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Dice System
(last revision: 09-25-98)

Table of Contents

Section 1.0 Introduction
Section 2.0 Combat Dice
Section 3.0 Stealth Dice
Section 4.0 Detection Dice
Section 5.0 Destruction Dice
Section 6.0 Magic Dice
Section 7.0 Death Strike Dice (AA Rules)
Section 8.0 Roguery Dice
Section 9.0 Healing Dice

1.0 Introduction

The dice system was created to represent a more valid form of roll-play. For anyone who has ever played tabletop roll-playing games, you know that there is always a reaction to an action, and sometimes what we do fails. A good Game Master (Dungeon Master for some of you), doesn't let the heroes (or villains) just slaughter the other side because they roll over 15 on their dice. The GM himself often rolls against the players to see if what they 'did' (whether it was strike an NPC, Non Playing Character, or another Player, or even do something with or to an inanimate object) was successful or not. So, in effect, the Proctor becomes the GM during a match. And must remain impartial to both sides as he or she makes determinations on what the cause and effects are of each roll.

Each set of dice descriptions is divided (roughly) into two sections. The first describes the role-playing use of the Dice, and the second describes the Combat use of the dice. These descriptions are not 'all' that one can do with the dice; the system will accommodate each player's style and can do much more than is described here. Do not be hesitant to innovate, be creative. As ultimately, it is the Proctor who will be the deciding factor as to what will be the results.

2.0 Combat

2.1 Combat Dice: armed or unarmed fighting, can include inherent magical abilities, but not actual spell casting. Used to cause damage only. There are no special effects under the Combat Dice. Each action is straight forward; this is the typical 'Rhydin' variety dice. This is the die set that a player uses to cut, slash, hack, bash, smack, thunk and any number of other colorful adjectives one uses to describe this type of fighting. This is the most common die and could be considered the default set when battling non-forum characters.


3.0 Stealth
3.1Stealth Dice: allows the player to role-play various scenarios where being sneaky, unobserved or quiet is in order.
3.2Role-Player use: with dual successes, (meaning when the dice are rolled both die must be higher than 15, i.e.: OnlineHost: JoeRolePlayer rolled 2 38-sided dice: 20 23, this is a dual success), entitles the character to OOC tell the target of the stealth roll, 'you don't see me', thus in effect, allowing the player to steal something from the target, or move behind them in the case of a combat roll, the uses are limitless. Blowing one roll means there is no effect, blowing both (botching a roll) means actually drawing attention to ones self and loss of one combat die on the first round (if Stealth was invoked prior to combat).
3.3Combat use: Stealth should be used to do sneaky things in combat. The backstab is a classic example. It works like this (keep in mind this is but one example). On dual successes, the user inflicts +1 damage, not +1 to dice, not +1 die, they do an extra point of damage on a successful backstab (See example #1 below). Dual Maximum dice do +1 pt per 10 sides a player has (take the sides and divide by 10, see example #2 below). Dual failure makes the user -1 to Stealth for the rest of the match (yes, multiple failures are cumulative, see example #3 below).
Example #1:
Stealthgod: rising unseen from darkness, my dagger plunges between the shoulder blades of my foe as he casts about in a blind panic to find me....
Online Host: Stealthgod rolled 2 50 sided dice: 45 38
Proctordude: Stealthgod does +1 damage this turn due to a sucessful backstab
Proctordude: End round 1 Stealthgod 12 (+1) = 13 : Hapless 0
***The 12 coming from the roll 45 38, and the (+1) as a reward for the high dual success.

Example #2:
OR (same scenario, different roll)
Stealthgod: rising unseen from darkness, my dagger plunges between the shoulder blades of my foe as he casts about in a blind panic to find me....
Online Host: Stealthgod: rolled 2 50 sided dice: 50 50
Proctordude: Stealthgod unzips Hapless like an old suitcase and does +10 damage for rolling Dual maximum dice
Proctordude: End round 1 Stealthgod 16 (+10) = 26 : Hapless 0

OR (same scenario, different roll)
***The 16 coming from the roll 50 50, and the (+10) as a reward for the perfect dual success. (50 divided by 10 = 5, 5 + 5 = 10, therefore +10 as the reward on a perfect dual success roll).

