Actions

Difference between revisions of "Double Jointed"

From Harath Rules

(Created page with "Cost: 2 CP/level Description: Your joints are extremely supple. At high levels, you are able to dislocate your joints at will. Benefit: Each level adds 1 bonus die to any Skil...")
 
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Cost: 2 CP/level
{|
Description: Your joints are extremely supple. At high levels, you are able to dislocate your joints at will.
|Cost:
Benefit: Each level adds 1 bonus die to any Skill roll that involves the ability to twist, compress, or manipulate your limbs. Some examples include fitting into small spaces, working your way out of confinement (ropes, straightjackets, etc.), or dodging thrown objects.
|2 CP/level
There are no typical modifiers to this Ability, although the GM can assign penalties or bonuses as the circumstances warrant.
|-
<blockquote>Example: Sarah is double-joined, an Ability she has at level 3. Sarah is also a cat-burglar. She generally gets into buildings through windows that are left open. Occasionally, she finds a very small window, but her loose joints allow her to get into even very small windows. On this particular occasion, the GM determines that the window she is trying to access is so small that a penalty of 2 levels applies to Sarah&#8217;s attempt. Sarah rolls 1 die for being Double Jointed and is lucky &#8211; despite her penalty, she manages a single Success, meaning that she is barely able to enter the window.</blockquote>
|Description:
|Your joints are extremely supple. At high levels, you are able to dislocate your joints at will.
|-
| style="vertical-align:top;" | Gameplay:
|Each level adds 1 <u>bonus die</u> to any Skill roll that involves the ability to twist, compress, or manipulate your limbs. Some examples include fitting into small spaces, working your way out of confinement (ropes, straightjackets, etc.), or dodging thrown objects.
|}
This Ability is not modified. It modifies other rolls. Note that the GM can assign bonus or penalty <u>levels</u> to this Ability as the circumstances warrant.
<br>
<blockquote>
Sarah has Double-Joined=3. She is also a cat-burglar who usually gets into buildings through windows that are left open. Occasionally, she is confronted with a very small window, but her loose joints even allow her to access those. On this particular occasion, the GM determines that the window she is trying to access is so small that a penalty of 2 levels applies to Sarah&#8217;s attempt. When Sarah rolls her Enter roll, she will only get 1 bonus die for being Double-Jointed instead of her usual three. Fortunately, she is lucky, and despite her penalty, she manages to get a single Success, meaning that she is barely able to enter the window.
</blockquote>


[[Category:Abilities and Disabilities]]
[[Category:Abilities and Disabilities]]

Revision as of 21:11, 17 January 2021

Cost: 2 CP/level
Description: Your joints are extremely supple. At high levels, you are able to dislocate your joints at will.
Gameplay: Each level adds 1 bonus die to any Skill roll that involves the ability to twist, compress, or manipulate your limbs. Some examples include fitting into small spaces, working your way out of confinement (ropes, straightjackets, etc.), or dodging thrown objects.

This Ability is not modified. It modifies other rolls. Note that the GM can assign bonus or penalty levels to this Ability as the circumstances warrant.

Sarah has Double-Joined=3. She is also a cat-burglar who usually gets into buildings through windows that are left open. Occasionally, she is confronted with a very small window, but her loose joints even allow her to access those. On this particular occasion, the GM determines that the window she is trying to access is so small that a penalty of 2 levels applies to Sarah’s attempt. When Sarah rolls her Enter roll, she will only get 1 bonus die for being Double-Jointed instead of her usual three. Fortunately, she is lucky, and despite her penalty, she manages to get a single Success, meaning that she is barely able to enter the window.