08-11-2020, 04:14 PM
(This post was last modified: 08-24-2020, 10:50 AM by Oedipussy Rex.)
Some skills.
Cut Purse - Finesse - Includes picking a pocket, Cut Purse involves taking (or planting) a small object that is in the possesion of a target. The Target Number is the size of the target's Intellect. The number of Successes required depends on the size and location of the object to be pilfered.
Distance Sense - Finesse - Can only be taken at character creation. The character is able to determine the total distance travelled over a period of time. Unlike most skills, the roll doesn't need to roll over a specific TN, rather rolls that exceed certain thresholds determine the effectiveness of the roll.
Threshold/Time/Granularity
3 / Combat / Feet
5 / Adventure / Rod
7 / Travel / Mile <<-- Travel Turns are now 1 hour
9 / Day / League
The die with the largest result determines the longest time frame, although a shorter time can be chosen. To get a finer granularity of distance an additional Success is required for each step. Dice can be combined to achieve a larger TN.
-A roll with {3d8,3d10} results in {1,8,6,10,4,5} for 3 Successes with a TN 9 (10,8+4,6+5), 3 Successes with a TN of 7, 4 Successes for TN 5, and 5 for TN 3. So the character can know the number of leagues for the past 3 days, miles for past two days, or Rods for the past day; or miles traveled the last three Travel Turns, rods traveled for two Travel Turns, or feet in the past Travel Turn; or Rods traveled the last 4 Adventure Turns, or feet traveled the past 3 Adventure Turns; or, for completeness, the number of feet traveled the last five Combat Turns.
Endurance - Brawn - Take in Battle, Travel, or Work. Delay the effects of fatigue for a number of Turns equal to the number of Successes. At the end of the delay, the skill may be rolled again. TN in focus is 5, 7 otherwise.
Cut Purse - Finesse - Includes picking a pocket, Cut Purse involves taking (or planting) a small object that is in the possesion of a target. The Target Number is the size of the target's Intellect. The number of Successes required depends on the size and location of the object to be pilfered.
Distance Sense - Finesse - Can only be taken at character creation. The character is able to determine the total distance travelled over a period of time. Unlike most skills, the roll doesn't need to roll over a specific TN, rather rolls that exceed certain thresholds determine the effectiveness of the roll.
Threshold/Time/Granularity
3 / Combat / Feet
5 / Adventure / Rod
7 / Travel / Mile <<-- Travel Turns are now 1 hour
9 / Day / League
The die with the largest result determines the longest time frame, although a shorter time can be chosen. To get a finer granularity of distance an additional Success is required for each step. Dice can be combined to achieve a larger TN.
-A roll with {3d8,3d10} results in {1,8,6,10,4,5} for 3 Successes with a TN 9 (10,8+4,6+5), 3 Successes with a TN of 7, 4 Successes for TN 5, and 5 for TN 3. So the character can know the number of leagues for the past 3 days, miles for past two days, or Rods for the past day; or miles traveled the last three Travel Turns, rods traveled for two Travel Turns, or feet in the past Travel Turn; or Rods traveled the last 4 Adventure Turns, or feet traveled the past 3 Adventure Turns; or, for completeness, the number of feet traveled the last five Combat Turns.
Endurance - Brawn - Take in Battle, Travel, or Work. Delay the effects of fatigue for a number of Turns equal to the number of Successes. At the end of the delay, the skill may be rolled again. TN in focus is 5, 7 otherwise.
Getting me free admission into gaming conventions for a decade

