Bridge Worlds: Soterion
Page 16
Bluff
Related Attribute: Personality
Requirements: None
This skill allows a character to change an individual’s reaction by using deception or persuasion. To use this skill against a target, the player must state the intended purpose of the bluff. A target number is assigned by the Narrator and is modified by the target’s cognizance attribute bonus. The difficulty can also be upgraded by category, depending on the amount of knowledge the target has of the given subject about which the character intends to bluff.
Target Number Category Difficulty Example
9 Easy Target is friendly
15 Average Target is neutral
21 Difficult Target is fearful
27 Hard Target is agitated
36 Heroic Target is hostile
48 Impossible Target is combative
Example: Regis is trying to gain entrance into the Double Scale merchant’s guild. Though not a member, he is trying to bluff his way past the door guard. Regis’s bluff skill is 10. The guard is currently neutral (difficulty of 15), however the guard also has the names of all guild members on a piece of paper in front of him. This increases the difficulty one step, from average to difficult, for a target number of 21. Also, the guard has a +2 modifier from his cognizance attribute. Regis will need to roll a 13 or higher on 3d8 to succeed (Base target number of 21+ guard’s cognizance modifier of 2 – Regis’ skill of 10 = 13).
Bow Weapon, Critical Shot
Related Attribute: Agility
Requirements: Bow or crossbow; Bow Weapon Skill
This skill can never be higher than two ranks below Weapon Group: Bow Weapon. With this skill, an archer may focus for one shot. The player must call his intent for a critical shot before any action. The resulting single-arrow shot is taken at the end of the round. The archer must maintain his focus for the entire round and has an increased base difficulty of two categories (Easy becomes Difficult). Failure to maintain concentration means that the shot fails. Upon a successful strike using the Critical shot skill, the character rolls damage normally which is applied to both the target’s Health pool and Core (Health attribute) points.
Bow Weapon, Rapid Shot
Related Attribute: Agility
Requirements: Bow or crossbow; Bow Weapon Skill
This skill can never be higher than three ranks below Weapon Group: Bow Weapon. With this skill, the archer may spend the entire round to fire eight arrows or bolts. This rapid shot may be at one target or multiple targets within a forty-five degree cone in front of the archer. First, the player must prepare for the skill by spending one round to lay out eight arrows in front of the character or by any other deployment where the archer may reach, set, draw, and fire the arrow in one second. (A standard quiver of arrows or bolts deployed on the character’s back takes longer than one second to perform the action.) Second, the character must state at the beginning of the next round (or same round if a system is already deployed) that he intends to perform Rapid Shot.
The base target number increases one category (Easy to Average) for the entire round. The first arrow does not receive a rapid-shot penalty; however, each consecutive arrow receives a cumulative +3 to the target number.
Example: Alcove has set eight arrows before him. The conditions make his initial category easy (9). Alcove’s base category is 15 for the first shot. His second shot is made at +3 difficulty, third shot is +6, fourth shot is +9, fifth shot is +12, sixth shot is +15, seventh shot is +18, and eighth shot is +21.
Brawling
Related Attribute: Physical Strength
Requirements: None
Brawling is the age-old system of resolving disputes without the aid of weapons. In other words, it’s just plain fighting. Character damage is one point per hit, character’s physical strength modifier, and modified based on the quality of hit. All unarmed combat falls under the brawling skill, with the exception of wrestling. The style of unarmed combat is not as relevant as the skill of the combatant. Brawling is considered a combat skill and can be used in conjunction with other combat skills (second attack, third attack, spin attack, and two weapon).
Target Number Category Difficulty Example
9 Easy Standing fight, even footing
15 Average Combatants on uneven footing; loose gravel; rocky terrain; muddy ground
21 Difficult Attacker’s vision is blurred; in muddy terrain six to eight inches deep.
27 Hard Attacker is disoriented or dizzy; muddy terrain eight inches or more deep
36 Heroic Attacker is blind
48 Impossible A blind attacker, knee deep in mud, in an ice storm
Climb
Related Attribute: Agility
Requirements: Climbing kit required
The climbing skill is one all children seem to be adept at. From trees to countertops, anything can be climbed if it has a surface and handholds. Climbing kits are necessary when the surface does not lend itself to freestyle climbing. A climbing skill is rolled every round of climbing. On average a character can climb (character size in feet * 2) feet per round.
