SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD SORD The System Of Role Development Final Internet Edition, v6.00 Copyright by Fractal Dimensions 1998 All Rights Reserved. Created and Written by: Scott J. Compton The System Of Role Development, or the SORD, is a gaming system free from setting. SORD is therefore exchangeable with other systems, rules, and formats, and gives creative control directly to the Game Master's desire. SORD was designed for realism in the diversity of character types, flexibility in optional rules, efficiency during combat and gameplay, as well as overall play-tested simplicity for any novice to experience role-playing gamer. This SORD v6.00 internet rulebook is compatible with the official published rulebook available in game and bookstores by Fractal Dimensions, INC. With this internet document, you have all of the SORD necessities for role- playing. The official published book (96 pages) now in stores is artistically formatted with a color-glossy perfect binding and contains a plethora of internal artwork by several artists, character sheets, glossaries, indexes, professional editing, a higher level of details and examples, as well as a complete historically-based Robin Hood setting (literature, adventures, maps, sample characters, cultures, professions, equipment, skills, and so forth). Since there are many downloadable SORD settings on the internet (such as the Ethaerios Fantasy Worldbook, Arthurian Avalon, and QUASAR), this v6.00 rulebook might not be 100% compatible with those earlier supplements scattered across netspace. Many authors, including myself, are working to update all internet materials of SORD to the official v6.00 system. In the future, you can also find SORD-lite (the DAGGER) and the 3D RPG. Thus, check back at the following places to find free supplements and worldbooks: http://home.att.net/~sord/ http://fractal.mandarin.org/ To find out more about SORD published worldbooks and products such as the Da'akfal Worldbook (tribal sci-fi), U.N.M.E.N. (superhero), Europa (sci-fi), Cybernetic Overkill (dark cyberpunk), and Downfall of the Dragonkind (based on the novel), contact Fractal Dimensions, INC. at: O)--{[=======- ** -=======]}--(O Fractal Dimensions, INC. 17-29 Main Street, STE 316 Cortland, NY 13045 O)--{[=======- ** -=======]}--(O You have the permission to pass this game along or copy this e-mail version whenever your heart desires, as long as the game stays fully intact and unaltered. This game is available free to you via the internet. For further details about this internet rulebook, contact me (Scott J. Compton) at sord@worldnet.att.net or scotty@fractal.mandarin.org. SORD and all 56 versions for the internet were created, written, and edited by Scott J. Compton. SORD v6.00 coincides with the official, published 1st Edition SORD rulebook. Copyright December 1994, February 1995, June 1995, December 1995, February 1996, July 1996, November 1996, and February 1997, and August 1998. All Rights Reserved Worldwide. Sincerely, /^\ -^^- .-^-. -=^=- -=^=- \ / Scott J. Compton ** AKA ** `-. | | | | | \ / \__/ -__- `-_-' | | -_| Acknowledgments: (Play-testers and Game Design Assistants) =-=-=-=-=-=-=-= Mike McAllister, Vince D'Amelio, Jason D. Yoder, Michael Ching, Richard Ney, Michael Turner, Mark Steiglitz, Tim Knight, and Jocelyn Goldfein. Other Contributors: =-=-=-=-=-=-=-=-=- Eden Durnford (Artist), Johnny Chen, Keanu Reeves (Dogstar), Al Gore (environmentally conscious), Britt Klein (internet guru), George Lucas (no need to explain), Andre the Giant (in memory of the Princess Bride), my parents and sister (cannot forget them), Confucius (for many sayings), Donald Redick (FD God) and Kathy (Goddess), my wife Elina Aulikki (certainly can't forget her!), Steven Speilberg, Stanford University (Nancy van Zwol, Rick La Rosa, the libraries, and internet access), and the hundreds of list members that helped out on the 'SORD-list@list.Stanford.EDU' as of October 1994 (now the sord-list@dryland.mandarin.org), as well as other contributors that would take *several* pages to mention. DISCLAIMER: Access to and use of the System Of Role Development or SORD is subject to the following terms and conditions: The SORD is authored by Scott J. Compton of Sherman Oaks, California from 5/9/94 to the present. Fractal Dimensions, INC. and Scott J. Compton directly control all documentation, creative rights, and all other materials specific to the SORD. All users and parties who use the SORD must never sell or print this game for profit. All users and parties must never alter, modify, or rewrite the SORD publicly. SORD materials may be photocopied and altered for home use, and SORD supplements may be created if used privately. Any materials publicly written for use with the SORD must first be approved by Scott J. Compton and Fractal Dimensions and are not assured publication on any forum of media. All users and parties of the SORD understand and agree that Scott J. Compton and Fractal Dimensions, INC. is not responsible for any problems created or associated by the SORD or damage (physical, mental, or emotional) resulting from the game. All users and parties understand that the SORD is copyrighted. Game materials and submissions written for the SORD such as science fiction settings can be directed to Scott J. Compton at scotty@fractal.mandarin.org or at http://fractal.mandarin.org/. SORD DISCUSSION INFORMATION: If you would like to discuss SORD-related topics, send e-mail to sord-list-request@dryland.mandarin.org and in the body of the letter, write 'subscribe.' PUBLISHING INFORMATION: If you wish to become involved in SORD product development or if you are interested in using SORD as your universal system of choice, Fractal Dimensions, INC may negotiate and consider new contracts based upon written materials and treatments. ________/={_____________________________________ O{]|///////|[ * >---------- Introduction -----------``--__ `^^^^^^^^\={===========================================` SORD is a role-playing game--meaning that each role-player takes on the verbal responses and unique personality from the desired actions and persona of a character within the game by use of the SORD rules. The game director, also known as the Game Master (GM), is also a role-player, but is a masterful storyteller who controls the overall setting, plots, conflicts, political make-up, unique creatures and characters, and specific features of the imaginary world. Like all role-playing games, SORD players get to enhance their imaginative experiences through the lives of other characters, similar to actors in movies or heroes in books. __________/={________________________________________________ O{]|\\\\\\\\\|[ * >- A Roleplayer Defines Imagination's Reality -``--__ `^^^^^^^^^^\={======================================================` If you are not yet familiar how RPG systems work or the above paragraph did not make much sense to you, I highly recommend you find someone who can help teach you the fundamentals and typical method of role-playing. Otherwise, consult the details of how to role-play within most published RPG books such as SORD at your local game store or do a search on the internet. This v6.00 version contains the necessary rules, but purposely leaves out many commonplace details already ingrained in the minds of experienced role- playing gamers. __________/={________________________________________________ O{]|\\\\\\\\\|[ * >---------- 1. TERMS AND FORMULAE -------------``--__ `^^^^^^^^^^\={======================================================` The formatting of this internet version is very simple. Terms and formulae are given at the beginning of this rulebook. Thereafter, a SORD character is created along with the introduction of the SORD rules to demonstrate how to play the game. Finally, the SORD Conflict system shows how the character can take action. An internet character sheet is also given along with other useful information in the appendix. In the next five glossary subsections of 1). Basic Terminology, 2). Conflict Terminology, 3). The Ten Attributes, 4). Calculation Formulae, and 5). SORD Abbreviations, you will have all of the necessary features of SORD to understand all concepts and computations within the game. I recommend that you quickly skim over these five sections, and refer to them when needed, but move onto the Character Creation section. I also recommend that you create a SORD Spreadsheet for the formulae to speed character updating between adventure scenarios. Currently, there are several spreadsheets available on the internet. The more simplistic version of SORD, known as the DAGGER, uses only a few calculations and requires little character upkeep if a Game Master is more interested in a mathematically lite system. ________/={_____________________________________ O{]|///////|[ * >------- Basic Terminology ---------``--__ `^^^^^^^^\={===========================================` Ability: An inherent skill of a character that usually does not have to be learned. Adventure: The primary element of play in a role-playing game. A single adventure has a beginning and an end. It may finish in one session or last for several. An adventure may be a published supplement, or created by the GM. Attributes: The core statistics that summarize a character. In SORD, the five Primary attributes are Ambition, Health, Mind, Prowess, and Quickness. The Secondary attributes are Charm, Experience, Focus, Instinct, and Luck. Each attribute has a Base, Maximum, and Current score. Campaign: A continuing sequence of adventures that usually has the same cast of participating characters. Most campaigns are run under a GM or group of GMs. Character: Any *imaginary or historically based* being played or controlled by the GM or player during a gaming session. Character sheet: A written description *and collection of statistics* for a character. Encounter: An event in an adventure. Usually a meeting between the PCs and one or more creatures or NPCs. Dungeon: *An* underground fantasy world or adventure setting. Game Master (GM): The referee, or moderator that conducts the game. The GM is a storyteller and controls the setting, plots, monsters, NPCs, and other features of the Worldbook used. Game time: The time that passes in the game world. Game world: A setting or background for a gaming session. Monster: Any being that the PCs cannot come to terms with *which often* results in conflict. Non-player character (NPC): Any character that is controlled by the GM. Alternatively, a character in the game that is not a player character. NPC: see "non-player character." Party: A group of PCs and accompanying NPCs participating in an adventure. PC: see "player character." Player character (PC): Any persona or character that is created and controlled by a player. Alternatively, a player character can be the counterpart or analog for a player in another world. Session: The time during which the GM and players partake together in a given adventure. Skill: A character's capacity to do something. Source supplements: A game book designed to describe background material on a particular subject or set of subjects. Supplement: Any additional material that was designed to work with the Basic SORD rules. Examples are worldbooks, adventures, and source supplements. Worldbook: A game supplement that details a background, setting, events, and rules for a particular world. ________/={_____________________________________ O{]|///////|[ * >----- Conflict Terminology --------``--__ `^^^^^^^^\={===========================================` Action: An action is any defined and measured non-weapon activity, usually physical, taken during a Conflict. Attack Rate: The Attack Rate is the maximum number of times a character can attack with his specific weapon in a Fifth Turn, due to its dimensions and other factors in accordance with the character's attributes and reactions. Attack Roll: An Attack Roll is a random number, on a 1d20, which determines if an attacker will hit, parry, or miss a defender. The Attack Roll modifies the attacker's THAWAC and is compared to the defender's Parry Avoid number. Attack: The act of attempting to hit an opponent is known as an Attack. Attribute Damage: The actual damage taken to the current attribute numbers after protective armor (Armor Numbers), various forms of protection (Protection Points), and other defenses such as skills have been subtracted from the Total Damage number is known as Attribute Damage. A synonym for Attribute Damage is Vital Damage. Constant Damage: Constant Damage makes up a part of the Total Damage that a weapon can inflict. Constant Damage points are gained from the Weight And Length Offensive Points (WALOPs), the Design Strength number (DS#), and other Constant Damage-based capabilities such as conflict-related skills. The sum of all Constant Damage points is divided by a variable setting factor, depending on how much realism is desired for the setting; the lower the division factor, the more realistic the damage. Damage Dice: Damage Dice are the two identical dice (with the number of sides depending on the skill) which are multiplied by the character's PowerSTEP to produce a random amount of Variable Damage. The Variable Damage is then added to the Constant Damage to give the Total Damage a weapon can inflict. Damage Modifiers: Damage Modifiers are special types of constant, variable, or extra damage added to the Total Damage. Damage Types: The five Damage Types are represented by a non-skill related Base number and by four skill-related numbers: Fired, Melee, Special, and Thrown. Design Strength: Design Strength represents weapon quality and durability. It also provides extra damage numbers to the Constant Damage due to a weapon's innate and unique construction, such as a better edge, the type of material it is made from, the skill of the maker, weapon specifications, its magical enchantments in a fantasy setting, etc. Fifth Turn: A Fifth Turn (5T) is one-fifth of a minute or 12 seconds. Full Turn: A Full Turn is a one minute duration of Conflict time or five Fifth Turns. Hit: A successful Attack is termed a hit. Whenever a defending character receives a hit from an attacking character, the defending character is in danger of receiving damage. Initiative Chance Roll: An Initiative Chance Roll or Initiative Roll is the random 1d4 die rolled to determine the exact second on which the character starts a first attack in a Fifth Turn. Initiative Number: The Initiative Number (INIT#) is the particular second on which a weapon strikes or an action occurs during the first attack or action in a Fifth Turn. Initiative Sequence: The Initiative Sequence is the order in which Conflict takes place among all participants from the 1st through the 12th second of a Fifth Turn. REST: A Rest is a "period" of quality time determined by the GM when the character is not under any mental, physical, or special stresses. Special Circumstance Unusual Modifiers: Special Circumstance Unusual Modifiers or SCUMs are numerical variances imposed by the GM during any situation. Speed Number: A Speed Number is a positive or negative number of seconds that modifies the Initiative Chance roll for a particular weapon or action. Total Damage: The sum of the Variable Damage (the two Damage Dice multiplied by the character's PowerSTEP) and the Constant Damage on a single attack is called the Total Damage. Variable Damage: Variable Damage makes up a part of the Total Damage that a weapon can inflict. WALOPs: This number reflects the physics behind the weapon based on its weight and length. Weapon: Any item which can inflict damage on another character, creature, or object, is called a weapon. Weapon Slowness: The character's Surprise Rate and weapon statistics (Weapon Type number and WALOPs) define a number which represents the repositioning time after a weapon attack. ________/={_____________________________________ O{]|///////|[ * >------- The Ten Attributes --------``--__ `^^^^^^^^\={===========================================` Ambition (AMBT or A): PRIMARY ATTRIBUTE. Represents one's eagerness, core essence, courage, and desire. One's Ambition might also reflect the character's spiritual endurance and essence in some settings and, often, describes the persistence, drive, and will-power of the character. Charm (CHRM or C): SECONDARY ATTRIBUTE. Shows the character's non-verbal presence and aura seen by others as well as defines the ability to withstand or influence emotion such as fear, anger, sadness, etc. Charm is composed of persuasiveness, leadership, honor, guile, manipulative ability, others' loyalty to the character, and control over others to influence emotional response. In other words, a character with a high Charm rating has a greater influence over those with lower Charm. Having a higher charm may also influence the physical attractiveness of the character through its outlook, facial gestures, and non-verbal persona. Experience (EXPR or E): SECONDARY ATTRIBUTE. Describes the overall gained insights by learning things throughout the character's life. This attribute can be thought of as common sense or street-wisdom, but also includes various aspects of the nine other attributes and is used when determining the life or death of the character. Experience is viewed as an attribute, whereas STEP experience (described later) is independent of this attribute. Focus (FOCS or F): SECONDARY ATTRIBUTE. Defines the mental ability and creativity of the character. It encompasses the unique powers, energies, and concentration, and mental stamina. Health (HLTH or H): PRIMARY ATTRIBUTE. Represents the driving life-force of the character as well as the physical endurance. Health defines resistance to damage and disease, and often describes the character's physical wellness and aerobic strength. Instinct (INST or I): SECONDARY ATTRIBUTE. Measures the five senses of smell, hearing, sight, taste, and touch, various perceptions, as well as possible mental hunches and instant animal-like insights. Instinct also characterizes the instantaneous sense-based judgments of a character. Luck (LUCK or L): SECONDARY ATTRIBUTE. Reveals the character's ability to benefit from random chance to take advantage of situations to make them more favorable. Luck is often features in situations that give rise to chaotic occurrences. Mind (MIND or M): PRIMARY ATTRIBUTE. Measures the overall long and short- term memory capacity, the logic, the thought-out judgments, ability to resist mental damage, and mental wellness of a character. Prowess (PROW or P): PRIMARY ATTRIBUTE. Tells the physical might and muscular physique of the character. Prowess shows physical metabolism, anaerobic power, and resistant to bodily damage. Quickness (QCKN or Q): PRIMARY ATTRIBUTE. Defines the coordination, deftness, agility, and balance of the character. Quickness represents how well a character can physically react and adapt to a situation, as well as resistance to damage that affects mobility. ________/={_____________________________________ O{]|///////|[ * >------ Calculation Formulae -------``--__ `^^^^^^^^\={===========================================` Attack Rate (AR#): [RR# - 12] / [WSlo + 12] Body Weight: Rolled or chosen Cultural Weight. Carried Weight: Total carried weight, excluding Body Weight CSR#: (# of Cultural Net Base Attribute Mods x 100)+SRT Investments Cultural Lore: (CSR#/10)x(Human Equivalent Age) Damage Dice Types: Base:2d4, Fired:2d8, Thrown:2d10, Melee:2d12, & Special:2d(x) ['x' Recommended at (2d6+PS)] Deathly Blow Number (DB#): m(EXPR+LUCK)x2 Difficulty Die(Number Average): 1d6(+3), 1d8(+4), 1d10(+5), 1d12(+6), 1d20(+10), X(d)X; GM's choice of die/number, or 1d6 chart roll. Feet/Second: Move Rate/10 Height: Rolled Cultural number or chosen number of inches. Human Equivalent Years: (Real Years)/(Average Life Span)x100 Initial STEPs: [Highest Base Attribute x Human Age x b(EXPR)] Initiative Number (INIT#): Initiative Chance roll (1d4) + Speed Number Life Recovery (LR#): [((HLTH+FOCS)x5) / Human Age] LNTH: Greatest Length (measured in inches) of the weapon or its parts. Lore: [(SAL#)+(PS# x PS#)] per STEP Advancement Maximum Distance Fired: [DS# - projectile WGHT] x [source LNTH] Maximum Distance Thrown: 50 x [b(PROW)+c(PROW)]/[20+WGHT] MaxForce#: [(Weapon's WGHT + DS#) x 10] MaxWeight Number (MW#): [ b(HLTH+PROW) x Height(inches) ] / 20 Move Rate(MR): [RR# + SR#]-[WF# + Human Age] Parry-Avoid Number (PA#): [m(QCKN+INST+LUCK) + MR#] / 10 Professional Lore: (PSR#/10) per professional year PSDD#: (Damage Dice Type) x (PS# or SL#) PSR#: [recommended 500 per MAR] + SRT Investments Reaction Rate (RR#): [(MW#+b(AMBT+EXPR)) x 200] -------------------------- Body Weight + 100 SA Lore: See Lore SAL#: b(AMBT+MIND+EXPR) Skill Level Lore: LB#x[SL#x(SL#+1)]/2 Speed Number* (Speed#): (WSlo - AR#) *(Note: if the Attack Rate is greater than the WSlo, the number will be negative in value). STEP Rate Total (SRT): [ PSR#(s) + CSR# + Human Age ] x PS# STEP Sum (SS): Role-played + Conflict + Problem-solved + Special-Type Surprise Rate (SR#): b(QCKN+INST+LUCK) SWAC: (THAWAC) - (1d20 Attack Roll); compared to the defender's PA#. THAWAC: [(WAR# Type / 10) - WSlo#] Total Damage: [PSDD# + Constant Damage + Other Bonuses] Constant Damage = [(DS#+WALOPs+DamMods)/Setting Damage Divisor] Unconscious Blow (UB#): b(MIND+FOCS) + [m(MIND+CHRM+INST)/3] WALOPs: LNTH (in inches) + [WGHT (in pounds) x 5] WARB# (Base Weapon Attack Reaction Number): All b(ATTRs)+m(AMBT+EXPR) WARF# (Fired WAR#): (WARB#) + m(FOCS+INST) WARM# (Melee WAR#): (WARB#) + m(HLTH+PROW+CHRM) WARS# (Special WAR#): (WARB#) + m(MIND+CHRM+FOCS) WART# (Thrown WAR#): (WARB#) + m(PROW+LUCK) Weapon Slowness: See WSlo#. Weight Factor (WF#): (Carried Weight x 100) / (MW#) WGHT: Total Weight (in pounds) of a weapon and its parts. WSlo#: [WALOPs + 100] / SR# ________/={_____________________________________ O{]|///////|[ * >------- SORD Abbreviations --------``--__ `^^^^^^^^\={===========================================` 5T = Fifth-turn (12 Seconds) A#s = Armor Numbers AMBT = Ambition Attribute AMPs = Attribute Modifier Points AR# = Attack Rate number b(ATTR) = Base Attribute c(ATTR) = Current Attribute CHRM = Charm Attribute CSR# = Cultural STEP Rate Number DB# = Deathly-Blow Number DD = Difficulty Dice D# = Difficulty Number EXPR = Experience Attribute FOCS = Focus Attribute FT = Full Turn (one Minute) Ft/Sec = Feet per Second GM = Game Master HLTH = Health Attribute INIT# = Initiative Number INST = Instinct Attribute L# = Lore Number LB = Lore Base LNTH = Length (of Weapon) LR# = Life-Recovery Number LUCK = Luck Attribute m(ATTR) = Maximum Attribute m(Force) = Maximum Force (of Weapon) MAR#s = Minimum Attribute Requirement Numbers MIND = Mind Attribute MR# = Move Rate MW# = Maximum Weight Number NPC = NonPlayerCharacter PA# = Parry/Avoid Number PC = Player's Character PPs = Protection Points PROW = Prowess Attribute PS# = PowerSTEP PSDD# = PowerSTEP Damage Die Number PSR# = Professional STEP Rate Number QCKN = Quickness Attribute REST = Relaxing Enjoyable Silent Time RR# = Reaction Rate SA# = STEP Advancements SAL# = STEP Advancement Lore Number SCUM = Special Circumstance Unusual Modifier SL or SKL = Skill Level SORD = System Of Role Development SR# = Surprise Rate SRT# = STEP Rate Total SS = STEP-Sum STEP = Statistically True Experience Point SWAC = Subtracted Weapon Attack Chance THAWAC = Total Hit And Weapon Attack Chance UB# = Unconscious-Blow Number WAR# = Weapon Attack Reaction Number (base) WARB# = Weapon Attack Reaction Base Number WARF# = Weapon Attack Reaction Fired Number WARM# = Weapon Attack Reaction Melee Number