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	<id>http://d6gaming.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brakas</id>
	<title>Amar RPG - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://d6gaming.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brakas"/>
	<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php/Special:Contributions/Brakas"/>
	<updated>2026-04-28T21:22:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.0</generator>
	<entry>
		<id>http://d6gaming.org/index.php?title=Track&amp;diff=568</id>
		<title>Track</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Track&amp;diff=568"/>
		<updated>2015-09-23T03:10:55Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Track ==&lt;br /&gt;
&lt;br /&gt;
Whenever a character wishes to follow some tracks, a tracking roll is made. One roll is made per 100 meters of tracking.  Difficulty ratings in different terrains are shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Track&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Terrain'''&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Snow              &lt;br /&gt;
|-&lt;br /&gt;
| 2  || Marsh-like surface&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Soft soil / sand  &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Soil              &lt;br /&gt;
|-&lt;br /&gt;
| 8  || Much underbrush   &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Normal underbrush &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Some underbrush   &lt;br /&gt;
|-&lt;br /&gt;
| 18 || Grass (cut)       &lt;br /&gt;
|-&lt;br /&gt;
|    || '''Other'''&lt;br /&gt;
|-&lt;br /&gt;
| +1 || Per try if no success                            &lt;br /&gt;
|-&lt;br /&gt;
| +1 || Per day of ordinary weather                      &lt;br /&gt;
|-&lt;br /&gt;
| –1 || Per 5 in size of the creature(s) you are tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Perception Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Swim&amp;diff=567</id>
		<title>Swim</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Swim&amp;diff=567"/>
		<updated>2015-09-23T03:09:51Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Swim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swim ==&lt;br /&gt;
&lt;br /&gt;
A swim roll is made for every 5 minutes of swimming. If a swim roll is not successful, roll again. If you miss two rolls in a row, you drown within 1 minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Swim&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Condition'''&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Still water                                         &lt;br /&gt;
|-&lt;br /&gt;
| 3  || Some undercurrents / slow-running river / cold water&lt;br /&gt;
|-&lt;br /&gt;
| 6  || Undercurrents / normal river                        &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Strong undercurrents / fast-running river           &lt;br /&gt;
|-&lt;br /&gt;
| 14 || Strong rapids / huge waves                          &lt;br /&gt;
|-&lt;br /&gt;
| 18 || Very strong rapids                                  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Survival_Lore&amp;diff=566</id>
		<title>Survival Lore</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Survival_Lore&amp;diff=566"/>
		<updated>2015-09-23T03:09:11Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Survival Lore ==&lt;br /&gt;
&lt;br /&gt;
This skill covers the gathering of food such as herbs and small animals without special equipment. It also covers such things as making a fire, provide cover for the night, etc. It does not cover hunting with weapons. It does include fishing. If you want to survive in the wilderness, you hunt and you use your survival lore. One roll is made every day. If successful, a day’s ration is found. An unsuccessful roll means no food that day. You get an extra day’s ration per 5 above the DR. The difficulty rating for the various terrains are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Survival Lore&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Terrain'''&lt;br /&gt;
|-&lt;br /&gt;
| 0  || Much food and water, jungle, flourishing forest with many small animals and fish to catch&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Prospering forest, small animals and fish                                                &lt;br /&gt;
|-&lt;br /&gt;
| 3  || Normal forest in summer                                                                  &lt;br /&gt;
|-&lt;br /&gt;
| 6  || Open grassland / forest in winter                                                        &lt;br /&gt;
|-&lt;br /&gt;
| 7  || Mountainland / grassland in winter                                                       &lt;br /&gt;
|-&lt;br /&gt;
| 8  || Dry grassland / mountain with little vegetation                                          &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Dry grassland / forest in winter                                                         &lt;br /&gt;
|-&lt;br /&gt;
| 12 || Desert with some vegetation                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 15 || Desert with “no” vegetation                                                              &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Mental Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Sleight&amp;diff=565</id>
		<title>Sleight</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Sleight&amp;diff=565"/>
		<updated>2015-09-23T03:03:30Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Sleight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sleight ==&lt;br /&gt;
&lt;br /&gt;
This skill is used in situations requiring manual dexterity and swift hands. It is often used to pick pockets. The modifiers in the table below are added to your skill and a dice roll. The victim then has to make an awareness roll exceeding this to notice it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pick Pockets&lt;br /&gt;
|-&lt;br /&gt;
|'''Mod.'''	|| '''Circumstances'''&lt;br /&gt;
|-&lt;br /&gt;
| –9 || Inside jacket in shirt pocket &lt;br /&gt;
|-&lt;br /&gt;
| –6 || Inside jacket                 &lt;br /&gt;
|-&lt;br /&gt;
| –3 || Pants                         &lt;br /&gt;
|-&lt;br /&gt;
| –1 || Pants, back pocket / cut purse&lt;br /&gt;
|-&lt;br /&gt;
| +1 || Baggy pants, back pocket      &lt;br /&gt;
|-&lt;br /&gt;
| +3 || Jacket pocket                 &lt;br /&gt;
|-&lt;br /&gt;
| +4 || Baggy jacket pocket           &lt;br /&gt;
|-&lt;br /&gt;
| +6 || Closed backpack               &lt;br /&gt;
|-&lt;br /&gt;
| +7 || Open backpack                 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Ritual_Magick_Lore&amp;diff=564</id>
		<title>Ritual Magick Lore</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Ritual_Magick_Lore&amp;diff=564"/>
		<updated>2015-09-23T03:02:37Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Ritual Magick Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ritual Magick Lore ==&lt;br /&gt;
