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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<br />

Result<br />

< 17 The direction seems impossible to discern.<br />

An incorrect direction is sensed. The MM<br />

must roll 1d8 to determine the direction,<br />

17-20 rerolling the die if the correct direction<br />

results. Let 1=N, 2=NE, 3=E, 4=SE,<br />

5=S, 6=SW, 7=W, and 8=NW.<br />

> 20 The correct direction is sensed.<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<br />

39<br />

Example<br />

The weapon is hit as intended, but no<br />

damage is done to it or the foe, and the<br />

weapon remains in their grasp.<br />

The weapon is dislodged from the grasp of<br />

the foe, and falls to the ground.<br />

The weapon is dislodged from the grasp of<br />

the foe, and falls to the ground several feet<br />

away.<br />

The weapon is dislodged from the grasp of<br />

the foe, and the foe is damaged.<br />

The weapon is dislodged from the grasp of<br />

the foe, and the foe suffers Graphic Gore.<br />

Chapter 8: Skills<br />

341

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