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	<title>Velvet Rules</title>
	<description>Monitor changes and updates to the Velvet Skies rulebook and never miss a change.</description>
	<link>http://velvetskies.net/index.php</link>
	<pubDate>Wed, 08 Sep 2010 06:32:33 -0700</pubDate>
	<ttl>3600</ttl>
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		<title>Advantages and Disadvantage changes.</title>
		<link>http://velvetskies.net/index.php?showtopic=75</link>
		<description><![CDATA[Added Amnesia.<br />Changed Hunted, Stunted, Massive, and Notorius. (See Below)<br /><br /><b>Stunted</b><br /><b>Cost:</b> 5 GP<br /><b>Description:</b> You are short, either you are under 5' 2" for a male or 4' 6" for a female.  You can be a dwarf (normal proportions, just short) or a miget (usually larger heands and smaller limbs, often deformed), the choice is yours.  The main drawback is that you are short and will have trouble reaching things, you also have decreased movement speed.  Stunted characters can only move at half the normal speed. (Walk at Body /2 round down)  Stunted characters usually have to wear childrens clothing, since it's rare to not only be able to afford special clothing, but also someone to make it for you.  On the plus sise, Stunted characters receive a +2 to their Dodge Modifier because they are smaller and more difficult to hit.  You also recieve a +2 to any roll involving your Stealth Skill.<br /><br /><b>Hunted</b><br /><b>Cost:</b> 15 GP<br /><b>Description:</b> At some point in your past you betrayed an organization or powerful individual.  Since that day you have been hunted and marked for death.  You may defeat the assassins sent after you, but you know that more will come after you, and most likely will harm anyone you are too close to.  At random times chosen by a VECH Host or ST, you could be attacked by one of the assassins sent after you. <br /><br /><b>Notorious</b><br /><b>Cost:</b> 15 GP<br /><b>Description:</b> You are notorious, and not in that roguish dashing sort of way either.  You are a known criminal and someone is after you.  Unless you go through the steps of hiding your identity, you will eventually be caught.  You begin play at a -4 Reputation, regardless of advantages and must work hard to increase it.<br /><br /><b>Massive</b><br /><b>Cost:</b> 15 GP<br /><b>Description:</b> The average character height in this time period is 5-7 for men and 4-10 for females.  With this advantage you are just that, massive. You must be a minimum of 6' 5" for males and 5' 10" for females. You tower over most people and definately stick out in a crowd.    Because of your size, you can lift more than a man has reason to, and can accomplish some fairly amazing feats.  You can hold something at Maximum Lift, or Maximum Carry for one additional round before having to roll.  You also move as if your Body was three higher than it really is (A Characer with an 8 Body would move 8+3 feet in a round).  On the down side, since you are such a large individual, your Dodge suffers a -2 and you are at a -2 to all rolls involving the Stealth skill.]]></description>
		<pubDate>Fri, 03 Feb 2006 21:06:15 -0700</pubDate>
		<guid isPermaLink="false">75</guid>
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		<title>Income Correction</title>
		<link>http://velvetskies.net/index.php?showtopic=84</link>
		<description><![CDATA[after doing more research I found a little more accurate esitmation of yearly income for certain occupations in the late 1860s through the mid 1870s.  So I've corrected the Income skill to show a more accurate representation of income and buying power during this time period.  I've also added a list of the incomes and what type of work you might do in accordance to your income level.  The new skill listing is below:<br /><br /><br /><b>Income</b> (Mind)<br /><b>Generation Cost:</b> 3 points per level<br /><b>Experience Point Cost:</b> High, (Only 1 new level per month)<br /><b>Roll System:</b> 2d6+Income Skill Level vs TN listed below.<br /><b>Description:</b> No society can flourish without currency, and money has been the cause of wars and crimes because of it. Each level of Income represents the amount of money your character earns in a year and roughly what type of job they perform. <b>At character creation you can not purchase any more than three levels of Income</b>.  This money is not an exact figure the character owns. Rather, it is the symbolic representation of what your character can and cannot afford. Any time your character wishes to purchase something costing 10 shillings or more, an Income roll is required. A failed attempt only means your character did not have the means to purchase the item or service at that moment. The target number increases depending on the cost of the item or services as listed below. If an income roll is failed, it may be attempted again the next day. Note: If double ones (1) are rolled on an income attempt, your account is overdrawn and credit is over extended. No further income attempts of any kind can be made for one (1) week.  