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1994-10-06
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The <S> <O> <R> <D>
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________/={_________________________________________________
O{]|///////|[ * >-----------------------------------------------~~--__
`^^^^^^^^\={~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
Copyright September 1994
All Rights Reserved.
Written by:
Scott J. Compton
About The SORD:
--------------
The S.O.R.D. or the System Of Role Development is every role-playing
gamer's dream. In only 20 pages of information, it is a *COMPLETE* gaming
system free from setting. As a result, the Game Master is able to either
create his/her personal universe or get SORD Setting Supplements to the
base SORD.
Fantasy role-playing, for the advanced Game Master, is a secondary
skill evolved from years of using all kinds of systems. Jammed full of in-
depth fiction as well as facts on game semantics and settings, most role-
playing manuals are only pulled from the bookshelf when something obscure
is in question. Since most RPGs include back-ground built into the system
(except for some of the generic games), it often limits the Game Master. To
overcome a rule or an aspect of the game that might alter how the system
works on the whole, a flexible system is required to provide the building
blocks for the Game Master's individualistic setting and 'house rules.'
In this system, you will get all rules for Character Creation,
the main SORD system, the complete Conflict system, all rules needed for
game play, as well as a Calculation's and standard SORD glossary for
easy reference.
The ultimate purpose of SORD is simplicity combined with Character
reality. SORD was first built for any fantasy role-playing game, yet it
can be applied to any other setting such as science-fiction or standard
fiction universes by adding the technologies that are desired. Game
complexity is avoided to reduce the time spent rolling dice and contem-
plating rules, giving more time for story-telling, player character inter-
action, and rule creation and memorization for the Game Master. This
game is recommended for the intermediate or expert role-player, but
can easily be learned by a novice as well.
Why was SORD created? Essentially, I wanted to achieve a system
that would optimize role-playing, but at the same time be simple enough
for all players to utilize. From the experiences I have learned over
ten years of making various role-playing systems, the best games I have
hosted directly related to the group's ability to cooperate, role-play,
and optimize the system. Systems that did not focus on role-playing,
plot-development, diversity, and adaptability were doomed from the start
and everyone involved became discouraged. Lastly, my final reason for
creating this system was to give all role-players alike a financially
cheap game that is not flooded with useless artwork, dreaded examples,
and loads of information that will only be skimmed over one time and
never used again. Hence, this is one-hundred and forty-four pages of
material condensed into just twenty, straight-forward pages (1000 lines).
I hope you all enjoy The SORD!
For further details about this base gaming system or other SORD
Setting Supplements, contact Scott J. Compton at 4b Hoskins, Escondido
Village, Stanford, CA 94305. Scott J. Compton can be reached via e-mail
by sending a letter to Galahad@Leland.Stanford.EDU. SORD was created,
written, and edited by Scott J. Compton. Copyright September 1994. All
Rights Reserved.
** This Internet copy does not contain the actual Character Sheet and
Non-character Sheet. To obtain the copies, snail-mail Scott Compton
and send $1.00 for printing, paper, envelope, time, and shipping fees for
all of the sheets. I've written this game for the role-playing public
because I believe it is about time everyone deserves a game like this.
The $1.00 fee simply represents to me, the writer, how many people are
actually playing the game and want a character sheet to start, since
I am not making any profits. Expect two weeks for delievery of the
character sheets and other SORD news. You already have the system
free of all costs. If you are playing the system without snail-
mailing me, please let me know so I can keep track of numbers.
Final Note: this is the 1st edition and there is bound to be an
error lurking in small places. At this very moment, this game is
being play-tested at Stanford University. A revised 2nd Edition
SORD system will be available for your 1994 Christmas present.
Future SORD Settings will be available by 1995. Currently, only
two settings have been created: a base-fantasy setting as well
as a Beyond-Middle Earth type setting. SORD Settings will (hope-
fully) be marketed in your local gaming store for under $10 a
Setting Supplement. Good luck with your creativity and imagination!
The System
~~~~~~~~~~
The SORD Character Creation Outline Table of Contents
I. Roll the Base Attribute Dice
A. Use one d6, d8, & d12 for each Attribute: drop one die
B. Roll five Attribute sets and keep the best two
C: Choose location of raw scores within each Attribute Set
1. Primary Set: AMTI/HLTH/MIND/PROW/QCKN
2. Secondary Set: CHRM/EXPR/FOCS/INST/LUCK
II. Choosing a Culture
A. Adjust Attributes according to initial Cultural
Attribute Bonuses
B. Write down Cultural Skills (Free Skills)
C. Choose or roll Personality Traits:
Self/Emotion/Outlook/Disposition
D. Adjust Personality Traits according to Cultural
Modifiers
E. Determine the Age (both Current & Human) of the
character
F. Write down Attribute Maximums & Cultural
Qualities/History
G. Write down the Culture's Step Rate Number (SR#)
III. Choosing a Profession
A. Meet the minimum Attribute numbers & fill them in
B. Write down the Trained & Educated Lore dice numbers
C. Fill in the character's starting date of the profession
D. Complete the Abilities & Remarks section
E. Write down the Profession's Step Rate Number (SR#)
IV. Calculate the MaxWeight#
V. Choose all starting items, including worn armor, carried
weapons, etc.
A. Write down the weight (in lbs.) of the items
B. Total the weight of all items as Carried Weight
VI. Calculate the Reaction Rate(0) and Reaction Rate(lbs.)
numbers
VII. Calculate the Surprise# (S#)
VIII. Add up the MOVE RATE (MR)
IX. Note the Character's Upbringing, Experiences, Appearance, &
Physical Qualities
X. Calculate the Life & Defense Status
A. Life-Recovery (LR)
B. Unconscious# (U#)
C. Deathly Blow (DB)
D. Parry/Avoid# (PA#)
XI. Add up any ARMOR#s or Protection
A. Head ARMOR#s/Protection
B. Body ARMOR#s/Protection
C. Limb ARMOR#s/Protection
XII. Add the WAR, and WAR#s: Fired, Thrown, Melee, Disarm,
Special, & Critical
XIII. Complete Weapon calculations: Weapon Type, WSlo, Attack
Rate, THAWAC, etc.
