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Intimidation<br />

This skill entails most attempts to bully,<br />

browbeat, frighten, or coerce others into submission<br />

or obedience, inspiring a sense of inferiority.<br />

Often, intimidation is an attempt through threats<br />

and/or violence to compel others to action or inaction.<br />

In any case, it is a reduction to a state where<br />

the spirit is broken or all courage lost. Some men<br />

attempt rape after intimidating women to allow the<br />

man to have his way with her; oftentimes, if this<br />

fails, the man changes tactics and attempts a Wrestling<br />

skill check, hoping to overbear her. Aside from<br />

Wrestling, if any of the above is attempted, an Intimidation<br />

skill check must be made.<br />

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

the modifiers from the Physique sub-ability and the<br />

Charisma ability. The character to be intimidated<br />

must also make an Intimidation skill check. If they<br />

are restrained physically, then they suffer - 15 to their<br />

roll. If they are outnumbered at least 3-to-1, then<br />

they suffer - 10 to their roll. Compare the height of<br />

the 2 characters. For each inch of difference, the<br />

character attempting Intimidation adjusts their skill<br />

check by 1, in whichever direction is appropriate.<br />

Finally, the Strength scores of the 2 characters are<br />

compared. For each 5 points of difference in subability,<br />

the character attempting Intimidation adjusts<br />

their skill check by 1, in whichever direction is appropriate.<br />

If the intimidator has the higher roll,<br />

then Intimidation is successful. Intimidating masses<br />

of characters instead of individuals is a different matter,<br />

best determined by the Aedile.<br />

357<br />

Juggling<br />

The skill of juggling is the art of keeping<br />

multiple objects in the air at the same time through<br />

precise throwing and catching. Anytime this is attempted,<br />

a Juggling skill check must be made.<br />

LC: Initially with each type of object there<br />

is a - 13 LC, though it improves by 2 per month if<br />

practiced daily.<br />

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

from the Hand-Eye Coordination sub-ability.<br />

Higher results correspond to better and longer performances.<br />

The table below assumes that the objects<br />

to be juggled are simple, such as apples. More<br />

difficult objects, such as knives, incur penalties. For<br />

example, juggling throwing knives or 2 hand axes<br />

often incurs a - 10 penalty. From the table below,<br />

the Aedile should determine the number of objects<br />

and duration, and not inform the player. If dangerous<br />

items are juggled and failure occurs or the objects<br />

are juggled longer than allowed by the table,<br />

then a 2 nd juggling skill check must be made to determine<br />

whether or not the juggler is harmed. For<br />

a 2 nd check, a juggler must pass a skill check at TH<br />

17 or be injured by a random number of the objects<br />

juggled. Consult the table below:<br />

TH Result<br />

< 17<br />

Failure,<br />

the<br />

objects<br />

fall<br />

before<br />

ever<br />

being<br />

truly<br />

juggled<br />

17-20Mayjuggle2-3objectsfor1d10rounds 21-23Mayjuggle2-4objectsfor1d20rounds 24-29Mayjuggle2-4objectsfor1d4minutes > 29<br />

May<br />

juggle<br />

( 1d4<br />

+ 1)<br />

objects<br />

for<br />

2d6<br />

minutes<br />

Chapter 8: Skills

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