Attacks from Behind
An attack form behind is defined as any attack that is made when the target’s back is facing the attacker. These attacks can result from surprise, maneuvering, or just blind chance. Normally, the character’s defense skill and Agility modifier increase the difficulty of a successful attack. For attacks from behind, a defender/target receives benefits from his armor only.
Surprise Attacks
Surprise attacks are sudden and unexpected actions against a target. For one round, surprised characters do not receive attribute bonuses to any action or skill roll. To determine surprise, a Cognizance attribute check is made with a base target number of 25.
They Must be Giants
Character sizes can range from six inches to 25 feet depending on the character’s race. One’s ability to inflict and receive punishment is only as good as the body the character has, which is demonstrated by the character’s Health Pool. Smaller creatures do have an advantage when facing larger creatures due to their size. All character’s get a defense bonus if they are two size categories below the attacker and an additional 10 points per category past that. Thus, it would be harder for a Raphad (Huge) attacker to strike a Nepsah (Tiny). (Huge to Huge = no defense bonus; Huge to Large = no defense bonus; Huge to Medium = defense bonus of 10; Huge to Small = defense bonus of 20; Huge to Tiny = defense bonus of 30. Where a Tiny creature only receives a defense bonus of 10 against a Medium creature (Medium to Small = no defense bonus; Medium to Tiny = defense bonus of 10).
Example: Giblit, a six-inch tall Nepsah, crossed paths with an irate 20 foot tall Raphad. The Nepsah’s base defense is 15. Against the Raphad, however, Giblit’s base defense is 45 (Huge attacker to Tiny defender). One thing is for certain. With only 12 hit points, Giblit does not want to be hit.
Crushing
If an attacking creature is large enough and the target creature is small enough, then the target may be grabbed and “crushed”. This follows the same progression as the “They Must Be Gi- ants” rule. A creature two size categories higher than the target may crush the target.
The grab is accomplished through the Brawling skill. Characters/creatures who do not have the Brawling skill fall within the performing unlearned skills rule. For the grab, any physical armor (such as leather armor) of the creature is not calculated in the defense. The attacking creature isn’t trying to get through the armor; he’s just trying to grab someone. If the attack is successful, then the creature is grabbed.
A grabbed creature is unable to take any further actions other than trying to break free. The attacking creature must also concentrate to keep the grab. The attacker adds the amount of the initial grab success to his roll in keeping the grab. This “bonus” applies so long as the attacker concentrates on the target. Should the attacker lose concentration, then that bonus is lost for the remainder of the grab and crush.
The target takes the attacker’s Physical Strength attribute modifier in damage the first round following the grab and crush. For the remaining rounds, the target receives the strength modifier plus the difference of Physical Strength rolls to break free in damage (applied at the beginning of the next round) until the target breaks free, is dropped, or dies.
Each round after the initial grab, both attacker and target rolls 3d8 and adds their Physical Strength attribute modifier to the roll (noting that the attacker also adds in the “bonus” should the attacker remain concentration). The target breaks free if his/her roll exceeds the attacker’s. This continues until the grab is released.
Example: A Raphad is trying to grab a Daqad. He succeeds his attack roll by 15. The Raphad’s Physical Strength is 24 (modifier +5). The Daqad’s Physical Strength is 12. If the Daqad has not acted in that round, he may start his attempts to break free of the grab. The Daqad rolls 3d8 and adds 12 (his strength_ for a sum total of 29. The Raphad rolls 3d8 and adds 39 (the Raphad’s Physical Strength of 24 plus the attack success of 15) for a total of 47. The Daqad is unable to break free and will take the Raphad’s Physical Strength modifier in damage. (If the Daqad had broken free, he would receive no damage at the beginning of next round).
Round 2. The Daqad takes 5 points of damage (The Raphad’s Physical Strength attribute modifier). For this round, the Daqad rolls a 31 (3d8 + 12) to break free. The Raphad has maintained concentration and rolls 60 (3d8 + Raphad’s strength of 24 + initial attack success of 15). The Daqad is still held and will take the Raphad’s Physical Strength attribute modifier (5) plus the difference of the Daqad’s roll and the Raphad’s roll (60 - 24 = 29) 29 in damage next round.
