Bridge Worlds: Soterion

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Bridge Worlds: Soterion Page 15

by Randy Blackwell


  Character Death: When the Character’s Health attribute reduction exceeds the negative of the Health attribute.

  Surrounding the Character: there are four zones that surround a character in combat: front left, front, front right, and rear.

  Target Number: The final number as modified by the initial target number and adjusted for kits (crafting) conditions (normal skills), and/or opponents armor and defense skill (combat)

  Determining the Target Number

  Target Number

  9

  15

  21

  27

  36

  48

  Examples:

  Category

  Easy

  Average

  Difficult

  Hard

  Heroic

  Impossible

  * Easy – Standard fight on even footing, Crafting with a master crafting kit.

  * Average – Combatants on uneven footing, loose gravel, or rocky terrain; Crafting with an exceptional kit. * Difficult – Attacking with blurred vision; Crafting with a good crafting kit.

  * Hard – Attacking while disoriented or dizzy; Crafting with an average crafting kit.

  * Heroic – Attacking while blind; crafting with a poor crafting kit.

  * Impossible – Attacking while blind and in an ice storm; Crafting with no crafting set at all.

  Once the base is determined, then the target number is adjusted by the character’s skill (reducing the target number) or other such adjustments as the situation warrants.

  Money

  While each kingdom does have its own currency, all fall under five common values: Cop- per, Drachma, Silver, Gold, and Platinum. 100 copper pieces have the value of 1 Drachma. 100 Drachma pieces have the value of 1 silver piece. 100 silver pieces have the value of 1 gold piece. 100 gold pieces have the value of 1 platinum piece. Drachma, often considered a “day’s wage”, is the standard currency in trade. Since it is encouraged for players to start play as a subclass, the character receives no starting money.

  QUICK PLAY RULE: For players who wish to bypass “growing up” (levels 1 through 4), it is recommended that all characters start out with 2,000 Drachma to purchase equipment and items.

  Experience

  Experience is awarded by the Narrator depending on the game difficulty, character interac- tion (role play), good ideas, how many times the player can make the Narrator laugh, and/ or actions the Narrator wishes to reward. Experience points are awarded at the end of each gaming session.

  Character progression is determined by the total amount of experience points the character receives. The necessary experience needed to obtain the next level is 300 * level + previous level. For example. A character would need 300 experience points to reach 2nd level. (300 * 1 + 0). Where he/she would need 900 to reach 3rd level (300 * 2 + 300). A character would need 75,900 experience points to reach 22nd level (300 * 22 + 69,300).

  The experience needed for the next level does not change if a character changes guilds (multi-classes). The character does not start over on the experience chart and must gain the required experience points to increase the new class to the next level.

  Example:John’s character has received 3,000 experience points and is 4th level. He decides that he wants to become part of the warrior’s guild. Once he completes the desired quests for entry into the guild, he becomes a 5th level character (placed at 4,500 experience points). He has 4 levels as a commoner subclass and 1 level as a warrior. Game play continues until John’s character has 36,000 experience points and is level 15. He has 4 levels as a commoner subclass and 10 levels as a warrior. John has determined that a warrior’s life is not for him anymore and he chooses to return to his commoner roots. At 15th level, he chooses to multi-class to the Commoner Guild. If successful on his entrance quests and upon reaching 40,800 experience points (16th level), he has access to the Commoner guild skills and may improve the skills the Commoner has access to. John fully understands that he will be unable to increase Warrior specific skills. Also, he understands that skills that were once class skills are now cross class skills and will cost double the skill points to increase those skills. Even though John’s character has 1 level as a Commoner, he is still a 16th level character and cannot advance with his 2nd level in the Commoner class until he reaches 45,900 experience points (17th level).

  QUICK PLAY RULES: In quick play rules, a character cannot multi-class. Also, all of the character’s skills are at his experience level (as adjusted by skills that require a primary skill to be higher than the secondary skill.)

