Difference between revisions of "Decipher Script (D&D skill)"
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||The code is built around a text you do not have access to ||| +5 | ||The code is built around a text you do not have access to ||| +5 | ||
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+ | If the decoding roll fails by ten or less, you realize what language the code is written in and what text it is based on. | ||
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==== Maps ==== | ==== Maps ==== | ||
You are adept at reading maps and deciphering odd symbols and codes that give directions. The DC depends on the obscurity of the symbols used, ranging from 10 to 25. | You are adept at reading maps and deciphering odd symbols and codes that give directions. The DC depends on the obscurity of the symbols used, ranging from 10 to 25. |
Latest revision as of 09:16, 30 January 2007
This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
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This skill has a number of additional uses.
Code
You write and decode text messages. To code or decode a message takes one minute per page of text (the standard time for decipher script) assuming you know the code. To try to create or decipher a code takes an hour of work. It is common to take 20 on all these tasks. The following modifiers apply to decoding a message.
Not that spells that translate languages will not translate codes.
When creating a code, you decide how complex a code you want by setting a base DC for later coding and decoding attempts. A high DC makes the code hard to use, but also more secure. The DC to create or break a code is ten higher than this. Standard codes have a DC from 15 to 30. Codes are commonly made to use some other text, such as a work of literature, and any attempt to use the code without a written version of this text becomes more difficult.
Coding examples | DC modifier |
You do not know the language the code is in, but have a translator or dictionary | +5 |
You do not know which language the code is in | +5 |
The code is built around a text you do not have access to | +5 |
If the decoding roll fails by ten or less, you realize what language the code is written in and what text it is based on.
Maps
You are adept at reading maps and deciphering odd symbols and codes that give directions. The DC depends on the obscurity of the symbols used, ranging from 10 to 25.
Written Riddles
You can apply your knowledge of symbols and logic to a written riddle. If you hear a riddle spoken, you must write it down to decipher it. This is generally an opposed Bluff roll, and the base time is one minute.