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

Printable version of table.

 

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)
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