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Run Away Improved
Class Skill:PP(17)
Description: Enables the user to flee, and to either outpace chasers or lose them.
Basic Versions: Run Away
Advanced Versions: Run Away Master
Beginner
Catch me if you can You suffer a -4 Confidence and -2 Self Esteem penalty for a week. Should anyone be interested in chasing, you will fail if your AGI does not exceed the chasers'. Both you and the chasers will roll Stamina +D7, should your roll exceed theirs you automatically succeed, else you will have to "lose them" by getting 1 or more on a roll of (Stamina X WIT) - (chasers' Concentration X 5D7).
Proficient
Later sucka! You suffer a -3 Confidence and -1 Self Esteem penalty for a week. Should anyone be interested in chasing, you will fail if your AGI does not exceed the chasers'. Both you and the chasers will roll Stamina +D7, should your roll exceed theirs you automatically succeed, else you will have to "lose them" by getting 1 or more on a roll of (Stamina X WIT) - (chasers' Concentration X 4D7).
Master
You can't catch what you can't see! You suffer a -2 Confidence penalty for a week. Should anyone be interested in chasing, you will fail if your AGI does not exceed the chasers'. Both you and the chasers will roll Stamina +D7, should your roll exceed theirs you automatically succeed, else you will have to "lose them" by getting 1 or more on a roll of (Stamina X WIT) - (chasers' Concentration X 3D7).
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