Character Attributes: Amity

There are a series of "Amity Attributes" that can be used to modify the 1d30 amity rolls made to determine the level to which a character's actions succeed or fail while not in combat. All amity checks can only be rolled once; on a failed roll, you'll need to try a different approach or ask another player for a similar check.

Agility

Type: Action. Result: Yes-or-No.
This attribute covers the dexterity of hand-held tasks and accuracy of physical movement; all other physical actions are covered by the Resiliency attribute below. After describing a particularly exceptional movement your character attempts (like jumping up to grab a high ledge or sneaking through a thin crevasse), you'll need to roll to succeed. The game master reserves the right to refuse any absurd acrobatics -- like a 80 foot leap to a ledge without the use of a wand. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you onto a chandelier; a bad roll could send you tumbling to your doom.

This attribute covers actions like acrobatics, balance, climbing, computer typing, jumping, picking locks, and tumbling.

Craft

Type: Skill. Result: Conditional.
The craft attribute covers three basic actions: creating a new object, blending together two existing objects, or dismantling or destroying an existing object. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you the memory card from a destroyed robot; a bad roll could set off it's auto-destruct countdown.

This attribute covers actions like artillery, bombs and demolition, building things, carving, chemistry, cooking, destroying things, disarm traps, locks (smithing), mechanical or technological repairs, runecraft, setting up traps, small arms, and woodworking.

Engage

Type: Social. Result: Conditional.
Whenever you meet one or more NPCs, this skill applies to all interactions -- both physical and conversational you decide to attempt with the exception of those you attempt to apply the threat of force (see Threaten below). Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could distract a squad of guards; a bad roll could leave your allies scurrying for a hiding spot.

This attribute covers actions like acting, artistry, bartering, calming, connections, diplomacy, entertaining, enticement and the pillow arts, gaming, inspiration, language fluency, leadership, nuance, playing music, sensing motive.

This attribute does NOT cover wearing a disguise or impersonation (stealth).

Examine

Type: Sensory. Result: Conditional.
This attribute covers information generation using all of a character's senses. View, listen to, taste, touch, or smell an area, room, object, or NPC as appropriate in an attempt to spot something of interest or gain details about an object, enemy force, or location. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you advance notice of an enemy; a bad roll could see you caught in their ambush.

This attribute covers sensory actions like looking, listening, tasting, smelling, and touching. In some unique games, your game master may also incorporate senses like telepathy and prognostication which would be included here.

This attribute does NOT cover insight into motive (engage).

Knowledge

Type: Inspection. Result: Yes-or-No.
Knowledge covers memories, puzzle solving, and applying information a character already has or has just gotten from an Examine check or previous in-game encounter. You either know something or you don't. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you an unwilling accomplice; a bad roll may send you into combat.

This attribute covers actions like accounting, appraisal of goods, architecture, computer use, cultures, decryption, etiquette, flora and fauna, hierarchies, history, identification, religion, research, tactics, and translation of writing.

This attribute does NOT cover specific buildings or landmarks (navigation).

Magic-Amity

Type: Spellcasting. Result: Conditional.
One of two magic attributes (the other being Magic-Combat), amity magic allows you to use your wand or a status effect from a weapon to accomplish a task normally covered by one of the other attributes while not in combat. The possibilities are limited only by your imagination and the type of wand or weapon you are holding. You can unlock doors, search for hidden objects, illuminate traps, conjure whirlwinds to blow away sand, root out heretical forgeries, and so on. When casting, the event is usually a success but often comes with side effects. The lower the roll, the nastier these side effects. Low level wands produce smaller spells than higher level wands and your game master may alter your intended results to reflect the level of your wand. Add this attribute to a single 1d30 amity roll to determine the level of success for your magical spell. A good roll could make you a legend; a bad roll could make you a stooge.

Special Notes: when using wands, a misspoken incantation or some other dice rolling violation will negate a successful roll and trigger a backfire. This attribute covers only the effectiveness of a cast spell.

This attribute does NOT cover arcane checks (knowledge) or crafting magical items (craft).

Navigate

Type: Skill. Result: Yes-or-No
Adventurers go to distant places and must quickly interpret things they have never been before. Sometimes they walk, sometimes they sail, and sometimes they fly. The navigate attribute determines one of two things: how well you can get to a location using a horse, ship, craft, computer, or other type of transport and how well you can survive after you arrive. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get your ship to the nearest port; a bad roll could give you an unpleasant night in a storm.

This attribute covers actions like animal riding and training, blueprints and floor plans, buildings, calculating the likelihood of resources like ore, computer hacking, driving, flying a plane, landmarks, making camp, reading a map, sailing, spotting a good camp site, and tracking.

This attribute does NOT cover general architecture knowledge (knowledge), subsystems on a large ship (various), or evasion from pursuers (stealth).

Resiliency

Type: Action. Result: Conditional.
Unlike agility (exclusively covers dexterity actions), resiliency covers all other aspects of physical action outside of combat. These including things like speed, power, healing, and endurance. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you onto a moving train; a bad roll could get you a face full of ballast stones.

This attribute covers actions like athletic competition, chasing, curing or causing poison, elemental resistance, holding a heavy object, running, sparring, surviving a fall, swimming, throwing, and treating wounds.

This attribute does NOT cover how quickly you use your hands to do things like computer typing (agility) or lockpicking (craft).

Stealth

Type: Action. Result: Yes-or-No.
While in motion and in some other way concealed via the use of magic or armor, you'll need to roll to see if you're discovered when passing by people, traps, or artifacts. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get past some oddly alert guards; a bad roll could get you some tough questions.

This attribute covers actions like ambush enemy, avoiding a patrol, evasion, hiding, impersonation, misdirection, moving silently, non-violent theft, passing off a forgery, planting evidence or microphones, sleight of hand, sneaking, taking cover, and wearing a disguise.

This attribute does NOT cover creating a forgery (craft), violent theft (threaten), or lock/trap skills (craft).

Threaten

Type: Conversation. Result: Yes-or-No.
As an adventurer, you are considered to be a formidable opponent by all but the most ego-maniacal NPCs you meet. You can use this to your advantage against both objects and NPCs that you meet in the world, but the consequences of failure can be severe. Threaten changes the tone of a relationship forever and should be used with caution. Add this attribute to a single 1d30 amity roll to determine the level of success for your action. A good roll could get you an unwilling accomplice; a bad roll may send you into combat.

This attribute covers actions like blackmail, bluffing, breaking a door or object, brute force, courage, impassioned defense, intimidation, violent theft, and swearing an oath of vengeance.

This attribute does NOT cover creating a non-violent theft (stealth).

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