Target Number Category Difficulty Example
9 Easy Trees or other objects that, if the character can reach, should be able to climb with little difficulty. Next difficulty
level if in inclement weather. Climbing Kit not required.
15 Average Rocky terrain with pronounced features that the character can use for foothold and handhold surfaces. Next Difficulty level if in inclement weather. Climbing Kit not required.
21 Difficult Steep rocky surface with sturdy foothold or a surface that holds climbing equipment well.
27 Hard Sheer surface, no footholds, good surface to insert Climbing equipment. Climbing kit required. Next Difficulty level if in inclement weather.
36 Heroic Sheer surface, no footholds, moderately difficult to insert climbing equipment (i.e. smooth rock face). Climbing Kit required.
Next difficulty level if in inclement weather.
48 Impossible Sheer surface, no footholds, difficult to insert climbing equipment (i.e. ice wall). Climbing kit required.
Example: Regis, unable to train his pet spider monkey to enter houses and retrieve property, is forced to enter the house himself. He has purchased a climbing kit (climbing claws three inches long) and has a climb skill of 10. The building is a sheer surface, no footholds, but has a good surface to insert climbing equipment (difficulty 27). With his skill, Regis needs to roll a target number of 17 to succeed for the first round of climbing. Regis rolls a 5, 8, and 1. He rerolls the 8 and 1 to receive a 4 and 6. His total skill roll is 24 (5+8+1+4+6=24).
Concentration
Related Attribute: Cognizance
Requirements: None
Concentration is the art of maintaining focus during distraction. Some skills and actions require a certain level of concentration that can be disrupted. The Concentration skill allows the character to concentrate on the task at hand and continue the previous skill. To determine if a character is distracted, a target number is assigned for the type of distraction (see below).
Target Number Category Difficulty Example 9 Easy Slight distraction. Fly buzzing around head, mosquito biting, dog barking in the background.
15 Average Minimal distraction.
21 Difficult Moderate distraction.
27 Hard Major distraction. In combat, receiving 1-10 points of damage.
36 Heroic Major distraction. In combat, receiving 11-20 points of damage.
48 Impossible Major distraction. In combat, receiving 21 or more points of damage.
Example: Regis is performing a Sleight of hand trick to impress a noble. At that same time, Alcove throws a rock at Regis and hits him in the head. This counts as a major distraction with a target number of 27. Regis’ Concentration skill is 10. The sum total needed to roll on 3d8 is 17 for Regis to maintain concentration for the Sleight of hand trick. Failure means that Regis loses focus and the trick fails.
Craft
Relat
ed Attribute: Knowledge
Requirements: Specific crafting kit required
This skill allows the character to create items out of raw material. The difficulty of crafting is based on the character’s access to a crafting kit. The Narrator may further adjust the target number depending on the complexity of what is being crafted. For example, a simple long sword would be easy for a weaponsmith to create with a master crafting set. However, that same long sword would be more difficult if the customer wanted the sword to have slits within the blade. Another example is an Architect/Engineer who has been hired to design and oversee the building of a bridge. A simple stone bridge spanning a short distance would be easy with a master crafting set (proper measuring tools, work place, calculating tools, and what not). However, the bridge difficulty would become hard to heroic if the customer wanted the bridge to span a long distance and raise to let ships pass through. Below is a list of different crafting skills. A player must purchase each crafting skill separately. .
Target Number Category Difficulty Example
9 Easy Crafting performed with a master crafting kit
15 Average Crafting performed with an exceptional crafting kit
21 Difficult Crafting performed with a good crafting kit
27 Hard Crafting performed with an average crafting kit
36 Heroic Crafting performed with a poor crafting kit.
48 Impossible Crafting performed with no crafting kit, possible only if the craft can be performed without tools.
Crafting Skills: Architect/Engineer-The craft of designing and supervising the construction of buildings or other structures (example: designing and overseeing the building of a castle; designing and overseeing the building of an aqueduct)
Armorer-The craft of creating all kinds of armor, from cloth to plate armor.
