Absolute Direction
From Harath Rules
| 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). |
Situational modifiers can add bonus dice or penalty dice when rolling for this Ability. Sample modifiers are:
- Disorientation (e.g., being teleported, losing consciousness, being drunk)
- Type of reference points (highly visible, not visible, similarity between reference points)
- Magical aids or 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 situational 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.