Welcome to kotm-game.com!
KoTM is based on a 100 point dice system, with the lower the
number the better. This wildly different from almost all other
dice systems out there but not complicated in the least. Most
are familiar with the 2D20, or similar, dice system, where the
higher the roll the better or harder you hit. With this 100
point, 2D10 system, the lower the number the
better
with a roll of 10 10, two tens, being the best. On the other
end, a roll of 9 9, two nines, being the worst. The SD that is
assigned to each person is their "Target Number". This
"Target Number" must be rolled or below for a
successful strike to have been made. Once the SD roll is made,
the second number is the damage number.
Example: Johnwarrior has an SD of 30 and rolls a 2 6 on his die roll. since 26 is less than 30 it is a hit. The second number (26 = 6) is the amount of damage that he was able to do, plus or minus any modifiers that he would have.

Now
there are exceptions to each rule, these are known here as 4
things, OS ~ Outstanding Success, CS ~ Critical Success, CF ~
Critical Fumble and TF ~ Total Failure. The following
information will be for all but spells. In the case of a spell
it will have a OS/CS effect. Not all will list a CF/TF effect,
treat these as a CF spell failure and calculate damage to self
normally. IF, an automatic spell CF/TF's, then the spell fails.
Outstanding Success or OS
An OS occurs when a combatant rolls a 10 10 or a perfect hit. In this case the damage will be figured normally and then one (1) added per each level, this total will then be doubled.
Critical Success or CS
A CS occurs when a combatant rolls a 10 01 - 10 04. Calculate damage normally and add 10 to the total.
Critical Fumble or CF
A CF occurs when a combatant rolls a 9 5 - 9 8. Damage is 10 minus one for every 3rd level.
1-3 = 10, 4-6 = 9, 7-9 = 8, 10-12 = 7, 13-15 = 6.
Total Failure or TF
A TF occurs when a combatant rolls a 9 9. Roll 2D10 and consult the table, below, for the result.
Save Check or SC
An SC or Save Check is just that, it is a roll against just about anything that the GM might decided is needed. The scale for this is real simple. SC is 5 or your level, whichever is higher.1-5 = 5, 6 = 6, 7 = 7, etc. up to 15 = 15.
Total Failure Fumble Table
| Roll | Result | Fumble Effect |
| 1-25 | Distracted | Tripped, Roll SC (dex) or fall, +5 to next INIT. |
| 26-39 | Clumsy | Fall, Roll SC (dex) or drop primary weapon +5 next INIT. +5 to opponent SD next round only. |
| 40-50 | Very Clumsy | Fall and Drop primary weapon, Roll SC or stunned for one round. |
| 51-53 | Useless | Fall and Stunned for one round |
| 54-57 | Dazed | Fall, Drop primary weapon and stunned for one round |
| 58-59 | Stunned | Fall and become stunned for 1D4 rounds |
| 60 | Unconscious | Fall, knocked head on floor, knocked out for 1D4 rounds. |
| 61-62 | Inept | Weapon Disarmed by opponent and thrown 1D20 feet in random direction, (if missile weapon, roll again) |
| 63-65 | Very Inept | Weapon breaks or Appendage is broken. |
| 66-67 | Klutz | Twist Ankle, SC or Fall, +5 next INIT. |
| 68-69 | Dangerous Klutz | Twist Knee, SC or fall, +5 next INIT. 5 DP taken |
| 70 | Untrained | Twist wrist. weapon arm incapacitated 1D4 rounds, drop weapon |
| 71 | Vulnerable | Opponent steps on foot, go last next round, only ONE attack allowed. |
| 72 | Knocked Silly | Helm twists, Blind till end of next round, if no helm roll again. |
| 73-74 | Poor Judgment | Wrong move, opponent's next attack against you +10 SD |
| 75-76 | Blocked With Hand | Knuckles hit, -10 SD till end of next round. |
| 77-79 | Embarrassing | Armor piece knocked off, strap cut, belt cut or clothes torn, +10 opponent SD until fixed. |
| 80 | Staggering in Pain | Opponent's parry hits groin, cannot run, 1/2 SD next 2 rounds |
| 81 | Numbness | Opponent's Parry hits funny bone. -2 damage (to targets) for next 2 rounds |
| 82 | Irritating | Dirt in one eye, -5 SD for 2 rounds |
| 83 | Very Irritating | Dirt in BOTH eyes. -10 SD for 2 rounds |
| 84-85 | Fool | Hit self, normal damage |
| 86 | Useless fool | Hit self, normal damage, stunned next round |
| 87-88 | Moron | Hit self, Normal Damage +5 |
| 89 | Useless Moron | Hit self, Normal Damage +5, Stunned for one round |
| 90 | Complete Moron | Hit Self, Normal Damage +5, stunned for two rounds |
| 91-93 | Unaware | Hit Friend, Normal Damage (Roll randomly if multiple friends close) |
| 94-96 | Unaware Moron | Hit Friend, Normal Damage, friend stunned 1 round |
| 97 | Bad | Roll twice on Fumble Table, if 97-00 are rolled, ignore results |
| 98 | Very Bad | Roll twice on Fumble Table, if this comes up again, re-roll |
| 99 | Even Worse | Roll three times on Fumble Table, if this comes up again, re-roll |
| 00 | Disastrous | Roll three times on the Fumble Table, if this comes up again add TWO more rolls (one time only) |