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1993-01-08
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Path: tuegate.tue.nl!sun4nl!mcsun!uunet!decwrl!csus.edu!csusac!usenet
From: emamid@athena.ecs.csus.edu (David Emami)
Newsgroups: rec.games.frp
Subject: Rolemaster Homemade Stuff (Reposts and New)
Message-ID: <1992May22.085413.6621@csusac.csus.edu>
Date: 22 May 92 08:54:13 GMT
Sender: David Emami
Organization: California State University, Sacramento
Lines: 779
OK, recently somebody who missed my previous RM posts asked me to mail them
the charts. Well, I've gone and lost the e-mail address (sorry!), so I'm
posting them here in the hopes that the person gets the stuff in time for
this weekend's gaming. But, this is not just reposted stuff. The (previously
unposted) charts for Iaijitsy (Quick-draw), Disguise, Acting, and Trickery
are included.
This is the manuever chart for Flying:
------------------------------------
Flying
-26 down: Blunder: You wind up in a maximum-speed power dive. You will be
at -30 to all actions until you pull out, and at -20 to all
airborne actions for 10-(SD bonus)/10 days. You may not make
attacks during this dive.
-25 to 4: Absolute Failure: Roll d5 to determine your flight attitude,
and d100 for your percentage of maximum speed. Roll d6: 1-2
turn left 60 degrees, 3-4 continue straight, 5-6 turn right 60
degrees. You suffer penalties as Blunder, but halved in severity
and duration. You may not make attacks while in this dive.
5 to 75: Failure: None of your manuever succeed, and you may not make any
attacks.
76 to 90: Partial Success: As Failure, but your manuever(s) will
automatically succeed, next round, if you don't attempt anything
else. You may attack with 25% of your normal OB. Bonus for
Evasive Manuevering is Flying / 16.
91 to 110: Near Success: As Partial Success, but you may select one of your
manuevers to succeed this round. You may attack at 50% of your
normal OB. Bonus for Evasive Manuevers is Flying / 8.
111 to 175: Success: Your manuevers succeed. Bonus for Evasive Manuevering is
Flying / 4.
176 up: Absolute Success: As Success, but your next Flying manuever will
be at +10, and your bonus for Evasive Manuevering is Flying / 2.
----------
Flight Attitude:
Power Climb . . . Up 1/2 speed, free deceleration
Climb . . . . . . Up 1/4 speed, forward 1/2 speed, free deceleration
Level Flight . . Forward full speed
Dive . . . . . . Forward full speed, down full speed, free acceleration
Power Dive . . . Down double speed, free acceleration
Adjust speed by +/- 10'/round . . . . . . . . . . . No manuever
Adjust altitude by +/- 10' . . . . . . . . . . . . . No manuever
Move 10' left or right . . . . . . . . . . . . . . No manuever
Turn 60 degrees . . . . . . . . . . . . . . . . . . +0
Shift attitude up/down one step . . . . . . . . . . +0
Accelerate by 1/2 maximum speed . . . . . . . . . . +0
Slow or stop . . . . . . . . . . . . . . . . . . . . +0
Evasive Manuevering . . . . . . . . . . . . . . . . +0
Aerial melee . . . . . . . . . . . . . . . . . . . . +0
Each +0 manuever beyond the first . . . . . . . . -10
While conducting Evasive Manuevering, the flier may not attack, concentrate,
prepare spells, or cast spells requiring preparation or to a range beyond
Touch.
This is the Stargazing table. Since there are several ways to use this skill,
there are seperate success results for the different things you can do.
----------------------------------------------------------
Stargazing
-26 down: Blunder: You are at -20 to Stargazing and -40 to attempts to
gain this type of information, for 2d6 days.
-25 to 4: Absolute Failure: As Blunder, 1/2 severity and duration.
5 to 75: Failure: You gain no information.
