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Raw Ability
Contests
Certain limited-outcome contests (e.g lifting a heavy object,
staring matches), or contests in which raw
ability appears to matter as much or more than
skill (e.g. armwrestling, grabbing a door before it closes), aren't
well simulated by the A/R system.
Two agents: Roll 3(6) against the relevant characteristic(s),
determining the success or failure degree, which are
then compared. If more than one characteristic
applies, determine which is secondary, and add ½ of it
to the primary. Similarly, if a skill applies, add ½ of it to the
primary characteristic.
Example 1: Duke (STR 18, Armwrestling 5) and Bitch (STR
16, Armwrestling 8) decide to armwrestle over
mating privileges (i.e. who's on top). The GM rules
success by 4+ is required to win. Duke totals 20, rolls 7, for a
success of 13. Bitch totals 20, rolls 10, for a
success of 10, nearly capitulating. The GM
calls for Will rolls. Duke (Will 16) rolls 15, while Bitch
(Will 15) rolls 10 and pins Duke's hand to the table-top with a grin
on her face.
Example 2: Frasier (WIL 12, Meditation 2) and Eddie (WIL
14, Meditation 4) get into a staring contest.
Frasier totals 13 and rolls 10, succeeding by 3;
while Eddie totals 16 and rolls an 8, succeeding by 8. Foiled again!
Example 3: Bradley (HLT 17, WIL 14, Marathon
Running 16) and Katherine (HLT 17, WIL 15,
Marathon Running 18), enter the Boston Marathon, and slowly whittle
the competition down to each other. Health is primary here, modified
by willpower and skill. Bradley's HLT+0.5 x (WIL+SL) totals 32,
and he rolls an 11, succeeding by 21. Katherine
totals 34 and rolls a 7,succeeding by 27 and breaking the ribbon
first.
One agent. The GM rules at what
characteristic level it would be easy to
accomplish the task. The amount this number exceeds 16 equals the
negative modifier applied, or conversely the amount
this number is less than 16 equals the positive
modifier applied. A task roll on 3(6) is then rolled as
normal against the raw characteristic. If a skill applies, add ½ of
it to the characteristic.
Example 1: Reggie (STR 14, Weightlifting 6) wants to pick
up a huge chunk of die-cast steel chassis off
the concrete floor of the machine shop. The GM's
not interested in determining exactly how many pounds Reggie can
lift, nor precisely how heavy the chassis is,
but rather rules that it would be easy for STR
19 to pick it up, yielding a -3 penalty for anyone to attempt
it, D = 1 Phase (see State Decay, below). STR 14 + 3
(½ Weightlifting SL) -3 = 14. Reggie rolls a
13 and straining, hurries it over onto the skid 10' away
(3AC) before shay drops it.
State Decay
Often the results of a successful skill roll will be temporary at
best, such as when one is attempting to carry
many objects without a proper container, trying
to keep the attention of a crowd, or using a forklift to stop a load
of wood from collapsing . The amount succeeded by
equals the state level achieved. The GM must
assign the state decay rate D a value in time (Phases,
Turns, minutes, hours, days, weeks, months, years, etc) accounting
for the factors involved in its durability. State level
x D = time to decay. Once state level reaches 0,
the system immediately begins failing, with
total failure happening in ½ x D. A negative state level indicates
immediate total failure.
LIFTING ENDURANCE TABLE
| STR differential |
D |
Standard Time |
| -8 to -13 |
1 Impulse |
½ second |
| -3 to -7 |
1 Phase |
2 seconds |
| -2 to +2 |
1 Turn |
8 seconds |
| +3 to +7 |
15 Phases |
30 seconds |
| +8 to +13 |
30 Phases |
1 minute |
For weightlifting purposes, a character may transfer points to STR
temporarily, deducting them from the STR differential,
and risking injury. The amount the original STR
attempt was missed by indicates the injury sustained.
A character can, if given adequate time, simply keep on aborting
attempts until the first die comes up a 1, thus, only
in crises is lifting weights particularly
difficult. Also, note how in Example 1 below, the problem
is one of applying strength, while in Examples 2 and 3, the problem
is one of applying agility to something one can already
lift.
Example 1: Crackhead Bob (STR 11, Weightlifting 2) tries
to lift an awkward 27" television set.
The GM rules this is a STR feat at -2, D = 1 Phase. Shay
rolls a 10, missing by 1. Bob (-7 away from the easy STR of 18)
transfers 6 points to his STR, increasing it to 17
for a 7 point success, while also downgrading
D to 1 Impulse. Bob can carry the tv for 7 Impulses, his
back groaning, but manages to move the set without injury.