Example #3:
Stealthgod: rising unseen from darkness, my dagger plunges between the shoulder blades of my foe as he casts about in a blind panic to find me....
Online Host: Stealthgod rolled 2 50 sided dice: 12 7
Proctordude: Stealthgod steps on a twig and Hapless spins around in time to prevent the backstab, Stealthgod is -1 to Stealth the rest of the match for being such a buffoon. Stealth = 2d49.
(If, for example, he blew it again next round too, he'd be at 2d48, and so on. Every failures is deducted from a side whether the Stealth roll was done one after the other or not and lasts until the end of the match).

4.0 Detection Dice
4.1Detection Dice: allows the role-player to enact various scenarios involving spying or to be especially observant.
4.2Role-Playing use: (spying type scenarios) can cancel a Stealth move with dual successes, or OOC entitles the character to look at and use information in another character's profile. Thus, 'spying' on them and learning something about them. With one sucess - a random line in the profile, dual sucesses, three random lines, high dual sucesses lets the character using Detection ask a specific question that the other character is 'obliged' to answer truthfully, one question only, and only on dual high sucesses. Blowing both die lets the target look at 2 random lines in the players profile (C and P them to the other character, and be honest).
4.3Combat use: the player may use Detection Dice to spot and capitalize upon weaknesses in the opponent's fighting style. This is done by using an entire turn to observe. The player does not defend or attack, they simply state they are observing their opponent for weaknesses (i.e.: DetectGoddess: ::circles her opponent looking for a weakness in his armor:::). On the next turn, he or she then adds the Detection dice to the Combat dice, in effect rolling two sets of two dice for purposes of causing damage. (i.e.: OnlineHost: DetectGoddess rolled 2 30- sided dice: 22 30 for detecting and then immediatly roll Combat dice; OnlineHost: DetectGoddess rolled 2 36-sided dice: 15 28). Unlike other Abilities, this requires no intital dice roll, it happens automatically, but only once per attempt (that is one round to observe, one round to attack with four dice, if the player wishes to invoke it again, they must repeat the above procedure).


