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Chapter 8: Skills<br />

Surgery<br />

The skill of opening a creature with the intention<br />

of saving their life is Surgery. Only a doctor<br />

may perform the skill of Surgery. Whenever Surgery<br />

is being performed, a Surgery skill check must<br />

be made.<br />

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

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

Intelligence. Higher results correspond with better<br />

surgery. The Aedile determines the TH for each<br />

operation.<br />

Swim<br />

One of the healthiest skills, any humanoid<br />

with all of their limbs is capable of swimming,<br />

though some may do so calmly and others may be<br />

more stricken by panic. Under normal conditions,<br />

such as only needing to dog-paddle in a calm body<br />

of comfortable water, there is no need for a skill<br />

check. However, if the exhaustion of a swimmer is<br />

relevant, a skill check must be made. Characters<br />

may Swim as fast as their walking speed (1/4 of<br />

Sprint speed). In calm water, a swimmer’s encumbrance<br />

(see Chap. 9: Equipment) is 1/10 th of what it is<br />

on land. If it is exceeded, the character will drown<br />

unless they discard possessions.<br />

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

the modifiers from the sub-abilities of Physical Fitness<br />

and Strength. Every hour of swimming, a check<br />

at TH 21 must be passed to continue swimming. If<br />

the check is failed, then the swimming character must<br />

rest. If the result is 10 or less, then a leg cramp<br />

occurs. The chance of getting a cramp increases by<br />

1 every hour. If desired, a (1d6 - 1) and 1d10 may<br />

be rolled to determine which minute specifically<br />

within the hour the cramp occurs. Finally, it should<br />

be noted that while obese characters are more buoyant,<br />

they are less physically fit and will tire easier, so<br />

no adjustment to the skill check needs to be made<br />

based on obesity.<br />

Symbology<br />

Symbols are representations of other things.<br />

The study of symbols grants familiarity with religious<br />

and deific symbols, pictograms and ancient<br />

runes, as well as magical sigils. A skill check must be<br />

made to recognize, understand, or use symbols appropriately<br />

(not including daily language).<br />

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

from the Intelligence ability. Compare the result<br />

with the TH on the table below:<br />

TH<br />

Religious or Deific Symbols<br />

29 Familiar with an obscure god<br />

TH<br />

29<br />

Pictograms and Runes<br />

Does not understand it, even when it is<br />

in the context of other familiar,<br />

supplemental symbols<br />

Partial understanding of it, only in the<br />

context of other familiar, supplemental<br />

symbols<br />

Understands it, only in the context of<br />

other familiar, supplemental symbols<br />

Partial understanding of the symbol alone,<br />

without contextual aid<br />

Understanding of the symbol alone,<br />

without contextual aid<br />

Understanding of the symbol as well as its<br />

etymological history<br />

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