Baker-The craft of creating baked goods (cakes, muffins, breads)
Butcher-The craft of “dressing” animals and dividing the animal into smaller portions (e.g. steaks, roasts)
Blacksmith-The craft of smelting ore and casting that ore into common metal items (horseshoes, nails, anything that is usually made from a cast)
Bookbinder-The craft of binding paper together to create books.
Bower/Fletcher-The craft of making bows, cross bows, arrows, and bolts
Brewer –The craft of making drinks by mixing natural herbs, spices, and what not Candle Maker-The craft of making candles (simple, scented, shaped)
Carpenter-The craft of working with all things wood
Cobbler/shoemaker-The craft of making shoes or boots; metal boots that would offer “protection” are made by armorers.
Doctor-The craft of using herbs or other ingredients in conjunction with first aid to help with physical ailments. (e.g. set broken bones, prescribe pain relievers; This considers basic medicine that does not encompass the breaking of the skin.)
Dyer-The craft of dying cloth certain colors
Glassblower-The craft of making all things glass
Goldsmith/Silversmith-The craft of making all things from precious metals (gilder, figurines, often hired in conjunction with an armorer and weaponsmith for more intricate and prized works)
Jeweler-The craft of making all things jewelery (gem setting; often works in conjunction with a goldsmith/silversmith to create rings, necklaces, etc.) Jewelers focus on the jewel itself (e.g. cutting gems).
Leather worker-The craft of making all things leather: often working with Tanners to obtain the leather, Leather Workers make saddles, scabbards, harnesses, and the like. Locksmith-The craft of making all things that mechanically lock
Mason-The craft of laying bricks or other stone work
Mechanic-The craft of making all things that have a mechanical function, otherwise called a device. Most mechanics are hired to install traps to guard against theft.
Potter-The craft of making all things of baked clay
Plumber-The craft of moving water from one location to another by way of pipes or other fittings
Roofer-The craft of constructing, installing, and repairing roofs of all types Shipwright-The craft of designing and overseeing construction of water vessels Stonecarver-The craft of shaping and sculpting stone
Tanner-The craft of making hide into workable leather.
Weaver-The craft of making cloth or other fabric
Weaponsmith-The craft of making weapons
Damage Focus
Related Attribute: None
Requirements: None
This passive skill allows the character to focus and increase the character’s damage capability on all physical attacks. The character may add one point of damage for every two skill ranks upon any successful strike.
Defense
Related Attribute: None
Requirements: None
With this passive skill, the character can increase the difficulty of being hit. The character has devoted time and energy to learn the “art of evasion.” The skill level is added to the character’s defense rating for all attacks the character is aware of. The character does not receive the skill bonus if he is unaware of the attack (from behind or surprise).
Defense: Improved Defense
Related Attribute: None
Requirements: Defense skill rank 10
Like its predecessor, Improved Defense is a passive skill. Those with Improved Defense can add the skill rank to the character’s defense rating for all attacks the character is unaware of. This is a separate skill and does not stack (add to) the Defense skill. Nor can the Improved Defense skill be a higher ranking than the Defense skill.
Example: Leevant has decided not to increase his Defense skill past level 10. Instead, he has spent skill points to bring his Improved Defense skill to level 5. Therefore,, for all attacks Leevant is aware of, his Defense skill is added to his defense rating. For attacks Leevant is unaware of, his Improved Defense skill is added to his defense rating.
Disable Device
Related Attribute: Manual Dexterity
Requirements: None
A device is any mechanical construction with moving parts of some kind, most commonly seen in traps within Soterion. The target number needed to disable a device is the base target number to create the item plus how well it was created. The difference of a successful skill roll is added to a base target number used to create the mechanical device, but may never exceed twice the target number. (The base target number for an easy mechanical construction is 9. While the roll may have succeeded the target number 21 points, only 9 points may be used to add to the item’s difficulty.)