You cannot attempt to purchase and item or obtain an amount of funds with a TN more than three times your income level. For instance, characters with an income of level one can only attempt to purchase something costing no more than £1, while a character with an income of five can buy something worth £12.<br /><br />Desired Purchase Value TN<br />11/s - £1: 3<br />£1 - £3: 6<br />£4 - £6: 8<br />£7 - £8: 10<br />£9 - £10: 12<br />£11 - £12: 14<br />£13 - £16: 16<br />£17 - £22 : 18<br />£23 - £30: 20<br />£31- £40: 22<br />£41 - £52: 24<br />£53 - £64: 26<br />£65 + : 28<br /><br />Anything over £120 neds 6 6's to make, and then can only be rolled once a week. A cap of no more than £300 can be made in this fashion.<br /><br />The general yearly income levels are listed below for what your character makes per year and what type of work you do.  Weekly pay rates are for a 10 hour day and a six day woork week.<br /><br />0 Levels - Beggar - 8£ per Year or 3s per week.<br />1 Level - Apprentice Laborer (muckrakers, porters) - 40£ per Year or 14s 9d per week.<br />2 Levels - Journeyman Laborer (excavators) - 50£ per Year or 18s 8d per week.<br />3 Levels - Master Laborer (bricklayers, carpenters) 60£ per Year or 22s 3d per week.<br />4 Levels - Engineers, Low Merchant - 70£ per Year or 26s per week.<br />5 Levels - Coach Guard, Low Merchant - 95£ per Year or 35s 3d per week.<br />6 Levels - Cheap Artisan, Low Merchant - 110 per Year or 40s 12d per week.<br />7 Levels - Doctor, Moderate Artisan, Moderate Merchant - 125 per Year or 46s 4d per week.<br />8 Levels - Entry level Soldier, Known Artisan, Moderate Merchant - 140 per Year or 51s 14d per week.<br />9 Levels - Low Officer, Renowned Artisan, High Merchant - 160 per Year or 59s 4d per week.<br />10 Levels - Medium Officer, Landowner - 180 per Year or 66s 6d per week.<br />11 Levels - High Officer, Earl - 200 per Year or 74s per week.<br />12 Levels - Admiral/General, Duke - 220 per Year or 81s 8d per week.<br />13 Levels - Highest Merchants, Baron - 250 per Year or 92s 9d per week.<br />14 Levels - Highest Nobility - 300 per Year or 111s 2d per week.]]></description>
		<pubDate>Sun, 05 Feb 2006 07:29:20 -0700</pubDate>
		<guid isPermaLink="false">84</guid>
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		<title>Fear and Insanity</title>
		<link>http://velvetskies.net/index.php?showtopic=108</link>
		<description><![CDATA[Since this is going to be a darker game, due to the setting and the fact that peole in the Victorian Era haven't been subjected to the mass amount of desensitizind media that we have.  We have chosen to put rules dealing with Fear and Insanity in place.  There are varying degrees of fear, from merely being startled, to witnessing the most heinous crimes or scenes imagineable.  The result of failing Fear Checks can result in numerous things from Insanity, to just being shaken and taking a penalty to rolls.  You can find these new rules here :  <a href="http://worldofeden.com/ve/modules.php?name=Forums&file=viewtopic&t=95&sid=0f6ea866d26c7af56ab575274dfd48cb" target="_blank">Fear and Insanity</a><br /><br />To add to these effects, we will be adding new Advantages and Disadvantages that can greatly effect Fear and Insanity.<br /><br />[size=14]<!--coloro:#400040--><span style="color:#400040"><!--/coloro--><b>Advantages</b><!--colorc--></span><!--/colorc--><br /><br /><b>Grizzled</b><br /><b>Cost:</b> 15 GP<br /><b>Description:</b> You are a grizzled veteran, or at least you have the midset of one.  Either you have been witness to some of the worst human atrocities of your times, or are emotionally and spiritually detached to a point that human atrocity doesn't effect you like it does others.  You find it difficult to empathize with others and share in the communal pain when witnessing terrible acts.  Because of this you are immune to Fear Effects of level 4 or less.<br /><br /><b>Requirement:</b>  You can never purchase or utilize any Empathic Mastery, you simply cannot bring yourself to understand or acknowledge the emotional states of others.<br /><br /><b>Level Headed</b><br /><b>Cost:</b> 10 GP<br /><b>Description:</b> You are more level headed and difficult to rattle than most people.  You have either seen things that would drive nrmal people into a Sanitarium, or you have done things that would shake the very foundations of common morality.  Because of this you gain a +4 to any Fear rolls that you may have to make.<br /><br />RP Requirement: Stay calm and cool, until it's time to not stay calm.<br /><br />[size=14]<!--coloro:#400040--><span style="color:#400040"><!--/coloro--><b>Disadvantages</b><!--colorc--></span><!--/colorc--><br /><br /><b>Timid</b><br /><b>Cost:</b> 10 GP<br /><b>Description:</b> You are timid by nature and things tend to frighten you much easier than others.  Anytime you make a fear check you are at an automatic -4 to the roll.<br /><br />RP Requirement: You are most likely soft spoken and jittery, the slightest loud noises or sudden movements make you jump and your heart races.]]></description>