5.0 Destruction Dice
5.1Destruction Dice: used to inflict damage on non-animate objects or in extreme cases, bones. Excellent for use against fortifications, (assuming the player has a weapon capable of hurting walls, etc.), an enemy's own weapon, armor, etc.
5.2Role-Playing and Combat use combined: These dice are used in place of the normal combat dice, number and greatness of successes determines the outcome. High dual successes results in the target (weapon, armor, bone, etc.) getting broken. If a player is disarmed this way, it results in the loss of 1 Combat die for the duration of the match (unarmed combat uses one die, not two - the penalty is not for the weapon being broken, but for not having a weapon to use, there are, of course, exceptions to the rule when starting a match. i.e.: animal forms, supernatural creatures, kung fu masters, etc. but in these cases, dragon claws, kung-fu masters hands, are treated as weapons and can be broken, thus dropping them to 1dx) unless the player rearms himself. For example, if a player uses 2d38 for Combat and is disarmed, he will then only roll 1d38 until he rearms or he may use a different attack (Magic, Stealth, etc.).
The victim of this effect may switch to another type of attack (Magic, Stealth, etc), or employ a different weapon (provided he was armed with more than one) or even recover his disarmed weapon if it is recoverable in order to avoid unarmed combat (where you only have one die to work with). Switching weapons in mid combat will cost one attack die (Magic, Stealth, Combat - whatever you decide to use, see example #1) for one turn as the switch is made.
Example #1:
Mangler: smashes AxeLord's Axe to smithereens
OnlineHost: Mangler rolled 2 36-sided dice: 30 28
Proctor: Axe breaks, AxeLord is -1 Combat die for losing his axe (if AxeLord uses 2d38's as Combat dice, then he is allowed only 1d38 for remainder of match unless he rearms, in Combat dice mode only)
AxeLord: fine, I switch to my mace and attack this round with my Magic dice
Proctor: fine, you have only one Magic die to use while your attention is divided by simultaneous spell casting and weapon switching. (His Magic die is halved only because he chooses to rearm, had he simply attacked with magic he would still have rolled both die)
5.3Dodging: If the player chooses to use Combat dice while they are rearming, this has the unfortunate effect of leaveing them with NO dice to attack with that turn. Effectively the player can state he is rearming and 'miss' a turn. Which is undesirable as there is no effect resulting from this. However, the is an interesting (and more believable) way to deal with this; dodge and rearm. The dodge works like this. The player declares on the turn after they are disarmed that they are rearming (by drawing a second weapon or by retrieving the first if it is useable) and not attacking with their remaining 1dX. Instead, they state that they are using that die to dodge either the first or second die of the opponent's next attack. They then roll, and the result is the number of points of damage avoided from the named die (ignoring numbers below zero). If the named die did no damage, there is no effect. Dodging does not in any case heal damage, it can only avoid damage in the round it was used. Note that some magic spell effects may not be affected by dodging (see example #2).
Example #2:
(destruct dice)
Mangler: smashes AxeLord's wrist knocking his axe from his grasp.
OnlineHost: Mangler rolled 2 36-sided dice: 30 28
Proctor: Axe flies across room, AxeLord is -1 Combat die for losing his axe (if AxeLord uses 2d38's as Combat dice, then he is allowed only 1d38 for remainder of match unless he rearms, in Combat dice mode only)
<combat die>
AxeLord: dive and rolls, deftly avoiding an opposing attack by my foe, I scoop up my axe and leap to my feet (avoiding the first dice of my opponent).
OnlineHost: AxeLord rolled 1 38-sided dice: 24
<combat die>
Mangler: with both hands on the hilt of my sword I bring the edge down on Mangler as he dives past me.
OnlineHost: Mangler rolled 2 34-sided dice: 26 18
Proctor: AxeLord successfully retreives his axe and avoids (2) points worth of damage from Manglers first die (the 26). [If Mangler had rolled a 7 18, AxeLord would not have avoided any damage as a 7 isn't worth anything].


5.4Determing disarm rolls:
5.4.1Single sucesses: when this occurs against bones, weapons or armor do not succeed in disarming but do give cumulative +1 bonuses to the player's Combat dice. (i.e. the player rolls a 8 22, no disarm but the player is awarded a +1 to his Combat die for the duration of the match only. If he rolls a 2d32 for Combat, he will now roll 2d33). Note: this bonus is earned everytime the player employs destruction dice and rolls a single success. If a high dual success is rolled then the disarm takes place of the bonus.
5.4.2Dual successes: a dual success will normally result in disarming an opponent. However, it should be noted that it is to the proctors discretion on whether the disarm was successful. High dual successes are needed to disarm. If a player has 2d38 for Destruction dice and only rolls an 18 23, the proctor may wish to simply reward him with +2 to his Combat rather than call the disarm a success. The following is a general rule of thumb to determining the outcome:
*To break or disarm normal weapons the roll should be within the upper 1/2 of the dice or higher, for magical weapons the roll should be in the upper 2/3 and for breaking bones the roll should be in the upper 3/4.


**This formula is intended to be an estimated thing per the proctor. For an example say the players Destruct dice are 2d48s. If she was trying to disarm an opponent with a normal weapon she should have both rolls be 30 or higher, for magical weapons 35 or higher and for breaking bones 40 or higher. Its not meant to be complicated, just use your best judgement and remember the proctors word is law.


***the 1/2 - disarm 2/3 - magical disarm, 3/4 - break rule is a mental guideline. The proctor need only keep it in mind and estimate the level of sucess based on die roll, on the fly.


5.4.3Dual failures: this results in what was being used to do the Destroying, being destroyed itself. Again, magical and/or unique items can be treated differently, but should suffer some effect. (i.e.: the player uses a sword to break another sword and botches the roll, rolling a 6 11, his own sword breaks leaving him with 1dx and then the above discussed rules take place).