Round 3. The Daqad receives 34 points of damage (5 + 29). For round three, the Raphad is attacked by another Daqad and loses concentration (failed concentration check). And the initial grab success of 15 is negated. The Daqad now rolls 29 to break free. The Raphad rolls 39. The Daqad is still held. At the beginning of next round (round 4) the Daqad will receive 15 points of damage (The Raphad’s Physical Strength attribute modifier of 5 and the differ- ence of the rolls).
Round 4. The Daqad receives 15 points of damage. For round 4, the Daqad rolls well enough to break free. No further damage is applied to the Daqad at the beginning of next round. The Daqad would then be free to take an action in round 5.
Called Shots
Either by sword, thrown weapon, or arrow, a character can “call a shot” (aim specifically for location on a target). A called shot can be general or specific. General called shots are rough areas (arm or leg) and are made at one difficulty category higher than the situation normally would dictate. Specific called shots are smaller areas or specific locations (right hand, left foot, belt buckle) and are made at three difficulty categories higher than the situation nor- mally would dictate.
Example: Leevant and Zoaz are still fighting each other. Zoaz decides to strike Leevant’s leg in hopes of hobbling his combatant. The conditions make a normal attack easy (difficulty of 9). Because Zoaz is calling a general called shot, his base difficulty is now 15. Should Zoaz have decided to strike Leevant’s right ankle, the difficulty would have been 27 (9 = easy, 15
– average, 21 = difficult, 27 = hard).
Ranged Combat
Ranged combat is resolved by determining the base target number, adjusted by the target range, attacker’s skill, defender’s defense, and the defender’s armor rating.
Determining the Base Ranged Target Number
Like normal combat, the base target number is determined by the environmental conditions. The following are the base target numbers with examples of what they mean for ranged combat. Easy (target number 9) is when the target is not moving and there is no wind. Average (target number 15) is when there is a non-moving target with sleight wind. Difficult (target number 21) is when the target is walking with no wind OR a non-moving target with a strong wind. Hard (target number 27) is with a walking target in slight wind OR non-moving target in strong wind. Heroic (target number 36) is when there is a running target with no wind OR a walking target with moderate wind. Impossible (target number 48) is when there is a running target with sleight wind OR a walking target with strong wind.
Determining the Range
Range is divided into 4 classifications: Point-Blank, Short, Medium, and Long. The base target number needed is adjusted by the range as follows: -4 for Point-Blank range, 0 for Short range, +4 for Medium range, and +8 for Long range.
For bows, crossbows, or other mechanical ranged weapons, range is defined by the weapon in the same way as damage is determined by the type of weapon. Thrown weapon range, however, is determined by the Physical Strength of the character. Point-Blank is the first 5% of the character’s maximum throwing range. Short is the following 15% of the character’s maximum throwing range. Medium is the following 30% of the character’s maximum throwing range. Long is the remaining 50% of the character’s maximum throwing range.
To character’s maximum throwing range is determined as follows: Tiny = 3 feet per point of strength. Small to Medium = 12 feet per
point of strength. Large = 21 feet per point of strength. Huge = 30 feet per point of strength.
Example: An average Adam with a Physical Strength of 12 would have a maximum throwing range of 144 feet. His Point blank distance (first 5%) is 0 to 7.2 feet, Short (next 15%) is 7.3 feet to 38.8 feet, Medium (next 30%) is 38.9 feet to 72 feet, and Long (final 50%) is 72.1 feet to 144 feet.
Compare an average Raphad with a Physical Strength of 28. His Point-Blank distance is 0 to 42 feet. His Short range is 42.1 feet to 168 feet. His Medium range is 168.1 feet to 420 feet. His Long range is 420.1 feet to 840 feet.