		<pubDate>Mon, 06 Feb 2006 14:16:01 -0700</pubDate>
		<guid isPermaLink="false">108</guid>
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	<item>
		<title>New Advantage : Jack of All Trades</title>
		<link>http://velvetskies.net/index.php?showtopic=109</link>
		<description><![CDATA[Jack of All Trades, Master of None.  That's how the old saying goes right?  Here ya go then, enjoy.<br /><br /><b>Jack of All Trades</b><br /><b>Cost:</b> 15 GP<br /><b>Description:</b> You are a Jack of All Trades.  You are capable of doing almost anything with some level of ability.  You gain a +2 to the roll of any skill that you possess at lower than level 4 (1-3) and a +2 Bonus when performing skills that you have no levels in.<br /><br />RP Requirement: You are the best handyman ever.]]></description>
		<pubDate>Mon, 06 Feb 2006 14:22:18 -0700</pubDate>
		<guid isPermaLink="false">109</guid>
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		<title><![CDATA[Addition : Animal Handling & Science]]></title>
		<link>http://velvetskies.net/index.php?showtopic=110</link>
		<description><![CDATA[<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#3353B7--><span style="color:#3353B7"><!--/coloro--><b>Animal Handling</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> (Soul)<br /><b>Generation Cost:</b> 1 points per level<br /><b>Experience Cost:</b> Low<br /><b>Roll System:</b> roll 2d6+Presence+Animal Handling<br /><b>Description:</b> Some people have a natural affinity with animals, others have to work at it.  Animal Handling has many uses, from riding horses to training an animal tricks.  In order to get your Animal to perform a trick you must make an Animal Handling roll vs a TN 24.  What tricks may be taught is dependant on the level of the skill, and for each trick taught to an animal, you must spend 5 XP.<br /><br /><b><u>Level : Trick - Effect</u></b><br /><b>Level 1 :</b> Calm - You can calm most domesticated animals with soothing words and attention.  To calm an animal you must spend a round soothing them and make a 2d6+Presence+Animal handling roll vs TN 20. Calm does not have to be trained to work.<br /><b>Level 3 :</b> Come when Called - You can train a domesticated animal to come when called.  If untethered they will arrive in a reasonable time depending on their location.  The animal must be able to hear you physically or through some telepathic means.<br /><b>Level 5 :</b> Untether - You can train a domesticated animal to untether themselves so that when they are called they will come to you.  This doesn't require an extra roll if they are also trained to Come when Called.<br /><b>Level 7 :</b> Fetch - You can train a domesticated animal to fetch an object and bring it to you.  The time it takes them depends on how fast they can move from their original location, to the object, and back.  A roll is required for this trick.<br /><b>Level 9 :</b> Tame I - You can tame a wild non agressive animal so that it can be taught other tricks.  This requires three days working with the animal (a post or three days RP posted in The Lair Folder) and a successful taming roll of 2d6+Presence+Animal Handling vs TN 28 which also must be posted and linked on your CS.  The Animal is now considered Domesticated.<br /><b>Level 11 :</b> Attack - You can train a domesticated animal to attack a target.  The animal will attack until the target is deceased.  The animal must physically be able to hear the command or recieve it telepathically.  The animal will stop attacking once the target is unconscious or makes a successful Artistry (Acting) roll vs a TN 24 to play dead.<br /><b>Level 13 :</b> Tame II - You can now tame wild agressive animals so that they can be trained other tricks.  To do this you must spend three days working with them (once you have captured them) this must be either a post or three days of RP that is posted in The Lair.  You must also make a roll of 2d6+Presence+Animal Handling vs a TN 32 which also must be posted and linked on your CS.  Once this first stage is complete, you must also use Tame I on then as the first training removes the aggressive behavior, the you must domesticate it.  All rules includings posts, RP, and rolls for Tame I must be followed. Once this is done the animal will be considered domesticated.<br /><b>Level 14 :</b> Kill - You can train a domesticated animal to not only attack a target, but to not stop when that target is unconcious.  No Artistry roll can save a character when an animal is ordered to Kill.  