choose a Nation
You are a denizen of one of the seven powerful Nations in the World of Tittle, each with its own unique history, culture, and influence over the land. As a citizen, you’ll gain a bonus specific to your nation. These bonuses are tailored to reflect the strengths of each Nation, providing you with distinct advantages on your journey.
Nation Bonuses
Id | Nation | Name | Effect |
---|---|---|---|
1 | Chromochronos | In Sync | Once per Rest, choose an ally. While within 3 hexes of each other, neither can be Weak or Frail. |
2 | Dingle Dominion | Seen It All | Once per Rest, you can reroll a Trauma Die and use either effect. |
3 | Gastronomnom | Assertive | Once per Rest, you can act immediately after an ally in battle, before an enemy. |
4 | Kingdom of Kingdoms | Everlasting | The first time you die in a day, you revive with 1 health instead and can do 1 Action. |
5 | Sunsea | Capable | You can choose an additional Talent. |
6 | United Union | Savant | Choose a Spell. You can use it an additional time. |
7 | Wisdom Wise | Magi | Choose an Emotion. Your Hysteria Limit is increased to 6 with it. |
Choose a Way
Ways are the structured and disciplined methodologies of adventuring in the world of Tittle. Each Way represents a distinct, formalized approach to navigating the dangers, challenges, and mysteries of the world, emphasizing a unique philosophy, skill set, and tactical mindset.
Alchemystic
Mages who harness the world’s natural rhythms through Sighchemy, manipulating cyclical crystals imbued with Eminence to shape reality. They tap into the natural elements and time itself. They branch out to Primal and Flow. Primals focus on the raw power of nature. Flows twist the perception of time.

Battleborn
Warriors of unmatched physical strength and combat expertise. Masters of their body, they wield weapons with unchallenged expertise as they charge into the fray. They branch out to Brute and Weaponmaster. Brutes are supreme physical warriors, an unbreakable force on the battlefield. Weaponmasters wield multiple weapons with precision and deftness.

Heartist
Masterful evokers, deeply attuned to their own emotions and those of others. They wield magic with precision, capable of both profound healing and devastating harm. They branch out to Empath and Twisted. Empaths are compassionate healers, able to understand and bear the burdens of others. Twisted are evil fanatics, who twist reality for their own benefit.

Loresmith
Storytellers who craft tales to impress and distress. These individuals weave rich narratives, often leading others into unexpected adventures. They branch out to Naysayer and Mythmonger. Naysayers sear doubt and frustration on the battlefield both for their friends and enemies. Mythmongers spin fantastic tales of adventure to inspire and manipulate.

Seeker
Relentless explorers driven to acquire knowledge and rare artifacts. No obstacle is too great for them as they rush headlong into new adventures. They branch out to Thief and Intellectual. Thieves specialize in theft, bamboozling and misdirection to fool the enemy. Intellectuals are masters of preparation and enlightenment, who outthink any challenge.

Unbound
Spontaneous and unpredictable, they reject order, calculation and methodical approaches. Instead, they surrender to raw impulse, instinct, and chance. They branch out to Wildling and Breaker. Wildlings absorb knowledge in unpredictable ways, manifesting sudden expertise when they need it most. Breakers disrupt, break and erase what was there, especially their own trace.

Universal Progression Table
Level | Features |
---|---|
1 | Health Bonus (), Spell Count (), Weapons Count (), Items Count () |
2 | Magic (+2), Mastery (+2) |
3 | Health Bonus (), Items Count () |
4 | Magic (+2), Mastery (+2) |
5 | Health Bonus (), Spell Count (), Weapons Count () |
6 | Magic (+2), Mastery (+2) |
7 | Health Bonus (), Items Count () |
8 | Magic (+2), Mastery (+2) |
9 | Health Bonus () |
10 | Magic (+2), Mastery (+2), Spell Count () |
Roleplaying Questions
Consider these questions when building your character. This list isn't exhaustive or mandatory - feel free to add or remove questions as needed.
Emotional History - How do past experiences shape your reaction to this challenge?
Collaborative Empathy - When someone helps you, how does it affect your confidence and resolve?
Why This Nation? - What drew you to this nation - heritage, ideology, or opportunity?
Why This Way? - What led you to follow this Way? Do you embrace it or struggle with it?
Oaths and Allegiances - What promises shape your choices and loyalties?
Betrayal and Trust - Who betrayed you, and how does it shape your trust now?
Survival vs. Honor - Where do you draw the line between survival and principles?