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Estructura Organizacional

2.2. FUNDAMENTACIÓN TEORICA

2.2.10. Estructura Organizacional

These skills are appropriate for settings that correspond roughly with human history between 500 and 500 CE.

Medieval Archery Artillery Boating Brewing Cartography Crafting Herbalism Melee Weapon Repair Siege Sling Thrown Weapon

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Herbalism:

Environmental: Innovation

Used whenever you are trying to make an herbal mixture (potion) that will have some kind of restorative or poisonous effect on the body. The GM will assign a difficulty value based on availability of herbs and your knowledge of the local ecology. The GM will make the roll in secret and tell you what happens when someone drinks the potion. The exact effects and types of potions available vary by setting. This skill is not magical and should not be confused with Concoction or Pharmacist.

Melee Weapon:

Combat: Balance: Specialized: Add Strength

Used whenever you are trying to use a melee weapon to attack in a combat situation. You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level. This skill uses Combat resolution. Specializations are by weapon, such as Battleaxe or Longsword.

Repair:

Environmental: Precision

Used to make improvised repairs to damaged objects. Repair represents the knack for tinkering and solving mechanical problems intuitively. If an object is damaged but not destroyed, it can be repaired if you are familiar with it (having seen it for an extended duration in working order and understanding the basic mechanics of the object). The GM will assign the difficulty value of the repair and success will increase the strength of the object by  point, not to exceed its original maximum. You cannot use this to repair electronics, vehicles, spacecraft, robots, powered armor, mechs, or similarly complex object.

Siege:

Environmental: Deduction

Used whenever you are trying to manage the siege of a

defended position. This covers not only the use of siege tactics like digging trenches for sappers but also the deployment of forces to cut off supply lines and prevent foraging. The GM will assign a difficulty value based on the nature of the fortification, the condition of the defenders, and the lay of the land around the site. The GM will make rolls in secret and tell you what happens. She may require several rolls over an extended duration if appropriate, such as every month.

Sling:

Combat: Trajectory: Add Strength

Used whenever you are trying to use a sling or bolas to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. This weapon is simple enough to be constructed without Crafting or other similar training. You can craft your own sling using this skill by rolling against a difficulty number provided by the GM representing the availability of necessary materials. When used in this manner, do not add your Strength to the roll.

Thrown Weapon:

Combat: Trajectory: Specialized: Add Strength

Used whenever you are trying to use a thrown weapon to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot.Specializations are by weapon, such as throwing axe or shuriken. This skill can be used untrained to throw almost anything from kitchen knives to pottery.

Academics:

Environmental: Knowledge: Specialized

Used whenever you are trying to use knowledge that you have studied in the past. The GM will assign a difficulty value based on the obscurity of the knowledge in question. The GM will make the roll in secret and tell you what you remember about the topic. You must have the Tutored or Quality education life experiences to start with this skill at the Trained or Professional level. You must have the Quality education life experience to have more than one specialization. Specializations are by field; such as History or Archaeology.

Knot-Tying:

Environmental: Precision

Used whenever you are trying to tie a knot with heavy rope like that found on a large sailing ship. The GM will assign a difficulty value based on the complexity of the knot and the quality of the rope. The GM will make the roll in secret and you will find out if the knot holds when it gets subjected to tension.

Musket:

Combat: Trajectory

Used whenever you are trying to use a muzzle-loaded, smoothbore long gun, like a musket or arquebus, to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot. This skill does not govern firing muskets as a part of a formation, use Command for that instead.

Physician:

Environmental: Precision

Used whenever you are trying to actively improve the health of a wounded individual. As opposed to the passive support provided by First Aid, this skill involves cutting into flesh, sewing flesh together, removing objects from the body, and prescribe the right medication. The GM will determine whether the techniques you are familiar with are capable of alleviating the condition in question, as well as assign a difficulty number to compelte the task successfully. Someone in the 9th century may be able to remove a bullet from a wound and save someone’s life, while being incapable of curing a victim of polio. Restore  strength point to the subject for each extra success rolled.

Pistol:

Combat: Trajectory

Used whenever you are trying to use a muzzle-loaded, one-handed gun, like a pistol, to hit a target. If used in a combat situation, this skill uses Combat resolution. If used in a hunting or target shot situation, roll against a difficulty number provided by the GM representing the complexity and difficulty of the shot.

Sea Navigation:

Environmental: Judgment

Used whenever you are actively trying to determine the direction you need to travel to reach a target location while at sea. The GM will assign the difficulty value and make the roll in secret, then tell you what direction you believe is correct. This may or may not actually be the correct direction.

Ship Piloting:

Manuever: Judgment

Used whenever you are trying to maneuver an unpowered watercraft designed to operate in the open ocean, such as a galleon. Someone who is trained or professional in this skill only needs to make rolls in challenging situations such as a storm or dangerous shoals. When engaging in naval combat or while in a chase, this skill uses Maneuver resolution. You must have the Manuever training life experience to start with this skill at the Trained or Professional level.