Abilities and Tasks
Abilities and Tasks
All tasks can be avoided by just declining or going with a less difficult task instead.
Abilities and Tasks are each assigned a difficulty from 1 to 10, an amount to match or exceed in a roll of a d10 plus the modifier of Con/Str to succeed and a multiplier for energy consumption.
A roll less than the difficulty constitutes a fail, creating a greater loss of energy afterward depending on the Wis/Luk of the character.
Long tasks like walking long distances and repairs can take a long time, taking multiple turns. Characters can talk and interact in a limited amount in the meantime, so a long heart to heart chat moving from place to place. In tasks like walks, secondary tasks can be presented.
The occasional task can exceed difficulty 10, constituting an improbable task. Abilities can be used to lower the difficulty as well as the use of multiple people. To take on an improbable task alone constitutes a second saving roll but a fail will consume all Energy and cause the character to pass out after.
When presented a task, the following is shown:
(Character name) set to Task at (Game Time)
(Task Name)
Difficulty (#)
Done at a rate of (SpeMod)
(Mental/Physical) Task
Present a roll:
Roll(#)+(Con/Str)
At Success:
Success
(Spe*Dif*SpeMod=Time)Seconds to complete
(Time*Int/Flx*Dif) Energy Spent
It is now (Game Time + Time)
At Fail:
Failed
(Wis/Luk*Dif) Energy Lost
When abilities are used the following is shown:
(Character name) set to Task at (Game Time)
(Task Name)
Difficulty (#)
Done at a rate of (SpeMod)
(Mental/Physical) Task
Present a Task roll and an Ability roll:
Roll(#)+(Con/Str)
(Ability Name)(Ability Dif) Used
Roll(#)+(Con/Flx)
At Success:
Success
(Spe*Dif*SpeMod=Time)Seconds to complete
((Time*Int/Flx*Dif)+(Time*Sta/End*Dif)) Energy Spent
It is now (Game Time + Time)
At Fail:
Failed
(Wis/Luk*Sta/End*Dif) Energy Lost
This message was last edited by the GM at 23:33, Tue 10 Sept 2019.