Bridge Worlds: Soterion

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Bridge Worlds: Soterion Page 25

by Randy Blackwell

Plants of Raeb

  Size: Large

  Health Pool: 150 (18 core points)

  Initiative: +2

  Speed: cannot move.

  Armor Rating: 2

  Attacks per round: 3 (3 root attacks on initiative number OR 1 poison spit per round) Attacks: The Raeb have multiple roots they may attack with, however only 3 per round.

  Root (DV 8).

  Poison Spit: Poison spit extends only 20 feet and is always considered point blank range. The target must make a Health Attribute check at difficulty 30 to avoid its effects. Failing the attribute check means that the target is immobilized for 1 turn. Success means that the target only receives -4 to all actions for 1 turn.

  Special Attack: Any root attack that succeeds by more than 10 points has a chance to wrap the target. Those creatures must make a Physical Strength Attribute check at a difficulty of 30 or be constrained by the root. A constrained target receives 5 points of damage per round and will be pulled into the Raeb’s mouth in three rounds. Note: Raeb roots have 15 health pool points individually.

  Attributes: PS 28, AG 5, MaDx 20, H 18, KNG 3, LNG 3, CG 3, PL 3, PB 6

  Borboros

  Size: Medium

  Health Pool: 45 (12 core points)

  Initiative: 0

  Speed: 4 ft walk, 12 ft jog, 40 ft run.

  Armor Rating: 2

  Attacks per round: 2

  Attacks: Fists (DV 7) Acts as blunt weapons.

  Attributes: PS 12, AG 5, MaDx 8, H 12, KNG 3, LNG 3, CG 3, PL 3, PB 6 These creatures of pure evil, in their dormant state, resemble pools of mud.

  Their sole purpose is to destroy all life. Their society has no structure. It is not even known if they have intelligence. Their mode of attack is to wait for a creature to come to them. Once in attack range, they lash out to pummel their target.

  The Great Red Dragon

  The Great Red Dragon is the enemy of all on Soterion. He is a shape shifter, a warlock, and one of the strongest creatures on Soterion. He was defeated by the Monachs of Soterion at the Battle of Epher but he still lives. None know but he waits and bides his time for the perfect time to strike at

  the people of Soterion again.

  LEXICON AND DICTIONARY

  A

  Aces and Eights: The mechanics used to determine actions within Soterion, Aces and Eights uses 3d8 to determine attribute checks, skills, rolls, and all other rolls.

  Action Skills: Action skills are those skills that require some physical or mental effort to perform.

  Actions: Actions are physical activities a character takes within an eight-second period of time. Adam (aw-dawm): Adam are a xenophobic race with a strange culture and religion peculiar to that kingdom. Natural abilities are additional skill points per level and the ability to choose a new class every five levels.

  Affecting Initiative: The term to define a series of skills or events that can affect when the character may act within a round.

  Agility Attribute: This attribute determines how agile the character is; it affects actions that require some form of physical dexterity. Akana (A-kaw-na): Akana are the scholars of Loefel Meren and are said to be the most brilliant creatures on Soterion. Their Natural abilities include +6 knowledge attribute, +2 learning attribute, and -2 physical beauty.

  ‘Am-Mayim (Ahm-Ma-eem): These are humanoids who live within the waters. They can breathe above and below surface water through gills and may move within the waters with the use of webbed digits. Natural Abilities are ability to Breath Water, Swimming Skill 10, Water Might, Create Air Bubble, and Detect Invisible.

  Animal Speak: This refers to the ability to speak to all natural animals Aristocrat Guild/Class: Nobles of Soterion who are recognized as leaders of the populace by either birth or by ordainment, only Aristocrats can accept the titles of Baron, Count, Duke, Advisor, Ambassador, or King/Queen.

  Aristocrat Subclass: The aristocrat subclass is the initial background of the character (either Aristocrat or Commoner). The character chooses skills from this subclass until the character can petition entry into a guild after the character obtains four levels of experience.

  Aristocrat Subclass Professions: These are used to determine the occupation of the character’s parents.

