Game Mechanics - Coordination


Coordination measures the character’s natural grace, reaction time, agility, manual dexterity, and hand-eye coordination.

• Coordination reduces a character’s chances of being hit during combat.

• Coordination determines a character’s ability to leap out of the path of oncoming hazards, climb walls, and generally act athletically.

• Coordination helps to determine the character’s Prowess.

Coordination – Climbing

Climbing up a sheer surface requires that a character succeed in a Coordination roll. When determining the DR for a Climbing roll, the Narrator should consider the circumstances of the climb, such as footholds and handholds, environmental factors, and possibly the character’s mental condition. If the roll is successful, the character makes the climb. If the roll fails, the character is in trouble. He must immediately make a second roll to catch himself. If the character succeeds, he manages to hang on for dear life. If he fails, he falls.

See Game Mechanics – Falling for more information on that.

A Narrator may require that a player make multiple climbing rolls if the conditions of climbing change for the worse, the character is attacked while climbing, or the character is climbing a long way and grows tired. The Narrator may also give the character a bonus on his Coordination roll if he is using ropes, crampons, or others tools to aid him in his climb.

Coordination – Leap
A character’s Coordination determines how far a character can easily leap. Exceeding this distance requires the character to succeed in a Coordination roll determined by the distance he is attempting to leap. From a standing position, a character can leap up to his Coordination x 3 feet without making a Coordination roll. With a running start, the character can leap up to 5 times his Coordination in feet without a roll. Leaping longer distances is possible with a successful Coordination roll.

The DR for leaping greater distances is 11 + 1 for each foot, or portion thereof, beyond the character’s normal leaping range. For example, a character with Coordination 3 attempting a 20-foot running leap must succeed in a Coordination roll versus a DR of 16 (11 + 5 for leaping 5 feet beyond his normal range of 15 feet). If a character rolls a critical failure on a Coordination – Leap roll, he pulls muscles and suffers −1 Vitality for one day in addition
to potentially falling. A character cannot reduce his Vitality below 1 as a result of failing a Leap roll.

Game Mechanics - Coordination

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