Minor Skills

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Minor Skill Use from Core

Although not meant for combat, Minor Skills are still a large part of the game. They are the life skills people develop and use in everyday life and jobs or careers (unless you are a career fighter, it is going to be a Minor Skill). Minor Skills include anything from physical activities such as swimming or climbing to recreational skills such as playing a flute or dancing all the way to operating a kiosk or making jewellery. While some Minor Skills can be used in combat (i.e. leaping at your enemy) their intent is fleshing out characters while supplying useful things for earning money, saving money, or things like finding food in the wilderness.


Types of Skills

There are two types of Minor Skills: Universal and Trained. Universal Minor Skills are those that are simple or basic and can be performed by almost anybody, universal would include things such as climbing, jumping, and swimming. Trained Minor Skills are those that are somewhat difficult to attempt without training nor can it be performed as well without training, trained would include things such as accounting, creating objects, and reading and writing. Each Skill and Template will list which type it is.

Universal Skills gain their associated Attribute Stat(s) to their Success Rating at all times regardless of amount of Points put into the Skill.

Trained Skills only gain up to their associated Attribute Stat(s) to their Success Rating to a maximum of the number of Points put into the Skill.


I.e. a Skill is Intelligence based and a person has 15Intelligence, if it is a Universal Skill they always gain +15 from Intelligence when using it while if it was a Trained Skill and they only had 9Points into the Skill they will only gain +9 from their Intelligence.


Acquiring Minor Skills

When your character is created all Universal Minor Skills (i.e. Jump) have a base of their associated Attribute Stat that they are listed as using while all Trained Minor Skills will be 0.

At first Level you acquire Wisdom Stat * 10 as an amount of Points you can distribute as you see fit into any Skill up to its associated Attribute Stat + 5.

Every Level gained thereafter you gain another Wisdom Stat * 5 + 10 Points to distribute into Minor Skills as you see fit up to a maximum of its associated Attribute Mod + 5 per Level; if you have not placed Points into a Skill for a few Levels the maximum is associated Attribute Stat + Mod * (Level – 1) + Level * 5 – it cannot be Mod + Mod * Level in case the Stat is odd.

A person can gain more Minor Skill Points and raise the cap as listed in Skill System, Major Skills, Acquiring Major Skills.


While each Template or Campaign might include a wide variety of Skills beyond what is necessary, if you are playing a city campaign a craft or merchant skill might be best, if you are in the wilderness then hunting or wilderness knowledge might be best, it is advisable to spend Minor Skill Points based on the Campaign.

I.e. if a person has 10Wis and 15Int at Level 1 they have 100Points to distribute, in their Int Skills they could spend at most 20Points. Every Level thereafter they would gain 60Points and could increase their Int Skills by at most 12Points. If at Level 3 they have not spent any Points into an Int Skill and want to they could spend at most 44Points into that Skill (20+12+12).


Rank Points Rank Points
1 1 11 11
2 2 12 12
3 3 13 13
4 4 14 14
5 5 15 15
6 6 16 16
7 7 17 17
8 8 18 18
9 9 19 19
10 10 20 20


Unlike Major Skills, Minor Skills are acquired at 1Rank per 1Point, a 1:1 ratio. Due to this, Minor Skills tend to reach higher levels much quicker than Major Skills and continue to progress at a steady rate.


Using Minor Skills

Whenever a Skill is required to do something (i.e. jumping over a gap, swimming, climbing a mountain, etc) you will be required to make a roll against its Level of Difficulty (LoD). Each Skill will list how to determine the LoD or at least a rough guideline (not everything is easily solved). Once you know the LoD the Player can decide to attempt it or ‘auto-succeed’.

When attempting a Skill you first determine the amount of Points in the Skill + Associated Attribute Stat (based on Universal or Trained) + any special conditions (i.e. running jump, racial bonus), this is known as your Skill Total.

Add to the Skill Total + d%(d100). This roll determines what is known as your Success Rating (SR).

If your SR is greater than the LoD you succeed at what you were attempting (each Skill lists what the effects of SR are). Certain Skills even if you are below the LoD you still get an effect (i.e. crafting a mask, you may have failed the LoD but instead just spent more money/materials/time and got a lesser quality mask). Each Skill will list effects of SR in comparison to the LoD (note: some Skills may lack a LoD, you just do as good as the SR details). Each Skill will list extenuating circumstances and special rules if there are any.


Few Minor Skill are ‘flip a coin, success or failure?’, but instead varying degrees of success and failure. Just because you did not jump the 1.8m/6ft chasm gap does not mean you just did not jump, it means you did not get the 1.8m/6ft you wanted at the elevation you wanted. Just because your total roll was not high enough to make a katana does not mean you did not ‘make a katana’, it merely means it was of poor quality (i.e. negatives to damage, negatives to hit, increased chance of breaking, etc).


Auto Success

Auto Success is an option when you are close to the LoD by Skill Total alone. This means you are either so good that the task is menial and easily accomplished for one of your skill or the task is so simple failure is almost out of the question. You cannot fail but you might not achieve full potential. If by just Skill Total and bonuses (i.e. running and jumping), you are within 25 of or over the LoD you can take an ‘auto success’, which means you do not roll the d%(d100) and instead meet the LoD exactly. You can only attempt an Auto Success on a Skill in which you have Points or is Universal.


Max Success

Players may set a ‘max success’ on any Skill before they attempt it. What this means is even if they surpass something, such as jumping 1.5m/5ft but instead roll for a 3m/10ft jump, they would only ‘do as good’ as they set. Their ‘minimum success’ is based on the total SR and if it exceeds what the Player set it instead is lowered to the chosen amount.

I.e. if you have 15Str and 20Points in Jump and 2SR equalled 25.5mm/1” and you only wish to jump 0.9m/3ft (72SR) before rolling the d%(d100) you could state a Max Success of 72. If you then rolled a 64 the SR would equal 72 even though the total should be 99 (64+15+20). If you rolled a 32 the SR would equal 67 because you did not meet the set Max Success.


Critical Success and Failure

There are things such as a critical failure and a critical success. On a roll of 1 on the d%(d100), a critical failure, you roll again and minus that from the SR to a minimum of 0SR. On a roll of 100 on the d%(d100), a critical success, you roll again and add it to the SR again.

I.e. if you have a Skill Total of 35 and roll a 1 you roll again and roll 28 you would have 8SR (35+1-28=8). If you have a Skill Total of 35 and roll a 100 and you roll again and roll 28 you would have 163SR (35+100+28=163).


Minor Skill List

Minor Skills tend to work best if used to set the LoD’s and factors of Skills like Balance, Climb, Cryptography, Food Gathering, Gather Intelligence, Notice, Seek, and other Skills when creating an Adventure rather than look up what the LoD would be mid-Session. This will keep the game running smoother and quicker and keep the only need to stop and determine LoD being person vs. person checks or things like Crafts.

For sake of ease those Minor Skills that can be broken down to easy formulas has been done so in the back of the book. It is advisable to read the Skill to learn how to use it before using the Formula Sheet.


Acrobatics – Coordination (Trained)

Acrobatics is the idea of using learned feats of balance, agility, and coordination to perform physical acts with greater prowess. Used with the physical Minor Skills Balance, Climb, Jump, Lurk, Prowl, Swim, and Tumble, Acrobatics allows you to increase their effectiveness.

First you declare how much you are going to use Acrobatics to try and assist your Skill check, declaring your own LoD. You roll your Acrobatics and if you succeed for every 3SR up to the Acrobatics LoD +15 you increase the other Skill by +1SR, if you fail for every 2SR less than the LoD you decrease the other Skill by -1SR.

I.e. you set 45LoD and your total was more than 60SR it would only count as 60SR (45 + 15 = +60SR max) and give the other Skill +20SR

You then roll the ‘assisted’ Skill whether the Acrobatics succeeded or not. It takes the time of the assisted Skill to attempt the Acrobatics and can only be attempted once per use of the other Skill.


Alchemy – Intelligence (Trained)

Due to the various alchemical types and volume of information required per use of Alchemy it is all instead listed in full detail in the Book of Alchemy.


Animal Handling – Intuition (Universal)

Animal Handling is the attempt to change the mood of an animal or train it to perform tasks. Animals are not like humans, they do not listen to reason nor do they understand much beyond tone and pitch. They feel emotions and stimuli and react accordingly. Changing the mood of an animal is a quick word or action in attempt to soothe or anger an animal. Training them to be mounts or perform tasks often involves repetition, stimulus, and time.

Specifics on moods, morale, and training are in the Extra Information chapter, Animals section.


Appraise – Intelligence (Trained)

Appraise is identifying the quality and determining the value of a product. When appraising items you look for quality, damage, repairs that have been made, and anything such as historic value. There are two outcomes when appraising something: overvaluing or undervaluing.

To appraise an item you roll an Appraise check with the item’s Craft SR as the LoD - if a random item assume its SR equals the minimum LoD to craft it. If you are successful you identify the true cost of the item, if you fail you instead come up with a range of +/- 1% per point of failure of the true value, merchants will buy at the ‘low’ and sell at the ‘high’. Certain circumstances can help or hinder identifying the true quality of an item:

+1LoD per #Quality (i.e. +10Quality is +10LoD, -15Quality is -15LoD)

+1LoD per #Aesthetics

+1SR per +10minutes spent examining the item up to +Int Stat SR

I.e. its cost is 135money, you fail by 20, 135 * 0.2 = 27, you think it is worth between 108money and 162money


Specific crafters will have distinct styles, to determine whether or not an item is a forgery the LoD is the original crafter’s Craft Points + Int + 50, if the forgery’s SR is below this LoD you gain the difference to your Appraise check, if you succeed you know if it is real/fake, if you fail you believe it could be authentic. To appraise and determine forgeries you must take a specific Appraise Skill (i.e. Appraise (Art), Appraise (Blacksmithing), Appraise (Cloth)).


While appraising specific Crafts you gain ½ your general Appraise Points to your specific Appraise SR. Points spent in Appraise (<specific crafter>) count as *2 when determining if works are theirs or not.


It takes 1second per LoD to attempt an appraisal and cannot be attempted again on the same item without extraneous circumstances (i.e. famous artist returns to claim it as their own).


Balance – Coordination (Universal)

Balance is moving across something that threatens to undermine your footing. Balancing is based on the width of what you walk on, its coarseness, the slope, and how fast you travel over it.

Width is the size of the floor perpendicular to the direction you are walking. The average person walks comfortably on an area one quarter their height, about a 0.45m/1.5ft square for most humans, and is the width required to be at least ‘0LoD’ for width of what you walk on. For every 10% less than this to 25.5mm/1”, you increase LoD by +5 (+50LoD if you are walking on 25.5mm/1”) and every 2.55mm/0.1” below 25.5mm/1” increases the LoD an additional +5LoD.

Coarseness is the amount of friction on the surface and whether it makes it easier to traverse or more difficult. The OM chooses a LoD between about -100LoD and +100LoD. The coarser it is the easier it is to walk across.

Carpet -25 to 0LoD

Linoleum or tile +25LoD

Glass or ice +50 to +75LoD

Water or liquids on a floor or a floor that otherwise moves +5LoD to +25LoD or, if the water/floor moves at immense speeds, upwards to +50

Slope is the angle of the floor and can be measured +/- (up or down), in either case the greater the slope the more difficult it is to keep one’s balance. Each degree 0° to 30° is +0.5LoD, 31° to 45° is +1LoD (+15LoD from 0 to 30), 46° to 60° is +2LoD (+30LoD from 0 to 45), 61° to 75° is +4LoD (+60LoD), and 76° to 90° is +8LoD (+120LoD). 90degrees and beyond gravity will pull most anything off of the wall. Slopes with stairs or other hand/foot holds carved into them will count as having the slope of the step.

Speed is dependent on whether you go faster or slower than your ‘norm’. Regular Walk is 0, you are used to this. For Inching you gain +50SR, for Crawling you gain +25SR, for Jogging you suffer -25SR, for Running you suffer -50SR, and for Sprinting you suffer -75SR.

A Balance check is made each Round, whenever you change Speed, or when you move onto an area with a higher LoD. Once the LoD is discovered you roll a check, if you fail you trip and fall prone (and possibly off what you are balancing on), if you succeed you continue moving without issue.

OMs should set a Ref check of +1 per 5points of failure +1 per 5LoD from Width, if they succeed they catch the thing they are balancing on and can attempt to pull their self back onto it, failure and they do not grab what they were balancing on (see Climb for details on climbing) back up).


While zigzagging or turning while moving you can attempt to use Balance to make the turn rather than a Coord check (see Core, Attributes, Speed for details). The LoD is equal to the Coord check * 5. If you succeed you make the turn without falling, if you fail you fall prone.


Climb – Strength (Universal)

Climb is the technique of ascending a steep object without flight. Difficulty of climbing is dependent on the coarseness of the object, slope, the weight you carry, and how fast you are attempting to climb.

Coarseness is the amount of viable handholds/footholds among the surface of the object you are climbing, the more there are the easier it is to climb, the less there are the harder it is to climb.

• A person needs at least two holds per height of their body, the one they are currently on and the next one to pull them up to; if they do not have two holds per height they cannot climb (unless they make some), to climb comfortably the holds need to support all climbing limbs or have one hold per limb
• Rope or other items that allow you to get your hand fully, or close to, gripped around it count as a hold for its length but without knots or platforms it cannot be used for non-hand-like appendages
• Slippery or moving surfaces will make it more difficult to climb while sticky or higher friction surfaces can aid in climbing

Slope is the angle of the surface to be climbed in relation to the direction of gravity. Straight up and down (90degrees) is the base of climbing, anything less (89° to 60°) is easier to climb while anything greater (91° to 180°) is harder to climb.

Extra weight you carry makes it more difficult to climb.

A person climbs at base 1Speed, 1.5m/5ft per Round.


50LoD base for only 2holds per height

25LoD base for at least 1hold per climbing limb per height

+25LoD for closed hand holds only (i.e. un-knotted rope) (in addition to only 2holds per height unless you have all prehensile limbs, then only 1hold per climbing limb)

+25LoD for closed hand with footholds (i.e. knotted rope) (in addition to 1hold per climbing limb)

-25LoD to +100LoD for higher friction or increased slipperiness

+0LoD for 90degree surface

-1LoD per degree less than 90

+1LoD per degree greater than 90

+1LoD per 0.9kg/2lb of weight you carry

-5SR per +1Speed you climb at (or -1SR per +0.3m/1ft per Round)

+½Str Mod per limb beyond 4limbs used to climb


Once all of the LoD factors are discovered a check is made, another check is made each time a factor changes or if you stop/start again or if it is particularly difficult an OM might want 1check per Round. If you fail you fall, if you succeed you climb until you make another check.

If you are falling next to the wall you can attempt to grab hold again, making a Climb check of the original check, if you succeed you take hold of the surface again and stop the fall, fail and as long as you are close to the surface you can try again once per NAR, the LoD increasing +10LoD per second since you first fell. (Earth gravity is ~9.8m/s2 or ~32.2ft/s2)


Coercion – Charisma (Universal)

Coercion is a strong-arm tactic of verbally and possibly physically frightening someone into doing something you want. Coercing someone involves the tactics of physical pain, the threat of pain/suffering to them or others, or a combination to force them into doing what you demand and thus can come across as either a show of personal strength and power or more a castigation from the tongue. Success and failure is dependent on who you are coercing and what you are trying to coerce them into doing.

