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Dice Rolls
Dice Rolls
Dice Rolls
D20
D100
00 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success (D4+1 to Combat Skill Score, Double the
Combat Damage)
01 = Critical Hit (D4+1 x10 to a Combat Skill Score, Double the Combat
Damage, One Additional Attack with the Same Weapon)
Skill Rolls:
o
20 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success (+1 to Combat Skill Score)
01 = Critical Hit (D4+1 to Combat Skill Score, Double the Combat Damage)
D20
D100
20 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success (+1 to Skill Score)
01 = Critical Result (D4+1 to Skill Score)
00 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success (D4+1 to Skill Score)
01 = Critical Result (D4+1 x10 to Skill Score)
D20
D100
20 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success
01 = Critical Result (+1 to Ability Skill Score)
00 = Botched Result
Above Current Score = Failure
At or Below Current Score = Success (+1 to Ability Skill Score)
01 = Critical Result (D4+1 to Ability Skill Score)
Dice Results
Non-Lethal Damage: Players may state before attacking that they are attempting to do nonlethal damage to a target. As long as the target is not killed the damage done will not be life
threatening and the target should survive the attack.
Favorable/ unfavorable conditions: Storytellers can adjust the difficulty of a skill by adding
or subtracting from the skill total on the chart below.
Mild
Moderate
Severe
D20
+/-3
+/-6
+/-12
(D100)
(+/- 6)
(+/-12)
(+/- 24)
Examples
Has attempted the job before.
Has a rope to help climb or a tool.
The wanted item is handed to the player.
UNEARTHY ROLL: Players will sometimes ask to do the impossible. If the request is beyond a
called shot then the player needs to attempt an unearthly roll. For this rare occasion the story teller
can ask the player to go ahead and attempt the skill, combat skill, defensive skill or Ability score check
on a D1000. If successful the player gains what he would have gotten if rolled on a D100 X10. (IE:
D4+1 X10 now becomes D4+1 X100) If he fails the Storyteller should use judgment as to the outcome
of the check.
Starting Skills: Players start with the ability score modifier in a skill to which it correlates.
Attack roll D20
Critical 01
Critical 01
Critical 01
Critical 01
Success
Success
Success
Success
Botched 20
Botched 20
Botched 20
Botched 20
Dodge RollD20
Result
Critical 01
Defender Dodges
Success
Hit Double Damage (+D4+1 to combat skill)
Misses
Hit Normal Damage (+D4+1 to combat skill)
Botched 20
Hit Double Damage (+D4+1 to combat skill)
Critical 01
Defender Dodges
Success
Defender Dodges
Misses
Hit Normal Damage
Botched 20
Hit Normal Damage
Critical 01
Attack Misses
Success
Attack Misses
Misses
Attack Misses
Botched 20
Attack Misses
Dodge RollD100
Result
Critical 01
Defender Dodges
Success
Hit Double Damage (+D4+1x10 to combat
Dodge RollD20
Result
Critical 01
Hit Double Damage (+D4+1x10 to combat skill)
Success
Hit Double Damage (+D4+1x10 to combat
Misses
Botched 00
Critical 01
Success
Misses
Botched 00
Critical 01
Success
Misses
Botched 20
Dice Results
Critical 01
Critical 01
Success
Success
Success
Success
Botched 00
Botched 00
Botched 00
Botched 00
Misses
Botched 00
Critical 01
Success
Misses
Botched 00
Critical 01
Success
Misses
Botched 20
Dodge RollD100
Result
Critical 01
Defender Dodges
Success
Defender Dodges
Misses
Hit Normal Damage (+D4+1 to combat skill)
Botched 00
Hit Double Damage (+D4+1 to combat skill)
Critical 01
Defender Dodges
Success
Defender Dodges
Misses
Hit Normal Damage
Botched 00
Hit Normal Damage
Critical 01
Attack Misses
Success
Attack Misses
Misses
Attack Misses
Botched 20
Attack Misses