Search skill uses vision, touch and vibratory sense to identify hidden opponents or terrain features. Unlike a
surprise or initiative check (p.24)
which is passive (the DM rolls the die), a searching player must declare intent, then wait for DMs
acknowledgment before rolling the die and obtaining a result. Searching is an active process and consumes
all of a character’s attention, he must stop his searc if he desires to
converse, fight, flee or use another skill. Sometimes search checks are an
opposed roll; the PC compares his
result to opponent’s infiltrate check.
This skill is used to detect
hidden or concealed objects. It usually
takes 1 xat to search a 1 ad by 1 ad by 1 ad map square or a complex object
such as chest, desk, etc.). Successful
use of search skill also allows you to detect and bypass traps. Walking within 5 sofads of a trap has a 50%
chance of triggering most traps (pits,
crossbows, etc.), while actively
searching for traps has an 84% (5 in 6) chance of
triggering a trap.
DC for
searching for traps is reduced two if searching with bare hands, but searcher will
always be affected by triggered taps. If
character is searching with a crowbar (1sc, 2#)
or the proverbial 10 foot pole (3bc, 8#),
there is only a 66 % or 33% chance, respectively, that a triggered trap will hit
the searcher. If you roll a natural -1-
when searching then either the hand or the item in hand is crushed (d4 damage) or shattered (p.48).
10 detect a routine trap or pit
12
find a secret door
15
find and avoid a challenging trap
20
explosive runes, glyph, symbol, etc.
25
find a ‘needle in a haystack’
30 master work trap
A second successful
search throw allows a criminal (only) to disarm, disable or reset a mechanical lock, trap
or device placed by another.
SWIM skill measures the capacity to
move and float in water or liquid. Characters with high swim skill rank are
well versed with marine life and are trained to avoid drowning, exhaustion and
hypothermia. Typical DC for swim skill are:
9
calm water
12 rough water
15
stormy water
20 quick
sand
A character must make a swim check
every xat he is in the water. If
successful, swim movement per round is 1/3rd normal land speed. If a character fails his swim skill check
by five or more, he has begun to drown. If a character is drowning or
intentionally chooses to stay below the surface, he will take drowning damage
once he is out of breath. A character can hold his breath under water in
combat or other stressful activity for a number of rounds equal to his
Constitution score. This duration is multiplied by d4 if prepared, undisturbed
and if purposely conserving energy/ air.
Damage for drowning is 1 hit point per round without
air. As long you do not go into negative
hit points, drowning damage is non-lethal and heals at the rate of one hit
point per xat (simulated) of rest.
Unless they have
technological or magical assistance (i.e., ethereal), characters fighting in water/ liquid add AP
to attack roll. When fighting in liquid,
characters roll d12 to hit (instead of d20) adding the standard attack
modifiers and also add their Armor Penalty and swim skill rank to this result. Damage inflicted by all non-piercing weapons
is halved. Swim skill does not affect
weapon damage rolls.
i.e., Roo Tan
is 4th level warrior who has
STR score of 15 (+1), is wearing a fiber (AP is -1) and has a
swim skill rank of two (+2); If
he is attacking in or underwater with +1 saber; attack is d12 + 7 (4 + 1 -1 +2 +1) and damage inflicted is half the sum
of d6 +1.
Not
only does a swimming character add his AP to Swim check die roll, he also
subtracts the square root of the mass (#) of additional carried equipment.
i.e., Roo Tan is dressed in fiber armor (AP -1) and carries 12# of other gear
(SQ*RT of 12 = 3.4) He steps into quicksand; his Swim check penalty for armor & equipment
is four (-4= -1 -3). He does not have
time to get out of his fiber armor so if Roo Tan drops all his stuff except his
dagger (1#), THEN his total
penalty to the d20 roll is one (-1 = -1 -1). Had he decided
to keep his 3# saber instead THEN his total penalty to the d20 roll would have
been three (-2 = -1 –1.7, rounding fractions
normally).
“Before the
last company filed from the chamber the water was ankle deep, and that the men
were nervous was quite evident. Entirely
unaccustomed to water except in quantities sufficient for drinking and bathing
purposes the red Martians instinctively shrank from it in such formidable
depths and menacing activity. That they
were undaunted while it swirled and
eddied about their ankles, spoke well for their bravery and discipline.” (GM XXI)
TELEPATHY skill measures the ability to
communicate without sensory perception.
In addition to the ability to ‘read minds’, telepaths also have control
over their own mental machinery so that they can block others who try to read
their minds without permission.
Telepathy is not available to Black Pirates or Yellow Martians.
9
mood or disposition
12
simple thoughts or instructions
15
complex thoughts or instructions
18
motives or desires
21
deep secrets or espionage
+1
per ad of distance between beings
ADD half target’s wisdom score if ‘blocking’ _
“This power
is wonderfully developed in all Martians, and accounts largely for the
simplicity of their language and the relatively few spoken words exchanged even
in long conversations. It’s the universal language of Mars, through the medium
of which the higher and lower animals of this world of paradoxes are able to
communicate to a greater or lesser extent, depending on the intellectual sphere
of the species and the development of the individual.” (PM VII)
TRACKING skill is checked once per haad
or every time the trail becomes difficult or crosses a canal or highway. A slight impression in the ground, a drop of
blood or a discarded ornament; these are potentially valuable clues when
pursuing or chasing an adversary or hunting game - the DC
for tracking skill is based upon the type
of terrain traversed.
9 wet mud, snow,
crops, loose stones
12 dry mud, forest, hills, damp surface
15 ochre
moss, polished surface
20 solid rock, interior or tiled floors
Tracking characters move at
normal walking speed, sample
DC modifiers:
+1 Every
zode since trail made
+2 Fog
or snowing (poles)
+3 for
each zode of rain (forests)
+4 Moonlight,
dawn, dusk
+5 Tracked
party covers trail
+6 Dark
or moonless night
-1 per 3 beings in tracked group
-2 thoats
or zitadars in tracked group
-3 tracked party contains captives or spies
-4 using a calot to help you track _
“A soft purr like that of a great cat,
indicated that Woola understood, and then, with a word to him to follow, I
turned to the right along the ledge, but scarcely had I done so that I felt his
mighty fangs tugging at my leathern harness.”
“As I turned
to discover the cause of his act he continued to pull me steadily in the
opposite direction, nor would he desist until I had turned about and indicated
that I would follow him voluntarily.
“Never had I
known him to make an error in a matter of tracking, so it was with a feeling of
entire security that I moved cautiously in the huge beast’s wake. Through Cimmerian darkness he moved along the
narrow ledge beside the boiling rapids.” (WM II)
Artwork from
Kris Todd
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