The LoD for coercing someone is determined by the OM who, in relation to the circumstances, determines the LoD. Factors that can affect a coercion include how the person reacts under stress (3F’s), personality and likely reactions (Alignment), how much pain they can tolerate if being tortured/injured, the coercer’s knowledge of what ‘pushes’ their target’s buttons, things such as hostages, and the coercer’s reputation.

The task itself, usually something a person does not wish to do, will also influence the LoD. The more dangerous, difficult, disadvantageous, or undesirable a task the harder it will be to convince someone to do it.

Attitudes towards a coercer will become negative and future dealings between the individuals will be strained. Failure to coerce means the ‘command’ will not be followed, but the ‘recipient’ might become angrier instead of scared, success means they will attempt to accomplish the task set before them until circumstances change drastically. It takes the time of a ‘conversation’ to attempt a Coercion and can be attempted multiple times though unless the circumstances change it will likely be more difficult if not impossible to succeed.

Base LoD is equal to the target’s highest Mental Attribute Stat. For certain ‘threats’ to work the coerced must believe that the coercer can come through on them, even if they threaten to bankrupt someone if the coerced does not believe the coercer can bankrupt them the threat is disregarded (proof or Deceit is required).

Samples:

+1LoD per 15m/50ft they have to travel by foot

+1LoD per 5km/3miles they have to travel by vehicle

+1LoD per 10minutes it will take or +5LoD per hour or +25LoD per day

+0.1LoD per percent likelihood of minor pain

+0.5LoD per percent of likelihood of medium or extreme pain

+5LoD per percent likelihood of death

+2.5LoD per task they have to do before this one

+1LoD per Coercion attempt made within the past week

+1LoD per point of SR failure on recent previous Coercions

+1LoD per coerced’s 2points in Fight (3F’s)

+2.5LoD per coerced’s Con Stat over 10 if threat/actual physical pain

+10LoD to +100LoD if coerced is trained against Coercion/pain (OM discretion)

+10LoD to +500LoD if loved ones/allies are at stake (i.e. divulging their location to your torturers could get them hurt/killed)

+Coerced’s Str Mod to LoD if threat of pain

+0SR to +100SR if they want to do it anyways but need ‘convincing’ (the more they want to do it the higher the SR bonus)

+0SR to +100SR if finances are threatened

+10SR to +250SR if threatened to reveal a ‘bad secret’ (i.e. “Do it or I tell them it was you driving the car that night!”, the worse the damage done by revealing the secret the greater the SR bonus)

+Your Str Stat to SR if threat of pain

+1SR per coerced’s 2points in Flight + Fright 3F’s

+1SR per positive point coerced is on Virtue scale if other hostages are threatened (if they are ‘evil’ it will reduce SR, friends/family might increase it +2SR per +1Virtue instead)

+1SR per 1% of HP dealt as damage to the coerced during the ‘session’

+10SR to +100SR if the coercer has a ‘dangerous reputation’

+5SR per coerced’s point of Con Stat below 10 if threat/actual physical pain

+10SR to +50SR the more the coerced likes the coercer (i.e. love would be +50SR)


Control Artillery – Intelligence (Trained)

Control Artillery is the act of loading, aiming, and firing a weapon that normally requires more than one person to operate. Rather than operating like a normal handheld weapon these artillery weapons require a crew or complex self-actuating mechanisms to be used by people of your size. Controlling Artillery works much like normal weaponry except Attack Bonus, Damage, movement (Speed), and reload time are determined by Skill.

As per normal weapons, artillery weapons will list AB, damage, maximum distance, and reload time but will also list how fast they move (under their own design or by others’ labour). Artillery is still affected by Distance Increment if it is being used (user’s maximum range they are accurate to) and Range Increment (damage penalty based on weapon’s maximum range). As with an ordinary ranged weapon, if the attack misses a d8 is rolled but for every point you miss by it travels an extra 0.3m/1ft in the direction of the d8 (1 further, 2 further and right, 3 right, etc).

When using artillery the controller chooses to attack, move, or reload the piece, each determines its LoD in its own way. In each crew only one member rolls a Control Artillery check, others with Control Artillery Ranks can assist and increase the roller’s check by +1SR per 5Points they possess.

Attack - Select target and discover its distance and size for AB modifications and for whether or not the target is moving. It takes 30NAR to calculate the direction/angle of the first shot and 6NAR to make adjustments each shot after reloading; this applies to most artillery strikes unless otherwise stated by the artillery piece.

AB: Base Int Stat + Level AB + 1AB per 10SR + d20

Damage: +1damage per 10SR

Distance Increment: 1.5m/5ft + 0.3m/1ft per 2.5SR

Calculations: Decrease SR by -5 and calculation time by -1NAR to a minimum of 1NAR. Increase time by +1NAR to increase SR by +5 to a maximum of +Int Stat SR

High Lob: If the controller is trying to attack an unseen target with a high arc rather than a straight shot they suffer half AB and discover their AB/Distance Increment the same and determine hit location if they miss in the same manner

Spotters: If spotters can communicate the projectile’s landing they ignore the AB penalty of High Lob on following shots spotters can see

Wind: Every 10kmph/6mph of wind moves the projectile 0.3m/1ft in the wind’s direction every 75m/250ft of flight it travels, the artillery controller can compensate for wind by subtracting -1AB per 1.5m/5ft the wind would move it. OM Discretion, the weight/shape of projectiles will modify how wind affects it

Move - Artillery pieces will list a Speed at which they move and turn and what it takes to move them (i.e. labour or motors) and whether or not the controller can increase this Speed and/or turn rate. The controller chooses an overall LoD for how much additional Speed and Turn rate they will attempt to add. If they succeed the Speed/Turn is gained, if they fail the artillery piece does not move for its listed move time. This check is made every listed amount.

Speed: +5LoD per +1Speed

Turn: +5LoD per +1degree

Reload – Each artillery piece will list the amount of time it takes to reload and whether or not this time can be sped up. The controller chooses how many seconds they want to speed up the reload by and discovers the LoD. If they succeed they reduce reload time by that amount to a minimum of 1second, if they fail the load time increases by +1second per 5Points of failure.

-1second: 25LoD


Crafts – Intelligence (Trained)

Crafts are the construction of various types of items and is the catch all term for the multitude of craft types. When selecting Crafts you select which method of crafting it entitles (see below for examples, which are available/useful is dependent on OM and Campaign) and that Crafts gains the Points. With a craft type you can essentially create/repair any item of that type.

While each item might not have the same ‘attributes’ (i.e. a horseshoe will not likely have AB bonus while a sword would) each item made will have a set of attributes that can be made better/worse based on the crafter’s choices and SR/LoD. Each item to be created has a method to determine a LoD based on what it is and what attributes it has, failure means the item will not perform as per normal, success means the item works properly, and success above the LoD can make it function or look better. Every SR above/below the base LoD is known as Quality #, if the SR is above it is Quality +#, if it is below it is Quality -# (see below for details). Sample Crafts include:

Art

Blacksmithing

Ceramics

Cooking

Drawing/Painting

Fletching

Glasswork

Leatherworking

Sculpting

Sewing

Stonework

Weaving

Woodworking


Crafters can combine specific Crafts subtypes with their broader origin (i.e. Bow Making with Woodworking) and gain a synergy bonus of using the Points of both when making and item that fits into both categories (i.e. +1SR on Bow Making per point in Woodworking). When making an item of any of these craft types the crafter chooses its size and determines it weight and base statistics by the item’s general rules (i.e. a sword has +1DC/3Str requirement per 0.3m/1ft length and 2.25kg/5lb) then adds attributes and determines the LoD as base 25LoD plus the statistics as follows:

+AB – On all attacks/uses for AB the weapon adds +AB to the total. +3LoD cumulative (i.e. item has +3AB, it would have +18LoD calculated as follows: +1AB = +3LoD, +2AB = +6LoD, +3AB = +9LoD) – does not count towards Blocking/Parrying

Aesthetics – A part of all items, aesthetics are what make it ‘nicer’ than all others of its kind and does little more than raise its value. Aesthetics is automatically equal to the Quality # but can be increased further at +1LoD per +1Aesthetics Point

Anti-Skill – A device designed to prevent another Skill’s use, often a security item (i.e. a lock). +1LoD per LoD the item is supposed to have, +0.5LoD cumulative per +1LoD it is to add to existing obstructions

+APP – The APP of the armour is determined as normal and provides additional +5APP to the wearer. +1LoD

+BlRa – The shield is differently shaped to provide better personal cover, BlRa is determined as normal and provides +1BlRa. +2LoD cumulative

+BSM – The item is designed to make it easier for the user to Block, all Blocks made with the item gain +1BSM. +3LoD cumulative

+Damage – In all uses that deal damage the item adds +Damage to the total. +1LoD cumulative

+DC – After the Dice Category is determined by lbf, length, weight, etc it is increased by +1DC. +2LoD cumulative

+DP – After the DP is determined by material/thickness it is increased by +1DP. +1LoD

+DR – The style of armour provides its wearer greater Damage Reduction (unless otherwise stated by the Template this is likely the only way to give armour DR). +1.5LoD cumulative

Elemental Protection – The thickness and coverage of the equipment protects the wearer from the elements. +1LoD per -1°C/-1.8°F it protects against below 0°C/32°F, +1LoD per 1kmph/0.6mph wind it protects against, +25LoD to make it waterproof

Filling – The food makes you feel satisfied longer through more effective cooking and less waste. +10LoD per +1Satisfaction Point a dish provides

Flavour – The food tastes better and is more delectable and favourable to those who eat it. +5LoD per +1Flavour Point, only truly comes up in specific recipes

RSP – The equipment is designed to be less bulky or restrictive and reduce the RSP -1. +2LoD cumulative

+PSM – The item is designed to be more manoeuvrable for the user to Parry, all Parries made with the item gain +1PSM. +3LoD cumulative

Range – Determined by ranged weapon type, it can either be PACI, Stringed, or Thrown. PACI depends on whether it is stringed (see below) or gunpowder at +1LoD per 3m/10ft maximum range or an entirely different method and is OM dependent. Stringed weapons have a max lbf of 1 per +0.5LoD. Thrown have 0.1m/0.33ft per Str per +1LoD, Launchers gain this distance in addition to their length Range

Skill Use – The item is required to use a Minor Skill or is meant to improve the ability to use that Skill. +15LoD if required to use the Skill, +1LoD cumulative per +1SR the item gives the user

Volume – Amount a container can contain without fear of leak or a compromised hull. +1LoD per 250mL/1cup

Weight – After weight is discovered and all bonuses based on weight are discovered you reduce the weight without reducing bonuses (i.e. Dice Category). +1LoD per 0.1125kg/0.25lb


An OM may wish to restrict what is being crafted to an item type, each type having a select set of potential attributes. In addition to Aesthetics, DP, and Weight each type would have:

Armour – APP, DR, RSP

Clothing – Elemental Protection

Container – Volume

Food – Filling, Flavour

Inhibitor – Anti-Skill

Melee Weapon – AB, BSM, Damage, DC, PSM

Ranged Weapon - AB, Damage, DC, Range

Shield – AB, BlRa, BSM, Damage, DC, RSP, PSM

Skill Item – Skill Use

Once all the attributes are chosen the crafter then chooses how much of each attribute they want the item to have and discovers the LoD.


If their SR is above the LoD then it gains Quality +1# per SR above LoD up to 25 + Int Stat which can be ‘spent’ to further increase an attribute(s) that has already been increased by spending the Quality +# in the same manner they discover original LoD, if there is leftover Quality +# but the chosen attributes have too high a ‘LoD’ the remaining Quality +# is wasted.

I.e. you succeed on a melee weapon by 27SR with +2AB, +10DP, and +1PSM, you could spend 9Quality for an additional +1AB, 15Quality for +4PSM, and 3Quality for +3DP


If their SR is below the LoD it suffers from Quality -1# per SR below LoD which lowers Aesthetics by that amount and must be entirely ‘spent’, the crafter decides which attribute(s) suffer detriments up to -5, each point of negative attribute spends its LoD increase before cumulative. If all potential attributes are at -5 and there is still Quality -# then the crafter chooses other non-increased attributes of that item type to reduce as well.

I.e. you fail a melee weapon by 17 with +5AB and +10Damage, you could give it -4AB (12Quality) and -5Damage (5Quality) or -5AB and -2Damage for a total of 17Quality or -5AB or -15Damage and -1AB for 18Quality (because Damage was at +10 it can go as far as -15 from Quality to become -5), with these choices all Quality -# is spent and the weapon is finished

If you failed by more than 45 you would have to start decreasing Aesthetics, BSM, DC, DP, PSM, and/or Weight


Time and monetary cost of crafting an item should be dependent on what it is, what it is made of, and the scarcity of the ingredients. Though some Templates may specify otherwise, an easy method is 1minute/cost per LoD (i.e. cost = copper coin) with:

Clay, cloth, food, and leather *1

Art, glass, and wood *2.5

Stone *5

Metal *10

This is in addition to any necessary steps in normal crafting (i.e. curing, drying, kiln firing, warping) and is based on cheap/largely available materials (i.e. copper or possibly iron but not titanium) and better materials should cost more. If an OM desires they can add Cost and Time to the Craft attributes, each having -1% per 0.1LoD cumulative. Some Crafts can be reattempted with the same materials even if the crafter fails but others cannot and is decided by the OM.


Craft can be used to repair the DP of a damaged item. When repairing an item each DP takes *0.001 of the Cost/Time original cost per 1% of the item’s DP being repaired. Some items if they reach 0DP will take at least the same time to repair, basically rebuilding from scratch with available materials.

I.e. the original item was metal, has 61DP remaining, 103DP max, and 76LoD meaning it is down 41% DP and was 760Cost/Time, it would cost 31.16Cost/Time to repair to full (760 * 41 = 31160 * 0.001 = 31.16)


Cryptography – Intelligence (Trained)

Cryptography is an attempt to transform a message into an obscured code to prevent those who do not know the code from understanding it or is the attempt to reverse the procedure. Cryptography is based on one-use phrases and preset codes which encrypt either spoken or written messages. The ‘encryption’ is what people hear (i.e. ‘The moon waxes tomorrow night’) while the ‘message’ is the true meaning of what is said (i.e. ‘Attack the fort tomorrow night’).

One-use phrases are an encryption created by one party and taught to others alongside its meaning and when to use it with a LoD for those who do not know the code to decipher it – which is set as the phrase creator’s SR when creating the code. A person can retain one one-use phrase per 2Points in Cryptography. If they hear/read a one-use phrase they have memorized they understand it immediately. If they used to have the phrase retained but do not anymore they roll a Cryptography check vs. LoD of the phrase /2.


When using Cryptography to have a conversation or encrypt a written message the cryptographer sets a minimum LoD for people listening/reading then rolls their Cryptography check, if successful their message is encrypted successfully, if they fail their message is garbled in the encryption and cannot be understood by anyone. Anyone listening in on a successful Cryptography conversation can roll a Cryptography check vs. the LoD and if successful decrypt and understand it, if they fail it seems like a normal conversation.


Certain ‘codes’ might be created to aid people in decryption. The code will have a Complexity Rating (CR) to learn and a person requires 1Point in Cryptography (<Code Name>) per CR to learn it. When using the code they can use it as though it were a language. Anyone trying to understand the code who does not have Points in it makes a Cryptography check vs. a code LoD (Complexity Rating * 10 – 10 per point in CR unless otherwise stated by the code), success and they ‘break’ the code and understand the message, failure and they do not understand the message.