76 to 90: Partial Success: See below
91 to 91: Near Success: See below
111 to 175: Success: See below
176 up: Absolute Sucess: See below
Day of Month from Lunar Phase:
Partial Success +/-4 days
Near Success +/-2 days
Success +/-1 day
Absolute Success Exact determination
Latitude from Constellations:
Partial Success +/-8 degrees
Near Success +/-4 degrees
Success Exact degree of arc
Absolute Success +/-10 minutes of arc
Direction:
Partial Success +/-20 degrees
Near Success +/-10 degrees
Success +/-4 degrees
Absolute Success Exact degree of arc
Time (current, or rise or set of a specific object):
Partial Success +/-2 hours
Near Success +/-1 hour
Success +/-30 minutes
Absolute Success +/-10 minutes
Recognize Celestial Event:
Partial Success Recognize that an event occured
Near Success Recognize area of sky where event occured
Success Recognize specific event
Absolute Success Recognize event, +10 to Interpret
Interpret Celestial Event:
Partial Success Vague and incorrect information
Near Success Vague and misleading information
Success Very vague but correct information
Absolute Success Vague but correct information
Modifiers:
Clear skies +0
Light clouds -10
Moderate clouds -30
Heavy clouds Impossible
One roll is required for each type of information desired
This one works a lot like the previous (Stargazing) table.
A very small amount of this is derived loosely from AD&D1 Wilderness SG
----------------------------------------------------
Weather Watching
-26 down: Blunder: You gain incorrect and possibly dangerously misleading
information.
-25 to 4: Absolute Failure: You gain incorrect information.
5 to 75: Failure: You gain no information.
76 to 90: Partial Success: See below
91 to 110: Near Success: See below
111 to 175: Success: See below
176 up: Absolute Success: See below
Current Temperature:
Partial Success +/-8 degrees
Near Success +/-6 degrees
Success +/-4 degrees
Absolute Success Exact temperature
Future Temperature:
Partial Success Temperature will rise or fall
Near Success Temperature will rise or fall,
a lot or not much
Success +/-10 degrees
Absolute Success +/-4 degrees
Level of Future Precipitation:
Partial Success Whether it will precipitate or not
Near Success Whether precipitation will be
dangerous or not
Success Heavy, Moderate, Light, or Trace level
Absolute Success As above, plus type (rain, snow, etc.)
Time of Future Precipitation:
Partial Success Whether it will precipitate or not
Near Success +/-4 hours
Success +/-2 hours
Absolute Success +/-1 hour
Future Wind Speed:
Partial Success Whether wind will rise or fall
Near Success Whether wind will rise or fall,
a lot or not much
Success +/-8 MPH
Absolute Success +/-4 MPH
Modifiers:
Predict later today +0
Predict tommorrow -20
Each day after -20
Study weather 1 hour +20
1/2 hour +10
15 minutes +0
10 minutes -10
5 minutes -30
1 minute -50
1 round -70
One roll is required for each type of information desired
-------------------------------
Contortions
-26 down: Blunder: You are stuck even worse (or become stuck), and are
at -20 until you get out. Furthermore, you have sprained
whatever appendage is stuck, and will be at -10 to all
related actions until healed. You may try again in 15 minutes.
-25 to 4: Absolute Failure: You are stuck worse than before (or become
stuck); -10 to further attempts. You may re-roll in 10 minutes.
5 to 75: Failure: You fail to get through/escape. Re-roll in five
minutes.
76 to 90: Partial Success: You still aren't through/out. Re-roll in one
minute.
91 to 110: Near Success: You get halfway through/out. You may re-roll
next round.
111 to 175: Success: You've done it!
176 up: Absolute Success: You slip through easily. As long as the
conditions remain the same (same or lesser penalty), you may
make this manuever automatically.
Modifiers:
Human, dwarf +0
Half-elf +5
Elf +10
Hobbit +20
Wearing rigid leather -10
Wearing chainmail -20
Wearing chain and plate -30
Wearing plate armor -40
(Halve penalties for armor if it is non-encumbering,
ignore if it is not on the affected are, for example:
when the character is trying to squeeze his arm through
a crevice while wearing a chain shirt but no greaves)
Trying not to touch surface -20
Taking hits -20
Taking criticals -40
---------------------------------------
Rope Mastery
-26 down: Blunder: You have successfuly reproduced the Gordian Knot.
