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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<br />

Fastest<br />

Speed Possible<br />

Falling Chance/Minute<br />

< 14 Unable<br />

to Climb<br />

-<br />

14-16<br />

1 % of Sprint speed<br />

32%<br />

17-20<br />

5 % of Sprint speed<br />

16%<br />

21-23<br />

10% of Sprint speed<br />

8%<br />

24-25<br />

15% of Sprint speed<br />

4%<br />

26-29<br />

20% of Sprint speed<br />

2%<br />

> 29 25% of Sprint speed<br />

1%<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 24-<br />

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

the qualities of the clock:<br />

TH<br />

Duration<br />

Inaccuracy<br />

< 9 Does<br />

not function<br />

Does not function<br />

9-16<br />

1d4<br />

weeks<br />

2d4 hours<br />

17-20<br />

2d6<br />

months<br />

1d100 minutes<br />

21-23<br />

1d4<br />

years<br />

1d10 minutes<br />

24-29<br />

1d10<br />

years<br />

1d4 minutes<br />

> 29 2d20<br />

years<br />

1d4 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<br />

< 14 1 day<br />

14-16<br />

1 month<br />

17-20<br />

6 months<br />

21-23<br />

1 year<br />

24-29<br />

5 years<br />

> 29 10 years<br />

Duration<br />

336

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