In any use of Cryptography it only takes about the time of a conversation or time to read/write the message to make a Cryptography check. If a person fails by more than their Int they cannot reattempt a Cryptography check unless something occurs to make them reconsider the message (i.e. they hear it again), if they fail by less than their Int they make an immediate reattempt but any amount of failure means they will not be able to try again barring extremely extraneous circumstances.


Deceit – Charisma (Universal)

Deceit is the act through body language and verbal communication in which you intentionally distort the truth or outright lie. Being deceitful is more about just saying a lie. It is about knowing what to say, how to say it (tone/pitch), how to keep your eyes from giving you away, posturing, sweat, heart control, etc.

When trying to be deceitful to someone you use your SR vs. their Read Person. Success does not mean that the deception is outright believed but that suspicion is lowered, the OM should decide the specific outcome with a general outline such as success over the Read Person by more than +25SR and they will not overly doubt it, success by +50SR and they do not doubt it and might believe it, success by +75SR and they believe without any doubt. Failure does not mean the deception is automatically perceived as such but that there will be doubt, if they fail by more than -25SR there is great suspicion about the deception, failure by more than -50SR and they will believe it is a deception.

To attempt a Deceit it generally only takes as long as a conversation depending on what it is about/how big of a deception it is and a deceit cannot be attempted again unless the circumstances change.

Certain circumstances can help either the deceiver or the to-be-deceived. These circumstances are OM controlled and should be based on what people know of the situation and the deception being portrayed. Some samples include:

Deceiver has lied to the to-be-deceived before and they know it -5SR per recent/important deception

Deceiver has a reputation as a deceiver -5SR to -500SR

Deception has been attempted before (i.e. a con, grift, scam) – by this deceiver or not – and is known by the to-be-deceived -50SR to -500SR

Deception is ludicrous or otherwise unbelievable (i.e. “An alien-lycanthrope-vampire-yeti-zombie broke into your house, I just came in to make sure it didn’t steal anything.”, “The Pope told me to tell you there is no god.”) -5SR to -500SR

To-be-deceived knows it is a lie because of intimate knowledge (i.e. deceiver claims to be someone but the to-be-deceived is/knows the real person) -50SR to -500SR

Deceiver cannot be seen +15SR

Deceiver cannot be heard +15SR

Deception has evidence of ‘truth’ (i.e. a rumour already in circulation, testimony of trusted friends, believable documentation) +5SR to +250SR

To-be-deceived is a friend/ally and generally believes the deceiver +5SR to +250SR

Believing the deception might lead to:

• Minor chance of self injury -1SR per percent chance of injury if it is a deception
• Medium chance of self injury -2.5SR per percent chance of injury if it is a deception
• Major chance of self injury -5SR per percent chance of injury if it is a deception (i.e. “The gun is jammed, pulling the trigger while pointing it at yourself is okay.” would be -500SR)
• Loss of wealth -2.5SR per percent of current wealth that could be lost
• Gain of wealth +0.1SR per percent current wealth could increase by (OM’s should consider capping this to +100SR or base it on the target’s greed/desires, not all people care about money)


In combat Deceit can be used in an attempt to confuse or mislead an opponent and make them fail to avoid an attack or land a successful one. You make a Deceit check vs. their Read Person, per 25SR above their Read Person SR they suffer -1AR or you gain +1AR (attacking or defending), per 15SR below their Read Person they gain +1AR or you lose -1AR (attacking or defending). This Deceit use must be declared before attacking/defending.


Disguise – Intelligence (Universal)

Disguise is the act of using makeup, clothing, or tools to change your aesthetic appearance. Disguising makes it difficult for others to recognize you and can be intended to make you aesthetically more/less appealing or look like someone/something you are not.

When creating a disguise you can attempt things such as changing hair colour, hair length/style, eye colour, height, weight, gender, adding/removing facial hair, and adding/removing warts/pimples/etc. Each of the attempted changes increases LoD for creating a successful disguise.


Disguise is used against first Notice – people notice something suspicious about the way they look – and then Seek – they are looking them over to see if they know them or can determine if the suspicions have merit – if the Disguise SR is greater on either Notice/Seek it works, they do not recognize the disguiser, if the Notice is greater a suspicion is raised but if the Seek fails the disguise succeeds, if both Notice and Seek succeed the disguise fails and the disguiser is recognized.


If the disguise has unique or relatively uncommon features (i.e. gold eyes in a land of mostly blue, blonde hair amongst brunettes, or a distinct scar) they would suffer -5SR to -50SR depending on how severe the distinction is. If a person is completely covered, except for perhaps eyes, the SR is increased by +100SR (body type might give them away, as well being covered that much might make them automatically suspect if it is not the norm of the region).


Rather than creating a random disguise to make you unrecognizable you can create a specific disguise - whether it is based on an actual person or is a ‘created person’ - in attempt to assume an identity recognizable from your own. Each disguise piece (Head, Body Type, Aesthetics) LoD only applies to one category; if you succeed you are successful in taking the piece’s appearance, if you fail anyone attempting to Notice/Seek your disguise gains +1SR to their Notice/Seek per point you failed per piece. If you are attempting to look like a specific person you instead add all of the pieces’ LoD’s together and anyone who has seen the person before gains between +5SR (seen them once) and +100SR (studied/known the person a long time) to their Notice/Seek checks.

Head:

• +10LoD to change overall hair colour
• +1LoD per 25.5mm/1” hair decrease (without actually cutting it)
• +5LoD per distinctive hair colouring/style to emulate (i.e. streaks, white patches, balding, specific spikes)
• +25LoD to hide facial hair without cutting it off
• 25LoD to apply a wig/fake facial hair
• 25LoD to apply eye colour change (i.e. chemical dye to eyes, contacts)

Body Type:

• +1LoD per year to look younger/older
• +1LoD per 0.45kg/1lb increase/decrease in look
• +5LoD per 25.5mm/1” increase/decrease in height
• +25LoD to change gender

Aesthetics:

• +5LoD per ‘aesthetic’ (i.e. wart, mole, scar)

It takes about 1minute per LoD to prepare a disguise, applying a prepared disguise takes about 1second per LoD.


A person can attempt to appear more beautiful via makeup and styling or by covering up ‘disfigurements’. To gain Beauty they set a LoD of +15LoD per Beauty they wish to gain. If they succeed they gain that much temporary Beauty Stat, if they fail they lose 1Beauty per 5SR they fail by (minimum 1Beauty). Modifying Beauty takes 1minute per 2LoD and wears off after 1hour per 10SR.


A disguise cannot be reattempted as you will assume ‘it is as good as it will get’ but you can take 50 on your roll rather than 25 like most Skills.


Entertainment – Charisma (Trained)

Entertainment is an activity meant to provide pleasure/relaxation. When selecting Entertainment they choose a specific type of entertainment to spend Points into such as:

Acting

Dancing

Gaming

Juggling

‘Magic Tricks’

Mime

Musical Instrument (i.e. bugle, cello, oboe, flute, piano, trumpet, violin, xylophone, etc)

Singing

Storytelling

Entertainment is an attempt to gather an audience and possibly acquire money from them. As a ‘random street performance’ your ‘income’ will be roughly 1money per hour per 5SR (depending on city size/wealth). As well the Entertainment Skill is very useful as a distraction. If anyone is paying attention to the performance for Notice they count as being distracted at half the Entertainment SR (this would include a written story).


Performances that are particularly difficult (i.e. gymnastics, juggling weapons), are remakes of a known unique work (i.e. a guitar solo of epic proportions), or have a high expectation (i.e. a concert hall, opera) then the LoD is based on another Skill overcoming a LoD before the Entertainment is rolled (i.e. failure on an Acrobatics roll means the Entertainment is reduced by the Acrobatics’ amount of SR failure), must beat the known Entertainment LoD (i.e. what the previous entertainer rolled on their solo), or is dependent on audience chosen by OM (i.e. concert hall has a LoD of 75).

On the first night success means you gain greater money than normal performances (i.e. 2money per 5SR) but failure means you gain lesser money than normal performances (i.e. 0.5money per 5SR). On following performances success increases audience/income of the next performance by +1% per point beyond LoD on this performance up to 25 + Cha Stat (OM discretion on maximum based on city size/wealth), failure reduces the audience/income of the next performance -2% per point of failure (multiple failures will eventually lead to 0%audience/income and the performance will likely be cancelled).


Entertainment checks can be attempted once per hour or the length of the performance, whichever is greater; other than loss of income there is no penalty for failure (potentially rotten fruit/vegetable barrages).


Acting can be used to ‘play dead’ and would be made versus a Notice/Seek check of those who see your ‘corpse’ or used to imitate another person/being’s mannerisms and used versus a Notice/Seek/Read Person check. If your SR is greater than theirs they believe you are dead/that person, if theirs is greater they do not believe you are dead/that person.


Voice Acting could be used to emulate a specific person’s voice or guise your own, anyone who heard it would require a Notice/Seek to realize it was not that person/you – if your SR is greater they believe the voice belongs to the other person, if theirs is greater they do not believe it is that person.


People familiar with the impersonated person/voice would gain +5SR to +100SR to their Notice/Seek check (OM discretion).


(See Deceit for potential circumstance modifiers for acting uses)


Escape Artist – Coordination (Universal)

Escape Artist is the technique of freeing oneself from confinement. When Grappled or otherwise restricted by something you can attempt to free yourself through practised techniques.

The base LoD for breaking free from a Grapple is 35LoD plus the following:

+Grappler’s Coord Stat

+Grappler’s Str Total of Grapple * 2

+5LoD for each limb used in the Grapple beyond the first

+Any Damage dealt through Grappling this second

It takes 1NAR to attempt to break all arm/head/leg Grapples and another +1NAR to break a torso or neck Grapple or just 1NAR if only the torso is Grappled.

If you succeed you escape from the Grapple, if your SR beats the LoD by +25 you reduce the attempt by 1NAR, if your SR beats the LoD by +50 you reduce the attempt by 2NAR (cannot gain NAR from this). If you fail by more than 15SR the Grappler will know you attempted to escape.


If you are bound by ropes that have been tied to keep you in place (i.e. to a chair) then you roll your Escape Artist vs. their Ropework SR, if your SR is higher you escape the rope, if your SR is lower you remain tied in place.

It takes 6NAR to attempt an escape but you can lower your SR by -15SR and reduce the NAR by 1 up to -6NAR (-90SR).

Unless the knot/tying method has a special rule (i.e. ropes get tighter each attempt) it can be tried repeatedly and will have a Notice/Seek check of your Escape Artist SR – 1 per point of failure for anyone to see you trying to escape.


First Aid – Intelligence (Trained)

First Aid is the application of limited emergency medical treatment of an ill or injured person. First Aid is commonly employed to stop bleeding, set broken limbs, make slings, or otherwise apply emergency aid to an injured person.


To stop bleeding the LoD is base 50LoD – target’s Con + 10LoD per total points of Bleed from one source. Success means the bleeding stops, failure means they continue to bleed and increases the Bleed by +1 per 15points of failure. It takes 12NAR (1round) per Bleed point to try to stop a bleed.

I.e. a Bleed 5 would have +50LoD and five individual cases of Bleed 1 would each have +10LoD


CPR has a base LoD of 25LoD – target’s Con and increases +1LoD per 5seconds since the target has stopped breathing (+12LoD per minute). Success means they are revived and begin breathing naturally once more, failure by less than 15 has no adverse effect, and failure by more than 15 increases the LoD by the amount of failure -15. It takes 5seconds per attempt.


Each broken bone has 50LoD to set and keep from further damaging it. If you succeed its Stats will return and HP will recover at the normal rate -1hour per SR beyond the LoD (minimum 1hour), if you fail you deal the target 1damage per point of failure. It takes 60NAR (1minute) to attempt to set a bone.


When applying bandages and restorative measures you set your own LoD. If you succeed for every 25SR the recovery rate is increased +1HP/hour, if you fail you deal the target 1NLD per point of failure. It takes 300NAR (5minutes) to apply the restorative measures.


First Aid can be used to return NLD or HP at 1NLD per 5SR and 1HP per 10SR (for fixing frostbite, hypothermia, wounds, etc). It takes 60NAR (1minute) to heal someone and can only be attempted once per 60minutes – 1minute per Con Stat of target, minimum 5minutes. If another attempt is made before this duration is up a PR check is made vs. +10, if they succeed on the check they recover the NLD/HP, if they fail their body cannot handle the stress and they suffer 1NLD and 1HP per point of failure. Each time it is attempted again before the duration is up the duration and PR check accumulate.

I.e. target has 10Con, two attempts are made immediately, the new duration is 99minutes and the PR is 20, 1minute lost from the time it takes to attempt


If a person is Dying you can attempt to stabilize them. The LoD is their PR check to stabilize * 5. Success means the target is no longer Dying, failure means they continue to die and suffer 1damage per 15points of failure beyond 15. It takes 12NAR (1round) to try to stabilize a person.


Food Gathering – Wisdom (Universal)

Food Gathering is the ability to find edible foods in various settings or through specific techniques. When spending Points into Food Gathering they choose one of the following methods:

Fishing

Hunting

Urban Foraging

Each method has its own unique way of acquiring food and determining the amount gathered and how long you will be fed.


Fishing requires a water source which supports a fish population and access to the fish whether it be by net, rod, spear, or entering the water itself. Water with abundant or lacking fish populations can increase/decrease the SR and is determined by OM/Template. It takes 1hour to attempt a fishing check -1minute per -1SR penalty you detriment yourself (minimum 1minute), you acquire 1hour of food satisfaction per 10SR beyond 50SR.


Hunting requires an animal habitat which supports a population and access to the animals whether it be by melee, ranged, or trapping. Habitats with abundant or lacking animal populations can increase/decrease the SR and is determined by OM/Template. It takes 2hours to attempt a hunting check -2minutes per -1SR penalty you detriment yourself or +1SR per +2minutes you add to the attempt (minimum 1minute), you acquire 1hour of food satisfaction per 20SR beyond 50SR.

If Hunting is used with the Traps Skill, the time it takes to attempt is reduced to the time it takes to set the used trap but the hunter must return the next day to see if their trap has caught anything.


Urban Foraging requires an area populated by civilized species with structures or defined living areas. Urban areas with a larger population increase SR by +1SR per 1000 inhabitants. It takes 1hour to attempt an urban foraging check -1minute per -1SR penalty you detriment yourself (minimum 1minute), you acquire 1hour of food satisfaction per 15SR beyond 50SR.


Gather Intelligence – Intelligence (Universal)

Gather Intelligence is the attempt to discover information that is not readily available while sorting the misconceptions and lies from the truth. To gather intelligence you must work the proper channels, listen in at the right places, and do a bit of ‘digging’. Gathering information is not just about talking to people, it is about seeing things and looking for clues. In the end, no matter how you go about gathering information, it about is how difficult the information you desire is to acquire and how difficult it is to evaluate.

Sometimes the intelligence gathered will only lead to another source which might take another Skill/challenge to acquire and Gather Intelligence cannot be used any further on that information or must be used in correlation with other Skills. If the Gather Intelligence check succeeds the associated Skill check/challenge can be attempted or alternately if the associated Skill check/challenge is successful the Gather Intelligence check can be made, depending on the situation.

