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.
Spells & Equipment
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Actions


Weave the Wind
Choose a target with less or equal Physical Mastery than you.
Move them to a hex of your choice within 5 hexes.
Deals 2 damage.
Action
3 uses



Dewrocrasy
Choose 5 adjacent hexes.
Conjure a rejuvenating rain pouring on allies. Your party votes on a positive condition to bless those touched by the rain.
Confident, Lucky or Enraged.
Action
3 uses



Threatening Pyres
Choose a target within 5 hexes.
Hurl a burning flame to them.
Deals 1 damage. When cast with Anger or Surprise, Crits on 9 and 10.
Action
3 uses



Ripples of Life
Choose an ally.
Heal 3 damage.
Give them +3 Defence for 1 turn.
Action
3 uses



Wild Friends
Call upon a friendly beast to assist you.
Deals 1 damage. Use Empathy to deal +1 more.
Up to 3 Empathy can be added.
Action
3 uses



Unimaginary
Choose a hex. Create an unspeakable horror in it.
All adjacent creatures become Fallen.
Deals 1 damage.
Action
3 uses



Enchantance
Choose one of your weapons.
It deals +1 damage.
Action
3 uses



Sell Fish
Choose a target.
Attack them with your Charm or Deceit (must have them). Add your Talent Bonus to the roll.
Deals 2 damage.
Action
2 uses



Darkest Bargain
Forge a pact with a mysterious spirit for 2 turns. Gain the following effects:
Critical hit on a roll of 9. Every Action deals additional 2 damage.
If you fail an Action, receive 5 damage instead.
Action
2 uses



Reunionize
Choose a an ally within 10 hexes of you.
Teleport them to an adjacent hex.
They can use any Talent on their next Action.
Action
2 uses



Entrapping
Choose a target.
They become Stuck for 2 turns.
Deals 1 damage.
Action
2 uses



Enfungen
Choose 3 targets within 5 hexes.
Launch a barage of poisonous mushrooms at them.
Targets are Poisoned. Deals 1 damage, increasing by 1 each turn.
Action
2 uses



Call of the Storm
Choose 3 adjacent hexes in up to 5 hexes away. Can damage allies.
Create an intense storm.
Add Menace or Focus to the Roll (must have it). Deals 3 damage.
Action
2 uses



Friendly Completition
Choose 2 other allies. You all 3 roll a d20.
The winner becomes Confident and can use any Talent on their next Weapon Attack.
Action
2 uses



Flimsy Puppet
Choose a target.
You choose their next Action. This Action is only limited by their own capabilities, talents, weapons and items.
The target acts immediately.
Action
1 use



Combusted
You transform in a living flame for 2 rounds.
Your Health increases by 10.
Every enemy that occupies adjacent hexes suffers 3 damage on your turn.
Action
1 use



Mass Crystalize
Imprison up to 5 creatures with less Physical Mastery than you within 5 hexes.
The creatures are considered Unconscious. Lasts 2 rounds.
Any other spell cast by you will interrupt and cancel this spell.
Action
1 use



Choir of the Forest
Call upon a merry band of friendly beasts. Choose a song for them to perform:
- Song of Flimsy - Deal 3 damage to each enemy within 5 hexes.
- Song of Whimsy - Heal 3 damage to each ally within 5 hexes.
Action
1 use



Encakement
Choose a target.
Turn their head into a cake. They become Traumatised.
Deals 2 damage.
Action
1 use



Skeledone
Choose a target with less Health than your Physical Score.
Kill them on the spot.
Action
1 use



Tumble Fumble
Emit a calming wave affecting all targets in adjacent hexes.
Enemies become Exhausted for 1 turn.
Deals 2 damage.
Action
1 use



Teleportals
Choose up to 5 allies within 5 hexes.
Teleport all of them up to 10 hexes away.
Give them +5 Defence for 1 turn.
Action
1 use

