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Language, Read/Write<br />

If a character receives formal education in a<br />

language, then they may learn to read and write in<br />

the language provided they are not delimited by their<br />

Intelligence ability. The vast majority of the world<br />

is not literate. Unless a character has been literate<br />

since youth, such as with the Upper Class, they will<br />

have to make a check when reading or writing.<br />

LC: Initially, the LC is 24 after a year with<br />

the language, though it improves by 6 for each year<br />

of study.<br />

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

from the sub-ability Language. Higher results correspond<br />

to better grammar and syntactical accuracy.<br />

Language, Speak<br />

If a character has frequent contact with another<br />

race or sentient species, or through formal<br />

education, they may learn to speak another tongue.<br />

The number of tongues that may be learned is delimited<br />

by the ability of Intelligence. No check needs<br />

to be made in a character’s native language. However,<br />

to be understandable to others and to understand<br />

their speech, a check must be made.<br />

LC: Initially, the LC is 21 after a year with<br />

the language, though it improves by 5 for each year<br />

of study or immersion in that culture.<br />

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

from the sub-ability Language. Higher results correspond<br />

to better fluency.<br />

Locksmithing<br />

There is no great variety of locks; most are<br />

very similar. However, artisans may design locks of<br />

exquisite detail. Provided the equipment is available,<br />

each time a lock is made a Locksmithing skill<br />

check must be made.<br />

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

from the sub-ability Spatial Intelligence. The TH is<br />

60 for a working lock to be produced.<br />

Lock-Picking<br />

Only with proper tools may a character attempt<br />

to pick a lock, and then they have to hope<br />

that they do not have to overcome rust. Locks are<br />

mechanical devices opened by keys that are used to<br />

fasten doors, chests, and lids. Keys, however, are<br />

not small, but large and cumbersome. Just the same,<br />

whenever a character and their lock-picks attempt<br />

to open a lock, a Lock-Picking skill check is made.<br />

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

from Hand-Eye Coordination. Consult the table<br />

below:<br />

TH<br />

Result<br />

< 9 A lockpicking tool just broke<br />

9-19<br />

The character cannot pick the lock<br />

20-21<br />

The lock is picked after 3d6 minutes<br />

22-23<br />

The lock is picked after 2d6 minutes<br />

24-25<br />

The lock is picked after 1d6 minutes<br />

26-29<br />

The lock is picked after 1d20 seconds<br />

> 29 The lock is picked in 1d4 seconds<br />

Chapter 8: Skills<br />

Law<br />

Most societies utilize laws or universal rules<br />

for citizens. The laws are reinforced by the government<br />

or those who are in power. Since laws vary<br />

from society to society, whenever a character makes<br />

a decision based on their knowledge of the law, a<br />

check must be made.<br />

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

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

to more knowledge about the law.<br />

Listening<br />

See the Sound skill.<br />

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