I.e. your Gather Intelligence check tells you the only map is on a table in the fortress, it is not used further and you must work there, sneak in, or fight your way in. You use Disguise to look like a guard and wait outside a commander’s office while secretly listening in then roll your Gather Intelligence check


If someone is attempting to disguise/hide information or mislead intelligence gatherers they set a LoD for the intelligence to be gathered and should be based on circumstances and difficulty to acquire and then if someone makes a successful check versus this LoD it becomes a check of Gather Intelligence vs. Gather Intelligence, if the seeker’s SR is higher they discover it is false/misleading and can attempt to gather the real intelligence, if the seeker’s SR is lower they believe the intelligence gathered is real.

If a person outright wants the information hidden then the LoD to get the real information equals their Gather Intelligence SR.


If looking for information on a certain organization, people, or places base is 100LoD – Reputation of that organization/person/place in the area you are in for that Reputation of them. People/groups can passively attempt to hide themselves and increase the LoD by adding their highest member’s Gather Intelligence Points to the LoD or circumstantial changes such as eliminating people who know of them. If a person/group is actively hiding themselves it becomes a Gather Intelligence vs. Gather Intelligence check, if the seeker’s SR is higher they find information on the person/group, if the hiders’ SR is higher information about them cannot be found.

I.e. in one land they are a well-known warrior for -50LoD in that land, in another a rumoured traitor for -25LoD in that land, in another nothing is known of them for +100LoD in that land (so little is known of them they have no reputation whatsoever)


Gathering the intelligence LoD and SR can be modified by certain circumstances and the OM must choose which apply. Samples include:

+50LoD if there is only one non-living source (i.e. document, map), -1LoD per additional non-living source (cannot go below 0LoD total)

+0LoD to +100LoD if source is guarded (i.e. +5LoD per loyal/non-talking guard guarding the source, -5LoD per talking/non-loyal person with access to the source, +50LoD if locked in secure location)

+1SR per 10money cumulative in bribes (+10SR is 550money)

+1SR per 1% of people in the area that know the information

+0SR to +100SR per trusted source you know in the area (i.e. a thieves guild member you pay to inform you +their Gather Intelligence Points, +1SR per contact/source with Gather Intelligence Points)

Success on a gathering check means you successfully gather the intelligence you were seeking, failure means you did not acquire the information you were seeking. It takes 5minutes per LoD to gather the intelligence.


Evaluating the gathered information is dependent on the source(s), corroboration/evidence and difficulty to gather the intelligence originally.

+0 to +100LoD to determine if sources are trustworthy or not (i.e. you have worked with this person before but they are not sure is +15LoD, you have never worked with them before is +50LoD, they are a trusted source but have double-crossed you +100LoD)

-100LoD to +100LoD because of corroboration/evidence (i.e. 0corrobation/evidence is +100LoD, -5LoD per source that corroborates it)

+0LoD to +100LoD based on difficulty to acquire versus importance of information (i.e. the plans to destroy the ultimate weapon are easy to get +100LoD to determine if they are real)

Success on an evaluating check means you successfully determine whether the information is true or false, failure means you are uncertain of its veracity. It takes 1minute per LoD to evaluate information.


Alternatively an OM can consider choosing the ‘leader of intelligence’ who would be hiding the information and simply roll a counter-Gather Intelligence check for both acquiring and evaluating the information. Low SR signifying poor planning or a leak while higher SR signifies better planning and results.


Hand Signals – Coordination (Trained)

Hand Signals is using one’s hands to silently and quickly communicate a message.

When using Hand Signals all participants make checks to meet the LoD decided by the speed and complexity of the signs. The ‘sender’ chooses a message and discovers its LoD. If they succeed the message is successfully ‘sent’ and everyone watching the signal can attempt their own ‘receive’ check, if a receiver succeeds they understand the message, if receiver fails they do not understand the message. If the sender fails anyone watching can still attempt to piece it together but their SR must beat the base LoD + 2LoD per point of sender’s failure.

Reattempts can be made if the receivers can communicate to the original sender they did not understand the message.


For discovering LoD a ‘topic’ is a single adjective, adverb, noun, number, or verb. The message ‘I see ten men over there with guns’ would be five topics: ‘I’, ‘see’, ‘ten men’ (or just ‘ten’), ‘over there’ (or just ‘there’), ‘with guns’ (or just ‘guns’).

+20LoD per topic per second (i.e. 10topics in 7seconds would be 28LoD for that message (10/7=1.43*20=28)), a person can perform one topic per 2seconds and reduce the LoD to +10LoD per topic per 2seconds

+0LoD to +250LoD based on the complexity of the message, the longer and more complex the message, the more difficult it will be to understand.

Samples:

‘Move’, ‘wait’, ‘take cover’, and ‘attack’ would be considered easy and have +0LoD

‘Circle around’ about +5LoD

‘Take out commanders’ about +10LoD

‘Do jumping jacks’ about +20LoD

‘Jump the fence, cross the yard, quietly open the door’ about +30LoD

‘Hug the wall, turn the corner, cross the yard without being seen, enter the compound, take out the commander then wait for me’ about +75LoD


If a group of people desires they can create a specific ‘hand language’ which only those trained in the language will understand and ignores the complexity LoD of normal Hand Signals. Spending Points into a specific ‘hand language’ is not Hand Signals but Language with Hand Signals acting as its ‘non-verbal’ component. Speed of a conversation through a hand language would then be as a normal language. See Language for further details.


Handle Mount – Coordination (Universal)

Handle Mount is the riding and controlling of a living creature for purposes of travel or combat. Handling a mount is based on the creature’s current condition and training, terrain conditions, and travelling speed.

Handling a mount is usually rolled once per Round, minute, hour, or day depending on situation. Success of a Handle Mount check means it acts in the way you desire it to, failure means you temporarily lose control of the mount for 1second per 10points of failure (minimum 1second) and are at risk of falling off; you then roll a Balance Skill vs. the Handle Mount LoD you failed, failure in Balance means you fall off and if it is a poorly trained mount it leaves. While uncontrolled the OM rolls a d10 and determines its direction of travel (1N, 2NE, 3E… 9/10Stop), if there is a threat it will act by Morale.

How long you spend riding is up to you but a check should be made each time the circumstances (i.e. road conditions, Speed, a turn is being made) change greatly or it is a particularly difficult LoD then maybe once per Round, OM dependent.


Braking/Swerving

When braking or swerving to avoid an object without actually changing direction of travel the LoD is 1LoD per 1kmph/0.6mph – 1LoD per 0.3m/1ft distance to the object when you realize you must stop/swerve.

If you stop the mount stops for 2NAR.

If you are swerving the check gains +1LoD per 0.3m/1ft of width you must swerve around.


Combat

Without training bringing a mount into combat is almost impossible, it will either attempt to flee or attack as it follows its instincts. However, a trained mount can be used to charge into or stay in the fray of combat and continue fighting. Whenever attacking or defending you roll a Handle Mount check vs. LoD + 45LoD, per point below the LoD you suffer -1AB/-1AR.

Mounts provide their High Ground bonus and ½ their Ref Mod to the rider’s AR when they attempt a 3D (for every 0.3m/1ft above the ground you are ‘planted on’ you gain +1AR as per Core, Combat System, Combat Modifiers, High Ground, does not apply while flying).


Creature Condition

Under normal conditions a creature will react to stress and pain in ways that make them unsuitable to be a mount. At the beginning of combat untrained mounts will roll a Morale check and act based on mood and current %HP (see Extra Information, Animal Morale for details).

A wounded animal will be agitated and harder to control, increasing all Handle Mount checks +10LoD per 10% HP the animal has lost.


Creature Training

Creatures with training will act differently than those without. Most creatures will run from combat immediately, attack perceived threats, simply do nothing, or follow only the most basic of tasks (i.e. direction to travel), whereas those with training will act based on their training rather than their instincts (see Extra Information, Animal Handling for details).


Speed

Mounts, as other creatures, roll their Speed and apply racial bonuses as well as bonuses such as being a quadruped. When riding a mount you pick a percent of the mount’s maximum Speed between 0 and 100. The base LoD of riding the mount becomes that Speed/2.

I.e. riding a horse with a maximum of 50kmph/30mph at 25kmph/15mph would be 25LoD; 50%/2


Turning

The difficulty of turning a mount is dependent on its current Speed. Add the percent of the Speed the mount is traveling to the degree of the turn and divide by 2, this LoD is on top of Speed LoD for the overall handling LoD.

I.e. a mount travelling at 50% Speed turning a 90° turn would have 70LoD + 25LoD for the Speed LoD; 50% + 90° = 140 / 2 = 70


Terrain Conditions

The three most common terrains are air, land, and water. Each will have its own difficulties from conditions such as weather. Land might be wet or muddy, water might be rough or choppy, and air might have turbulence. In any of these cases the OM must determine its difficulty from roughly +0LoD to +100LoD.

I.e. on a road 0LoD would be dry and clean, slightly damp would be +5LoD, ice under snow while raining would be about +50LoD to +75LoD


Jobs – Wisdom (Trained)

Jobs is selling your services to earn a wage through employment or self-employment. Jobs can either be used in conjunction with other abilities and skills that already earn money or on its own to ‘sell’ abilities and skills.

If you are employed by someone else you gain the base wage +0.1% per SR, this check is rolled when you first sign on for the job and can be renegotiated based on employer (i.e. monthly).

If you are self-employed then it depends on the service you sell, if you sell items it is based on the item value and your Merchant check each day, if it is based on a money earning skill (i.e. Entertainment) its wage is increased by Jobs, and if it is a service (i.e. mercenary) then each time your services are paid for you gain a ‘bonus’, each of these bonuses is +0.1% per SR.

In a non-barter system an OM can set job requirements (i.e. minimum Minor Skill Points) and a standard wage with promotions gained based on Points in Jobs (i.e. 1Point is +0.2% wage, each time you increase Jobs you get a raise).


Jump – Strength (Universal)

Jump is about the horizontal and the vertical. The factors of Jump are your speed and weight carried at the time of the jump which determine your maximum horizontal and vertical distances. To determine the distance of a horizontal jump you add your current Speed to the SR and subtract -1SR per 2.25kg/5lb, each SR equals 25.5mm/1” horizontal * Str Stat /10. If you are jumping backwards or to a side you divide the horizontal SR by 2.


To determine the height of a vertical jump you subtract -1SR per 2.25kg/5lb you are carrying/is on your body, each SR equals 12.75mm/0.5” vertical * Str Stat /10.


If it is important, such as a low roof, assume on a horizontal jump the apex (highest point) is midway of the jump and a minimum of ½ the SR before Speed to a maximum as though attempting a vertical jump, if they do not wish to jump so high they can set a maximum vertical but it will reduce their maximum horizontal to match.

I.e. you have 10Str and jumped 7.5m/25ft forward at a Speed of 60, 300SR – 60Spd = 240SR / 2 = 120, halfway through the jump your feet are a minimum 1.5m/5ft off the ground

I.e. the roof is 4.5m/15ft tall, you are 1.5m/5ft tall with 10Str, you set the maximum to a 3m/10ft apex (240LoD) then your maximum horizontal distance is 6m/20ft before Speed


If it is important do not round down Str Stat after the /10 for the Jump SR (i.e. if they would miss by a few cm/inches).

Jumps take 1NAR to attempt.


Language – Wisdom (Trained)

Language is the ability to understand a spoken language as well as speak it. When spending Points into Language you choose a specific language (i.e. English, French, German, Common, Dwarven, Elven, Trade).

Learning a language requires that your Points at least equal the Complexity Rating (CR) of the language to understand it with the average language requiring only 10Points to be understood (CR is decided by the creators/OM, i.e. +1CR per 500characters/gestures in common use, +1CR per 50rules including grammar). Once a person has Points equal to the CR they do not have to roll to have a standard conversation.


A person can attempt to ‘send’ or ‘receive’ a message of a language they are only partially knowledgeable in. First they discover the percent of the language they know and set this as their base Skill Total (i.e. the language has 10CR and you have 5Points, you have +50Skill Total regardless of Wis), if their roll’s total is above 100 the message is successfully sent/received, if their roll’s total is below 100 the message is not understood, this check is made once per conversation and cannot be reattempted without help (i.e. someone else translates a bit of it for you).


If a person desires they can attempt to ‘talk over someone’s head’, using uncommon vocabulary, grammar styles, or other ‘difficult’ uses and makes their own Language check using their Points in that Language requiring anyone else who wants to understand roll their own Language check using the speaker’s SR as the LoD. Listeners who succeed understand what is said, those who fail do not understand.


Reading and writing a Language is based on Literacy while Hand Signals can also be used to communicate the alphabet (only a ‘sign language’ can be used to communicate entire messages per gesture). Some common languages might include:

Common – A language used around much of the world and is an amalgamation of the most common languages and words used, easy to use and ‘friendly’ for cross-races but not quite as versatile as a ‘true language’. 5CR

Trade – A very base language used almost entirely for buying, selling, and bartering amongst trades people, common amongst trades people who do not wish to spend time learning a full language to trade outside of their home country; lacks elegance and has little grammar. 2CR


Lip Reading – Intelligence (Trained)

Lip Reading is the technique of watching someone speak and determining the sounds they are making. Reading lips is based on distance, whether the speaker is attempting to enunciate and aid you, and whether you are trying to speak it for others as you ‘read’ it.

For every 0.3m/1ft from your target(s) you suffer -1SR.

If the person is intentionally enunciating what they say you gain +25SR.

If you are speaking while you read (i.e. you do not know the language but can sound it out) you suffer -10SR due to being distracted.

Per person you are lip reading in the same conversation you suffer -5SR.

Per person you are lip reading in different conversations you suffer -15SR.

Per SR you understand 1% of the conversation as chosen by the OM.


Literacy – Wisdom (Trained)

Literacy is the ability to read and write known languages. When spending Points into Literacy you choose a specific language you want to read/write, to be able to fully read/write the language requires that your Points at least equal the Complexity Rating (see Language for details). Literacy is divided into two main functions: Reading and Scribing.

Each Point up to the CR counts as *10 on any Literacy checks made with that language. If your Points at least equal the CR you can attempt to reread the language unlimited times and should not have to make a check to read/write the basic font of the language as long as the writer was successful on their check to write it and you do not try to hurry.


You can attempt to read/write a language you are only partially knowledgeable in. If your SR beats the language’s read/write LoD the message is understood/legible, if you fail the message is not understood/legible. This check is made once per script and cannot be reattempted without help (i.e. someone else translates a bit of it for you, corrects your mistakes).


Reading is about recognizing characters and then translating them. Unless something like a typewriter or printer is being used the language will not necessarily be easy to read, thus read LoD also doubles as a means of reading poorly written characters. Every language will have a scribe LoD which is also the read LoD (CR*10 unless otherwise specified). For every SR the scribe is below the LoD it increases the read LoD that amount.

I.e. if a language has a scribe LoD of 100LoD and the scribe rolls 75SR total then the read LoD is 125LoD

The average rate of reading is 225 Words Per Minute (WPM) (1125 characters) or 3.75words per second or 45words per Round (ironically 225characters per Round). You can increase your SR by taking more time to read, every word per Round you decrease your read rate by increases SR by +1SR up to Wis Stat, every word you try to increase your read rate by per Round decreases SR by -1SR.