Your rope is now a tangled, useless mess.
-25 to 4: Absolute Failure: Half of your rope is tangled and will take
d6 hours to undo.
5 to 75: Failure: No success
76 to 90: Partial Success: See below
91 to 110: Near Success: See below
111 to 175: Success: See below
176 up: Absolute Success: See below
Normal Bind (+0 Manuever):
Partial Success 10% of Rope Mastery bonus as a penalty
to escape attempts
Near Success 25% of Rope Mastery as penalty
Success 50% of Rope Mastery as penalty
Absolute Success 100% of Rope Mastery as penalty
Restrictive Bind (-10 Manuever):
As Normal Bind, but penalty applies to escape attempts and manuevers
Release Knot (releases when tugged in a certain way) (-10 manuever):
Partial Success Works 30% of the time
Near Success Works 50% of the time
Success Works 90% of the time
Absolute Success Always works
Set up Block/Tackle, Sails, etc. (+0 Manuever):
Partial Success Quadruple set-up time
Near Success Double set-up time
Success Normal set-up time
Absolute Success 1/2 set-up time
Constricting Bind (-20 Manuever):
If the person bound makes an escape attempt using Contortions or Rope
Mastery, or by attempting to break the ropes, he takes a grapple critical of
severity indicated below.
Rope Mastery Manuever
Escape Manuever Partial Success Near Success Success Absolute Success
Break Ropes B C D E
Blunder A B C D
Absolute Failure - A B C
Failure - - A B
Partial Success - - - A
Penalty to Escape 5% 10% 25% 50%
(of Rope Mastery bonus)
---------------------------
Camouflage
-26 down: Blunder: Object is embarassingly visible to anyone but you
and your allies. If the object is fragile, you break it in
your clumsy attempts to hide it.
-25 to 4: Absolute Failure: Your attempts to hide the item only make it
more visible; you have disturbed the surroundings in ways that
immediately draw attention to whatever you were trying to hide.
Attempts to find it are Routine (+30).
5 to 75: Failure: Attempts to find the item proceed normally.
76 to 90: Partial Success: You hide it, but not that well. Perception
suffer a penalty of 10% of your Camouflage bonus.
91 to 110: Near Success: It is slightly hidden; attempts to find it will
be penalized by 25% of your Camouflage bonus.
111 to 175: Success: It is hidden. Anyone trying to find it will suffer a
penalty of 50% of your Camouflage bonus.
176 up: Absolute Success: The item is practicaly invisible. If someone
looks for it, the penalty is 100% of your Camouflage bonus.
Modifiers:
Object fist-sized or smaller +20
Longest dimension 1' +10
Double largest dimension -10
Object same color as surroundings +20
Object different and vivid in color -20
Object natural to surroundings +20
Object more reflective than surroundings -20
Time taken: 1 round/square foot +0
Double time taken +5
----------------------------
Falsification
-26 down: Blunder: Your foolish attempt will automatically be noticed
by anyone who checks with hostile intent; furthermore, their
reaction will always be very bad. You now have a permanent
-10 to attempts to falsify this person's writing, this seal,
or whatever.
-25 to 4: Absolute Failure: No one can be fooled by your unskilled
forgery.
5 to 75: Failure: Anyone examining your document does so at +30, with
an additional +5 per minute of examination.
76 to 90: Partial Success: Examination of your document is at +0, with
+5 per extra minute of examination.
91 to 110: Near Success: If someone examines your document, the Perception
is penalized by 25% of your Falsification bonus. This penalty
is halved for every minute of examination after the first.
111 to 175: Success: Perception versus your forgery has a penalty of 50%
of your Falsification bonus, and will not be reduced by
extended examination.
176 up: Absolute Success: The spirit of Xerox is alive in you! If the
document is examined, the penalty is 100% of your Falsification
bonus, and will not be reduced.