XIV. Calculate Initial SPECIAL-TYPE Steps: (Attribute Sum) +
(Human Agex10)
XV. Add the STEP SUM (SS)
XVI. Calculate STEP RATE (SR) from the SR#s, Human Age, and SL
XVII. Compute Current and Maximum Step Advancements (SAs)
A. If SLs>=1, roll for Trained & Educated Lore
B. If SLs<1, character only starts with Cultural Skills
XVIII. Calculate STEP LEVELS (SLs)
XIX. Choose additional Skills & add Attribute Modifiers, if
possible
XX. Complete the rest of the SORD sheet: c(ATTR), Treasure/
Wealth, etc.
SORD is organized for your role-playing efficiency and simplicity.
You, the reader, have taken a brave and adventuresome chance by
purchasing this gaming system, and I will not fail you. Every comment
written will serve a purpose and not one detail will be left out. If you are
looking for fluff or long explanations, I would suggest the multitude of
role-playing games that currently exist in your local gaming store. Due to
SORD's concise and consolidated format, this gaming system can be brought
to you under 30 pages in length with easy to read fonts and font size. If
you do not wish to create your own SORD Setting, you may also find various
SORD Settings accessories to the base SORD system.
All comments will be directed at the Game Master (GM), as if the person
that purchased SORD will host his or her own adventure campaign. Players
(PLs) will take on the role of a character, just as the reader of any novel
does. This system should only be used by Game Masters with and inter-
mediate or higher degree of role-playing game experience. Definitions
that are both in the text and in the Glossaries; Calculated numbers appear
the 'Calculation's Glossary.' Other definitions appear in the 'SORD
Glossary.' It is recommended that you, the reader, first glance over the
Calculation's Glossary, learn about any notations, and skim the SORD
Glossary before continuing.
Character Creation
When the character has been described in full, you will know
approximately 75% of the needed information to start a game. Besides
Character Creation, the basic combat system and other needed rules will be
explained. SORD requires five types of dice: 1d6, 1d8, 1d10, 1d12, and a 1d20.
The standard notation will be "(x)d(y)", where 'x' is the number of dice used
and 'y' is one of the five types of dice rolled. An easy way to remember
this is to say aloud: "x die y-sided", "one die twenty-sided", "three dice
twelve-sided", etc. Thus, 4d8 tells the player to roll four, eight-sided
dice. The points are always added together to get the final number when
more than one die is thrown. Besides dice, only pencils, papers, character
sheets, imaginations, and this gaming system are necessary for a memorable
time.
I. Rolling the Base Attribute Dice
Creating a character is, by far, at the heart of every role-playing
game. Both the PL and the GM should have some control to the initial
development of character. Since the GM has invented the setting, the
professions, the cultures, magic, and other character qualities, they are
balanced with the PL's choices of these same qualities. As the character
develops over time, the gained Step-experience given by the GM is caught in
check with the PL's precise control over attributes, skills, and other
advancing qualities.
Before a character's profession, culture, or personality has ever
been considered, the 'Base Attribute' dice can be rolled. The Base
Attributes exist on a scale from 2-20, and are often needed to be 'checked'
against life-threatening situations (using a 1d20); the 1d20 rolled 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
PROW check could be required by the GM. If the character has a 20 PROW and
a 20 is rolled on the 1d20 'check' comparison, the character falls off the
cliff to his death. However, attribute checks are made against the
Attribute Maximum in most situations (non-lethal). If a 20 on a 1d20 is
rolled (normal failure) in the case where a character has an attribute
score greater than 20, a another 1d20 check using a new 'shifted' scale (20
points higher: 21-40) is then rolled. This process of shifting the scale
higher by 20 points will continue if a failing 20 is rolled for each
consecutive attribute check, and if the attribute number is high enough.
When rolling an initial base attribute score, three dice are tossed:
1d6, 1d8, & 1d12. Yet, of these three dice, one die must always be dropped;
thus, the scale is from two to twenty. The Ten Attributes are not rolled in
order of attributes; they are rolled in attribute groups called the "Primary
Attributes" and the "Secondary Attributes." The five Primary Attributes
include Ambition, Health, Prowess, Mind, and Quickness. The Secondary
Attributes are the remaining qualities of Charm, Experience, Focus,
Instinct, and Luck. The PL will roll six base attribute scores for an
Attribute Set of five numbers; the lowest attribute roll will be thrown out.
Then, the PL is allowed to roll five Sets altogether (a total of thirty
attribute rolls with five thrown out). The PL will choose the best two Sets
for the Primary and Secondary Attributes. Within the two chosen best
Attribute Sets, the PL cannot adjust or modify the five raw numbers in any
way, but can choose the location where the rolled numbers will be placed on
each of the five base attributes.
II. Choosing a Culture
A Culture comprises both the genetic predispositions (heritage) and
environmental influences (territories, languages, rituals, etc.) that
creates a set of differences between peoples, their attitudes, and their
ways. In SORD, a Culture has qualities that are created by the GM or bought
as a SORD supplement. The cultural qualities include the Initial Attribute
Bonuses, the Maximum Attribute numbers (sometimes infinite), the Height, the
Weight, the Average Life & Age (Current/Human) of the character, the
Regions where the Culture is located, the Culture's STEP RATE#, Personality
modifiers, Granted skills, and an overall historical description of the
Culture. In any SORD Setting Supplement, example Cultures can be found.
