INFILTRATE skill is used to hide from an enemy or strike with surprise (p.12). This skill is also used to bypass security measures thereby gaining entry into a building or location. By taking advantage of cover, shadows and terrain features, characters are able to advance unseen and unnoticed. Infiltrating characters may move slowly, d6” per round.
Infiltrate
is an opposed roll, player’s infiltrate skill versus opponent’s reflex save,
the latter dice being rolled behind the GMs screen. The infiltrating character will
gain the following modifiers to his die roll based on environment
+4 crowded
street, warehouse or barn
+2 forest,
ruins or private home
- - mountains
or dungeon, hanger
-2 hills
or armory, jed’s palace
-5 sea
bottoms, calots or jeddak’s palace
-8 sterile plane or extreme security
If
opponent does not have dark or infra- vision, then these die roll
modifiers also will apply:
+2 If
low light; dusk, full moon
+5 If
dark; twilight or moonlight
+9 If pitch
black; unlit dungeon
You may not infiltrate if under constant or
direct observation; however, if a sufficient diversion is obtained, such as combat, bluff or
explosions, an enemy’s gaze may be averted long enough to allow a infiltrate
check against a targeted opponent. If a
character is in hiding, he adds his infiltrate skill to the first ATTK with a
ranged weapon against an unaware opponent who is being aimed upon.
JUMP skill is used to leap
either horizontally or vertically. When
making jump checks it is assumed that the character has had a chance to make a
reasonable (one
to two ads)
running start. Roll the dice and add
appropriate modifiers subtracting one per 10# of mass carried; the final result
is either the character’s vertical reach or half the distance he leaped
horizontally, i.e.; a result of ‘12’ means character can scale a twelve sofad wall, or grab
a tree limb twelve sofads off the ground
or leap across a 24 sofad chasm.
“I do not need a better reply, there is
but one man upon Barsoom who can bounce like a rubber ball. By the mother of the further moon, John
Carter, how came you here, and have you become a Darseen that you can change
your color at will.” (PM XXI)
KNOWLEDGE skill implies an extensive
understanding of a scholarly, academic or scientific discipline. Knowledge is acquired after extensive study (3- 5 yrs @ 100-600gc each
year) at a
university or upon completing an apprenticeship (2- 8 yrs, but ‘free’) under a master or
sage. Knowledge skill throws can be used
to recall information or trivia about a location, situation or item.
Knowledge skill throw
may also be used to ascertain details about an associated monster’s statistics,
attributes and weaknesses; in the latter instance, DC equals 8+ hit dice of
creature in question. Below are some sample
categories (d10) of knowledge skill:
<1>1> Astronomy
(planets, stars, physics,
spaceships)
<2> 2>Computers
(programming,
messaging, repairs)
<3>3> Dungeon Crawling
(caves, subterranean rivers,
dungeons,
aberrations, oozes, troglodytes, undead)
<4> 4>Gunnery
(cannons, rapid fire guns,
shotguns)
<5>5> History
(races, cultures, wars,
migrations, nobles)
<6>6> Mechanical
(fliers,
machinery, appliances, firearms)
<7>7> Mythology
(deities, cults, religion,
customs, origins)
<8> 8> Navigation
(cartography, compass, sextant)
<9> 9> Psychiatrist
(psychosis, neurosis and
personality)
<10>10> Surgeon
(transplantation,
trauma, first aid)
Artwork from
Mike Hoffman
looted from Damon's
Art of Barsoom blog ;check it out - - >
Artwork from
Mike Hoffman
looted from Damon's
Art of Barsoom blog ;check it out - - >
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