Modifiers:
Forge signature -10
Forge handwriting style, per page -5
Forge writing style, per page -5
Forge official document, per page -10
Forge official seal -30
Each generation removed (i.e. copies of copies) -20
Make changes and maintain authenticity
(eg. change name on ID papers) -20
Per page/signature of this person
successfuly falsified previously +1
Distinctiveness of handwritting, style,
ornateness of seal/document, etc. +0..-30
This is the manuever chart for Stalking (moving silently). Perception
penalties generated by this chart are used against attempts to hear the
stalking character.
-----------------------
Stalking
-26 down: Blunder: You stumble and fall, dropping whatever you were
carrying. Anyone within earshot hears you. All of your
Stalking manuevers will be at -25 until you get an Absolute
Success while Stalking, or until you sleep or meditate.
-25 to 4: Absolute Failure: You manage to make a loud noise (step on
something, knock something over, etc.), and anyone who makes a
Routine (+30) Perception manuever will hear you. Your next
Stalking manuever will be at -10.
5 to 75: Failure: You make some noise (but not a whole lot); it will be a
Medium (+0) manuever to hear you.
76 to 90: Partial Success: You were *partialy* stealthful. Perception
manuevers to find you will suffer a penalty equal to 10% of your
Stalking bonus.
91 to 110: Near Success: You were *almost* stealthful. Any attempt to hear
you will have a penalty equal to 1/4 of your Stalking bonus.
111 to 175: Success: You move stealthfuly. Attempts to notice you will be
penalized by one half your Stalking bonus.
176 up: Absolute Success: You are silence personified. Anyone attempting
to hear you must overcome your entire Stalking bonus as a penalty.
Modifiers:
Foot pads . . . . . . . . . . . . . . . . . . . . +5
Clawed gloves . . . . . . . . . . . . . . . . . . -5
Clawed boots . . . . . . . . . . . . . . . . . -10
Hard boots . . . . . . . . . . . . . . . . . . -20
Wearing AT-13 . . . . . . . . . . . . . . . . . -30
each additional armor step above AT-13 . . . -10
Creaking floorboards, gravel, leaves, etc. . . -50
This is the manuever chart for Hiding (Not Being Seen). Perception modifiers
generated by this chart apply to Visual Perception.
----------------------
Hiding (Not Being Seen)
-26 down: Blunder: "Rule number one: don't stand up." Unfortunately, this
is exactly what you have done -- and right in the enemy's line of
sight, too. You "freeze in the headlights" (are stunned) for this
round, during which time your opponent may used ranged attacks.
If (by some freak chance) you survive, you will be at -25 for all
Hiding attempts versus this person until you make an Absolute
Success at Hiding from him.
-25 to 4: Absolute Failure: The proverbial jig is up. Only a fool (someone
who can't make a +30 Perception roll) won't notice you. Your next
Hiding attempt will be at -10.
5 to 75: Failure: Anyone who makes a Medium (+0) Perception manuever will
catch sight of your slinking form.
76 to 90: Partial Success: Observers may make a Perception attempt
penalized by 10% of your Hiding bonus.
91 to 110: Near Success: You are hidden, but not completely. Finding you
will require a Perception roll with a penalty equal to 1/4 of
your Hiding bonus.
111 to 175: Success: You hide. Perception attempts will suffer a penalty of
one half of your Hiding bonus.
176 up: Absolute Success: You become one with the shadows (vanish amidst
the trees, merge into the landscape, cower like a dog, etc.), and
can only be seen if someone makes a Perception manuever with your
full Hiding bonus used as a penalty.