&lt;br /&gt;
Also known as Natural Magick Lore.&lt;br /&gt;
&lt;br /&gt;
This skill covers the magical forces in nature. It is used in all ritual magick. This is further described in the chapter on magick.&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Mental Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Ride&amp;diff=563</id>
		<title>Ride</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Ride&amp;diff=563"/>
		<updated>2015-09-23T03:01:53Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ride ==&lt;br /&gt;
&lt;br /&gt;
The difficulty ratings in the table are for horseback riding. The GM should make adjustments for other animals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Riding&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Action'''&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Trot or gallop on road                                 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Trot or gallop in terrain                              &lt;br /&gt;
|-&lt;br /&gt;
| 6 || Gallop through forest / jump easy obstacle             &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Gallop through dense forest / jump obstacle 1.5 m high*&lt;br /&gt;
|-&lt;br /&gt;
| 12|| Jump obstacle 2 meters high*                           &lt;br /&gt;
|-&lt;br /&gt;
| 15|| Jump obstacle 2 meters high* with little room          &lt;br /&gt;
|-&lt;br /&gt;
| +3|| Without saddle                                         &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 * How high you can jump depends on the horse. Given heights assume the horse can jump this high.&lt;br /&gt;
&lt;br /&gt;
When fighting from horseback, the character gets a penalty in all weapon skills and dodge. The amount depends upon the horse, see the mounted combat table.&lt;br /&gt;
&lt;br /&gt;
Each round of combat from horseback, a ride roll is made to see if the character controls the horse. If the roll is not successful, the character may not attack that round, and gets an additional -5 in parry or dodge. If the roll fails by more than 5, the character falls off (counts as a 2 meter fall). DR is given in the mounted combat table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mounted Combat&lt;br /&gt;
|-&lt;br /&gt;
|'''Horse'''	|| '''Penalty''' || '''DR'''&lt;br /&gt;
|-&lt;br /&gt;
| War horse		|| 1 || 5 &lt;br /&gt;
|-&lt;br /&gt;
| Battle-trained horse	|| 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Riding horse		|| 5 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Move_Quietly&amp;diff=561</id>
		<title>Move Quietly</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Move_Quietly&amp;diff=561"/>
		<updated>2015-09-23T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Move Quietly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Move Quietly ==&lt;br /&gt;
&lt;br /&gt;
A move quietly roll is based on your skill plus any applicable modifier(s). If you try to hide and move quietly at the same time, you use your lowest modified score minus 5. When a group is trying to move quietly, the one with the lowest modified score rolls. From this you subtract 1 per doubling of people, i.e. 2 = –1, 4 = –2, 8 = –3, etc.&lt;br /&gt;
&lt;br /&gt;
To detect someone who is moving quietly, you make an awareness roll above his move quietly roll. If several people can detect the one(s) who are moving quietly, the one with the highest awareness makes the roll. To this is added 1 per doubling of potential observers, i.e. 2 = +1, 4 = +2, 8 = +3, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Move Quietly&lt;br /&gt;
|-&lt;br /&gt;
|'''Mod.'''	|| '''Surface'''&lt;br /&gt;
|-&lt;br /&gt;
| –8	|| Dry branches / gravel                         &lt;br /&gt;
|-&lt;br /&gt;
| –3	|| High, dry grass / marsh / squeaky wooden floor&lt;br /&gt;
|-&lt;br /&gt;
| –1	|| High, green grass                             &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Flower meadow                                 &lt;br /&gt;
|-&lt;br /&gt;
| +2	|| Grass with flowers                            &lt;br /&gt;
|-&lt;br /&gt;
| +3	|| Cut grass, soft                               &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Soft surface (moss)                           &lt;br /&gt;
|-&lt;br /&gt;
| +6	|| Stamped earth                                 &lt;br /&gt;
|-&lt;br /&gt;
| +7	|| Stone surface                                 &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Sounds'''                                        &lt;br /&gt;
|-&lt;br /&gt;
| –1	|| No sounds around                              &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Some sound around                             &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Soft wind blowing / sound                     &lt;br /&gt;
|-&lt;br /&gt;
| +3	|| Wind blowing                                  &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Windy / people talking                        &lt;br /&gt;
|-&lt;br /&gt;
| +10	|| City life                                     &lt;br /&gt;
|-&lt;br /&gt;
| +12	|| Marketplace                                   &lt;br /&gt;
|-&lt;br /&gt;
| +15	|| Much sound / waterfall                        &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Footwear'''                                      &lt;br /&gt;
|-&lt;br /&gt;
| –1	|| Hard boots                                    &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Normal shoes                                  &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Soft skin boots / barefooted                  &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Other'''                                         &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Per 10 meters of distance                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Medical_Lore&amp;diff=560</id>
		<title>Medical Lore</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Medical_Lore&amp;diff=560"/>
		<updated>2015-09-23T02:56:25Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Medical Lore ==&lt;br /&gt;
&lt;br /&gt;
This skill covers the treatment of wounds as well as diseases and poisons.&lt;br /&gt;
&lt;br /&gt;
When treating a wounded person you should make a medical lore roll every week. The DR is given in the table below.&lt;br /&gt;
&lt;br /&gt;
If you make the roll, he improves 1 BP. A critical improves his condition an additional BP, while a fumble worsens his condition by 1 BP.&lt;br /&gt;
&lt;br /&gt;