The animal must be able to physically hear the command or receive it telepathically.<br /><br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#3353B7--><span style="color:#3353B7"><!--/coloro--><b>Science</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> (Mind)<br /><b>Generation Cost:</b> 2 points per level<br /><b>Experience Point Cost:</b> Medium<br /><b>Roll System:</b> roll 2d6+Discipline+Science <br /><b>Description:</b> Science.  The New Magic.  The Industrial Revolution is leading mankind into the Age of Reason.  The Age of Fable is dying rapidly as this new magic creates devices to accomplish things that were once though to be only possible with witchcraft and sorcery.  Scientists are de-mystifying everything with explanations of how things work and discoveries of unseed organims that are the cause of msot things that man once thought to be curses.  Science hardens the mind in a caccoon of logic and reasoning as well as gives man insight to the machinations of reality.  Science has numerous uses, from the creation and application of technology, to the inventions of Mad Science.  Science is used to activate or use devices created with Mad Science.  To do so you roll 2d6+Discipline+Science vs the items Complexity Score.]]></description>
		<pubDate>Mon, 06 Feb 2006 15:28:28 -0700</pubDate>
		<guid isPermaLink="false">110</guid>
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		<title>Change : Lore</title>
		<link>http://velvetskies.net/index.php?showtopic=111</link>
		<description><![CDATA[Since right now there is no public knowledge of what breeds we will have, other than what has been discussed between those on staff.  Characters cannot begin play with any levels of Lore.  Lore is intimate knowledge of the truth behind the breed, how they reproduce, what hurts them, what their weaknesses are, how to ward them, and how to destory them.  Part of the entire purpose for this decision to not even list the breeds to the players is for the discovery of the breeds through interaction in character, and as the characters learn more, the players will learn more.<br /><br />The changes to lore are to reflect the intimate knowledge of the skill, and I added that in order to begin with lore (for Characters Created after the breeds are public) they must have the reasons in their BG to have it, and mind you, there will not be a vast outbreak of supernaturals and most will never be open to generation.  So with that in mind, here is the new Lore Skill.<br /><br /><b>Lore</b> (Mind) [ requires Occult 4 in order to begin learning ]<br /><b>Generation Cost:</b> 4 points per level<br /><b>Experience Point Cost:</b> Very High<br /><b>Roll System:</b> 2d6+Discipline+Lore vs TN<br /><b>Description:</b> Do you know about the things that go bump in the night? The myths and legends of all the different breeds are out there, ready to be found. When you first buy Lore you gain one Breed as a specialty, which means you knowabout that Breed and that Breed alone.To extend your knowledge to other breeds you must spend 20XP for each breed studied.  The exact descriptions of each lore item and how the breeds are killed are listed under that breeds description. <br /><br /><b>Learning Lore:</b> In order to begin with Lore on your character at generation you must have reasons explained in your Approved BGs, Lore is an intimate knowledge that is passed down or gained through personal study and research, reading Bram Stokers Dracula or Mary Shelley's Frankenstein isn't enough.  Should you have reason to buy lore at generation, you begin with one breed that you can have knowledge of, but each different breed that you wish to know of must be taught by another character.  In order to buy the new Breed Specialty you must write a post of the instruction from another character or post the RP log, this must be linked on the Character sheet when the update is sent in.  The only exception to this is your own breed, you gain the Lore Specialty for you breed automatically upon becoming that Breed. Lore acquired during character generation must be explained in the character's background. If your character does not possess the Lore, then they do not know anything about the existence of the breed.<br /><br />Level 4 : Warding - At level 4 in the skilla character learns how to ward members of the breeds they are specialized in.  The specifics and requirements are listed under the Breed Description.  You cannot Ward members of your own breed at this level.<br /><br />Level 6 : Defense - At level 6 the Character can roll 2d6+Discipline+Lore vs TN 26 to gain a +2 resistance to Mental Masteries used against them.  You can only gain this defense against breeds you have a specialty in.<br /><br />Level 8 : Wounding -At level 8 the character learns how to create items that can wound a Breed that they have a specialty, as with warding the details are listed in the Breeds Description.<br /><br />Level 10 : Supreme Warding - At this level you can ward members of your own breed.<br /><br />Level 12 : Supreme Defense - You can now roll 2d6+Discipline+Lore to gain a +4 Resistance to Mental Masteries used against you by breeds you have a specialty in.<br /><br />Level 14: You now know how to destroy a member of a Breed you have a specialty in.  The details are listed under the description of the particular breed.  Making the Killing roll requires the Faith Skill.]]></description>
