vaelora/Rules/archive/Marked Dice.md
2025-08-01 09:16:36 +02:00

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Some abilities allow you to mark dice in our pools. These are special d6s that enhance specific outcomes. It is advised to give them special colors when assembling the dice pool.

Modifier Effect Description
Powerful Adds the face of the die to damage, or enables area effect / penetration on success.
Exploding On a max roll (usually 6), roll an additional die and add it to the result.
Effectful On a 5 or 6, triggers an additional effect (e.g., bleed, knockdown, slow).
Cooperative Grants a bonus or shared effect to an ally if the die is a success.
Lucky Allows one reroll if this die fails.
Risky Grants a stronger effect, but on failure (rolled 1) causes a backlash or leaves you exposed.
Persistent If the roll fails, the die "persists" and can be rerolled next turn without re-marking.
Sapping On success, reduces the targets next roll by 1 die.
Binding On success, creates a lingering effect (like a slow, grapple, or distraction).
Dual-use If the roll succeeds, you may choose between two different outcomes.
Charging The die adds +1 to the die result each round it is delayed before rolling (requires buildup).
Cascading If multiple marked dice succeed, unlocks a stronger group effect. (enhances other effects)
Straining This die is negative for you. Depending on the outcome and the ability telling you to mark the die, it may cost you health, willpower, etc.
Corrupted Corrupted dice do not have an effect per se, but some condition, curcumstance or abilities depend on your corruption dice. Usually it is bad for you.
Locked These dice cannot take up any other effect.

In general every die con only hold one mark (except "corrupted"). So if you want to have more marks, you need a higher dice pool.