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Optional Skill Rules

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.



Page last modified: July 25, 2003