Example 2: Killborn (AGI 9, Handwork 2) tries to pick up a
pile of books, papers, a scarf and pair of
mittens simultaneously from a counter, running with
them to catch a bus a block away. The GM rules this is an Agility
feat at -2, modified by Handwork, D = 1
minute. Killborn rolls a 5, 2, and 1, totalling
8, and manages to get 1 Hex before dropping a book in the revolving
doors.
Example 3: Stacy (STR 10, AGI 10, HTH Combat 1, Handwork
1) grabs at her son Pete falling over the
balcony railing. The GM rules this would be easy for
Agility 18 (-2), modified by Handworking or any melee skill, D = 1
Turn (it would be easy for STR 12 to lift
Pete). Stacy needs a (10 - 2 + 1 =) 9 or less,
and rolls a 9! She snatches Pete's flailing fingers in a weak,
sliding grip, with only two Phases to spare!
A character may try to increase the state level by
making a second task roll. Failure reduces the
state level by the difference failed by. A negative
state level indicates immediate total failure.
Example 1: Killborn tries to grab the book
and get a better grip on everything. The GM
rules this is an Agility feat at -4 (-2 basic mod, -1 collapsing
system, -1 for being in revolving door), modified by Handwork, D
= 1 minute. Needing a 6 or less, Killborn rolls an
11, dropping everything in a flurry.
Example 2: "Don't let go!" Pete (AGI 10) cries,
trying to get a grip on his mother's hand,
which the GM rules is an Agility feat, modified by Handworking
or any melee skill. She rolls a 12 and fails. Stacy tries to
improve her grip, needing a 9 or less once more, and
rolling a 14. Pete falls from their six-story
(50') balcony to the greensward below, screaming and
rolling Fall Recovery 22 - feet/2 + SL1 = 22 - 25 + 1 = target -2.
Pete rolls 12, failing by 14 points, and ends
up in the hospital with 210 PD and an 82%
chance of survival.
Cooperation
The GM may rule that two or more characters may cooperate with each
other to perform a single task, such as making a
quilt, forging documents, writing a screenplay,
bearing a heavy coffin, or team-fighting in the Battle Circle. The
Living Steel core rule book recommends that in a team effort, the
highest SL present is the one used. For aggregate
efforts which seek to cut time, each character
makes his own success roll, with any failure botching either
the entire effort, or his fraction of work alone, at the GM's discretion.
Alternately:
Aggregate effort (Multiple die rolls, average success level).
When each character is responsible for an
individual section of a patchwork project, each
character makes a separate skill roll. The average of all successes
indicates the overall quality of the project; deduct
the worst failure from this average. Sections
fail according to the individual dice rolls.
Example 1: Nell, Jane, Myrtle, Felicity,
and Twee, with Sewing SL 13, 10, 13, 7, and 5
respectively, meet to teach, learn, laugh, and make their entry
for the annual County Quilting Championship. The GM
rules that it would be easy for SL 8 to make a
decent section. They roll 14, 10, 9, 7, and 16, succeeding
by 7, 8, 11, 8, and -3 respectively. Twee's section is badly
done
and the others realize it was a mistake to induct him before the
championship. On the morning of the judging Nell
hastily reworks it against a target of 8 - 3
(previous failure) - 2 (pressed for time) = 3 + SL 13 = 16 or
less, rolling a 7, succeeding by 9 to make it one of the best
pieces. The group average shifts from 6 to 9.
Seamless effort (Single modified die roll). When each
character is contributing to the success of a
single task, only one die roll is made, by the
most skilled character. The GM first determines the maximum number
of contributors, beyond which penalties are incurred rather than
bonuses. Then, start with the highest SL. If the second-highest SL is
greater than ½ the highest SL, add 1. If the
second-highest SL is ½ or less, there is no modifier
- however, then compare the second and third-highest SLs in the
same way to determine if the second-highest SL is
increased by 1 (which might then affect the
highest).
Example 1: Three junior detectives (SL 2, 3, and 6), are
trying to outwit a professional antique
thief (SL 8). Since SL 2 is greater than half of SL 3,
SL 3 boosts to 4, which is now greater than half of SL 6, which in
turn boosts to 7. Thus, the detectives'
seamless effective SL is 7.