Scribing is the attempt to write neat, fast scripts of your choice. These can be forgeries or original writings of your own style or a standardized font. Scribing is dependent on the time you spend on each character/word, the font it is in, and your instruments. All scribe checks gain +Crafts (Art, Draw, or Paint) Points to their SR. Whether or not the script is understandable is dependent on your CR total.

The average person writes at about 20-30 WPM (five characters/letters = 1 word), thus 25WPM/125 Characters Per Minute (CPM) is the average basis. On average a person will write 5words/25characters every Round or 1word every 2.4sec or about 2characters per second. Each character above 25 you try to scribe in a Round decreases SR by -1SR, every character less than 25 per Round increases SR by +0.5SR to a maximum of +Wis Stat.

Each font will have its own LoD for being written while being legible on top of the language’s base LoD and your own unique writing is dependent on how neat you try to get it or the average you set, the basic of any language is usually CR * 10LoD (this includes your own ‘standard style’ of writing unless you try to make it neater/more difficult to copy).

Writing utensils, sharp point, wide tipped, etc, can increase your SR. Each will list its bonus (usually about +5-25), while fingers are a standard of +/-0SR.

Succeeding on a scribe check means it is legible, failing a scribe check means it is harder to read and failure by more than half the LoD means it is illegible even with a counter-read check. Scribing takes as long as you need to write the message and can be attempted multiple times until you are either successful, satisfied, or give up.

I.e. 100LoD means failure by more than 50 and it is completely illegible


Trying to create a forgery of someone else’s writing requires a sample of their writing (with all characters to be used) and increases the LoD of the font they use by +50 or if they write in a very specific manner a Scribe check at least equal to their own (signatures will almost always use a scribe check, commonly font LoD + Literacy Points + Coord + 25). Forgeries can also be attempted via Crafts (Art, Draw, or Paint).

Reading can be used to detect forgeries. First you require to have seen the original author’s writing or have a sample, whenever reading a forgery of their work you automatically roll a Notice check + Literacy Points vs. forger’s scribe check and if your SR is higher you become suspicious of the work, if your SR is lower you are uncertain if it is forged.

If suspicious of a work (i.e. it is a suicide note, someone claims it is a forgery, successful Notice check) you roll a read check adding your Seek Points to the SR, if this read SR is greater than the forgery SR then you know that it is a forgery, if the read SR is lower you are uncertain.

Checking a forgery can only be attempted once per piece of script unless an extraneous event happens (i.e. new sample of writing, someone claims they wrote it).


Trying to scribe a language you are unfamiliar with instead uses Crafts (Art, Draw, or Paint) with 50LoD and can only be attempted with a sample of the alphabet – this does not mean you necessarily understand what you are writing or if it will make sense.


Lore – Wisdom (Trained)

Lore is the possession of knowledge of a certain field that might not be commonly known. When choosing Lore they spend Points into a specific Lore which includes almost any “-ology” or science can be considered a lore. Samples include:

Chemistry

Demonology

History

Mythology

Theology

Each Template will have a list of specific Lore available and each will have LoD listings for what an SR total will mean and how to determine LoD’s. The more common knowledge something is, the more people will know it and the easier it is to discover (lower LoD). Lore will usually only take the time of recalling studied memories but if the person must consult a book or multiple sources for information then it takes the time of researching to attempt a Lore check.


Lurk – Coordination (Universal)

Lurk is the attempt to remain unseen through practiced movements. When lurking you pit your Lurk SR versus the enemies’ Notice/Seek. Lurking is modified based on your size, Cover, movement, distance, and colour/shininess.

Every 0.15m/0.5ft your largest face is above 1.5m/5ft decreases your SR by -1SR. Every 51mm/2” below 1.5m/5ft your largest face increases your SR by +1SR (+6SR per 0.3m/1ft below 1.5m/5ft).

Every +5%Cover you have increases your SR by +1SR, if you have 100%Cover you cannot be seen via Notice/Seek, if you do not have at least 25%Cover you suffer -2SR per 1%Cover less than 25%Cover.

Every Speed you move decreases your SR by -1SR.

Every 3m/10ft you are away from someone attempting a Notice/Seek increases your Lurk +1SR.

If the colours you are wearing are close to/blend in with your surroundings your SR increases, if your colours vary from your surroundings your SR decreases (OM discretion). If you reflect/generate light (are shiny) your SR decreases by -1SR per Light reflected/generated during the day or by -2SR if at night.

Bonuses/penalties of size, cover, movement, distance, and colour/shininess are added together. Your SR becomes the LoD for others’ Notice/Seek to see you, if your SR is greater than their SR you are not seen, if theirs is greater you are seen. If your SR penalty is greater than your SR total everyone else gains the difference to their Notice/Seek SR.

A Lurk check is made each time a factor changes or you stop then start lurking.

Other than taking up Cover or moving slower Lurk does not take up additional NAR.


Merchant – Intelligence (Trained)

Merchant is the profession of buying and selling things in attempt to turn profit. Merchant is used either to haggle with a merchant or become one yourself.

Haggling is when buying or selling in a barter system rather than buying or selling at normal cost (see Core, Random Rules, Reaction) you attempt to garner a better deal. When haggling, you make a Merchant check vs. the ‘enemy’ merchant’s Merchant check.

If your SR is greater buying costs -0.25% per your SR above their SR and selling gains +0.25% per your SR above their SR.

If your SR is lower buying costs +0.5% per your SR below their SR and selling costs -0.5% per your SR below their SR.

Buying an item can never go below 105% and selling an item can never go below 5%. Remember, not everyone will haggle, if an OM desires they can set a max/min buy/sell a specific NPC will go. Haggling can be attempted once per item per merchant and takes about as long as a conversation.


Becoming a merchant requires that you set up shop and manage it for hours or days in attempt to sell merchandise at high prices, buying at low prices, and maximizing profit. You average the value of your products, this counts as 100%, and set how much you wish to sell for as a percent and for how many hours you will attempt to be a merchant. You multiply your SR by #hours spent as a merchant and sell 1item per session per SR multiple of chosen %/2.

If an OM desires they can set penalties based on the region, supply and demand, and similar factors – in a town where the richest person has 1000money, selling an item worth 1,000,000money in with a bunch of trinkets worth 25money the 1,000,000 would be removed from the average. A region during war might provide +10SR per hour on the sale of armour and weapons whereas a pacifist nation is -10SR per hour.

If it is important, assume equal parts of all item types are sold based on quantity of each. For randomness an OM may choose to instead roll a d%(d100) for each item sold to determine which type it was, assigning each item type a percent based on quantity.

I.e. you have 100 of one and 50 of another, a roll of 1-66 means one of the 100 was sold, a roll of 67-100 means ones of the 50 was sold

I.e. you have 100items with value 25money and 50items worth 75money with 0RM for an average of 41.7money after Reaction, you choose 200% value for 83.4money (100*25 + 50*75 = 6250/150 = 41.7).

You are selling for 5hours with a 41.7money average at 200% meaning the SR multiple is 100, 200/2=100, and if your total SR was 160SR you would sell 8items at 83.4money each for a total of 665.6money earned (160SR * 5hours = 800SR / 100 = 8items * 83.2money = 667.2money).'

You have 100 of one type and 50 of another, you sell 8items, 67% are of the 100 (5) and 33% are of the 50 (3)


Navigation – Intelligence (Trained)

Navigation is the skill of determining your vehicle’s current direction, speed, and whether or not corrections are needed. Navigation can be applied to one vehicle type each time it is chosen (i.e. air, land, space, water) as each has different method of determining current location and bearing (OM optional).

To properly Navigate, a person needs either a destination in mind they know how to reach or is on a map. With this they can plot their course and keep their vehicle to it. When travelling through an area via vehicle it will list a ‘Navigation Difficulty’, this determines the LoD of travelling through the area and will list the outcomes of not meeting the LoD. The standard, if unlisted, is 100LoD.

Commonly the outcome is 1° off course per 5points of failure and -1% of desired speed per point of failure (i.e. from going in circles). Strong winds/currents might cause greater deviation per point of failure and the terrain will list as such.

Air terrain has +2LoD per 0.1kmph/0.06mph of wind speed +25LoD for thick clouds.

Land terrain has +5LoD per impassible obstacle in the area that causes a detour.

Outer space terrain has +1LoD per obstacle that requires a detour +1LoD per 1% of stars that cannot be seen.

Water terrain has +1LoD per 0.1kmph/0.06mph water + wind speed and 1° of deviation per 5points of failure per 10kmph/6mph total (only add wind speed if using wind for propulsion).

A Navigation check takes 10minutes but can be decreased -1minute per -5SR people penalize themselves. A Navigation check is made once per hour or when a landmark is reached, whichever is less unless circumstances dictate they check more often (i.e. dangerous terrain).


Notice – Intuition (Universal)

Notice is the passive action of identifying a sight or sound and instinctively knowing it has relevance to yourself and then hone in on the object/source. Sight is based on size of object, distance from the object, its speed, its shininess, and whether or not it is trying to conceal itself. Sound is based on loudness, acoustics, distance, ambient noise, and whether an object is trying to be silent. Distraction is something that affects both; the more distracted you are the less likely you are to notice something. Making a Notice check does not take any time, it occurs whenever something seems out of place or a new area is entered.


Sight

Take the largest face of the object’s viewable dimensions (some might be buried or behind things) then per 51mm/2” it is below 1.5m/5ft it gains +1LoD, per 0.15m/0.5ft it is above 1.5m/5ft is -1LoD.

The further away an object is the harder it is to see, per 3m/10ft away the LoD increases +1LoD.

The faster something is moving, the harder it is to go unseen, per Speed it is travelling LoD decreases -1LoD.

Shininess use is up to the OM, basically if it is the exact same colour as its surroundings it gains +50LoD, if it is shinier/duller than its surroundings +/- 1-50LoD. If it actually produces/reflects light then it would lose LoD unless everything else around it produced/reflected light, losing -1LoD per Light if it is day or losing -2LoD per Light it produces/reflects.

I.e. really shiny on really dull -50LoD, really dull on really dull +50LoD, consider using pitch black as ‘0 shiny’ and pure white ‘50 shiny’ and compare that way, pure white background – 50shiny – behind a pale red of 40Shiny would be about +10LoD

If something is trying to conceal itself it is instead a Notice vs. Lurk check - size/distance/moving/shininess factors are calculated in the Lurk SR and do not affect the Notice SR/LoD.

If the Notice SR is higher the object is seen, if the LoD/Lurk SR is higher it is not seen.


Sound

Sound is affected by the Loudness of the sound in question and the number of noises that might mask the sought one. Loudness is rating the ‘volume’ as it would seem to most people and is determined as seen in the Core (remember Loudness decreases -5Loudness in the first 4.5m/15ft then -1Loudness per 1.5m/5ft after).

For every Loudness below 100 the LoD increases +2LoD.

Ambient noises are background noises that make it difficult to pick out a specific noise, these can interfere with ‘noticing’ another noise by masking one sound beneath the other. While you are more likely to hear the louder, closer sound, some people can still hear the ‘under sounds’. Add the Loudness of the loudest sound you can hear minus the Loudness of target sound to the LoD of the ‘under sound’ and then +2.5LoD for every ambient noise louder than the targeted noise.

I.e. in a crowd of 10people, picking out just one voice of 7Loudness with the loudest speaker at 15Loudness and 5speakers at 10Loudness the LoD would increase +23LoD (15-7=8, 6*2.5=15, 8+15=23), remember, the loudest sound is louder than the target sound

If something is trying to be silent it is a Notice vs. Prowl check, the Prowl gaining +5SR if 4.5m/15ft away then +1SR per further 1.5m/5ft away from the ‘Noticer’. If the Notice SR is higher the object is heard, if the LoD/Prowl SR is higher it is not heard.


Distraction

Distractions are the OM’s decision factor of the Skill, wherein they decide how distracted the person is and increase the LoD based on this (i.e. walking alone 0, talking to another person -5SR, eating -10SR, reading a book -½ Entertainment (Storytelling) SR, deep in thought -5SR to -50SR). If they are intentionally looking for something or are actively listening, then they become ‘seeking’. See the Seek Skill for details.


Open Locks – Coordination (Trained)

Open Locks is the ability to unlock a lock with the intent not to break it, leave a trace, and to do so quickly.

Each style of lock will have a LoD based on the complexity of the lock and will require that the lock opener has at least some sort of basic toolset meant for lock picking. If the lock opener does not have tools meant for opening locks and ‘improvises’ a tool (note that fingers will not usually work) they suffer -25SR. A common front door or desk lock will be about 75LoD. A bolt or chain lock would only be about 50LoD. Special locks or masterly crafted locks will be much more difficult.

The lock picker attempts their check and depending on LoD and their amount of success/failure determines the overall outcome and time it takes to try. If they succeed the lock is unlocked, if they fail it remains locked, if the total SR is 25 below the LoD or less then the tools break, and if they fail by 50LoD or more both lock and tools break and jam the mechanism to the point the only way to repair it is to take it apart.

It takes 1second per 5LoD to open the lock but they can increase/decrease this time to try and modify the LoD. For every +5LoD they add to the lock the time to open it decreases -1second, minimum 1second. For every +5seconds they add LoD decreases by -1LoD but they can only decrease the LoD up to their Coord Stat. Opening a lock can be attempted repeatedly so long as the locking mechanism is not jammed.


If someone is later inspecting for whether or not a lock was picked they use their Notice/Seek to see if they find tool marks or otherwise discover it has been picked, if they have Points in Open Locks then for every 2.5Points they gain +1SR on their Notice/Seek check when dealing with locks as they know what to look for. The lowest Open Locks SR used while unlocking the lock is the LoD to Notice/Seek the lock. If their SR is higher they know the lock has been picked, if their SR is lower they do not know.


Persuade – Charisma (Universal)

Persuade is the attempt to change someone’s mind on a subject via techniques of argument, reasoning, and understanding. Persuasion success is dependent on what action you are persuading another to do and whom you are attempting to persuade.

The OM must decide, under the circumstances, how the person being persuaded feels about the outcome if they are persuaded to do as asked. They must consider things such as whether it has a beneficial outcome, poses no threat, or could cause harm, whether they want to or not, if they are busy, how well they know and like/dislike the Persuader, if the Persuader is beautiful/ugly, and the time and effort it would take to accomplish.

Based on factors such as this the OM assigns a number between 0 and 500 (can go above this) and adds the target’s highest Mental Attribute (as this is what they will likely rely on it to judge with). The harder, longer, more dangerous outcomes would have a much higher LoD, easy, quick, no danger would have a low LoD.

Commit suicide for the ordinary person would be about 500LoD, cross the room and bring me that book would be about 5LoD (unless they are busy or the room/book is dangerous).

Deceit might be used to ‘remove’ certain circumstances from the equation and make it easier to Persuade a person.

Attitudes towards a Persuader will not change much, the target might become annoyed at trying to be Persuaded multiple times or if it is a ridiculous thing to attempt.

Success and the persuaded, if able, will attempt to accomplish the task set before them until circumstances change drastically, failure to Persuade means the ‘command’ will be ignored and the recipient might become annoyed or be ‘slightly’ Persuaded where they only accomplish some of the task or offer an alternative. It takes the time to ‘make a case’ for them to perform a Persuade, which will often include questions and answers and depending on personalities anywhere from a few seconds to hours, but unless the circumstances change a Persuade check on the same subject should not be tried again.