WARS# = Weapon Attack Reaction Special Number WART# = Weapon Attack Reaction Thrown Number WF# = Weight Factor WGHT = Weight (of Weapon) WSlo# = Weapon Slowness Number WTs = Weapon Types WT# = Weapon Type Number __________/={________________________________________________ O{]|\\\\\\\\\|[ * >---------- 2. CHARACTER CREATION -------------``--__ `^^^^^^^^^^\={======================================================` SORD requires six of polyhedron dice: d4, d6, d8, d10, d12, and a d20. The standard notation is "(x)d(y)", where 'x' is the number of dice used and 'y' is one of the six types of dice rolled. Besides the dice, other fundamental materials are needed such as pencils, the character sheets, calculators, and this gaming system. SORD gives a stronger balance of power between the player and the Game Master compared with most RPG systems because of its detail in character structure and the ability for players to fine-tune attributes and persona. Once a player generates a SORD character, it grows with STEP experience and is always defined within the framework of the rules. From here on, we will follow an imaginary character known as Morgrom Firethorn to describe the SORD RPG with examples. Although Morgrom is a character from the Fantasy Novel "Downfall of the Dragonkind," SORD was designed for any setting whether it be science-fiction, historical, modern, superhero, cyberpunk, mythological, realistic, or fantastical. ________/={_____________________________________ O{]|///////|[ * >-- History of Morgrom Firethorn ---``--__ `^^^^^^^^\={===========================================` Morgrom was born in the Firethorn Clan at a time before the Strongfist Clanshire invaded his clan's autonomous territories. Growing up, he learned many qualities and abilities of his clan to survive. As a human wrought of elementia Mortalia and Necria, Morgrom Firethorn knew he had to fight for freedom and assist his clan. By the age of 15, he learned how to forge simple weapons on his father's anvil shape helmets and vestments from Kaelos and Nurethos metals. His father Faelgrom Firethorn fought in many wars, but also knew the value of education to send his son to learn the ways of the ancient magics at Cloudhilt Castle. Although Morgrom did not desire to study, the Order of Dragomancy would now shape his life into Dragomancer. As an apprentice for many months, Morgrom has had to learn many things on his own to control the elementia. Unknown to Morgrom, his father had been captured by enemy forces. Now at the age of 18, Morgrom must continue his studies to eventually rescue his father from a defeat that cast him into slavery and help free his Clanshire from the dark forces that threatens all humankind. As a player about to create the character Morgrom or any character of any SORD setting, we must first consider the history and background that motivates the character. In this example, we know Morgrom has the heart and ambition of a warrior and the growing mental capacity of a sorcerer. As a result, when we first consider his ten Base Attributes, we will note that Morgrom is of the Human Culture, is a Dragomancer by profession, and is 18 years old in Human years. Both Culture and Age have a direct influence upon the Base Attributes, and to be a Dragomancer, Morgrom should meet certain professional requirements. ________/={_____________________________________ O{]|///////|[ * >Base, Maximum, & Current Attributes``--__ `^^^^^^^^\={===========================================` The ten *Base* attributes exist on a scale from 2-20 initially, but have an absolute base range from 1-40. They almost never change, except with age or under unusual circumstances such as a crippling blow as described in the Da'akfal SORD Worldbook. A Base attribute is abbreviated b(ATTR) and is often "checked" with by throwing a 20-sided die in situations when the core life of the character is at stake--usually during important or life-threatening situations; A rolled 1d20 must be lower than the base attribute number for success. For instance, if a character is holding himself from falling off a thousand-foot cliff, a base Prowess and Quickness check may be required by the Game Master. If the character has an 18 PROW and a 19 is rolled on the 1d20 'check' comparison, the character falls off the cliff to his or her death. Any alternative outcome on the 1d20 roll other than 18, 19, or 20 would have resulted in saving the life of the character. Besides the ten Base attributes, SORD makes use of other working attribute numbers including Maximum attributes AKA m(ATTRs) and Current attributes AKA c(ATTRs). As a character gains new insights and experiences with STEP Advancements, the PC receives Attribute Modifier Points or AMPs to create a whole new set of Maximum attributes from the Base scores. With AMPs, the Maximum attribute scores are derived from the Base scores. For instance, if a character has a b(MIND) of 17 and the character assigns +13 AMPs to the Mind Attribute, it creates a m(MIND) of 30. Some formulae use the m(ATTRs) for calculations. In some SORD supplements, m(ATTRs) may have a range from 1-99 points. Similarly, the Maximum attributes establish the highest value peak for the Current Attribute scores. Thus, the c(ATTRs) are equal to the m(ATTRs) at best. Damage inflicted upon a character subtracts points from the c(ATTRs) numbers, whereas Life Recovery gains back lost c(ATTR) points. Also, if a character attempts a typical action or task, a "check" might be required (possibly at a modifier high or low) against the Current attribute in question. For example, after just running a 20K marathon, the character would be low in c(HLTH) and would therefore have a harder time swimming across a lake until the character recovered from the physical stress (until some current Health is gained). Thus, a Current attribute nicely informs the player what a character can do at a given moment. Current attribute points are therefore subtracted from a character when a character is damaged or the character exhausts energy; When a skill is successfully used (or being used) by the character, c(ATTRs) might also be subtracted according the specific form of exhaustion outlined or defined by the skill or the Game Master. ________/={_____________________________________ O{]|///////|[ * >------- SORD Nomenclature ---------``--__ `^^^^^^^^\={===========================================` So let's get to Morgrom! The ten character attributes are divided into two categories known as Primary and Secondary. The Primary attributes are AMBITION, HEALTH, MIND, PROWESS, and QUICKNESS, while the Secondary attributes are CHARM, EXPERIENCE, FOCUS, INSTINCT, and LUCK. As noted previously, the Primary attributes are often damaged in physical confrontations and all ten attributes have three number notations: 1). a base number: b(ATTR) 2). a maximum number: m(ATTR) 3). a current number: c(ATTR) More than one attribute can be placed with the parentheses as well such as b(QCKN+INST+LUCK) or b(Q+I+L) to add the base Quickness, the base Instinct, and the base Luck together for one number for example. Anything within parentheses is always calculated first. In SORD, the symbols used for arithmetic are: addition '+', subtraction '-', multiplication 'x' and division '/'. All calculated numbers for all formulas are rounded down in the entire System Of Role Development; thus, a 24.981 would always equal 24.000. ________/={_____________________________________ O{]|///////|[ * >-- Creating the Base Attributes ---``--__ `^^^^^^^^\={===========================================` To create Morgrom Firethorn's ten Base attribute scores, the player needs the following dice: 1d6, 1d8, and 1d12. You will roll all three dice at once, exclude the lowest number, and add the other two numbers together. So lets say you roll the following: a 4 on the 1d6, a 3 on the 1d8, and an 11 on the 1d12. The 3 is the lowest number, so exclude it and add the 4 to the 11 to get a total of 15; thus, the range is from 2-20. Do this procedure six times. Thus, you will end up with six numbers. Of these six numbers, drop the lowest number to make an Attribute Set of five numbers. An Attribute Set can be used with the five Primary Attributes or with the five Secondary Attributes. However, you will first create a total of four Attribute Sets and drop two of them. For Morgrom, here are the Attribute Sets rolled: 09 14 15 11 12 (7 dropped) 18 08 13 19 10 (4 dropped) * 12 16 16 13 13 (10 dropped) * 10 09 08 12 16 (8 dropped) * I will pick these two Attribute Sets for Morgrom Firethorn. The Attribute Set of 12, 14, 16, 13, and 13 will be used as the Primary Attributes and the other set will become the Secondary Attributes. Within these two Attribute Sets, you cannot adjust or modify the five raw numbers in any way, except by Cultural or Age modifiers only. This is, in part, why it is important to first decide upon a character's culture and background before you start the character creation process. At this point, you will want to refer to your character's Culture to find what bonuses or penalties are given to each Attribute. Similarly, the Age chart might also influence the Base attributes. Taking Morgrom as an example, we know he is Human and is 18 years old. If we were to use the SORD Worldbook "Downfall of the Dragonkind," we would find in the Human Culture section that Humans have a bonus of +5 to the Base Ambition and +5 to the Base Experience scores. When we look at the Age chart, we find the following: Age Chart I: Age Group to Age Group modifiers ------------ Age Group b(A) b(H)* b(M) b(P)* b(Q)* b(C) b(E) b(F) b(I)* b(L)* --------- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- 0 - 10 +2 +6 -6 -8 +6 -- -8 -4 +6 +6 11 - 15 -1 -2 +3 +4 -2 -- +3 +2 -3 -3 16 - 20 -1 -2 +2 +3 -2 -- +3 +2 -2 -2 21 - 25 -- -2 +1 +1 -2 -- +2 -- -1 -1 26 - 30 -- -- -- -- -- -- -- -- -- -- 31 - 35 -- -- -- -1 -- -- -- +1 -1 -- 36 - 40 -- -1 -- -1 -1 -- +1 +1 -1 -- 41 - 45 +1 -1 -- -1 -1 -- +1 +1 -1 -- 46 - 50 +1 -1 +1 -1 -1 -- +1 +1 -1 -- 51 - 55 +1 -1 +1 -1 -1 -- +1 +1 -1 -- 56 - 60 +1 -1 +1 -1 -1 -- +1 +1 -1 -- 61 - 65 +1 -1 +1 -1 -1 +2 +1 +1 -1 -1 66 - 70 +1 -1 +1 -1 -1 +2 +1 +1 -1 -1 71 - 80 +1 -1 +1 -1 -1 +2 +1 +1 -1 -1 81 - 90 +1 -1 -- -1 -1 +2 +1 +1 -1 -1 91 - 100 +2 -1 -- -1 -1 +2 +1 +1 -1 -1 100+ +2 -2 -- -1 -2 +2 +2 +1 -1 -1 * These attributes indicate Physical-based Aging characteristics, while the other Attributes are Mental-based. In many cases, the distinction between physical and mental aging is needed, such as if a character finds a substance that stops the Physical-aging process. To use the Age Chart I, character would age from one Age Group to the next to know what Base attributes will be altered. The Age Chart represents the Human Age Equivalent if the character's Culture is not Human; a conversion from Real Years to Human Years may be necessary: Human Years = [(Real Years / Average life Span) x 100] When we create a new character, we have to add together down each attribute column to its current age. Since Morgrom Firethorn is 18 years old, he has the following modifiers: AMBT(2-1-1): 0, HLTH(6-2-2): +2, MIND(-6+3+2): -1, PROW(-8+4+3): -1, QCKN(6-2-2): +2, CHRM(0): 0, EXPR(-8+3+3): -2, FOCS(- 4+2+2): 0, INST(+6-3-2): +1, and LUCK(6-3-2): +1. Note that between the age of 21-30, all attributes have no modifiers for efficiency in character generation. Thus, when taking into account Morgrom's Age and Culture, we already know that Morgrom has the following modifiers to his ten attributes: PRIMARY ATTRIBUTES ------------------ AMBT: (+0+5)= +5 HLTH: (-1+0)= -1 MIND: (-1+0)= -1 PROW: (-1+0)= -1 QCKN: (+2+0)= +2 SECONDARY ATTRIBUTES -------------------- CHRM: (+0+0)= +0 EXPR: (-2+5)= +3 FOCS: (+0+0)= +0 INST: (+1+0)= +1 LUCK: (+1+0)= +1 Now that we know all modifiers for Morgrom, we can assign each Attribute Set to create the Base attributes in any placement order we desire: Primary Set: 12 16 16 13 13 PRIMARY ATTRIBUTES ------------------ AMBT: (+0+5)= +5+16 = +21 HLTH: (-1+0)= -1+13 = +12 MIND: (-1+0)= -1+16 = +15 PROW: (-1+0)= -1+13 = +12 QCKN: (+2+0)= +2+12 = +14 Secondary Set: 18 08 13 19 10 SECONDARY ATTRIBUTES -------------------- CHRM: (+0+0)= +0+19 = +19 EXPR: (-2+5)= +3+08 = +11 FOCS: (+0+0)= +0+19 = +19 INST: (+1+0)= +1+13 = +14 LUCK: (+1+0)= +1+10 = +11 As a result, the player can construct just about any character to suit his or her character-concept due to the placement of the rolled numbers. I have assigned Morgrom to have a fairly high Ambition, Mind, and Focus. Since Morgrom is a natural leader, I have given him a high Charm. Located on the SORD character sheet, there is a place for these Base Attributes. ________/={_____________________________________ O{]|///////|[ * >------ Choosing a Culture ---------``--__ `^^^^^^^^\={===========================================` A Culture comprises both the genetic predisposition (heritage) and environmental influences (territories, languages, rituals, etc.), which creates a set of differences between peoples, their attitudes, and their influenced ways. A culture encompasses physical and mental adaptations, attitudes, traditions, abilities and skills. In SORD, a Culture has qualities that are either created by the GM or established within a SORD Worldbook. The cultural qualities include: 1). The Initial *Base* Attribute Modifiers. 2). *Maximum* Attribute number limits (rarely infinite but all cultures gain the Experience Attribute as infinite). 3). An established height range (in inches) of the culture. 4). An established weight (in pounds) of the culture (and possibly an established fat vs. muscle-weight). 5). An average life span (Real and Human age). 6). The Cultural STEP Rate number (CSR#) calculation. 7). Personality-trait modifiers and other noted quirks. 8). Cultural Skills. 9). Cultural Abilities. 10). An overall detailed description of the culture. Here is a typical Cultural lay-out for the Human Culture in the Downfall of the Dragonkind Worldbook. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Culture: HUMAN -------- Cultural Qualities Personality Mods ------------------ ----------- ---- Ht.: 50+4d8 In. Self :-2 Wt.: Chosen by player Emotion :+1 Age Mean: 100 Years Outlook :-- Sex Mean: 55% Female Disposition :-1 CSR#: 1000+SRT Invest. Nature :-- --------------------------------------------------------------------- ATTR b(ATTR) m(ATTR) Type Mods Limits ---- ---- ------ AMBT +05 ** HLTH +00 99 MIND +00 99 PROW +00 99 QCKN +00 99 CHRM +00 99 EXPR +05 ** FOCS +00 99 INST +00 99 LUCK +00 99 ** Indicates that the m(ATTR) does not have a limit of 99. Allowed Professions: Conqueror, Dragon Sage, Dragomancer, Gambit, Healer, Performer, and Traveler. Skills (Can be bought with Cultural and/or SA Lore): --Agriculture --History, Human --Language, Human --Language, (chosen) --Language, (chosen) --Navigation --Tracking --Survival, General Abilities (Can be chosen as SRT investments): --Humans can choose all Ambition-linked skills at half the normal Lore price (or at the standard price if it is a non-MAR attribute). SRT Cost=100. --Humans only require a five hours of sleep. SRT Cost=50. --Humans gain +2 to their Life-Recovery#. SRT Cost=50. --Humans gain +10 to their Unconscious-Blow#. SRT Cost=50. --Humans gain +25 to their Deathly-Blow#. SRT Cost=50 --Humans can use their c(AMBT) to directly alter any THAWAC outcome; for every five points of c(AMBT) spent, the THAWAC can be increased by +1. Ex: If 20 points of Ambition were spent, a THAWAC would increase by +4 points for the attack attempt. SRT Cost=200. Description: Mythology suggests that Humans were an unforeseen people that were born from elementia Mortalia and Necria. They have a great diversity in traits and are the most populous, making up more than 70% of the population on Dragothia. Humans live just about anywhere and travel from mountain peaks, to icelands and deserts; they travel across the largest seas of water, ice, forest, stone, and sand. Humanity's goal varies from individual to individual because of their great diversity. The Human society links all Clans through trade and political control. Because humans exchange possessions and intermingle with all societies, they have a knack for learning languages. Most humans know three languages and typically learn all tongues of the Descendants. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In most SORD Worldbook supplements, the Cultural STEP Rate number or CSR# is equal to: [(Net Base Attribute Modifiers x 100) + SRT Investments] For example, a Culture with +12 initial base Attribute bonuses but -2 penalties will have a net modifier of +10 and a permanent CSR# of [(10 x 100)] 1000, plus other SRT investments based on Abilities; the minimum Base Attribute recommendation is +0 (CSR#=0), while a maximum Net b(ATTRs) modifiers should not exceed +25 points (CSR#=2500). The granted skills and abilities between each culture, regardless of the CSR#, should remain balanced and in check. An amount of Cultural Lore based on the Human Age Equivalent should also be given to a character; for every Human year old, it is recommended that a character earns Lore specific to the experiences learned by the culture calculated as follows: Cultural Lore = (CSR#/10) x (Human Equivalent Age) Then for each Human Year thereafter: Cultural Lore = CSR#/10 It is recommended that each member of a culture at a mature age should have at least a 10th Skill Level in its natural language and history for typical knowledge. The skills that are listed above in the Human Culture are only suggestions. Other skills may also be chosen by a PC if approved by the GM. ________/={_____________________________________ O{]|///////|[ * >------ Personality Traits ---------``--__ `^^^^^^^^\={===========================================` Personality modifiers can be rolled via a 1d10, or can simply be chosen if a player already has an idea how to role-play the character's persona. Once chosen, the character's personality might be modified, depending on Cultural traits, personality quirks, and over the course of the GM's adventures and campaigns due to new encounters, experiences with friends and foes, and other various revelations in psyche. The Personality Traits are five traits which are monitored along a simple 1-10 scale. They are useful to the player since they give a rough guideline about how a character's personality typically responds to situations. The GM might consult with the player to find what number the player is going to attempt to role-play. The numbers are not absolute and players are encouraged to find more depth in personality instead of following the guidelines as strict indicators of persona; as the player role-plays his or her character, they will adjust up or down the scale based on future experiences because of gameplay. Additional personality traits might also be added with time. The five core traits and their scales are: 1 2 3 4 5 6 7 8 9 10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-= Self: (Unselfish/Impartial/Selfish) Emotion: (Unemotional/Equal/Emotional) Outlook: ( Optimistic/Pessimistic ) Disposition: ( Lawful/Neutral/Defiant ) Nature: (Good-natured / Evil-natured) The traits are self-defined; as an optional rule, the GM may also wish to define the character in terms of words (such as quirks, responses, etc). Personality Traits are often altered by Cultural, Professional, and other modifiers which will shift the 1-10 scale in one direction. Disposition and Nature traits will be defined by the GM's interpretation of what 'good' and 'evil' represent according to the Worldbook used, as well as the social structure of where the character fits into society and/or culture. As a general rule, a lawful character will tend to conform to a set of ideas valued by a culture or society, while a Good-natured character would rather settle conflicts through peaceful or diplomatic means rather than violent undertakings. This personality system is meant to be very general so that a player can have the greatest amount of control over how a character should be portrayed. ________/={__________________________________ O{]|///////|[ * >---- Choosing a Profession -----``--__ `^^^^^^^^\={========================================` In SORD, a Profession is an organized occupation that can take up a great deal of the character's life and is defined by the skills and abilities, which the character uses the majority of the time. Usually, the character has an interest in several aspects professional training and education. Professional characters have many advantages over Non-professional ones. A Profession allows the character to have more access to more skills and abilities that are sought as well as a network of people to be educated by. Another good indicator of a profession is the exchange of money or goods. If the character is employed through a professional organization, the character might receive money for services, or need to pay money to be educated or trained by another. Like the character's Culture, every Profession has a set of characteristics that distinguishes one Profession from the next. These qualities include: 1). Designated Minimum Attribute Requirements or MAR#s. 2). The actual location(s) and teacher(s) of the Professional organization. 3). The types Skills used by members of the profession. 4). The types of Abilities used by members of the Profession. 5). The cost of training and education. 6). Professional Lore gained with special training. 7). The Professional description. In order for a character to gain skills and abilities through a Profession, the character must typically establish relationships with other characters or NPCs in the profession, and learn through training, education, mimicking, or other means. This does not limit the character to learning skills and abilities to just one individual of one profession. Depending on how the player wants to emphasize his character and spend Lore, the character might specialize in one area of interest, or learn a little bit of everything. Learning skills and abilities is an on-going process. