The First Thing

DJ uses the following dice; the d3, d5, d6, d10, d10, and percentiles.

To roll a d3 or a d5 you just roll a d6 or a d10 respectively and then divide the number rolled by 2. Any fraction is rounded up.

For percentiles you roll 2d10, designating one the tens roll and the other the ones roll. Where both dice are marked 0-9 it’s a good idea to have them in different colors, say green and red. When one die is mark 00-90 than that dice is used as the tens die, the other die in the pair will most usually be marked 0-9.

Note that when the dice come up 0-0—00-0, this is read as “100”.

If you can find one, or you have one, you could roll what is called a Zoccihedron. This is a one hundred sided die some people used when they need to roll percentiles.

Determining Success

To determine success or failure in DJ you roll percentiles against the target number, or TN. Should the number rolled be equal to, or less than the TN the attempt succeeds. Higher the attempt fails.

Special: No matter what the TN is a die roll of 100 is always a failure. No matter how good a Persona is there is always the chance of something going wrong.

Special Success

This happens when the number rolled on the percentiles is 1/10th the target number. So should the TN be 46 then on a roll of 4 or less on the percentiles means a special success.

A special success means that something special happened. Exactly what depends on the JM, though I would advise taking suggestions from the players.

Special Failure

When the roll is one tenth of the chance of failure then you have a special failure. So with a TN of 46 that means you have a failure of 54 percent. That translates to a special failure chance of 5%. To learn what the numbers are that you need to roll for a special failure you subtract the percentage chance from 101, in this case meaning that on a roll of 96 or better on the percentiles means the Persona in question really flubs it should the player roll something like a 97.

A special failure means that not only did you fail at your attempt, but that something really bad happens. What happens is up to the JM, but I would recommend that it be appropriate to what was being tried and appropriate to the situation.

Special K/S Failure

There will be times when thanks to the difficulty rating—DR, or a specific circumstance the target number will be raised substantially. In this case the actual chance for failure will actually be higher than one expects. The chance for failure depending on what the TN originally was. This can be found on the table below.

K/S Failure
K/S STEEP Automatic Failure Special Failure
1-50 96-98 99-00
51-60 97-99 00
61-70 98-99 00
71-80 99 00
81+ 00* 00*

Find the original TN for the attempt being made then read across for the chance of failure or special failure. So if the original TN for the attempt was 63 and the DR raised it to 126, then a roll of 98 or 99 would mean failure, and a roll of 100 a special failure.

Why is DJ so mean?

Because, as in life in a session of Dangerous Journeys unexpected bad things tend to happen. Why? Could be most any reason; a muscle twitch, a bug up the nose, a kitten attacking the parchment you’re currently doing calligraphy on. In my case it’s all too often a brain freeze. Regardless of why it means that things won’t always go your way,no matter of how good you are or how favorable local conditions are. So don’t get cocky.

How the others react to your mistake is up to them, but in my experience they’ll take it with a bit of humor. Though having an earth dragon noble break out laughing as you’re trying to show off with your sword can be embarrassing.

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