EDITOR'S NOTE 11 July 2004: I only just realised how pointless this rule is a few months ago - adding Emergency
Dice to an unskilled test simply turns it into a skilled test! Nonetheless, should a GM still wish to make life somewhat
harder for the players, and for posterity's stake, I'm keeping the rule up.
Last year (2001), I wrote a Heavy Gear module for a local roleplaying convention. While going through the rules, I noticed
something interesting about adding emergency dice to an unskilled test.
When an Unskilled Test is made, any die that comes up as a 1 automatically makes the test a Fumble. Adding Emergency Dice
to an Unskilled Test actually increases the chance that it will result in a Fumble!
To counter this, I created the following House Rule: When adding emergency dice to unskilled tests, divide the total
number of dice rolled by 2, rounding up. The result is the minimum number of ones that will cause a Fumble. Remember, of
course, that the maximum number of emergency dice you can add to any single test is five.
|
Test
|
Total Dice Rolled
|
Fumble On:
|
|
Unskilled Roll
|
2
|
One or more 1s
|
|
Unskilled Roll +1 Emergency Die
|
3
|
Two or more 1s
|
|
Unskilled Roll +2 Emergency Dice
|
4
|
Two or more 1s
|
|
Unskilled Roll +3 Emergency Dice
|
5
|
Three or more 1s
|
|
Unskilled Roll +5 Emergency Dice
|
7
|
Four or more 1s
|
|