Samples:

+1LoD per 15m/50ft they have to travel by foot

+1LoD per 5km/3miles they have to travel by vehicle

+1LoD per 10minutes it will take or +5LoD per hour or +25LoD per day

+0.1LoD per percent likelihood of minor pain

+0.5LoD per percent of likelihood of medium or extreme pain

+5LoD per percent likelihood of death

+2.5LoD per task they have to do before this one

+1LoD per Persuasion attempt made within the past week

+1LoD per point of SR failure on recent previous Persuasions

+5LoD per Beauty Stat below 10 of Persuader

-2LoD per Beauty Stat above 10 if Persuader is target’s ‘type’ (i.e. Persuader male to target straight woman or homosexual male)


Poison Use – Coordination (Trained)

Poison Use is the technique of applying poisons to weaponry and using poisons while mitigating the risk to yourself. Using a poison can be as dangerous for yourself as those it is to be used on. Inhaling, cutting, poking, wiping your brow, some splashing into your face, etc are many ways for poison to affect the user; which is very dangerous when using deadly poisons.

Poison is measured in Doses which when applied to weapons or something such as a drink provide a listed base amount then each additional Dose increasing its effects and how long it takes for the poison to wear off. Unless otherwise stated the PR check is rolled whenever a new Dose is applied.


Coating a blade has a base 50LoD + 1LoD per 25.5mm/1” of blade you are coating; each weapon can be coated with a maximum of 1dose per 25.5mm/1” +1dose per 25.5mm/1”per -10SR you penalize yourself. Success means the weapon becomes coated in poison. Failure by up to 10 means you waste 1dose per point of failure and do not coat the blade, failure by anymore than 10 and you cut yourself and take in 1dose of poison per 5points of failure up to the used amount.

It takes 1NAR per 25.5mm/1” of blade you are coating -1NAR per 10SR you are over the LoD, minimum 1NAR. The Poison Use check is made once per weapon and can be tried as many times as you are willing. New Doses cannot be applied until all the current Doses are used or the weapon is cleaned.


Handling of poisoned weaponry is base 40LoD, failure by less than 10 means you release the weapon and save yourself, failure by anymore than 10 and you take in 1dose of poison per 5points of failure up to the amount coating the poison. This check is made each time you use the weapon.

Each time a poisoned weapon successfully damages someone it uses 1dose of poison from the weapon +1dose per 20SR greater than the LoD and applies these to the damaged target (so long as it can be poisoned). If a blade is not fully coated a d%(d100) is rolled each use, if the rolled % is greater than the % of the blade covered the Doses are applied, if the d%(d100) is less then no doses are applied.


Applying poisons is dependent on the method of intake and thus determines any additional LoD. A liquid ingest/intravenous style poison is easy in comparison, 50LoD to apply to a weapon or to put it into someone’s drink – with Sleight of Hand to do so without them knowing. An inhalation or skin contact poison is difficult, base 100LoD to use safely. Failure by 10 or less means you waste the poison, failure by anymore than 10 and you take in 1dose of poison per 5points of failure up to the used amount.


Individual poisons may have specific rules and LoD’s and tools can increase SR (i.e. hidden vials inside a hilt, capsules inside grenade, syringes, etc) and each will list as such.


Prowl – Coordination (Universal)

Prowl is trying to make less noise via practiced movements. When prowling you are trying to avoid things like twigs, normal sounding footsteps, and any noise your body might make.

When prowling everything is based against the enemies’ Notice/Seek and you may suffer SR penalties for things such as the ground (twigs, snow, gravel, rug, creaky floor, smooth floor, etc), your Speed, what you wear, and control over your body (creaky limbs, cracking knee, jingly pockets, heart beat, etc). The terrain, Speed, and body penalties are added together.

The ground is anything from a smooth, debris-less floor to a snow covered field to a floor that makes sounds like shattering glass, OM assigns the floor a number such as +25SR, -0SR, -50SR, or -100SR.

Every Speed you move decreases your SR by -1SR.

Every total base RSP of armour/shield worn provides -5SR.

Your body SR penalty is dependent on the OM. Although it is not likely to come up, cracking knuckles, unintentional cracking of the ankles, or a loud heartbeat can give away your presence (consider it, but only act on it if the OM cares enough to, race might play the bigger factor such as a skeleton or zombie’s body not acting like human, i.e. clacking bones, wheezing gases).

If your SR is greater than someone else’s Notice/Seek SR you are not heard, if theirs is greater you are heard. If your SR penalty is greater than your SR roll everyone else gains the difference to their Notice/Seek SR. A Prowl check is made each time a factor changes or you stop then restart.


Read Person – Intuition (Universal)

Read Person is the intuitive attempt to discern a person’s mental/emotional state and by using their verbal and non-verbal cues to discern whether or not they are lying. Understanding the characteristics of a person such as psyches and emotions allows you to know when things like the ‘art of deceit’ or the ‘art of hostility’ are in use. Certain things can raise/lower Read Person such as knowing someone very well, a lie detector machine, and circumstance.

When used against a Deceit it is a Deceit vs. Read Person check, if the Deceit SR is higher the lie is believed, if the Read Person SR is higher the lie is not believed (see Deceit for details).

Circumstances such as potential danger resulting from believing a lie make it easier to tell it is a lie, while a lack of seeing the person or hearing their tone removes some of the cues and makes it harder to discern and certain factors are listed in the Deceit Skill that raise/lower the deceiver’s SR.

A Read Person is made every time you feel something might be a lie and does not consume NAR. If you fail to ‘detect’ a Deceit you cannot attempt another Read Person on that Deceit until new information about it is gained or they try to lie again.


To determine emotion off of look it is much more up to the OM. If you know the person, it is easier (i.e. +1SR per year of relationship) or if something is causing them to be extremely emotional (i.e. they are being coerced, +1/5 the coercer’s Coercion SR to your SR). If the person is hiding it (Deceit) then you must beat the Deceit or you think they are in the emotional state they desire you to think they are in. If they are not hiding their emotions or you beat their Deceit you know their true emotional state as follows:

Over 50SR you know their general state of emotion

Over 75SR you know where their emotions are moving towards

Over 100SR you can predict likely actions they might take

If you cannot see their face you suffer -15SR, if you cannot see their body is another -25SR, and if you cannot hear their tone you suffer -15SR. Reading a person’s emotions does not take NAR but can only be attempted once per hour (in person, not with a letter) or whenever they take an action.


Ropework – Coordination (Universal)

Ropework is the skill of making, repairing, and using rope such as tying knots, splicing, making lashes, and the proper use and storage of rope. The primary uses of Ropework are making/repairing/splicing ropes, binding people, and tying knots/lashes.

Making ropes is dependent on length, material, and time. First you pick a length and material (usually a plant fibre, metals usually require special machinery) and discover the LoD as +1LoD per 0.3m/1ft, if you succeed you complete the rope, if you fail you complete the rope up to your SR * 0.3m/1ft and create a knot which takes 1minute per point of failure to undo and to make the rope longer you must splice it with another. You can increase the rope +1Str per -5SR you penalize yourself; this applies only to turning strands into ropes. Making a rope takes 1minute per 0.3m/1ft of rope -1minute per -1SR you penalize yourself, minimum 1minute, or +1minute per +1SR you add up to your Coord Stat.

If you are using plant/fibrous materials you can make the material into fibre, yarn, strands, and rope. To make a rope from a plant you first weave it into fibres of the desired length, you then weave 3fibres of the same length into 1yarn of their length, 3yarns are woven into 1strand, and 3strands are woven into 1rope. Each step of weaving is rolled as the check above though an OM should consider instead rolling for each stage length and use the shortest roll as the total length (from plant to rope would take 84weavings, 81fibres + 3stages).

• Fibre ropes have 1/10 the listed Str of the material
• Yarn has ¼ the listed Str
• Strands have ½ the listed Str
• Ropes have the listed Str


Repairing or splicing ropes is about attempting to make the bond strong, it is dependent on your skill and material. The repair/splice will have 1Str per 2SR and can hold a maximum weight of its Lifting Capacity (see Core, Random Rules, Lifting Capacity, i.e. 10Str = 25kg/55lb) which it can hold without coming undone, if more weight is placed on the knot it comes undone - metal ropes might require to be completely rebuilt if they are to be used again. Splicing a rope takes 2minutes -1second per SR you penalized yourself, minimum 1second, or 2minutes +1second per SR you add up to your Coord Stat.


Ropework, when used on a person, can restrict someone under the same rules of Grapple, except every 2SR the knot counts as having 1Str and it counts as two limbs, thus they can either break the rope or the knot. If they are trying to slip out of the ropes then it is an Escape Artist vs. Ropework check, if their Escape Artist SR is higher they escape, if less they remain tied up; they cannot attempt a Coord check.

If knots are in use on something such as a grappling hook then the knot’s Str is required to hold against the weight of those climbing, otherwise it will come undone – same Str as tying someone up/splicing, again, based on Lifting Capacity.

The average knot takes 6seconds at most to tie. For every +6seconds you spend tying a knot you increase SR by +1SR up to your Coord Stat. Certain knots may require longer, however. Per second you attempt to reduce the tying time by decreases SR by -1SR (minimum 1second).


To untie someone or undo a knot you make a Ropework check vs. the original Ropework SR, if your SR is higher you untie the knot, if your SR is lower the knot remains tied. It takes 30seconds to untie a knot -1second per 5SR above the LoD/‘enemy’ SR, minimum 1second.


Lashes are an arrangement of rope used to secure two or more items in a somewhat rigid manner (i.e. tying two 3m/10ft poles together to make one 6m/20ft pole, closing a fence, tying a mast). Lashes have 1Str per 4SR. The items will remain rigid up to a weight of the lash’s Str Lifting Capacity, if the weight on the lash exceeds its Lifting Capacity the lash fails and falls apart.

It takes 30seconds to make most lashes -1second per -1SR you penalize yourself to a minimum of 1second or 30seconds +1second per SR you add to the lash time up to your Coord Stat.


Even if you cannot see what you are doing you can attempt a Ropework check. Your Points are divided by 2 but the check is otherwise the same.


Seek – Wisdom (Universal)

Seek is the practice of actively looking around/listening to the world around you.

Everything in Seek is as in Notice, except your Skill is based on Wisdom and you are unaffected by distractions and ambient sound and colour/shininess effects are both halved.

While Seeking you count as very distracted for things not directly in line of sight (-25SR on Notice).

Performing a Seek takes 1second per 45° of your vision you scan thoroughly.

For every extra second you spend searching a 45° area of your vision you gain +5SR to a maximum of your Wis Stat.

A Seek check can only be made once per area unless the circumstances of the area change.


Sleight of Hand – Coordination (Universal)

Sleight of Hand refers to the attempt of taking or placing something without anyone’s knowledge. Taking or placing something is easy; doing it without people seeing is the hard part.

Sleight of Hand is entirely based on your SR versus another person’s Notice/Seek SR with a few circumstantial modifiers such as object location, size, and number of objects to choose from. Taking a loose object off a table with people nearby is the basis and thus 0SR penalty.

Taking/placing an object from/on a person is harder, generally they are moving, SR decreases -1SR per Speed they are travelling at.

Taking/placing an object from/to inside something such as a small pouch, pocket, etc decreases SR by -5SR.

A stringed or otherwise enclosed pocket/etc decreases SR at least -10SR (a tight button might be higher, but a snap or zipper would be only -10SR) unless it is tied closed with a knot in which case you need to undo it.

For every 25.5mm/1” of the object’s largest face your SR decreases -1SR.

For every object in the same container that you cannot see inside your SR decreases -1SR, if you do not care which object you get then this SR decrease is ignored.

For every 25.5mm/1” the container’s largest face is larger than the object’s largest face your SR decreases -1SR.

For every 25.5mm/1” the container’s opening is smaller than the object’s largest face your SR decreases -5SR (if you can get it out at all is another matter).

Once you acquire/place the object people in the area roll Notice or Seek to see if they saw you take/place it. Seek is only used if someone like a guard is scanning the area or watching you in specific. If the Notice/Seek SR is higher than the Sleight of Hand SR you are seen, otherwise you go unnoticed. Performing a sleight takes 1NAR plus anytime to access the item (i.e. drawing strings) and so long as you are not noticed/stopped you can keep attempting to take/place things.


For an object in someone’s hand or that is held in place you will also require a Str check to free it, a person’s Str will count as half unless they are using the item/expecting it to be taken. If your Sleight of Hand fails the person holding it will know you did/tried to take it, if your Str check fails but Sleight of Hand succeeds they do not know you tried to take it but it stays in place.


For an object someone is watching in particular/holding they will immediately notice it is gone and you might need a Lurk or Entertainment (Acting) check to go unnoticed as the culprit, pitting your Lurk/Entertainment vs. their Notice/Seek, if your SR is higher they do not know you took it, if their SR is higher they know it was you.


To undo a knot without someone noticing your Sleight of Hand and your Ropework SR must be greater than the knot’s LoD. If your Sleight of Hand SR and Ropework checks succeed you untie the knot unnoticed. If your Sleight of Hand fails they feel the tug, if your Ropework fails but your Sleight of Hand succeeds you are not noticed and can try again unless the knot states otherwise.


Sleight of Hand can also be used to conceal weaponry and other items upon your body. For others to notice you have weapons or items concealed on your body they must make a Notice/Seek vs. your Sleight of Hand SR -5SR per 25.5mm/1” of the weapon/item’s largest face. If your SR is higher they do not know you have the weapons/items, if their SR is higher they know you have a weapon/item hidden.


Swim – Strength (Universal)

Swim is the act of moving through fluids without the aid of a floor or stationary objects. The difficulty of swimming is based on the fluid’s current and the direction you go in it and the weight you carry. The stronger the current, the more difficult it is to swim, especially when against the current, or ‘upstream’. There are four basic directions you can swim: Cross-stream, Downstream, Upstream, or Still-stream.

In cross-stream the current will still move you in its direction but you will be attempting to move more in the direction of choice, thus you have a forward rate while being pushed at a rate of the fluid’s speed downstream which you can choose to ‘fight’. If you are fighting the downstream rate you suffer -5SR per 2Speed of the fluid you negate.

When going downstream you add the fluid’s Speed to your own.

When going upstream you must first match the fluid’s Speed and then you try to increase your own, you suffer –5SR per Speed of the fluid (1Speed = 0.45kmph/0.27mph, thus if a river is moving at 3.15kpmh/1.89mph you need at least 35SR to not get washed downstream).

Still-stream (fluid that does not move) is the ‘base swimming’ as it has no worry of being carried downstream and applies no bonuses or penalties.

Every 2.25kg/5lb of gear you have decreases SR by -2SR.

Every 5SR means you move 1Speed in the direction of your choosing + downstream (unless you fight it).

How long you spend swimming is up to you but a check should be made each time the circumstances (i.e. flow rate/direction) changes or it is particularly difficult then maybe once per Round, OM dependent.


Track/Counter Track – Intelligence (Trained)

Track/Counter Track is the technique used in finding or preventing being found via the evidence left when passing over terrain. The factors to tracking are the terrain, time, weather conditions, and what is leaving traces.

When attempting to Track something that is not hiding itself you find the LoD by totalling the factors’ LoD’s below, if tracking a creature attempting to conceal its track your LoD is its Counter Track SR. If you succeed you can Track the creature for 0.1km/0.06miles per SR over the LoD, if you fail you lose the trail. Tracking takes 1minute per LoD – 1minute per SR over the LoD, minimum 1minute.