		<pubDate>Mon, 06 Feb 2006 16:01:45 -0700</pubDate>
		<guid isPermaLink="false">111</guid>
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		<title><![CDATA[Addition : Psychology & Leadership]]></title>
		<link>http://velvetskies.net/index.php?showtopic=126</link>
		<description><![CDATA[<b>Psychology</b> (Mind)<br /><b>Generation Cost:</b> 2 points per level<br /><b>Experience Point Cost:</b> Medium<br /><b>Roll System:</b> roll 2d6+Presence+Psychology<br /><b>Description:</b> Psychology can be used to sooth mental insanity and fear.  By explaining in sceintific terms what a person witnessed they can calm them and temporarily or permanently relieve a person of their insantiy.  To accomplish this, the Psychologist must make two rolls, the first is to bring their knowledge together to discover how this fear was caused and devise an explanation.  This roll is 2d6+Discipline+Psychology vs TN 22+The Fear Level that caused the insanity.  If this roll is won, they are able to come up with a reasonable eplanation of what ocurred.  Second, they must convince the person of this new found explanation.  They must roll 2d6+Presence+Psychology vs 2d6+Will.  The person under the effects of fear CANNOT concede to this roll, the mind already believes what it saw (hence the insanity) and will be difficult to convince otherwise.  The convincing of the subject must be RP'd in the main room. If the roll was a success, the Psychologist can reduce the insanity by various degrees.  It is possible for the Psychologist to make this condition worse though if they fail by so much.<br /><br />Failed By:<br />0-6 : No Effect<br />7 + : Temporary Insanity extended another 24 hours.<br /><br />Won by:<br />0-3 : No Effect<br />4-9 : Temporary Insanity removed<br />10+: Permanent Insanity removed (does not apply to Disadvantage unless the character with the disadvantage also pays 25 XP to buy off the Disadvantage or to characters who are unplayable do to reduction of Soul to the negative of their statistic)<br /><br /><br /><b>Leadership</b> (Soul)<br /><b>Generation Cost:</b> 2 points per level <br /><b>Experience Point Cost:</b> Medium<br /><b>Roll System:</b> Varies<br /><b>Description:</b> When difficult situations arise and things are at their most dark the actions of a few tend to turn the tide.  Some people are natural leaders, with the charisma and drive to lift the spirits of those around them to accomplish great things.  Leadership can accomplish several things from raising morale to combatting fear.  The effects of leadership are listed below.  When anyone who is following you (meaning you are the accepted leader of a group) and in your presence you can use one of these abilities, though the group must consist of a leader and at least two followers.  The leader also gains these benefits.  Only one ability can be used at any given time.  In order to use the ability the Leader must spend one round giving a rising and uplifting speach to his followers.<br /><br /><b>Boost Morale:</b> Great leaders can calm the nerves of those who follow them.  In instances where a person may shaken with fear and dread the great leaders can replace that with resolve and hope. This gives them a +4 to their fear check and one re-roll for the night to resist Fear.  This is a blanket check for all those following you, though should you fail your Fear Check, you cannot attempt this. This cannot be used with any other Leadership Abilities.<br /><br />Roll: 2d6+Presence+Leadership vs TN 24<br /><br /><b>Inspire:</b> You can inspire those who follow you to greatness. This ability gives those following you a +1 bonus to all actions (including Fear Checks) for the remainder of the scene.  For every 4 points over the Tn you achieve this bonus will increase by +1.  Should you fall unconscious or fumble any roll (not inits) this effect will end. This cannot be used with any other Leadership Abilities.<br /><br />Roll: 2d6+Presence+Leadership vs TN 30<br /><br /><b>Invigorate:</b> The leader can invigorate those following them, renewing them with energy.  The Leader can replenish lost pool points with this ability.  With a successful roll, the leader can restore 1 pool point to his followers.  This can be either Endurance, Fatigue, or Spirit.  For each four points over the roll the leader gets another point will be restored.  Those regaining the replenished pool points can decided what is restored and can combine the pools.  So if a leader restores three points to the group, they can get them all in one pool of their choice or plit those three amongst any pools they need.  This can only be used once per scene.<br /><br />Roll: 2d6+Presence+Leadership vs TN 24]]></description>