An additional medical lore roll of 5 will awaken an unconscious person. This does not remove any damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Medical Lore&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Circumstances'''&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Stop bleeding                         &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lightly wounded                       &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Wounded (½ of total BP left)        &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Heavily wounded (¼ of total BP left)&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Helpless (0 BP)                       &lt;br /&gt;
|-&lt;br /&gt;
| 10|| Unconcious (negative BP)              &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Mental Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Literacy&amp;diff=556</id>
		<title>Literacy</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Literacy&amp;diff=556"/>
		<updated>2015-09-23T02:51:37Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Literacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Literacy ==&lt;br /&gt;
&lt;br /&gt;
This is the skill of reading and writing a specific language. The proficiency levels parallel those of the skill [[Languages]].&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Mental Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Hide&amp;diff=554</id>
		<title>Hide</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Hide&amp;diff=554"/>
		<updated>2015-09-23T02:49:31Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hide ==&lt;br /&gt;
&lt;br /&gt;
A hide roll is based on your skill plus any applicable modifier(s). If you try to hide and move quietly at the same time, you use your lowest modified score minus 5. When a group is trying to hide, the one with the lowest modified score rolls. From this you subtract 1 per doubling of people, i.e. 2 = –1, 4 = –2, 8 = –3, etc.&lt;br /&gt;
&lt;br /&gt;
To detect someone who is hiding, you make an awareness roll above his hide roll. If several people can detect the one(s) who are hiding, the one with the highest awareness makes the roll. To this is added 1 per doubling of potential observers, i.e. 2 = +1, 4 = +2, 8 = +3, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hide&lt;br /&gt;
|-&lt;br /&gt;
|'''Mod.'''	|| '''Cover'''&lt;br /&gt;
|-&lt;br /&gt;
| –8	|| Small cover                 &lt;br /&gt;
|-&lt;br /&gt;
| –3	|| High grass / a bush         &lt;br /&gt;
|-&lt;br /&gt;
| –1	|| Light brush                 &lt;br /&gt;
|-&lt;br /&gt;
| +2	|| Brush                       &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Heavy brush                 &lt;br /&gt;
|-&lt;br /&gt;
| +7	|| Heavy cover                 &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Clothing'''                    &lt;br /&gt;
|-&lt;br /&gt;
| –5	|| Screaming colors            &lt;br /&gt;
|-&lt;br /&gt;
| –2	|| Some bright colors          &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Normal                      &lt;br /&gt;
|-&lt;br /&gt;
| +2	|| Some camouflage             &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Exellent camouflage         &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Light conditions'''&lt;br /&gt;
|-&lt;br /&gt;
| –3	|| Very bright light           &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Normal daylight             &lt;br /&gt;
|-&lt;br /&gt;
| +3	|| Dim light / torch / campfire&lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Twilight / bright moonlight &lt;br /&gt;
|-&lt;br /&gt;
| +10	|| Moonlight                   &lt;br /&gt;
|-&lt;br /&gt;
| +12	|| Starlight                   &lt;br /&gt;
|-&lt;br /&gt;
| +15	|| Black                       &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Other'''      &lt;br /&gt;
|-&lt;br /&gt;
| –3	|| Within 2 meters             &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Per 10 meters of distance   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Climb&amp;diff=553</id>
		<title>Climb</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Climb&amp;diff=553"/>
		<updated>2015-09-23T02:46:36Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* Climb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Climb ==&lt;br /&gt;
&lt;br /&gt;
One climb roll is made for every 5 meters of climbing. If the roll is not successful, the character is stuck. A second attempt may be made, but if this second roll fails, the character falls down. If the roll fails by more than 5, the character falls down. Difficulty ratings and adjustments are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Climb&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Action'''&lt;br /&gt;
|-&lt;br /&gt;
|0	|| Easy tree / very easy cliff wall                   &lt;br /&gt;
|-&lt;br /&gt;
|3	|| Normal tree / cliff wall with easy grips           &lt;br /&gt;
|-&lt;br /&gt;
|6	|| Difficult tree / a rope / a cliff wall             &lt;br /&gt;
|-&lt;br /&gt;
|9	|| A thin rope / a hard cliff wall / a castle wall    &lt;br /&gt;
|-&lt;br /&gt;
|12	|| A stem only / a difficult castle wall              &lt;br /&gt;
|-&lt;br /&gt;
|15	|| A slippery stem only / a very difficult castle wall&lt;br /&gt;
|-&lt;br /&gt;
| –3	|| With rope / wall                                   &lt;br /&gt;
|-&lt;br /&gt;
| +6	|| Slippery (max. adjustment)                         &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Category:Skills&amp;diff=552</id>
		<title>Category:Skills</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Category:Skills&amp;diff=552"/>
		<updated>2015-09-23T02:43:30Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the skills of the Amar RPG.&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Move_Quietly&amp;diff=550</id>
		<title>Move Quietly</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Move_Quietly&amp;diff=550"/>
		<updated>2015-09-23T02:42:26Z</updated>

		<summary type="html">&lt;p&gt;Brakas: Brakas moved page Move Quitetly to Move Quietly: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Move Quietly ==&lt;br /&gt;
&lt;br /&gt;
A move quietly roll is based on your skill plus any applicable modifier(s). If you try to hide and move quietly at the same time, you use your lowest modified score minus 5. When a group is trying to move quietly the one with the lowest modified score rolls. From this you subtract 1 per doubling of people, i.e. 2=-1, 4=-2, 8=-3, etc.&lt;br /&gt;
&lt;br /&gt;
To detect someone who is moving quietly you make an awareness roll above his move quietly roll. If several people can detect the one(s) who are moving quietly, the one with the highest awareness makes the roll. To this is added 1 per doubling of potential observers, i.e. 2=+1, 4=+2, 8=+3, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Move Quietly&lt;br /&gt;
|-&lt;br /&gt;
|'''Mod.'''	|| '''Surface'''&lt;br /&gt;
|-&lt;br /&gt;
| -8	|| Dry branches / gravel                         &lt;br /&gt;
|-&lt;br /&gt;
| -3	|| High, dry grass / marsh / squeaky wooden floor&lt;br /&gt;
|-&lt;br /&gt;
| -1	|| High, green grass                             &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Flower meadow                                 &lt;br /&gt;