---------------
Modifiers:
Same color camouflage . . . . . . . . . . . . . . . . . . . +5
(i.e. wearing green clothes in the forest)
Designed camouflage . . . . . . . . . . . . . . . . . . +10
(i.e. specificaly intended for hiding in this environment)
Skin dyes/charcoal . . . . . . . . . . . . . . . . . . . . +5
Unblacked dagger . . . . . . . . . . . . . . . . . . . . . -5
shortsword . . . . . . . . . . . . . . . . . . -10
broadsword . . . . . . . . . . . . . . . . . . -15
two-handed sword . . . . . . . . . . . . . . . -20
chainmail . . . . . . . . . . . . . . . . . . -40
platemail . . . . . . . . . . . . . . . . . . -80
helmet . . . . . . . . . . . . . . . . . . . . -10
This is the Use/Remove Poison manuver table, used to handle such things as
applying poison to a weapon and milking venom from an animal.
---------------------------
Use/Remove Poison
-26 down: Blunder: If applying poison to a weapon, you hurt yourself with
it and are exposed to full-strength poison. If removing poison
from an animal, it attacks you with surprise and all of its
bonuses.
-25 to 4: Absolute Failure: If using a weapon, you are poisoned (but at
1/2 level). If removing poison from a creature, it attacks you
with 0 OB.
5 to 75: Failure: You waste a dose of poison and your time.
76 to 90: Partial Success: You may try again in one minute.
91 to 110: Near Success: You gain/apply one does, but waste d6 other doses
in doing so. (If declared before the attempt, this result may
become Failure instead).
111 to 175: Success: You weapon is poisoned (or you get one does of venom
from the animal).
176 up: Absolute Success: Your weapon is poisoned, and if you take an
extra round you may decrease the minimum poisoning critical
(see below) by one. If removing poison from a creature, you
get two doses.
Modifiers:
Per weapon fumble above 1 . . . . . . . . . . . . . . . . . . -5
Per poison level above 5 . . . . . . . . . . . . . . . . . . -5
Per poison level below 5 . . . . . . . . . . . . . . . . . . +5
Poison delivered on A-E criticals . . . . . . . . . . . . . . +0
B-E criticals . . . . . . . . . . . . . . +5
C-E criticals . . . . . . . . . . . . . +10
D-E criticals . . . . . . . . . . . . . +15
E criticals . . . . . . . . . . . . . . +20
Poison weapon in 1 round . . . . . . . . . . . . . . . . . -25
2 rounds . . . . . . . . . . . . . . . . . -20
3 rounds . . . . . . . . . . . . . . . . . -15
4 rounds . . . . . . . . . . . . . . . . . -10
5 rounds . . . . . . . . . . . . . . . . . . -5
1 minute . . . . . . . . . . . . . . . . . . +0
Each additional minute . . . . . . . . . . . +5
Milk poison directly onto weapon . . . . . . . . . . . . . -10
Creature charmer . . . . . . . . . . . . . . . . . . . . . -10
Empathy with this type of creature . . . . . . . . . . . . +20
Emapthic bond with this specific creature . . . . . . Automatic
This is the manuever chart for Silent Kill. The chart modifiers assume the
general method is to cover the victim's mouth, kill or incapacitate them,
and lower the body to the ground (thus the modifiers based on the attacker's
ability to lift the victim).
---------------------------
Silent Kill
-26 down: Blunder: You fumble your weapon, and everyone nearby notices
your treacherous attack.
-25 to 4: Absolute Failure: You miss with your attack, and anyone who
makes a +30 Perception roll notices you doing so. The victim
notices automatically.
5 to 75: Failure: You attack at 1/2 OB, and Perception of this will be
at +0. You may not use Ambush ranks on this attack.
76 to 90: Partial Success: You attack with your full OB. 10% of your
Silent Kill bonus will be used as a penalty to Perception
attempts. You may not use Ambush ranks on this attack.
91 to 110: Near Success: You may attack with your full OB, in which case
Perception will be penalized by 25% of your Silent Kill bonus,
or you may abort and not be noticed.
111 to 175: Success: As Near Success, except that the Perception penalty
will be 50% of your Silent Kill bonus.
176 up: Absolute Success: As Success, but your full Silent Kill bonus
will be used as a penalty.