  QUICK PLAY RULE: Either the GM has pre-determined the attribute numbers prior to meeting or the player may spend 96 points through eight of the attributes. No more than 24 points may be spent on any single attribute. Note that Physical Strength cannot be assigned and must be pre-determined or rolled.

  QUICK PLAY RULE: For players who wish to bypass “growing up” (levels 1 through 4), it is recommended that all characters start out with 2,000 Drachma to purchase equipment and items. This option is only open to these quick play rules. The player still determines the subclass (Aristocrat or Commoner) however the growing up phase is not played out. Note that under these rules, all skills the Aristocrat or Commoner have are at the subclass level. These skills cease to increase UNLESS the player choses a Guild/Class that increases those skills as well. Otherwise, those skills remain at the level of the subclass.

  QUICK PLAY RULE: In quick play rules, a character cannot multi-class (change guilds). Also, all of the character’s skills are at his experience level (as adjusted by skills that require a primary skill to be higher than the secondary skill.) The character has all the General Skills and Class Skills at the same level as the character. Combat skills are adjusted accordingly when there are primary skill requirements (see Second Attack and Third Attack). Also, since character’s are not spending skill points, character’s do not have access to cross class skills when using this quick play rule. All skills the Aristocrat or Commoner have are at the subclass level. These skills cease to increase UNLESS the player choses a Guild/Class that increases those skills as well. Otherwise, those skills remain at the level of the subclass.

  QUICK PLAY RULE: When it comes to Languages, Craft, or other skills that use the same skill set, then the character is limited to knowing a maximum of character’s Knowledge attribute modifier but never less than 1. (Example: Knowledge attribute of 17 provides a 2. Therefore the character as an Aristocrat could know two languages).

  QUICK PLAY RULE: Character’s may not utilize the Advanced Armor Rules as set for in the Arm’s and Equipment section. Furthermore, armor is determined to have all necessary components and provide the following ratings:

  Cloth Armor – 1

  Leather Armor – 3

  Hardened Leather Armor – 4

  Studded/Banded Leather Armor – 5

  Chain Mail Armor – 7

  Plate Armor – 10

  Knights Plate Armor – 15

  Chapter 4: Skills Defined Skill difficulties are divided into 6 categories: Easy, Average, Difficult, Hard, Heroic, and Impossible. Each skill provides examples for its respective category. Ultimately, the Narrator is the final authority on the base target number/difficulty of a skill. Animal Empathy

  Related Attribute: Cognizance

  Requirements: None

  With Animal Empathy, the character is able

  to read the emotions or intentions of an

  animal and is able to adjust the encounter

  favorably. An angry dog could become

  neutral or even friendly. Animals react in the

  following ways; loving, friendly, neutral,

  agitated, and aggressive. A character with

  a successful skill roll can determine the

  animal’s reaction and the reason for it. For

  every success over 5 points, the animal’s

  reaction can be reduced from the current reaction level to the next level more amiable
to the character.

  Target Number Category Difficulty Example

  9 Easy Domestic animal, neutral

  15 Average Livestock, neutral; domestic, agitated

  21 Difficult Livestock, agitated; domestic animal, aggressive

  27 Hard Wild animal, neutral; livestock, aggressive

  36 Heroic Wild animal, agitated

  48 Impossible Wild animal, aggressive

  Example: Regis has found himself in a room with an aggressive guard dog. The dog is not fighting (aggressive) but could see any action Regis takes as an excuse to attack (agitated). Regis has a skill level 10 in Animal Empathy. In order to reduce the dog’s reaction level, Regis rolls a 5, 3, and 7. Since the domestic animal is agitated, the base difficulty is 15 (average). Regis needed to roll a sum total of 5 or higher (15 base – 10 skill) to succeed initially in understanding the animal. With a sum total of 15, 10 points higher than he needed to succeed, Regis is able to determine that the guard dog is protecting a small safe in the corner. Also, with the roll, Regis is able to reduce the dog’s aggression from agitated to friendly (five points for the animal’s reaction to reduce from agitated to neutral, and five points to reduce the animal’s reaction from neutral to friendly).

