Difference between revisions of "Living on the Edge"
From Harath Rules
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|For any activity with penalty dice attached, you must make a Will roll to resist trying it. In general, you receive the same number of <u>penalty dice</u> on your Will roll (TN=4) as are attached to the activity itself. Note: The GM should keep in mind that the risk taker is not foolhardy or suicidal. If they truly believe that the action is unattainable, they do not have to try it. One way to handle this is to secretly make a Skill roll with bonuses and penalties the character believes will be involved. This may be different from bonuses and penalties that are actually involved. If the GM achieves a Success, the character believes that they can succeed. | |For any activity with penalty dice attached, you must make a Will roll to resist trying it. In general, you receive the same number of <u>penalty dice</u> on your Will roll (TN=4) as are attached to the activity itself. Note: The GM should keep in mind that the risk taker is not foolhardy or suicidal. If they truly believe that the action is unattainable, they do not have to try it. One way to handle this is to secretly make a Skill roll with bonuses and penalties the character believes will be involved. This may be different from bonuses and penalties that are actually involved. If the GM achieves a Success, the character believes that they can succeed. | ||
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Common situational modifiers that can add or subtract <u>levels</u> to overcome your recklessness: | |||
* Perceived ramifications of failure | * Perceived ramifications of failure | ||
* Actions of others (e.g., “egging on”, talking out of) | * Actions of others (e.g., “egging on”, talking out of) | ||
<blockquote> | <blockquote> | ||
Example 1: Kevin has Will=6 and Living on the Edge=4. His Company has come across a deep chasm, across which is an ancient rope-and-plank bridge. It looks very unsteady - in fact, the GM has decreed 2 penalty dice for someone to succeed in the crossing due to its decrepitude. On the other hand, because failure to get across would result in the Company having to go miles out of their way, and because several of Kevin’s buddies are urging him to give it a shot, the GM assigns 2 bonus dice to his Will roll. The GM rolls 10 dice (6 for Kevin’s Will + 2 penalty dice for the bridge crossing + 2 bonus dice for the situational modifiers). The GM only manages | Example 1: Kevin has Will=6 and Living on the Edge=4. His Company has come across a deep chasm, across which is an ancient rope-and-plank bridge. It looks very unsteady - in fact, the GM has decreed 2 penalty dice for someone to succeed in the crossing due to its decrepitude. On the other hand, because failure to get across would result in the Company having to go miles out of their way, and because several of Kevin’s buddies are urging him to give it a shot, the GM assigns 2 bonus dice to his Will roll. The GM rolls 10 dice (6 for Kevin’s Will + 2 penalty dice for the bridge crossing + 2 bonus dice for the situational modifiers). The GM only manages 4 Ss on this roll, 1 Success less than the 5 required, so the GM tells Kevin that he does not believe the action is possible. It’s up to Kevin whether he tries or not. | ||
</blockquote> | </blockquote> | ||
<blockquote> | <blockquote> | ||
Example 2: Same scenario, but this time the GM got | Example 2: Same scenario, but this time the GM got 6 Ss on his roll, so Kevin believes that it is possible to cross the bridge alive, plus the danger makes it attractive, so Kevin must make a Will roll to try to resist making the attempt. He rolls the same number and type of dice as the GM used and achieves 4 Ss. This is 1 Success fewer than he needed, so he must attempt the crossing. Unfortunately, he doesn't know about the sabotaged rope, which will add yet more penalty dice during the actual attempt... | ||
</blockquote> | </blockquote> | ||
[[Category:Abilities and Disabilities]] | [[Category:Abilities and Disabilities]] | ||
Latest revision as of 00:36, 5 February 2021
| Cost: | -5 CP/level |
| Description: | You love to take risks. If there is not some risk, then the activity is boring and isn’t really worth doing. |
| Gameplay: | For any activity with penalty dice attached, you must make a Will roll to resist trying it. In general, you receive the same number of penalty dice on your Will roll (TN=4) as are attached to the activity itself. Note: The GM should keep in mind that the risk taker is not foolhardy or suicidal. If they truly believe that the action is unattainable, they do not have to try it. One way to handle this is to secretly make a Skill roll with bonuses and penalties the character believes will be involved. This may be different from bonuses and penalties that are actually involved. If the GM achieves a Success, the character believes that they can succeed. |
Common situational modifiers that can add or subtract levels to overcome your recklessness:
- Perceived ramifications of failure
- Actions of others (e.g., “egging on”, talking out of)
Example 1: Kevin has Will=6 and Living on the Edge=4. His Company has come across a deep chasm, across which is an ancient rope-and-plank bridge. It looks very unsteady - in fact, the GM has decreed 2 penalty dice for someone to succeed in the crossing due to its decrepitude. On the other hand, because failure to get across would result in the Company having to go miles out of their way, and because several of Kevin’s buddies are urging him to give it a shot, the GM assigns 2 bonus dice to his Will roll. The GM rolls 10 dice (6 for Kevin’s Will + 2 penalty dice for the bridge crossing + 2 bonus dice for the situational modifiers). The GM only manages 4 Ss on this roll, 1 Success less than the 5 required, so the GM tells Kevin that he does not believe the action is possible. It’s up to Kevin whether he tries or not.
Example 2: Same scenario, but this time the GM got 6 Ss on his roll, so Kevin believes that it is possible to cross the bridge alive, plus the danger makes it attractive, so Kevin must make a Will roll to try to resist making the attempt. He rolls the same number and type of dice as the GM used and achieves 4 Ss. This is 1 Success fewer than he needed, so he must attempt the crossing. Unfortunately, he doesn't know about the sabotaged rope, which will add yet more penalty dice during the actual attempt...