Post by DrakoEthnAegis on Oct 21, 2013 16:36:24 GMT -6
This will be a thread used for quick reference of Dice rules.
Contested d20's
These are the rules for if a player is trying to do something that can be contested (ie attacking, dodging, sneaking, etc...)
The attacker and the defender will both roll a d20 to determine if an attack is a success or a failure
On the DM's descretion a bonus may be added to either the attacker or defenders roll in order to increase their overall dice number.
For example, if a character is using trees as cover against an oncoming attack or to make them harder to find, they can recieve a plus 2 to their dice roll, so if they roll an 11, it will be counted as a 13.
The number added is determined by the DM
A natural 1 on a dice roll is instantly regarded as a critical failure, and an additional d20 will be rolled to determine how horribly they failed.
Examples include: enemies doing double damage, missing limbs, weapon becoming useless, weapon malfunction, gear getting destroyed, etc...
A natural 20 on a dice roll is instantly regarded as a critical success, and an additional d20 will be rolled to determine how well they succeded
Examples include: Doing double damage, Crippling a target, Being able to counter-attack, Completely evading an enemy, etc...
On contested rolls if their is a tie, the defender always wins.
Dice rules: Uncontested d20's
These are the rules for when a character is just trying to do something that the dm thinks they should roll dice to see if they actually can do it
Here is the general dice roll chart
1: Critical Faliure (see above)
2-5: Bad Failure - nothing good came out of what you did
6-10: Failure - You failed, nothing more to say
11 - 15: Success - You did what you were aiming to do
16 - 19: Good Success - You not only succede, additional luck may be headed your way.
20: Critical Success (see above)
Like before, the DM can award bonus points or negative points for things you are attempting to do. Like for instance, if you are an engineer trying to do CPR, you may get a negative 2 bonus, so if you roll an 11, it would turn into a 9.
SANITY RULES
Everyone starts out at a base of 50 sanity
The DM will declare "Make a sanity check, target (whatever number he chooses [typically 10 unless special occasion])"
If you roll below the number he declares, you will loose sanity points.
On some occasions even if you roll above the number he declares you will still lose sanity
For instance, If you watch your friend be torn to pieces, bits of gore raining down all around you, the DM will require you to make a sanity check, probably target 15 or 16. If you fail, he will roll a d10 to determine how much sanity you lose. If you succede, since it is still a pretty fucked up sight, he will roll a d10 divided by 2, meaning max you can lose is 5.
Another instance is if you stumble across some disturbing writing written in human blood. While not as traumatiziing, the DM will still require you to make a sanity check, target 10. If you fail, since not that scary and more just "slightly disturbing" you may lose 1 sanity, while someone who passes will lose none.
depending on how traumatising the event is will determine whether someone loses 1, 2, 3, d4, d6, d8, d10 worth of sanity
TEMPORARY INSANITY
If you lose 5 sanity within a hour or a total of 10 sanity all together, you will develop a temporary insanity.
A temporary insanity can include anything from schizophrenia to passing out to uncontrollable laughter.
Typically it is best played if the temporary insanity has something to do with what pushed them over the edge (ie blood writing found in a dark place may make them have a phobia of dark places)
Due to it being a temporary insanity, it can last anywhere between a few minutes, to a couple hours
PERMANENT INSANITY
If you manage to obtain a second temporary insanity while you currently have a temporary insanity, it transforms into a permanent insanity.
A permanent insanity, while usually not as crippiling as temporary insanities, will only go away after months of therapy.
Some examples include: Paranoia, A Phobia, even something as basic as a complete reversal of the characters personality. As above, it is best to play this with whatever drove them to be insane.
If at any time a character reaches 0 sanity, they become a feral PC driven by the DM as their mind has been completely shattered
REGAINING SANITY
There are very few ways to regain sanity.
This includes: Going to therapy, Indulging in a Vice (alcohol, sex, etc...), or even finding like a really peaceful place that just casues your nerves to relax (ie spa or something)
Therapy typically is a d6 worth of sanity, while other things are a d4
Possession Chances:
20d*2
2 = Demoralising Posession.
3-10 = Quiet Posession.
11-20 = Noticable Posession.
21-30 = Unnoticed Fail.
31-39 = Obvious Failure.
40 = No intrusion.
Sanity modifiers:
50 = +15
45 = +10
40 = +5
35 = 0
30 = -5
25 = -10
20 = -15
15 = -20
10 = -25
5 = -30
0 = -35
Demoralising Posession:
Possession Mutilates the body and effects surrounding NPC morale and Sanity. Causes Severe or Fatal damage to character.
6d
1-3 = Fatal
4-6 = Severe
Quiet Posession:
Character is possessed without Any indication to alert other characters.
Noticable Posession:
Character is possessed, but has a noticable reaction such as a Yelp, or a large migrain, or nausia.
Unnoticed Fail:
Character has an intrusion, but could not determin a cause and just feels light headed.
Obvious Fail:
Character gets a Huge migrain that is easily noticable by them or surrounding characters.