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROFESSION: Dragomancer MAR#s: AMBT20 MIND20 FOCS20 Recommended Skills: Ancient History, Essentia Lore, Geography, Knowledge, and Legendry. Description: Dragomancers are the educated individuals in society that know about many of the powers of magical artifacts and the mythologies of the Dragons. Their knowledge encompasses all aspects of Dragomancy including where artifacts and essentia exist in the world, who possesses them currently or who have possessed them in the past, how they are triggered, what powers they contain, and so forth. Dragomancers hold a high status in society--even though some individuals of vast knowledge actually have more respect than some of the Conquerors of a Clan. Many Dragomancers resist the religious leaders and the established beliefs in society. Professional subgroups of the Dragomancer includes being an educator, historian, mystic, teacher, etc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Professions are defined by the Game Master and/or set of codes, laws, ethics, or morals outlined in the Profession as well as the MAR#s needed in certain Maximum attribute scores. If a character breaks a law that the Profession obeys, the character might be outcast and not receive future training or education in certain skills and abilities. ________/={__________________________________ O{]|///////|[ * >------ The Use of MAR#s --------``--__ `^^^^^^^^\={========================================` Each Professional character needs to meet a certain requirement to first undertake a profession. Minimum Attribute Requirements or MAR#s must therefore be achieved at a certain number. If the designated MAR#s of the Profession are not met, the character will not be able to learn the Skills and Abilities which are linked to them. Each Profession has 1 to 9 MARs (never the Experience Attribute) which help define or link the skills that can be associated with the profession. For example, we want Morgrom Firethorn to be a Dragomancer. As noted above in the Professional definition of a Dragomancer, there are three MAR#s which need to be achieved: AMBT20, MIND20, and FOCS20. Thus, Morgrom must have a m(AMBT) of 20, a m(MIND) of 20, and a m(FOCS) of 20 to have what it takes to be a Dragomancer. Thus, if a character cannot yet reach all MAR#s, more AMPs must be earned through STEP Advancements in order to boost the m(ATTRs) high enough. ________/={__________________________________ O{]|///////|[ * >----------- PSR#s --------------``--__ `^^^^^^^^\={========================================` The Profession's STEP Rate number (PSR#) is part of the STEP Rate Total (SRT), and represents all of the accumulated professionally-based experiences of a character. Professions with high PSR#s allow characters to have potential access to many skills, abilities, and special advantages, but advancement is slower as a result. A character can advance faster with a lower PSR#, but often will be restricted in the selection of skills and abilities, and may possibly have other limits. A common traveler profession might only have a PSR# of 1000, while a knight profession touting many abilities might have a PSR# of 3500. Generally, professional range from 500 to 5000 in PSR#. The PSR# is calculated by the formula: PSR# = 500 per MAR + SRT Investments Thus, for the Dragomancer Profession, the PSR# is 1500 plus any SRT investments that a player chooses for his character. In some SORD settings, the author might elect to raise the PSR# to 1000 per MAR for example. In any event, player will need to weigh the pros and cons between the cost of an ability in PSR#s against what is accessible by the profession and other features offered. ________/={__________________________________ O{]|///////|[ * >----- Changing Professions -----``--__ `^^^^^^^^\={========================================` Since Professions are defined by their access to skills and abilities, players ultimately determined what direction to take with their characters. If a profession is changed, all MARs are still kept. Moreover, one a MAR is chosen, it is permanent and always contributes to the PSR#. ________/={__________________________________ O{]|///////|[ * >--- Multi & Non-Professions ----``--__ `^^^^^^^^\={========================================` As long as a character has met all MAR#s of more than one profession (and, of course, invested 500 per MAR into the PSR#, it is possible to be trained and educated as a Multi-professional character. The advantage of having more than one profession is having the chance to gain a diverse knowledge of skills and abilities. However, if a character chooses not to elect to have a profession at all (termed Non-professional), it is also possible for the PC to still invest PSR#s into MARs (500 per MAR), if desired, to potentially gain access to skills and abilities from other sources, or to even have them self-taught. ________/={__________________________________ O{]|///////|[ * >---- STEP Advancement Lore -----``--__ `^^^^^^^^\={========================================` A character's potential for learning new skills or expertise is called Lore. Lore is accumulated as points in discrete improvements or STEP Advancements (SA Lore) as well as Cultural Lore and Professional Lore. SA Lore is accumulated (and later spent by the player) according to the formula: SA Lore: [SAL# + (PS# x PS#)] per STEP Advancement, where, SAL#:b(AMBT+MIND+EXPR) The SAL# range is often between 35-65 for most characters. If a character has a SAL# of 50 (about average), the character will earn [50+(1x1)] 51 points of Lore per STEP Advancement during the first PowerSTEP. During PS2, [50+(2x2)] 54 points of Lore will be earned at each SA. By PS10, the character will be earning 150 points of Lore at each STEP Advancement. In other words, a character that has a strong drive (AMBT), mental capacity (MIND), and experience (EXPR) will have a higher rate of learning new skills. SA Lore can be spent on any skill, unlike Cultural and Professional Lore. However, the availability of skills will be determined by the GM's House-rules or the rules outlined here in the SORD, such that if a character has plenty of Lore to buy a desired skill, the skill must first be available through the profession. Usually the Minimum Requirement Attributes tell what attribute-linked skills can be chosen. The Dragomancer example shows the three MARs to be AMBT, MIND, and FOCS. As a result, the Dragomancer could most likely invest Lore into skills that are AMBT, MIND, and FOCS linked. In most cases, a character will only be able to spend Lore on skills that are MAR-linked as in the Dragomancer example, unless specifically noted in the Professional description. Skills normally outside the bounds of a profession might still attainable, but will cost at least double the Lore to purchase. In addition, the character might have to go out of his way to convince another individual that he has what it takes to learn the desired skill. ________/={__________________________________ O{]|///////|[ * >------ Professional Lore -------``--__ `^^^^^^^^\={========================================` In addition to STEP Advancement Lore, a character earns Cultural and Professional Lore. Previously, we learned how to calculate Cultural Lore. The formula below calculates how to earn Professional Lore: Professional Lore = (PSR#/10) per Professional Year Thus, Professional Lore can be spent on professionally-earned skills. If a character decides to have intensive training within the profession, the GM might also give a certain number of multiples of Professional Lore at other times as well. ________/={__________________________________ O{]|///////|[ * >---------- Skills --------------``--__ `^^^^^^^^\={========================================` Skills earned with Lore investment and are usually taught by an expert of a profession such as a sage, master, trainer, or an experienced individual. The student can *rarely* exceed the teacher's level of skill because the educator cannot provide training beyond his capabilities. Therefore, many students seek out specialized and unique individuals to achieve superior levels of expertise. As difficulty increases, it becomes harder to find highly trained individuals. Hence, a skill is considered to be progressive in nature because it has the capacity to improve in levels up to the limitations of a character's maximum attribute scores. Each skill is linked to an individual attribute to function properly. In rare cases, a skill might require more than one linked attribute. A Skill Level (SL) is a measure of how well a character can perform a skill. A skill's Lore Base (LB) is a number that defines the amount of points needed to achieve the first Skill Level (SL1); The Lore Base often has a range from 1 to 20 for most commonplace skills. The total, cumulative amount of Lore needed to be invested through all Skill Levels, up to and including the desired level, can be calculated with the Scotty Formula: Total Lore needed at desired Skill Level: LB x [SL x (SL+1)] / 2 For example, the skill "Climbing," which is linked to Quickness, has a Lore Base of 5; it would therefore require a character to spend 5 Lore points to attain SL1. To reach the fourth Skill Level or SL4, [5x(4x5)]/2 = 50 total Lore must be spent. Since the Skill has a Lore Base of 5, we can also calculate the needed Lore by adding together each Skill Level multiplied by the Lore Base: SL1+SL2+SL3+SL4=Total Lore or 5+10+15+20=50. If a character needs to go from the SL4 to SL6, we can calculate how much Lore is needed in two ways. The easiest way to do this is to calculate the needed Lore to achieve SL4 and the amount needed to achieve SL6, and then to subtract the difference in Lore. Using the Scotty Formula, we can subtract [5x(4x5)]/2 from [5x(6x7)]/2 to get 105-50 or 55 additional Lore must be expended to go from SL4 to SL6. To find out the amount of Lore needed to achieve the next Skill Level, one can also multiply the Lore Base by the next Skill Level, or [LB x (SL+1)]. Thus, using this example above of advancing two Skill Levels from SL4 to SL6, the player would calculate: [5x(4+1)] for SL5 and [5x(5+1)] for SL6 to give a total of 55 Lore. The Scotty Formula is a frequently used for calculating formulas such as total Lore and PowerSTEPs. The formula takes the form as: [ X*(Y*(Y+1)/2 ] to know how many total points have been used from the 1st 'Y' through the desired 'Y'. Skills obviously become exponentially harder to learn as more Skill Levels are purchased with Lore. Individuals beyond SL15 are rare, highly specialized, and sought after as instructors and educators. Generally, characters with SL19 are considered masters. Some skills have a fractional LB such as 1/2, 1/4, or 1/8. For instance, a character wanting a skill to SL10 with a LB of 1/4 would have to invest: 0.25 x [10x(10+1)]/2 = 13.75 or 13 points (everything in SORD is rounded down). The GM or SORD Supplement will determine the Lore Bases for the skills. The time to achieve each Skill Level can be a reflection of the Lore Base of a skill and the progression of each Skill Level. But the GM might simply approve Skill Levels, or even give the power to the players to determine realistically how high a character's skill might rise in Skill Levels from one adventure to the next. Additionally, the GM might grant a bonus for learning skills faster based on the character's m(EXPR) attribute. For instance, for every point of m(EXPR), the character might have a learning capacity 1% faster than normal. ________/={__________________________________ O{]|///////|[ * >------- Skill Checks -----------``--__ `^^^^^^^^\={========================================` Skill Levels often need to be checked through a procedure similar to the normal attribute check. Since a Skill is linked to a specific attribute, characters attempt a Skill Check against either a skill's linked Current attribute value, the c(ATTR)#, or the Lore-bought Skill Level--whichever is lower at the time of the check. This ensures that a limit is established for every skill based on the character's Current, or at best, Maximum attribute number (the Current attribute number is equal to or lower than the corresponding Maximum attribute number). Hence, there is no point in buying a Skill Level past its linked Maximum attribute number in most cases. If a skill is bought in Skill Level higher than its correlating m(ATTR), there must be an extraordinary reason for it. A Skill Check usually determines *whether* a skill performance succeeds or fails. This check is a 1d20 roll that is compared to a base, maximum, or, most frequently, a current attribute *number* or Skill Level *value.* For success, the resulting value on a 1d20 die roll must be equal to or lower than the Skill Level or attribute number used for the check. A rolled 20 always means failure and a *1* always means success. If the attribute value and Skill Level happen to be higher than 20, another d20 roll can be made to 'shift' the scale up by 20 more points on the same skill check. ________/={__________________________________ O{]|///////|[ * >------ Scale-Shifting ----------``--__ `^^^^^^^^\={========================================` If a 20 on a 1d20 is rolled (normal failure) in the case where a character has an attribute or skill level score (Current, Maximum, or Base) greater than 20, another 1d20 check using a new higher 'shifted' scale (20 points higher on a scale 21-40) is then rolled. This process of shifting the scale higher by 20 points will continue if a failing 20 is rolled each consecutive time, and if the attribute score large enough to be checked at all. As a skill check example, if a character has bought the Hunting skill to SL15 (an INST-linked skill), but only has a current INST of 12, the character must use the c(INST) to make the check attempt, instead of the actual purchased SL of 15. Characters will often buy skills up to SL19, since a 20 on a d20 skill check always means failure (and a rolled 1 always means success). On the other hand, SL21 or higher allows for Scale-Shifting. Skill checks can be modified by SCUMs (Special Circumstance Unusual Modifiers). Thus, in some cases, the GM may impose penalties or special modifiers to a check. ________/={__________________________________ O{]|///////|[ * >--------- Abilities ------------``--__ `^^^^^^^^\={========================================` An Ability never requires the character to spend Lore, but requires one or more m(ATTRs) to be equal to a particular MAR# rating. Most Abilities do a permanent thing for the character, although some require a percentage chance to perform the Ability. The GM or setting supplement will give a master list of all Abilities that can be gained, and a few examples are listed below. Abilities also require a permanent STEP Rate Total investment. For instance, the character might gain a professional Ability called 'Immunity to Poison' which is a Health-linked MAR that costs 10 permanent points to the STEP Rate Total per 1% Immunity. If the PC elects to gain this Ability, the Immunity to Poison Ability might only be taught up to 15% at maximum due to the educator's own Ability to teach the PC. A 15% Ability would therefore cost 150 SRT Points. Some Abilities might be imbedded within a particular Profession or Culture at a predetermined SRT cost, because it is so unique and essentially defines the Profession or Culture. In this case, an imbedded Ability might increase in capability, but will not cost any additional points to the SRT. Most Professions that have imbedded Abilities have at least three designated MARs (and thus a PSR# of 1500 at the minimum). It should also take some period of time to increase an Ability. Once an Ability is learned, it generally cannot be unlearned. Thus, when the investment is made to a certain level, the player should consider it a permanent investment. All Abilities are capped 'in capability' to the player's linked m(ATTR). In other words, if a character has a 35 m(HLTH), a Health-linked Ability can only be achieved up to 35 point or 35 percent at maximum (assuming the character has someone to teach the Ability). ________/={__________________________________ O{]|///////|[ * >----- Ability Examples --------``--__ `^^^^^^^^\={========================================` Certain skills might also be available as Abilities if allowed by the GM or setting supplement. Commonly, the Lore Base of a skill equals the STEP Rate Total needed for a 1% chance to perform the Ability. The following list describes some abilities that might be gained by certain professions or by other means: PARRY-AVOID: ------------ MAR#s: QCKN25, INST25, and LUCK25. Ability: permanent 1% bonus to the Parry Avoid number. Cost: 50 Examples: Rogue or deceptive-type cultures or professions. WAR# BONUS: ----------- MAR#s: MAR#s at 25 equal to the particular WAR# m(ATTRs) Ability: 1% bonus to the WART, WARM, WARS, or WARF number. Cost: 30 Example: Warriors or combat-oriented professions. MOVE RATE BONUS: ---------------- MAR#s: HLTH25 and QCKN25 Ability: permanent 1% bonus to the Move Rate Cost: 30 Example: Professions or cultures that travel frequently. BASE ATTRIBUTE BONUS: --------------------- MAR#s: MAR# at 20 equal to the attribute Ability: 1 permanent b(ATTR) point Cost: 500 Example: Most cultures and some professions. MAXIMUM ATTRIBUTE BONUS: ------------------------ MAR#s: None Ability: 1 permanent m(ATTR) point Cost: 50 Example: Most professions or cultures. MAXIMUM WEIGHT BONUS: --------------------- MAR#s: HLTH25 and PROW25 Ability: 1 permanent MW# point bonus Cost: 10 Example: Sturdy cultures or professions that frequently carry heavy loads. REACTION RATE BONUS: -------------------- MAR#s: AMBT20, HLTH20, and PROW20 Ability: 1 permanent RR point bonus Cost: 100 SURPRISE RATE BONUS: -------------------- MAR#s: QCKN20, INST20, and LUCK20 Ability: 1 permanent SR point bonus Cost: 200 Example: Quick Cultures LIFE RECOVERY BONUS: -------------------- MAR#s: HLTH25 and FOCS25 Ability: permanent 1% bonus to the LR Cost: 5 UNCONSCIOUS BLOW BONUS: ----------------------- MAR#s: MIND20, CHRM20, FOCS20, and INST20 Ability: permanent 1% bonus to the UB# Cost: 25 DEATHLY BLOW BONUS: ------------------- MAR#s: LUCK25 Ability: permanent 1% bonus to the UB# Cost: 50 FULL DAMAGE HIT: ---------------- MAR#: PROW50 Ability: 1% chance on every hit that Variable Damage will equal its full amount. Cost: 50 Example: A specialized fighter. DAMAGE RESISTANCE: ------------------ MAR#: HLTH50 Ability: permanent 1% reduction of Vital Damage on every hit. Cost: 75 Example: A specialized defender. OTHER ABILITIES: The Game Master should make an available a list of abilities that might gained through a Culture, Profession, or other factors. A good method for a GM to apply is to make abilities derived from skills. The Game Master can assign the cost in PSR points for the skill, and determine a MAR# cut-off range to learn the Ability. ________/={__________________________________ O{]|///////|[ * >--- Age, Height, & Weight ------``--__ `^^^^^^^^\={========================================` Age is defined as Human and Real. The real age of the character is simply the actual amount of years that have passed since the character has been born. The Human age is the converted 'real age' to the 'human age equivalent' in the event a character is not human. The ten character attributes will also 'age' either physically and/or mentally as a character grows old. Height indicates how tall the character is and, usually, it is determined by the character's culture or by the player. The GM may also desire to classify height differences of certain characters based on their height range to modify Total Damage or other statistics by a certain percentage versus opponents of a different size: --Tiny (Below 12 inches) --Little (12 to 23 inches) --Small (24 to 59 inches) --Normal (60 to 71 inches) --Large (72 to 83 inches) --Giant (84 to 179 inches) --Huge (180 to 359 inches) --Massive (360 inches or above) Weight indicates how heavy the character is and, usually, it is determined by the character's culture or directly by the player. If the character is human, the following calculation can be used if another method is not provided by the player or background: ________/={__________________________________ O{]|///////|[ * >--- Maximum Weight Number ------``--__ `^^^^^^^^\={========================================` Maximum Weight or MW# is the greatest amount of weight that can be carried by a character at any given time. For every pound that is carried over the Maximum Weight number, the character is considered encumbered and one point is removed from c(HLTH) or c(PROW) until the character becomes unencumbered. MW# = [ b(PROW+HLTH) x Height(inches) ] / 20 Example: Let's assume Morgrom is 68 inches tall, and as calculated earlier, has a b(PROW) of 12 and a b(HLTH) of 12. Morgrom's MW# would be 81. ________/={__________________________________ O{]|///////|[ * >-------- Weight Factor ---------``--__ `^^^^^^^^\={========================================` Since a character's Move Rate (described later) is dependent on the total Carried Weight (ie., Weight Factor), the actual weight of all of the carried items and possessions must be considered; as a result, these items should be thought out ahead of time and written down before the player proceeds to complete the rest of the character sheet. If it is not possible to choose all of these items, the carried weight can be assumed and fine-tuned later. It is recommended that if a Carried Weight number is not known, simply use 20% of the character's Body Weight to roughly estimate it until the total carried weight can be added together. The Carried Weight will change with time in the course of adventuring (new treasures, armor, etc.) and it is up to the player to keep the Weight Factor updated when the character changes equipment (if new items are carried or dropped). The player will eventually find the optimal amount of Carried Weight for his or her character to minimize the effect upon Move Rate. Also, many players will want to distinguish between the traveling Carried Weight as well as the weight within Conflict (such as if a pack is removed to give a better Weight Factor number). The Weight factor takes into consideration the body mass of the character to find how many points of actual Carried Weight will affect the Move Rate (see the calculation). The Weight Factor is a positive number, but is subtracted from the Move Rate formula. It can be nice to let the horse carry the burden from time to time. The Weight Factor is: WF# = (Carried Weight x 100) / (MaxWeight#) Example: Let's assume that Morgrom has a total of 23 pounds of material including his traveling pack, weapons, and clothing. If his MW# was 81, then his WF# equals 28. ________/={__________________________________ O{]|///////|[ * >------- Reaction Rate ----------``--__ `^^^^^^^^\={========================================` The Reaction Rate or RR# is simply the character's overall reaction to a situation. This number describes the overall stamina, how 'fit' the character is, and most important, helps to reveal the stride of the character compared to others. The number is usually between 75-125 on average, depending greatly on the body proportions of the character. The Reaction Rate makes up part of the Move Rate (MR#), the Attack Rate(AR#) of each weapon, plus other aspects of the character. [MW# + b(AMBT)+b(EXPR)] x 200 RR# = ----------------------------- Body Weight + 100 Example: Morgrom has a MW# of 81, a b(AMBT) of 21 and a b(EXPR) of 11. If Morgrom weighs 145 pounds, then his Reaction Rate is [(81+21+11)x200] divided by [145+100]. This is a RR# of 92. ________/={__________________________________ O{]|///////|[ * >------- Surprise Rate ----------``--__ `^^^^^^^^\={========================================` The Surprise Rate or SR# is a number comparison that tells the number of seconds that an opponent might be surprised by the character before conflict begins. SR#s are compared between two parties before Conflict actually starts. Only the person (or group) with the higher SR# has a percentage chance to gain a surprise. If the Surprise Rate Percentage Roll (SR% using 2d10%) is equal to or below the SR# of the person (or lowest SR# in a group), a surprise occurs before Conflict. The surprise itself is equal to a number of seconds based on the difference in SR#s between opposing sides plus a random 1d4 roll. Incidentally, if two or more opponents are reacting on the same second during an actual conflict, the holder of the highest SR# goes first. SR# = b(QCKN+INST+LUCK) Example: Morgrom's b(QCKN) is 14, his b(INST) is 14, and his b(LUCK) is 11. This adds up to a SR# of 39. ________/={__________________________________ O{]|///////|[ * >------- Movement Rate ----------``--__ `^^^^^^^^\={========================================` The Movement Rate describes the number of feet that the character can move in 12 seconds both in and out of conflict situations. If a character wishes to sprint, the PC can boost his MR# with an adrenaline rush, up to double his MR# at maximum, by investing c(AMBT), c(HLTH), and/or c(QCKN). For each point of c(AMBT), c(HLTH), and/or