Actions

Difference between revisions of "Bad Hearing"

From Harath Rules

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| Each level adds 1 penalty die for any Listen roll (TN=4).
| Each level adds 1 penalty die for any Listen roll (TN=4).
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There are no typical roll modifiers for this Ability. Any bonus or penalty will be applied to the basic perception roll.
This Disbility is not rolled. It adds <u>penalty dice</u> to sound-based detection rolls.
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<blockquote>
Neville has Quick=6 and Bad Hearing=3. A couple of people at the next table are holding a low conversation. Neville is interested in what they have to say, so he tries to eavesdrop on them. The GM decides that the current situation (incredibly noisy area) calls for a penalty of 4 dice to overhear them. Neville rolls 13 dice (6 for Quick + 4 penalty dice + 3 more penalty dice for Bad Hearing. All those penalties prove insurmountable, and Neville gets 0 Ss. Try though he might, Neville just can&#8217;t make out what they&#8217;re saying.
Neville has Quick=6 and Bad Hearing=3. A couple of people at the next table are holding a low conversation. Neville is interested in what they have to say, so he tries to eavesdrop on them. The GM decides that the current situation (incredibly noisy area) calls for a penalty of 4 dice to overhear them. Neville rolls 13 dice (6 for Quick + 3 penalty dice for Bad Hearing + 4 more situational penalty dice). All those penalties prove insurmountable, and Neville gets 0 Ss. Try though he might, Neville just can&#8217;t make out what they&#8217;re saying.
</blockquote>
</blockquote>
[[Category:Abilities and Disabilities]]
[[Category:Abilities and Disabilities]]

Revision as of 13:51, 17 January 2021

Cost: -2 CP/level
Description: Your hearing is worse than normal.
Detriment: Each level adds 1 penalty die for any Listen roll (TN=4).

This Disbility is not rolled. It adds penalty dice to sound-based detection rolls.

Neville has Quick=6 and Bad Hearing=3. A couple of people at the next table are holding a low conversation. Neville is interested in what they have to say, so he tries to eavesdrop on them. The GM decides that the current situation (incredibly noisy area) calls for a penalty of 4 dice to overhear them. Neville rolls 13 dice (6 for Quick + 3 penalty dice for Bad Hearing + 4 more situational penalty dice). All those penalties prove insurmountable, and Neville gets 0 Ss. Try though he might, Neville just can’t make out what they’re saying.