When considering a Culture to play, a PL should think about what
Attribute scores would be more beneficial, if higher. When a Culture is
finally decided upon, the initial Attribute Bonuses of that Culture will
adjust the Primary and Secondary Attributes. All of the Cultural 'Free
Skills', the Attribute Maximums, the Step#, and the Cultural qualities and
history will be written down accordingly. Personality modifiers can either
be rolled via a 1d10, or can simply be chosen if a PL wishes to role-play a
character's persona a certain way. However, once chosen, they will be
modified depending on Cultural traits and over time thereafter based on
encounters, experiences, and various revelations.
III. Choosing a Profession
Professions greatly vary in learned skills and abilities. In SORD, a
profession is a semi-permanent occupation that takes up a great deal of
the character's time. Usually, the character has an interest in one or more
aspects of the Profession chosen. The benefits of being trained in
Professional lore increases the diversity of knowledge which hopefully
will keep the character alive longer (and will allow the PL to have more
character choices). Like the character's Culture, the Profession has a set
of qualities that distinguishes one Profession from the next. These
qualities include the Location of the Professional organization, the Pro-
fession's STEP RATE#, three Minimum Attribute Numbers for Professional
Undertaking, both Trained and Educated Lore dice rolled at each STEP
LEVEL, the Starting Date of Professional undertaking, the Professional
Abilities gained at each STEP LEVEL, and any other remarks or comments
mentioned about the Profession. It should be noted that the three
Professional Minimum Attribute requirements do not have a m(ATTR) upper
limit; however, the other seven Attributes have a m(ATTR) limit of 50 points,
even if the Cultural Limits exceed that amount. In any SORD Setting
Supplement, sample Professions can be found for reference or adaptation
to the GM's personal setting.
Restrictions for playing a Profession are the three Minimum
Attribute Numbers, Professional & Cultural compatibilities, as well as plot
setting restrictions that can be imposed by the GM. Also, a character must
have a STEP SUM equal to, or greater than, the total STEP RATE of the
character before employment actually begins the Profession; thus, the
character must have a Step Advancement number of at least one.
Often, a PL will choose one Profession and raise the appropriate
Attribute scores, or earn enough reputation in a political circle so another
Profession can eventually be played. If a Profession is dropped, and other
Profession is taken up, some changes will occur. Obviously, the
Professional area on the character sheet will be altered and replaced with
all of the new Professional information. The old Step-Status chart will be
retained for the character's Professional records. Trained and Educated
Lore not used up in Skills will be erased. A new Step-Status chart will be
written in place of the old; The STEP-SUM will instantly start over at zero.
The specific current Step Advancement number at the time of the
conversion will be noted on the old Step-Status chart, so the PL will
remember where he or she left off if the Profession is ever taken up again
in the future. Yet the maximum Step Advancement number and the current
Step Level will be kept on the new Step-Status chart. Furthermore, the old
Professional STEP RATE Number will be replaced with the new Professional
STEP RATE Number to alter the overall SR. All old Professional skills and
abilities will be retained, unless they are not kept up on a regular basis.
Of course, the character will need to seek out a new Profession educator,
college, etc. to begin a new Profession.
Multiple Professions can be played as long as the minimum
requirements are met. However, Professional SR#s will be added together,
the best Trained and Educated Lore/SA dice can only be chosen from the
available Professions (TL/EL dice of multiple Professions are not added
together). Also, gained Steps in the form of role-played, conflict, problem-
solved, and special-type are divided by the number of Professions that the
character has. Thus, a character with two Professions will take slightly
less than twice as long to increase in SAs and Step Levels than a character
with one Profession due to STEP RATE modifications. Finally, the GM's
setting might not allow a character to have more than one Profession, or
even change Professions as adventures unfold.
IV. Calculate the MaxWeight#
This number is the greatest amount of weight that can be carried at a
given time. For every point over the MaxWeight#, a point of Move Rate as
well as a point of c(QCKN) will be subtracted until the carried weight is
reduced.
V. Choose all starting items, including worn armor, carried weapons, etc.
This calculation is both needed and realistic, since the character's
Reaction Rate is dependent on the total Carried Weight; as a result, these
items are needed to be thought about and written down before the PL
proceeds to complete the rest of the character. If it is not possible to
choose all of these items, the PL must go back and adjust the numbers that
are linked to the 'Reaction Rate: Pounds' number. The Carried Weight will
changes with time in the course of adventuring (new treasures, armor, etc)
and it is up to the PL to keep the RR up to date. As the character is role-
played, the PL will eventually find the optimal amount of Carried Weight for
his or her character.
VI. Calculate the Reaction Rate(0) and Reaction Rate numbers
The Reaction Rate (not RR0) makes up part of the Move Rate. In a
sense, the Reaction Rate(lbs.) has a great affect upon all W.A.R. numbers,
the Attack Rate of each weapon, the Parry/Avoid number, and many other
aspects of the character. Therefore, the PL will attempt to limit the
number of pounds carried. The Reaction Rate(0) number is simply the
Reaction Rate of the character when no items are carried, or when the
character is stripped of all possessions. It is a number the GM likes to
have on hand.
VII. Calculate the Surprise Number (S#)
The Surprise Number is a stable, mostly permanent score that tells
the maximum number of seconds that an opponent can be surprised by the
character in a Conflict situation. The best Surprise Number of a individual
in a group is compared to the other group's best individual S# to determine
how many free Conflict seconds that the surprising group gains. This best
S# of the surprising group' is also the percentage chance of success for
the attempted surprise. Of course, the Surprise Percentage can be
modified according to the GM's discretion (terrain, stealth, etc.). As a
general rule, every person in a surprising group will subtract the best
Surprise Percentage by 1%. Since the character's Surprise Number is made
up of Quickness, Instinct, and Luck, this number becomes a good indicator
for the overall speed endurance. Thus, the S# is added to the Reaction
Rate to create the Move Rate. Finally, the Surprise# modifies Weapon
Slowness.
