Absolute Direction
From Harath Rules
| Cost: | 2 CP/level |
| Description: | You 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 (TN=4). |
Typical roll modifiers for this Ability:
- 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 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 attempt. Each day Xavier rolls 12 dice (4 for Orienteering + 5 bonus dice for Absolute Direction + 3 penalty dice). 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.