If you fail on tracking something you can attempt to track again but must spend +1minute per total points of failure of each check made so far. Each time you attempt to track again you gain +Track Points to your SR, this resets when you either succeed or give up.

I.e. you have 11Points in Track, the LoD is 132LoD, it takes 132minutes, and you fail by 71points on the first attempt. You try again, it takes 203minutes (132+71) but you gain +11SR, this time you fail by 38points. You try again, it takes 241minutes (132+71+38) and you gain another +11SR for total +22SR, this time you fail by 41points. If you tried again it would take 282minutes and you would gain +33SR


When attempting to hide your tracks, Counter Tracking, you reverse positive/negative LoD modifiers, increasing your SR by the +LoD, decreasing your SR by the –LoD. If your Counter Track SR is greater than the Track SR of anyone attempting to follow your tracks they cannot track you, if their SR is higher they can track you (as above). Covering your tracks must be done constantly and is re-rolled every time terrain changes, every hour, or when the OM deems it appropriate.

Counter Tracking is based on Walking, if you move slow you gain +1SR per Speed below Walk you travel, if you move fast you suffer -1SR per Speed above Walk you travel.


Terrain

If the ground is solid rock then at best you will leave a scuffmark here or there. If you are trudging through snow then you will leave definite prints. The easiest thing to do is use a sliding scale: -50LoD to +50LoD. The best things to leave prints in are mud, snow, and sand, though things such as broken twigs might indicate direction of travel, all of which would be on the negative side of the scale. Harder things such as gravel, solid stone, and frozen ground would be on the positive side of the scale. ‘Normal’ would be grass that is not tall, somewhat dried out, nor overly wet and is thus 0LoD.


Time

Every day that goes by will naturally remove tracks (with or without major weather effects). Every day passed will increase the LoD by about +1LoD to +5LoD depending on the climate and terrain (i.e. sand is covered quickly at +5LoD per day, snow can melt or blow over at +2.5LoD per day, rock barely moves or changes at +1LoD per week).


Weather

Rain, snow, and winds will remove/cover tracks. Weather can again be measured on a +/- scale of 0-50. Heat and sun on muddy tracks will dry them and preserve them, thus negative to the LoD, while heat and sun will melt snow and destroy tracks, thus positive to the LoD. Mist and other weather which limits range of sight might provide +1LoD per 1% Visual Cover. Again it depends on terrain as to how weather will affect it (rain will almost always increase LoD).


What

That which leaves fur or feather or sheds skin, eats from the land, uses scratching or marking posts, does not cover scat, or is otherwise ‘messy’ are easier to track. Also to be considered is that large creatures leave large tracks, small creatures leave small tracks, and many creatures leave many tracks. Thus, what you are tracking is important.

Birds and furry and moulting creatures are -5LoD

Carnivores are -5LoD

Creatures who use posts are -5LoD (i.e. bears/cats/dogs)

Creatures who leave scat -5LoD (i.e. non-cats)

Those who create ‘sites’ -15LoD (i.e. humans)

Creatures gain their size AR bonus *5LoD - thus -AR equals -LoD

Unless they all walk in the same tracks the lowest LoD of all the creatures travelling the same trail is divided by the number of creatures travelling the same trail


Traps – Coordination (Trained)

Due to the numerous types of traps and volume of information required per use of Traps it is all instead listed in full detail in Book of Traps.


Tumble – Reflex (Universal)

Tumble is the technique of moving one’s body to absorb the impact of a fall or avoid an attack. Whenever you suffer fall or impact damage (see Core, Core Random Rules, Falling Impact) you can set a LoD in attempt to mitigate the damage. If you succeed every 5SR to a maximum of LoD + 25SR lowers the fall/impact damage by -1damage, if you fail you instead take an additional 1NLD per point of failure.

I.e. your target is 50LoD and your total is 90SR at most it will count as 75SR because of the LoD and reduce 15damage


When Diving, Rolling, or Sliding to aid in a Dodge (see Core, Core Combat System, Actions) you can set a LoD in attempt to increase your AR. If you succeed every 25SR to a maximum of LoD + 25SR increases your AR +1AR, if you fail you instead lose -1AR per 5SR lower than the target LoD.

I.e. your target is 40LoD and you roll 100SR, you only gain +3AR


When changing Positions (see Core, Core Combat System, Combat Modifiers) you can declare the use of Tumble and set a LoD. If you succeed for every 75SR you reduce the NAR cost by -1NAR (cannot gain NAR), failure means you stay in the Position and lose -1NAR per 25points of failure (minimum -1NAR).


Tumble does not consume extra NAR when attempting to mitigate damage/avoid attacks but can only be attempted once per damage source/action.


Vehicle Control – Coordination (Trained)

Vehicle Control allows you to utilize vehicles. Vehicle implies any self- or man-powered machine as simple as a scooter or a skateboard to as complex as a car or a boat to an airplane or a spaceship. In a Campaign more geared towards ‘fighting vehicles’ they will generally be Major Skills such as ‘Mech Pilot’ or ‘Fighter Pilot’. In a standard Campaign, things such as dune buggies or even flying cars are just Minor Skills.

Each time Points are spent in Vehicle Control they are spent into either a vehicle type or specific vehicle (i.e. helicopter or Chinook). Differences between choosing general or specific vehicles is dependent on the Campaign.

LoD for use is dependent on Speed, rate of turning, and things such as road conditions, wind, seas, etc. Success and the vehicle performs as the controller desires. Failure on a Vehicle Control check means the vehicle is out of control and will careen in a random direction each second for 1second per point of failure, a person can attempt to regain control by making a check every second until they either crash or regain control.

Ground/Sea Vehicle: Roll a d6, 1/6 is current direction, 2 is current direction and right, 3 is right, 4 is left, and 5 is current direction and left (left/right is at a 90 angle, current direction left/right is at a 45° angle)

Flying/Space vehicle: As ground/sea except roll an additional d6, 1 is straight down (ignore other d6), 2/5 is down, 3/4 is up, and 6 is straight up (ignore other d6) (straight down/up is at a 90° angle, down/up is at a 45° angle with other d6)

How long you spend driving is up to you but a check should be made each time the circumstances change (i.e. road conditions, Speed, a turn is being made) or it is particularly difficult then maybe once per Round, OM dependent.


Braking/Swerving

When braking or swerving to avoid an object without actually changing direction of travel the LoD is 1LoD per 1kmph/0.6mph – 1LoD per 0.3m/1ft distance to the object when you realize you must stop/swerve.

Some vehicles may list a ‘braking Speed’, even if you succeed on your check the vehicle may only slow down and be unable to come to a complete stop in time.

If you are swerving the check gains +1LoD per 0.3m/1ft of width you must swerve around.


Speed

Vehicles are rated for specific maximum and standard speeds. When piloting a vehicle you pick a percent of the vehicle’s maximum Speed between 0% and 100%. The base LoD of piloting the vehicle becomes that %/2.

I.e. driving a car rated for a maximum of 200kmph/120mph at 100kmph/60mph would be 25LoD; 50%/2


Turning

The difficulty of turning a vehicle is dependent on its current speed. Add the percent of the Speed the vehicle is traveling to the degree of the turn and divide by 2, this LoD is on top of Speed LoD for the overall control LoD.

I.e. a vehicle travelling at 75% speed turning a 45° turn would have 60LoD for turning + 37LoD for the Speed LoD; 75% + 45° = 120 / 2 = 60


Terrain Conditions

The three most common terrains are air, land, and water. Each will have its own difficulties from conditions such as weather. Land might be wet or muddy, water might be rough or choppy, and air might have turbulence. In any of these cases the OM must determine its difficulty from roughly +0LoD to +100LoD (i.e. on a road 0LoD would be dry and clean, slightly damp would be +5LoD, ice under snow while raining would be about +50LoD to +75LoD).


Vehicle vs. Vehicle

Sometimes people will attempt to use their vehicle to modify the action of another vehicle by doing things such as ramming and bumping. This can be done in an attempt to cause the target vehicle to lose control or even aid them back into control.

If a person is attempting to cause another vehicle to lose control they must first have their vehicles make contact, once they do they and the other pilot each roll a Vehicle Control check. If the ‘attacking vehicle’ has higher SR the ‘attacked vehicle’ counts as having lost control, if the attacked vehicle has higher SR they remain in control.

If a person is attempting to aid another vehicle to regain control they must first have their vehicles make contact, once they do they roll a Vehicle Control check vs. the LoD that the other pilot failed against + the amount they failed by, if they succeed the other pilot regains control of their vehicle immediately, if they fail the other vehicle remains uncontrolled. Succeed or fail, the pilot also rolls a check to remain in control of their vehicle vs. driving LoD (Speed + Turn + Terrain) + the amount the other pilot failed their check by.

Performing a vehicle versus vehicle action takes 1NAR.

I.e. you are trying to help someone who failed a 100LoD by 22points, the LoD to aid them is 122LoD (100+22). You make contact with their vehicle and roll 134SR, they immediately regain control. Your own driving conditions are 79LoD so you must roll your second check vs. 101LoD (79+22), if you succeed both you and the other pilot are still in control of your vehicles, if you fail you lose control of your vehicle


Wilderness Survival – Intelligence (Trained)

Wilderness Survival is knowing how to figure out cardinal directions based on natural occurrences, build fires, find water, knowing which plants to and not to eat, creating secure places to sleep, and things like how to keep from burning down a forest you are in. These important facts can keep you from getting yourself killed whether you are in a forest, on a mountain, or wandering about a barrens or plain without civilization for miles.


Direction

If you can figure out one direction, you will know the others. There are many ways of doing this (i.e. stars, moss on north side of trees, etc), but in the end the LoD should be roughly 50LoD base (heavy cloud cover or other terrain/weather effects might make it more difficult).

If you fail you determine the directions incorrectly and the OM rolls a d8 and sets true North as the outcome (1N, 2NE, 3E, etc, if 6 then they believe Southwest is North).

Each check takes 30seconds -1second per SR over the LoD, minimum 1second, and cannot be made again until something indicates you are travelling the wrong direction (i.e. road sign, more markings) or about every hour when you ‘verify’ your heading.


Fire

While things like making a fire is not strictly about being in the wilderness, starting a fire without the conveniences of matches, magic, or any non-natural tools is (i.e. using two sticks and a string). For making a fire it works inverse of things catching fire.

Add Combustibility, Source, and Oxygen, and minus it from 100, that becomes the LoD to make a fire (likelihood is the Source will be a ‘Burst’ at best, unless it has rained recently or is extremely dry assume the LoD to be 65LoD (100 - 5Burst - 15Adequate - 15Flammable)).

It takes 1minute to attempt to start a fire -1second per SR over the LoD, minimum 1second, failure means it will take time to try again.


Food and Water

Finding food and water is an important part of survival. The LoD is dependent on the amount of food and water in the area, the greater amount of each the lesser the LoD, the lesser amount of each the greater the LoD.

If the terrain does not list a LoD the OM determines one based on relative amount of water (i.e. desert 100LoD, temperate 50LoD, tropical 25LoD). It takes 2hours to attempt a check -1minute per SR over the LoD, minimum 1minute, failure means you do not find any water, success means you find a suitable source of water to drink, how much is up to the OM and should be based on the region. While searching for water you can move up to Sprint.

It takes 2hours to attempt to gather food such as berries and tubers -2minutes per -1SR penalty you detriment yourself, minimum 2minutes, or +1SR per +2minutes you add to the attempt. You can only travel at Walk to find food, per Speed greater than Walk you suffer -1SR. You acquire 1hour of food satisfaction per 20SR.

It takes the time to travel the SR of the check before you have confirmed the presence or lack thereof of food/water before you can make another check but as many attempts as desired can be made.


Shelter

Certain terrains possess natural shelters that creatures live in or rest at such as caves, alcoves, rocky overhangs, or large hollow trees. While finding them is possible they are not guaranteed while knowing how to create one is almost a guarantee.

Creating a useable shelter in a wooded or snowy area is 50LoD, in a rocky terrain is 75LoD, and a barrens or open plain is 100LoD. This includes finding the materials and building it to withstand the local weather and thus not be affected by it.

If you succeed you find enough materials to build a shelter which counts that weather as being up to +/- 1°C/1.8°F per SR and ignores Light, Precipitation, and Wind (see Core, Random Rules, Weather for details). If you fail you either fail to find enough materials to build a proper shelter or it will fail to protect from the elements.

It takes 1hour to build a shelter -30seconds per SR above the LoD, minimum 1minute, or 1hour +1minute per SR below the LoD. You can attempt to build another shelter/rebuild the current one as many times as desired.


Equipment

Skill Use

Skill Use items are tools used to enhance or accomplish Minor Skills. Hammers, make-up, ropes, anvils, lock picks, sewing machine, fishing pole, etc are just a few examples of Minor Skill tools. Some may be required to use a Skill at all while others exist simply to make the Skill easier to accomplish.


Listed with the name of tools is some common objects included within and how much they affect the Skill and whether or not it is a requirement for the Skill or not. Those listed are basic tools, better tools may exist.


Type Examples Bonus
Alchemical Apparatus Beaker, mortar and pestle, stoppers, tubes, vials Required to use Alchemy
Art Supplies Brushes, easel, paints Required to use Craft (Art, Draw/Paint)
Body Suit Black or white Lurk +10 (OM discretion, depends on light)
Climbing Gear Ropes, picks Climb +10
Cooking Accessories Pans, pots, spatulas, utensils Required to use Craft (Cook)
First Aid Kit Bandages, needles and thread, sling, splint Required to use First Aid
Fishing Gear Bait, hook, line, pole Food Gathering (Fish) +10
Fletching Tools Feathers, knife, shaft, string Required to use Craft (Fletching)
Hunting Tools Bait, distraction, traps Food Gathering (Hunt) +10
Information Guide Cook Book, Game Guide, Smithing Instructions +10 on all Skill specifics within while being used
Lock Picks Needles, pick, screw driver Required to use Open Lock
Make-up Cheeks, eyes, lips Disguise +10
Musical Instruments Percussion/String/Wind, banjo, cello, clarinet, drum, fiddle, fife, flute, gong, harp, lute, lyre, mandolin, piano Required to use Entertainment (Musical Instrument)
Pre-packaged Kit Depends on the Skill, one use, will only be for a specific use (i.e. projectile launcher trap) Increases a specific Skill use one time by +5
Sewing Kit Measuring tape, needles, pin cushion, pins, string Required to use Craft (Sew)
Smithing Tools Anvil, hammer, tong Required to use the Skill Craft (Blacksmithing)
Swim Gear Goggles, flippers, snorkel Swim +10
Trap Building/Dismantling Kit Knife, rope, screws, shovel Required to use Traps
Yoke Yoke Animal Handling +10


Artillery

Ballista – Essentially a giant mounted crossbow, ballistae are light artillery pieces meant to be more of a sniping implement than a siege engine. Ballistae are commonly manned by two people but if necessary only one person is needed to load and fire the 2kg/4.4lb darts. Mounted on a platform they pivot easily but are somewhat difficult to move. Ballistae weigh 70kg/154lb.