Reactions


Shield Of Air
Choose an ally.
Increase their Defence by +3.
Reaction
3 uses



Inanimate Friend
When you are attacked, animate a nearby inanimate object.
It attacks your attacker. Deals 1 damage.
Reaction
3 uses



Flabberghasp
Choose a dead target.
Capture their lingering essence.
Add 1 Trauma Die.
Reaction
2 uses



Foresight in Sight
Spend 1 Empathy instead of rolling.
Lower the current Difficulty set by the GM by 5.
Reaction
2 uses



Levitate
Ignore a Weapon Attack.
Choose a hex within 2 hexes and move to it.
Gain Elevated for 2 turns.
Reaction
2 uses



Ice Bulwark
Choose an ally in an adjacent hex.
Increase yours and their Defence by +5 for 1 turn.
Reaction
2 uses



Decoyance
When you are attacked, move to an adjacent hex and create an illusionary copy of yourself.
The Decoy is a valid target. You deal +2 damage while the decoy is active.
Lasts for 2 turns.
Reaction
2 uses



Nothingify
Envelop yourself in a protective shell of Amber Crystal.
Ignore a Spell Cast against you.
Reaction
1 use

Interactions


Extrovertiate
Choose an ally.
On their next Critical Hit, they restore 1 Empathy.
Interaction
3 uses



Connect The Dots
Choose an enemy.
The GM must reveal their feelings about the current situation.
Interaction
3 uses



Brave Battle Preparations
Choose 2 allies.
One becomes Prepared and the other Brave.
Interaction
2 uses



Use Less
Choose a Consumable.
Restore +1 use.
Interaction
2 uses



Traces of the Past
Choose a location you can see.
The GM must reveal a single event that occured in it in the past day.
Interaction
2 uses



Reburden
Revive a dead target within 3 days of death.
The spell can bring back a creature who's body has been completely destroyed. You are incurably Exhausted for 1 Day.
Interaction
1 use



Subjugate
Choose 2 enemies.
Lower their Mental Score by 5.
Interaction
1 use



Gather The Party
Choose 1 Negative Condition.
Your party will be unaffected by the first occurrence of the condition.
Interaction
1 use



Lead the Way
Choose 2 allies.
Both gain a Pathway Point on their next Critical Hit.
Each ally can gain a maximum of 2 points from this spell.
Interaction
1 use



Fartender
Choose a city in the world you have visited.
Teleport your whole party to it.
Interaction
1 use

Melee


Wildfire
Deals 2 damage.
Critical Hit: Sunders Armor. Enemies become Stripped for 1 turn.
Melee
uses



Winged Sword
Deals 2 damage.
Flight (Action): Become Elevated for 1 turn. You can move to an adjacent hex.
Melee
uses



Twin Sisters
Deals 3 damage.
Critical Hit: Reroll 1 die of your choice.
Melee
uses



Spear of Specific Burdens
Deals 3 damage.
Can be thrown (Distant range) and can be retrived by Moving to an adjacent hex.
On Kill: Capture the enemy's lingering essence and get 1 Trauma Die.
Melee
uses



Miss Stress
Deals 1 damage. Can be thrown (within 3 hexes). Must be retrived by moving to the same hex.
Critical Hit: Embeds into the target. The target is Stressed until the dagger is removed.
The dagger falls off on an enemy Critical Hit.
Melee
uses



Shield of Living Snakes
Adds +3 to your Defence.
Deals 1 damage and the target is Poisoned. Deals 1 damage, increasing by 1 each turn.
Melee
uses



Swifty Sword
Deals 3 damage.
Add your Acrobatics or Swiftness Talent to the roll (must have them).
Melee
uses



The Brutal
Deals 4 damage.
Add your Strength Talent to the roll (must have it).
Melee
uses



Windemere Warfan
Deals 2 damage.
On Crit: Choose a Spell with 3 uses. Cast it. It exhausts its use.
Melee
uses



Heroic Amber Sword
Deals 4 damage.
Reaction (1): Cast Nothingify.
Melee
uses



Teal Shield
Adds +3 to your Defence.
Reaction (1): When you receive a Trauma, redirect its effect to another target.
Melee
uses