|-&lt;br /&gt;
| +2	|| Grass with flowers                            &lt;br /&gt;
|-&lt;br /&gt;
| +3	|| Cut grass, soft                               &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Soft surface (moss)                           &lt;br /&gt;
|-&lt;br /&gt;
| +6	|| Stamped earth                                 &lt;br /&gt;
|-&lt;br /&gt;
| +7	|| Stone surface                                 &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Sounds'''                                        &lt;br /&gt;
|-&lt;br /&gt;
| -1	|| No sounds around                              &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Some sound around                             &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Soft wind blowing / sound                     &lt;br /&gt;
|-&lt;br /&gt;
| +3	|| Wind blowing                                  &lt;br /&gt;
|-&lt;br /&gt;
| +5	|| Windy / people talking                        &lt;br /&gt;
|-&lt;br /&gt;
| +10	|| City life                                     &lt;br /&gt;
|-&lt;br /&gt;
| +12	|| Marketplace                                   &lt;br /&gt;
|-&lt;br /&gt;
| +15	|| Much sound / waterfall                        &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Footwear'''                                      &lt;br /&gt;
|-&lt;br /&gt;
| -1	|| Hard boots                                    &lt;br /&gt;
|-&lt;br /&gt;
| 0	|| Normal shoes                                  &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Soft skin boots / barefooted                  &lt;br /&gt;
|-&lt;br /&gt;
|	|| '''Other'''                                         &lt;br /&gt;
|-&lt;br /&gt;
| +1	|| Per 10 meters of distance                     &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Back: [[The Character]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]] [[Category:Physical Skills]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Move_Quitetly&amp;diff=551</id>
		<title>Move Quitetly</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Move_Quitetly&amp;diff=551"/>
		<updated>2015-09-23T02:42:26Z</updated>

		<summary type="html">&lt;p&gt;Brakas: Brakas moved page Move Quitetly to Move Quietly: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Move Quietly]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=The_Character&amp;diff=549</id>
		<title>The Character</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=The_Character&amp;diff=549"/>
		<updated>2015-09-23T02:38:53Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To describe a character, we use attributes and skills. Attributes are the innate abilities of the character. It’s the basic building blocks: Size, Strength, Endurance, Coordination, Learning, Awareness and Magical Aptitude. Skills are the abilities attained through training, such as swimming, climbing and fighting skills. They are all based on the attributes. The skills are divided into three categories: Physical, Mental and Perception. The physical skills are based on coordination. The mental skills are based on learning. The perception skills are based on awareness.&lt;br /&gt;
&lt;br /&gt;
== The Attributes ==&lt;br /&gt;
&lt;br /&gt;
;Size&lt;br /&gt;
: The size of the character’s body. A character with a large size can take more damage but is easier to hit with a missile weapon than a smaller character. The size is determined from the weight of the character.&lt;br /&gt;
;Strength&lt;br /&gt;
: The physical strength of the character. With zero in this attribute you are paralyzed.&lt;br /&gt;
;Endurance&lt;br /&gt;
: The physical and mental endurance of the character. With zero in this attribute you are dead.&lt;br /&gt;
;Coordination&lt;br /&gt;
: The character’s dexterity and agility. With zero in this attribute you are paralyzed.&lt;br /&gt;
;Learning&lt;br /&gt;
: The character’s ability to assimilate new knowledge and know how to use it. Learning has little to do with the character’s IQ, since this is roleplayed by the player. With zero in this attribute you are dead.&lt;br /&gt;
;Awareness&lt;br /&gt;
: The character’s perception and reaction speed. With zero in this attribute you are dead.&lt;br /&gt;
;Magical Aptitude&lt;br /&gt;
: The character’s ability to perceive and manipulate mana. Most people have 0 in this attribute. With less than zero in this attribute you are dead.&lt;br /&gt;
&lt;br /&gt;
== Numbers ==&lt;br /&gt;
&lt;br /&gt;
The general description of the character such as appearance, weight and height is determined freely by the player. The GM may wish to exclude extremes.&lt;br /&gt;
&lt;br /&gt;
The attributes and skills of a character is rated by a number. Human attributes vary from 0 to 9. The size of an adult human is from 2 to 5. The human potential in strength, endurance, coordination, learning, awareness and magical aptitude is 9 (7 in strength for women). This can not be exceeded without very special magic. Other creatures have different potentials in the various attributes. See the Creatures chapter for these.&lt;br /&gt;
&lt;br /&gt;
The mean human value of the attributes is 3 between ages 15 to 30. The size is based directly on the weight of the character and is found using the table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Size&lt;br /&gt;
|-&lt;br /&gt;
|'''Size''' || '''Kgs''' || '''Size''' || '''Kgs''' || '''Size''' || '''Kgs'''&lt;br /&gt;
|-&lt;br /&gt;
|'''½'''  || &amp;amp;lt; 10   || '''6 '''  || &amp;amp;lt; 300 || '''12''' || &amp;amp;lt; 1000&lt;br /&gt;
|-&lt;br /&gt;
|'''1'''  || &amp;amp;lt; 20   || '''7 '''  || &amp;amp;lt; 400 || '''13''' || &amp;amp;lt; 1150&lt;br /&gt;
|-&lt;br /&gt;
|'''2'''  || &amp;amp;lt; 50   || '''8 '''  || &amp;amp;lt; 500 || '''14''' || &amp;amp;lt; 1300&lt;br /&gt;
|-&lt;br /&gt;
|'''3'''  || &amp;amp;lt; 100  || '''9 '''  || &amp;amp;lt; 600 || '''15''' || &amp;amp;lt; 1450&lt;br /&gt;
|-&lt;br /&gt;
|'''4'''  || &amp;amp;lt; 150  || '''10'''  || &amp;amp;lt; 725 || '''16''' || &amp;amp;lt; 1600&lt;br /&gt;
|-&lt;br /&gt;
|'''5'''  || &amp;amp;lt; 225  || '''11'''  || &amp;amp;lt; 850 || '''+1''' || +200    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The average value in the skills will vary a great deal more than the attributes. This is because skills have much to do with specialization. While a farmer and a fisherman may have the same attribute values, the fisherman may have 3 in swim and the farmer 0.&lt;br /&gt;
&lt;br /&gt;
To get an idea of the various skill ratings, take a look at the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Skill Ratings&lt;br /&gt;
|-&lt;br /&gt;
|'''Skill''' || '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| 0		|| Basket case&lt;br /&gt;
|-&lt;br /&gt;
| 1		|| Green&lt;br /&gt;
|-&lt;br /&gt;
| 2		|| Trained some&lt;br /&gt;
|-&lt;br /&gt;
| 4		|| Trained&lt;br /&gt;
|-&lt;br /&gt;