c(QCKN) invested into a sprint, the MR will increase by 10 points for 12 seconds. In other words, there is a 1-to-10 ratio between the amount invested in c(AMBT), c(HLTH), and/or c(QCKN) and the increase in MR. The loss of Current attributes via sprinting can be regained by the Life Recovery rules. GM and players take note: since the WF can influence the MR, calculating two numbers (one for traveling and one for conflict) may help save time during gaming sessions. Here is the Movement Rate formula: MR# = [RR# + SR#] - [WF# + Human Age Equivalent] As an example, let's consider Morgrom again. He is an 18-years old human with a WF of 28. If Morgrom has a Reaction Rate of 92 and a Surprise Rate of 39, we would calculate: [RR + SR] or [92 + 39] = 131. Therefore, he has a MR# equal to 131 - (18+28) = 85. Morgrom can move 85 feet on average every 12 seconds or run a 12.42 minute-mile on average without penalty. If Morgrom got rid of his traveling pack which weighs 20 pounds, then we would recalculate his WF# at 9 instead of 28. His new MR# would therefore be a 104 instead of an 85, which is a 10 minute-mile on average. The MR is linked to many character qualities. If divided by ten, it also represents a part of the Parry-Avoid number (PA#). A character can run or move indefinitely at the Move Rate number as long as he consumes enough energy and water. However, if a character's c(AMBT), c(HLTH), or c(QCKN) is ever equal to 1, the MR# might be reduced by one-third. Also, if the c(AMBT), c(HLTH), or c(QCKN) falls to zero, the character might not be able to move at all. In circumstances where time is less than 12 seconds the Feet per Second (F/S) conversion is used: F/S= MR/10. Sometimes it is useful to know how far a character can jump from a standstill or leap from a run. At a standstill, a character can jump a distance in feet equal to the (MR/25) plus his height in feet. On a running leap, a character can fly through the air for a distance of (MR/10) plus his height in feet. Of course, the Movement Rate can also be boosted by an adrenaline rush to increase the range a character can jump. ________/={__________________________________ O{]|///////|[ * >----- The STEP System ----------``--__ `^^^^^^^^\={========================================` Statistically True Experience Points (STEPs) are measuring tools of experience that accumulate over the life of the character. STEPs are gained in the four categories as the adventure unfolds. When the four categories of Role-played, Conflict, Problem-solved, and Special-Type STEPs are added together, the STEP-Sum is known; The STEP-Sum is added up at the end of an adventure session. STEPs are often divided equally to the characters in an adventure. The GM may wish to use this system of the four STEP-Categories, or adopt his/her own system. In the event that another system is used, the GM should at least be familiar with the SORD's *rate* of Advancement progression outlined below. ________/={__________________________________ O{]|///////|[ * >------ Initial STEPs -----------``--__ `^^^^^^^^\={========================================` All characters initially gain STEPs, due to the raw experiences and history already learned during youth. Unless a character is extremely young and inexperienced, a character starts with at least a few STEP Advancements, and possibly beyond the 1st PowerSTEP. If the initial STEP-Sum is greater than the STEP Rate Total, a character naturally begins higher than the 0th STEP Advancement. To help out the character from an early death, Special-based STEPs are initially given at character creation to ideally make starting characters somewhat balanced in power. To find the starting STEPs, multiply the greatest Base Attribute number by the Human Age equivalent of the character, and then multiply it to the Base Experience score. For instance, since Morgrom is 18 years old, has a b(AMBT) of 21 (highest Attribute), and a b(EXPR) of 11. He would start with (18x21x11) 4158 STEPs. The formula to use is: Initial STEPs: [Human Age x Highest b(ATTR) x b(EXPR)] ________/={__________________________________ O{]|///////|[ * >---- The STEP Categories -------``--__ `^^^^^^^^\={========================================` STEPs are gained in four categories as any adventure unfolds. The four categories of Role-playing, Conflict, Problem-solving, and Special-Type STEPs are added together at the end of each gaming adventure to give a number known as the STEP-Sum (SS). When the STEP-Sum is large enough, a character gains a STEP Advancement; the moment the STEP-Sum equals the STEP Rate Total (SRT#), the STEP-Sum goes back to a score of zero. ________/={__________________________________ O{]|///////|[ * >-- The PowerSTEP (PS#) and SAs -``--__ `^^^^^^^^\={========================================` More often than not, a few SAs are gained as a result of a gaming session when the character has a lower PowerSTEP. If enough STEP Advancements are gained, the character gains PowerSTEP. The number of STEP Advancements it takes to reach a PowerSTEP increases in difficulty as a character grows. As a result, it is more uncommon for a character to gain PowerSTEPs with time. STEP Advancements (or SAs) are at the root of each character. By gaining an SA, a gains an Attribute Modifier Point (or AMP) that can be used to make a Maximum attribute or m(ATTR) one point higher. The current STEP Advancement number that the character is at correlates to a particular PowerSTEP number. All characters start at the 1st PowerSTEP (and 0th SA) and progressively work their way to an unlimited number. The chart below denotes the comparison of STEP Advancement and each PowerSTEP: PowerSTEP STEP Advancements 1 0-9 2 10-29 3 30-59 4 60-99 5 100-149 6 150-209 7 210-279 8 280-359 9 360-449 10 450-549 Thus, a character at the 42nd STEP Advancement has three PowerSTEPs. The Scotty Formula is used frequently throughout SORD, and a derivative of the formula is also used when determining the PowerSTEP of a character. Each PowerSTEP has a range of STEP Advancements it contains. As an example, the 1st PowerSTEP has a range of SAs between 0-9, while the 5th PowerSTEP has an Advancement range from 100-149. If a player wishes to know what STEP Advancement initially correlates to a PowerSTEP, the formula is given: PowerSTEP * (PowerSTEP - 1) --------------------------- x 10 2 Therefore, a character just starting the 6th PowerSTEP would need [(6*5)/2]x10 exactly 150 STEP Advancements. So if a player was curious to know how many SAs are needed to achieve the 14th PowerSTEP for example, then it could be easily figured out by: [(14*13)/2)]x10. Hence, a 14th PowerSTEP character would need 910 STEP Advancements. Yep, that's a lot! PowerSTEPs are also vital to a character's growth, since they also influence the rate at which STEP Advancements are gained as a multiple in the STEP Rate Total formula which will be discuss hereafter. So what are the main advantages of STEP Advancements? The answer to this question is at the root of the character's attributes. For each Advancement, a point called an Attribute Modifier Point (AMP) is earned. AMPs can be remembered as giving energy to the character by amplification. Although an AMP does not modify a Base attribute or b(ATTR), it instead adds to a Base attributes to create a Maximum attribute, which in turn also makes a Current Attribute. Don't worry if this sounds confusing; another Morgrom example will be given below. What is nice about SORD is that the system gives players direct control of the placement of AMPs among any of the attributes, so that each character can grow and be constructed by the vision and desire of the role-player! Yep, not only can you choose your culture, profession, skills, abilities, and so forth, you can actually control how the root of your character advances! To summarize, a character gains points of experience due to the four STEP Categories, which are added to the STEP-Sum; with enough STEPs earned, STEP Advancements and even PowerSTEPs can ultimately be gained. Before STEPs have been earned, the notation 'DD' or "D#" indicates that a "Difficulty Die or Number" may be used to award STEPs based on the complexity of the situation. If the GM does not wish to put 'chance' into the scheme of giving STEPs, s/he can simply use the average DD or D# for simplicity. The (x)d(x) score gives the GM the control of what dice to use. The chart on the following page describes the range of DDs or D#s. Roll DD D# ---- ---- ---- 1 1d6 +3 2 1d8 +4 3 1d10 +5 4 1d12 +6 5 1d20 +10 6 XdX +X ________/={__________________________________ O{]|///////|[ * >----- Role-played STEPs --------``--__ `^^^^^^^^\={========================================` For every period of quality play-time passed during the role-playing game adventure session, each character gains the following Role-played STEPs: (Role-playing time in minutes + Character's SA#) x (Character's PS#) x (DD or D#) An average role-played job should probably give a DD of +5. Therefore, for a typical adventuring session five hours (300 minutes) in length, a player giving an average performance (+5) that role-plays a character at the 3rd PowerSTEP and 45th STEP Advancement would gain a total of: [(300 minutes + 45 SA)] x [3rd PS] x [5 DD] = 5175 STEPs. Likewise, a character at the 5th PowerSTEP (125 SAs) would gain 11250 role-played STEPs. As an optional rule, if a player's character is role-played by the GM, it will not receive the DD bonus, but will gain the base role-played STEPs. ________/={__________________________________ O{]|///////|[ * >------- Conflict STEPs ---------``--__ `^^^^^^^^\={========================================` Conflict STEPs: In every conflict situation between unknown NPCs and the PCs, STEPs will be rewarded for the outcome of a conflict situation to an adventuring party according to the following guidelines: 1. NPC or foe defeated... [(NPC's SRT#) + (NPC's SA value x PS#) x (DD)] Note for 1: To gain STEPs for defeating or slaying NPCs, they must actually be a threat to the PCs as defined by the GM. 2. PC successfully fled from conflict... [(Total SAs of all opponents) x (DD)] 3. Both NPCs and PCs resolve conflict... [(Total SAs of all combatants) x (number of combatants in resolution) x DD] 4. Unknown NPC joins/helps/befriends PCs... [(NPC's SA value) x DD] 5. Special Circumstance of Conflict (to be decided by GM)... 100 x [(DD + DD) per circumstance] Conflict STEPs are awarded to participants in a conflict. The GM will decide either to divide the conflict STEPs equally among the party or individually according to each character's actions. ________/={__________________________________ O{]|///////|[ * >--- Problem-solved STEPs -------``--__ `^^^^^^^^\={========================================` Problem-Solved STEPs come in many sizes-- from attempting to unlock a probable treasure chest to finding a lost item of power, discovering the way to cast a spell from a scroll, or finding a hidden passageway that leads to freedom. Problem-solved STEPs are rated by the GM as a Simple, Minor, Normal, Major, or Grand Problems and the points are given to the character(s) involved in solving the Problem. ________/={____________________________________________ O{]|///////|[ * >- Problems come in many shapes & sizes... -``--__ `^^^^^^^^\={===================================================` A Problem is not defined as accidental, but is known and thought-out by the GM; the problem could have been created by chance as long as the GM planned it. The adventuring party gets claim to the STEPs that any individual character solves. The GM should keep tally of all problem-solved STEPs as an adventure unwinds. The STEPs are given out according to the chart: Problem Type Dice Used m(Range) ------------ --------- -------- Simple 5 x DD 5 - 100 Minor 10 x DD 10 - 200 Normal 50 x DD 50 - 1,000 Major 250 x DD 250 - 5,000 Grand 500 x DD 500 - 10,000 Unbelievable 1000 x DD 1000 - Unknown ________/={__________________________________ O{]|///////|[ * >---- Special-type STEPs --------``--__ `^^^^^^^^\={========================================` If something unique happens that is worthy of giving STEPs to all characters involved that does not fit into the other three STEP categories, it falls into this special category. All special events and situations are rated and judged by the GM. Often, GM's will use the Special-Type category as a 'bonus' for a good adventuring session. The GM will roll a multiple of a DD: Special Situation STEPs Gained ----------------- ------------ Minor DD x 10 Normal DD x 100 Major DD x 1000 Grand DD x 10000 Unbelievable DD x 100000 A good way to use Special STEPs is also after character creation. If a player has come up with a wonderful concept of a character, has outlined its past experiences, and has gone to the trouble of helping out the Game Master by filling of the character and adding more depth to the game, Special STEPs could initially be rewarded to the character. ________/={____________________________________________ O{]|///////|[ * >-- Every Rule has a Flaw of Circumstance --``--__ `^^^^^^^^\={===================================================` All STEP Categories will be computed throughout the game by the GM and then added together for a STEP-Sum. The STEP-Sum will then be compared to the STEP Rate Total to find how many STEP Advancements the character has raised (if any). Thus, a Game Master often gives STEPs to characters at the end of an adventure or when it is convenient to the players. Then, the player will add the GM's granted STEPs to any remaining STEPs found in the current STEP-sum to find out how many STEP Advancements the character earns. ________/={__________________________________ O{]|///////|[ * >---- The STEP Rate Total -------``--__ `^^^^^^^^\={========================================` The formula to determine when a STEP Advancement is earned is the STEP Rate Total or SRT. The Profession and Culture of the character are needed to determine the SRT, since the PSR# and the CSR# have to be known. The character's STEP Rate Total is composed of four numbers: 1). Any Professional STEP Rate Numbers or PSR#s 2). The Cultural STEP Rate Number or CSR# 3). Possible SRT Investments such as Abilities 4). The Human Age Equivalent of the character 5). The number of PowerSTEPs of the character STEP Rate Total is a very meaningful number because when the STEP-Sum equals the calculated STEP Rate Total, a STEP Advancement is gained; Note that the STEP Rate Total is also *multiplied* by the character's current PowerSTEP: SRT#: [PSR#(s) + CSR# + Possible SRT Investments + Human Age] x PS# When a person leaves out the PS# multiplier, a base number can be thought of as the Base SRT or b(SRT#). So a character at the forth PowerSTEP might have a b(SRT#) 2450 points; but the true SRT would be 2450(x4) or 9800 needed STEPs to achieve the next STEP Advancement during PS4. Thus, the STEP Rate Total tells how fast STEPs can be used by the character, based on the Culture, the Human Age, SRT investments, and any number of Professions which the character has. As a result, a certain number of STEPs equals the STEP Rate Total to earn an STEP Advancement (SA). ________/={_____________________________________________ O{]|///////|[ * >-- Every Step in Life Brings Experience ---``--__ `^^^^^^^^\={===================================================` Each time the SRT is achieved with STEPs, a 'Revolution' of STEPs occurs and an SA is gained. When all of the STEPs have been used up, and a given number of STEP Revolutions (and SAs) have transpired, any remaining STEPs are tallied in the STEP-Sum (SS) until more STEPs are earned in the future. But when the STEP-Sum equals the STEP Rate Total, the STEP-Sum returns back to zero STEPs. A character is always working toward the next STEP Advancement, which can be thought of as in terms of percentage. The moment a character achieves a high enough STEP-Sum equal to that of the STEP Rate Total (due to a single STEP) and Lore is gained; An Attribute Modifier Point (AMP) is gained so it can boost one of the ten m(ATTRs) a point higher, and the STEP-Sum will then fall back to zero so that more STEPs can be added to it (including any remaining differences between SAs). The number of STEP Advancements also represents the number of bonus Attribute Modifier Points that have been gained over the life of the character. Any extra STEP-Sum points that are gained *after* a Step Advancement has occurred will be applied the to STEP-Sum of the next STEP Advancement. In other words, if a character went from the 5th STEP Advancement to the 6th and had 121 STEPs left over after the STEP Revolution, the STEP-Sum would be cleared to zero STEPs (when the 6th SA was reached), and the 6th STEP Advancement would start with 121 points. This is true because the STEP-Sum divided by the STEP Rate Total determines how far (in a decimal percentage) the character needs to go to achieve the next STEP Advancement. Are you confused yet? ________/={__________________________________ O{]|///////|[ * >---- STEP System Example -------``--__ `^^^^^^^^\={========================================` Let's assume that Morgrom is an 18 year old Human (CSR#=1000) Dragomancer (PSR#=1500) with 600 SRT investments between his culture and profession. We simply use the SRT formula to calculate his SRT: SRT#: [1500 + 1000 + 600 + 18] x 1 = 3118 Since Morgrom is 18 years old, has a b(AMBT) of 21 (highest Attribute), and a b(EXPR) of 11. Earlier, we calculated his initial STEPs to be: (18x21x11) or 4158 STEPs. But because Morgrom has such a detailed background, the Game Master might also reward a certain number of Special-steps for the player's creativity surrounding Morgrom. The GM should encourage players to get to know each character beforehand to enhance the quality of role-playing. So in this case, the GM might also reward 25,000 Special-steps to Morgrom because he has been well planned out. If Morgrom is joining a group of more experienced characters, the GM may also simply choose a starting PS# and SA# for Morgrom if desired (such as 10 SAs behind the average character). Anyway, in this example, Morgrom will start with 25,000+4158 or 29,158 STEPs. What now needs to be done is to see how many STEP Advancements Morgrom gets with 29,158 STEPs. The quick and easy way to do this is to use the STEP Rate Total by using the formula: [(29,158 STEPs)/(3118 SRT)] This number comes out to be 9.35. This indicates that Morgrom has just received nine STEP Advancements with 35% STEPs remaining toward the next SA. Now, the player should multiply the SRT by three, since it is known that Morgrom will receive nine STEP Advancements: 9 SAs x 3118 = 28,062 STEPs When the player subtracts the initial STEPs from this number, the difference is (28,062-29,158) or 1096 STEPs remaining. So the current STEP-Sum after 9 SAs are given is 1,548 STEPs. Morgrom is just a hare from the 10th SA and 2nd PowerSTEP. This process of gaining STEPs is received every time. So now that we know Morgrom gets 9 SAs, he therefore receives 9 AMPs. Let's now calculate the m(ATTRs) with the nine AMPs. Assuming we want to first meet his Dragomancer MAR#s of AMBT20, MIND20, and FOCS20, we should put AMPs into those attributes: ATTR b(ATTR) AMPs m(ATTR) ---- ------- ---- ------- AMBT: +21 +01 +22 HLTH: +12 +00 +12 MIND: +15 +07 +22 PROW: +12 +00 +12 QCKN: +14 +00 +14 ATTR b(ATTR) AMPs m(ATTR) ---- ------- ---- ------- CHRM: +19 +00 +19 EXPR: +11 +00 +11 FOCS: +19 +01 +20 INST: +14 +00 +14 LUCK: +11 +00 +11 Let's now assume that Morgrom receives another 50,000 STEPs from the next adventure. The 50,000 STEPs are added to the previous STEP-Sum which is 1,096. Since we know that Morgrom needs (3118-1096) 2022 STEPs to reach the 10th STEP Advancement, it would be smart to first spend those 2022 points because the SRT is going to change--the 10th SA is now the 2nd PowerSTEP. Therefore, we are left with (50,000-2022) = 47,978 STEPs and a new SRT equal to: SRT#: [1500 + 1000 + 600 + 18] x 2 = 6236 Now let's see how far 47,978 STEPs will get us: [47,978 STEPs / 6236 SRT] = 7.69 more SAs Thus, we now know to multiply: 7 SAs x 6236 SRT = 43,652 more STEPs to reach the 17th SA. We now need to know the remaining STEPs left over: 47,978 - 43,652 = 4326 STEPs go back to the STEP-Sum. Finally, we can now distribute another +8 AMPs because we went from the 9th STEP Advancement to the 17th STEP Advancement. Let's build Morgrom higher: ATTR b(ATTR) AMPs m(ATTR) ---- ------- ---- ------- AMBT: +21 +01 +22 HLTH: +12 +03 +15 MIND: +15 +09 +24 PROW: +12 +00 +12 QCKN: +14 +00 +14 ATTR b(ATTR) AMPs m(ATTR) ---- ------- ---- ------- CHRM: +19 +00 +19 EXPR: +11 +00 +11 FOCS: +19 +03 +22 INST: +14 +01 +15 LUCK: +11 +00 +11 So we just added another +8 AMPs according to our desire. As you can imagine, eventually Morgrom might reach the 3rd PowerSTEP (SA30), the 4th PowerSTEP (SA60), and so forth. Just think, by the 5th PowerSTEP, Morgrom will have earned +100 AMPs distributed among the attributes. _______________________________________________}=\________ __--''----------- 3. THE SORD CONFLICT SYSTEM ------< * ]|\\\\\\\|[}O '================-_____________________________-======}=/^^^^^^^^' All Conflict is conducted using either the procedures outlined in this rule section and/or procedures outlined in a SORD Worldbook or setting supplement. Before a conflict situation begins, it is possible that one or more characters will be able to surprise their opponents. A d100 is rolled and consulted to determine if one party can surprise another. Once the surprise phase (a number of bonus seconds) is over, an initiative sequence is created by having each player roll a d4 per character and modifying it according to the Conflict rules defined later in this section. Conflict participants perform attacks and actions on designated seconds of the conflict turn, which is a twelve second interval called a Fifth Turn (5T). The Conflict rules provide a timed framework for what a character can accomplish during a 5T. At any time, if two primary attributes of a character reach zero or a Deathly-Blow roll fails, the character is considered dead. When all the characters in a Conflict situation are either dead, unconscious, or friendly toward each other, the Conflict is concluded with the GM's approval. Any unconscious, hostile characters might be considered prisoners and, according to the circumstances, might be killed, captured, or otherwise dealt with by the surviving conscious characters. Healing procedures, skills, or techniques may take place at any time during or after a Conflict situation. ________/={_________________________________________________ O{]|///////|[ * >--- Often, the Best Weapon is... --------------``--__ `^^^^^^^^\={=======================================================` _______________________________________________}=\________ __--''----------------- ...Knowledge! -------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' To understand the SORD's Conflict system, the player should become familiar with weapon statistics. In SORD, there are five weapon categories: Base, Fired, Thrown, Melee, and Special. Only the Base category does not require a weapon skill or Lore investment. The other four categories demand specifically trained skills that are purchased with Lore. Likewise, if a character does not have any weapon skills, he defaults to the Base category. Each category has a Weapon Attack Reaction number (WAR#). Hence, the five specific WAR# types are WARB# (for Base), WARF# (for Fired), WART# (for Thrown), WARM# (for Melee), and WARS# (for Special). The four skilled WAR#s are linked to the following attributes: WARF# is linked to Instinct or Focus, WART# is linked to Prowess or Luck, WARM# is linked to Prowess, Health, or Charm, and the WARS# is linked to Mind, Charm, or Focus. If two weapons are similar in design, but are different enough in size, weight, or other factors, the GM may decide that a character will need to buy (with Lore) a separate WAR#-type Skill for each weapon. A good example of this situation is the difference in two sword Melee skills. A short sword has a much different form than the long sword; a character should buy two Melee Skills, one for the short sword and one for the long sword. However, once a skill is bought for the weapon, other weapons of similar design and weight can benefit from that skill as well. Each weapon has a weight in pounds (WGHT), a length in inches (LNTH), a Weight and Length Offensive Point number (WALOP#), a Weapon Slowness value (WSlo#), an Attack Rate number (AR#), a weapon Speed number (SPD#), a total damage number, a Design Strength value (DS#), a maximum force number, and a Total Hit And Weapon Attack Chance (THAWAC). Like all numbers and statistics in SORD, these weapon numbers are rounded down, so that a weapon weight of 1.75 pounds would be rounded down to one. Each weapon and weapon-related statistic should be fully understood by the GM and all the players before Conflict begins. 