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Chapter 8: Skills<br />

Blacksmithing<br />

A blacksmith is one who forges and shapes<br />

metal with an anvil and a hammer. Metals are heated<br />

in a forge and then hammered into the shape desired.<br />

The process of forging improves the structure<br />

of the metal. Forged metal is stronger and exhibits<br />

greater resistance to fatigue and impact. The<br />

forge consists of an open hearth made of firebrick.<br />

Coal is used to fuel the forge, and bellows are inserted<br />

to fan air as needed. Copper and tin are often<br />

combined in metalwork to form an alloy known<br />

as bronze. Similarly, lead and tin are combined to<br />

produce pewter, just as gold and silver are combined<br />

to produce electrum, and copper and zinc produce<br />

brass. Steel may be one of the most prominent<br />

alloys for most blacksmiths; it is an alloy of iron and<br />

carbon. Steel is made by heating wrought iron and<br />

charcoal in clay boxes for a period of several days<br />

so that the iron absorbs enough carbon to truly become<br />

steel. Sages believe iron is a derivative of quicksilver<br />

(mercury) and brimstone (sulfur). Broken or<br />

obsolete metal objects can be melted down and the<br />

substance reused. Whenever such metalworking is<br />

done, a Blacksmithing skill check must be made.<br />

Check: Roll 3d10 and apply the average of<br />

the modifiers from the sub-abilities Strength and<br />

Spatial Intelligence. Higher results correspond with<br />

better quality metalwork. The Aedile will determine<br />

the TH for each application.<br />

326<br />

Blindfighting<br />

Skill in fighting an unseen foe is never easy.<br />

Anytime a character must fight blindly, a<br />

Blindfighting skill check is made.<br />

Check: Roll 3d10 and apply the average of<br />

the modifiers from the sub-abilities Hand-Eye Coordination,<br />

Reaction Speed, and Intuition. This skill<br />

must be checked each round it applies. Consult the<br />

table below to determine what happens to the<br />

character’s Current Armor and their Attack Adjustments<br />

for applicable skills such as: Aim, Brawling,<br />

Hurl, Weapon (Specific), and Wrestling.<br />

TH Curre nt<br />

Armor<br />

Attack<br />

Adjustme<br />

nt<br />

< 9 Reducedto1% Impaired<br />

by<br />

- 30<br />

9 -13<br />

Reducedto10% Impaired<br />

by<br />

- 25<br />

1 4-16<br />

Reducedto25% Impaired<br />

by<br />

- 20<br />

1 7-20<br />

Reducedto50% Impaired<br />

by<br />

- 15<br />

2 1-23<br />

Reducedto75% Impaired<br />

by<br />

- 10<br />

2 4-27<br />

Reducedto90% Impaired<br />

by<br />

- 5<br />

> 27<br />

Unaffected Unaffected<br />

Bookbinding<br />

Books, being costly and rare to begin with,<br />

are designed as follows. Strips of oak are covered in<br />

leather, often reinforced with metal and fastened<br />

together by clasps. Sometimes the leather is decorated<br />

with panels of gold, silver, or ivory, and often<br />

set with gems or enamel. The sheets of paper are<br />

each finely sewn together and glued to a backing of<br />

leather. Each time a book is bound, a Bookbinding<br />

skill check is made.<br />

Check: Roll 3d10 and apply the modifier<br />

from the sub-ability Common Sense. Higher results<br />

correspond with higher quality Bookbinding.<br />

Low quality bookbinding is subject to fall apart with<br />

little wear.

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