		<pubDate>Wed, 08 Feb 2006 18:12:09 -0700</pubDate>
		<guid isPermaLink="false">126</guid>
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		<title>Change : Basic Medical, Major Medical, Theology</title>
		<link>http://velvetskies.net/index.php?showtopic=127</link>
		<description><![CDATA[Basic and Major Medical work on Body and Mind. I was was going to include this in Psychology but that would have made it way too hefty a skill.  Since doctors treat migraines, and fatigue it is perfectly acceptable that Body and Mind be covered by Basic and Major Medical.  <br /><br />Theology has had a significant facelift and is far less general and obscure.]]></description>
		<pubDate>Wed, 08 Feb 2006 18:15:00 -0700</pubDate>
		<guid isPermaLink="false">127</guid>
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		<title>Addition: Larceny</title>
		<link>http://velvetskies.net/index.php?showtopic=139</link>
		<description><![CDATA[Sleight of hand has been replaced with a newer and better skill called Larceny.<br /><br /><b>Larceny</b> (Body)<br /><b>Generation Cost:</b> 2 points per level<br /><b>Experience Point Cost:</b> Medium<br /><b>Roll System:</b> Varies<br /><b>Description:</b> Lasrceny.  The practice of all things deceptive or criminal.  Larceny can best be described by the trained practice of doing things to fool others eyes or dexterous practices of the hand.  Larceny is mostly learned the hard way, by actually doing the crimes.  Some may learn aspects of Larceny from honorable trades, like being a locksmiths apprentice or having been a stage magician. Larceny covers sleight of hand, picking pockets, picking locks, even the movement of stolen goods.  Below we have what the rolls and details of each use of Larceny:<br /><br /><b>Sleight of Hand :</b> Those with fast hands can do some amazing feats.  Making coins and cards disapear before your very eyes.  The old saying "The hand is faster than the eye" is proved with this use.  A person can use Larceny to hide an object no larger than their palm on ther person by combining distracting hand gestures and fast movements of the object to another location.  Roll 2d6+Awareness+Larcent vs 2d6+Awareness+Alertness.  Should the larcenist fail the object will be found.  If the roll is fumbled or failed by more than five the larcenist drops the item as it slips out of their fingers.<br /><br /><b>Picking Pockets :</b> All it takes is a little bump, rub, or nudge and the purse is yours.  Give them a distraction away from their purse and there you go, all done.  Pickpockets usually learn their trade as children, generall orphans or beggar children left to their own devices.  The can get through a crowd easier as well as slip right out of sight.  Though that by no means makes children the best of the Dippers.  Picking someone's pocket requires a roll of 2d6+Awareness+Larceny vs the targets 2d6+Awareness+Alertness.  Should the pickpocket fail the roll, they simply gain nothing, and should they lost the roll by five or more the target will notice their attempt for what it was.  Should the roll win however the pickpocket will gain one full days wage worth of coins or goods depending on the targets relative level of employment. (See income and confer with the Host or ST about the Income levels of the available targets.)<br /><br /><b>Lock Picking :</b> Lockpicking actually covers more than just locks, it covers windows as well as general breaking and entering.  Should this roll be failed you simply cannot figure out the lock and cannot try again, should you fumble the roll you will break the tool being used.  Should you suceed the lock/window/door will be opened.  The roll fo this skill is 2d6+Awareness+ Larceny vs a TN as below:<br /><br />Window : TN 18<br />Lightly Secured Door/Lock : TN 22<br />Moderately Secured Door/Lock : TN 26<br />Heavily Secured Door/Lock : TN 30<br />Safe : TN 34<br />Vault : TN 38<br /><br />For each additional lock another roll must be made in accordance to quality.]]></description>
		<pubDate>Fri, 10 Feb 2006 14:28:04 -0700</pubDate>
		<guid isPermaLink="false">139</guid>
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	<item>
		<title>Addition : Medium</title>
		<link>http://velvetskies.net/index.php?showtopic=141</link>
