Dice Roller & Toolkit

d100 tests with Success Levels, criticals and fumbles, and exact odds

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Set your target below, then roll. Roll under or equal to succeed.

Exact Odds

Every possible d100 roll counted, not simulated. For an opposed test, all 10,000 pairs of rolls are counted.

How the Roller Reads the Rules

  • Target = Characteristic + Skill advances + difficulty + 10 per Advantage + any other modifier.
  • Success if the d100 roll is equal to or under the target. A roll of 01–05 always succeeds and 96–00 always fails.
  • Success Levels = tens digit of the target βˆ’ tens digit of the roll. An automatic success never counts as below +0 SL, and an automatic failure never counts as above βˆ’0 SL.
  • Attacks: a double (11, 22 … 99, 00) on a successful attack is a Critical; a double on a failed attack is a Fumble. Hit location comes from reversing the roll's digits.
  • Opposed tests: the higher SL wins; on equal SL the side with the higher skill (target) wins; if those are equal too, roll again. The winner's margin is their SL minus the loser's.
  • Fortune: spending a Fortune point lets you reroll a test. The reroll replaces the old result.

Damage

Damage = weapon Damage (melee weapons include Strength Bonus) + the attack's winning SL, minus the target's Toughness Bonus and Armour Points at the hit location. A hit always does at least 1 Wound.

After an attack or opposed test, the roller fills in the SL margin for you.

Hit Locations

Reversed rollLocation
01–09Head
10–24Left Arm (secondary arm)
25–44Right Arm (primary arm)
45–79Body
80–89Left Leg
90–00Right Leg

Example: an attack roll of 34 reverses to 43, a hit to the Right Arm.

Generators

Old World NPC

Encounter

Weather