  Armor: Armor is protection a character wears that increases the difficulty of a successful strike and reduces the total amount of damage a character receives upon a successful strike. Art of Breaking, This is the process a character uses to break items or objects. Attacks from behind: These are attacks that are made against a target while behind the target. Attributes: The numerical value determined by generally rolling 3d8 and adding any applicable racial adjustments, attributes define the “body” of the character.

  Attribute Checks: Attribute checks are used to determine a character’s reaction or when the character is using a physical feat not addressed by a listed skill.

  Attribute Modifier: This number, which is based on the attribute, adjusts skills or other actions that are tied to the attribute.

  Attribute Set: The set of nine numbers the player rolls by using 3d8 to create a set of nine numbers that will be assigned as attributes.

  B

  Bard Guild/Class: Bards are generally known as entertainers and story tellers. Battle of Epher, The (E’-fer): The location of a battle in which all of the kingdoms of Soterion met an evil race of dragon-like creatures called Drakoni, Epher is located in Loefel Meren where the Kingdoms of Drakonge, Loefel Meren, and Marasimlah border each other. Hundreds of thousands (approximately 80% of each kingdom’s army, except for Caelsis which lost 100% of its army) were killed.

  Blunt Factor, The: The term which defines how blunt weapons affect combat.

  C

  Calesis (Cale-sis): Known throughout the Faerie Kingdom, this kingdom is home to Nepsah, Remmy, Kat-Ken, Haspen, and ‘Am-Mayim. Called Shots: These are specific locations an attacker attempts to strike rather than a general strike. Locations can be area (arm or leg) made at one difficulty category higher or specific (right hand or belt buckle) made at three difficulty categories higher

  Character Age: This refers to the age of the character.

  Character Death: Character death occurs when the character’s Health attribute is reduced to its negative.

  Character Level: The Character Level is the total of the Class levels the character possesses. Character Weight: This refers to how much the character weighs and is determined by averaging the character’s physical strength attribute and health attribute. That number is then multiplied by a number determined by the character’s size: Divided by 62 for tiny characters, divided by 4 for small characters, multiplied by 4 if large characters, and multiplied by 8 if huge characters. Class Levels: Class levels are the individual levels a character has earned within a specific Guild/ Class

  Class Skills: Class Skills are those skills available to that class.

  Class Specific Skills: Class specific skills are skills usable by an identified class only. These skills may not be purchased by any other class,

  Cognizance Attribute: The character’s level of external awareness. Sometimes called common sense, this is the character’s ability to see the big picture.

  Combat Skills: Combat skills are those skills that are directly tied to a character’s Weapon Group skill.

  Character Movement: Character movement is the distance a character can move in an eight-second period of time.

  Commoner Guild/Class: Commoners are the backbone of Soterion. They are the predominant crafters (and the only class that may choose multiple crafting styles). Commoner Subclass: The Commoner subclass is the initial background of the character (either Aristocrat or Commoner). The character chooses skills from this subclass until the character can petition entry into a guild after the character obtains four levels of experience.

  Commoner Subclass Professions: This is used to determine the occupation of the character’s parents.

  Core Damage: Core Damage is the term to define damage that is applied to the ch
aracter’s Health Attribute. Cross-Training: Cross-training occurs when characters spend skill points to learn or increase skills outside of their class skills. Cross Trained Skills (skills not within the class skills but available to purchase, cost double.

  D

  “d8”: d8 represents a die with eight sides. This die is used to determine attributes, successful skill rolls, or other abilities that are used within the game.

  Damage: Damage is anything that causes loss of a character’s Hit Points. Damage Modifier: A damage modifier is some adjustment that affects the weapon’s damage. Damage modifiers come from an attacker’s physical strength attribute and from how well an attacker succeeds in an attack.

  Damage Value: Damage Value (DV) is the amount of damage a weapon causes upon a successful strike Daqad (Da-Kawd): Daqad are small humanoid people who were once considered cousins of the Adam. Their Natural Abilities are +2 physical strength attribute, +8 health attribute, and Stone Speak. Drakonge (Drak-onge): Drakonge is a kingdom in Soterion that used to be inhabited. Now it is barren desert and mountains, dominated by its most impressive peak, Mount Drakonge.

