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Chapter 8: Skills<br />

Climb<br />

Climbing is the action of attempting to<br />

physically raise oneself regarding elevation. Whenever<br />

a character attempts to Climb, a Climb skill<br />

check is made.<br />

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

the modifiers from the sub-abilities of Physical Fitness<br />

and Agility. Higher results correspond with<br />

better success at climbing. Characters who are fully<br />

encumbered are unable to Climb.<br />

Divide the climber’s Strength sub-ability<br />

score by their weight, multiply by 100, and subtract<br />

100. The result is a modifier to the Climb skill check.<br />

Next, the ease of the surface to Climb must<br />

be considered. If the surface permits sufficient footholds<br />

and handholds, then no penalty applies. If<br />

the surface resembles the difficulty of climbing a<br />

tree with thick bark, then the character incurs a penalty<br />

of - 5. If the surface is basically smooth, then<br />

the character incurs a penalty of - 15. If the surface<br />

is smooth and oily, then the character incurs a - 20<br />

penalty.<br />

Light armor incurs a - 5 penalty, while medium<br />

armor incurs a - 10 penalty, and heavy armor<br />

incurs a - 15 penalty.<br />

Climbing up a rope yields a bonus of + 5.<br />

Climbing up a rope while wearing gloves gives a<br />

bonus of + 15. If the rope has periodic knots, then<br />

a + 2 bonus is incurred.<br />

Consult the table below to determine<br />

whether or not the character may Climb as well as<br />

their rate, and the likelihood of them falling per<br />

minute. Note that their chance of falling may be<br />

eliminated if they are assisted.<br />

TH Fastest Speed<br />

Possible<br />

Falling<br />

Chance/<br />

Minute<br />

< 14<br />

UnabletoClimb -<br />

14-161 % of<br />

Sprint<br />

speed<br />

32%<br />

17-205 % of<br />

Sprint<br />

speed<br />

16%<br />

21-231 0%<br />

of<br />

Sprint<br />

speed<br />

8%<br />

24-251 5%<br />

of<br />

Sprint<br />

speed<br />

4%<br />

26-292 0%<br />

of<br />

Sprint<br />

speed<br />

2%<br />

> 29<br />

2 5%<br />

of<br />

Sprint<br />

speed<br />

1%<br />

336<br />

Clockmaking<br />

A clock is a device that tells time. Whenever<br />

a clock is crafted, a Clockmaking skill check is<br />

made. For more information on the types of clocks<br />

available, consult Chapter 9: Equipment.<br />

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

from the Spatial sub-ability. Higher results correspond<br />

with better quality clocks. On the table below,<br />

Duration represents the length of time until the<br />

clock breaks down, and Inaccuracy represents the<br />

amount of time that the clock will be off after a 24hour<br />

period. Consult the table below to determine<br />

the qualities of the clock:<br />

TH Duration Inaccura<br />

cy<br />

< 9 Doesnotfunction Does<br />

not<br />

function<br />

9-161d4weeks 2d4<br />

hours<br />

17-202d6months 1d100<br />

minutes<br />

21-231d4years 1d10<br />

minutes<br />

24-291d10years 1d4<br />

minutes<br />

> 29<br />

2d20years 1d4<br />

seconds<br />

Cobbling<br />

A cobbler is a maker of shoes and other<br />

footwear. Whenever crafting footwear is attempted,<br />

a Cobbling skill check is made.<br />

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

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

correspond with better quality footwear. On<br />

the table below, the column Duration assumes that<br />

the footwear is worn daily and subjected to normal<br />

wear and tear for the duration listed. Consult the<br />

table below to see how long the footwear will last<br />

before being inoperable:<br />

TH Duration<br />

< 14<br />

1 day<br />

14-161month 17-206months 21-231year 24-295years > 29<br />

10<br />

years

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