TECHNICAL ('Thieving') ABILITIES-
Certain abilities are of such a delicate nature that
even the slightest awkwardness may cause the
enterprise to fail, and the results of that failure may
be greater than even unsuccessfully turning-aside a
sword blow or shielding oneself from a well-aimed
arrow.
In these circumstances, such as disarming a device
(trap, sensor, or engine, etc.), or attempting to
abscond with an object while under observation (or
steal past a sentinel into an open doorway, etc.),
certain specific skills are required lest the character
attempt a mere Attribute Test at a fixed Target
Number and without recourse to elaborate 'padding'
the odds through such as citing the background noise
decreasing the sentinel's chance of discovering the
trespass, etc.
While Focus may be applied to many situations in
general, it is suggested that if the Percentile Abilities
are retained, the Referee not allow the use of Focus
for such actions, or at most, permit but a single +1 to
the Attribute Test in question -- and this using all of
the Focus Pool during the undertaking.
Possessors of Percentile Abilities add their value to
a Percentile (d100) roll, and hope to achieve a result of 100 or better.
Success is often elusive, but
complete failure need not be the immediate
outcome. Instead, continuing our example of the
sneak who wishes to enter a guarded fortress, the
character may be able to Hide behind nearby cover
(if any), and avoid direct detection should his
creeping be less than perfect. All of this is the realm
of the Referee, based upon their knowledge of all
immediate factors, as well as their forbearance.
In fact, it is suggested that the listed percentages
represent the utmost critical circumstance (such as
direct observation, aware trackers, or the cruellest of
locks, etc.), and that as much as 2x to 5x the value
be secretly added to the player's d100 roll if the
circumstances are more conducive to the attempt.
Again, this is the provenance of the Referee, and is
certainly not to be counted upon.
To purchase each Technical Ability costs [300]
points, this includes Stealth Attack as its own ability
although it does not 'Level'.
[The # following the entry is its per % cost in XP]
Technical Ability- per %
* Technical ‘A’ (Remove Traps) 17
* Technical ‘B’ (Open Locks) 14
* Technical ‘C’ (Pick Pockets) 12
* Scaling 09
* Secret 06
* Silence 14
* Listen 17
* Design 14
* Draft 04
* Repair 12
* Tech Lore 14
* Assay 12
* Concoct 17
* Formulate 14
* Heal 08
* Research 16
* Carouse 05
* Animal Power 17
* Calm/Befriend Animals 08
* Track 10
* Control Undead 16
* Repel Undead 12
* Psychic Tracking 15
* Magical Research 14
* Hack Spell 16
Special Abilities-
* Forage Feast 300
* Death Strike 178
* Disguise / Acting 178
* Poison Use 178
* Shadowing 178
* Waylay 178
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label beta. Show all posts
Showing posts with label beta. Show all posts
Tuesday, April 26, 2011
Tuesday, July 7, 2009
[RPG] Beta Release Link (Updated)-
Here is the LINK to my LuLu 'storefront'.
I have revised the Players' Manual, and now have uploaded the Referee's Manual.
Over the next weeks, as Peter's interior artwork becomes available to me, I will be expanding and laying out the print-worthy version.
Please take part in this process.
The more feedback I receive, the better a product I will be able to create.
Thank you,
I have revised the Players' Manual, and now have uploaded the Referee's Manual.
Over the next weeks, as Peter's interior artwork becomes available to me, I will be expanding and laying out the print-worthy version.
Please take part in this process.
The more feedback I receive, the better a product I will be able to create.
Thank you,
Thursday, June 18, 2009
[RPG][Wargaming] Update-
Agh! :[
These last eight Leaders are kicking my imaginative-ass. They are about all that is keeping me from going-over the rest of the text and determining what stays and what gets chopped from the beta. Aberrations are almost certainly out of the main document, as I expected a (few?) weeks ago. I may put the tech-arms/armour into another document and later compile these for the live edition.
R'Tshen, the skirmish/tactical rules, at least, are coming along nicely.
Jeff Berry has asked me permission to play-test with his regular Tekumel group. Um..."w00t"! :D
I am finishing up the greatly expanded outline for their use.
These last eight Leaders are kicking my imaginative-ass. They are about all that is keeping me from going-over the rest of the text and determining what stays and what gets chopped from the beta. Aberrations are almost certainly out of the main document, as I expected a (few?) weeks ago. I may put the tech-arms/armour into another document and later compile these for the live edition.
R'Tshen, the skirmish/tactical rules, at least, are coming along nicely.
Jeff Berry has asked me permission to play-test with his regular Tekumel group. Um..."w00t"! :D
I am finishing up the greatly expanded outline for their use.
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