SwimmingWhen a hero, chased by a water-based creature, cannot reach the next bank or beach within a few strokes of swimming, he has to think of another tactics than her swimming - so we think, a table is not necessary. The distance a swimmer is capable of swimming is, however, interesting. It is dependent on her talent "Swimming" and her Stamina.
A rule of thumb: Talentpoints (TaP) in "Swimming" multiplied by Stamina multiplied by 10 is the distance she can manage to stay head higher than the water surface. A hero with TaP 2 in "Swimming" and Stamina 40 will so manage a distance of 800 steps, 2 times 40 times 10.
|This number can only be obtained
if clothed in nothing but a cloth around the genitals, clothes in street
clothes or even armour, the formula changes to:
Distance = TaP times Stamina times (10-Handicap).
Creeping, Crawling, Balancing and other strange ways of movement
|Whenever a hero reaches a new
level, see preliminary rules for that, she can improve her Attributes,
i.e. virtues and flaws, as well as her talents; furthermore she can raise
her life energy.
Improving virtuesNow, to improve the virtues, it is essential to raise the points of them. To achieve this the player may throw the D20 three times. At first he tells which virtue point should be raised, then he throws the dice. Obtaining a result that is higher than the current value she may raise the value to one point higher. If she did not succeed she may have another try and still another if it fails again. But, a player, may only raise one virtue by one point, not two by one point and not one by two points, just one by one point, if she succeeds in one of three rolls.
Improving flawsTo improve the flaws, it is advisory to reduce the points listed for them. To achieve this the player has three possibilities, too. She has to throw less than the listed points for the flaw in that case, that she tells about before she throws the dice. And still, she can only reduce one flaw by one point.
Improving talentsThe improvement of talents is again coupled with the raising of points and this is the most important event for the level improvement, because a hero is characterized, first of all, by her talent profile.
|Every hero may try her luck
15 times for the TaPs (talent points). This level improvement begins at
the time of the creation of the hero since she has to be raised from level
0 to level 1.
To raise the TaPs of a talent, the player will have to throw some dice, in this case 2D6 (i.e. two six-sided dice), as long as the current TaPs are 9 or less and 3D6 afterwards, i.e. when you obtained the mastership in that talent. The fulfilment of a talent awaits you at the stage of TaP 18.
To raise a TaP 1 point you may throw the dice up to three times (but that already makes 3 of your 15 tries). If you are succeeding in throwing a higher number than your current value you succeed in raising the TaP of the talent. Now, there is a special limitation to how much you can improve your talents per level. Fighting techniques and Intuitive Talents may be be raised only 1 point per level, Knowledge may be improved by 3 points per level and all other talents by 2 points per level at maximum.
Since you have three rolls per try you can maximally spend 9 points for raising a Knowledge-TaP by 1 point, but for Fighting techniques you may spend the total amount of 3 rolls only.
If you want to raise a TaP-value by more than 1 per level, you have to think about the improvement you already achieved and calculate things by the new value, i.e. you have to throw a higher value than the new one you already succeeded in.
A hint at the end of this passage: Do not spend to many improvement points on just one talent, there are a lot of them and there are only 15 points available. Think about it carefully.