The Action/Reaction Table
The Action/Reaction table on the following pages shows hundreds of endeavors which may be attempted, along with capabilities for some skills.
Each action is listed under the skill which improves the odds of doing it.
Next to each entry is the Base Odds for doing the feat.
These Base Odds are multiplied by the character's Skill Level (SL) at the Skill under which the feat is listed to get the percentage chance of success.
Use a Skill Level (SL) of 1 for a character whose Skill Level is zero.
Please note the numbered key at the top left of the table.
Numbers occur in listings throughout the table that refer to these important notes.
Example:
Derek has made his way to the bandits' quarter in an attempt to rescue Val.
Peering around a corner at the building where she is held, he spots a single guard at the door.
Derek plans to sneak across the street and climb the stone wall to her second story window.
As Derek looks around the corner, the guard gets a Spotting roll to see if he spies Derek.
The Base Odds for spotting a stationary target at a range of 18 hexes in a town are found on the Action/Reaction table under Traps and Spotting.
The guard is watching an area of 180 degrees since he has his back to the door.
So the Base Odds for spotting Derek are 300 / 18 / Derek's Infiltration Skill Level of 1 = 17.
The guard's Traps and Spotting Skill Level is 1st, so he has a 1 x 17 = 17% chance of seeing Derek.
He rolls a 68 and does not notice Derek.
To cross the street undetected Derek must use his Infiltration Skills.
As the guard is 18 hexes away, the Base Odds are again taken from the Traps and Spotting entry.
Now Derek is a moving target, so the Base Odds are 500 /18 / 1 = 28.
It takes Derek 2 phases to cross the street at his Combat Speed so the guard will get two chances to spot him.
The chance of the guard spotting Derek is his Traps and Spotting Skill Level of 1 times the Base Odds of 28 = 28%.
The guard rolls a 39 and a 56, so does not see Derek cross the street to the base of the window.
Next Derek free climbs the stone wall.
It will take him 2 phases to reach Val's open window.
The Base Odds for this action is 10 (listed under Climbing).
Derek's chance of success is his Climbing Skill Level of3, times the Base Odds, here 3 x 10 = 30%.
Derek rolls a 14 and a 07 and ascends to the window, enters, and frees her.
During these two phases the guard gets two rolls to spot Derek climbing the wall.
The Base Odds for spotting are again taken for a moving target at a range of 18 hexes, and are 28.
The guard's spotting chance each phase is his Traps & Spotting SL of 1 times the Base Odds, here 1 x 28 = 28%.
The guard rolls a 49 and a 57 and again does not see Derek.
After talking to Val to find out the bandits' numbers, Derek decides they must avoid conflict and make a quick getaway.
He casts a grappling hook at a tree across the street.
This has a 25 Base Odds x 3 (his Climbing SL) = 75% chance of success.
Derek rolls a 60 and secures the hook on the first cast.
The guard again has a 28% chance of noticing this action, but rolls a 85 and fails.
Grabbing Val in one arm Derek grasps the rope, steps into a foot loop, and swings down to the street.
The Action roll for this is 60 x 3 (his Climbing SL) = 180%, an automatically successful move.
As they hit the ground the guard rolls a 12 for his spotting roll and sounds the alarm.
In Chapter 5 the adventure of Derek and the rescued maiden continues.
The Rhand skill, training, and Action/Reaction system provides a flexible yet consistent set of rules which the player can expand to include any skill or situation he desires.
The preceding example is a sample of the versatility of the Action/Reaction table.
Literally hundreds of physical and mental actions are contained.
Players are encouraged to study the table and modify or expand it to meet their specific needs.
End of Many Negotiations
The Action/Reaction Table [R-FRP-8.1.3.3]