Lightus
Deals 3 damage.
Interaction (2): Create undetectable shinning light near you and see in darkness.
Action (2): Remove 1 Negative Condition.
Melee
uses



Teal Blade
Deals 2 damage.
Reaction (2): When you receive a Trauma, add 2 Trauma Die.
Melee
uses



Spear Of Clarity
Deals 2 damage.
Can be thrown (Distant range) and can be retrived by Moving to an adjacent hex.
On Crit: Remove 1 use from an Emotion.
Melee
uses

Ranged


Flowerfall
Action (3): Don't roll, use 1 Empathy. Heals 2 damage. When Cast with Sadness heals 3 damage.
Action (3): Remove 1 Negative Condition.
Ranged
uses



Baton of Fyre & Ise
Deals and Heals 2 damage.
Spell Upgrade: Your first Spell each day deals and heals +2 extra damage.
Ranged
uses



Icebolt
Deals 3 damage.
On Crit: Deal its damage to 2 enemies.
Ranged
uses



Trileaf
Deals 3 damage.
Action (3): Choose 1 ally. They deal +3 damage on their next Action.
On Crit: Restore 1 Empathy.
Ranged
uses



Illumino
Deals 2 damage to 2 enemies.
Interaction (2): Create undetectable shinning light near you and see in darkness.
Action (1): Remove 1 Negative Condition.
Ranged
uses



Crossbow Of Pain
Deals 2 damage.
Add your Stealth Talent to the roll (must have it).
On Crit: Reroll 1 die of your choice.
Ranged
uses



Hookblade
Deals d10 damage. Benefits from only 1 Critical Hit.
Increases Movement to 2 hexes.
The signature weapon of the Seeker.
Ranged
uses



War Window
Action (2): Cast a Spell. It Crits on 9 and above. Exhausts its use.
Reaction (2): Increase your Defence by +3.
Ranged
uses

Distant


The Angered Flame
Deals 2 damage. When cast with Anger deals 3 damage.
Action (1): Become Prepared.
Distant
uses



Gossip Staff
Deals 2 damage. When cast with Surprise deals 3 damage.
Action (2): Choose 2 targets. They become Stressed.
Interaction (2): Spy on a location you see within a reasonable distance. You see and hear everything there.
Distant
uses



Hypnosi
Deals 1 damage to 2 enemies. On rolling a 9 or more, deals 3 damage.
Add your Charm Talent to the roll (must have it).
Distant
uses



Teal Staff
Deals and Heals 3 damage.
Action (3): Use 1 Trauma die to heal 3 damage.
On Crit: Restore 1 Empathy.
Distant
uses

Armor


Trifold Crystal Robe
Adds +3 to your Defence.
Reaction (3): When attacked by a Spell, you can increase your Defence by +3 for that attack.
Armor
uses



Snake Sneak
Adds +2 to your Defence.
Interaction (3): Become Hidden. If you start combat while Hidden, you can reroll the Order Check against the GM.
If you cast a Spell, you are revealed.
Armor
uses



Amber Armor
Adds +6 to your Defence.
Reaction (1): You can ignore a Spell Cast against you.
You can never be Hidden.
Armor
uses



Veil of Whispers
Adds +2 to your Defence.
Interaction (2): You can hear whispers through walls and solid barriers.
Reaction (2): Become Hidden for 1 turn.
Armor
uses



Flowing Robes
Adds +2 to your Defence.
Interaction (1): Choose an Emotion. Your Hysteria Limit is increased with +1 with it.
Only 1 Emotion can benefit from this effect.
Armor
uses



Teal Armor
Adds +5 to your Defence.
Interaction (1): Choose a Trauma effect. You are immune to it while wearing this armor.
Armor
uses



Splinter Mask
Adds +2 to your Defence.
Interaction (2): Assume the form of any humanoid you have seen. Speaking will reveal your true form.
Armor
uses



