Blue Mountain
Campaign Information
Rule Category:Campaign Information
Rule Name:Die Rolls
Attunement (Attune)

An Attunement roll is made to attune to a magic item that requires attunement. Not all magic items require attunement. In general, those magic items that have powers that must be invoked with some sort of command word require attunement while those magic items that have constant powers do not. Thus, a +4 magic weapon does not require attunement. A Wand of Fireballs requires attunement.

The GM will always determine the specific attunement requirements and then ask the player to make the die roll on percentile dice. You must roll equal to or less than your Attunement roll to successfully attune to the item.

Attunement takes time. The GM will determine how long it takes to attune to an item. The character who wants to attune to the item must keep the item with them for the duration of the attunement attempt. He must carry or wear it in such a manner as he would as if he were attuned. Thus, if it is magical armor, he must wear it for a few hours during the day just as he would if he were adventuring. In the evening and at night, the armor should stay close by. He should never be more than a couple dozen feet from it for more than a hour during any given day that he is attuning. Once attuned, he need not keep it close. Attunement will remain until someone else attunes.

If someone else attunes to your magic item, which generally requires an intent to do so, then you must make another roll to reattune.

Potions of Attunement are fairly common, though expensive. These potions add directly to your attunement roll.

Only one attunement roll can be attempted for any given magic item. Exceptions include:
  1. If the character's MA permanently increases they may try again on a magic item for which they had previously failed
  2. Although a typical Potion of Attunement does not allow a second attempt, certain, very rare, potions of attunement might allow a second attempt.
  3. If you successfully attuned to a magic item, and then someone else attunes to it, they break your attunement but you can attempt to attune again. In general, only one person can be attuned to a given magic item at a time.

Examples:
  1. The group has found a magical sword. A Ritual of Identification reveals that the sword is a +3 sword and once per day the user can invoke the ability to See Invisible for 2d6 x 10 minutes. The identify ritual also determines that attunement will take five days with no modifier. Harlan wants the weapon and attempts to attune to it. He keeps it with him for five days straight and then attempts his attunement roll, which is 61. If he rolls a 61 or less, then he has successfully attuned to the weapon and can use the invoked ability. If he rolls 62 or higher, he can still use the sword as a +3 weapon, but cannot invoke the See Invisible ability. If he fails, he may never try again unless his MA improves or he finds a magic item that specifically allows another attempt.
  2. The group has found a magical headband. A Ritual of Identification reveals that the headband grants the attuned user a +5 to their defense (DEF) and a +2 to their Protection (PROT) if they are not wearing magical armor. Both of these powers are constant powers but since the Identify revealed that only an attuned user is granted the protection, whoever takes the magic item must make their attunement roll. The identify also revealed that it would take 10 days to attune and that martial artists gain a +10 to their attunement roll (indicating that this item was probably intended for martial artists). Arek wants the item so he wears it for 10 days and then attempts an attunement roll. His attunement roll is 68 but since he is a martial artist, he gets a +10 so he needs to roll a 78 or less to attune. He rolls a 32 and is attuned to the item, gaining the benefit of both powers.




Bend Bars

A Bend Bars roll is used to accomplish a very difficult feat of strength. It could be bending the bars of a portcullis but could also be used for anything else the GM wants to use it for, such as bursting out of bonds, lifting a portcullis, etc. You generally only get one Bend Bars attempt and, if you fail, can never try again unless your STR improves.

To succeed, you must roll equal to or less than your Bend Bars chance on percentile, using the [roll] diebot command.

Example
HARLAN: Harlan attempts to bend the bars of his cell. Bend Bars = 40% [roll]




Cast Chances

Cast Chance rolls are made on percentile dice and you want to roll equal to or less than your cast chance to successfully cast a spell. Use the [roll] diebot command to resolve cast chances. Critical and Grievous success are possible allowing you to double one aspect of a spell (range, duration, etc.) with critical success, and two aspects with grievous success.




Everything Lore (EveryLore)

Everything Lore is treated as a special skill for those with a high KNOW characteristic. It reflects the fact that they have some knowledge on a wide variety of topics. Anytime the GM calls for any type of lore roll (monster lore, religious lore, undead lore, whatever) a character whose Everything Lore bonus is greater than 0 can attempt a roll as well, treating their Everything Lore bonus as their skill bonus. Also, those characters whose Everything Lore bonus is higher than their specific lore bonus, may use their Everything Lore bonus instead.