| 5		|| Well trained&lt;br /&gt;
|-&lt;br /&gt;
| 7		|| Very good&lt;br /&gt;
|-&lt;br /&gt;
| 10	|| Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 15	|| Top notch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Making a Character ==&lt;br /&gt;
&lt;br /&gt;
To record a character, use a character sheet.&lt;br /&gt;
&lt;br /&gt;
Distribute 60 points among the attributes strength, endurance, coordination, learning, awareness and magical aptitude according to the following system: to go from 0 to 1 costs 1, from 1 to 2 costs 2, from 2 to 3 costs 3, etc. (see the table below). The first point of magical aptitude costs 10 points extra. Size is determined from the weight of the character and has no “cost.” It is usually 3.&lt;br /&gt;
&lt;br /&gt;
Distribute 60 points among the skills after the same system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 300px;&amp;quot;&lt;br /&gt;
|+Attribute and Skill “Cost”&lt;br /&gt;
|-&lt;br /&gt;
|'''Value''' || '''Cost'''&lt;br /&gt;
|-&lt;br /&gt;
| 1		|| 1&lt;br /&gt;
|-&lt;br /&gt;
| 2		|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 3		|| 6&lt;br /&gt;
|-&lt;br /&gt;
| 4		|| 10&lt;br /&gt;
|-&lt;br /&gt;
| 5		|| 15&lt;br /&gt;
|-&lt;br /&gt;
| 6		|| 21&lt;br /&gt;
|-&lt;br /&gt;
| 7		|| 28&lt;br /&gt;
|-&lt;br /&gt;
| 8		|| 36&lt;br /&gt;
|-&lt;br /&gt;
| 9		|| 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters start with 5 in their spoken language unless more points are added to it. This basic in their native language is free.&lt;br /&gt;
&lt;br /&gt;
Remember to set the values according to your character’s background. If he is a hunter, coordination and awareness should be a priority. Likewise the skills of hide, move quietly and bow.&lt;br /&gt;
&lt;br /&gt;
Only in very special cases should a character be allowed to begin play with any magick spells.&lt;br /&gt;
&lt;br /&gt;
The table below gives an indication of how powerful a character is, based on allocated points for attributes and skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Starting Points&lt;br /&gt;
|-&lt;br /&gt;
|'''Description'''	|| '''Attributes''' || '''Skills'''&lt;br /&gt;
|-&lt;br /&gt;
|Beginner						|| 45		|| 45  &lt;br /&gt;
|-                                &lt;br /&gt;
|Adventurer					|| 60		|| 60 &lt;br /&gt;
|-                                &lt;br /&gt;
|Tough adventurer		|| 75		|| 75 &lt;br /&gt;
|-                                &lt;br /&gt;
|Master							|| 100	|| 100&lt;br /&gt;
|-                                &lt;br /&gt;
|Hero								|| 150	|| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Bonus ==&lt;br /&gt;
&lt;br /&gt;
The damage bonus applies to combat as explained in the next chapter.&lt;br /&gt;
&lt;br /&gt;
It is: 1 per full 3 in the character’s size + strength.&lt;br /&gt;
&lt;br /&gt;
== Body Points ==&lt;br /&gt;
&lt;br /&gt;
Body points (BP) describe how much damage a character or creature can withstand. It is 2 × size + 1 per full 3 in endurance. If you are wounded (half or less of your total BP left) you get a –2 penalty on all rolls. If you are heavily wounded (quarter or less of your total BP left) you get a –4 penalty on all rolls. At 0 BP you are helpless (conscious but unable to do anything). At negative BP you are unconscious. At minus your total BP you are dead (i.e. if you have 6 BP you die at –6 BP).&lt;br /&gt;
&lt;br /&gt;
The body points apply to combat as explained in [[Combat]].&lt;br /&gt;
&lt;br /&gt;
If your condition is helpless or worse, you roll a dice every 5 minutes. A 1 means you loose 1 BP from bleeding, while a 6 means you have stabilized and don’t have to make any further rolls. A successful medical lore roll will also stabilize your condition.&lt;br /&gt;
&lt;br /&gt;
An unconscious person will awaken in d hours. Even though he is now conscious, he will still have all his damage to recover from.&lt;br /&gt;
&lt;br /&gt;
== Rolling the Dice ==&lt;br /&gt;
&lt;br /&gt;
Whenever a character attempts to do anything that involves a skill, a dice is rolled.&lt;br /&gt;
&lt;br /&gt;
This is called a skill roll. Add the result on the dice to the attribute + skill in question. The exception is knowledge skills where you only add the skill to the dice, not the attribute. The total is matched against a difficulty rating (DR) to see if it is successful. If it is equal to or higher than the DR, the character succeeds. Example: A character attempts to climb a wall with a coordination of 3 and a climb skill of 3. A 5 is rolled on the dice giving a total of 11. The GM has already determined the difficulty rating to be 11, so the character just manages to climb the wall successfully.&lt;br /&gt;
&lt;br /&gt;
For difficulty ratings, see under the specific skills later in this chapter, and also in the chapters on combat and magick. For other DRs, the GM should use the table below as a guideline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Difficulty Ratings&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|–3			|| Impossible to miss       &lt;br /&gt;
|-&lt;br /&gt;
|–1			|| Peanuts                  &lt;br /&gt;
|-&lt;br /&gt;
|0			|| Very easy                &lt;br /&gt;
|-&lt;br /&gt;
|1			|| Easy                     &lt;br /&gt;
|-&lt;br /&gt;
|3			|| Likely if not trained    &lt;br /&gt;
|-&lt;br /&gt;
|5			|| Possible if not trained  &lt;br /&gt;
|-&lt;br /&gt;
|7			|| Very tough if not trained&lt;br /&gt;
|-&lt;br /&gt;
|9			|| Hard                     &lt;br /&gt;
|-&lt;br /&gt;
|12			|| Very hard                &lt;br /&gt;
|-&lt;br /&gt;
|15			|| Extremely hard           &lt;br /&gt;
|-&lt;br /&gt;
|18			|| Foolhardy                &lt;br /&gt;
|-&lt;br /&gt;
|20–25	|| Guinnes book of records  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Open Ended Rolls ==&lt;br /&gt;
&lt;br /&gt;
Unless otherwise indicated, all dice rolls are so-called “open ended.” It works like this: if a 6 is rolled on the dice, roll the dice again. If 4–6 is rolled, add 1 to the roll and roll the dice again, etc. If a 1 is rolled on the dice, roll the dice again. If 1–3 is rolled, subtract 1 from the roll and roll the dice again, etc.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the result you can get with an open ended dice roll, including negative results such as –5.&lt;br /&gt;
&lt;br /&gt;
== Increasing Attributes &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
Training will increase attributes and skills.&lt;br /&gt;
&lt;br /&gt;
Experience will also increase the skills.&lt;br /&gt;
&lt;br /&gt;
A teacher must have 3 more in the attribute or skill he trains another in. This figure is reduced by 1 per full 2 of the teacher’s teaching skill.  You may train on your own without a teacher.&lt;br /&gt;
&lt;br /&gt;
You need 20 “experience marks” to get a chance to increase an attribute or skill. For attributes you start counting from your potential – current + 1 per full 2 in learning. For skills you start counting from (your current in the attribute the skill is based on – current in the skill) × 2 + 1 per full 2 in learning.&lt;br /&gt;