No intrusion:
The Possession did not penetrate at all and has No effects.
Contested d20's
These are the rules for if a player is trying to do something that can be contested (ie attacking, dodging, sneaking, etc...)
The attacker and the defender will both roll a d20 to determine if an attack is a success or a failure
On the DM's descretion a bonus may be added to either the attacker or defenders roll in order to increase their overall dice number.
For example, if a character is using trees as cover against an oncoming attack or to make them harder to find, they can recieve a plus 2 to their dice roll, so if they roll an 11, it will be counted as a 13.
The number added is determined by the DM
A natural 1 on a dice roll is instantly regarded as a critical failure, and an additional d20 will be rolled to determine how horribly they failed.
Examples include: enemies doing double damage, missing limbs, weapon becoming useless, weapon malfunction, gear getting destroyed, etc...
A natural 20 on a dice roll is instantly regarded as a critical success, and an additional d20 will be rolled to determine how well they succeded
Examples include: Doing double damage, Crippling a target, Being able to counter-attack, Completely evading an enemy, etc...
On contested rolls if their is a tie, the defender always wins.
Dice rules: Uncontested d20's
These are the rules for when a character is just trying to do something that the dm thinks they should roll dice to see if they actually can do it
Here is the general dice roll chart
1: Critical Faliure (see above)
2-5: Bad Failure - nothing good came out of what you did
6-10: Failure - You failed, nothing more to say
11 - 15: Success - You did what you were aiming to do
16 - 19: Good Success - You not only succede, additional luck may be headed your way.
20: Critical Success (see above)
Like before, the DM can award bonus points or negative points for things you are attempting to do. Like for instance, if you are an engineer trying to do CPR, you may get a negative 2 bonus, so if you roll an 11, it would turn into a 9.
SANITY RULES
Everyone starts out at a base of 50 sanity
The DM will declare "Make a sanity check, target (whatever number he chooses [typically 10 unless special occasion])"
If you roll below the number he declares, you will loose sanity points.
On some occasions even if you roll above the number he declares you will still lose sanity
For instance, If you watch your friend be torn to pieces, bits of gore raining down all around you, the DM will require you to make a sanity check, probably target 15 or 16. If you fail, he will roll a d10 to determine how much sanity you lose. If you succede, since it is still a pretty fucked up sight, he will roll a d10 divided by 2, meaning max you can lose is 5.
Another instance is if you stumble across some disturbing writing written in human blood. While not as traumatiziing, the DM will still require you to make a sanity check, target 10. If you fail, since not that scary and more just "slightly disturbing" you may lose 1 sanity, while someone who passes will lose none.
depending on how traumatising the event is will determine whether someone loses 1, 2, 3, d4, d6, d8, d10 worth of sanity
TEMPORARY INSANITY
If you lose 5 sanity within a hour or a total of 10 sanity all together, you will develop a temporary insanity.
A temporary insanity can include anything from schizophrenia to passing out to uncontrollable laughter.
Typically it is best played if the temporary insanity has something to do with what pushed them over the edge (ie blood writing found in a dark place may make them have a phobia of dark places)
Due to it being a temporary insanity, it can last anywhere between a few minutes, to a couple hours
PERMANENT INSANITY
If you manage to obtain a second temporary insanity while you currently have a temporary insanity, it transforms into a permanent insanity.
A permanent insanity, while usually not as crippiling as temporary insanities, will only go away after months of therapy.
Some examples include: Paranoia, A Phobia, even something as basic as a complete reversal of the characters personality. As above, it is best to play this with whatever drove them to be insane.
If at any time a character reaches 0 sanity, they become a feral PC driven by the DM as their mind has been completely shattered
REGAINING SANITY
There are very few ways to regain sanity.
This includes: Going to therapy, Indulging in a Vice (alcohol, sex, etc...), or even finding like a really peaceful place that just casues your nerves to relax (ie spa or something)
Therapy typically is a d6 worth of sanity, while other things are a d4
Possession Chances:
20d*2
2 = Demoralising Posession.
3-10 = Quiet Posession.
11-20 = Noticable Posession.
21-30 = Unnoticed Fail.
31-39 = Obvious Failure.
40 = No intrusion.
Sanity modifiers:
50 = +15
45 = +10
40 = +5
35 = 0
30 = -5
25 = -10
20 = -15
15 = -20
10 = -25
5 = -30
0 = -35
Demoralising Posession:
Possession Mutilates the body and effects surrounding NPC morale and Sanity. Causes Severe or Fatal damage to character.
6d
1-3 = Fatal
4-6 = Severe
Quiet Posession:
Character is possessed without Any indication to alert other characters.
Noticable Posession:
Character is possessed, but has a noticable reaction such as a Yelp, or a large migrain, or nausia.
Unnoticed Fail:
Character has an intrusion, but could not determin a cause and just feels light headed.
Obvious Fail:
Character gets a Huge migrain that is easily noticable by them or surrounding characters.
No intrusion:
The Possession did not penetrate at all and has No effects.