Difference between revisions of "Absolute Direction"
From Harath Rules
| (10 intermediate revisions by the same user not shown) | |||
| Line 4: | Line 4: | ||
|- | |- | ||
|Description: | |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 | |Each level adds 1 <u>bonus die</u> when making a Navigation roll (TN=4). | ||
|} | |} | ||
<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 | 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.