Non-Combat Dice Rolls
Jun 17, 2016 23:17:41 GMT -5
Post by Avalon on Jun 17, 2016 23:17:41 GMT -5
-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.
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
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]
Gorgon Stun Roll Table [*dice=10]
Roll Effect Damage 1 Bitten, Stunned 0 2 Bitten, Not Stunned +4 Dmg, Festering Wound 3 Not Bitten 0 4 Bitten, Not Stunned +4 Dmg, Festering Wound 5 Bitten, Stunned Stunned ( 1 Rnd ) 6 Bitten, Stunned Stunned ( 1 Rnd ) 7 Not Bitten 0 8 Bitten, Not Stunned +4 Dmg, Festering Wound 9 Bitten, Stunned Stunned ( 1 Rnd ) 10 Not Bitten 0
Graea Mutt Roll [*dice=6]
Roll Result 1 Miss 2 Miss 3 Miss 4 Hit 5 Hit 6 Hit
Howling Winds Fire Roll [*dice=6]
Roll Result 1 Not Extinguished 2 Not Extinguished 3 Not Extinguished 4 Not Extinguished 5 Extinguished 6 Extinguished
Howling Winds Gift Roll [*dice=20]
Roll Result Damage/Effect 1 Full Water Jug 0 2 Nothing 0 3 Antidote 0 4 Cave Spider +3 Dmg 5 Nothing 0 6 Sapphire 0 7 Nothing 0 8 Nothing 0 9 Cave Spider +3 Dmg 10 Kodama 0 / Follows trib remainder of Games Day 11 Antidote 0 12 Nothing 0 13 Full Water Jug 0 14 Nothing 0 15 Nothing 0 16 Nothing 0 17 Healing Syrup -3 Dmg when used 18 Cave Spider +3 Dmg 19 Nothing 0 20 Kodama 0 / Follows trib remainder of Games Day