Modifiers:
Edged/puncture/strangling weapons . . . . . . . . . . . . . . . -5
Crush weapons . . . . . . . . . . . . . . . . . . . . . . . . -10
Normal gloves worn . . . . . . . . . . . . . . . . . . . . . -10
Armored/clawed gloves worn . . . . . . . . . . . . . . . . . -20
Target wearing AT-13 . . . . . . . . . . . . . . . . . . . . -15
each additional step in AT of target beyond AT-13 . . . . . -5
Target's weight does not encumber attacker . . . . . . . . . +30
Target's weight beyond attacker's max lift . . . . . . . . . -30
Target will not fall (ignore weight mods) . . . . . . . . . . +40
Target aware of attack . . . . . . . . . . . . . . . . . . . -100
This is the manuever table for Acting.
---------------------------
Acting
-26 down: Blunder: Your foolishly out-of-character behaviour is
automatically noticed by the first person you want not to notice.
-25 to 4: Absolute Failure: Suspicion is aroused in all onlookers, giving
them +30 to Perception against you.
5 to 75: Failure: Perception against you act will be at +0.
76 to 90: Partial Success: Lousy! Only 10% of your Acting bonus will be
used against Perception rolls.
91 to 110: Near Success: Not very good; you give a penalty of 25% of your
Acting bonus to Perception efforts.
111 to 175: Success: Perception attempts must overcome a penalty of 50% of
your Acting bonus.
176 up: Absolute Success: Shakespeare smiles upon you! Perception rolls
suffer a penalty equal to 100% of your Acting bonus.
Modifiers:
Different racial Pr, SD, Me, Re, Em, In (each stat) . . . . . . . -3
Act as opposite sex . . . . . . . . . . . . . . . . . . . . . . -10
Half-race to full or vice-versa (ignore stat mods) . . . . . . . -5
Act as different sub-race (ignore stat mods) . . . . . . . . . . -5
Each step difference in alignment . . . . . . . . . . . . . . . -5
Character class difference . . . . . . . . . . . . . . . +0 to -20
Social class difference . . . . . . . . . . . . . . . . . +0 to -20
Each rank lower in required language . . . . . . . . . . . . . -10
Use the chart below as a percentage modifier to any Perception penalties;
Time Known means the time the perceiver has known either the actor or the
figure being impersonated. Add the times if the perceiver knows both people.
Time Known Modifier
1 month 97% -1/20 days
3 months 94% -1/month
6 months 91% -1/2 months
1 year 88% -1/6 months
10 years 68% -1/year
20 years 58% -1/2 years
40 years 48% -1/4 years
80 years 38% -1/8 years
160 years 28% -1/16 years
320 years 18% -1/32 years
640 years 8% -1/64 years
1,152 years 0%
This is the Disguise manuever table.
---------------------------
Disguise
-26 down: Blunder: Who do you think you're fooling, anyway? Your disguise
is penetrated by the first hostile person who cares to do so.
-25 to 4: Absolute Failure: Only the blind will fail to notice that you
aren't who you pretend to be. Everyone gets +30 to their
Perception rolls.
5 to 75: Failure: Only unconcerned observers won't see through your
concealment; their Perception rolls will be at +0.
76 to 90: Partial Success: Your lame attempt at disguising yourself
provides 10% of your Disguise bonus as a penalty to Perception
attempts.
91 to 110: Near Success: Not good, but not bad. 25% of your Disguise bonus
is used to penalize Perception attempts.
111 to 175: Success: Penetrating your disguise will require a Perception
attempt with 50% of your Disguise bonus as a penalty.
176 up: Absolute Success: Even your mother wouldn't recognize you.
The penalty to Perception will be 100% of your Disguise bonus.
