Assorted and Random dice rolls

Darasuum

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This will be random dice rolls for situations that call for it or for threads that do not have a dice roll thread of their own. I will link the related post in whatever thread post I utilize it in which should link it back here.

Roll a d10 dice.
  • 9-10 (total success)
  • 7-8 (reasonable success)
  • 5-6 (stalemate/deadlock)
  • 3-4 (failure)
  • 1-2 (abysmal failure)



Roll Reference


D100
+5 to die roll for every character level above 1.
100 - Critical Success! Things go perfectly and you get a major positive bonus effect.
81-99 - Major Success! Things go perfectly and you get a minor positive bonus effect.
51-80 - Success! Things go exactly as planned.
26-50 - Minor Success! You achieved your goal, but some sort of negative comes along with it.
11-25 - Minor Failure! You failed with a minor consequence.
2-10 - Major Failure! You failed miserably, with a major consequence as a result.
1 - Critical Failure! God have mercy on you.




D20
+1 to die roll for every character level above 1.
20 - Critical Success!
15-19 - Major Success!
10-14 - Minor Success!
5-9 - Minor Failure!
2-4 - Major Failure!
1 - Critical Failure!



D6

6 - Critical Success!
5 - Major Success!
4 - Minor Success!
3 - Minor Failure!
2 - Major Failure!
1 - Critical Failure!


-----

Two Birds : http://www.thestarwarsrp.com/forum/index.php?threads/two-birds-stones-bleed.85343/

@Rimrald @Darasuum

-----

A NATURAL ROLL OF 69 RESULTS IN INSTANT ADULT CONTENT (not breaching the site's terms of service of course) AND WILL TURN TO SUCCESSFUL FLIRTATION AND SEDUCTION LEVEL INTERACTIONS.
 
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Darasuum

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rolling to see if we can go by air taxi with all our guns or gotta go by walking/lift

[dice]1d10[/dice]
 

Darasuum

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Rolling to see if he is not detected by either of the two sentries.

[dice]1d10[/dice]
 

Darasuum

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Rolling to see how many swings it takes for burkhart to kill the guy.

[dice]1d4[/dice]
 

Darasuum

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Rolling to find out the number of sith in the camp +7

[dice]1d20[/dice]
 

Darasuum

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10 = Heavily armed (with reinforcements)
8-9 Heavily armed
4-7 = Moderately armed
2-3 = Lightly armed
1 = Barely armed

[dice]1d10[/dice]
 

Darasuum

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rolling to see how many are inside. At least 10

[dice]1d10[/dice]
 

Darasuum

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Checking to see how spread out the eleven are. The lower the number the less spread out they are.

[dice]1d100[/dice]
 

Darasuum

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how many are there that Burkhart first comes on. Rolling 1d4 - 1 (to a minimum of 1) since they are spread out

[dice]1d4[/dice]
 

Darasuum

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Rolling to see if he can quickly and quietly take him out with his bare hands +1 for element of surprise

[dice]1d20[/dice]
 

Darasuum

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Rolling to see if he can kill the bandit before he draws. +1 because he already has his repeater drawn and is at close range.

[dice]1d20[/dice]
 

Darasuum

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Rolling to see how accurate Burkhart's grenades are. He's throwing two of them.

[dice]2d100[/dice]
 

Darasuum

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rolling to see if Koil can be a beast and do a now shot knife throw

[dice]1d100[/dice]
 

Darasuum

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Seeing if Burkart can swing into an enemy

[dice]1d100[/dice]
 

Darasuum

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Firing at the two downed sith troopers +5 for them being thrown prone

[dice]1d100[/dice]
 

Darasuum

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First impressions

[dice]1d100[/dice]
 

Darasuum

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to see if the pirates comply. If it is a stalemate it will be a reroll

[dice]1d6[/dice]
 

Darasuum

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Rolling to see how well they respond to his initial opening +10 for the earlier major success

[dice]1d100[/dice]
 

Darasuum

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Continued success. giving next roll a +15

[dice]1d100[/dice]
 

Darasuum

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Rolling to see if the gangsters will be honest. High roll = they will

[dice]1d6[/dice]
 
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