Difference between revisions of "Physical Skills"
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<blockquote>If a character has an Str of 8 their base jump would be 0.4 meters meters. With 4Ss on their jump role, they would jump a total of 0.6 meters.</blockquote> | <blockquote>If a character has an Str of 8 their base jump would be 0.4 meters meters. With 4Ss on their jump role, they would jump a total of 0.6 meters.</blockquote> | ||
===Climbing=== | ===Climbing (Dex/3)=== | ||
This is the skill of climbing things; moutains, walls, etc. | This is the skill of climbing things; moutains, walls, etc. | ||
* Bouldering: Ascending boulders or small outcrops, often with climbing shoes and a chalk bag or bucket | * Bouldering: Ascending boulders or small outcrops, often with climbing shoes and a chalk bag or bucket | ||
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{| class="wikitable} | {| class="wikitable} | ||
! Type of Climb !! TN !! | ! Type of Climb !! TN !! Speed (dm/s) | ||
! | |||
! Condition !! Penalty | |||
|- | |- | ||
| Ladder | | Ladder || 2 || Hgt/6 | ||
| | |||
| Point Encumberance || 1 penalty die | |||
|- | |- | ||
| | | Rope || 2 || Hgt/3 | ||
| | |||
| Wet Surface || 2 penalty die | |||
|- | |- | ||
| Ordinary Tree || 4 || | | Ordinary Tree || 4 || Hgt/10 | ||
| | |||
| Inverted Climb || 3 penalty die | |||
|- | |- | ||
| Ordinary Mountain || 5 || | | Ordinary Mountain || 5 || Hgt/18 - Hgt/24 | ||
| | |||
| Cornering || 2 penalty dice | |||
|- | |- | ||
| Cliff || 5 || | | Cliff || 5 || Hgt/180 | ||
| | |||
| Rope || 3 penalty die | |||
|- | |- | ||
| Stone Wall || 4 || | | Stone Wall || 4 || Hgt/18 | ||
|- | |- | ||
| Wooden Wall || 5 || | | Wooden Wall || 5 || Hgt/24 | ||
|- | |||
| Between two buildings || 4 || Hgt/30 | |||
|- | |||
| Pipe || 4 || Hgt/15 | |||
|} | |||
===Riding=== | ===Riding=== | ||
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* Sprinting | * Sprinting | ||
* Ultra Marathon | * Ultra Marathon | ||
===Swimming=== | ===Swimming [Dex/4]=== | ||
Swimming is the self-propulsion of a person through water, usually for recreation, sport, exercise, or survival. Locomotion is achieved through coordinated movement of the limbs, the body, or both. | Swimming is the self-propulsion of a person through water, usually for recreation, sport, exercise, or survival. Locomotion is achieved through coordinated movement of the limbs, the body, or both. | ||
* front crawl | * front crawl | ||
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* Survival Stroke | * Survival Stroke | ||
* Rescue Stroke | * Rescue Stroke | ||
Base swimming speed is equal to MR/20 in meters per second. The following table can be used to get to miles per hour. | |||
{| class="wikitable" | |||
! MR !! mph | |||
! MR !! mph | |||
! MR !! mph | |||
! MR !! mph | |||
|- | |||
| 10 || 1.12 | |||
| 14 || 1.568 | |||
| 18 || 2.016 | |||
| 22 || 2.464 | |||
|- | |||
| 11 || 1.232 | |||
| 15 || 1.68 | |||
| 19 || 2.128 | |||
| 23 || 2.576 | |||
|- | |||
| 12 || 1.344 | |||
| 16 || 1.792 | |||
| 20 || 2.24 | |||
| 24 || 2.688 | |||
|- | |||
| 13 || 1.456 | |||
| 17 || 1.904 | |||
| 21 || 2.352 | |||
| 25 || 2.800 | |||
|} | |||
==Body Control Group== | ==Body Control Group== | ||
===Sleight of Hand (Dex/4)=== | ===Sleight of Hand (Dex/4)=== | ||
Latest revision as of 21:21, 13 December 2021
Outdoor Skills Group
Animal Sounds
This is the skill of mimicing animal sounds.