Modifiers:
Per inch taller . . . . . . . . . . . . . . . . . . . . . . . . . . . -5
Per inch shorter . . . . . . . . . . . . . . . . . . . . . . . . . -10
Per build/frame category adjustment (Thin-Slight-Slender-Average-
-Stocky-Heavy-Stout-Huge) . . . . . . . . . . . . . . . . . . . . . -5
Disguised as opposite sex . . . . . . . . . . . . . . . . . . . . . -20
Cover/add visible scar or mark . . . . . . . . . . . . . . . . . . . -5
Half-race to full or vice versa (ignore stat mods) . . . . . . . . -10
Disguise as diffrent sub-race (ignore stat mods) . . . . . . . . . -5
Different racial Co, St, Ag, Qu (each stat) . . . . . . . . . . . . . -5
Change skin color on face/hands/feet . . . . . . . . . . . . . . . -10
face/limbs . . . . . . . . . . . . . . . . . . -20
whole body . . . . . . . . . . . . . . . . . . -30
Using actual character's trappings . . . . . . . . . . . . . +5 to +30
Plausible concealment used . . . . . . . . . . . . . . . . . +5 to +30
(Veil, visored helm, full plate, etc. May negate some penalties.)
Use the Time Known chart from the Acting table to modify the Disguise
penalty to Perception.
This is the manuever chart for Iajitsu/Quick-draw.
---------------------------
Iai
-26 down: Blunder: You fumble and drop your weapon.
-25 to 4: Absolute Failure: You drop your weapon.
5 to 75: Failure: You draw and may attack with -30 to First Swing Points
and OB.
76 to 90: Partial Success: As Failure, but penalty is -20.
91 to 110: Near Success: As Failure, but penalty is -10.
111 to 175: Success: You may draw and attack without penalty.
176 up: Absolute Success: You draw your weapon in a lightning-fast move
which adds 20 to your First Swing Points. If this results in
you striking before your enemy does, you receive a +20 OB bonus
due to his surprised condition.
Modifiers:
Fumble x -5
This is the manuever chart for Trickery. It can be used for picking pockets,
slipping poison into drinks, or any other type of sleight-of-hand tricks.
For some interesting examples, watch James Garner's "scrounger" character in
_The_Great_Escape_.
---------------------------
Trickery
-26 down: Blunder: You drop the object involved, making a lot of noise,
and breaking the object if possible. Everyone notices this.
-25 to 4: Absolute Failure: You make a noise (and/or grab the victim,
if picking pockets); everyone nearby may make a +30 Perception
roll to notice your attempt.
5 to 75: Failure: You weren't stealthful at all; anyone who makes a +0
Perception roll spots your action.
76 to 90: Partial Success: You may stop your attempt (and give a penalty
of 10% of your Tricker bonus to any Perception attempts), or
grab/drop the object and be noticed automatically.
91 to 110: Near Success: As Partial Success, but 25% for stopping the
attempt, or a +0 Perception attempt to see you grab/drop the
object.
111 to 175: Success: As Near Success, except that stopping yields a 100%
penalty and taking/dropping the object gives 50%.
176 up: Absolute Success: You may grab/drop the object with a 100%
Trickery penalty to Perception attempts.
Modifiers:
Wearing normal gloves . . . . . . . . . . . . . . . . . . . . -10
Wearing armored gloves . . . . . . . . . . . . . . . . . . . -20
Item coin sized . . . . . . . . . . . . . . . . . . . . . . . +10
hidable in fist . . . . . . . . . . . . . . . . . . . . +0
softball/dagger sized . . . . . . . . . . . . . . . . . -10
forearm/shortsword sized . . . . . . . . . . . . . . . . -20
broadsword/leg sized . . . . . . . . . . . . . . . . . . -30
body length . . . . . . . . . . . . . . . . . . . . . . -40
requires two hands to carry . . . . . . . . . . . . . . -20
makes noise . . . . . . . . . . . . . . . . . . . . . . -10
uncomfortable to hold . . . . . . . . . . . . . . . . . -10
painful to hold . . . . . . . . . . . . . . . . . . . . -20
causes hits if held . . . . . . . . . . . . . . . . . . -30
causes criticals if held . . . . . . . . . . . . . . . . -50
fragile . . . . . . . . . . . . . . . . . . . . . . . . -10
actively resists . . . . . . . . . . . . . . . . . . . . -30
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