DISGUISE skill is used to alter one’s appearance,
thereby avoiding apprehension, investigation or suspicion by the local
population. In order to use disguise skill, players might require some
essential props. Just like with appraise and forgery skill; for disguise attempts, the d20 result (+rank + CHA mod.) is rolled by the GM and not
the player. This makes for interesting
role-playing as the players think that they have donned an adequate disguise
while only the GM knows whether their ruse was actually successful. Example disguise DCs based upon subject of
impersonation are:
8 common soldier/ panthan
10 innocent
bystander
12 Low
level government official
15 Noble or important person
20 personally
well known individual
-2 Using disguise kit (20gc, 8#)
+mod. Target’s wisdom
+2 Another nation or culture
+3 if character does not know customs or mannerisms of the impersonated individual
“By the end of the third day, the court
barber - - I could think of no other earthly
appellation by which to describe him - - had wrought so remarkable a
transformation in both Thuvan Dihn and myself that our own wives would never
had known us. Our skins were of the same lemon color as his own, and great,
black beards and mustaches had been deftly affixed to our smooth faces. The
trappings of warriors of Okar aided in the deception, and for wear beyond the
hothouse cities we each had suits of black and yellow striped orluk.” (WM, IX)
EVADE skill is used when attempting to escape, elude or avoid. When pursued by an enemy, evade success is based upon an opposed roll, each individual’s evade result versus the opponent’s fortitude save or tracking skill throw. When pursued, it is sometimes better to split your party.
“I tried to smile as I lied
“What, she cried, ‘are you not coming with us?’
“How may I, Dejah Thoris? Someone most hold these fellows off for a
while, and I can better escape them alone than could the three of us
together.” (PM XVII)
Evade skill is also applied when trying to sneak past an enemy undetected or to tiptoe across a surface without being heard. Characters that are trying to move silently will take an entire round to move the distance of a comfortable walk (6” for most characters, p.26). The DC to move silently/ unnoticed past a kadar, beast or monster is determined by the surface that is crossed.
8 carpet or dead sea bottom
10
tile, highway or new construction
13
wet tile or older construction
16
loose masonry or ruins
20
dense foliage or gravel
24
dry foliage
+2
if shoes or sandals are wet
ADD NPC’s
wisdom or beast’s will modifier
-2 if significant wind or
background noise
FORGERY skill is used to alter
documents or create unique counterfeits; allowing a character and his companions
to deceive or bypass governmental and bureaucratic officials. This skill might also be used to decipher
misleading documents and maps, as well as to discover forgeries presented by
others. Forged documents often require key elements such as wax
seals, special paper or unique ink. It takes about 10 xats per page to forge a
document. Forgery skill throws are
rolled by the game master, not the forger; as the forger assumes he did a good
job.
DC for forgery skill equals
reader’s intelligence score plus reader’s forgery skill rank (if applicable). Obviously, it is difficult to forge a
document in a language that you do not write (+5 to DC). Forgery DC is also adjusted
by the following circumstances:
-2 if reader unfamiliar w/ document type
-2 if reader casually inspects document
+2 if
reader knows ‘source’ penmanship
+2 if
forger using acquired language
+3 if document missing key features
“I found a dispatch blank in the cabin
and wrote the following order:
‘Dator Torith:
Return these two slaves at once to Shador Yersted’
“That
will be the simpler way to return,’ I said, smiling, as I handed the forged order
to the boy. ‘Come, we shall see now how
well it works.” (GM XII)
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