&lt;br /&gt;
A week of training with a teacher gives you 2 experience marks.&lt;br /&gt;
&lt;br /&gt;
A week of training without a teacher gives you 1 experience mark in physical attributes and skills. Two weeks of training without a teacher give you 1 experience mark in mental or perception attributes and skills.&lt;br /&gt;
&lt;br /&gt;
You may not teach yourself spells unless you have a skill of at least 1 in that spell. To get a skill of 1 in a spell takes 4 weeks with a teacher or 8 weeks with a magick spell book. Increasing your skill in a spell once you have a skill of at least 1 is as for other knowledge skills. To teach someone a spell, your skill in the spell must be at least equal to the DR of the spell. This is in addition to the normal requirement of having a skill 5 above the skill of the pupil.&lt;br /&gt;
&lt;br /&gt;
You may not train if you are heavily wounded (¼ of total BP left). If you are wounded (½ of total BP left) you may only train mental attributes or skills.&lt;br /&gt;
&lt;br /&gt;
Experience may also increase attributes and skills. You get an experience mark each time you use a skill in a critical situation. It is generally not a critical situation when the DR is less than your modified skill. Whether a combat is critical or not is up to the GM.&lt;br /&gt;
&lt;br /&gt;
When one consecutive “action” consists of several skill rolls, you only get one experience mark for the whole “action.”&lt;br /&gt;
&lt;br /&gt;
When you have accumulated 20 experience marks in an attribute or skill, you roll a dice and erase your experience marks. If you roll a 1 you do not increase your current, if you roll anything else you increase your current in the skill or attribute by 1.&lt;br /&gt;
&lt;br /&gt;
== Carrying the Weight ==&lt;br /&gt;
&lt;br /&gt;
As a character gets loaded with items, his abilities are hindered.&lt;br /&gt;
&lt;br /&gt;
Normal clothes do not count as encumbrance.&lt;br /&gt;
&lt;br /&gt;
You get the following adjustments to all physical skills and actions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Encumbrance Penalties&lt;br /&gt;
|-&lt;br /&gt;
|'''Weight Carried'''	|| '''Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
|	Up to 2 × strength 	|| 0&lt;br /&gt;
|-&lt;br /&gt;
|	Up to 5 × strength 	|| –1&lt;br /&gt;
|-&lt;br /&gt;
|	Up to 10 × strength	|| –3&lt;br /&gt;
|-&lt;br /&gt;
|	Up to 20 × strength	|| –5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Particularly unwieldy or bulky items should count as more than their actual weight. Try climbing a tree carrying a ladder. The GM should use his discretion for this.&lt;br /&gt;
&lt;br /&gt;
Above 20 × strength, the GM must use his discretion, as we are now talking kilograms with a capital K. No penalties are given to mental or perception attribute or skill rolls. All weight is multiplied by 5 for the purpose of encumbrance penalties when swimming.&lt;br /&gt;
&lt;br /&gt;
== Falling ==&lt;br /&gt;
&lt;br /&gt;
When you fall it acts as a “hit” doing a damage of d – 4 + meters fallen (1 per 2 meters in water) + surface modifier – 1 per full 3 in tumbling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Falling Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|'''Surface'''	|| '''Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
|Stone surface	|| +1&lt;br /&gt;
|-&lt;br /&gt;
|Hard soil			|| 0 &lt;br /&gt;
|-&lt;br /&gt;
|Grass					|| –1&lt;br /&gt;
|-&lt;br /&gt;
|Water					|| –2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fear ==&lt;br /&gt;
&lt;br /&gt;
Now and then the characters will encounter situations where they would be thoroughly scared, sometimes to death. It is very difficult to roleplay a character correctly when he or she meets the first zombie or werewolf. In addition to this, the fear might result in physical reactions beyond any roleplaying skill. To handle this, the character should make an endurance roll with adjustments according to the Fear Adjustments table. The result is checked on the Fear table to find the effects the fear has had on the character in question. Status will not affect this roll.&lt;br /&gt;
&lt;br /&gt;
Characters with a weak heart could get a heart attack at a higher result than usual (in addition to fainting or falling into a coma).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fear Adjustments&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Creature'''&lt;br /&gt;
|-&lt;br /&gt;
| –9 || Awful demon &lt;br /&gt;
|-&lt;br /&gt;
| +3 || Werewolf    &lt;br /&gt;
|-&lt;br /&gt;
| +3 || Giant spider&lt;br /&gt;
|-&lt;br /&gt;
| +6 || Fresh zombie&lt;br /&gt;
|-&lt;br /&gt;
| +9 || Giant       &lt;br /&gt;
|-&lt;br /&gt;
|		|| '''Familiarity'''&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Never seen before&lt;br /&gt;
|-&lt;br /&gt;
| +3 || Seen a few times &lt;br /&gt;
|-&lt;br /&gt;
| +6 || Seen many times  &lt;br /&gt;
|-&lt;br /&gt;
| +9 || Commonly seen    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fear&lt;br /&gt;
|-&lt;br /&gt;
|'''DR'''	|| '''Effect'''&lt;br /&gt;
|-&lt;br /&gt;
|15+		|| No effect.                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
|13–14	|| –1 in status for 30 seconds.                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
|12			|| –3 in status for 30 seconds.                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
|10–11	|| –3 in status for 1 minute.                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
|9			|| Victim attacks opponent in a rage trying to grapple it with the result of loosing 10 in defense value.                                                     &lt;br /&gt;
|-&lt;br /&gt;
|7–8		|| Victim flees as far as possible from the source of the fear for 5 minutes.                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
|6			|| Victim stands immobilized as long as the source of the fear is active unless snapped out of it or attacked. If this is the case, apply the result from 7–8.&lt;br /&gt;
|-&lt;br /&gt;
|4–5		|| Victim becomes hysterical and will stay in place as long as the source of the fear is active unless snapped out of it.                                     &lt;br /&gt;
|-&lt;br /&gt;
|3			|| Victim faints and remains unconcious for 10 to 30 minutes unless actively awakened.                                                                        &lt;br /&gt;
|-&lt;br /&gt;
|2			|| As above and the hair of the victim turns white.                                                                                                           &lt;br /&gt;
|-&lt;br /&gt;
|1			|| Victim falls unconcious (coma) for 1 to 4 days and will need an additional week of rest.                                                                   &lt;br /&gt;
|-&lt;br /&gt;