6.0 Magic Dice
Magic dice: all effects, especially in combat, not caused directly by a weapon, hand to hand or natural ability attack.
This is a very open abilty. It is defined by the character, used with the familiar double ## and can really be anything. Healing, fire from the sky, summoning, it's up to you. Non-mages may possess magic-like abilities, but actual spell casting should be left to the mages. Non-spell casters should not have 'magic (##)' dice higher than the Arcanus Magus, except perhaps a very magically oriented Overlord or Warlord, and even then it should not be general magical ability, but perhaps one specialized Art. Dual sucesses should be considered to do exactly what the mage described (still, no SIDs if they were not agreed upon ahead of time) and damage can be calculated as normal if the spell was one intended to do harm.
The versatility of Magic can not be overstressed. Mages are the only characters with only two types of Dice, this is because sorcery is so dangerous. Used properly.
Mages can perform actions that would normally be considered 'instants' with the Magic Abilty. However, they do not have complete free reign in this. The rules are as follows. Effects normally last one round if sucessful. The exception to this is when the mage uses the Magic ability to affect another set of Dice (his Combat Dice for instance). Those types of effects last until the mage uses his Magic Ability for something else. For example: Mage casts ##Burning Mace## and creates a magical weapon for himself to weild. This is his action for the round. If sucessful he takes the rolls (23 and 17) and adds them to his combat dice . 23 = 2, 17 = 1; 2+1 = 3: Mage adds +3(sides) to his Combat Dice. This lasts as long as the mage does not use his Magic for anything else (in RP terms, he is maintaining the Burning Mace spell). Effects that alter or affect an opponent in some way (ex: blinding, immobilization,spontaneous combustion, etc.) last one round as stated above, do their die results in damage, and backlash on the mage on any dual failures. Example: Mage casts ##Frozen in Place## on a charging Thunder Caller. Rolling 25 and 30, the Thunder Caller slams to a stop, taking (25=)3 + (30=)4 = 7 points of damage, and (if the mage had initative) losing his ability to attack for that turn. Note: a mage can only pull this type of maneauver (any move that deprives the opponent of an attack) twice per combat. Otherwise it would be theoretically possible to keep an opponent so tied up, that he or she never got an attack. A mage could, however, legally increase their own, or decrease an opponent's Abilities (Dice)to an extreme degree, indefinitely, if they rolled well enough every round. Mages are dangerous. Don't let the low Combat Dice fool you.


7.0 Death Strike Dice (AA Rules)


Death Strike dice: A vicious attack based on an assassin's knowledge of when, where, and how to attack to do the most harm.


Uses:
Role-Playing use: To be used as a means of assassinating a 'target' with that persons given mun consent. Legal during wartime and when contracted properly. See section 7.1 for complete forum rules and examples.
Combat use: To be used in a wargames type contest, the DS dice are used in DMs. If the assassin 'wins' initiative (by rolling the higher of the 1d6 die), he or she is allowed to use their Death Strike dice as an opening attack. They use their 3dxx's one time, then switch to Combat and/or Stealth. It's a one shot devastator. Do not be confused by the name: 'death strike' does not mean it kills the opponent automatically. In wargames and tournaments you use them once, because after the initial attack, you've been seen.
Rules:
7.1 Assassination Rules (Non Wargames) to be used during wartimes and under contract. Only the GC or SiC can contract an assassin. Even one of their own members must be under contract. There must be bounty for non-wartime AAs. The offered bounty must be in the guild coffiers and must show as such on the last report to the forum. (i.e.:Guild B offers Assassin A 1,000 GP as a bounty, Dragon Isles Empire forum records must show the guild has that many GPs in their treasury).
  