1. WARB#, WARF#, WARM#, WARS#, & WART#: The Weapon Attack Reaction Base number (WARB#) tells the character's ability make an attack without training in weapon or without actually having a skill in a weapon or form of attack. The WARB is: [ All b(ATTRs) + m(AMBT) + m(EXPR) ] If a character is skilled (has invested lore) in a specific weapon category type, one of four Weapon Attack Reaction Types (the WARF#, WART#, WARM#, or WARS#) will be used instead of the base WAR#. Many weapons have multiple WAR#s possibilities like a dagger that can be thrown or stabbed with. Common sense should dictate if a skill can be learned for a weapon of a particular WAR# category. If a character has learned a weapon skill, the correlating weapon WAR# will be used in the T.H.A.W.A.C. formula to determine the character's ability to hit; if no weapon skill is learned for a specific weapon, the WARB number will be used in the place of a WARF, WART, WARM, or WARS number in the THAWAC formula. The four skilled WAR#s are computed by the following formulas, and are all added to the WARB#: Fired Weapons: WARF#= WARB# + m(FOCS+INST) Thrown Weapons: WART#= WARB# + m(PROW+LUCK) Melee Weapons: WARM#= WARB# + m(HLTH+PROW+CHRM) Special Weapons: WARS#= WARB# + m(MIND+CHRM+FOCS) The WARS number for Special weapon attacks will be dictated by the GM's personal 'House-rules' or SORD Supplement. For example, a GM may wish to give a specific weapon an ability to disarm (as used in the example above), cause critical damage, inflict a deceptive attack, slice through metal as if it were butter, cause extra damage to a specific type of creature, make a precision attack, etc. In any of the above cases, a WARS# attack might only occur as a *SINGLE* attack during Conflict or a Fifth-turn. The Lore cost for a Special weapon skill is always higher than the cost of a WARF, WART, or WARM core skill. Non-weapon attack skills such as open-handed attacks, jabs, punches, or kicks often use the WARM# if the character has the required training. 2. The Parry-Avoid# (PA#): The Parry-Avoid Number is the defender's front line of protection and is extremely important as a number comparison. Since the Parry-avoid base number is, in part, one-tenth of the defender's Move Rate, it takes all realistic factors into consideration within a Conflict situation. When a defender is attacked, this number is directly compared to the attacker's particular SWAC# so that it is possible to dodge or avoid the attack. The WARB# (Weapon Attack Reaction Base Number) is essentially the anti-equivalent of the PA#, and also advances at a similar progression. Common PA#s fall between the range of ten to twelve when a character is initially created. All characters gain their Conflict Move Rate number as part of the formula, since they can always move at that speed if desired, but if the Move Rate is boosted by c(QCKN) or c(HLTH), the Move Rate grows and so will the PA#. The Parry-Avoid number is: [ Move Rate + m(QCKN+INST+LUCK) ] / 10 A character with a high Move Rate (and thus has a high Surprise Rate and Reaction rate, but a lower Human age equivalent and Weight Factor) should statistically avoid and parry blows more often in combat. Besides this PA#, many skills and some Professions might offer additional PA bonuses. Also, situations can offer a variable number of PA#s, depending on the factors involved. 3. Total Hit And Weapon Attack Chance (THAWAC): Total Hit And Weapon Attack Chance is calculated at the time of Conflict. The player will first divide his specific WAR# by 10 and then subtract the WSlo#. For example, if a character had a WT of Melee, the WARM# would be used to calculate the THAWAC with the Weapon Skill. Therefore, a weapon with a WSlo# = +6 and a WARM# = 245 would have a THAWAC [(245/10)-6] of 18. When a 1d20 Attack Roll is made, the rolled number is subtracted from the THAWAC to calculate the Subtracted Weapon Attack Chance or SWAC. So, if a 4 is rolled on a 1d20 Attack Roll in the above example, the SWAC would be a 14 instead of an 18. As a result, the attacker could hit any opponent with a Parry Avoid number of 14 or below on the attack. If the character does not have a skill in a weapon, the WARB# can always be used instead. 4. Weight (WGHT#): Weight is the total weight, in pounds, of the weapon or the part of a weapon that strikes for damage. A character's limb which holds the weapon is not considered part of the weight, unless it actually inflicts damage. However, a limb of a character can have bearing on a weapon depending on how it is used in an attack. Consequently, an open-handed or kicking attack does not have weight (unless a glove, boot, etc. is worn). Yet, a player may elect to use the full weight of his character's limb, which increases the amount of WALOPs but slows the attack. There is a chance that the limb will suffer damage, depending on the force of the attack and strength of the character's limb. A character cannot accurately wield a weapon when its weight in pounds exceeds the character's c(PROW). For every pound over a character's c(PROW), he receives a -1 penalty to his THAWAC on all attacks. The GM may wish to use m(PROW) instead of c(PROW) for simplicity, or implement other appropriate penalties such as a reduction in Total Damage. 5. Length (LNTH#): Length represents the greatest length of a weapon or the length of the part that inflicts the damage. Therefore, the length of the pommel of a sword (lower hilt) to the tip of the blade represents its longest length. The character's limb holding the weapon is not counted as part of the length, unless the limb is causing the actual damage. However, a player may elect to use the full length of his character's limb to increase the amount of WALOPs yet slows the attack. Length is measured in inches. 6. Weight And Length Offensive Points (WALOP#): The weight of the weapon in pounds (multiplied by 5) plus the length of the weapon in inches equals a base amount of Constant Damage known as WALOPs. If a weapon has more than one part, WALOPs are calculated only from the part that hits its target. Thus, only the arrow's weight and length are used to calculate WALOPs for a character shooting a bow. 7. Design Strength (DS#): The Design Strength of a weapon is completely dependent on its material composition, how well it was made, its general strength, its weight and volume, and its resistance to wear and tear. Cloth typically has a DS# below 5, leather is around 10, wood objects are normally between 15-25, stone is around 20-30, metal weapons vary from 30-60, and tough materials have even higher ranges such as 75-100. Each point of DS# adds to the Constant Damage that a weapon can inflict. Moreover, the DS# can reflect extra Constant Damage that is achieved by special means, such as +150 for a laser bolt or +750 for a huge marble column that crashed down on a character. 8. Weapon Slowness (WSlo#): Weapon Slowness takes into account the weight, length, WT#, and the Surprise Rate of a character to calculate how fast a weapon can strike. After initiative occurs via the INIT#, the WSlo# tells the amount of time in seconds from one attack to the next within a Fifth Turn. The WSlo# is also featured in the AR# and THAWAC formulas. The WSlo# equals: [(WALOP#s+100)/(Surprise Rate)] 9. Attack Rate (AR#): The Attack Rate number of a weapon equals the maximum possible number of times that a weapon can strike in a 5T. However, due to the time between one attack and the next, the AR# is rarely achieved at its maximum, but does put a limit on the number of times the weapon can strike during a 5T. The AR# is derived from the character's Reaction Rate, the WT#, and WSlo#. The Attack Rate equals: AR# = [(RR#-12)/(WSlo#+12)] 10. Speed (Spd#): Speed is a positive or negative number of seconds that modifies an Initiative Roll to generate the INIT# (the first attack) in a Conflict 5T. If an INIT# is less than zero due to a negative Speed number, it is possible for the weapon to receive "extra" attacks or attack rolls during the 5T. The extra rolls would equal the INIT# multiplied by -1 (the Absolute Value of the INIT#), but the AR# still limits the maximum number of strikes. All weapon attacks have a Speed# modifier equal to the WSlo# minus the AR#. Actions have a Speed# dependent on the c(ATTR) of the skill or ability. If the character's linked c(ATTR) is 20 or higher for an action, the Speed# is 0 (no modifier). If the c(ATTR) is between 1-19, then the action's Speed# equals 1d4. If the c(ATTR) equals zero, the skill cannot be used at all. The Spd# equals: SPD# = [Weapon Slowness(WSlo#) - Attack Rate(AR#)] 11. Total Damage: Total Damage is the maximum possible damage that a character can inflict on any attack. It comprises the Variable Damage and the Constant Damage. The Variable Damage is composed of two Damage Dice, depending on the skill used, and is multiplied by the PowerSTEP number (or the PS#). The resulting number is known as the PowerSTEP Damage Dice number, or PSDD#. The PSDD# (Variable Damage) is added to the weapon's Constant Damage number. Depending on the skill involved in the attack, the PowerSTEP Damage Dice or PSDD# is: WARB = 2d4xPS# WARF = 2d8xPS# WART = 2d10xPS# WARM = 2d12xPS# WARS = (2d6+PS)xPS# The PSDD# is considered to be Variable Damage, and uses the current PS# of the character. Therefore, a character of PS6 will have a WART PSDD# of (2d10)x6 and have a Variable Damage range from 12-120, not including Constant Damage. Additionally, all weapons have Constant Damage consisting of the weapon's Design Strength number, WALOPs, and other damage modifiers such as skills. Depending on the SORD Setting Supplement, the Constant Damage is always divided by a Constant Damage Divisor usually between one and ten. SORD gives the GM control over the Constant Damage Divisor. If the GM wishes to have a more realistic setting where weapons slaughter easily, such as in an historical Arthurian setting, then the Constant Damage Divisor might be low as two or three. However, if the GM wishes to have an epic fantasy adventure, he may wish to raise the number to four or higher. As a result, the Constant Damage Divisor provides a "grey-area" to Conflict so that battles can either last longer and call for more strategy and sweat, or be short and sweet. Once the Constant Damage Divisor is chosen, it must be fixed to all characters and NPCs in the setting. For example, if a character can inflict 600 points of Constant Damage (using a spear with a 60 Design Strength, WALOP# = 240, and another 300 points in damage modifiers), and the GM has set Constant Damage Divisor to 6 for the SORD Setting, then the spear would have a Constant Damage of (600/6) = 100. Total Damage is usually written in the form: Total Damage = Variable Damage + Constant Damage A weapon's Total Damage might read: 2d12+80. From this notation, we know that the 2d12 represents a Melee (WARM) Skill in the weapon, which is then multiplied by the character's PS# (as long as the character has invested enough lore in that skill) when damage is rolled. The 80 points of Constant Damage has been adjusted by the Constant Damage Divisor provided by the GM or SORD Setting Supplement. If the Constant Damage Divisor was 5 for the setting, then the unadjusted Constant Damage sum was first calculated to be 400 points (because 400 divided by 5 is 80). In summary, the Constant Damage is the total of the DS#, WALOPs, and damage modifiers, and is then divided by the Constant Damage Divisor of 5 in this case. If the character is at PS5, the weapon can inflict 90-140 points of Total Damage per hit (2d12x5)+80. 12. Maximum Distance & Weapon Accuracy: Sometimes, there is a need to know the approximate maximum distance of a fired or thrown weapon in feet. Below are some optional rules for fired or thrown weapons. m(DIST) Fired Weapons = [DS# - Projectile's WGHT (pounds)] x [Source LNTH (inches)] The above formula yields the number of feet any projectile can travel. The DS# corresponds to the part of the weapon used to shoot the projectile. For example, a very powerful laser gun should have a huge DS# for the gun itself, and therefore, have a very long range. Alternatively, a six-foot bow (72 inches) with a DS# of 15 shooting a 2 pound arrow should have a range of 936 feet (312 yards). In flight, fired projectiles weighing more than 0 but less than 1 pound will negatively affect the calculated distance to give only a percentage of the distance. This modifier is called the Underpound Penalty and is influenced by the air resistance on the projectile. For example, a half-pound arrow can only be fired up to 50% of the calculated distance. Some fired weapons have an extremely high DS# such as a laser rifle, but the projectile, raw energy in this case, does not weigh anything, is not influenced by air, and, therefore, will not receive an Underpound Penalty. Accordingly, a 48-inch energy cannon with a DS# of 200 that fires a weightless projectile has a maximum distance of 9600 feet. Depending on the SORD Setting, the energy (and damage it can inflict) might dissipate at a given rate according to the weapon. m(DIST) Thrown Weapons = [50 x (b(PROW) + c(PROW))] / [20 + Weapon Weight in pounds] The resulting number reflects a maximum thrown range. For instance, a character with a b(PROW) of 17 and a c(PROW) of 25 attempts to throw an 8 pound spear. It can be thrown up to [50x(17+25)]/[20+8] 75 feet. Thrown objects that are less than 1 pound in weight (Underpound Penalty) will negatively affect the calculated distance to yield only a percentage of the distance. Therefore, a 1/3rd pound rock can only be thrown up to 33% of its calculated distance. Weapon Accuracy = [-1 THAWAC Penalty every 'x' distance] where 'x' is: [WAR# Type + m(Distance in feet)] / [20 + Weapon Weight<pounds>] Weapons that can be shot, fired, hurled, or thrown have an average distance range before penalties are accumulated. This is called the Accuracy Range. The Accuracy Range is calculated in feet for a weapon. The weight of a weapon is the sum of its parts (the arrow plus the bow, for example). If the WAR# skill is not used, the WARB# will replace it in the formula. A character will receive a -1 penalty to his THAWAC for every interval of feet (equal to the Accuracy Range) beyond the calculated Accuracy Range. Minimum Distance: In order to shoot or throw a weapon and have it cause damage, the shooter must also have a Minimum Distance away from the potential target equal to or greater than half the height of the shooter. Therefore, a 6-foot human must have at least 3 feet between himself and a target. If the minimum distance is not met, the human's attack will not be effective, giving an opponent the chance to try and disarm or break the weapon. 13. Maximum Weapon Force or m(Force): The Maximum Weapon Force represents the amount of force a weapon can withstand before it might break. This number is the amount of Total Damage caused by the weapon upon something else, or caused to the weapon by something else. For every 10 points of Total Damage over a weapon's m(Force), it will lose 1d4 points of Design Strength and potentially gain +1d10 WT#s as damage. If any weapon reaches a DS# of zero, it becomes useless. For example, if an arrow, with a m(Force) rating of 50, strikes a target for 95 points of Total Damage, the arrow loses (45/10) x 1d4 = 4 x 1d4 points of Design Strength and the weapon's m(Force) will have to be recalculated. Calculate the m(Force) for any weapon in its current condition as follows: m(Force) = [(WGHT + Design Strength) x 10] The WGHT is the weight of the weapon or the total of each part. The DS# of a weapon is obviously an indicator of how well it was made and the quality of the materials from which it was constructed. Weapons hitting weapons: As an optional rule, the DS# is useful in determining if a weapon will break when it parries another weapon. The parrying weapon's DS# is compared to the DS# of the striking weapon. The difference between the DS#s will determine if any weapon might break. For every 10 points difference, a point of DS# will be subtracted from the weaker weapon on the hit. For example, if a mace with a DS# of 10 strikes a sword with a DS# of 26, the resulting difference in DS#s is 16. The mace will lose 1 point of DS# on every hit to the sword. As a result, if more than ten parries occur, the mace is destroyed. This offers characters with weapons that have large DS#s an incentive to make attacks against weapon parries, in hopes that an opponent's weapon will break or be rendered useless. Another optional rule is to see if a 1d20 Attack Roll is actually parried or dodged. If an Attack Roll is less than 5, the attack is parried. If the Attack Roll is 5 or larger, the blow is dodged unless the GM rules otherwise. Weapons hitting armor: In the case when the Armor-protection (AP#) of an area is greater than the m(Force) of a striking weapon, the difference between the two numbers will result in the weapon's DS# losing 1d4 points for every 10 points of the difference. Consequently, if an arrow with a m(Force) of 80 hits solid armor with a rating of 95 points, there is a (15/10) or a 1d4 points decrease to the arrow's DS#. Some substances that a weapon hits might cushion the blow so that the weapon will not break. This notion is left up to the GM to decide. 14. Armor Numbers and Protection Points (A#s, PPs, & AP#): The character's physical protection against damage is categorized into head, body, and limb Armor Numbers or A#s. Armor#s and Protection Points (PPs) shield specific bodily areas from Total Damage in order to minimize the amount of Attribute Damage inflicted on the character. A character's head, body, and limbs directly correspond to his MIND, PROW, and QCKN attributes. When damage is inflicted to one of these three primary areas, the associated attribute has a chance of being damaged as well. The player decides how to distribute damage to the area inflicted. The area wounded can always take damage: c(MIND)--Head, c(PROW)--Body, or c(QCKN)--Limbs. Additionally, the player always has the option of using the other two Primary attributes of c(AMBT) and c(HLTH) to distribute Attribute damage on any attack. On some occasions, Attribute damage can be distributed over other attributes such as the secondary ones. Armor#s are a physical source of defense such as an actual suit of armor, whereas Protection Points are unique or artificial in design. For example, a skill that can be earned to protect a character, such as the "internal toughness" of the character, can provide Protection Points. Armor Numbers and Protection Points or AP#s, added together, yield a certain number of points that shield against Total Damage (not Attribute Damage) from a particular body location based on a d6: 1 for Head, 2-4 for Body, and 5-6 for Limb. For instance, a metal helm might have 50 Armor Numbers (A#s). Therefore, if an attack hits the head area (which is a "1" on a d6) for 55 points of damage, only (55-50) = 5 points of MIND, AMBT, HLTH, or any Attribute Damage combination will be subtracted according to the player's preference. The player may choose to have the c(MIND) take 4 points of damage and the c(AMBT) 1 point, and to not have c(HLTH) damaged at all. Protection Points comprise a form of defense that is not considered physical armor. Some types of possessions can generate Protection Points. For example, a character wearing a magical ring of shielding might gain +5 Body A#s as well as +5 Protection Points for all three primary locations. A character surrounded by a special energy barrier might gain +15 Protection Points. It is entirely up to the GM to create special forms of protection. In most fantasy settings, unique Protection Points, in conjunction with physical armor types, are more common than general protective devices. AP#s can lose their ability to withstand Total Damage and they therefore have a current and a maximum number. Calculated AP#s for all areas of the character's body should always be at hand. In the case of some attacks, only Protection Points can serve as an effective defense. Consequently, an assortment of skills provide extra points for protection for a character. 