|0			|| Victim suffers a heart attack and urgently needs medical attention. A medical lore roll of 6 or above is needed within one minute for the victim to survive. If the victim survives, he or she will need medical care for an additional one month, and will suffer a permanent loss of 1 in potential and current in strength, endurance and coordination.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
Here follows a list of all the skills used. If the GM feels a need for other skills as well, he may invent them on his own, using these as a guideline. Feel free to ask for an account at this site to pitch in and add more skills to the Amar RPG rules.&lt;br /&gt;
&lt;br /&gt;
=== Lock Picking ===&lt;br /&gt;
&lt;br /&gt;
The skill of lock picking is not included. The reason is that all normal medieval locks are dead simple to pick. A person with a crash course in this would pick a lock in 10 to 60 seconds with the right equipment. For very difficult locks, the GM must determine a difficulty rating and the character makes a sleight roll.&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
All physical skills have a minimum value of 1 per full 3 in coordination. The exception is skills you have never practiced, in which case you have a skill of 0. A week of training will take you from 0 to 1 per full 3 in coordination.&lt;br /&gt;
&lt;br /&gt;
A character has one skill for every weapon he wishes to use. See the chapter on [[Combat|combat]] for more details.&lt;br /&gt;
&lt;br /&gt;
:[[Climb]]&lt;br /&gt;
:[[Dodge]]&lt;br /&gt;
:[[Hide]]&lt;br /&gt;
:[[Move Quietly]]&lt;br /&gt;
:[[Ride]]&lt;br /&gt;
:[[Sleight]]&lt;br /&gt;
:[[Swim]]&lt;br /&gt;
:[[Tumble]]&lt;br /&gt;
&lt;br /&gt;
=== Mental Skills ===&lt;br /&gt;
&lt;br /&gt;
:[[Alchemy Lore]]&lt;br /&gt;
:[[Languages]]&lt;br /&gt;
:[[Literacy]]&lt;br /&gt;
:[[Medical Lore]]&lt;br /&gt;
:[[Path Lore]]&lt;br /&gt;
:[[Ritual Magick Lore]]&lt;br /&gt;
:[[Spell Lore]]&lt;br /&gt;
:[[Survival Lore]]&lt;br /&gt;
:[[Teaching]]&lt;br /&gt;
&lt;br /&gt;
=== Perception Skills ===&lt;br /&gt;
&lt;br /&gt;
All perception skills have a minimum value of 1 per full 3 in awareness.&lt;br /&gt;
&lt;br /&gt;
:[[Locate Traps]]&lt;br /&gt;
:[[Track]]&lt;br /&gt;
&lt;br /&gt;
Next: [[Combat]]&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Main_Page&amp;diff=544</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Main_Page&amp;diff=544"/>
		<updated>2015-09-19T15:26:36Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Amar Role-Playing Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:Amar.png|344px|thumb|right|&amp;lt;center&amp;gt;Cover for the original&amp;lt;br /&amp;gt; [https://dl.dropboxusercontent.com/u/73825672/AmarRules2.pdf Amar RPG version 2.0]&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{ infobox&lt;br /&gt;
| abovestyle  = background:#d4a05f; color:white&lt;br /&gt;
| above       = Quick introduction&lt;br /&gt;
| header1     = What is a Role-Playing Game?&lt;br /&gt;
| data2	      = Some people sit around a table with their player character described on a sheet of paper in front of them. The Game Master (GM) sits at the end of the table hiding his secrets behind a cardboard screen. The GM tells the players what their characters see and what they meet. The players respond by saying what their character does. Whenever there is a chance of failure, a dice is rolled to see if the character is successful in that task. The players usually play only one character each. The GM plays every non-player character (NPC) the player characters (PCs) meet. &lt;br /&gt;
| header3     = What is the Amar RPG?&lt;br /&gt;
| data4       = Amar is two things: a) A realistic rule system that guides the GM and players in the game. The rules makes it possible to easily determine if a risky task like attacking the troll under the bridge is successful. And b) Amar is a fantasy world where the game play takes place.&amp;lt;br /&amp;gt; This site covers the rules of the game as well as information about the Amar fantasy world.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the site of the Amar RPG. The game is the result of more than 32 years of development and play testing. Its forerunner, ''The Mega Role-Playing System (Fantasy Edition)'' was published in the UK in 1987 and aimed to be the most realistic RPG. The target audience was seasoned RPG players. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers ([[User:Isene|Geir Isene]] and [[User:Brakas|Bent Brakas]]) decided to cut down and simplify the rule system. &lt;br /&gt;
&lt;br /&gt;
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest yet most realistic. The Amar RPG uses only a 6 sided dice (d6) for determining outcomes of risky events. It is easily learned by the Game Master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun.&lt;br /&gt;
&lt;br /&gt;
On this site you will find the complete game system as well as information on the Kingdom of Amar. You will also find [http://isene.org/amar.html online character and random encounter generators] – tools the Game Master will find highly useful.&lt;br /&gt;
&lt;br /&gt;
'''The Amar RPG Rules'''&lt;br /&gt;
*[[Introduction]] – an introduction to role-playing and the Amar RPG.&lt;br /&gt;
*[[The Character]] – rules covering character generation, attributes, skills and the experience system.&lt;br /&gt;
*[[Combat]] – rules covering melee and missile weapons, armour and … combat.&lt;br /&gt;
*[[Equipment]] – tables covering all kinds of goods and equipment as well as salaries for various professions.&lt;br /&gt;
*[[Magick]] – rules covering magick and all the various spells.&lt;br /&gt;
*[[Movement and Weather]] – rules covering movement in different terrains and changing weather conditions.&lt;br /&gt;
*[[Encounters]] – description of humanoids and monsters.&lt;br /&gt;
&lt;br /&gt;
'''The Kingdom of Amar'''&lt;br /&gt;
*[[The Rise to Infamy]] – a short story giving the background to Amar.&lt;br /&gt;
*[[Mythology]] – the creation of the world, current religions and the calendar.&lt;br /&gt;
*[[Information on Amar]] – an introduction to the Kingdom of Amar.&lt;br /&gt;
&lt;br /&gt;
'''Resources for the Game Master'''&lt;br /&gt;
*[[Advice to the GM]] – tips for new GMs.&lt;br /&gt;
*[[The First Adventure]] – to get a fresh GM started.&lt;br /&gt;
*[[Special:ListFiles|Image Library]] – lots of graphics, floor plans, etc. Free for personal use.&lt;br /&gt;
*[[Other Resources]] - links to external resources (adventures, graphics, dice etc.)&lt;br /&gt;
&lt;br /&gt;
To create your own Amar RPG book, click [[Special:Book|Create a book]] at the bottom of the menu to the left and collect the pages you want in the book.&lt;br /&gt;
&lt;br /&gt;
Contact Geir Isene (g@isene.com) to contribute to this wiki – correct errors in the text, add new skills, spells or rituals, potions or magical items or new creatures.&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Main_Page&amp;diff=530</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Main_Page&amp;diff=530"/>