VIII. Add up the MOVE RATE (MR)
The Move Rate is one of the most important numbers of the character.
It tells the maximum number of yards the character can move in a Third-
Turn (multiply MR by three for Feet/3T). Of course, Move Rate is linked to
many character qualities. One's Move Rate is a number that rarely changes,
and is dependent on the Surprise Number and the Reaction Rate of the
character. Most importantly, the Move Rate divided by ten calculates the
Parry/Avoid Number.
IX. Note the Character's Upbringing, Experiences, Appearance, & Physical
Qualities
These sections of the character sheet allow the PL to design the
historical events and physical traits that greatly controls the
dispositions, attitudes, and mind-set of the character. As the character is
developed, the PL might want to add to or alter these written sections as
new experiences unfold.
X. Calculate the Life & Defense Status
The Life-Recovery, Unconscious#, and Deathly Blow numbers are the
three life traits that are extremely important indicators. The char-
acter's Life-Recovery tells how much damage can be naturally healed
to damaged Attributes each hour the character 'RESTs'. The Unconscious
Number tells how much inflicted damage the character can take before
possibly going unconscious; If a single attack causes more damage than the
character's U# or if any attribute ever falls to zero, the character will
fall unconscious if a b(MIND) check is not made. Unconsciousness will last
for a certain number of seconds based on the subtracted difference
between the total damage taken and the character's U#. For instance, if 45
points of damage is taken and the character has an U# of 34, the character
will fall unconscious for (45-34=11) eleven seconds if the b(MIND) check
fails. Finally, the last life trait is the Deathly Blow indicator. If a
character ever sustains more damage than his or her Deathly Blow#, a
b(EXPR) check must be made. A failed check is instant death. Fortunately,
all life traits are based on m(ATTRs) and the numbers raise with time.
The Parry/Avoid Number is the character's front line of defense and
is a vitally important number comparison. When a character is attacked,
this number (derived from the Move Rate) is compared to the opponent's
particular W.A.R.# so that it is possible to dodge or avoid the attack. Often,
the character with a high Move Rate will survive longer with little Conflict
experience.
XI. Add up any ARMOR#s or Protection
The character's physical protection against damage is categorized
into Head, Body, and Limb Armor Numbers. One's Head, Body, and Limb#s are
directly correlated to the MIND, PROW, and QCKN attributes. When damage is
inflicted to one of these three areas, the correlated attribute might be
damaged as well. The PL will get a choice of subtracting points from the
damaged c(ATTR), c(AMBT), c(HLTH), or any combination as long as the damage
is taken.
Armor numbers and other forms of Protection allow damage to be
minimized. Every piece of Armor or Protection will have a certain number of
points that will subtract sustained damage from a particular location (Head,
Body, or Limb). For instance, a metal helm could have 10 ARMOR#s.
Therefore, if an attack hits the Head area for 15 points of damage, only
(15-10) five points of MIND, AMBT, HLTH, or any damage combination will be
subtracted according to the PL's liking. The PL may choose to have the
c(MIND) take four points of damage, the c(AMBT) to take one point, and c(HLTH)
to not be damaged at all.
Protection is a form of defense that is not a 'physical-type' of
armor. Some types of possessions can generate protection for character.
For instance, a character wearing a magical ring of defense might gain +5
ARMOR#s for all three locations. A character surrounded by a special
energy-barrier might gain +15 ARMOR#s. It is entirely up to the GM to
create these special forms of Protection. In most settings, unique
Protections, in conjunction with physical Armor types, are more common than
Protective devices found alone.
XII. Add the WAR, and WAR#s: Fired, Thrown, Melee, Disarm, Special, & Critical
The Weapon Attack Reaction tells the character's base ability make an
attack with an untrained weapon or without actually using a weapon
(brawling, open-hand combat, etc.). If a character hits, jabs, punches,
kicks, employs any type of body attack, or attempts an attack using a weapon
without a weapon skill, this 'base' number is used in the T.H.A.W.A.C. formula.
If a character is skilled in a specific weapon, one of six Weapon Attack
Reaction Numbers will be used instead of the WAR: Fired, Thrown, Melee, Dis-
arm, Special, or Critical WAR#s. Some weapons have multiple WAR#s, so that a
character can learn more than one skill in the weapon, if desired. All WAR#s
are used in the T.H.A.W.A.C. formula to determine the character's ability to
hit with a specific weapon and its learned skill.
XIII. Complete Weapon calculations: Weapon Type, WSlo, Attack Rate, THAWAC, etc.
A Weapon Type describes the specific skill the character can use with
the weapon, as well as the weapon's quickness probability called the WT#.
The WT# is a permanent number used in the WSlo formula to determine extra
seconds needed to be used in Conflict when wielding the weapon and
attempting the specific skill. The weapon's Weight (Wght) and Length (Lgth)
calculates both damage and slowness. T.H.A.W.A.C (the sound it makes if a
weapon hits) is a mnemonic for the phrase: "Total Hit And Weapon Attack
Chance." It is a number used to compare the attacker's 1d20 roll with the
opponent's Parry/Dodge Number to create the S.W.A.C. (Subtracted Weapon
Attack Chance). The Attack Rate tells the maximum number of times a
character can attack in a Third-Turn. The Total Damage is calculated from
several sources, such as the Weapon's DAM#, the Damage Type, the Wght &
Lnth of the weapon, and possibly from high attribute scores or special
setting modifications. Finally, some weapons have a maximum range called
m(Dist) that should be calculated for Fired or Thrown weapons. Every ten
feet beyond the m(Dist), a THAWAC# is subtracted.