Regis is throwing a dagger at Leevant who is 30 feet away. Regis’ Physical Strength makes his Long range of 24.1 feet to 48 feet. The conditions are easy with no wind. His Thrown Weapon skill is 10. Leevant is wearing studded leather armor for a base Armor Rating (AR) of 5. Leevant further has the Defense skill of skill rank 5 and his Agility provides a +2 to his defense. The base target number Regis would need is 14 (conditions of 9 + 8 for Long range + studded leather of 5 + Leevant’s Agility Modifier +2 – Regis’ skill of 10).
Ranges for Mechanical Ranged Weapons and Character Size Ranges for bows and crossbows are determined when the item is crafted. Such details are provided under the item description. However, character size does effect the range and are as follows: Tiny characters have a range that is divided by 4. Small characters have a range that is divided by 2. Medium characters have a range as listed. Large characters have a range that is doubled. Huge characters have a range that is quadrupled. That is because most of mechanical ranged weapons are fit for size and, thus, have a different range depending on size.
Character Progression
Note: Characters remain in their subclass (Aristocrat or Commoner) until that character reaches 4th level. Upon having enough experience points to attain 5th level, the character must petition a Class guild for entry. The Character’s entry into one of these classes determines which skills the character may choose on level 5 and higher. Skills: Skills are identified as General Skills (available to all classes at normal cost), Class Skills (available to the specific class at normal cost), Cross-Trained Skills (skills not available to the character’s specific class but can be purchased at double the cost), and Class-Specific Skills (skills only available to that specific class). A character must successfully roll a Learning check to learn new skills (equal to or higher rolled on 3d8 of the skill to be learned. If unsuccessful three times, the character is unable to learn the skill this level. General skills are the only skills a character can use if unlearned.
Below are the specific skills per group. Skills marked as (CS) are Class Specific Skills. General Skills * Balance
* Brawling
* Defense
* First Aid
* Fishing
* Jump
* Listen
* Ride
* Running: Distance
* Running: Speed
* Search
* Spot
* Swim
* Weapon Group: General
* One-Handed Sword * Two-Handed Sword * Short Blade
* Axe
* Two-Handed Axe * One-Handed Blunt * Two-Handed Blunt * Pole Weapons
*Whips and Segmented
Weapons
*Small weapons) Rogue
* Appraise
* Backstab (CS)
* Bluff
* Defense: Improved Defense
* Disable Device (CS) * Disguise (CS)
* Escape Artist (CS)
* Forgery (CS)
*Gather Information
* Haggle
* Hide (CS)
* Memory Recall
* Momentum Shift
* Open Lock (CS)
* Poison Weapon (CS) * Sense Motive (CS)
* Sleight of Hand (CS) * Sneak
* Tumble
* Weapon Group: Bow * Weapon Group: Thrown
Ranger
* Animal Empathy (CS) * Animal Handling
* Bow Weapons: Critical Shot (CS)
* Bow Weapons: Rapid Shot (CS)
* Climb
* Concentration (CS) * Craft (CS)
* Damage Focus (CS) * Defense: Improved Defense
* Disarm
* Hide
* Hunting/Tracking
* Intuit Direction (CS) * Memory Recall
* Momentum Shift
* Second Attack (CS) * Survival (per
environment) (CS)
* Tumble
* Two Weapons
* Weapon Group: Bow * Weapon Group: Thrown * Wrestling/grappling
Warrior
* Bash Door (CS)
* Damage Focus (CS) * Defense: Improved Defense
* Disarm
* Intimidate
* Momentum Shift * Poison Weapon (CS) * Second Attack (CS) * Spin Attack (CS)
* Third Attack (CS) * Weapon Group: Bow * Wrestling/grappling
Magi
* Concentration (CS)
* Craft (per type) (CS) * Enigmas (CS)
* Intimidate
* Jump
* Language: Speak (per language)
* Language: Read/Write (per language)
* Lore (CS)
* Memory Recall
* Momentum Shift
* Science (per Science) (CS) * Sleight of Hand/Illusion (CS)
Aristocrat * Animal Handling
* Appraise
* Bluff
* Gather Information * Intimidate
* Hunting/Tracking
* Language: Speak (per language learned)
* Language: Read/Write (per language learned) * Memory Recall
* Profession (per
Profession) (CS)
* Read Lips (CS)
* Sense Motive (CS) * Tumble
Commoner
* Animal Handling
* Appraise
* Craft (per crafting type) (CS)
* Gather Information * Memory Recall
* Profession (per
Profession) (CS)
* Sense Motive (CS)
Bard
* Bluff
* Defense: Improved Defense
* Disguise (CS)
* Escape Artist (CS) * Forgery (CS)
* Gather Information * Memory Recall
* Performance (per Performance style) (CS)
Changing Guilds: A character may choose to change guilds every 10 levels (Adam may do so every 5 levels). Skill groupings are controlled by the current guild. Prior Class Specific skills are available to use, however, they cannot be improved by spending skill points. All other Class and Cross Class rules apply.
