Roll Style: Roll normally. See the Sticky ability below.
1: Damaged. If the die is a d10, remove the die from your HP and add 2d8 to your HP. If the die is a D8, remove the die from your HP and add 2d6. If the die is a D6, remove the die from your HP.
2-4: Acid. Change the result of one touching die by -1.
5-8: Sticky. Any dice touching this die are rolled by the GM, not the player, for the next round.
9-10: Change the result of one touching die by -2.
Roll Style: Roll normally, however, if any of your dice are touching the wall of the dice tray, then the results effect all player dice that are touching the walls.
1: Damaged. Remove this die from your HP.
2-5: Icicle. Change the result of one die by -1.
6: Ice Wall. All players' dice touching this die remain in the dice tray at their current value next turn if it is not a 1.
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THE.
DICE.
WILL.
HIT.
Purple Ooze (1d10)
Roll Style: Roll normally. See the Sticky ability below.
1: Damaged. If the die is a d10, remove the die from your HP and add 2d8 to your HP. If the die is a D8, remove the die from your HP and add 2d6. If the die is a D6, remove the die from your HP.
2-4: Acid. Change the result of one touching die by -1.
5-8: Sticky. Any dice touching this die are rolled by the GM, not the player, for the next round.
9-10: Change the result of one touching die by -2.
THE DICE WILL HIT
Frostmancer (2d6)
Roll Style: Roll normally, however, if any of your dice are touching the wall of the dice tray, then the results effect all player dice that are touching the walls.
1: Damaged. Remove this die from your HP.
2-5: Icicle. Change the result of one die by -1.
6: Ice Wall. All players' dice touching this die remain in the dice tray at their current value next turn if it is not a 1.