Dice Roller

Percentile checks with Hard and Extreme results, bonus and penalty dice and exact odds, plus Luck, Sanity rolls and damage dice for 7th edition.

Set a skill, then roll.

    Exact Odds

    Worked out from every combination of the units die and the tens dice, not by simulation. A bonus or penalty die changes these numbers more than you might expect.

    ResultChance

    Luck

    Spending Luck and Luck recovery are optional rules. Luck lowers a skill or characteristic roll point for point. It can't change a critical, a fumble, a pushed roll, or a Luck, Sanity or damage roll, and a roll changed with Luck earns no improvement tick. Recovery: roll d100 at the end of a session; if it's over your Luck, gain 1D10 (to a maximum of 99).

    Sanity Roll

    Write the loss the usual way, such as 0/1D3, 1/1D6, 1D4/1D10 or 1D6/1D20+1.

    Damage

    An Extreme success on an attack does maximum weapon damage; an impaling weapon (a blade or a bullet) also adds a second roll of its dice. Whether the damage bonus is maximised too is worded differently in different printings, so this roller rolls it normally; ask your Keeper. Damage bonus applies to melee, not firearms.

    Reading the Roll

    • Regular success: at or under the value. Hard: at or under half. Extreme: at or under a fifth. Half and fifth round down, so a skill of 55 has Hard 27 and Extreme 11.
    • Critical: a roll of 01. Fumble: 100 always; when the number you need is below 50, 96 to 100. That is the number you need for this roll, so a Hard or Extreme roll can widen the fumble range.
    • Bonus and penalty dice: roll an extra tens die and keep the better (bonus) or worse (penalty) tens. One of each cancels out; never more than two either way. A tens die of 00 with a units die of 0 reads 100.
    • Pushing: a failed skill or characteristic roll can be rolled once more if your investigator tries a new approach, but failing a pushed roll brings something much worse. Luck, Sanity, combat and damage rolls can't be pushed.
    • Sanity: lose 5 or more in one roll and make an INT roll. On a success you understand what you saw and go temporarily insane; on a failure the memory is pushed away and you stay sane, for now. Lose a fifth of your current Sanity in one day and the insanity is indefinite.

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