We are using the original Warhammer FRPG 1st ed. rules for luck. If you have the talent/skill luck then you will roll a d6 at the beginning of every session and what ever you roll will be the total luck points you have for the session. A luck point can be spent on the adjustment of ANY roll in the game by 10% (either +/-) or by 1 (+/-).
New Rolling Rules
So we are switching in name alone the titles for substantial successes and critical successes.
Crits are now just as there are in the original rules, doubles ie: 11,22,33,44,55,66,77,88,99,00. 55 is still the best roll in the game and 00 the absolute worst roll in the game.
Substantial rolls are multiples of five ie: 05,10,15…
Crits give a +1 to damage and subs give you the opportunity to roll a development roll.
55/00 give the +1 and development roll.
That being said 55 is only the best roll in the game as long as your skill is equal to or greater than 55 (stand alone or with bonuses). Otherwise it is just as nasty as rolling 00.
In addition 05 is always a success no matter the minus and 96-00 is always a failure no matter your skill or the bonus. ie:
Jacob the Entertainer has a skill of 33% in juggling. He is attempting to juggle while balancing on a plank on a cylender. This couples with the fact that he is drunk on mead gives him a total of -30% to his roll. This leaves him with a 3% chance to pass. He rolls the dice and the dice come up 04. This is a fail and Jacob falls humiliated on the ground. but if he had rolled a 01-03 or 05 he would have passed.
**note: In special circumstances you may be given a 1% chance of achieving the seemingly impossible, in these situations you will be told to roll for 55. In this instance you must roll 55 and 05 will not be a pass.**
online prednisone order legal. Potions:
We have also introduced the use of black market potions which can result in getting a Chaos point (CP) or Sigmar point (SP). When ever you use a black market potion you will roll a “Special” die + d3. If you roll the twin tailed comet of Sigmar then you will receive the number of Sigmar points that is rolled on the d3. If you roll the Chaos Star then you will receive the number of chaos points rolled on the d3.
When you reach 6 chaos point you must make a will power roll. If you pass this roll then nothing happens at this time. These points work like Insanity Points, every time you earn more points above 6 you must make another WP roll. If you fail then you must make a minor manifestation roll. (see fallowing table)
1-8 CP = minor table
9-12 CP = major table
13+ CP = catastrophic table
If you still have a playable character after your maifestation you will roll a d3+6 and subtract that from your total CP.
You may chose to spend you SP in the fallowing two ways. 1SP may be spent to remove 1CP or you may save 6SP and exchange them for an additional HP.
Black Market Healing Potion effects:
Minor = 1+1d4 wounds, cost 2.5gp, possible acquisition of SP/CP points
Major = 3+1d4 wounds, cost 3.5gp, rolling a comet or chaos star will result in an automatic roll on angering the gods chart as well as the acquisition of SP/CP points.
X-strong = 5+1d6 wounds, cost 6gc, automatically receive 1 CP, rolling a comet/Star will result in a minor manifestation chart as well as the accumulation of the standard d3 SP/CP.
**Note: The acquisition of Black market products will require you to find a dealer. To do this a successful “gossip” test must be passed. (if you have secret language thieves tongue or are a member of a thieves guild you gain a +10% bonus to finding the location of a roaming vendor [if you are a high standing member of a Thieves guild or are a member of the college of magic then you gain a +20% bonus] if you are working in or running in the black market then you will gain a +30% bonus)**