15. Skills in Conflict: Most skills are actions and have a Speed# of 0. All actions require an initial Initiative Roll (1d4) each time they are attempted. Some skills can also be applied in attacks, such as WAR# skills. If a skill does not need any time to start functioning, the skill is not an action at all, and might still require a skill check at the beginning of the 5T to function. A skill can proceed from one 5T to the next without a needed Initiative roll. Some skills only last for a 5T, or must be checked each 5T, in which case they might end on the 12th second of Conflict. This does not mean that such a skill functions for a full 12 second period of time, but rather, it functions from the second it takes to start the skill through to the 12th second. If a skill does not have any specific requirements or conditions, it functions all of the time and never requires a skill check. Therefore, the players and GM should be aware whether skills require checks, need Initiative rolls per 5T, or exhibit other quirks. All skill characteristics will be defined by the particular SORD Setting. ________/={__________________________________ O{]|///////|[ * >----- Attribute Damage ---------``--__ `^^^^^^^^\={========================================` Some weapon skills or abilities cause direct Attribute Damage. Attribute Damage is not part of Total Damage, and is calculated separately. Also called Vital Damage or the Damage Blow, Attribute Damage occurs when a target is struck at a specific location which inflicts more injury than the regular Total Damage. Attribute Damage always affects a character's attributes and cannot be stopped by any form of Armor-protection. ________/={__________________________________ O{]|///////|[ * >--- The Initiative Sequence ----``--__ `^^^^^^^^\={========================================` A conflict starts when the GM makes a formal announcement to the players of a role-playing group. Surprise attacks can be attempted by the players and by the GM, if desired. But if the circumstance does not offer a surprise opportunity, the Initiative Sequence begins as normal on the first second of Conflict. See the Surprise Rate for details. In the Conflict System, a 1d4 will be rolled by the player just before the 1st second of a 5T to make the Initiative Chance Roll or Initiative Roll. Since no time has yet elapsed, the beginning of a 5T can be considered the 0th second by the player. To find out the Initiative Order of all participants in a Conflict, the Speed# of the particular action or attack (in seconds) will then be added to the 1d4 initiative roll. The new adjusted number, which is called the Initiative Number (INIT#), reveals on which specific second the character will start possible attacks or actions. The earliest time a character can begin is on the first second. ________/={__________________________________ O{]|///////|[ * >-- Attacks & Weapon Slowness ---``--__ `^^^^^^^^\={========================================` Since the AR# of most weapons is greater than 1, additional attacks will usually occur after the first initiative attack. The interim time between attacks is based on the WSlo#. The WSlo# tells the number of seconds to the next attack after the previous attack in a 5T. A WSlo# can never be less than the score of 1. For example, Cinth has a laser rifle and a sword. In the first 5T, she pulls out the laser rifle which has an AR# of 5 and a WSlo# of 1. This would indicate that when she attacks, all 5 shots will happen on every consecutive second after the first attack has been fired. If a weapon ever has a calculated WSlo# of 0, it becomes a 1. Now, if Cinth instead wields a sword with an AR# of 4 and a WSlo# of 5, she has to wait 5 seconds after her initial first attack due to the WSlo#. So if Cinth gets a 6 for her calculated INIT#, she will attack on the sixth second and on the eleventh (6+5) second only. Any attack using the WSlo# after the 12th (11+5=16) second in a 5T is thrown out, since a new 5T will have started. For all fairness, any character that has an extremely slow attack (a high Speed#) might continue through the end of the 5T until the attack is finally made on a second beyond the 12th without having to reroll for the next 5T. ________/={__________________________________ O{]|///////|[ * >----- Initiative Summary -------``--__ `^^^^^^^^\={========================================` The Initiative Roll of 1d4 plus the Speed# of the weapon equals the INIT#. The INIT# for all participants in a Conflict situation determines the Initiative Order of events starting from the first second of the 5T and ending on the twelfth second. Unless a character decides to change or start a new attack or action, only one 1d4 Initiative Roll is needed per 5T for each participant in a Conflict. Characters in a Conflict situation will make a 1d20 Attack Roll on each second that an attack attempt is made against an opponent. If any two participants attack or begin their action on the same second, their Surprise Rates are compared and the character with the higher SR# goes first. ________/={__________________________________ O{]|///////|[ * >------ Conflict Basics ---------``--__ `^^^^^^^^\={========================================` There are five 5Ts in a Full Turn. The Initiative Sequence in a Full Turn will begin five times: on the 1st, 13th, 25th, 37th, and the 49th second (every 5T interval). The GM should use the numbers 1 through 12 in every 5T for simplicity. The lowest INIT# determines which attacker strikes first and on what second. As a result, the Initiative Order will always be known to the GM for all participants in a Conflict. To find out when an attack is made, a 1d4 die is rolled for initiative and is altered by the specific Speed# (and in some cases by SCUMs) to calculate the INIT#. For added simplicity, each attacking group can make a 1d4 roll and each member of the group will use the roll. Since the AR# directly shows the number of attacks a character can potentially make with the weapon in a 5T, and the WSlo# tells when future attacks are possible after the first one, the player will know the moments when each possible attack will be attempted up to a maximum of the AR# of times. A character might have a special skill, such as ambidexterity, which allows more than one attack in a given second. Otherwise, only one attack is possible on any given second. After all 12 seconds have expired in the 5T, a new Initiative Sequence, for the next 5T, will occur. A non-weapon action, unlike an attack, is not thrown out, but will continue unless otherwise interrupted from one 5T into the next consecutive 5T. A new Initiative Roll will be needed by all attackers at the beginning of each consecutive 5T. A Conflict ends when the situation has been resolved (see Conflict STEPs). ________/={__________________________________ O{]|///////|[ * >------ INIT#s Below 0 ----------``--__ `^^^^^^^^\={========================================` In the event that the INIT# is calculated as less than 0, the character still starts his attack on the first second of the Conflict. Depending on the INIT# value less than 0, he gains extra attacks in the 5T on desired seconds which are empty. The number of extra attacks in a 5T is determined by the INIT# multiplied by -1 (the absolute value of the INIT#). For example, if the INIT# is calculated to be a -2, then the character gains (-1)x(-2)= 2 bonus attacks in the 5T as long as the total number of attacks does not exceed the AR# of a 5T, and as long as there is enough time to complete all of the attacks in the 5T. Unless the character is ambidextrous, only one attack can occur on a given second of time for one weapon. Therefore, a character should make bonus attacks in the earliest second(s) of time that is not occupied by other attacks of the weapon determined by the WSlo#. As an example, say a character has an INIT# of -4, a weapon with an AR# = 7 and a WSlo# = 2. He gains (-1)x(-4) or 4 bonus attacks as well as 6 attacks on the 1st, 3rd, 5th, 7th, 9th, and 11th seconds of a 5T. There are 7 possible attacks due to the AR# cap of 7, so only 1 of the 4 bonus attacks can be made. The attack can be used on the 2nd second if desired since it is unoccupied. ________/={__________________________________ O{]|///////|[ * >--- New INIT#s During a 5T -----``--__ `^^^^^^^^\={========================================` In the case when a player desires to start a new attack or action on any second during the 5T other than the 0th, a new 1d4 Initiative Roll is required. Thus, the new INIT# is added to the particular second at which the roll took place, but the new starting time cannot be less than the second at which the new Initiative Roll was made. Some or all of the extra bonus attacks earned from the new attack must be sacrificed equal to the number of seconds that have already passed since the 0th second of the 5T. In other words, a character must have a weapon with a Speed# greater than the particular second of the 5T at which the character makes the new Initiative Roll for any bonus attacks to actually take place. For example, a character wielding a weapon gets an INIT# of a -5 (five bonus attacks), but makes a 1d4 Initiative chance roll on the 3rd second of a 5T. As a result, the character only gets (5-3) two bonus attacks. ________/={__________________________________ O{]|///////|[ * >----- Attacks and Actions ------``--__ `^^^^^^^^\={========================================` If a character's attack or action has been completed within a 5T, and he wishes to attempt a new attack or action within the same 5T, he must take a new Initiative Roll. In the event when a character is attempting, or is in the process of, an action beyond the twelfth second of a 5T, the action will continue into consecutive 5Ts without needing any new INIT#s until the action is completed. As an example, a character first attempts to climb a tree, then tries to attack with a dagger in the same 5T. If the character starts climbing on the 2nd second (due to the INIT#) and it takes 4 seconds to get up the tree, he will reach a branch on the 6th second. Drawing the dagger from the scabbard at the 6th second of the 5T is an action and requires a new INIT#. Six seconds will have to be added to the INIT# because the character cannot go back in time. A "1" is rolled on the 1d4; it will take one second to draw the dagger. On the 7th second, the character attempts to attack. The player will then roll a new 1d4 and will add the resulting number as well as the character's weapon Speed# to the 7th second of the 5T. In this case, the GM might elect to impose a SCUM, such as an additional second for being in a tree. If the INIT# is calculated to be 8 seconds, the character makes the attack on the 7+8=15th second or 3rd second of the next 5T. As a reminder, the first attack of a 5T can occur beyond 12 seconds. ________/={__________________________________ O{]|///////|[ * >------- Action Specifics -------``--__ `^^^^^^^^\={========================================` When an action takes longer than 12 seconds, it will carry on into additional 5Ts until the action is complete. New INIT#s will not be needed if the same action enters additional 5Ts. Common examples of an action are characters talking, picking locks, or sprinting away from attackers. All actions, like attacks, have Speed#s that are determined by the linked attribute of the action. If the linked c(ATTR) number is 20 or higher, the Speed# is zero. If the skill's linked c(ATTR) is below 20, then the Speed# will increase by 1d4 seconds and must be added to the Initiative Roll. Finally, if a skill's linked c(ATTR) ever reaches zero, the skill becomes unusable. An action is always a skill or an ability, but all skills and abilities are not necessarily actions. The Speed# for an action plus the Initiative Roll determines when the action begins. An example of a natural character ability might be a long jump attempt. The ability to jump is based on the character's c(QCKN). Therefore, if the character's c(QCKN) is equal to or higher than 20, the Speed# is zero. Consequently, the INIT# for jumping is calculated to be 0+1d4 seconds to attempt the jump in a 5T. If the c(ATTR) has been inflicted with damage, it will obviously take longer to attempt the action. The time (in seconds) required to perform actions will be determined by the SORD Setting Supplement or the GM's house rules which can simply be SCUMs. ________/={__________________________________ O{]|///////|[ * >- Attacking on the Same Second -``--__ `^^^^^^^^\={========================================` If two (or more) conflicting opponents start attacking or taking actions on the same second, the Surprise Rates (SR#s) of the two individuals are compared. The highest number gains priority. If the SR#s of the individuals are equal, the opponents will compare Reaction Rates (RR#s). If these number are also equal, then the attacks hit simultaneously. ________/={__________________________________ O{]|///////|[ * > Initiative Sequence of Events `--__ `^^^^^^^^\={========================================` I. Surprise (if applicable): A. The individuals with the highest SR#s within each opposing group compare their SR#s. B. The group corresponding to the character with the highest SR# makes a Surprise Rate percentage roll (SR%). C. If the SR% is successful, the "surprising group" gains bonus seconds: 1. 1d4 plus 2. Best Surprising character's SR% - Best surprised character's SR% D. The resulting number 1d4+(Best Surprising SR%-Best Surprised SR%) is the bonus number of seconds before Conflict starts. II. The Conflict Fifth Turn (5T): A. Player determines what action or attack will be initially made by his character for the Conflict 5T. B. All players roll a 1d4 Initiative Roll for the first second of Conflict. Optionally, only one 1d4 Initiative Roll can be made for a group of characters. C. The Initiative Roll is added to the Speed Number of the action or attack to yield the INIT#. D. The INIT# determines the exact second at which an action or attack will occur: 1. If the Initiative number is negative, it tells how many number of extra bonus attacks can be made. The character will still start on the first second of Conflict. 2. The player can choose on which second any extra attacks will be attempted (if any). All extra attacks must be made on "empty seconds," unless the character has an ambidexterity type skill. The total number of attacks from a particular weapon in a 5T is capped by the AR# of the corresponding weapon skill. If a new INIT# value is obtained by the player on a different second of Conflict than the zeroth second, some or all bonus attacks will be subtracted. E. The GM will call out each second from the 1st through the 12th second. F. After the first attack, the WSlo# tells the time in seconds from one attack to the next if the same weapon skill is applied. G. If a weapon skill is switched during the 5T, the new weapon skill statistics will take effect, but the AR# of the weapon must be observed for the 5T. A weapon skill cannot be used if the weapon has already caused a number of attacks equal to the AR#. H. At the end of 12 seconds, all players will roll a new Initiative Roll unless a character continues an action, or is still waiting for an attack to strike which was the first attack (not a WSlo based attack) of the 5T. ________/={__________________________________ O{]|///////|[ * >--- The SORD Attack Sequence ---``--__ `^^^^^^^^\={========================================` A character who is attempting to hit another with bare limbs, with a projectile, or a weapon of any sorts is said to be making an attack. Whenever an attack is attempted, dice rolls must be made to determine if a character misses or scores a hit. If a character scores a hit, damage may be inflicted and must be calculated to determine how much damage is caused to the defender. Characters can inflict anything from light damage to painful or specialized injuries. Attacks can be parried and dodged, which can lead to disarming the attacker or breaking the attacker's weapon. All effects of Conflict are governed by a range of dice rolls generated by attacking as well as by the skills and abilities possessed by the attackers in the setting. ________/={__________________________________ O{]|///////|[ * >------- Attack Rolls -----------``--__ `^^^^^^^^\={========================================` Attack Rolls will be generated according to the Initiative Sequence of Events. After the Initiative Sequence is known and initial Conflict attacks and actions have been decided, a 1d20 will serve as the Attack Roll. The GM announces each consecutive second from the first second through the remaining 11 seconds of the Conflict 5T. Players will tell the GM the exact second(s) at which their characters will commence their attacks and/or actions. If a "1" is ever rolled on the Attack Roll, the attacker instantly hits his opponent. If the Attack Roll is "2" or higher, the roll is subtracted from the THAWAC of the attacker's weapon. A rolled "20" is always a miss. The number subtracted from the THAWAC is called the Subtracted Weapon Attack Chance or SWAC. If the SWAC of the attacker is still higher than or equal to the defender's PA#, the attacker will strike the defender, potentially causing damage. If the attacker's SWAC is lower than the defender's PA#, it is assumed that the defender either side-stepped the blow or parried it, and no damage is inflicted. This process progresses through the 5T for all attacks. Additional attacks, up to the maximum value of the AR# per 5T, will occur one by one after the first attack according to the weapon's WSlo# in seconds. All players should note that the weapon's Speed# does not modify the Attack Roll. It only modifies the Initiative Roll to create an INIT#. The only way an attacker can hit an opponent when his weapon's THAWAC is lower than the opponent's PA# is to roll an unmodified or "natural 1" on the Attack Roll. As described later, other optional rules can help to increase the chance to hit and inflict damage. There are factors in a Conflict situation that could adjust either the THAWAC or the PA# of any character. Besides skills and abilities that might alter these two numbers, the GM should also be aware of lighting conditions, the current mind states of the characters, the physical space the characters occupy, illnesses or diseases, and other possible factors. It is recommended that the GM makes a scale of any additional factors with a bonus/penalty range from -10 to +10, depending on the circumstances, to any PA# or THAWAC. The penalties or bonuses given are considered SCUMs, and the reasons for the modifications might be known to the players should they ask. A rolled "20" is always a failure. The Game Master may also wish to construct a critical failure chart that is imposed upon the attacker. On the other hand, if an Attack requires an unmodified natural "1" to hit a target, and a "1" is rolled, the Damage Blow Location Charts should definitely be implemented. In most circumstances, the GM may wish to use the upper 82-100 percentage range of a Damage Blow Location Chart on a natural "1" using 2d10 for a good bell curve, or a 1d20 for more chaos giving a 81-100 range. These charts can be found later in this section. ________/={__________________________________ O{]|///////|[ * >--------- Damage ---------------``--__ `^^^^^^^^\={========================================` Whenever a character suffers a successful hit or strike, the defending character's player must determine the distribution of the damage. Damage is assessed in terms of points subtracted off various attribute scores of the defending character. In some cases, armor, shields, and other forms of protection may lessen the damage by absorbing or reflecting damage points before they can affect the character. ________/={__________________________________ O{]|///////|[ * >----- Attribute Damage ---------``--__ `^^^^^^^^\={========================================` If a defender is hit, Attribute Damage equal to the Total Damage divided by a numeric factor is inflicted to the defender's c(AMBT) and/or c(HLTH). The numeric division factor is recommended as 25 points for all SORD Settings, unless specially noted. As a result, if an attacker strikes for 242 points of Total Damage, the defender suffers an additional (242/25) = 9 points of Attribute Damage. Thus, when an attack strikes successfully, it often causes some Attribute Damage. This Attribute Damage is always given, as long as the attack hits, in addition to the Total Damage inflicted upon the defender. In addition, the GM might also include extra Attribute Damage points if the difference between the attacker's THAWAC and defender's PA# is beyond 10 points. For example, if the attacker easily hits the defender by a difference of 16 points, an extra (16-10) 6 points of Attribute Damage would be inflicted in addition to the normal Attribute and Total Damage. The justification for the additional damage from these optional rules is reflected by the amount of force from the Total Damage and from the precision of the blow that is suffered by the defender. Yes, it is true that bones can crack and skin can bruise even if one is fully armored! ________/={__________________________________ O{]|///////|[ * >----- Damage Locations ---------``--__ `^^^^^^^^\={========================================` A 1d6 is rolled for the actual place of damage (1 Head, 2-4 Body, and 5-6 Limbs), unless the character happens to possess a skill or weapon that selects a targeted area. In such a circumstance, Attribute Damage might be also inflicted due to the skill or the optional Attribute Damage rule. Depending on the place of damage (Head=MIND, Body=PROW, LIMB=QCKN), the defender's AP# will subtract some or all of the Total Damage. Thus, AP#s minimize the amount of Attribute Damage wrought upon a character because the Total Damage is reduced. The Total Damage inflicted to an area minus all "allowed" forms of Armor-protection equals the sustained Attribute Damage to the character. The damage locations can be adjusted with other dice, such as a 1d20 instead of a 1d6, for a more precise breakdown of locations if greater realism is desired. During some events, it is convenient to know the average AP# of all three areas in case an attack hits the entire body, as when a character is caught in a dragon's flames. Since the head makes up a sixth of the area, the body one half of the area, and the limbs a third, the AP# Average number or APA# should be calculated as: APA# = [Head AP# + (Body AP#x3) + (Limb AP#x2)] / 6 ________/={__________________________________ O{]|///////|[ * >--- Subtracting A#s & PPs ------``--__ `^^^^^^^^\={========================================` When calculating how many points of Attribute Damage the character suffers, the player generally subtracts the AP# of the area inflicted from the Total Damage. The resulting difference, which is called the Attribute Damage, the Vital Damage, or the Damage Blow, is then subtracted from the c(AMBT), c(HLTH), the c(ATTR) location of the hit (usually the Head=MIND, Body=PROW, or Limb=QCKN), or any combination thereof according to the player's wishes. If in one single attack, the Damage Blow (the Attribute Damage) is greater than the UB# or the DB#, the character must make the appropriate b(ATTR) checks for unconsciousness or death. Therefore, AP#s subtract damage from a specific attack to reduce the actual Attribute Damage on the character. AP#s do not directly help against any form of Attribute Damage and do not modify the Parry Avoid number in any way. ________/={__________________________________ O{]|///////|[ * >--- Keeping Track of AP#s ------``--__ `^^^^^^^^\={========================================` Armor-protection is accumulated for a given body location. However, each Armor Number (A#) and Protection Point (PP) should be noted in the "current" category from the innermost layer of armor to the outer layer to keep track of all protective numbers. Therefore, the outer defenses of a character should lose AP#s first before the inner layers are affected. For simplicity, the GM will simply add all Armor-protection (A#s+PPs) together to offer one large AP#, and after a Conflict, the player will know what AP#s need to be repaired to regain back the current points that had been lost in battle. Armor-protection is often repairable after Conflict. Consequently, it is beneficial to have three columns readily available: current Armor numbers c(Armor#s) or c(A#), current Protection Points or c(PP#s), and the c(AP#s) = c(A#s) + c(PP#s). In special circumstances, a character's Armor-protection might be more vulnerable to environmental influences. The GM may wish to impose extra damage to armor when an unusual detrimental event occurs (such as an acid splash, fire, a streak of lightning, etc.). Just like weapons and other items, characters must take good care of their worn armor and other protective devices to keep the AP#s near or at their maximums. Some weapons specialize in destroying just A#s and/or PPs, and therefore, might cause far more damage than what has been stated above. ________/={__________________________________ O{]|///////|[ * >--- Damage Blow Locations ------``--__ `^^^^^^^^\={========================================` The GM can refer to the three charts below for specific damage locations in normal circumstances in order to give more depth to game play. They are optional charts and can be used after the 1d6 Damage Area die is rolled. The charts require percentage dice (d100). It is also recommended that if a natural "1" is rolled, a 2d10+80 should be rolled for the numbers between 82-100%, instead of the normal percentage dice. If a character's attack actually requires a natural "1" to even hit its target, and