XIV. Calculate Initial SPECIAL-TYPE Steps: (Attribute Sum) + (Human Agex10)
When starting anew, the character should have already experienced
some situations that brought him or her to the Profession. To help out the
character from an immediate death, Special-Type Steps are given to the
character to ideally make all characters equal in power and skills when
starting out. The human age plays a great factor, since older character
will naturally have more experiences and skills.
XV. Add the STEP SUM (SS)
During character creation, if the STEP SUM is equal to or greater
than the STEP RATE, a character may begin the Profession of interest. As
the GM's campaign continues, the character will be granted Steps from the
four categories of Role-played, Conflict, Problem-solved, and Special-Type
Steps. When a new Step Level occurs, all of the four categories of Steps
are cleared and the STEP SUM equals zero again for the new "Step
Revolution." Therefore, whenever a character gains a Step Level, a 'Step
Revolution' occurs: the Steps go to zero and a new Step Rate Multiple takes
effect (see Step Rate).
A STEP is a measure of experience that can be directed to the liking
of the PL. STEPs are gained in the four categories as the adventure
unfolds. They can either be gained instantaneously, or at the end of the
adventure, depending on the discretion of the GM; to not disrupt the normal
progression of an adventure, GMs often leave gained STEPs to the end.
STEPs are always divided equally to the Character(s).
Role-Played Steps: For every hour of actual role-playing, the
character gains 1d12 Role-Played Steps plus a 1d6, 1d8, 1d10, 1d12, or a 1d20
according to the level of role-playing. The GM will get to choose which die
will be used with the normal 2d12 roll; this choice is called the 'Difficulty
Die' (or DD) and it is often difficult for the GM to make a judgement. If the
GM cannot make a choice, he or she can roll a 1d6 to determine the Difficulty
Die:
Roll D.D.
1 1d6
2 1d8
3-4 1d10
5 1d12
6 1d20
Therefore, for a typical adventuring session five hours in length,
the role-played character might gain 5d12 base STEPs plus five Difficulty
Dice. If the DD were all 1d10s, the adventuring group would have a range of
10-110 STEPs or an average of 55 points.
Conflict Steps: In every conflict situation between the unknown Non-
character(s) and the PL's Character(s), STEPs will be rewarded according to
the list of outcomes:
1). Non-character foe* defeated in combat:
((Opponent's SAs x 2d12) + D.D.)
2). Unknown Non-character(s) fled from Conflict:
(2d6 + D.D.)/Non-character
3). Character(s) fled from Conflict:
(2d6 + D.D.)/Character
4). Both Unknown Non-character(s)/Character(s) resolve Conflict:
(2d8 + D.D.)x(New Group Size)
5). Unknown Non-character(s) join/help Character(s):
(2d10 + D.D.)/Non-character
6). Special Circumstance: To be decided by GM; Dice never exceed:
(2d20 + D.D.)/Situation
* To gain STEPs for defeating or slaying a Non-character, it must be
a threat to the Character(s).
Problem-Solved Steps: Problems come in many sizes-- from attempting to
unlock a probable treasure chest to finding a lost item of power, or
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 Minor, Normal, Major, or Grand Problems and the points are given to
the character(s) involved in solving the Problem. A Problem is not
accidental, is known to the GM, but could have been created by chance. The
STEPs are given out according to the chart:
Problem Type Dice Used m(Range)
Minor 2d20+D.D. 3 - 60
Normal 4d20+D.D. 5 - 100
Major 6d20+D.D. 7 - 140
Grand 9d20+D.D. 10 - 200
Unbelievable 14d20+D.D. 35 - 300
Special-Type Steps: If something occurs that does not fit into the
other three STEP categories, it falls under this category of STEPs. All
events and situations are rated and judged by the GM. Often, GMs will use
the Special-Type category as a 'bonus' for a good adventuring session. The
GM will roll a multiple of a Difficulty Die:
Special Situation Dice Used
Minor D.D. x 1
Normal D.D. x 2
Major D.D. x 4
Grand D.D. x 7
Unbelievable D.D. x 10
XVI. Calculate STEP RATE (SR) from the SR#s and Human Age
The character's STEP RATE is composed of three numbers: 1). the
Professional SR#(s), 2). the Cultural SR#, and 3). the Human Age. The STEP
RATE is meaningful because when the STEP SUM is divided by the STEP RATE,
it calculates how often an Advancement (Step Advancement) is gained.
However, the STEP RATE is also multiplied by the Step Level (except when
the Step Level is zero). Thus, as time progresses, it is an uphill climb to
gain more skills, abilities, attribute bonuses, etc. This calculation, known
as the Step Rate Multiple, is simply part of the normal STEP RATE formula.
As a result, at the second Step Level, the Step Rate will double; at the third
Step Level, the Step Rate triples, etc.
XVII. Compute Current and Maximum Step Advancements (SAs)
A character can be of the 0th, 1st, 2nd, 3rd, 4th, or 5th current Step
Advancement or c(SA). The moment (a single STEP SUM point) a character
achieves the 5th Step Advancement, a Step Level is gained, Trained and
Educated Lore dice are rolled, and the STEP SUM number goes back to zero.
However, the m(SA) will still be noted and added to, since it represents the
bonus Advancement modifiers to the attributes (see below). Any extra STEP
SUM points that are gained above the 5th SA of a Step Level will be applied
to the 0th c(SA) of the next Step Level. In other words, a 5th Step
Advancement is actually achieved by just one, single STEP SUM point. This
is true since the STEP SUM divided by the STEP RATE determines the current
Step Advancement number of the current Step Level. The divided number
will always be mathematically rounded down. If the current Step
Advancement was calculated to be 2.94 for example, the character would
still be on the second Step Advancement. Thus, only one point separates
the 4th SA (4.9...) from the 5th, instantaneous SA (5.00). When the fifth
c(SA) is reached, a Step Revo-lution will occur and the character will
gain one Step Level. SAs are truly significant to the PL because an
Attribute point is gained at each Step Advancement; the number of gained
Attribute points are recorded as the m(SA). The PL can modify any
desired attribute by one point when a SA is gained. The SA also shows
how far off the character is from the next Step Level.