  Animal Handling

  Related Attribute: Cognizance

  Requirements: None

  This skill allows a character to manage, train, and work with animals. These animals may be used for work, tricks, or protection. The character must spend approximately six weeks working with the animal. At the end of the six-week period, the character makes an animalhandling skill roll to determine the effects of working with that animal. Trained actions are actions that can be conveyed in one-word commands; sit, stay, follow, stop, attack, and the like. Complex actions are defined, specific tasks commonly used for “working” animals; fetch the cattle and bring them to a set point A, protect the herd, fly from point A to point B, and the like. The player must define the complex action in detail for the animal to follow.

  A successful roll of 0 to 4 means that the animal is comfortable around people. These are typical household pets that may or may not respond to direction (i.e. cats). A successful roll of 5 to 9 means that the animal may be guided or may be used in rigging for work purposes (i.e. horses rigged to a carriage). A successful roll which exceeds the target number by 10 to 14 means that the animal has been taught three simple actions. A successful roll which exceeds the target number by 15 to 19 points means that the animal has been taught five simple actions and one complex action. A successful roll which exceeds the target number by 20 or higher means that the animal has been taught seven simple actions and three complex actions.

  Target Number

  9

  15

  21

  27

  36

  48

  Category Difficulty Example

  Easy Domestic dog

  Average Horse, parrot

  Difficult Livestock (general), small monkeys Hard Domestic cat, general birds Heroic General wild animals (ferret) Impossible Aggressive wild animal (tiger)

  Example: Regis purchased a young spider monkey so he may train the animal to enter houses and retrieve “stolen” property. His animal handling skill is 10. After spending six weeks with the monkey, Regis is ready to roll his skill. The spider monkey is considered difficult to train (21) so his target number is 11 (difficulty minus skill). Regis rolls an 8, 7 and 7. He rerolls the 8 and receives a 4, making his total sum 26. With a success which exceeds the target number by 19 points, he has trained the monkey to perform five simple actions and one complex action (to enter an area, find gems, and return to him).

  Appraise

  Related Attribute: Knowledge

  Requirements: Appraisal Kit

  The appraisal skill allows the character to determine the approximate value of an object. This skill is broken down into three areas of knowledge; gems and jewelry, artifacts (items of antiquity), and crafted items (swords, armor, and the like). The character chooses a primary area of knowledge in appraising. Other areas can be appraised but at two difficulty categories higher (easy becomes difficult when using a master appraising kit). The character can appraise the item at 50% of its value with a success. Appraisal increases 2% per point of success.

  Target Number Category Difficulty Example

  9 Easy Appraiser using a master appraising kit

  15 Average Appraiser using an exceptional appraising kit

  21 Difficult Appraiser using a good appraising kit

  27 Hard Appraiser using an average appraising kit

  36 Heroic Appraiser using a poor appraising kit

  48 Impossible Appraiser using no appraising kit.

  Example: Regis has recently acquired an impressive ruby. His appraisal skill is 30. The task of appraising the ruby is easy with his master appraisal kit (base 9) and, with his skill, requires a sum total of 1 needed to succeed. With 3d8, he rolls a 4, 8, and 7 for a total of 19. He rerolls the 8 and receives a 6, thus making a total skill roll of 25 (4+8+7+6=25). Regis has succeeded his skill roll by 24 points and can appraise the item at 98% of the item’s value.

  Backstab

  Related Attribute: Agility

  Requirements: Small weapon

  A person with the backstab skill has been trained to inflict as much damage as possible on specific points of the body. For this skill to apply, the target must be unaware of the character’s presence (an attack from behind). The character must state before any rolls are made that the backstab skill will be used. The strike is calculated normally as detailed in Chapter 5: Combat, except that the attack skill used is the Backstab skill. All damage from the backstab is doubled and taken off both the defenders health pool and core health points (Health attribute).

