Developments
Feb 13
2009
Developments are in the range 1-20, and are added to appropriate Natures. Your Development Test (DT) is equal to or under the combined Nature and Development roll. 2 is always an automatic success, 40 always a failure, even if your target is over 40. Characters take Int Developments as a starting character, and any amount of other developments at level 1. Weapon Developments are taken at Int/4, (round down). For each Development roll 2D10 and fill in a Development Level (column 4) slot on the character sheet before filling in the Development name. When the Developments levels are known, determine the Nature which matches the slots by rolling 1D10 and matching the natures using the 1 = Str, 2 = Con, 3 = Dex & etc, schema. Do not forget to write down the Nature name as well as the level. (Nature Column 2, Nature level column 3, from Natures box). Knowing which Nature is used with each Development is an important part of the game mechanic.
It is important to realise that the combination of Natures and Developments are what allows for the very descriptive nature of characters in the system. As well as being part of the game mechanic, the possible combinations and permutations of Natures and Developments mean that two characters with exactly the same levels in each could look completely different by simply cross assigning different Natures & Developments.
Use this aspect of the system to tell more about the character than the raw numbers give, for an initial character there are at least a hundred possibilities for what the character could be.
The Development List is included as a separate chapter later in the book. Make it up if you don’t see it on a list. This system is meant to be descriptive and not for power gaming, so choose the appropriate Development. Note: don’t be a ninny and do the munchkin thing, if you do, you are missing the point!
Specialisation
Although most Developments can be used as described, some are so general that they are listed as requiring Specialisation into order to qualify for the roll without penalty. These developments incur a penalty of 5 before any other penalty is given should they be used without the specialisation. Specify specialisations as progressive stage of focussed knowledge, as Development: Stage one: Stage two: Stage three
Modifiers
Modifiers come in two forms, bonuses, (+ve) and penalties, (-ve). Bonuses are added to the target roll, making it easier to achieve the Target Roll, and penalties are subtracted, making it harder. The normal range for modifiers is 1-10.
Use modifiers in Combat to represent extra difficulties, such as cover or movement. Use modifiers in regular play to represent difficulties such as shortness of supply or interaction with difficult people.
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