Bonus Dice

(Back to Bonus Dice and Penalty Dice)

For each Bonus die: Roll an additional "tens" percentage die alongside the usual pair of percentage dice when making a skill roll. You are now rolling three separate dice: one "units" die and two "tens" dice. If you have a Bonus die, you should use the "tens" die that yields the better (lower) result.

''Two rival investigators, Malcolm and Hugh, are vying for the affection of Lady Green. Only one can gain her hand in marriage, thus the Keeper determines that an opposed roll is needed to determine the outcome of their wooing. It is decided that each should make an opposed Charm roll. The Keeper reviews the events of the scenario so far: Malcolm has visited Lady Green twice, each time lavishing expensive gifts up on her, while Hugh has only visited once and brought no gifts at all. The Keeper states that Malcolm has an advantage and will get a Bonus die in the opposed roll.''

Hugh's player rolls first against his Charm skill of 55, getting 45 - a Regular success.

''Malcolm's player rolls against his Charm skill with one bonus die, rolling one units die and two tens dice. The units die reads 4 and can be paired with either of the two tens dice to give scores of 44 or 24. Malcolm's player takes the lower result 24 - a Hard success.''

Malcolm wins the opposed roll, and his proposal of marriage to Lady Green is accepted.

See also Penalty Dice and Difficulty Levels vs. Bonus/Penalty Dice