Everything Lore rolls are made using the [skillroll] diebot command.

Example
DELANA: Delana attempts a religious lore roll. Everything Lore bonus is 10 [skillroll+10]




Information Please (Info)

An Information Please roll is used to determine whether a given NPC is willing to provide information to the character. The roll is almost always made by the GM and will usually follow a Service Please roll to indicate a positive, neutral or negative reaction.

The Information Please roll is an open-ended roll.




Remember

A Remember roll is used to dredge up information that you once knew but may have forgotten. You must roll equal to or less than your Remember roll to succeed. Grievous or Critical Success will allow you to remember details more vividly.




Saving Throws

There are five different kinds of saving throws:
  • Magic Save
  • Mental Save
  • Normal Save
  • Luck Save
  • Disbelieve Illusion

The GM will generally let you know what kind of saving throw you need to make, which will depend on the spell or effect that you are trying to resist. In order to make your saving throw, you must roll equal to or less than the number indicated for your save. Thus, if you have a Magic Save of 43 and roll a 44 or higher, you failed the save. If you roll a 43 or less, you made your save. Critical and Grievous Success are also possible on some saving throws. See the Saving Throws rule under Combat for more information. Use the [roll] diebot command for saving throws and indicate in the text what your save is (ex: Delana attemps a mental save and needs a 15 or less to succeed [roll]).




Service Please (Service)

A Service Please roll is usually made by the GM when the character is dealing with an NPC. It is a reaction roll to determine whether the NPC has a positive, neutral or negative reaction to the character. A roll equal to or less than the Service Please roll indicates a favorable reaction. Critical and Grievous Success is possible indicating a very favorable reaction. A failed roll can indicate a neutral reaction or negative reaction, depending on how bad the roll is.

A Service Please roll is made on percentile dice.




Skill Rolls

Most skill rolls are open-ended rolls. If you roll an 01-05, you roll again and subtract the second result from the first and then add your skill level. If you roll a 96-100, you roll again and add the second roll to the first and then add your skill bonus.

Unless a specific skill roll says otherwise, skill rolls should always use the [skillroll] diebot command. For example, if you have a bonus of 43, you would use [skillroll+43]. The skillroll diebot command will automatically handle the open-ended rolls.

176 or higher = Absolute Success
111 to 175 = Success
91 to 110 = Near Success
76 to 90 = Partial Success
06 to 75 = Failure
-25 to 05 = Absolute Failure
-26 or lower = Blunder

Examples (Religious Lore bonus = 17%)
    1. [skillroll+17] Rolls a 83. 83 + 17 = 100 (Near Success)
    2. [skillroll+17] First roll is 03. Second roll is 52. 03 - 52 + 17 = -33 (Blunder)
    3. [skillroll+17] First roll is 99. Second roll 63. 99 + 63 + 17 = 179 (Absolute Success)
    4. [skillroll+17] First roll is 05. Second roll is 98. Third roll is 63. 05 - 98 - 63 + 17 = -139 (Blunder)




Weapon Attacks

When attacking with a weapon, you are trying to roll low. Your chance to hit is modified by the target's defense (and possibly some situational modifiers as well, such as lighting, multiple attackers, wounds, etc.). If you know all of the situational modifiers, then you can indicate your modified strike chance (Mod SC) in the text. Otherwise just indicate your base strike chance (Base SC) and the GM will figure it out.

Use the [roll] diebot command for attacks, and indicate your strike chance.

Examples (Initiative Mod = +1, Base Strike Chance = 85%, Damage = 1d8+3)
    1. (Doesn't know modifiers) DELANA: Initiative [init+1], Base SC 85 [roll], Damage [1d8+3]
    2. (Knows target has 20 DEF) DELANA: Initiative [init+1], Mod SC 65 [roll], Damage [1d8+3]

The GM will let you know if you achieved Critical or Grievous Success with your attack. With a critical, he will double the damage and the target will get no Protection. With a grievous, he will determine whether it really is a grievous and resolve it accordingly.





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