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Never Forget

09/11/01

Rulebook - Dice Systems
combat
- 2d25 for normal size creatures. Innate Enhancers may be granted for large or small creatures on a case by case basis and should be determined at time of character creation. Used to attempt any action pertaining to damage or defense of a non-magical nature. The results of each dice roll is explained below.

A roll of 2 (double 1's) = a broken weapon.
A roll of 5 or less = a dropped weapon or a fall.
A roll of 6 to 14 = a missed attack.
A roll of 15 to 19 = 1 damage.
A roll of 20 to 24 = 2 damage.
A roll of 25 = 3 damage.
*Weapon Enhancers are only added to successful attacks.
**Armor Enhancers are only subtracted from successful attacks.

perception
- 2d25 Used to detect any action which must be done in secret such as thieving, sneaking up on a victim, etc. This roll is challenged by the stealth roll of the assailant. Should both players be successful in their attempt, the player with the highest roll wins. Enhancers are added to any result higher than 3. If successful, the player perceiving an attempt of a secretive nature is granted a one turn advantage. This turn may be used in any manner desired. Critical Miss and blunder are irrelevant on a perception roll.

stealth
- 2d25 Used to attempt any action which must be done in secret such as thieving, sneaking up on a victim, etc. This roll is challenged by the perception roll of the intended target. Should both players be successful in their rols, the player with the highest roll wins. Enhancers are added to any result higher than 3. If successful, the player attempting the act of stealth is granted a one turn advantage. This turn may be used in any manner desired. A critical miss in this instance indicates being detected and identified while in the act [aka: Caught red handed :) ]. A blunder indicates beign detected and identified.

aura - 2d25 Used to attempt any action which must be done using magic or healing.
Concerning healing, this roll reflects the channeling of energies through the body, focus on a diety or preparation of holistics required to perform healing of any type. Enhancers are added to any result higher than 3. For all healing, the total HP replenished to the recipient of healing is the result of the roll + aura enhancer of the healer. A critical miss while attempting healign will result in taking on damage. A blunder will result in loss of ability to heal for 24 mun hours.
Concerning magic, this roll reflects the channeling of energies, use of knowledge and concentration required to get a successful result. Enhancers are added to any result higher than 3. A critical miss while attempting magic will inflict damage equal to any aura enhancers being used and the inability to cast magic for 24 mun hours. A blunder inflicts damage equal to any aura enhancers being used and the inability to cast magic for teh remainder of the scene.

Dice Results
0-2 = Critical Miss
3-5 = Blunder
6-14 = Unsuccessful
15-19 = 1
20-24 = 2
25 = 3

Types of Encounters
(need systems specifics for each)
DM
TA
HM
SM
FC



Legends of Sol' Dennai�, LoSD�, Isle of Grey�, War of the Harvest�, Seasons of Unrest�, Trial By Fire�, Days of Agin�, Etaciun Plane�, Thalen�, Driella�, and related text, materials and graphics are Copyright J. O'Shields, 2001.
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