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Run Away Master
Class Skill:PP(19)
Description: Enables the user to flee either without being noticed, by outpacing the chasers, or by losing them.
Basic Versions: Run Away, Run Away Improved
Beginner
Look! A Diversion! All parties present must make a Concentration - (D11 * user's WIT) roll of 1 or greater to notice your absence. 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 2D7).
Proficent
What happened to my pants? All parties present must make a Concentration - (D11 * user's WIT) roll of 1 or greater to notice your absence. In the case of anybody missing your absence you have the opportunity to pick thier pockets, however should you do so potential chasers will again be able to make the Concentration - (D11 * user's WIT) roll. Should anyone be interested in chasing, you will fail if your AGI does not exceede 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 1D7).
Master
I was just looking at him!? You're just gone. You have the opportunity to pick the pockets of those present if they roll 0 or less on Concentration - (D11 * user's WIT).
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