Actions

Difference between revisions of "Absolute Direction"

From Harath Rules

(Created page with "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 makin...")
 
 
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Cost: 2 CP/level  
{|
Description: Your character can tell the points of the compass with extreme accuracy, even when underground.  
|Cost:
Benefit: Each level adds 1 bonus die when making a Navigation Skill roll.
| 2 CP/level
Typical modifiers to Ability level:
|-
 
|Description:
* Disorientation (e.g., being teleported, losing consciousness, being drunk)
|You can tell the points of the compass with extreme accuracy, even when underground.
* Lack of or similarity of reference points
|-
* Magical inhibitors
|Gameplay:
 
|Each level adds 1 <u>bonus die</u> when making a Navigation roll (TN=4).
<blockquote>Example: Xavier has Absolute Direction at level 5 and Orienteering at level 4. The next large town is almost 30 miles away, but the road that leads to it is winding and circuitous, so the travel distance is almost twice that. Xavier chooses to cut straight across the open field to save time. The trip will take Xavier two days, so he will have to make two Navigation Skill rolls (TN=4). Since the land is very flat and the heavily overcast sky obscures the sky, all the usual reference points are missing, so the GM asses a 3-level penalty. Each day Xavier rolls 4 dice for his Orienteering Skill + 1 bonus die for his Absolute Direction = 5 dice (low 1 ignored). On the first day Xavier manages a total of 4 Ss, so Harold goes in the correct direction with little problem. On the second day, however, Xavier only gets 2 Ss, so Xavier has wandered somewhat off course. He still gets to his location, but the GM must determine how much extra time and effort it cost him.</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 one Navigation roll 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 Navigation roll. Each day Xavier rolls 12 dice (4 for Orienteering + 5 bonus dice for Absolute Direction + 3 situational penalty dice). On the first day Xavier manages 4 Ss, exactly the result he needed, 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]]

Latest revision as of 20:37, 24 January 2021

Cost: 2 CP/level
Description: You can tell the points of the compass with extreme accuracy, even when underground.
Gameplay: Each level adds 1 bonus die when making a Navigation roll (TN=4).

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 one Navigation roll 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 Navigation roll. Each day Xavier rolls 12 dice (4 for Orienteering + 5 bonus dice for Absolute Direction + 3 situational penalty dice). On the first day Xavier manages 4 Ss, exactly the result he needed, 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.