Dice
Die Roll | Weapon | Unarmed | Missile Weapon | Missile Spells | Other Spells |
3 | Triple damage | Auto hit/success |
4 | Double damage | Auto hit/success |
5 | Automatic hit/success |
6-15 | If roll is <= DX, you hit/succeed |
16 | Automatic miss | Auto miss, missile keeps going | Failure, lose 1ST |
17 | Drop weapon | Take 1d6 damage | Miss, if 1st roll, drop weapon | Miss, lose full ST | Failure, lose 1ST |
18 | Weapon breaks | Take 1d6 damage | Miss, if first roll, weapon breaks, otherwise projectile | Miss, lose full ST, if first roll, caster falls down, | Failure, lose 1ST |
Dice | Auto Success | Roll <= attribute | Auto Failure |
1 | 1 | 4-6 | n/a* |
2 | 2 | 3-11 | 12 |
3 | 3-5 | 6-17 | 16-18 |
4 | 4-8 | 9-19 | 20-24 |
5 | 5-11 | 12-23 | 24-30 |
6 | 6-14 | 15-27 | 28-36 |
7 | 7-17 | 18-31 | 32-42 |
8 | 8-20 | 21-35 | 36-48 |
9 | 9-23 | 24-39 | 40-56 |
+1 | +3 to max | - | +4 to min |
- alternatively, if a 6 is rolled, roll again and if the second roll is also a 6, it is a failure
Die roll | Reaction |
1 | Hostile |
2 | Unfriendly |
3-4 | Neutral |
5 | Friendly |
6 | Very Friendly |
Max modifier +/- 3
Page last modified on December 22, 2015, at 02:09 PM