		<description><![CDATA[<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#3353B7--><span style="color:#3353B7"><!--/coloro--><b>Medium</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> [ Varies ]<br /><b>Room Command:</b> No Room Command Needed<br /><b>Generation Cost:</b> 5 Points / Level<br /><b>Experience Cost:</b> 25 Points / Level<br /><b>Range:</b> Self<br /><b>Roll System:</b> Varies<br /><b>Duration/Activation:</b> Permanent<br /><b>Effect/Description:</b> Some mortals are intune to the spirit world to such a degree that they can detect the presence of a spirit in their vacinity.  Some develop this talent to such a strong degree that they can actually see and communicate with these entities.  When a Mortal develops this Ability they gain an awareness of the spirit world that overlaps the physical one we live in.  This Ability begins modestly, usually the user will get a chill is a powerful enough spirit in in their vacinity, though at times they can concentrate and discern lesser spirits in the area.  Anytime a Medium wishes to know if there are spirits in the area they simply need to ask a ST or Room Host.  Other times, the Room Host or ST may send that player an IM and inform them that they are feeling a presence.  Higher levels of this Ability grant a greater expansion on this connection.<br /><br /><b>Level 1 - Sense Spirit :</b> The character can feel the presence of spirits.This feeling generally only comes when an Aenima (spirit of a dead person) is in their presence as well as some greater spirits.  Lesser spirits require more concentration.  If the Medium suspects that there may be lesser spirits in the area or that the area should be devoid of any spirit activity, they can roll 2d6+Discipline+Alertness to sense their presence.  This roll must be witnessed by a GM or ST, but regardless a GM should be questioned about the presence of spirits in the area.<br /><br /><b>Level 2 - Echo of Life :</b> The Medium can now hear the echoing voices of the spirit world.  They can hear the lamentations of Aenima and the commanding voices of Elementals and other creatures of spirit.  Though they can hear this as well as they can hear the voices of those in the physical world around them, they can distinguish between the two, since the voices from the spirit world have an echoing metallic ring to them.  The Medium can shut off this sense by spending a point of Spirit and can reactivate it at will.  To notify this deactivate use ## Echo of Life - Off / On ##. One thing to note Spirits do not always speak the same language.  Many natural Spirits (Elementals, Animal Spirits, Nature Spirits, etc.) speak a language native to them, though some may speak multiple different tongues.  Aenima speak the languages they knew in life though some are capable of learning new languages.<br /><br /><b>Level 3 - Perceive :</b> The Medium can now Perceive the Spirit World.  The Spirit world is a place of memory and emotion.  It's a world free of the laws of the physical world and though it may parallel our world, it differs greatly. (To understand more, please read the Spirit World Folder) This new sight overlaps the sight of the physical, the Medium can see the outlines of old buildings overlapping new ones which do not exist there, they can see Spirits and Aenima travelling about conducting what they have of lives, and can see ghostly souvenirs of long past sentiment cluttering the landscape.  With this ability they can see the vibrance, or lack of, of Spirit in those around them.  They can see the idealistic spiritual selves of those they encounter in the physical world.  Though they may not gain much knowledge of the person they can familiarize themselves with that unchangeable inner beaing.  If someone is disguised the Medium can make a 2d6+Discipline+Awareness roll vs the targets 2d6+Discipline+Acting roll to recognize a person by their Spirit self.<br /><br /><b>Level 4 - Converse :</b> The Medium now gains the ability to communicate telapathically with the spirits the can see and hear. The Medium must spend a point of Fatigue to activate this Ability for the night.  Once they do they can communicate with and Spirit Around them.  Please remember that some Spirits may not understand your language.  When this is used in the rooom, the convention is [Spirit Name] -- Message --.<br /><br /><b>Level 5 - Perceive II :</b> The Medium can see Spirits who are possessing the bodies of others.  This shows itself as a doubled soul to those wtinessing it.  The Medium can also tell that a Construct, Elemental (Summoned), or Golem is more than just an ordinary person.  Constructs have no true Soul to speak of, they seem artificial.  Elementals have Souls that are true Elementals, instead of an Aenima. Lastly, Golems do not have the vibrant Aenima of someone who is still alive, they have the Soul of one of the Dead.  To see this effect in place, the Medium must roll 2d6+Discipline+Awareness vs the targets Soul x 3.]]></description>
		<pubDate>Fri, 10 Feb 2006 20:22:58 -0700</pubDate>
		<guid isPermaLink="false">141</guid>
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