Maximum Range: 200m/667ft (400m/1333ft with Distance Increment)

Damage: 4d10 Pierce

Speed: As people carrying it, up to six people can carry it at once; cannot be increased via Control Artillery

Turn: Can fire forward in a 45° arc instantly; can be increased via Control Artillery

Reload: One person can reload a ballista in 30seconds, two people can reload a ballista in 15seconds; can be reduced via Control Artillery


Catapult – A rectangular wooden frame with a launching arm and crossbar on four wheels, a catapult is designed to hurl large stones from a cup or sling on the end of the arm. Although they can be laboured by one person a catapult is designed for a team of at least two artillerymen to load and aim the 3.6kg/8lb stones.

Maximum Range: 150m/500ft (300m/1000ft with Distance Increment)

Damage: 8d10 Bludgeon

Speed: As people pushing it, up to six people can push it at once; can be increased via Control Artillery. Catapult must be tied down in order to fire properly and released to move once more; this takes 6NAR.

Turn: Can turn 5° per second per person, up to four people can turn it at once; can be increased via Control Artillery

Reload: One person can reload a catapult in 40seconds, two people can reload a catapult in 20seconds; can be reduced via Control Artillery


Poisons

Poison is measured in Doses which when applied to weapons or something such as a drink provide a listed base amount then each additional Dose increasing its effects and how long it takes for the poison to wear off. Unless otherwise stated the PR check is rolled whenever a new Dose is applied.


Anti-Coagulant – Designed to keep the wounds of the afflicted from naturally sealing, an anti-coagulant poison causes them to bleed out.

Base 10PR + 2PR per Dose

+1Bleed Point per failure, PR check to remove Bleed Points is equal to the poison’s PR

-1dose per Round


Nauseating Toxin – Not designed to be overly deadly, the nauseating toxin can still be quite debilitating.

Base 15PR + 1PR per Dose

1NLD dealt per point of failure

-1dose per Round


Neurotoxin – Capable of breaking down tissue and causing cell death, neurotoxins are extremely deadly.

Base 20PR + 2PR per Dose

-1Con per failure

-1dose per hour


Rope Making

Machine – Rope making machines take multiple ropes and twists them into one combined rope. Common machines can twist three, four, or five ropes; each machine will list how many it can twist. Once twisted together, the ropes combine their Str together to determine their new Lifting Capacity. Making twisted ropes takes 5seconds per 0.3m/1ft and can be used for all three steps of rope making (fibre to yarn, yarn to strands, and strands to rope).

Because of their increased size and decreased flexibility, twisted ropes provide those attempting an Escape Artist check +10SR per rope twisted together.


Materials – Common materials for rope tend to be plant fibres or synthetic materials. Natural or synthetic, most ropes start off as what are known as fibres but can be made into yarn then strand then ropes.

Fibres have 1/10 the listed Str of the material.

Yarn has ¼ the listed Str.

Strands have ½ the listed Str.

Ropes have the listed Str.

• Cotton – 20Str
• Hemp – 25Str
• Linen – 10Str
• Nylon – 50Str
• Polyester – 45Str


Extra Information

Animals

Animals are depicted as any creature with 3(X) Mental Attributes and any exceptions that state otherwise (not all 3(X) are animals (i.e. undead) and some non-3(X) can be).


Animal Morale

Animals are designated as at least one of the 3F’s: Fight, Flight, or Fright. Most will then have a set Morale based on their race and this designation. Commonly each of these will then have a ‘degree’ of the outcome:

Minor – 25 of the chosen 3F and 75 Normal

Common – 50 of the chosen 3F and 50 Normal

Major – 75 of the chosen 3F and 25 Normal

Extreme – 99 of the chosen 3F and 1 Normal


A Normal result on their Morale outcome, unlike humans and other intelligent beings, means the animal will act according to mood (see Animal Moods for details) and a result of Fight does not restrict the animal from attempting to use 3D’s.

As soon as combat begins, there are loud noises, sudden movement, or anything occurs that is perceived as threatening an animal will roll their Morale as though they failed a Morale check and act accordingly, this outcome will last until they are out of threats to worry about or they roll for Morale for any reason.


If their 3F’s change (i.e. through mood) their chosen or Normal 3F, whichever is higher, will each lower to a minimum of 1 to increase the others as per listed in the condition/mood to a maximum of 99, if there is a tie then it lowers from the non-Normal 3F first.

Each time an animal is damaged their 3F choice will increase by +10 per 10% of their HP they have lost – subtracting from Normal then the highest 3F other than their chosen – and will roll another Morale outcome every 10%. An animal that drops below 50% HP will gain +50Flight and will start gaining +10Flight per 10% HP lost instead.

Effects that lower Morale instead increase Flight +1 per 10Morale loss to a maximum of 99Flight.

‘Fight animals’ increase their Fight by +1 per other of its kind with it more than the number of threats to a maximum of 99, if one is wounded enough to runaway or die the other’s increase Flight +10 per 10% of numbers lost.

I.e. 3 out of 11 flee/die, +30Flight

If an animal can no longer run their Flight 3F becomes Fight.


An OM can modify animal Morale based on previous encounters with a species or extraneous affects such as disease. Rabbits that know a human is feeding and taking care of them might become Minor Flight around humans – similar to Docile mood but to humans only. Coyotes being hunted by humans and losing might become 25/50/0/25 whereas if they were hunting humans and winning it might become 75/0/0/25. A rabid animal could become 99/0/0/1.


Sample Animals

Badger: Major Fight, 75/0/0/25

Coyote: Common Fight, 50/0/0/50

Domesticated Dog: Minor Flight/Minor Fright, 0/25/25/50

Fainting Goat: Minor Flight, Medium Fright, 0/25/50/25

Horse: Common Flight, 0/50/0/50

Rabbit: Extreme Flight, 0/99/0/1


Animal Moods

Animals will act according to their current mood rather than motivators like human or other intelligent creatures. Animals have one of three Morale bases rather than a chosen Morale like intelligent creatures and this is modified by their mood (see Animal Morale for details). Under normal conditions animals’ moods will be Alert and use their standard Morale. If an animal has multiple ‘designated 3F’s’ a d%(d100) is rolled to pick which they act on based on their % of 3F’s ignoring Normal (i.e. they are 0/25/50/25, Flight would be 1-33 and Fright would be 36-100).

Docile – Will not react hostile in any manner to non-damaging threats and will generally wander around aimlessly, seeking necessities, if attacked Morale Normal becomes its designated 3F (Fight, Flight, or Fright) for 1Round per 10% overall HP lost, minimum 1second. Morale becomes +0/+0/+0/+75
Passive – Unlikely to react with hostility to anything that does not pose a threat or merely startles it, preferring to wander and seek necessities, if attacked Morale Normal becomes its designated 3F for 1Round per 10% HP lost. Morale becomes +0/+15/+15/+20
Wary – The animal is on edge and somewhat frightened leading it to more likely running away or doing nothing about threats, if attacked Morale Normal becomes its designated 3F for 1minute per 10% HP lost. Morale becomes +0/+10/+10/+10
Alert – Will act based entirely on instinct or training, anything which causes it to roll a Morale outcome will become a perceived threat which it will watch, if it knows it is about to be damaged or is damaged will act by its designated Morale
Defensive – The animal is defensive of itself or others and is more likely to fight or run from threats, if threatened or damaged Morale Normal will become its designated Morale and it will roll another outcome and will remain as such until its Morale ‘ends’. Morale becomes +10/+10/+0/+10
Aggressive – The animal is more aggressive than usual and while likely to attack perceived threats it is not a guarantee, if attacked or damaged Morale Normal will become its designated Morale and it will roll another outcome and will remain as such until its Morale ‘ends’. Morale becomes +25/+0/+0/+25
Violent – Something has provoked the animal into attacking almost anything it sees, the animal will chase and attack anything it recognizes as a potential threat or, if carnivorous, food, it will pursue these targets until its Morale ‘ends’. Morale becomes +75/+0/+0/+0


Animal Handling and Moods

Changing the mood of an animal is dependent on its current mood, whether or not it is wounded, and if it has a reason not to like you.


To soothe an animal the base LoD is 25LoD:

+30LoD per current mood it is above Alert +20LoD per mood beyond one it is to decrease

OR

+15LoD per mood it is below Alert +20LoD per mood beyond one it is to decrease

If the animal is wounded the LoD increases +10LoD per 10% of HP it has lost (i.e. -3 out of 10HP, +30LoD)

If you or one of your species has in the past hurt the animal, taken its food, or otherwise given it reason to dislike your species the LoD increases, these LoD modifiers stack up to 1 of each modifier per Wis (using the (X))

Samples:

+5LoD per time in the past your kind attacked the animal

+2.5LoD per time food was taken

+1LoD per time your kind has scared the animal

-10LoD if you offer food it wants

-1LoD per time food was given when it was hungry

-5LoD per time in the past your kind aided the animal (i.e. freed from a trap)

I.e. the animal is Aggressive, base 85LoD, you want it to become Alert thus you are decreasing it 2moods and add +20LoD for 105LoD but you offer the animal food for a total of 95LoD


Making an animal angrier works in reverse, base 25LoD:

+20LoD per mood if its mood is below Alert +20LoD per mood it is to increase beyond one

OR

+10LoD per mood if its mood is above Alert +10LoD per mood it is to increase beyond one

-10LoD per 10% of HP it has lost

–LoD for it having reasons to dislike you, +LoD for it having reasons to like you (see samples above)


To attempt to change its mood you must first come in contact with the animal then select the target mood and discover the LoD. It takes 3NAR to attempt a mood change, if you succeed the animal’s mood becomes the target mood, failure means its mood remains unchanged but if you fail by more than 25 it will immediately act according to its designated Morale for 1NAR regardless of mood.


Training with Animal Handling

Training an animal is dependent on the animal’s Mental Attributes, what is to be taught, and the time available. An animal can learn multiple tasks up to its XWis (i.e. 3(12)Wis would mean it can learn 12tasks), learn them quicker (Intu), and learn more difficult tasks easier (Int). Each task will list task slots (whether it counts as more/less than 1task) and how long it will take to learn the task. Each task has its own affect and can accomplish almost anything; samples include but are not limited to:

Combat – Can train all combat for 4tasks, 162hours – XIntu hours, 100LoD – XInt LoD

Accept Barding – Animal becomes used to moving under the weight and restrictions of armour and will not suffer RSP or ‘refuse’ to wear it. 1task, 16hours – XIntu hours, 50LoD – XInt LoD
Attack Foes – Animal will bite, claw, kick, or otherwise attack chosen target on command and defend itself when attacked until commanded to stop. 0NAR to initiate ‘attack at will’, 1NAR to point out a target. 1task, 32hours – XIntu hours, 75LoD – XInt LoD
Chaos Tolerance – Animal will tolerate the noise, smell, and other chaos of the battlefield against instinct (during combat Morale is now done same as intelligent creatures). 1task, 40hours – XIntu hours, 75LoD – XInt LoD
Defend Master – Animal will attack those threatening its rider or person designated as ‘master’. 1task, 56hours – XIntu hours, 100LoD – XInt LoD
Ignore Wounds – Normal Morale effects is reduced to +1Flight per 10% HP loss and Handle Mount is instead +5LoD per 10% HP loss. 1task, 40hours – XIntu hours, 85LoD – XInt LoD
Trample Past – Animal will attempt to charge past a foe and push it aside or trample it underfoot even if it would avoid doing so instinctually – as Body Check + Charge Attack except if the Knock Back succeeds they continue to travel without stopping. 1task, 32hours – XIntu hours, 80LoD – XInt LoD


Obedience

Basic – Animal will follow the following commands: Beg, Come, Down, Heel, Shake, Sit, and Stay. 0NAR to initiate a non-shake task. 1task, 56hours – XIntu hours, 50LoD – XInt LoD
Advanced – Animal will follow the following commands: Back Up, Drop It, Fetch, Give, Go Home, Growl, Leave It, Roll Over, Speak, Stand, Steady, Stop, and Take It. 0NAR to initiate most tasks, 1NAR to initiate Fetch, Give, Leave It, or Take It. 3tasks, 168hours – XIntu hours, 100LoD – XInt LoD
Stay with Master – If for any reason the animal becomes separated from their master/rider/transport they will attempt to stay with them or if they are forced to run away (i.e. due to Morale) will attempt to return. 1task, 24hours – XIntu hours, 60LoD – XInt LoD


Riding

Personal Mount – Animal becomes used to the weight and feel of a rider and no longer attempts to ‘refuse’ them or a saddle and if their rider falls off they will not leave them. 1task, 24hours – XIntu hours, 60LoD – XInt LoD
Transport Carrier – Animal becomes used to harnesses and the drag of equipment or carriage and no longer attempts to ‘refuse’ them. 1task, 24hours – XIntu hours, 60LoD – XInt LoD


Service – Can train all services for 5tasks, 336hours – XIntu hours, 140LoD – XInt LoD

General Service – Animal is taught how to assist their master with mobility, emergency response, cleaning, and menial tasks as well as being desensitized to public situations (will not roll Morale for sudden movement/loud noises). 3tasks, 168hours – XIntu hours, 125LoD – XInt LoD
Master’s Ears – Animal is able to function as their master’s ears for alerting the master to things such as doorbells, smoke alarms, telephones, alarms, sirens, machinery, people behind them, and people calling their name as well as being desensitized to public situations. 3tasks, 168hours – XIntu hours, 125LoD – XInt LoD
Master’s Eyes – Animal is able to function as their master’s eyes for avoiding obstacles, alerting of dangers, acquiring items, and are desensitized to public situations. 3tasks, 168hours – XIntu hours, 125LoD – XInt LoD


Speaking - Only certain animals will have the ability to speak (i.e. crow, parrot), OM judgment

Language – Animal is taught a language and how to speak it. 3tasks per 1Complexity Rating gained (see Language for details), 15hours cumulative per CR (1CR = 15hours, 2CR = 30hours, 3CR = 45hours) – XIntu hours, 15LoD cumulative per CR – XInt LoD
Phrase – Animal is taught a word or phrase and can repeat it on command. 1task per 20 words, 15hours – XIntu hours, 50LoD – XInt LoD


Tricks

Balance Item On Nose – Animal balances an item on its nose without dropping, refusing, or eating it without command. 0.5task, 15hours – XIntu hours, 50LoD – XInt LoD
Count – Animal can count up to its XWis by either hearing or seeing a number or an amount of objects and ‘stamp’ that many times on command. 1task, 30hours – XIntu hours, 75LoD – XInt LoD
Dance – Animal will perform rhythmic dance steps on command. 0.5task, 15hours – XIntu hours, 50LoD – XInt LoD
Jump – Animal will jump in a chosen direction on command. 0.5task, 15hours – XIntu hours, 50LoD – XInt LoD
Stand On Hind Legs – If able, animal will rise onto its hind legs and stay there or walk until commanded otherwise. 1task, 25hours – XIntu hours, 60LoD – XInt LoD


A person can intentionally lower their SR to attempt to train an animal faster, before making the check they declare their penalty and subtract that much time from training, minimum 1unit (minute/hour/day) and can train +1animal at a time per additional -5SR they reduce their total by.

I.e. you declare -7SR, the task takes 7 less minutes/hours/days to train and declare -15SR, the task trains 4animals instead of 1animal


Success on a training check means you successfully teach the animal(s) the chosen trick. Failure on a training check means you fail to teach the animal(s) a trick but if you attempt another training check you gain your previous attempt’s SR up to Animal Handling Points to the next attempt, this bonus does not accumulate.

I.e. you have 23Points, your roll is 57SR, your next attempt gains +23SR


Formula Sheet

Due to size, the Formula Sheet has been placed in its own page.

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