a "1" is rolled, the Damage Blow Location Charts should be implemented normally in the 1-100 range (not between the 82-100 percentage range). Chart Hit 1: Specific Hit (die roll of 1): Head & Neck Area (MIND) % Roll Circumstance ------ ------------------------------------------------------------ 01-20 Glancing blow to the neck 21-40 Glancing blow to the top of the head 41-60 Glancing blow to the side of the head 61-80 Glancing blow to the front or back of the head 81-85 Solid hit to the head: 10% extra Total damage 86-90 Solid hit to the head: 20% extra Total damage 91-95 Hit to the face: c(INST)=zero & 30% extra Total damage 96 Forceful hit to the head: c(INST)=0 & 40% extra Total damage 97 Forceful hit to the neck: Temporary Paralysis for 1d10 5Ts 98 Powerful hit to the head: c(MIND)=0 & 50% extra Total damage 99 Powerful hit to the neck: Permanent paralysis 100 Precision hit or Decapitation: Instant death (DB# Roll) & 50% extra Total Damage Chart Hit 2: Specific Hits (die roll of 2-4): Area of the Body (PROW) % Roll Circumstance ------ ---------------------------------------------------------- 01-20 Glancing blow to the shoulders 21-40 Glancing blow to the chest or back 41-60 Glancing blow to the abdomen or lower back 61-80 Glancing blow to the side of the body 81-90 Solid hit to the chest or back: 10% extra Total damage 91-95 Solid hit to the chest or back: 20% extra Total damage 96 Forceful hit to groin-area: 30% extra Total damage 97 Forceful hit to an organ: 40% extra Total Damage 98 Powerful hit to an organ: 50% extra Total Damage 99 Powerful hit to a lung: c(HLTH) drops to zero 100 Hit to the heart: DB# Roll & 50% extra Total Damage Chart Hit 3: Specific Hits (die roll of 5-6): Area of the Limbs (QCKN) % Roll Circumstance ------ ---------------------------------------------------------- 01-20 Glancing blow to an arm-limb 21-40 Glancing blow to a leg-limb 41-60 Glancing blow to an elbow joint 61-80 Glancing blow to a knee joint 81-85 Solid hit to a limb: 10% extra Total damage 86-90 Solid hit to a joint: 20% extra Total damage 91-92 Forceful hit to an arm-limb: 30% extra Total damage 93-94 Forceful hit to a leg-limb: 30% extra Total damage 95-96 Forceful hit to a limb: 40% extra Total damage 97 Powerful hit to a limb: 50% extra Total damage 98 Powerful hit to an arm-limb: Paralysis at elbow or severed 99 Powerful hit to a leg-limb: Paralysis at knee or severed 100 Paralysis at shoulder/hip or arm/leg severed off & 50% extra Total Damage Damage Chart I: Attribute Damage Locations Damage Circumstance Possible Damage Locations* ---------------------------------------- -------------------------- Defender is hit; Armor# absorbs c(AMBT); c(HLTH) all Total Damage except Attribute Defender is hit to Head; takes more c(AMBT); c(HLTH); c(MIND) damage than HEAD Armor-Protection. Defender is hit to Body; takes more c(AMBT); c(HLTH); c(PROW) damage than BODY Armor-Protection. Defender is hit to Limb; takes more c(AMBT); c(HLTH); c(QCKN) damage than LIMB Armor-Protection. Defender is hit to all areas; takes more c(AMBT); c(HLTH); c(MIND); damage than the Armor-Protection average. c(PROW); c(QCKN), c(EXPR) Defender is hit by some type c(AMBT); c(HLTH); c(ATTR+) of special infliction. ATTR+ will be one attribute or more and possibly a Secondary attribute according to the GM. * The player role-playing the character that has been damaged will get to decide which allowed current Attributes will be damaged and where the inflicted damage will be subtracted from. ________/={__________________________________ O{]|///////|[ * >--- Distributing the Damage ----``--__ `^^^^^^^^\={========================================` SORD allows the players the choice of distributing damage to the attributes that have been afflicted. If the character takes damage in any fashion, the player can always choose to distribute among the character's c(HLTH) or c(AMBT). Depending on the intentions of the player, distributing damage becomes very strategic as a character proceeds in a Conflict melee. Certain linked c(ATTR) skills will have a lesser chance of being successful as the character continuously receives damage. ________/={__________________________________ O{]|///////|[ * >------ Healing the Damage ------``--__ `^^^^^^^^\={========================================` Healing can take place when a character RESTs (Relaxing, Enjoyable, or Sleeping Time). A period of REST is completely up to the GM and the background setting, but often a REST period is based on a good night of sleep or several hours of doing what the character really is inspired to do that relaxes the mind and body, and is light in activity. After a period of REST occurs, the LR# describes the number of points that are given back to any c(ATTR) that is lower than the comparable m(ATTR). A player can choose to heal any desired attribute, but must distribute the LR# if more than one attribute needs to be healed. ________/={__________________________________ O{]|///////|[ * >-- Damage to Secondary ATTRs ---``--__ `^^^^^^^^\={========================================` Only the five Primary attributes of Ambition, Health, Mind, Prowess, and Quickness ordinarily take Attribute Damage. The player distributes points of damage to these areas, the Primary Attribute Set, unless the situation calls for a different response. Such types of secondary Attribute Damage are: 1. Emotional Damage: If a foe has an ability to force a certain emotional response upon a character, damage is inflicted to the character's c(AMBT), c(HLTH), and/or c(CHRM). This type of damage often increases in intensity in proportion to the opponent's proximity. In fantasy settings, fear damage, such as with the approach of a dragon, is the most common form of emotional damage. Characters of high honor or courage can possibly use the c(CHRM) as an extra attribute in which to distribute damage when fighting characters making deceptive or dishonorable attacks. Telepathic attacks might be considered charm-based in some settings. 2. Experience: If all bodily areas of a character's physical form suffer damage and a b(EXPR) check is successful, the character can distribute damage to his c(EXPR), besides his c(AMBT), c(HLTH), c(MIND), c(PROW), and c(QCKN). This attribute can also receive damage under attacks that drain the character's SA#s or PS#s. 3. Focus Attacks/Defense: Forces of pure energy or setting-specific forces and powers inflict damage to a character's c(AMBT), c(HLTH), and/or the c(FOCS) attributes. Common examples include spells in fantasy settings, telepathic attacks in futuristic settings, or any form of extraordinary energy that is exerted upon a character. If this form of attack affects a particular body location, the player may choose to divide damage among extra locations as well. If the damage is broad to all three areas of the body, damage can be distributed to the six c(ATTRs) of AMBT, HLTH, MIND, PROW, QCKN, and FOCS. 4. Sense Damage: Blurring or blinding to an eye, loss of hearing to an ear, loss of smell to the nose, loss of perception to the mind, poisoning, the loss of touch or similar damage will cause damage to a character's c(AMBT), c(HLTH), c(INST), and c(ATTR) that corresponds to the hit location. 5. Luck Attacks/Defense: If any bizarre, random, or ultranatural circumstance catches the character off his guard, and the character successfully makes a b(LUCK) check, the GM may allow the character to take damage to the Luck attribute. Such examples would include being hit with double damage, having a limb severed, drowning, freezing in an arctic climate, having a lightning bolt strike from the sky, etc. ________/={__________________________________ O{]|///////|[ * >--- Unique Types of Damage -----``--__ `^^^^^^^^\={========================================` 1. Poison Damage: Every type of poison will have a Damage Rate. The Damage Rate tells the period of time it takes to subtract a point of Attribute damage once the poison has fully entered the body. Furthermore, many poisons will only damage certain attributes or be localized to a certain area of the body. In other words, every poison will have a different and unique effect. For example, a mind-affecting poison might only subtract a point of c(MIND) per hour. If the proper healing is found, the poison damage can be healed. However, the poison might continue to damage a character until the poison itself has been neutralized. SCUMs should be applied when considering how a poison affects a specific culture, based on the culture's anatomy. 2. Falling Damage: If a character falls any distance in feet, the character will be inflicted with Attribute Damage according to the following formula: [Fall Distance x (Fall Distance + 1)] / Character's Height in Inches For example, a character who is 72 inches tall and falls a distance of 44 feet will suffer [(44x45)/72] 27 points of Attribute Damage to be distributed to all primary attributes. A character with the means to cushion the fall, such as wearing padded clothing, can reduce a part of the Attribute Damage. If a character falls into a water source or other softer substances, the GM can allow the character to take only a certain fraction of Attribute Damage. Finally, some characters might possess a way to manipulate the air resistance of a Falling skill to minimize damage. All of these possibilities should be considered by the GM at the time of the situation. For reference, the Falling-formula is a derivative of the Scotty formula. 3. Movement Damage: As described in the MR# section, for every point of c(AMBT) or c(HLTH) invested to the MR# score, 10 points of MR# will be added for a 12 second time period up to the m(MOVE). The c(AMBT) or c(HLTH) must then be healed by normal methods such as the LR# or other means. 4. Causing more WALOP# Damage while charging: If the MR#s (Movement Rate numbers) of two characters charging each other are added, and the total added MR# is over 100, then extra WALOP# damage will occur for both persons. For every 10 points of total added MR# over 100, a 1% bonus is added to the WALOP# of the weapon. So, if the combined MR#s of two jousters coming at each other (Jouster "A" is 150 and the other 160) equals 310, then both targets gain an extra 21% to their weapons' WALOP#s. The weapons with larger WALOP#s end up causing more Total Damage even though the percentage is the same for each. Only weapons that are held in the hand can inflict a bonus percentage of WALOP# damage. If the GM wishes, fired or thrown weapons can receive a bonus as well, such as if a character is moving at a MR# of 250 on horseback (15% bonus). This also might make things interesting if someone is charging at a character at a boosted MR# and the character throws the weapon from a standstill position. The charger would actually be causing more damage to himself by charging at the other character! The Movement Rate of the two individuals are compared. If the combined c(MR#) is over 100, then bonuses will apply. If an attacker is pursuing a defender, the combined c(MR#) is considered zero. If two opponents are running away from each other, the combined c(MR#) is negative. ________/={__________________________________ O{]|///////|[ * >----- Life Status Traits -------``--__ `^^^^^^^^\={========================================` The Life-Recovery, Unconscious-Blow, and Deathly-Blow numbers are the three life traits that are extremely important indicators. They are recalculated each time a character gains AMPs since they are derived from the Maximum Attributes. ________/={__________________________________ O{]|///////|[ * >-------- Life Recovery ---------``--__ `^^^^^^^^\={========================================` The character's Life-Recovery (LR#) tells how much Attribute Damage can be naturally healed back to any damaged current Attribute for each period of 'RESTs' (See REST and the Conflict System: Healing). The player will determine where Life-Recovery points can be distributed to after a period of REST has taken place (Relaxing, Enjoyable, or Sleeping Time). Several periods of REST might occur in one night of sleep. Life-Recovery is: LR# = [m(HLTH+FOCS)x5] / [Human Age] REST is a 'period' of quality time when the character is not under any mental, physical, special stresses, etc. in which the GM deems as a proper length of time--sometimes as short as an hour or several days in length. Normally, REST occurs while the character is sleeping soundly without nightmares, relaxing with friends in a tavern talking about stories, or whatever the GM deems as RESTing or providing health to a character. Often, a good hardy meal itself after a day of exhaustion or even spending time working passionately on the character's special hobby could be called 'REST.' The character's REST is absolutely the only form of healing, natural or artificial, that can restore current Focus points. For each period of REST, the character will gain back Current Attribute points of any attribute (if the current is less than the maximum), based on his or her Life-Recovery number. The current attribute points gained do not have to be applied to a specific Attribute; rather, the player may wish to divide the gained Life-Recovery to more than one damaged current attribute. As an optional rule, characters may also gain *all* Attribute points back in a specific c(ATTR) if the c(ATTR) check is made at the end of each Full-turn in Conflict. See Heal-of-the-Minute and Life-recovery. REST is defined as '<R>elaxing, <E>njoyable, or <S>leeping <T>ime.' ________/={__________________________________ O{]|///////|[ * >------ Unconscious Blow --------``--__ `^^^^^^^^\={========================================` The Unconscious-Blow tells how much inflicted Vital Damage the character can take before *possibly* going unconscious; If a single attack causes more Attribute Vital Damage than the character's UB#, the character will fall unconscious if a b(MIND) and b(FOCS) check are unsuccessful. Also, for every ten points of Vital Damage greater than the UB#, a minus one penalty (cumulative) will be given to both base attribute checks. Unconsciousness will last for a number of seconds based on the subtracted difference between the inflicted Vital Damage taken and the character's UB#, but b(MIND) and b(FOCS) checks are allowed every 12 seconds to awaken from unconsciousness. For instance, if 65 points of Vital Damage is inflicted and the character has an UB# of 34, the character will fall unconscious for (65-34=31) 31 seconds, if both a b(MIND) check at a minus three penalty and a b(FOCS) check at a -3 penalty fails. Unfortunately, if the character's c(MIND) or c(FOCS) ever falls to zero, the character is not allowed a check to regain consciousness. The UB# is: UB# = b(MIND+FOCS) + [m(MIND+CHRM+INST) / 3] ________/={__________________________________ O{]|///////|[ * >--------- Deathly Blow ---------``--__ `^^^^^^^^\={========================================` The last life trait (no pun intended) is the Deathly-Blow number indicator. If a character ever sustains more Attribute Damage than his or her Deathly-Blow number, a b(EXPR) and b(LUCK) check is rolled. A failed check against both the b(EXPR) and the b(LUCK) translates into instant death for the character. For every ten points of Vital Damage over the DB#, a minus one penalty (cumulative) is given to both base attribute checks. Fortunately, this life trait is based on the maximum Experience and Luck attributes, so this number will increase with time. The DB# is: DB# = m(EXPR+LUCK)x2 ________/={__________________________________ O{]|///////|[ * >-- Life & Death Circumstances --``--__ `^^^^^^^^\={========================================` If a c(ATTR) number ever reaches 1 point, and more Attribute Damage has to be taken to the attribute, its base number or b(ATTR) will be checked with a 1d20. If the check is successful, the c(ATTR) will not fall to 0 and the point of Attribute Damage will be absorbed by the character. Yet, if an amount of Attribute Damage still has to be absorbed to a c(ATTR) after the b(ATTR) check, an additional b(ATTR) check is required for each additional damage point, but at a cumulative -1 penalty for each point of Attribute Damage. For example, if the c(HLTH) is at 1 point and the character still has to absorb 7 points of Attribute Damage to it, the b(HLTH) must be checked 7 consecutive times to still have the c(HLTH) remain at 1 point. Thus, after the first b(HLTH) check, a cumulative -1 penalty is added. As a result, on the seventh b(HLTH) check, there is a -6 penalty to the roll for success. A rolled "1" on a 1d20 always means success, and a "20" always means failure. But if the b(ATTR) is greater than 20, the check might be scale-shifted in the case that a "20" is rolled on the check. If a b(ATTR) check fails, the c(ATTR) falls to the score of 0, and must be healed through REST (the LR#), or through other means such as skills or abilities. Negative numbers for c(ATTRs) are not possible, since Attribute Damage is distributed to other c(ATTRs) that were struck with damage. As a result, if a character gets hit to the attributes of c(AMBT), c(HLTH), c(PROW), and c(FOCS), the character can subtract Attribute Damage from those four areas. If two or more c(ATTRs) are inflicted with Attribute Damage at the same time before b(ATTRs) are rolled, the player has the choice of deciding which particular b(ATTR) is checked first. Failing a b(ATTR) check forces a c(ATTR) to drop to 0. As a result, if two or more Primary c(ATTR) scores (the AMBT, HLTH, MIND, PROW, or QCKN) are at "0" simultaneously for more than 11 continuous seconds, the character dies without a DB# check! If a character is healed in any way during this 12 second period of time, the healed points first reverse the points of Attribute Damage that were not yet absorbed by the character due to a failed Primary c(ATTR) check. It is important for the player to keep track of the Attribute Damage that was not absorbed by his character in this case. The only way a character does not die is if all Attribute Damage is first completely absorbed by a method of healing, and if the character has at least "1" point each in four of the five primary c(ATTRs) before the 12 seconds expire and death occurs. If a character receives more Attribute Damage than his UB#, he is of course allowed a b(MIND) and b(FOCS) check according to the UB rules as an attempt to avoid falling unconscious. However, if the c(MIND) or c(FOCS) drops to 0 from absorption of Attribute Damage, the character falls into unconsciousness without receiving any b(MIND) or b(FOCS) checks. If a limb is severed in Conflict, the victim's c(QCKN) instantly falls to zero, in addition to any Attribute Damage inflicted. If a character takes more Attribute Damage in one single attack than the character's DB#, a b(EXPR) and b(LUCK) check must be rolled for an instant life or death decision. If one check is successful, the Attribute Damage must then be given to the character. If both checks fail, the character dies. Usually when the head is decapitated from the body in some settings, the victim dies instantly without any checks whatsoever. The GM may also wish to make special charts that damage other attributes such as a c(PROW) depletion when an organ is punctured. Refer to the Damage Blow Location Charts if needed. ________/={__________________________________ O{]|///////|[ * >------ Conflict Conclusion -----``--__ `^^^^^^^^\={========================================` Players should be aware that the GM's word is the law, just as the GM should also be sensitive to the players' wishes. After all, this is a game, which was not written as a means of rule manipulation between the players and the GM. There are many written rules that are optional for the GM. However, if one optional rule is implemented, it should apply to every character for game balance, and it should either apply all of the time or none of the time. Role-playing should be fun, and if it is not, then something is wrong with the dynamics between the GM and players. So enjoy the Conflict, and if conflict ironically occurs outside of Conflict, try to be supportive and mature to all role-players to arrive at a constructive resolution. ________/={_________________________________________________ O{]|///////|[ * >-----------------------------------------------``--__ `^^^^^^^^\={=======================================================` Here ends the SORD RPG v6.00 system! I highly recommend you get a copy of the official published version of the game for more detail, more examples, many optional rules, and an entire Robin Hood Setting. It is up to the GM to create and design 'house-rules', specifics for plot adventures, setting rules and modification, as well as any other aspect that will make each GM's universe and system unique. You now have all of the fundamentals for game play (just be sure to buy the dice--sorry, I couldn't include that)! With this system, modify it to your particular liking until you achieve the perfect and ultimate role-playing game imaginable. =-=-=-=-=-= APPENDIX A: Internet Character Sheet =-=-=-=-=-= __________/={______________________________________________ O{]|\\\\\\\\|[ * >-- The <S>ystem <O>f <R>ole <D>evelopment's -~~--__ `^^^^^^^^^^\={====================================================` Player's Name: Player's E-Mail: __________/={_______________________________________________ O{]|\\\\\\\\|[ * >-------- Internet Character Sheet -------------~~--__ `^^^^^^^^^^\={======================================================` Character's Name: =-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ATTRIBUTES: =-=-=-=-=-= Attribute Base# AMP#s Max.# Current# =-=-=-=-= =-=-= =-=-= =-=-= =-=-=-=- <A>mbt : + : # <H>lth : + : # <M>ind : + : # <P>row : + : # <Q>ckn : + : # ------------------------------------------ <C>hrm : + : # <E>xpr : + : # <F>ocs : + : # <I>nst : + : # <L>uck : + : # Base Attribute Total:_____ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GENERAL INFORMATION: =-=-=-=-=-=-=-=-=-=- Birthdate: Sex: Height(Ht.): inches Weight(Wt.): pounds Real Age/Human Age: years / years Descriptive & Physical Qualities: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MaxWeight Number(MW#): pounds [b(HLTH+PROW) x Ht.in inches]/20 Total Carried Weight: pounds Weight Factor(WF): [(Carried Weight x 100)/(MW#)] =-=-=-= Reaction Rate(RR): [(MW#)+b(AMBT+EXPR)x200]/[Wt.