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Chapter 8: Skills<br />

Hunting<br />

The act of Hunting may be performed by a<br />

character in detail, such as utilizing other skills in<br />

combination, like Hide, Sight, and Aim or Hurl. This<br />

skill, however, is intended to provide a simple result<br />

to avoid an unnecessarily time-consuming routine.<br />

Hunting is usually prohibited for peasants; game is<br />

usually reserved for nobility. Whenever a character<br />

desires to hunt, a Hunting skill check is made.<br />

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

the modifiers for Vision and the sub-ability of Hand-<br />

Eye Coordination. The table below assumes that<br />

hunting occurs in average conditions and climate.<br />

Penalties may incur, such as when in a desert or during<br />

the dead of winter. Consult the table below:<br />

TH Result<br />

< 10<br />

Nothing<br />

10-11Half a meal<br />

for<br />

1 human<br />

12-131mealsfor1human 14-152mealsfor1human 163mealsfor1human 174mealsfor1human 18-195mealsfor1human 20-216mealsfor1human 22-237mealsfor1human 24-2510mealsfor1human 26-2920mealsfor1human > 29<br />

40<br />

meals<br />

for<br />

1 human<br />

356<br />

Hurl<br />

This skill applies individually to different missile<br />

weapons that may be hurled. This skill is distinct<br />

from the Aim skill; Hurl is concerned only with<br />

weapons that may be hurled, such as daggers, hatchets,<br />

knives, rocks, spears, etc. For each missile<br />

weapon in which 3 SP have been invested, a weapon<br />

may be used in combat without penalty.<br />

Check: Roll to determine the body part attacked.<br />

Now roll 3d10 and apply the average of the<br />

modifiers for the Hand-Eye Coordination sub-ability<br />

and Vision. A skill check with a missile weapon<br />

means that it is being hurled at a foe or target. For<br />

those who have never before used this missile<br />

weapon in combat or trained with it, there is a penalty<br />

of - 20 to the skill check.<br />

The base TH is the foe’s CA (Current Armor).<br />

Now, consider that each weapon has modifiers<br />

to hit certain types of armors; these modifiers<br />

affect the skill check. Further, every 2 SP invested<br />

or accumulated with a Specific Weapon beyond the<br />

first 5 will improve the skill check by 1. This skill<br />

does not increase damage.<br />

Impaling<br />

This skill has no skill check, but instead the<br />

points invested in it contribute to the severity of<br />

the damage for stabbing weapons on the Graphic<br />

Gore tables in Chapter 10: Combat.<br />

Inkmaking<br />

Whenever ink is to be produced, an<br />

Inkmaking skill check must be made.<br />

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

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

correspond to higher quality ink. The Aedile<br />

will determine the TH of each circumstance.

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