7.1.1 After receiving the target muns permission and setting the terms (what level of DM they will fight if the attempt should fail) through IMs, the assassin must enter a public room with a proctor. The proctor must state the following: ~^This is an AA on [screenname of target], roll initiative^~
7.1.2 Both the assassin and the target roll 1d6 for initiative, if the assassin rolls the highest, he wins the initiative and may proceed with his Death Strike. If the target rolls highest he has three options: run, stay and fight, or set his bodyguards on the assassin if applicable. (See section 7.1.4 for complete target rules).
7.1.3 If the assassin wins the initiative he rolls his 3dxx. The following chart determines the outcome:
A) If the added number is less than 25 he botches and is made (seen), at which point the target may run, attack or set his bodyguards on him.
ie: OnlineHost: KillerDude rolled 3 30-sided dice: 11 5 2(11+5+2=18, botched roll)
B) If the added number is equal to or greater than 25 then he hits. The points are tallied using the standard hit chart and added to the beginning points of a DM (level of DM previously agreed to) and the assassin, proctor and target must go to a PR and finish the fight.
ie: OnlineHost: KillerDude rolled 3 30-sided dice: 1 30 21 (1+30+21=52, successful hit, the assassin starts the DM with 6 points and has first strike)
C) If the assassin rolls all dice in the 20s or higher it is an automatic kill (level of DM previously agreed to).
ie: OnlineHost: KillerDude rolled 3 30-sided dice: 21 23 28 (all die in the 20's results in instant death)
7.1.4 If the target wins the initiative he may choose to run, fight the assassin or set bodyguards on him if applicable. See the following for complete rules:
A) If he flees there is no match, the hit was unsuccessful and the assassin goes home empty handed. The assassin MAY NOT attempt the hit again as he has been seen and is now known to the target.
B) If the target chooses to fight then he, the assassin and the proctor must go to a PR and fight the agreed upon level of DM.
C) If the target has legal bodyguards (maximum of two) that are present in the room, he may choose to set his bodyguards to attack the assassin. The assassin rolls 1d20. The outcome of that roll determines whether the guards can attack him.
1-6 the guards see the assassin and attack first
7-13 the guards see the assassin but the assassin attacks first
14-20 the guards do not see the assassin and he may flee
If the assassin must battle, the match will not result in death. If there is more than one bodyguard mass melee rules apply.
7.1.5 If the initiative is tie the target makes a precep roll using a 1d20. Use the following chart to determine if the target spots the would be assassin.
Rank of Target
Roll Needed to Spot Assassin
Private
18-20
Sergeant
18-20
Lieutenant
17-20
Captain
17-20
Major
16-20
Colonel
16-20
General
16-20
Legion Commander
15-20
Division Commander
15-20
Second in Command
14-20
Guild Commander
14-20
If the assassin is not spotted then the rules of section 7.1.3 apply.
If the assassin is spotted then the rules of section 7.1.4 apply.
8.0 Roguery Dice

Roguery dice: like Magic, this skill has many applications, primarily taking things other people don't want you to have. Other 'skills' also apply, the 'theif' skills not covered by Stealth, such as getting into places you shouldn't normally be able to get into, etc.
Dual sucesses should mean the targ et object gets taken without being noticed, one sucess - obligates the character to let the one being robbed try to get it back, dual failures means getting caught and not getting the item/climbing the wall, etc. This halves combat dice for one turn. This skill may be used creatively, with effects defined by the rogue, so long as they can be agreed to by all parties involved in the storyline.
Rougery is the quintessential dirty fighting skill. It should be played nasty and without mercy. Honor must be maintained, but please feel free to be creative enough to seem like cheating. Rougery is cunning and agility combined in an unholy union. Examples include using obstacles and the environment to hamper opponents. The Rouge knows the area better than anyone, and knows how to use it to advantage. I will let you figure out how to describe this, but sucesses could be used to reduce future damage inflicted by opponents on a point-for-point basis. And unlike other Abilities, the Rouge can choose to split the dice. The Rouge would have to have first strike to use this abilty this way. Here's how it would work (again, this is only one example):
Rouge: ::waits for warrior's sword to descend, jumps away at the last second, revealing the wood block behind him. Laughs as the warrior tugs on the buried blade and casually kicks him in the ribs. (splits dice, first die result = how much damage the warrior does not do to me, second is damage I do to him with kick).
Rolls 34 17
Result: Warrior must subtract (34=) 4 from whatever damage he does this round (extra points just go away, as in if he only does three); Rogue does 1 pt of damage with the kick.
Need I say that there is far more deviltry to be thought up with this Ability?