Solid Steel
Adds +8 to your Defence.
Finest steel given form. Brutal, effective, insane protection.
Armor
uses



The Lemon Aid
Adds +5 to your Defence.
Action (3): Heal 3 damage to an ally.
Armor
uses



Living Tree Armor
Adds +3 to your Defence.
Reaction (2): Transform into a Living Tree. Your Health increases by +10. You are Stuck.
Armor
uses

Item


Bag of Lucky Crystals
Interaction (1): Each party member draws a crystal from the bag.
Everyone rolls a d20. The highest roll becomes Lucky.
In case of a tie, the tied players roll again.
Item
uses



Finest Lantern
Interaction (2): Illuminate a 5-hex radius with a ghastly light. Reveals hidden creatures.
Action (1): Direct the light at an enemy. They become Frail.
Item
uses



Unyielding Ward
While worn, you cannot be Stuck.
Nullifies existing physical injuries.
Increases your Physical Score by +1.
Item
uses



Mind Ward
While worn, you cannot be Frail.
Increases your Mental Score by +1.
Item
uses



Trauma Chimes
Reaction (2): Choose an ally.
They ignore a Trauma effect.
The Trauma Die is still added to the pool.
Item
uses



Mist Pipe
Action (2): Create a cloud of mist covering 3 adjacent hexes. All creatures inside are Hidden.
The mist lasts for 2 turns.
Heals 1 damage.
Item
uses



Dream Catcher
Interaction (1): Capture a sleeping ally's dream. Ask them to recall it.
Action (1): Release the captured dream, causing all enemies within 5 hexes to become Stressed for 1 turn.
Deals 2 damage.
Item
uses



Ancient Crown
A pristine crown, fit for a powerful ruler. Its weight matched only by its burdens.
Action (2): Become Invincible and Stressed.
Item
uses



Pocket Hat
A standard edition professional adventurer hat.
Increases your Item count by +3.
Item
uses



Journey Journal
When you receive a Trauma, gain 2 Trauma Die instead of 1.
When you acquire this item, choose an Emotion and add +3 to its uses.
Item
uses

Consumable


Healing Brew
Always Succeeds, don't roll.
Action/Interaction (2): Heal 3 damage.
You can share this item with an ally.
Consumable
uses



Goodwill Brew
Always Succeeds, don't roll.
Action/Interaction (2): Restore 1 Empathy.
You can share this item with an ally.
Consumable
uses



Progress Brew
Always Succeeds, don't roll.
Action (2): Gain 1 Pathway Point. Must be your first Action and you loose your second Action.
You can share this item with an ally.
Consumable
uses



Trauma Brew
Always Succeeds, don't roll.
Action (2): Remove one Trauma effect from yourself or an ally.
The Trauma Die remains in the pool.
Consumable
uses



Whirlwood Honey
Taste the plesant honey.
Reaction (2): Gain +3 Defence.
You can share this item with an ally. It has one spoon, though.
Consumable
uses



Teal Tea
Reaction (2): Choose a Negative Condition.
On a roll of 1, you get it instead of Trauma.
Consumable
uses



Strange Mushroom Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Lucky.
Consumable
uses



Strange Cheese Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Confident.
Consumable
uses



Strange Mold Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Brave.
Consumable
uses



Strange Meat Jam
Action/Interaction (2): Choose an Emotion.
Gain Hysteria with it.
For your next 3 rolls you are Enraged.
Consumable
uses



Cursed Powder
Action (2): Choose a an enemy. Throw the powder on them. They become Cursed.
Deals 2 damage.
Consumable
uses



Salts Of Bramblebroth
The world-renowned salts from the beaches of Bramblebroth.
Reaction (2): Become Prepared.
Consumable
uses



Bubbling Ruby
Ruby crystal extract in its natural bubbling form.
Interaction (2): Remove Hysteria from an Emotion and its uses become 0.
Consumable
uses



Amethyst Juice
Amethyst crystal extract in its natural flowy form.
Interaction (2): Choose a Pathway Ability. It gains +1 use.
Consumable
uses