  Drowning/Suffocation: The process where the brain is deprived of oxygen. This damage is applied directly to the character’s Health Attribute.

  E

  Emerailda (Em-er-ale-duh): Soterion’s first kingdom which would later be called the Emerald Forest.

  Emerald Forest: Soterion’s densest and largest forest range, it is home to Remmy and Yaarma. Encumbrance and Fatigue: Encumbrance occurs when the character is burdened by weight which exceeds the character’s standard weight allowance. Fatigue is the damage to the character’s health and penalties to actions that results from extended encumbrance.

  Equipment: This term defines all items the character may possess.

  Experience Level: Character growth is defined by Experience level.

  Experience Points: These are the amount of points the Narrator awards a player after a playing. They are added together to determine how much total experience the character has earned.

  F, G Gabad (Ga-bawd): Known as travelers and trend setters, Gabad emit a glow from their body which matches their mood. The distinctive feature of all Gabad is their wings. Natural abilities include Auto Light, +2 agility attribute, and a Flying skill of 10.

  General Skills: General skills are those skills all guilds/classes have access to.

  General Skills for Aristocrat Subclass: These skills are the most common skills that all aristocrat subclasses can learn.

  General Skills for Commoner Subclass: These skills are the most common skills that all commoner subclasses can learn.

  H Haspen (Has-pen): Haspen are the evil kin of Nepsah; they have all the same statistics and abilities except for flight.

  Health Attribute: This attribute tells how healthy the character is; it determines the character’s ability to resist disease and toxins and also provides bonus health points.

  Health Pool: The health pool is the sum total of a character’s Hit Points. Hit Points: These are the numerical value of how much damage a character can receive. Holding Initiative: This is the process where a character delays acting when the character has initiative.

  I

  Initiative: Initiative is the order in which all characters involved with a combat act.

  J, K

  Kalat (ka-lat): Kalat are an evil race of beings who dwell underground. Their skin is stark white and hair black. Green mist emits from their eyes. Kalat are also naturally surrounded by darkness.

  Kat-Ken: (Cat-Ken): Kat-Ken are wily and mischievous cats that walk and talk; Natural Abilities are 1d8 physical strength attribute, +2 agility attribute, 9 lives, Obsession: Shiny Things.

  Kit Required Skills: These skills require that the character posses or have access to tools or material to perform the skill.

  Knowledge Attribute: This attribute determines how “book smart” the character is; it affects actions that require some level of instructional knowledge.

  L

  Last Attribute, The: This is the “unknown” attribute the Narrator uses to determine Narrator Characters’ responses to the Player Characters.

  Learning Attribute: Denoting how quickly the character picks up information, this attribute affects the characters ability to learn skills, gather information, or acquire new knowledge.

  Learning New Skills: To learn new skills, the player must roll less than the character’s Learning Attribute on 3d8. Failing three times means that the specific skill cannot be increased at this level.

  Loefel Meren (Law-ful Mer-in): Kingdom of Soterion

  M

  Malakadam (Ma-la-ka-dom): The common race of all Miyka, Yaarma, Gabad, and Akana

  Magi Deployment System: Devices used by Magi in the process of performing Magi abilities

  Magi Guild/Class: (Maj-eye): A guild of individuals who commit to performing amazing feats; a reclusive group who make Caelsis their base of operations

  Manual Dexterity Attribute: The character’s ability to work with tools

  Marasimlah (Mara-sim-la): This kingdom is the home of all Daqad. Miyka (Mee-ka): Known as the most beautiful race on Soterion, Miyka let off a white or yellow glow from their body. Natural Abilities include Auto Light, +1 physical strength attribute, +2 personality attribute, +2 physical beauty attribute.

  Money: Money is divided into five types of currency: Copper, Drachma (100 Copper), Silver (100 Drachma), Gold (100 Silver), and Platinum (100 Gold). Each kingdom has its own currency, however Drachma is the universal currency of Soterion.

  Multi-Classing: A character has the option to change Guilds/Classes once the character has obtained ten levels within a class. Adam, however can do so when the character has obtained five levels within a class.