Fishing
Fishing is the activity of trying to catch fish. Fish are normally caught in the wild.
- hand gathering
- spearing
- netting
- angling
- trapping
- Rod and Reel
Orienteering
Orienteering is the discipline of following a route through unfamiliar terrain on foot or by vehicle, using maps with reference to terrain, a compass, and other navigational tools.
- Map Reading
- Celestial navigation
- Solar Time Estimation
Traps (Mental Skill/5)
Traps is the skill for both building and dealing with traps. Detection devices count as "traps", so this skill covers security cameras and the like at appropriate TLs. On a success, you can build a trap, given time and materials, detect an existing trap, disarm a trap to allow passage, or reset a trap after passing it.
- Foothold traps
- Body gripping traps
- Deadfall traps
- Snares
- Trapping pit
- Cage traps (live traps)
- Glue traps
Survival, {Area}
Survival is the skill of living off the land, and exploiting the natural environment in general. A skill roll is required every day of living in the wild. Specific skills include: Arctic, Survival, Field, Forest, Mountain and Swamp.
- Fire building
- Finding food
- Shelter making
- Avoiding Hazards
Gymnastics Skills Group
Acrobatics
Acrobatics is most often associated with activities that make extensive use of gymnastic stunts, roll, take falls, etc. This skill also includes acrobatics during a dive into water.
- contortion
- hooping
- parkour
- tightrope
- trampoline
- trapeze
- tumbling
- Flipping
Jumping
This is the skill of propeling yourself airborne either vertically or hotizontally.
- Standing Long Jump
- Standing High Jump
- Running Long Jump
- Running High Jump
- Hopping
Running Long Jump
To calculate the the person’s long jump distance, first calculate their speed running. This is the base running long jump distance in meters for the character. Then roll the character’s jumping skill. Each success adds 0.2 meters.
- Base Move: MR/10 mps (0.012 x MR KPH)
- Jogging Speed: MR/10 mps + (0.5 x Ss meters mps)
- Sprinting Speed: MR/10 mps + Ss meters mps
If a character has an MR of 17 and a Dexterity of 6, would have a base sprint of 1.7 mps. He then rolls his run, getting 4 success. Their base jump would be 5.7 meters. With 4Ss on their jump role, they would jump a total of 6.5 meters.
Running High Jump
The base running long jump distance in meters is Str/10. Then roll the character’s jumping skill. Each success adds 0.25 meters.
If a character has an Str of 8 their base jump would be 0.8 meters meters. With 4Ss on their jump role, they would jump a total of 1.8 meters.
Standing Long Jump
Unlike the running long jump, the standing long jump is strength-based, not running based. The base standing long jump distance in meters is Str/10+0.5. Then roll the character’s jumping skill. Each success adds 0.25 meters.
If a character has an Str of 8 their base jump would be 1.3 meters meters. With 4Ss on their jump role, they would jump a total of 2.3 meters.
Standing High Jump
The standing long jump is strength-based, not running based. The base standing long jump distance in meters is Str/20. Then roll the character’s jumping skill. Each success adds 0.05 meters.
If a character has an Str of 8 their base jump would be 0.4 meters meters. With 4Ss on their jump role, they would jump a total of 0.6 meters.
Climbing (Dex/3)
This is the skill of climbing things; moutains, walls, etc.
- Bouldering: Ascending boulders or small outcrops, often with climbing shoes and a chalk bag or bucket
- Buildering: Ascending the exterior skeletons of buildings, typically without protective equipment.
- Canyoneering: Climbing along canyons for sport or recreation.
- Chalk climbing: Ascending chalk cliffs uses some of the same techniques as ice climbing.
- Free climbing: a form of rock climbing in which the climber uses climbing equipment such as ropes and other means of climbing protection, but only to protect against injury during falls and not to assist progress
- Ice climbing: Ascending ice or hard snow formations using special equipment, usually ice axes and crampons. Techniques of protecting the climber are similar to those of rock climbing, with protective devices (such as ice screws and snow wedges) adapted to frozen conditions.
