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Diagnosing<br />

This skill may only be used by a doctor. A<br />

doctor must diagnose, or determine what is the problem,<br />

with a patient. Whenever a doctor must diagnose<br />

a patient, a Diagnosing skill check is made.<br />

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

the modifiers from the Intelligence and Wisdom<br />

abilities. The higher the roll, the more accurate the<br />

diagnosis. The Aedile will determine the difficulty<br />

of each diagnosis.<br />

Direction Sense<br />

The skill to sense a given direction, such as<br />

north, is valuable to sailors, rangers, and dungeoneers<br />

alike. Whenever a character attempts to sense a direction,<br />

a Direction Sense skill check is made.<br />

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

from the sub-ability Intuition. If the character has<br />

suddenly appeared in an absolutely unfamiliar location,<br />

such as by means of a Teleport spell, then a -<br />

20 penalty is incurred.<br />

TH Result<br />

< 17<br />

The<br />

direction<br />

seems<br />

impossible<br />

to<br />

discern.<br />

An<br />

incorrect<br />

direction<br />

is<br />

sensed.<br />

The<br />

MM<br />

17-20<br />

must<br />

roll<br />

1d8<br />

to<br />

determi<br />

ne<br />

the<br />

direction,<br />

rerolling<br />

the<br />

die<br />

if<br />

the<br />

correct<br />

direction<br />

results.<br />

Let<br />

1=<br />

N,<br />

2=<br />

NE,<br />

3=<br />

E,<br />

4=<br />

SE,<br />

> 20<br />

5=<br />

S,<br />

6=<br />

SW,<br />

7=<br />

W,<br />

and<br />

8=<br />

NW.<br />

The<br />

correct<br />

direction<br />

is<br />

sensed.<br />

341<br />

Disarm<br />

When a character attempts to remove a<br />

weapon from a combative foe, a Disarm skill check<br />

is made.<br />

Check: First, make a skill check with whichever<br />

skill is appropriate (Brawling, Specific Weapon,<br />

etc.). If the attack succeeds, then the foe is generally<br />

unharmed. If the skill check succeeds, then Roll<br />

3d10 and apply the average of the modifiers from<br />

the sub-abilities of Hand-Eye Coordination and<br />

Agility. While the results vary with the method and<br />

weapon used, consult the table below for a general<br />

attempt at resolution:<br />

TH Example<br />

< 25<br />

25-29<br />

30-34<br />

35-39<br />

> 39<br />

The<br />

weapon<br />

is<br />

hit<br />

as<br />

intended,<br />

but<br />

no<br />

damage<br />

is<br />

done<br />

to<br />

it<br />

or<br />

the<br />

foe,<br />

and<br />

the<br />

weapon<br />

remains<br />

in<br />

their<br />

grasp.<br />

The<br />

weapon<br />

is<br />

dislodged<br />

from<br />

the<br />

grasp<br />

of<br />

the<br />

foe,<br />

and<br />

falls<br />

to<br />

the<br />

ground.<br />

The<br />

weapon<br />

is<br />

dislodged<br />

from<br />

the<br />

grasp<br />

of<br />

the<br />

foe,<br />

and<br />

falls<br />

to<br />

the<br />

ground<br />

several<br />

feet<br />

away.<br />

The<br />

weapon<br />

is<br />

dislodged<br />

from<br />

the<br />

grasp<br />

of<br />

the<br />

foe,<br />

and<br />

the<br />

foe<br />

is<br />

damaged.<br />

The<br />

weapon<br />

is<br />

dislodged<br />

from<br />

the<br />

grasp<br />

of<br />

the<br />

foe,<br />

and<br />

the<br />

foe<br />

suffers<br />

Graphic<br />

Gore.<br />

Chapter 8: Skills

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