Example: Bosco, a mechanic by trade, has created a trap to protect his belongings. This trap is a twin needle spring that uses the weight of the lock to keep the needles in place. At most, these needles would do minimal damage. Bosco, however, has coated the needles with a potent poison. The trap was considered to be hard to make (27). Bosco had a mechanic skill of 20 and needed to roll a 7 or higher on 3d8 to succeed. He rolled a 5, 8, and 1. On his additional rolls, he adds an extra 8 and 6. His total skill roll was 28, thereby succeeding the target number by 21 points.
Five days later, Alcove is snooping around Bosco’s home and finds a solid oak chest with the mechanical trap. Alcove succeeds on his Search skill (see Search) and has found the trap. Unwilling to leave the unknown, Alcove decides to disable to device. His Disable Device skill is 15. The target number to disable the trap is 48 (27 base plus the 21 points Bosco succeeded by when making the trap). Alcove will need to roll a total sum of 33 (48 minus Alcove’s skill) or more to disable the trap. Alcove rolls a 2, 6, and 3 for a total of 11. The trap was not disabled but rather set off, striking Alcove both on the top and bottom of his right hand. At this point, Alcove will need to roll a successful health attribute check to determine if he receives the full effect of the poison.
Disarm
Related Attribute: Agility
Requirements: None
Disarm allows a character to disarm his opponent, if possible, upon a success
ful skill roll. This is considered an attack and must be called before any dice are rolled. The target number is calculated as it would be in standard combat except that the target armor is not considered. Upon a successful disarm roll, the target has an opportunity to make a physical strength attribute check to maintain the weapon. The base difficulty of the physical strength attribute check is 12 plus the number the attacker succeeded by and the attackers physical strength attribute modifier. If disarmed, the weapon is thrown 1d8 feet away from the target in a random direction: 1=North, 2= Northeast, 3=East, 4=Southeast, 5=South, 6=Southwest, 7=West, 8=Northwest. With a successful disarm attack, regardless if the target holds on to the weapon or not, the target loses his next attack.
Example: Leevant is in combat with Zoaz and wishes to disarm him. Leevant’s Disarm skill is 5. With his agility modifier, his total Disarm skill is 7. Zoaz’s defense skill is 2 and he has a +2 from his agility modifier for a total defense of 4. The combat is occurring indoors and on even ground, thus giving a base skill difficulty of 9. Leevant would need to roll a 6 or more to have a successful disarm strike (Base difficulty of 9 + Zoaz’s defense skill of 2 + Zoaz’s Agility modifier of 2 – Leevant’s Disarm skill of 7 = 6).
Example: Leevant rolls a 5, 6, and 2 for a sum total of 13 and exceeds the target number by 7 points. Zoaz must now make a Physical Strength attribute check to hold onto his weapon. The base target number is 12 (standard difficulty) plus the number the disarm was exceeded by (in this case, 7) and Leevant’s physical strength attribute modifier (which is 2). Zoaz’s base target number is 18. With a Physical Strength of 18, this reduces his total sum needed to 3 or higher (noting that rolls of 2, 2, 2, are auto failures), which Zoaz rolled. The weapon is now (1d8) 5 feet form him to the (1d8) (7) West. Zoaz must now spend an action to move towards the weapon to pick it up, draw another weapon, or continue the fight unarmed.
Disguise
Related Attribute: Personality
Requirements: Disguise Kit
Disguise is the art of altering one’s physical appearance to be someone else or, if successful, impersonate someone else. Since knowledge of an impersonated individual may vary from person to person, the success of the skill roll can vary. In the event that suspicion is ever aroused, a character can roll a cognizance attribute check to determine if he can see through the disguise. The base target number for a character to “see through” a disguise is identical to the Disguise difficulties but in reverse order: Easy (9) specific person intimately known, Average (15) specific person well known, Difficult (21) specific person familiar, Hard (27) specific person somewhat known, Heroic (36) character disguised to alter gender, and Impossible (48) character looks different within his own race. The sum total needed to see through the disguise is the target number minus the individual’s cognizance attribute.