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- Navigation (Mental 1, Intelligence/Knowledge -2) A character with the
Navigation skill knows how to determine his location on the seas
and oceans of Fälgorna by observing celestial clues and by using
navigational tools such as a sextant and compass. Such a skilled
character can navigate across oceans without becoming lost, though
bad weather can obscure the celestial clues and blow a vessel
far off course.
- A character at sea with Navigation skill gains the following abilities
- A character with the proper tools and the Navigation skill can
make a skill check each day to determine whether he is navigating
successfully. A successful skill check indicates that the character
is aware of his current position, and there is no chance of his
becoming lost (so no check should be made). Should the character
fail the skill check, make a check for the character to become
lost (see DMG, pg. 128).
If the character does not have the proper tools or is forced to
work with only a general idea of direction (fog obscures the sunset,
for example), the DM should secretly make the skill check. Success
means the character is reasonably accurate in plotting the days
course. A character without proper tools or navigating in adverse
conditions who fails his check with a roll of 96-00 automatically
becomes lost.
- A character who has become lost despite his Navigation skill,
but who still has his rutter (navigation logbook), may attempt
to determine where he made his error. Note, this check cannot
be made until it has become clear that the character is lost
the island he is looking for is not where he thinks it should
be or instead of finding a harbor he finds a reef-barred coastline.
At that point, the character may take one day to go over his rutters
and make a single skill check to determine just where he went
wrong. Success indicates that the character knows the mistake
he made, and he can approximate his current actual position. Failure
indicates that the character is still hopelessly lost.
- The character without the use of navigation instruments can determine
his longitude (north/south location), but not his latitude, by
studying the clear sky for a night and making a successful skill
check. Such a determination may be made at any time, even after
teleporting or other transportation which leaves the character
without any knowledge of where he is.
- The character may use his own rutter (or someone elses, if he
can decipher it) to reduce his chance of becoming lost. To do
this, the rutter must describe a journey similar to the one being
undertaken a rutter describing a transit from Rush to Verbronia
is of no use in the Orange Sea. If the character wrote the rutter
himself, the rutter acts as a local guide providing a -30% modifier
to the characters chance of becoming hopelessly lost (see pg.
128 of the DMG). Another navigators rutter will provide a lesser bonus. The
DM must determine the percentage and a misleading or cryptic rutter
may even add to the characters chance of getting lost!
Note, any use of a rutter requires that the character have the
Reading/Writing skill in the language of the rutter. The DM may
wish character to make a Reading/Writing skill check to use a
cryptic rutter.
- A character with this skill is also capable of reading and following
any normal map he comes across. He can even follow, in general
terms, maps labeled in unfamiliar languages as long as he makes
a successful skill check.
- A character with the Orienteering skill gains a +10% bonus to his Navigation skill.
- Navigation, Phlogiston (Mental 1, Intelligence/Knowledge -2) Only a character who
has experience in Wildspace can take this skill.
- This is the art of navigating from one crystal sphere to another,
a separate skill from navigating within a single crystal sphere.
It is a difficult and risky activity, but it is sometimes necessary
when a planetary locator is not available.
- A spelljamming ship that enters the Flow normally moves randomly,
arriving at some other crystal sphere within 10 to 100 days. With
a successful skill check by the ships navigator, the ship arrives
at the chosen destination within that time. Of course, the destination
must be one that is normally reachable; if there is no path from
the current crystal sphere to the desired one, a successful check
will not create one.
- If the skill check is failed, the ship arrives at a random crystal
sphere. (The DM should make the skill check so that the player
does not know if he succeeded or not.) On a natural 96-00, the
ship drifts in the phlogiston for 20 to 200 days; such a ship
may be in grave danger of exhausting its air supply before returning
to a random crystal sphere.
- Navigation, Underground (Mental 1, Intelligence/Knowledge -2) This skill is only available
to natives of and frequent visitors to the Everdark.
- A character with this skill can determine direction underground
and the shortest route to the surface. By careful analysis of
air currents and contents, a character can even determine whether
there are any pockets of poisonous gas in the air. A successful
skill check is required to use the skill.
- Racial modifiers: Characters of races native to the Everdark receive a +10% bonus
to their skill score.
Navigation, Wildspace (Mental 1, Intelligence/Knowledge -2) Only a character who
has experience in Wildspace can take this skill.
- The character with this skill has learned the art of navigating
through wildspace, avoiding hazards and using planetary motion
to improve speed over long journeys. A successful skill check
allows the characters spelljamming vessel to arrive at its wildspace
destination 10 percent faster than normal. Thus, if it would take
10 days to make the trip normally, the character can steer a course
that will take only nine days. An unsuccessful skill check indicates
that no time is saved; on a roll of 96-00 the travel time increases
by 20 percent.
- Netherworld Knowledge (Mental 1, Wisdom/Understanding -3) With this skill, a character
learns about the cosmology and organization of the multiverse,
focusing primarily on the ultimate destination of spirits after
death the Outer Planes. A skill check is required when specific
or detailed information is required.This skill can prove extremely
useful when combined with Creature Lore: Fiend Lore.
- Numeracy (Mental 1, Intelligence/Reason) A character with the Numeracy
skill is well versed in numbers and numerical computations, including
accounting, mathematics, geometry and other processes requiring
recorded numbers. Balancing the books, paying the troops, and
figuring total income (as well as arguing with the tax collector)
all figure in Numeracy. A character without this skill is still
able to perform simple mathematical actions, but their figures
may go awry on more complex formulas.
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