Tests
- Roll
d20 ± abilityand meet or beat DR to succeed. - Creatures typically roll unmodified
d20versus DR. - Default baseline DR for routine action is often 12.
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Ready.
Doom-soaked rites and rulings for the table's final hour.
d20 ± ability and meet or beat DR to succeed.d20 versus DR.Presence + d4 (roll daily).d2 HP, dizzy for one hour, no powers during that hour.d4 HP.d6 HP.d6 damage each day.2d6 versus creature morale.d6: 1-3 flee, 4-6 surrender.d6.Agility + d6.-d2 damage reduction.-d4 damage reduction and +2 DR Agility tests.-d6 damage reduction and +4 DR Agility tests.| Score | Modifier |
|---|---|
| 3-4 | -3 |
| 5-6 | -2 |
| 7-8 | -1 |
| 9-12 | 0 |
| 13-14 | +1 |
| 15-16 | +2 |
| 17-18 | +3 |
| DR | Meaning |
|---|---|
| 6 | Incredibly simple |
| 8 | Routine |
| 10 | Pretty simple |
| 12 | Normal |
| 14 | Difficult |
| 16 | Really hard |
| 18 | Should not be possible |
| Roll | Outcome |
|---|---|
| 1 | Fall unconscious for d4 rounds; wake with d4 HP. |
| 2 | Roll d6: 1-5 broken/severed limb, 6 lost eye. No action for d4 rounds, then active with d4 HP. |
| 3 | Haemorrhage: death in d2 hours unless treated. Tests are DR16 first hour, DR18 last hour. |
| 4 | Dead. |