Percentile Tables

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Rukellian
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Percentile Tables

#1 Post by Rukellian »

I will be posting here the tables used to determine how effective your percentile rolls will be. Each table will usually have 4 different results in the form of colors, Black Fumble, Red Minor Success, Blue Moderate Success, and Yellow Major Success. Note that though an action may be successful, certain situations might demand the higher rate of success over the lower one(s). This will be explained after we do a few examples of it in-game. I will update this thread periodically with new tables to work with, depending on the skill sets and powers of our players and what actions are taken.

Basic Table Layout
4C-master-table-basic.jpg
4C-master-table-basic.jpg (129.77 KiB) Viewed 1626 times
Master Tables in this game are used to determine the success rate of certain actions as well as the Rank Values of said actions. Certain tables show different levels of rank values within each, specific to a certain action or ability, some having fewer results to compare to than others. (This can be seen in the power explanations thread in further detail of use)

Row Steps

A Row Step represents a shift of one or more rows up or down the Master Table in the effective Rank Value for a single action. A Row Step can be a bonus or penalty. For example, a +1 Row Step moves the effective Rank Value to the next higher row (i.e. from 20-29 to 30-39) while a –2 Row Step moves the effective Rank Value two rows lower (i.e. from 20-29 to 6-9).

Example: Jessica’s character is trying to hit an opponent with a karate chop. The DM tells Jessica her character gains a +1 Row Step bonus due to favorable circumstances. Her character has a Melee Rank Value of 30-39, so for this one attack the bonus brings it to 40-49.

Altering The Dice/ Row Shifting

After a roll is made you may spend 25 points from Fortune (fortune is explained in detail in the character creation thread) to shift the result of a single roll one color left or right (from black to red, red to blue, blue to yellow, or vice-versa) on the Master Table. The roll you alter can be your own or someone else’s (ally or enemy). You may spend additional points to further shift the row value (i.e. from black to blue or red to black) with each additional shift costing a further 25 points. Multiple characters may spend Fortune to affect the same die roll.

Example: Tony wants to reduce the result of an opponent’s roll from blue to black. This costs 50 points (two Row Shifts), but Tony’s character only has 37 points. Thus Tony can do no better than to shift it from blue to red (one Row Shift); the opponent still succeeds, but less so and Tony has points remaining in his Fortune.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Rukellian
Rider of Rohan
Rider of Rohan
Posts: 5193
Joined: Sat May 25, 2013 11:13 pm
Location: US East Coast

Re: Percentile Tables

#2 Post by Rukellian »

Using the Master Table

The Master Table has already been used for many items of import, like determining combat results, but the usefulness of the table extends beyond the confines of combat; the Master Table is the key to any an all actions characters perform.

When a character wants to attempt an action that will have an impact on the storyline (i.e. leap from rooftop to rooftop or notice an enemy hiding in a dark alley) the DM does two things:
1. Decides which Primary Trait or power applies to the action. For example, Brawn for jumping or Awareness for noticing or Super speed for running up a wall.
2. Decides the difficulty of the action based on a generic table layout:

Black = Easy
Red = Average
Blue = Difficult
Yellow = Ridiculous

The player then rolls d% based on the appropriate Trait or power and compares the result to the roll range needed for success; if the result equals the roll range or a greater one at that, the character’s action succeeded. If the action fails, it is up to the DM to determine exactly what happens to the character as a result.

Varying Circumstances:
In addition to setting the basic requirements for success, the DM can also use Row Step bonuses and penalties to reflect favorable or unfavorable conditions. The following are some suggested modifiers:

Hiding in shadows = -5 Row Steps to opponents attempting to notice
Jostling train = -2 Row Steps to balance along the top of the train cars
Raining = -2 Row Steps to trying to grab a wet ledge
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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