XVIII. Calculate STEP LEVELS (SLs)
Step Levels represent a comparison between one character to the
next. After every five Step Advancements, one Step Level is gained. To
instantly calculate the Step Level of a character, one could simply divided
the m(SA) by five. Characters usually start out at SL0 on the first SA, and
do not initially gain any Trained or Educated Lore based on their
Profession (only free Professional/Cultural Skills). Yet at each Step
Level, the character gains both Professional special abilities as well as
Trained and Educated Lore dice. The current Step Level of the character
also tells how the STEP RATE#s are multiplied. Characters without
Professions (such as commoners) gain 1d6 TLs and 1d6 ELs at every Step
Level.
SLs are very relevant to the GM. When the SLs of an adventuring
party are added up, the GM will know the combined 'Powerforce' capable by
the party. When foes are encountered, the GM will have an idea (based on
this statistic) of the outcome if a Conflict occurred. The Powerforce gives
a rough guideline to the GM so it can be known what opponents the
adventuring party should be faced against in Conflict.
XIX. Choose additional Skills & add Attribute Modifiers, if possible
If the character starts out with a high STEP SUM and a low STEP RATE,
it is possible to go from the 0th Step Level to the 1st Step Level. In this
event, the character can roll EL and TL dice. Since Attribute points are
gained at every Step Advancement, it is highly possible for a starting
character to gain extra Attribute Modifiers. For instance, a character
starting at the age of 50 with and Attribute sum of 120 would start with a
STEP SUM of ((60x10)+120) 720 at the 0th Step Level. If the character's STEP
RATE happened to be 100, it would only take 500 STEP SUM points to achieve
the 5th Step Advancement, and an additional 220 points would be left over
for the 1st Step Level. Furthermore, the character would be in the 2nd
Step Advancement of the 1st Step Level. In all, the character would
initially start with +7 Advancement Modifiers (+5 for the 0th SL and +2 for
the 1st SL), EL & TL dice, as well as any Professional abilities of the 1st
Step Level.
XX. Complete the rest of the SORD sheet: c(ATTR), Treasure/Wealth, etc.
The rest of the SORD sheet is pretty self-explanatory. The possible
maximum Current Attribute numbers are based on the m(ATTRs) or the Maximum
Attributes. Since the b(ATTRs) and the m(ATTRs) are not altered when the
character is damaged, the c(ATTRs) are used for modification purposes.
Depending on the setting, the rest of the character sheet will be filled-
out, such as the monetary value system. If the SORD spell system or any
other supplement system is used, the skills, abilities, concepts, spells,
powers, etc. should be noted in the appropriate places on the SORD sheet.
THE CONFLICT SYSTEM: The Initiative Sequence
A 'Third-turn' or '3T' is one-third of a minute or 20 seconds. A 'Full-
turn' is of course 60 seconds. The Conflict 'Initiative Sequence' occurs
every 20 seconds and the first action starts on the first second of the
first Third-turn. All Characters and Non-characters alike can move up to a
maximum distance of their Move Rate (in yards) every Third-turn. To
discuss the Initiative Sequence in full detail, it is recommended that the
reader checks both glossaries whenever in doubt about any term.
Before the Initiative Sequence starts, the PL chooses a weapon that
the character will use. According to the Attack Rate (AR) of the weapon
chosen, that same AR number in 1d20s will be rolled for 'Initiative Chance.'
The weapon's WSlo# will then be added to each of the 1d20s that are rolled.
The new adjusted numbers, simply called 'Initiative Numbers' or INIT#s,
determines on what specific seconds(s) the character will make attacks.
Thus, the Initiative Chance plus the WSlo equals the INIT# for all of the
1d20s rolled.
There are three Third-Turns in a Full-turn. The Initiative Sequence
will start on the 1st, 21st, and 41st second of each of the Third-turns. The
lowest INIT# determines what attacker strikes first. Furthermore, the
initiative order is also known, even if a character has more than one attack
during the Third-turn. If any of the INIT#s are greater than 20, they are
simply thrown out and the character loses those Attack Rate numbers for
that Third-turn. Also, if a weapon has multiple attacks (AR>1), the char-
acter must sacrifice an attack if two or more 1d20s are rolled on the same
second. Moreover, if two or more 1d20 Initiative Chance numbers are rolled
during the Third-turn, the attacker can only attack once on one second and
the other rolls on the same second must be given up. Therefore, there are
two possibilities for sacrificing the Attack Rate: INIT#s that are greater
than 20 and INIT#s that are on the same second as another INIT#. Since the
AR directly shows the number of times that the character can possibly
attack with the weapon in a Third-turn, there will be no doubts in the GM's
mind when all attacks make (or not make) their strike. After all 20 seconds
have expired in the Third-turn, a new Initiative Sequence (and Third-turn)
will occur. At the end of a Full-turn, a character may attempt one specific
m(ATTR) check to gain back Life-Recovery points in that chosen Attribute;
this is known as the 'Heal-of-the-Minute' and is an optional rule of the GM.
If two conflicting opponents attack on the same second, the Attack
Rates of the weapons are compared. The highest AR gains priority and will
strike just before the lower AR can attack. If the Attack Rates of the
weapons are equal, both opponents strike each other instantaneously. If
an attacking group is able to 'Surprise' another party, extra 'free' seconds
are gained before the Initiative Sequence actually begins. See Section VII
of Character Creation: Calculate the Surprise# (S#).
