DICE Dice are used to determine a number of variable situations and to add the element of chance to the game. Dice are not used to decide the outcomes of combat situations or other things that should normally be in the character's control. At most they If plausible, Traits that increase the chances of beneficial outcomes or even award rerolls can be created. The following are what Dice Rolls are used for and what they determine. There is a single Dice with 100 sides.
Travel Roll: To decide weather and its effects on your travel. This can either lower and raise the Sea Difficulty. It is rolled to initiate travel and can only be rolled once per day. It will lock these weather conditions in that Sea for the next 24 hours for all who were listed as Passengers
1-20 - Helpful Currents: Wind and/or currents that flow along your route and push you ship towards its destination safely. -2 Sea Difficulty
21-50 - Calm Weather: It's just the sailors vs the sea, the weather is calm and cooperative.
51-65 - Aggresive Weather: Perhaps there are conflicting winds, tugging waters, a heavy rain or blinding snow or steam. +1 Sea Difficulty.
66-80 - Storm: Bad weather impedes your journey, whether it be strong winds, hail, snow, or lightning. +2 Sea Difficulty
81-90 - Deadly Storm: Violent currents, swallowing waves, just overall terrible conditions from the sky and sea. +3 Sea Difficulty
91-95 - Sea King: You will encounter a deadly Sea King. In addition to this result, roll again.
96-100 - Disaster: Typhoons, whirlpools, unpredictable tides, powerful winds, hail, impenetrable fog, all of these and then some are a possibility of things you may encounter. +4 Sea Difficulty
Turf Roll: This roll is made during Phase 1 to see what Event occurs to effect the standings of your Turf. This can raise or lower the Turf's Mood, Production, or cause a few other things to happen.
1-5 - Disease: A vile illness runs rampant in your domain and threatens the lives of your people. -25% Mood.
6-10 - Blessing: A great harvest blesses your people making them happier and encouraging them to work harder. +25% Mood & Production.
11-15 - Disaster: A strong quake, extreme temperatures, a large fire, or another natural disaster beats the land and discourages the population. -50% Mood
16-20 - Economy Boom: Foreigners flood your port(s) and come with rare goods, intent to trade, and money to spend. Your turf runs rich with wealth. +50% Production.
21- 50 - Nothing: Nothing happens, it's a plain turn of events.
51-60 - Pleasant Visitor: Of the BNPCs currently in the Zone your Turf lies in, you can choose one to be a visitor with good intentions who you can interact with free of charge.
61-70 - Bad Company: Of the BNPCs currently in the Zone your Turf lies in, you must choose one to be a visitor with bad intentions. They must be thwarted in an Episode or Arc. Free of charge.
71-80 - Friendly Neighbor: In an Episode or Arc, an INPC from a neighboring Island or Turf on the same island will pay your community a visit with good intentions. You can use this opportunity to improve Relations with this community, free of charge.
81-90 - Bad Neighbors: An INPC from a neighboring Island or Turf on the same island will pay your community a visit with bad intentions. This must be addressed in an Episode or Arc, free of charge.
91-100 - Player's Choice: Of the available options, the player chooses what occurs.
Trait Roll: In some instances, with Traits that are will have a bonus opportunity e.g. Gather. This dice is rolled to attempt to trigger the bonus.
1-30 - Success
31-100 - Failed
Search: When attempting to search for things such as ruins, hidden locations, docked ships of PCs, NPCs in hiding e.g. Rayleigh's whereabouts on Sabaody, or the Thousand Sunny on Sabaody, etc, this dice will determine your success. This dice roll must be accompanied with a post of at least 500 words. Proof of Information that would assist in this search can increase your odds by an amount decided by a moderator.
1-10 - Success
11-100 - Failed
Log Pose Roll: If a Log Pose has not been filled with 100 Log Points by the end of a month, a dice roll will determine which of the four potential islands the Log Pose will point to next. Each Island in the Grandline has Options 1-3 listed. The player in charge of the Log Pose who is initiating the Roll chooses the Island for Option 4 upon rolling the dice.
1-25 - Option 1
26-50 - Option 2
51-75 - Option 3
76-100 - Option 4/Player's Submission
Treasure Roll: When players obtain a Treasure Chest they roll an amount of times equal to the Rank of the Treasure Chest to determine its contents. D-Rank = 1 Roll, C-Rank = 2 Rolls, S-Rank = 5 Rolls.
1-20 - Equipment - A piece of equipment that corresponds with the Rank of the Treasure Chest. D-Rank = Common, B-Rank = Great, etc.
21-40 - Blueprint - A staff made Blueprint for an Item that corresponds with the Rank of the Treasure Chest. D-Rank = Common, B-Rank = Great, etc.
41- 60 - Beli
D-Rank: 20,000,000 Beli
C-Rank: 75,000,000 Beli
B-Rank: 250,000,000 Beli
A-Rank: 750,000,000 Beli
S-Rank: 1,500,000,000 Beli
61-80 - Eternal Pose - Cannot be to a Restricted island. e.g. Raftel, Zou, etc
Post by World Boss on Jun 23, 2020 22:35:48 GMT -8
ROLLING DICE
The dice are located on the tool bar. To roll them simply click the icon, Insert Die, and it will give you a code to submit with your post. In this post you should specify what you are rolling the dice for. For example
Trait Roll Ag3YkMOH1-1001-100ยท1-100
Last Edit: Jun 23, 2020 22:36:26 GMT -8 by World Boss