Interactive (Multiple modified die rolls). For
raw ability contests (single) combine
characteristics for purposes of determining D. Failure is applied
to the Lifting Endurance Table from the lowest range, to downgrade D
(e.g. failing by 6 when D = 15 Phases, would result in
D equalling 1 Phase), but so long as anyone
succeeds, their success level is used by all.
Example 1: With the forklift busy and
needing to move the same chassis chunk again
onto a pickup truck bed 15' away, Reggie (STR 14, Weightlifting 6)
gets Brent (STR 12, Weightlifting 2) to help. Once
again, the chunk is STR 19 to easily lift
(-3). Their combined STR of 26 ensures D = 15 Phases. Reggie's
target equals 13 + 3 (Weightlifting 6) - 3 (chassis weight) = 13 or
less; Brent's target equals 12 + 1 (Weightlifting 2)
-3 (chassis weight)= 10or less. Reggie rolls 7 on 3(6), succeeding
by 7 x D = 3½ minutes; but Brent rolls 16,
failing by 6, changing D to 1 Phase x Reggie's success level of
7 = Brent drops it in 7 Phases. "Hurry!" Brent barks.
Luckily the truck bed is only 5AC away + 4AC
to set it down. No problem!
For skill contests in which people are trained to work together,
use the rules given for B (Seamless effort)
above, but each character rolls his own dice,
and each gains the modifier. Additionally, an opponent will lose the
modifier.
Example 2: A pit fighter (SL 6) faces two opponents (SL
2, 3) trained in tandem-fighting. Thus, when
attacking together, the pair fight at SL 3, and 4
respectively, while the pit fighter fights at SL 5. He'll
probably win, but not easily.
Experience
Beyond the incidental experience points, award the PC's each (6)
Learning Points each at the end of each
scenario, or 2(6) for good roleplaying, to be spent
on improving any skill(s) even remotely applicable. Maximum SL increase
1 per session. Improving Fields costs double. XP may be exchanged
for Karma Points at a rate of 1 per 0.1. Karma may also
be awarded for roleplaying a character's True
Will [as per Living Steel section 7.8].
Extended medical example: While
patrolling in a jeep with the physician Stiles, the camp dog Cedilla
gets badly wounded by a weird antipersonnel weapon, and
the jeep crashes. The skill tradeoff ratio for
human to veterinary medicine is ½, so Stiles effectively
knows Veterinary Medical Aid SL 5. Administering first aid is easy
for SL 4 = base 12, -2 for weird weaponry, +5 SL = 15 or less. Stiles
rolls a 16 and can't stabilize Cedilla, who's obviously
dying. He pauses for ten seconds, wrestling
with conscience, then produces an hypodermic syringe
and injects the dog with Oxyspan, creating a window for surgery, and
reducing the patient's Health by 2 (HLT 15 - 1(6)),
equalling 13, with a critical time period of two
hours. With the jeep wrecked, Stiles must carry the
inert dog on foot back to base...
Back at the base, Orlando sizes up the patient's condition.
Diagnosing severity of injury is easy for SL 10
= base 6 - 2 for weird weaponry, equals 4 + 7 SL
= 11 or less. Orlando rolls an 11 and estimates Cedilla has a 3000 PD
wound, with now less than ten minutes to live.
Orlando is picked to operate because he has the highest skill
(Medical Aid 13) and because he already knows
canine first aid (SL 2), and so can round
fractions up, yielding de facto Veterinary Medical Aid SL 7. With no
time to spare, Stiles is left to tend the diagnostic
machine (see example above) whilst Orlando operates in the deserted
medical theatre. Operating in a Trauma Centre is
easy for SL 8 = base 8, -2 for weird weaponry, -2 for under-staffing,
+2 for machine diagnosis, +7 SL = 13 or less. The surgeon rolls
a 10, and skillfully sews the dog back together after extracting
nearly all of the elaborate shrapnel.
Three weeks later Cedilla makes her recovery roll on 0-99. With
3000 PD and Health 15, she needs a 64 or less,
and rolls a 16, steadily gaining strength. In
another two months she'll be completely recovered, albeit with
terrible scars and a permanent reduction in running speed.
Skill Oxidation
Aside from loss of raw talent due to age loss and injury, skills
neglected will get rusty with time. For every
three months a skill is not used either in a
crisis or on the job, deduct 1 Learning Point from its total, reducing
effective skill levels as applicable. The highest LPT
ever achieved for a given skill is recorded, as
for the purposes of refresher courses, characters
re-learn their skills at ten times the normal rate, up to the LPT
from which they started getting rusty. LP gained beyond
that watermark are earned at normal rates.
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