+100] Surprise Rate(SF): b(QCKN+INST+LUCK) Move Rate(MR): [RR+SF] - [WF+Human Age] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CULTURE: =-=-=-=- CSR#: Cultural Qualities, Abilities, & Remarks: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Personality Traits: =-=-=-=-=-=-=-=-=-= Unselfish/Impartial/Selfish Optimistic/Pessimistic 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 --------------------------- ---------------------- Unemotional/Equal/Emotional Lawful/Neutral/Defiant 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 --------------------------- ---------------------- Good-Natured / Evil-Natured 1 2 3 4 5 6 7 8 9 10 --------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROFESSION: =-=-=-=-=-= PSR#: SAL#: MARs: Professional Abilities, Qualities, & Remarks: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STEP-STATUS INFORMATION: =-=-=-=-=-=-=-=-=-=-=-=- Initial STEPs: Current STEP-Sum(SS): STEP Rate Total(SRT):b(_______) x PowerSTEPs =__________ SRT = [PSR#(s)+CSR#+Human Age] x PS STEP Advancements(SAs): **_____** PowerSTEP: *___* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PS: 1 2 3 4 5 6 7 8 SAs: 0-9 10-29 30-59 60-99 100-149 150-209 210-279 280-359 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIFE STATUS: =-=-=-=-=-= Life-Recovery Number(LR#):____ [m(HLTH+FOCS)x5 / Human age] Unconscious-Blow Number(UB#):____ b(MIND+FOCS) + m(M+C+I)/3 Deathly-Blow Number(DB#):____ m(EXPR+LUCK)x2 --------------------------------------------------------------- Area Armor-Protection A#s PPs APs ~~~~ ~~~~~~~~~~~~~~~~ ~~~ ~~~ ~~~ 1 Head#(Mind): _____ _____ _____ 2-4 Body#(Prow): _____ _____ _____ 5-6 Limb#(Qckn): _____ _____ _____ All All#(Average): _____ _____ _____ Worn Armor & Armor-protection Skills: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ATTACK & DEFENSE INFORMATION: =-=-=-=-=-=-=-=-=-=-=-=-=-=-= b(ATTR) Total#:____ Parry-Avoid Number(PA#):____ [m(Q+I+L) + Move Rate]/10 WARB (Base)#:____ b(ATTR) Total + m(AMBT+EXPR) WARF (Fired)#:____ WARB+m(FOCS+INST) WART (Thrown)#:____ WARB+m(PROW+LUCK) WARM (Melee)#:____ WARB+m(HLTH+PROW+CHRM) WARS (Special)#:____ WARB+m(MIND+CHRM+FOCS) THAWAC: [(WAR# Type/10) - WSlo] Lbs. In. Sec. Wpn ***Total Damage Info*** Weapon Skill WGHT LNTH WSlo AR Spd PSDD DS WALOPs DamMods ------------ ---- ---- ---- -- --- ----------------------- Example Axe: WARM:Core 10 50 +4 +5 -1 2d12+45+100=145 Const. WALOPs: [(WGHTx5)+LNTH] WSlo: [WALOPS+100]/Surprise Rate Attack Rate (AR): [Reaction Rate - 12]/(WSlo+12) Wpn. Speed#: [WSlo - Attack Rate] Total Damage: Variable Damage + Constant Damage (divided by some factor) PSDD#+[(DS#+WALOPs+DamMods)/Setting Factor] Damage Dice: WARF#=2d8, WART#=2d10, WARM#=2d12, WARS#=**, WARB#=2d4 ** WARS is recommended at (2d6+PS) m(Force): (WGHT+DS#)x10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LORE INFORMATION: =-=-=-=-=-=-=-=-= SAL#:____ Lore earned per SA:_________ [SAL#+(PSxPS)] STEP Advancement Lore:__________________ Cultural Lore:__________________________ [CSR#/10] per Human Year Professional Lore:______________________ [PSR#/10] per Prof. Year =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LEARNED SKILLS: =-=-=-=-=-=-=-= Link Lore Skill Lore Name of Skill Attr Base Level Total ------------------------ ---- ---- ----- ----- Example: Agriculture EXPR 1 10 55 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Treasures/Wealth: ----------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (Lbs.) Miscellaneous Items & Possessions Wght --------------------------------- ---- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Character Background, History, Experiences, Quirks, Etc.: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Other Notes, Names, Places, Events, Etc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-= APPENDIX B: The NPC Sheet =-=-=-=-=-= NPC/Creature Name:________________________________ Culture:______________________________ & CSR#:____ Profession(s)_________________________ & PSR#:____ Height/Length(in):_____ Wght(lbs.):_____ Age:___ SRT:b(____)xPS=________ STEP Advs:______ PS:____ ATTRs Base m/c(ATTR) MW#:_________ WF:+______ AMBT ____ ___/____ RR:__________ SR:_______ HLTH ____ ___/____ MR:__________ LR#:______ MIND ____ ___/____ UB#:b(___)+___+___=______ PROW ____ ___/____ DB#:___+___+___+___=_____ QCKN ____ ___/____ ARMOR-PROTECTION A#s/PPs CHRM ____ ___/____ 1 Head(Mind): ___/ ___ EXPR ____ ___/____ 2-4 Body(Prow): ___/ ___ FOCS ____ ___/____ 5-6 Limb(Qckn): ___/ ___ INST ____ ___/____ All Average(All):___/ ___ LUCK ____ ___/____ PARRY-AVOID & WAR# STATS: b(ATTR) Total:_________ PA#:_______ WARB#:_____ WARF#:_____ WART#:_____ SKILLS & ABILITIES: WARM#:_____ WARS#:_____ Total Lore:____________ WEAPON STATS, ARMOR, ETC. Unspent Lore:__________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ _______________________ _________________________ ----------------------------------------------------------------------- =-=-=-=-=-= APPENDIX C: Setting Examples =-=-=-=-=-= This appendix will provide the Game Master with the tools to get his or her own SORD setting started. Fractal Dimensions will continue to support the commercial version of the SORD Rulebook, SORD Settings, and other accessories to your hobby. SKILL NOTATIONS: ---------------- _T_: (No _T_ime) This type of skill requires no time needed to start functioning (no Initiative time), but still requires a skill check for success. A skill check is required each 5T within Conflict (or one minute outside of Conflict), and will only last through that checked Fifth-turn (or a full minute outside of Conflict), unless otherwise stated. *R*: (No *R*equirements) This symbol indicates that both an INIT# and a Skill Check are never required during a 5T for the skill to function. Thus, a skill will always function continuously, unless otherwise stated in the definition. This skill is not considered an Action, since it is a permanent part of the character. EXAMPLE SKILLS: =-=-=-=-=-=-=-= LINK LORE NAME OF SKILL ATTR BASE ------------- ---- ---- AMPLIFY-MOVEMENT *R* HLTH 15 =-= Permanently gains +5 to the Move Rate number for every purchased Skill Level or PowerSTEP (which ever is lower) due to increased reactions and vigor. Also see Endurance. ANTINJURY _T_ LUCK 75 =-= The possibility of not taking damage from an attack upon the character during a 5T. If the check is successful, a 1d6 will be rolled for the area hit upon the character. If a natural '1' on the 1d6 is rolled, the character will not take any damage. ARMOR-USE *R* EXPR 1 =-= With this skill, a character can wear, fight in, and repair a specific type of Armor without penalty. If this skill is not purchased to a Skill Level equal to the Total Bulk% of all worn armor, a -1 penalty will be given to all SWAC#s, based on the difference between the Bulk% and the SL bought. Thus, a character wearing armor that has 30% Bulk that has only bought Armor-use up to 20 SLs will be penalized 10 points to all SWAC#s. As a general rule, for every percentage of Bulk, it takes a second to dress or undress or undress; it takes double the amount of time to dress or undress the armor without the full Skill Level bought up to the Total Bulk% worn. Armor-use is not required to be purchased for clothing, natural armor (such as hides, scales, or leather), non-physical Armor#s or Protection (such as the skills of Ambition-armor, Health-toughness), or other forms of non-physical defense. Armor-use also trains a character how to tend to simple repairs the armor after it has been damaged, if an Armor-use skill check is successful (SCUMs will apply for the severity of the damage). This skill does not train a character in the use of a shield (see Shield-use). ATTRIBUTE, BASE *R* One ATTR 1000 =-= Character gains one base Attribute point permanently for one Attribute. If a different Attribute is bought, it is considered a different skill, and the Lore Base will begin at 1000 points for that progressive Base Attribute skill. ATTRIBUTE, MAXIMUM *R* One ATTR 100 =-= Character gains one maximum Attribute point (AMP) permanently for one Attribute type. If a different Attribute is bought, it is considered a different skill from this one and will begin at 100 points for that progressive Maximum Attribute skill. DAMAGE, MELEE *R* PROW 1 =-= This skill can be purchased for a single WARM# skill (such as WARM: Core). However, a Might-Melee skill of the first Skill Level is required. Depending on an amount of physical might the character decides to put into a weapon attack, it can inflict an amount of Constant Damage up to the m(PROW) or the Skill Level--which ever score is currently lower at the time of the attack. This skill can only be bought once for each specific offensive WARM# capability. DAMAGE REROLL *R* LUCK 75 =-= This skill allows the character to have more luck to possibly increase its chances of causing more Variable Dice-Damage for the character's PSDD on any attack. If the Damage Dice is rolled for any WARB, WARF, WART, WARM, or WARS attack, both dice are rerolled a number of times if it is not to the satisfaction of the player if the Skill Check is successful. If the second dice rolls are lower than the first, it must still be used in replacement of the first dice rolls. However, if any dice rolls are higher than or equal to the previous dice rolls, the player may elect to roll again if desired. For example, if 2d12 are used for a Damage Dice and the player first rolls a '3+6' (and the Damage Reroll Skill Check is first successful), the player can roll again. If the second dice rolls equal '7+2', the player can then make a third dice roll since it is equal to the first. If the third roll is a '7+8', the player can attempt a fourth roll since is was higher than the previous roll. But if a '2+4' is rolled for the fourth roll, the '2+4' must be used because it is lower than the '7+8' dice. At any point during the process, the player can elect to stop and keep the rolled damage. This skill can also be used with Powers, and only one Damage Reroll check is required for the entire gambling process. HEALTH TOUGHNESS *R* HLTH 5 =-= Able to purchase this skill up to a Skill Level equal to the character's Maximum Health. Each Skill Level acts as a Protection Point against any form of Total Damage. This skill can be purchased by any Profession. HISTORY, 'SPECIFIC CULTURE' MIND 5 =-= Knowledge and legends of one specific racial or cultural history. LANGUAGE, CULTURAL-TYPE MIND 5 =-= Can speak, read, and write one specific Cultural Language. A character that cannot speak their own language of the 5th Skill Level is considered uneducated. A Skill Level of 10 is average. This skill can enhance a Cultural History check by +1d6. MIGHT-MELEE *R* PROW 200 =-= This skill must first be purchased to buy a specific Melee Damage weapon at a 'x1' multiple (please see the skill: Damage, Melee). For each Skill Level purchased, Might-Melee effectively multiplies any Melee Damage skill bonus. Thus, a 4th Skill Level would *quadruple* a specific Melee Damage Skill of +25 to a score of +100. MUSICAL-TALENT EXPR 1 =-= Character has a musical talent for playing one specific type of instrument. The character also has the ability to compose new music with the instrument. A check is made at the end of a song or to determine how well it was played. A failed check means that the character noticeably had problems playing. This skill can potentially enhance Charm-based skills. PAIN-ENDURE _T_ AMBT 30 =-= Receives 1d6 points less Vital Damage per PowerSTEP of the character checked on every inflicted wound, whether a physical or magical attack, due to inner ambition and perseverance, as long as the c(AMBT) is not below twenty points. This skill can be purchased by any Profession, but can only be bought up to the character's PowerSTEP. QUICKNESS IMPACT *R* QCKN 8 =-= The rationale behind this skill is that the character pulls away from a damaging blow at the same time, such that the impact time is lengthened to minimize Total Damage inflicted to the character. For every Skill Level purchased, the character gains one Protection Point. Quickness Impact can only be purchased up the character's m(QCKN) attribute. RANDOM DEFENSE _T_ LUCK 40 =-= If this skill check is successful, the skilled character will be protected in total Armor Numbers by an additional 1d10%. REACTION _T_ QCKN 25 =-= Gains -1 to all INIT#s (Initiative Chance + Speed#s). Thus, this can be used with an Attack or Action. RIDING, LAND EXPR 3 =-= Able to ride land-based creatures for at least 10 minutes without falling. However, all weapon wielded by the character on horseback will receive a -1d10 THAWAC penalty. This skill can be checked each minute if needed. ROPES EXPR 2 =-= The character is experienced with tying knots, loop objects, and use a rope for various situations such as climbing. SLEEPING EXPR 5 =-= The character only requires minimal sleep every night for proper resting, if this skill is successful checked at the minimum time of sleep. SURVIVAL, GENERAL EXPR 6 =-= Has a chance of surviving off of the land in all environments per day. On a failed check, the c(HLTH) drops by a certain number points based on the severity of the environment until more food or drink can be found. WARF:CORE *R* EXPR 15 =-= Ability to use a specific shot or fired weapon without penalty. The WARF# can be used instead of the WARB#. This skill inflicts 2d8 Variable Damage with a specific Fired Weapon attack for each Skill Level purchased up to the character's PowerSTEP. This skill can be purchased to any Skill Level. WARM:ATTACK-PARRY *R* PROW 40 =-= This WARM skill allows the character to make a regular attack causing a core 2d12 Variable Damage per PowerSTEP. But when using the skill, the character also makes weapon parries on every second the skill is used to attack so the character's PA# will increase by 1d20 points on the second of the attack. A WARM:Core skill must have bought at the 20th PowerSTEP before this skill can be used. WARM:CORE *R* EXPR 10 =-= Ability to use a specific melee-type weapon without penalty. The WARM# can be used instead of the WARB#. This skill inflicts 2d12 Variable Damage with a specific Melee Weapon attack for each SL purchased up to the PowerSTEP. WARS:CORE *R* EXPR 25 =-= Can use the WARS# instead of the WARB# when fighting with any weapon. This skill inflicts a (2d6+PS) Variable Damage with a specific Special Weapon attack for each SL purchased up to any Skill Level. WARS:DISARM *R* FOCS 20 =-= This Special WARS# attack inflicts no dice damage (only regular weight, length, etc. damage), but will cause the opponent's weapon to fall from grip (disarmed) if the opponent's fails a c(QCKN) roll at a -10 penalty for every PowerSTEP or invested Skill Level of the character--which ever is lower. The character must have previously learned a specific WARM, WARF, WARS, or WART:Core skill at the 5th Skill Level with the weapon before this skill is bought. WART:CORE *R* EXPR 5 =-= Ability to use a specific thrown-type weapon without any penalties. This skill uses the WART# instead of the WARB#. This skill inflicts 2d10 Variable Damage with a specific Thrown Weapon attack. It can be purchased to any Skill Level. WART:PINPOINT *R* LUCK 40 =-= Able to pinpoint a specific area (Head, Body, or Limb) without having to roll a 1d6 area of location die, and will hit on the SORD Damage Percentage Circumstances charts in the 81-100 percentage range using 2d10%. However, the character must concentrate for an extra 1d4 seconds before any weapon is thrown; thus, a +1d4 is added on to the initial Speed# and to the WSlo time from one throw to the next when using this skill. This skill inflicts 2d10 points of Total Damage for each SL purchased (up to the character's PowerSTEP), instead of using a Damage Die. The character must have previously bought a WART:Core skill at the 20th Skill Level to purchase this one. WEAPONS ------- The list below gives the most commonly found weapons, even though other weapon types do exist. After each weapon name, there should be a representation of a particular Culture that made the weapon. The cost is simply its average price in society. The weapons below are based on Cultures with a large height and weight range from a short Culture (FAER) of about a foot in height on average to a huge Culture (GORT) which is about 12 feet in height. The (HALF) Culture is about the size of a typical human; thus, the weapons it wields are also reflective of its size. (Lbs.) (In.) Weapon Name (Culture) WGHT LNTH DS# Cost --------------------- ---- ---- --- ---- Arrow (AQUI) 0 25 +20 10/1 Arrow (NEQU) 1 30 +22 4/1 Arrow (FAER) 0 4 +15 3/1 Arrow (HALF) 1 25 +18 12/1 Arrow (HURG) 3 48 +31 1 Arrow (SARG) 0 22 +24 5/1 Axe, Battle (DRAG) 15 60 +57 48 Axe, Battle (GORT) 35 85 +60 165 Axe, Battle (HALF) 12 55 +45 20 Axe, Battle (HURG) 25 75 +52 32 Axe, Battle (SARG) 8 46 +46 34 Axe, Throwing (GORT) 15 60 +47 60 Axe, Throwing (HALF) 3 30 +42 8 Axe, Throwing (SARG) 2 12 +46 18 Axe, War (DRAG) 20 70 +62 225 Axe, War (GORT) 45 108 +70 375 Bolt, Crossbow (FAER) 0 5 +36 5/1 Bolt, Crossbow (HALF) 2 16 +34 8/1 Bolt, Crossbow (NEQU) 3 18 +35 6/1 Bolt, Crossbow (SARG) 1 10 +32 1 Bow (AQUI) 3 48 +24 100 Bow (NEQU) 8 70 +25 130 Bow (FAER) 0 15 +30 150 Bow (HALF) 5 65 +24 110 Bow (HURG) 12 90 +21 95 Bow (SARG) 2 36 +28 65 Club, Blunt (GORT) 40 95 +23 12 Club, Blunt (HALF) 12 36 +21 1 Club, Blunt (HURG) 28 70 +22 5 Club, Blunt (PANZ) 6 28 +25 0 Club, Blunt (SARG) 8 34 +27 0 Club, Spiked (DRAG) 20 60 +37 12 Club, Spiked (PANZ) 10 30 +38 0 Club, Spiked (SARG) 14 35 +39 0 Crossbow (FAER) 4 10 +35 70 Crossbow (HALF) 14 36 +36 180 Crossbow (NEQU) 16 40 +38 220 Crossbow (SARG) 10 25 +32 110 Dagger (AQUI) 2 14 +45 4 Dagger (DRAG) 8 30 +50 26 Spear (SARG) 24 60 +30 10 Staff, Fighting (FAER) 0 15 +25 10 Staff, Fighting (GORT) 16 110 +20 4 Staff, Fighting (HALF) 5 70 +27 2 Sword (HALF) 12 45 +52 50 Sword (HURG) 28 70 +58 70 Sword (MYRY) 5 30 +55 45 Sword (NEQU) 16 64 +23 44 Sword (PANZ) 3 20 +49 25 Sword (QUEN) 7 42 +56 60 Sword (SARG) 5 32 +54 75 ARMOR & PROTECTION ------------------ Since the height and weight of each culture varies dramatically, the size and weight of a particular piece of armor will also have a dramatic range. Since armor provides the same amount of protection to the wearer due to the material it is made from, the main variable is the weight in pounds of the armor from culture to culture, as well as the cost. Cost will vary on a supply-demand basis and the average cost is listed. The actual weight of the armor is decided by what culture the armor was intended for. The pound-number listed as the WGHT is a fraction of the height (in feet) of the person wearing the armor or clothing. To find how many pounds a particular piece of armor weighs, multiply the given number of pounds (Lbs.) by the height (feet & inches) of the person that the armor was made for. In other words, the number represented is the Weight per Foot. For instance, a five-foot, two-inch person that gets a suit of Studded Leather that fits just right. The armor would therefore weigh (2.6 for the armor x 5.166 for the height of the person) = 13 pounds for the five-foot, two-inch person. Remember that you will always round down will all calculations in SORD. The Total added Bulk% (in decimal format) is simply multiplied to the Move Rate to tell how many points the Move Rate is reduced by. Thus, a 75% Bulk means that the Move Rate is reduced by 75%; a character with a Move Rate of 120 wearing armor with a Total Bulk of 75% would actually have a Move Rate penalty of (120 x .75) 90 points. The Bulk% is independent of the Weight Factor. All Bulk percentages are added together to give the Total Bulk number. Armor can protect the Head (H), Body (B), and Limbs (L). When armor is bought, the character will receive armor that protects designated areas. For instance, if a character buys Normal Chain Armor (Armor#:+65, Area: B L, Weight: 5.2, and Cost: 100 Silver Tallans), it is assumed that the character will get chain gauntlets, protective boots, etc., to protect the Body for +65, and the limbs for +65. If a character's Profession restricts the use of 'Armor', only Clothing, Furs, leather hides, or scale hides are able to be worn--clothing that is made from non-metal substances. Armor-protection Worn Armor# Areas Lb# Bulk% S.T. Cost --------------------- ------ ----- --- ----- --------- Clothing, Light (Silk) 1-3 All 0.1 0% 10 Clothing, Normal (Cotton) 4-6 All 0.4 1% 2 Clothing, Heavy (Wool) 7-10 All 0.7 3% 4 Furs, Light 11-15 B L 0.9 4% 5 Furs, Normal 16-20 B L 0.9 5% 8 Armor, Full Padded 20 All 1.4 22% 15 Shield, Light Wooden 20 ** 1.5 4% 10 Furs, Heavy 21-25 B L 1.6 9% 10 Leather, Normal 25 B L 1.6 4% 20 Shield, Wooden Normal 25 ** 2.0 8% 15 Furs, Full Heavy 30 All 2.9 12% 35 Leather, Hardened 30 B 2.6 5% 25 Shield, Heavy Wooden 30 ** 3.5 12% 25 Scale, Light 32 B L 3.6 10% 50 Leather, Studded 35 B L 2.6 8% 30 Leather, Ringed 38 B L 3.4 10% 35 Leather, Plated 40 B L 4.8 14% 40 Helm, Normal Scale 45 H 2.0 4% 12 Scale, Normal 45 B L 4.0 10% 50 Ring, Normal 48 B L 4.8 15% 60 Scale, Hardened 50 B 5.2 12% 50 Chain-Leather, Full 50 All 6.8 14% 95 Breastplate, Metal 55 B 3.6 8% 50 Scale-Chain 55 B L 4.8 15% 85 Helm, Light Metal 60 H 3.0 6% 20 Plate, Light Metal 60 B L 6.8 15% 80 Shield, Light Metal 60 ** 3.5 8% 30 Chain, Normal 65 B L 6.4 16% 100 Chain, Full Normal 65 All 8.2 20% 125 Chain, Heavy 70 B L 8.0 18% 115 Chain, Full Heavy 70 All 9.6 24% 135 Helm, Normal Metal 75 H 3.5 8% 35 Plate, Normal 75 B L 10.2 20% 250 Shield, Normal Metal 75 ** 4.0 10% 55 Plate, Linked 80 B L 8.8 24% 300 Rock-plate 90 B L 16.0 35% 400 Chain, Full Battle 95 All 12.8 26% 650 Chain, Full War 100 All 10.2 30% 700 Helm, Heavy Metal 110 H 4.0 10% 80 Plate, Full Heavy 110 All 14.2 25% 700 Shield, Heavy Metal 110 ** 4.5 12% 100 Plate, Splinted 115 B L 12.2 28% 800 Plate, Banded 120 B L 12.6 30% 900 Rock-plate, Heavy 130 B L 20.0 40% 750 Plate, Full Combat 135 All 15.2 36% 5,000 Plate, Full Battle 150 All 15.5 34% 5,500 ARMOR/WEAPON CONDITIONS: ------------------------ The change in condition is based upon the quality of the materials used, the construction of the armor or weapon (Design Strength), the reinforcements and design, the amount of damage is has sustained, quality of the forge, and most importantly, the skill of the forger. Condition: % change Example ----------- -------- ------- Damaged - 75%+ 10 A#s/DS# Poor - 50% 21 A#s/DS# Minimal - 25% 31 A#s/DS# =-= Common 00% 42 A#s/DS# =-= Quality + 25% 52 A#s/DS# Fine + 50% 63 A#s/DS# Rare + 75% 73 A#s/DS# Unique + 100% 84 A#s/DS# Superior + 125%+ 94 A#s/DS# Thus, if a character finds a 'Unique' quality of Full War Chain Armor, it might have an Armor Number rating of a 200 points! If a piece of protection is not listed on the Armor chart, the GM can simply mimic what is desired to create a defensive item. _______________________________________________}=\________ __--''---------------------------------------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' ...Okay, that's it! _______________________________________________}=\________ __--''---------------------------------------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' ...Hmm, why did you come all the way down here?! ________/={_________________________________________________ O{]|///////|[ * >-----------------------------------------------``--__ `^^^^^^^^\={=======================================================` ...Well, as long as you are down here, do not forget to pick up the hard-copy version of SORD from your local gaming store. Just ask them for it! ;) _______________________________________________}=\________ __--''---------------------------------------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' "Exit the Warrior" --Tom Sawyer, Rush _______________________________________________}=\________ __--''---------------------------------------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' Visit the Castle Anthrax! --recommended by Zoot, Monty Python & the Holy Grail ________/={_________________________________________________ O{]|///////|[ * >-----------------------------------------------``--__ `^^^^^^^^\={=======================================================` Bloodroses, Bloodroses... Icicle, Icicle... --Tori Amos _______________________________________________}=\________ __--''---------------------------------------------< * ]|\\\\\\\|[}O '=====================================================}=/^^^^^^^^' Watch for more SORD Supplements in the near future from Fractal Dimensions! This has been... ________/={_________________________________________________ O{]|///////|[ * >--- The System Of Role Development ------------~~--__ `^^^^^^^^\={~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~` _______________________________________________}=\________ __--~~-------------------- Version 6.00 ------------< * [|\\\\\\\|[}O `~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~}=/^^^^^^^^" Enjoy...