Non-Combat Dice Rolls
Feb 12, 2016 20:06:48 GMT -5
Post by Python on Feb 12, 2016 20:06:48 GMT -5
-Water has a 1-in-3 chance of giving a tribute amoebic dysentery if it is not boiled or otherwise purified.
-Edible and medicinal plants have a 6-in-10 chance of being useless or mildly-to-fatally poisonous if the edible plants station has not been taken (or if there is no ally present to determine if the plants are edible or not); if hallucinogenic, they will have the obvious effect, and the tribute will feel intensely nauseous at the end of their episode
-Tributes with the trapping station have a 1-in-2 chance of successfully catching small game.
-Tributes without the firemaking station can still attempt to make fire, as long has they have the proper materials. The odds are 2-in-5 of them making a fire correctly. If they don't make a fire, their firemaking materials disappear (e.g. one match, one bundle of firewood)
-For any other success/fail activity (e.g attempting to poison an ally, attempting to chop down a tree, tributes who took the plants station finding edible-but-hallucinogenic plants, etcetera) that isn’t listed, please describe the situation to the Gamemaker(s) and ask for the roll. This is encouraged, so be as creative as you like!
Please make a note of what you are trying to accomplish before you post, in the same manner that you would specify who you attack in combat, e.g.
[[drinks unboiled water]]
[*dice=3]
If you wish to perform certain actions that are not listed here, PM the GM (me) to work out a dice table (if the action is feasible.) More dice rolls may be added as the Games progress.
Water [*dice=3]
1 Safe 2 Amoebic Dysentery (+25 Damage) 3 Safe
Medicinal Plants [*dice=7]
1 No Effect 2 Medicinal (-1 Damage) 3 Hallucinogenic (+5 Damage) 4 Poisonous (+20 Damage) 5 Medicinal (-1 Damage) 6 Mildly Toxic (+15 Damage) 7 Hallucinogenic (+5 Damage) 8 Fatal (Death) 9 Medicinal (-1 Damage) 10 Medicinal (-1 Damage)
Trapping [*dice=2]
1 Success 2 Failure
Firemaking [*dice=5]
1 Failure 2 Success 3 Failure 4 Success 5 Failure
Fishing [*dice=12]
1 1 Fish 2 None 3 None 4 1 Fish 5 2 Fish 6 None 7 None 8 None 9 Equipment lost 10 3 Fish 11 1 Fish 12 2 Fish
*one fish can feed one person for one day.
Eating Fish [*dice=5]
1 Clean 2 Clean 3 Mercury Poisoning 4 Clean 5 Clean
*Mercury Poisoning will add 5 damage every day from that point on.
Symptoms: Inability to sleep, bleeding gums, cramps, chest pain, headaches, etc.
Thievery roll [*roll range=”1-20”]
1-4 = nothing
5-19 = steal something random
20 = steal one item of your choosing
If you successfully steal a specific item, you may choose one item from the target’s list. This may not be a.) any weapon or b.) unique armor items. If a random item is stolen, you roll a second dice which determines the random item, [*roll range=”1-# of items the target has in their inventory]
Digitamoles Toe-Eating Table [*dice=15]
Number Damage Number Damage
1 miss 0
2 miss 0
3 miss 0
4 miss 0
5 miss 0
6 One Toe 5
7 One Toe 5
8 Two Toes 7
9 Two Toes 7
10 Three Toes 9
11 Three Toes 9
12 Four Toes 11
13 Four Toes 11
14 Five Toes 13
15 Five Toes 13
Dragipede acid roll 1-10
1- miss
2- severe burn +8
3- mild burn +2
4- severe burn +8
5- miss
6- moderate burn +4
7- mild burn +2
8- moderate burn +4
9- moderate burn +4
10- mild burn +2
Lesser Dragipede roll 1-5
1- moderate burn +4
2- minor burn +2
3- minor burn +2
4- miss
5 - moderate burn +4