The Attack Sequence:
Attack Rolls will be made according to the Initiative Sequence of
events. After the Initiative Sequence has been determined, a 1d20 roll will
be made on the particular second of the attack(s) in a consecutive order
starting from the first second of the Third-turn through the remaining 19
seconds. If a 'one' is ever rolled on the 1d20 roll, the attacker instantly
hits the opponent. If the rolled number is two or higher, the Attack Roll is
then subtracted from the weapon's T.H.A.W.A.C. of the attacker. This
subtracted number is now termed S.W.A.C.(Subtracted Weapon Attack Chance).
If the attacker's SWAC number is HIGHER THAN or EQUAL TO the opponent's
Parry/Avoid#, the attacker will hit the opponent. Any additional attacks
during the same Third-turn will require new 1d20 Attack Rolls. It should be
noted that in the case where the attacker's THAWAC is lower than the
opponent's PD#, a one is the only Attack Roll that can hit the opponent.
Damage: Total Damage is rolled based on the weapon used, only if the attack
strikes. But if the defender's worst ARMOR#/Protection (also called Minimum
Blow) is greater than the damage inflicted, only one point of damage is
inflicted to the c(AMBT) -or- c(HLTH): PL's choice. If the inflicted damage
is greater than the Minimum Blow number, a 1d8 is rolled for the actual place
of damage: 1-2 Head, 3-6 Body, and 7-8 Limbs. Depending on the place of
damage, ARMOR#s will be subtracted accordingly to minimize infliction. The
resulting sustained damage will then be subtracted from the c(AMBT),
c(HLTH), c(ATTR) place of damage, or any combination thereof according to
the PL's wishes.
Consequences: If a c(ATTR) ever reaches zero (negative numbers are not
possible), that Attribute's base number b(ATTR) must be checked using a
1d20. If the die-check is successful, the c(ATTR) will gain one point.
However, if the check fails, the c(ATTR) remains at zero and an
Unconscious# roll must be made immediately, and every Third-turn
thereafter for the character to remain conscious unless the c(ATTR) equals
one or higher; the b(ATTR) check is always rolled simultaneously with the U#
roll. If the character's AMBT and HLTH together are ever zero, death
immediately occurs. The "Heal-of-the-Minute" optional rule is quite useful
when a character is rolling for consciousness. Yet, if a character takes
more damage in one single attack than his or her Deathly Blow#, the
character dies.
Here ends the SORD! It is up to the GM to create and design 'house-
rules' and specifics for plot adventures. You now have all of the
fundamentals for game play. With this system, modify it to your particular
liking until you achieve the perfect and ultimate role-playing game
imaginable. Just be sure to buy the dice.
The next four pages contain both the Calculation's Glossary and the
standard SORD Glossary. All of the important terms can be found within
them and it is good for the PL and the GM to have both Glossaries on hand
during game play. As a matter of fact, some formulas (like the WAR#s) can
only be found in the Calculation's Glossary. As the writer and sole creator
of SORD, I encourage you to find the Fantasy SORD Setting Supplement,
since it can be used as a good mimicking basis for your own universe.
CALCULATION'S GLOSSARY
~~~~~~~~~~~~~~~~~~~~~~
SORD Nomenclature: Character qualities and attributes often have
three types of numbers: 1). a base number, 2). a current number, and 3).
a maximum number. These three numbers are abbreviated 'b(x)' for a base,
'c(x)' for a current, and 'm(x)' for a maximum number, where x is the
character quality or attribute. Another uncommon abbreviation used is
'h(x)' for a 'human' number. For example, b(INST) or shorter yet, b(I)
is the character's base Instinct number. Another example could be c(Age)
and h(Age) or the current and human age of the character. Anything
within brackets "(x)" is always calculated first. The four symbols used
for addition, subtraction, multiplication, and division are " + ", " - ",
" x ", and " / ".
Attack Rate(AR): (Move Rate + THAWAC#) / (WSlo + 20 sec)
Carried Weight: Total carried weight, excluding Body Weight
Critical W.A.R. Number(C-WAR#): W.A.R.# + m(PROW)
Damage: See Total Damage
Damage Types(DamTypes): F:1d6, T:1d8, M:1d12, D:--, S:Special, C:2d10
Deathly Blow Number(DB#): m(AMBT+HLTH+MIND+CHRM+LUCK)
Difficulty Die: 1d6, 1d8, 1d10, 1d12, or 1d20; GM's choice or 1d6 chart roll.
Disarm W.A.R. Number(D-WAR#): W.A.R.# + m(MIND+INST)
Distance-Fired Maximum(feet): (F.W.A.R.# + Lgth') x 5
Distance-Thrown Maximum(feet): ((T.W.A.R.# + m(PROW)) x10)
---------------------------
(Wght of Projectile)
Fired W.A.R. Number(F-WAR#): W.A.R.# + m(QCKN+INST)
Initiative Number (INIT#): Initiative Chance roll + WSlo#
Initial Special-Steps: (Attribute Sum) + (Human Agex10)
Lgth: Greatest Length (measured in feet) of a weapon
Life Recovery(LR): m(AMBT+HLTH+FOCS) / h(Age)
MaxWeight Number(MaxWeight#): b(AMBT+HLTH+PROW) + (Body Weight/3)
Melee W.A.R. Number(M-WAR#): W.A.R.# + m(MIND+PROW+QCKN)
Minimum Blow: Worst Armor# or Protection
Move Rate(MR): Reaction Rate + Surprise Number; # of yards a character can
move in a 3T maximum
Parry/Avoid Number (PA#): Move Rate / 10
Reaction Rate(RR): (MaxWeight# + b(HLTH) + Height(inches)) x 50
----------------------------------------------------
Body Weight + Carried Weight + h(Age)
Reaction Rate(0)(RR0): Reaction Rate without Carried Weight
Special W.A.R. Number (S-WAR#): W.A.R.# + m(MIND+FOCS)
STEP ADVANCEMENTS(SA): (STEP SUM) / (STEP RATE)
STEP LEVELS(SLs): STEP ADVANCEMENTS / 5
STEP RATE(SR): (h(Age) + Profession SR# + Culture SR#) x SL;
except when SL = 0
STEP SUM(SS): Role-played + Conflict + Problem-solved + Special Steps
Surprise Number(S#): b(QCKN+INST+LUCK)
S.W.A.C: (THAWAC) - (1d20 Attack Roll); compared to the PA#.