		<updated>2015-09-19T03:29:29Z</updated>

		<summary type="html">&lt;p&gt;Brakas: /* The Amar Role-Playing Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Amar Role-Playing Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:Amar.png|300px|thumb|right|&amp;lt;center&amp;gt;Cover for the original&amp;lt;br /&amp;gt; [https://dl.dropboxusercontent.com/u/73825672/AmarRules2.pdf Amar RPG version 2.0]&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
This is the site of the Amar RPG. The game is the result of more than 32 years of development and play testing. Its forerunner, ''The Mega Role-Playing System (Fantasy Edition)'' was published in the UK in 1987 and aimed to be the most realistic RPG. The target audience was seasoned RPG players. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers ([[User:Isene|Geir Isene]] and [[User:Brakas|Bent Brakas]]) decided to cut down and simplify the rule system. &lt;br /&gt;
&lt;br /&gt;
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest yet most realistic. The Amar RPG uses only a 6 sided dice (d6) for determining outcomes of risky events. It is easily learned by the Game Master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun.&lt;br /&gt;
&lt;br /&gt;
On this site you will find the complete game system as well as information on the Kingdom of Amar. You will also find [http://isene.org/amar.html online character and random encounter generators] – tools the Game Master will find highly useful.&lt;br /&gt;
&lt;br /&gt;
'''The Amar RPG Rules'''&lt;br /&gt;
*[[Introduction]] – an introduction to role-playing and the Amar RPG.&lt;br /&gt;
*[[The Character]] – rules covering character generation, attributes, skills and the experience system.&lt;br /&gt;
*[[Combat]] – rules covering melee and missile weapons, armour and … combat.&lt;br /&gt;
*[[Equipment]] – tables covering all kinds of goods and equipment as well as salaries for various professions.&lt;br /&gt;
*[[Magick]] – rules covering magick and all the various spells.&lt;br /&gt;
*[[Movement and Weather]] – rules covering movement in different terrains and changing weather conditions.&lt;br /&gt;
*[[Encounters]] – description of humanoids and monsters.&lt;br /&gt;
&lt;br /&gt;
'''The Kingdom of Amar'''&lt;br /&gt;
*[[The Rise to Infamy]] – a short story giving the background to Amar.&lt;br /&gt;
*[[Mythology]] – the creation of the world, current religions and the calendar.&lt;br /&gt;
*[[Information on Amar]] – an introduction to the Kingdom of Amar.&lt;br /&gt;
&lt;br /&gt;
'''Resources for the Game Master'''&lt;br /&gt;
*[[Advice to the GM]] – tips for new GMs.&lt;br /&gt;
*[[The First Adventure]] – to get a fresh GM started.&lt;br /&gt;
*[[Special:ListFiles|Image Library]] – lots of graphics, floor plans, etc. Free for personal use.&lt;br /&gt;
&lt;br /&gt;
To create your own Amar RPG book, click [[Special:Book|Create a book]] at the bottom of the menu to the left and collect the pages you want in the book.&lt;br /&gt;
&lt;br /&gt;
Contact Geir Isene (g@isene.com) to contribute to this wiki – correct errors in the text, add new skills, spells or rituals, potions or magical items or new creatures.&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
	<entry>
		<id>http://d6gaming.org/index.php?title=Main_Page&amp;diff=529</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://d6gaming.org/index.php?title=Main_Page&amp;diff=529"/>
		<updated>2015-09-19T03:28:52Z</updated>

		<summary type="html">&lt;p&gt;Brakas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Amar Role-Playing Game ==&lt;br /&gt;
&lt;br /&gt;
[[File:Amar.png|300px|thumb|right|&amp;lt;center&amp;gt;Cover for the original&amp;lt;br /&amp;gt; [https://dl.dropboxusercontent.com/u/73825672/AmarRules2.pdf Amar RPG version 2.0]&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
This is the site of the Amar RPG. The game is the result of more than 32 years of development and play testing. Its forerunner, ''The Mega Role-Playing System (Fantasy Edition)'' was published in the UK in 1987 and aimed to be the most realistic RPG. The target audience was seasoned RPG players. An RPG simulating real life was bound to be quite complicated and thus cumbersome. The developers ([[User:Isene|Geir Isene]] and [[User:Brakas|Bent Brakas]]) decided to cut down and simplify the rule system. &lt;br /&gt;
&lt;br /&gt;
While still maintaining a high degree of realism, the rules were simplified and simplified and simplified. Until the rules themselves were only a small fraction of Mega. The system is now one of the simplest yet most realistic. The Amar RPG uses only a 6 sided dice (d6) for determining outcomes of risky events. It is easily learned by the Game Master in an evening. The players catch on in an hour or two. No sweat. Just pure role-playing fun.&lt;br /&gt;
&lt;br /&gt;
On this site you will find the complete game system as well as information on the Kingdom of Amar. You will also find [http://isene.org/amar.html online character and random encounter generators] – tools the Game Master will find highly useful.&lt;br /&gt;
&lt;br /&gt;
'''The Amar RPG Rules'''&lt;br /&gt;
*[[Introduction]] – an introduction to role-playing and the Amar RPG.&lt;br /&gt;
*[[The Character]] – rules covering character generation, attributes, skills and the experience system.&lt;br /&gt;
*[[Combat]] – rules covering melee and missile weapons, armour and … combat.&lt;br /&gt;
*[[Equipment]] – tables covering all kinds of goods and equipment as well as salaries for various professions.&lt;br /&gt;
*[[Magick]] – rules covering magick and all the various spells.&lt;br /&gt;
*[[Movement and Weather]] – rules covering movement in different terrains and changing weather conditions.&lt;br /&gt;
*[[Encounters]] – description of humanoids and monsters.&lt;br /&gt;
&lt;br /&gt;
'''The Kingdom of Amar'''&lt;br /&gt;
*[[The Rise to Infamy]] – a short story giving the background to Amar.&lt;br /&gt;
*[[Mythology]] – the creation of the world, current religions and the calendar.&lt;br /&gt;
*[[Information on Amar]] – an introduction to the Kingdom of Amar.&lt;br /&gt;
&lt;br /&gt;
'''Resources for the Game Master'''&lt;br /&gt;
*[[Advice to the GM]] – tips for new GMs.&lt;br /&gt;
*[[The First Adventure]] – to get a fresh GM started.&lt;br /&gt;
*[[Special:ListFiles|Image Library]] – lots of graphics, floor plans, etc. Free for personal use.&lt;br /&gt;
&lt;br /&gt;
To create your own Amar RPG book, click [[Special:Book|Create a Book]] at the bottom of the menu to the left and collect the pages you want in the book.&lt;br /&gt;
&lt;br /&gt;
Contact Geir Isene (g@isene.com) to contribute to this wiki – correct errors in the text, add new skills, spells or rituals, potions or magical items or new creatures.&lt;/div&gt;</summary>
		<author><name>Brakas</name></author>
		
	</entry>
</feed>