Actions

Double Jointed

From Harath Rules

Revision as of 23:04, 17 January 2021 by Jjschra (talk | contribs)
Cost: 2 CP/level
Description: Your joints are extremely supple. At high levels, you are able to dislocate your joints at will.
Gameplay: Each level adds 1 bonus die to any Skill roll (TN=4) that involves the ability to twist, compress, or manipulate your limbs. Some examples include fitting into small spaces, working your way out of confinement (ropes, straightjackets, etc.), or dodging thrown objects.

This Ability is not modified. It modifies other rolls. Note that the GM can assign bonus or penalty levels to this Ability as the circumstances warrant.

Sarah has Double-Joined=3. She is also a cat-burglar who usually gets into buildings through windows that are left open. Occasionally, she is confronted with a very small window, but her loose joints even allow her to access those. On this particular occasion, the GM determines that the window she is trying to access is so small that a penalty of 2 levels applies to Sarah’s attempt. When Sarah rolls her Enter roll, she will only get 1 bonus die for being Double-Jointed instead of her usual three. Fortunately, she is lucky, and despite her penalty, she manages to get a single Success, meaning that she is barely able to enter the window.