Difference between revisions of "Absolute Direction"
From Harath Rules
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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 | |- | ||
|Description: | |||
|Your character can tell the points of the compass with extreme accuracy, even when underground. | |||
|- | |||
|Benefit: | |||
|Each level adds 1 bonus die when making a Navigation Skill roll. | |||
|} | |||
Typical modifiers to Ability roll: | |||
* Disorientation (e.g., being teleported, losing consciousness, being drunk) | * Disorientation (e.g., being teleported, losing consciousness, being drunk) | ||
* Lack of or similarity of reference points | * Lack of or similarity of reference points | ||
* Magical inhibitors | * Magical inhibitors | ||
<br> | |||
<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 a Navigation rolls (TN=4) 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 attempt. Each day Xavier rolls 12 dice (Orienteering=4 + Absolute Direction=5 + penalty dice=3), with the highest 3 results being ignored. On the first day Xavier manages 4 Ss, 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]] | ||
Revision as of 17:52, 16 January 2021
| 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 making a Navigation Skill roll. |
Typical modifiers to Ability roll:
- Disorientation (e.g., being teleported, losing consciousness, being drunk)
- Lack of or similarity of reference points
- Magical inhibitors
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 a Navigation rolls (TN=4) 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 attempt. Each day Xavier rolls 12 dice (Orienteering=4 + Absolute Direction=5 + penalty dice=3), with the highest 3 results being ignored. On the first day Xavier manages 4 Ss, 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.