  Example: Alcove has hidden himself between two statues. Henchman “A” has walked down the hall and taken his normal position between the statues and, consequently, in front of Alcove. The base target number needed for Alcove to strike Henchman “A” is 9 (easy) because there are no external conditions which would hinder Alcove’s ability to strike. The henchman wears plate armor (armor rating of 10), has a defense skill of 10, and has a +5 to defense from his Agility attribute. Normally, Alcove’s base difficulty to hit would be 34 (9+10+10+5=34). With surprise on his side, his target number is 19 (base difficulty plus the armor rating). Alcove’s backstab skill is 10, which means that Alcove will need a sum total rolled of 9 or higher to successfully backstab the henchman. He rolls a 17, exceeding the target number by 8, causing an additional 3 points of damage (see Chapter 5: Combat). The base knife damage (1) and the additional is added for a total of 4. Thus, Alcove’s strike causes a total of 8 points of damage.

  Balance

  Related Attribute: Agility

  Requirements: None

  The balance skill is the character’s ability to remain standing on slippery or uncertain terrain. This is also the skill used for tightrope walking or other such acts. If the character is trying to balance while walking a distance, a new roll must be made every 10 feet. Target Number Category Difficulty Example

  9 Easy Loose gravel, ice

  15 Average Firm narrow footing (i.e. ledge)

  21 Difficult Firm narrow footing with moderate elevation (loose gravel, rain)

  27 Hard Tightrope walking, firm narrow footing with moderate environment (strong wind, ice)

  36 Heroic Tightrope walking with extreme environment (rain, Moderate winds), firm narrow footing in horrid Environment (driving winds, ice)

  Example: Alcove, to escape Henchman “B” has ducked out a third-story window and is now standing on a six-inch ledge. In order to escape detection, he must traverse thirty feet to reach the next window. It is a firm narrow footing; however, it has started to rain. Alcove’s base difficulty for his balance skill is 21 (difficult). His balance skill is 8. In order to travel the first 10 feet, he will need to roll a 13 or more. He rolls a 3, 2, and 7 for a total roll of 12. Alcove has slipped and fallen
from the ledge. Alcove is allowed to roll an agility attribute check to determine if he is able to grab the ledge and stop his fall. The Narrator has assigned a difficulty of 21 for Alcove to stop his fall. With Alcove’s agility of 17, he will need to roll a 4 or more on 3d8 to catch himself.

  Bash Door

  Related Attribute: Physical Strength

  Requirements: None

  This skill is the character’s ability to break open a locked door by using physical strength and focus. This is separate from a character’s ability to simply use physical strength. With bash door, the character “focuses” his attack energy on a specific portion of the door for maximum effect, whereas a straight attribute check is a character’s attack on the door.

  Characters using an attribute check to open a door do so at a difficulty 30 points higher than what would be necessary for a character using the bash door skill. The unskilled character is unable to bash a door with a target number higher than 30.

  Target Number Category Difficulty Example

  9 Easy Solid core wood door with a handle lock

  15 Average Solid core wood door with handle lock and dead bolt

  21 Difficult Solid core wood door reinforced with iron strips and Barred with a two by eight wooden board.

  27 Hard Solid core wood door reinforced with iron strips and Barred with a four by four wooden board

  36 Heroic Metal door barred with an eight by eight wooden board

  48 Impossible Metal door barred with a metal bar

  Example: Alcove, an Adam, and Johanan, a Showrad, are trapped behind a locked door. The door is a solid-core wood door reinforced with iron strips and barred by a fourby-four wooden board. Alcove’s strength is 15 while Johanan has a strength of 27. Neither character has the bash door skill and must rely on a physical strength attribute check. The normal difficulty for a character with bash door would be 27. For our two adventurers, however, their base target number is 57 (27 + 30). Alcove’s, modified sum total needed is 42. Because the target number is above 30, he is unable to succeed in opening the door. Johanan, however, has a needed sum total of 30 and may attempt to break through the door. He rolls a 7, 7, and 6 for a sum total of 20. Johanan is unsuccessful. Compare the same door to Leevant. Leevant has the bash door skill at rank 11. Leevant’s sum total needed is 16 (27-11). He rolls a 5, 5, and 6 and succeeds.

 

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