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Persuasion<br />

This is an act or the action of influencing<br />

the opinions, attitudes, or beliefs of others by the<br />

attractiveness of arguments offered. However, instead<br />

of appealing to someone strictly through rationality<br />

and reason such as with the skill of Logic,<br />

this skill appeals primarily to the emotions of others.<br />

Persuasion is distinct from Trickery, in that its<br />

primary component is not falsehood, but emotional<br />

appeal. Persuasion and trickery are often used together.<br />

Finally, persuasion is accomplished subtly,<br />

not with force. When persuasion occurs, the<br />

character’s inner opinions change. Forceful change<br />

in characters is best accomplished with the Intimidation<br />

skill, though this form of change is still often<br />

external, not internal. Proficient arguers often<br />

oscillate back and forth between using the skills of<br />

Persuasion and Logic, between appeals to emotion<br />

and reason, depending on what suits them better at<br />

the moment.<br />

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

from the Charisma ability. The higher the result,<br />

the more persuasive the argument. Consult the<br />

Aedile to determine whether Persuasion occurs.<br />

Pewtersmithing<br />

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

pewter with an anvil and a hammer. Pewter is 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. Lead and tin are combined<br />

to produce pewter. Broken or obsolete pewter<br />

objects can be melted down and the substance<br />

reused. Whenever such metalworking is done, a<br />

Pewtersmithing 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 />

369<br />

Philosophy<br />

This is the study or intellectual pursuit of<br />

wisdom and the underlying causes and principles of<br />

reality, as well as a quest for truth through logical<br />

reasoning. Most philosophical topics are concerned<br />

with epistemology (how we come to know things),<br />

metaphysics (studying things beyond the physical,<br />

like gods, souls, morality, and ethics), organized religion,<br />

necessity vs. chance (determinism vs. free will),<br />

and experimental applications and implications of<br />

ether.<br />

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

from the Intelligence ability. Higher results correlate<br />

to better knowledge about the philosophical<br />

topic at hand.<br />

Pick Pocket<br />

Usually, pockets are picked by bumping into<br />

a character, which may or may not be coordinated<br />

with an added distraction. The act of bumping is,<br />

itself, a distractive cover for the thieving hand.<br />

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

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

The character whose pockets are being picked is allowed<br />

to make a Touch skill check. The higher of<br />

the 2 checks succeeds. For instance, if the roll for<br />

Pick Pocket is higher than their roll for Touch, then<br />

the pocket is picked successfully. If the Touch roll<br />

is higher, however, then thievery has been detected.<br />

Modifiers to the Pick Pocket skill check include:<br />

Modifier Circums<br />

tance<br />

+ 1 Accompanyi<br />

ng<br />

verbal<br />

distraction<br />

+ 2 Accomplic<br />

e offers<br />

distraction<br />

+ 3 Bump<br />

into<br />

the<br />

target<br />

characte<br />

r<br />

Chapter 8: Skills

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