Actions

Difference between revisions of "Absolute Direction"

From Harath Rules

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* Lack of or similarity of reference points
* Lack of or similarity of reference points
* Magical inhibitors
* Magical inhibitors
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<blockquote>
<blockquote>
Xavier has Absolute Direction=5 and Orienteering=4. The next large town is almost 60 miles away via a very winding, circuitous road. Xavier decides to go cross country to save time. By this route, Xavier should take two days to reach the town, making a Navigation rolls (TN=4) each day. Since the land is very flat and a heavy overcast obscures the sky, all the usual reference points are missing, so the GM assess three penalty dice to his attempt. Each day Xavier rolls 12 dice (Orienteering=4 + Absolute Direction=5 + penalty dice=3), with the highest 3 results being ignored. On the first day Xavier manages 4 Ss, so he goes in the correct direction with little problem. On the second day, however, Xavier only manages 2 Ss, so Xavier has wandered off course. The 2 Ss means he still gets to his location, but the GM must determine how much extra time and effort it cost him.</blockquote>
Xavier has Absolute Direction=5 and Orienteering=4. The next large town is almost 60 miles away via a very winding, circuitous road. Xavier decides to go cross country to save time. By this route, Xavier should take two days to reach the town, making a Navigation rolls (TN=4) each day. Since the land is very flat and a heavy overcast obscures the sky, all the usual reference points are missing, so the GM assess three penalty dice to his attempt. Each day Xavier rolls 12 dice (Orienteering=4 + Absolute Direction=5 + penalty dice=3), with the highest 3 results being ignored. On the first day Xavier manages 4 Ss, so he goes in the correct direction with little problem. On the second day, however, Xavier only manages 2 Ss, so Xavier has wandered off course. The 2 Ss means he still gets to his location, but the GM must determine how much extra time and effort it cost him.</blockquote>
[[Category:Abilities and Disabilities]]
[[Category:Abilities and Disabilities]]

Revision as of 17:53, 16 January 2021

Cost: 2 CP/level
Description: Your character can tell the points of the compass with extreme accuracy, even when underground.
Benefit: Each level adds 1 bonus die when making a Navigation Skill roll.

Typical modifiers to Ability roll:

  • Disorientation (e.g., being teleported, losing consciousness, being drunk)
  • Lack of or similarity of reference points
  • Magical inhibitors

Xavier has Absolute Direction=5 and Orienteering=4. The next large town is almost 60 miles away via a very winding, circuitous road. Xavier decides to go cross country to save time. By this route, Xavier should take two days to reach the town, making a Navigation rolls (TN=4) each day. Since the land is very flat and a heavy overcast obscures the sky, all the usual reference points are missing, so the GM assess three penalty dice to his attempt. Each day Xavier rolls 12 dice (Orienteering=4 + Absolute Direction=5 + penalty dice=3), with the highest 3 results being ignored. On the first day Xavier manages 4 Ss, so he goes in the correct direction with little problem. On the second day, however, Xavier only manages 2 Ss, so Xavier has wandered off course. The 2 Ss means he still gets to his location, but the GM must determine how much extra time and effort it cost him.