- Ladder climbing
- Pole climbing: Climbing poles and masts without equipment.
- Tower climbing: Climbing up the inside of a narrow tower by applying pressure to the walls with the hands and feet.
- Tree Climbing
Anything harder than a ladder needs a roll. Speed and penalties are listed per the table below. You roll every five minutes
| Type of Climb | TN | Speed (dm/s) | Condition | Penalty | |
|---|---|---|---|---|---|
| Ladder | 2 | Hgt/6 | Point Encumberance | 1 penalty die | |
| Rope | 2 | Hgt/3 | Wet Surface | 2 penalty die | |
| Ordinary Tree | 4 | Hgt/10 | Inverted Climb | 3 penalty die | |
| Ordinary Mountain | 5 | Hgt/18 - Hgt/24 | Cornering | 2 penalty dice | |
| Cliff | 5 | Hgt/180 | Rope | 3 penalty die | |
| Stone Wall | 4 | Hgt/18 | |||
| Wooden Wall | 5 | Hgt/24 | |||
| Between two buildings | 4 | Hgt/30 | |||
| Pipe | 4 | Hgt/15 |
Riding
Riding is the skill to ride animals.
- Guide with Knees
- Control Mount
- Mounted Fighting
- Hanging Cover
- Soft Fall
- Leap
- Spur Mount
- Fast Mount or Dismount
Skiing
Skiing is a means of transport using skis to glide on snow or water. Though water skiing and snow skiing are very different, many of the mechanics are the same.
- Water Skiing
- Snow Skiing
- Jumping
- Cross Country Skiing
Running
Running is the skill of running either long distances or sprinting short distances
- Marathon
- Sprinting
- Ultra Marathon
Swimming [Dex/4]
Swimming is the self-propulsion of a person through water, usually for recreation, sport, exercise, or survival. Locomotion is achieved through coordinated movement of the limbs, the body, or both.
- front crawl
- breaststroke
- backstroke
- butterfly
- Survival Stroke
- Rescue Stroke
Base swimming speed is equal to MR/20 in meters per second. The following table can be used to get to miles per hour.
| MR | mph | MR | mph | MR | mph | MR | mph |
|---|---|---|---|---|---|---|---|
| 10 | 1.12 | 14 | 1.568 | 18 | 2.016 | 22 | 2.464 |
| 11 | 1.232 | 15 | 1.68 | 19 | 2.128 | 23 | 2.576 |
| 12 | 1.344 | 16 | 1.792 | 20 | 2.24 | 24 | 2.688 |
| 13 | 1.456 | 17 | 1.904 | 21 | 2.352 | 25 | 2.800 |
Body Control Group
Sleight of Hand (Dex/4)
- Palming
- Pickpocket
- Shuffle
- Trick dealing
Body Control
Body Control is the skill to affect involuntary bodily functions such as heart rate, blood flow, and digestion.
- Meditation
- Stasis
{Area} Stealth (Dex/4)
Specialties in Urban, Mountain, Forest, Field, Desert
- Shadowing
- Sneaking
- Tracking
- Hiding
Manipulative Skills (Dex/4)
- Micromachinery
- Engraving
This is the skill of breaking into places and things without getting caught or leaving evidence. It includes skills such as lockpicking, jimmying locks, bumping locks, bypassing locks, etc. This is a opposed success test with the user of the skill working against the skill of the security system. The GM determines the length of time required to bypass the security and successes can either be placed into speed or added to a “discoverability” number. This numberis the number of successes an investigator needs to identiofy the method of entry. A simple way of calculating this is have the person securing the facility use their Illegal Entering skill and use the following chart:
| Successes | Base Time Required (minutes) | Successes | Base Time Required (hours) |
|---|---|---|---|
| 1 | 2 | 6 | 1.5 |
| 2 | 5 | 7 | 6 |
| 3 | 10 | 8 | 24 |
| 4 | 20 | 9 | 96 |
| 5 | 40 | 10 | 192 |