  N Narrator: The Narrator of the game is the person who sets the story, background, plot, and mood of the game. He also plays any non-player characters (NPCs) that the characters might run across in the game. There are certain rules in the game for using abilities and fighting in combat, and the narrator also runs and referees this part of the game. It is also the narrator’s job to help the players create their characters and introduce the players to the fantasy world.

  Narrator Character: These are the characters controlled by the Narrator. Nepsah: (Nep-sah): Nepsah are tiny creatures with iridescent wings, pointed ears, a large appetite, and quirky personalities. Natural Abilities are Auto Invisibility, Flying skill of 10, and Detect Hidden, and 1d8 physical strength attribute.

  O, P

  Passive Skills: Passive skills are skills that become part of the character’s nature.

  Paths: Term used by Magi to refer to areas where science can be applied in Soterion.

  Personality Attribute: The character’s ability to interact with others. Those with a high personality find it easy to interact with other characters. Philos (Fye-Los): This kingdom is home to the Raphad and Showrad races. All other races are more than welcome to call Philos home.

  Physical Beauty Attribute: The character’s physical appearance

  Physical Strength Attribute: How strong the character is; this attribute represents how much the character can lift, extra damage done in combat, and how much the character can carry. The Physical Strength Attribute is determined by the size of the character: Tiny by rolling 1d8, Small to Medium by rolling 3d8, Large by rolling 5d8, Huge by rolling 7d8.

  Player Character: These are the characters controlled by the individual players.

  Purchasing Skills: Characters receive a set sum of skill points per level depending on the character’s race. Those points are then spent in learning or increasing skill ranks.

  Q, R

  Ranged Combat: Ranged Combat is combat resolved by the use of bow, thrown, or other weapons that are launched, thrown, or shot at another.

  Ranger Guild/Class: Hardy individuals who are comfortable surviving in the wilds of Soterion. Page Number:

  Raphad (Ra’-phad): Giant humanoids that can reach up to 25 feet tall
. Natural abilities are Detect Hidden, 7d8 physical strength attribute, -2 agility attribute, and -2 manual dexterity attribute.

  Regeneration of Health Pool/Hit Points: The time it takes for the character to heal damage Remmy (Rem-me): One-foot tall faeries. An eclectic culture which normally wears animal skins and mushrooms for hats. They are inquisitive and have a quirky demeanor. Natural abilities are +2 agility attribute, +4 dexterity attribute, +2 health attribute, +2 cognizance attribute, the ability to find any person or place a day, and a physical strength attribute of 1d8.

  Rogue Guild/Class: Often misunderstood as common thieves, Rogues operate within the shadows and are most commonly used as scouts.

  Page Number:

  Rounds: Rounds consist of eight-second segments of time where a character can perform one action.

  S Showrad (Shauw-ra’d): A large humanoid creature, approximately twelve to fifteen feet tall, with hooves for feet, three fingers with thumb, and a head resembling that of cattle. Natural Abilities include 5d8 physical strength attribute, +2 health attribute, Sacrifice, and the ability to learn Craft: Weapon regardless of class

  Simple Actions: Those actions a character can perform in one second or less.

  Skill Rolls: When a target number is determined by the Narrator, applying all relevant modifiers, and the player rolls 3d8 to meet or exceed the target number

  Skills: Skills are those abilities characters can purchase through skill points. Skills define what the character can do within Soterion.

  Sleight of Science: Term that defines Magi abilities. .

  Soterion (So-tay-ree-on): Soterion is a single continent comprised of seven kingdoms: The Emerald Forest, Marasimlah, Suchikos, Caelsis, Philos, Loefel Meren, and Drakonge.

  Suchikos (Sue-ki-Kose): This kingdom is home to the Adam.

  T

  Temporary Damage: Non-lethal damage that is dealt to a character They Must be Giants: Term which defines how larger characters interact with smaller characters during combat.

  Turns: Turns consist of 8 rounds.

  U, V, W

  Warrior Guild/Class: Individuals who focus on combat tactics and abilities, trainers of most of the kingdom’s armies. Weapon Group: Weapon groups represent the skill to use a certain type of weapons. A character’s ability to use weapons is not tied to specific weapons but to the type of weapon. A character trains to use a type of weapon and can use all weapons within that type.

 

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