General Rules General Rules Attribute Checks: To determine the character’s reactions or when the character is using a physical feat not addressable by a listed skill. Target number is assigned and the player rolls 3d8 to meet or exceed the target number.
Resisting Effects: Effects are external forces effecting the character, such as poison. A character can always roll an attribute check to resist the specific effect. Success halves the effect’s consequences.
Skill Rolls: A successful Skill Roll is when a sum total of 3d8 is rolled and that roll exceeds the target number. For Skill Rolls, a natural “1” and “8” roll may be re-rolled and added to the sum of the total skill roll for every five skill ranks of that skill
Skill Failure: A skill fails to be successful if the sum total of the Target Number is not reached on 3d8. A skill is assumed to be an “auto fail” if all d8 results in natural “2, 2, 2”
“Shot in the Dark”: Only available for characters using a skill ranked 15 or higher. Must be called before the roll is made. Skill is considered a success if a natural 48 is rolled (8, 8, 8, 8, 8, 8)
Crafting Skills: The item increases in quality per point of success (1 for 1 for combat modifier, 2% for value) starting at a successful skill roll of 5 (negative for every point failed)
Character Movement: Movement is based on stride. Movement in Soterion is measured by the distance a character can travel
by walking, jogging, or springing in 1 round (8 seconds).
* Walking: Character height in feet multiplied by 4 equals the character’s walking distance in feet per round. * Jogging: Character height in feet multiplied by 12 equals the character’s jogging distance in feet per round. * Sprinting: Character height in feet multiplied by 40 equals the character’s sprinting distance in feet per round.
A character can walk up to four hours, jogging up to five times the character’s Health in rounds, sprinting up to 1/3rd the character’s Health in rounds before needing to take a rest. This equation is identical for characters who can fly.
Flying: A character can perform 1/3 of Character’s Agility (max of 8) of the following maneuvers in one action (stop, go, make 45 degree turn). Any maneuver that would exceed the character’s ability to perform in one round is an action that requires a Flight Skill check.
Drowning/Suffocation: A character can hold his breath for 4 seconds for every point of Health. The character loses 1 point of Health for every round which exceeds the character’s ability to hold his/her breath. Upon 0, the character is unconscious and loses 1 point of Health should the situation persist. When swimming, a character loses 1 point of health for every failed swim roll.
Health Pool/Hit Points and Regeneration: Hit points are replenished at a rate of the character’s Health bonus (minimum of 1) points per eight hours of rest. Non-Lethal or Temporary Damage: Blunt force or soft tissue damage like hand to hand combat. 2/3 of nonlethal damage is healed fully after eight hours of rest. The remaining 1/3 heals normally.
Core Damage: More damage received than the Health Pool/Hit Points is subtracted from the character’s Health attribute. The character is unconscious when the Health attribute is reduced to 0. Health can be healed at 1 point for every 24 hours of rest. Lower health does not affect the character’s Health Pool, but does affect attribute rolls and skills linked to the attribute.
Bridge Worlds: Soterion Page 14