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Riding<br />

Most characters are able to ride, just as they<br />

are able to walk. Anything beyond mere riding, however,<br />

necessitates a Riding skill check. For example,<br />

attempting to attack a foe while riding.<br />

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

from the Agility ability.<br />

TH<br />

16<br />

Result<br />

Unable to remain on horseback while<br />

attacking<br />

Able to remain on horseback while<br />

attacking<br />

Able to successfully jump the horse and<br />

remain on horseback<br />

Ritual, Complex<br />

Rituals that require long durations and great<br />

precision are Complex Rituals. In spellcasting, spells<br />

of 6 th -10 th levels have complex rituals that may take<br />

from 30 minutes to 1 week to perform.<br />

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

the modifiers from Intelligence and Hand-Eye Coordination.<br />

Higher rolls correspond to rituals performed<br />

with greater precision.<br />

Ropemaking<br />

A rope or thread is a collection of fibers<br />

that have been wound lengthwise. Whenever rope<br />

or thread is to be wound, a Ropemaking skill check<br />

must be made.<br />

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

from the Common Sense sub-ability. Higher results<br />

correspond with rope of higher quality.<br />

Rope Use<br />

Rope may be used in many ways, such as for<br />

climbing, binding prisoners, drawing and quartering<br />

criminals, and in any occasion when a sturdy or appropriate<br />

knot is necessary.<br />

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

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

the Aedile concerning the difficulty of the action<br />

chosen.<br />

Saddlemaking<br />

A saddle is a utility for a character who rides<br />

horses. The saddle lies between the rider and the<br />

horse. Knackers make saddles and harnesses. Whenever<br />

a saddle is to be constructed, a Saddlemaking<br />

skill check must be made.<br />

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

from the Common Sense sub-ability. Higher results<br />

correspond with saddles of higher quality.<br />

Sailing<br />

The proficiency of a mariner in directing a<br />

vessel as desired by manipulating sails is Sailing. Sailing<br />

entails familiarity with the stars, tides, winds, currents,<br />

and seagoing vessels. The Sailing skill is unnecessary<br />

for small river craft. Any time a seagoing<br />

vessel is sailed, the decision-making sailor needs to<br />

make a Sailing skill check.<br />

LC: The initial LC is 13, though it improves<br />

by 1 with each voyage.<br />

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

the modifier of Intelligence and the modifier for<br />

Vision. Many variables may influence sailing, such<br />

as the direction and speed of the winds and currents,<br />

storms, etc. The adjusted result of the skill<br />

check equals the percentage of Wind Potential that<br />

may be used (see Chap. 18: Warfare).<br />

Additionally, a Sailing skill check is necessary<br />

when a vessel with a ram attempts to ram another<br />

vessel. For ramming, divide the feet per round<br />

of movement of the attacking vessel by 3, and add<br />

to the check. Additionally, a deceres gains + 1d12,<br />

septireme + 1d10, quinquereme + 1d8, and a trireme<br />

+ 1d6. Consult the table below:<br />

TH<br />

Result<br />

Chance Ram Breaks<br />

< 14 Miss<br />

-<br />

14-15<br />

1 d20 IP<br />

1%<br />

16<br />

1 d100 IP<br />

2%<br />

17<br />

2 d100 IP<br />

3%<br />

18-19<br />

5 d100 IP<br />

4%<br />

20<br />

7 d100 IP<br />

5%<br />

21-23<br />

1 d1000 IP<br />

6%<br />

24-29<br />

2 d1000 IP<br />

7%<br />

> 29 5 d1000 IP<br />

8%<br />

Chapter 8: Skills<br />

371

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