T.H.A.W.A.C.: ((W.A.R.# Type - WSlo) / 10); the -1d20 Attack Roll S.W.A.C is
generated.
Thrown W.A.R. Number(T-WAR#): W.A.R.# + m(QCKN+LUCK)
Total Damage: Wght(lbs.) + Lgth(ft.) + DamType + Weapon DamMod + Special
Damage
Unconscious Number(U#): m(HLTH+MIND)
Weapon Attack Reaction Number(W.A.R.#): (Move Rate) + m(AMBT+HLTH+EXPR)
Weapon Type Numbers(WT#s): F:+1, T:+5, M:+10, D:+15, S:+20, C:+25
Wght: Weight in pounds of a weapon
WSlo: ((Wght+Lgth+WT#)x10) / (Surprise Number)
SORD GLOSSARY
~~~~~~~~~~~~~
Ambition (AMBT): Represents the ability to withstand fear. One's eagerness
and courage in and out of Conflict. Ambition reflects the mental, physical
and spiritual endurance.
Attack Rate: The number of times a character's weapon can possibly attack
in a Third-turn.
Attributes (ATTRs): Ten main character abilities consisting of AMBT, HLTH,
MIND, PROW, QCKN, CHRM, EXPR, FOCS, INST, and LUCK (see all of these). Damage
inflicted upon the character is taken away from the c(ATTR)#. The highest
current Attribute number equals the maximum Attribute, not the b(ATTR)#.
Base Attributes are modified by Step Advancements, and the PL gets to make
the choice where bonus Attribute points are placed; the resulting modified
number generates the new m(ATTR)#.
Body ARMOR#: The protection of the chest, back, & torso.
Charm (CHRM): Shows the character's non-verbal presence and aura seen by
others. It includes persuasiveness, leadership, guile, manipulative
ability, other's loyalty to the character, as well as control over others to
influence decisions and responses.
Check: This is always a 1d20 die roll that is compared to a b(ATTR) or a
m(ATTR); it determines if something will succeed or fail. The 1d20 die roll
must be lower than the b(ATTR) or m(ATTR) for success. A rolled 20 always
means failure, but if a b(ATTR) or m(ATTR) is higher than 20, another check
is required and the scale is shifted up by 20 points again. The GM may
impose penalties to a checked Attribute. Difficulty Die: This die roll
(either a 1d6, 1d8, 1d10, 1d12, or 1d20) is given to the base STEP roll by the GM
to the PLs according to their level of play. The Difficulty Die is often a
judgement call and based on the GM's overall role-playing experience.
Experience (EXPR): Describes the overall gained insights by learning things
throughout life. This attribute can be thought of as common sense or
street-wisdom, but also includes various aspects of the nine other attri-
butes. If a die check is uncertain, EXPR will be used.
Focus (FOCS): Defines the mental creativity and shear magical
powers/energies of the character. One's strategic ability and
concentrative ability is generated from this attribute.
Full-turn: A one minute duration of Conflict time. Also see: Heal-of-the-
Minute.
Head ARMOR#: The protection of the head, neck, or upper shoulders.
Heal-of-the-Minute: (Optional GM rule) At the end of a Conflict Full-turn, a
character may gain c(ATTR) based on the Life-recovery number. Only one
Attribute can be healed at the end of the minute, and the same m(ATTR) must
be checked for healing success.
Health (HLTH): Represents the driving life-force of the character. It
defines what resistance to attack and disease the character has.
Initiative Chance: A random 1d20 roll to determine what second the
character can attack on. The number of 1d20 rolls depends on the Attack
Rate of the weapon wielded.
Initiative Number (INIT#): The particular second that a weapon strikes
during a Third-turn, based on the weapon's WSlo# and the Initiative Chance
roll.
Initiative Sequence: The order in which Conflict takes place among all
attackers from the 1st through the 20th second of the Third-turn.
Instinct (INST): Describes the perception, six senses, and the animal-like
insights and reactions.
Lgth: The length of the weapon. Each foot causes one point of damage.
Limb ARMOR#: The protection of the arms, legs, hands, and feet.
Luck (LUCK): Reveals one's ability to manipulate random chance. This
attribute is often used when something unpredictable occurs.
Mind (MIND): Tells the long and short-term memory, the logic and the
knowledge of the character.
MIND20: For every MIND attribute point over the score of 20, the character
gains an extra point of dam-age to all Special and/or focused weapons.
MIND20 is a "Special Damage" type.
Power-force: A term given to an adventuring group when the Step Levels are
added together, so that the GM can have an idea of Conflict outcome when
other foes are encountered.
Prowess (PROW): Simply tells the physical might of the character.
PROW20: For every PROW attribute point over the score of 20, the character
gains an extra point of damage to all Thrown, Melee, and Critical weapons.
PROW20 is a "Special Damage" type.
QCKN20: For every QCKN attribute point over the score of 20, the character
gains an extra point of damage to all Fired weapons. QCKN20 is a "Special
Damage" type.
Quickness (QCKN): The coordination, deftness, reaction, and agility of the
character.
REST: An hour of quality time when the character is not under any mental,
physical, or special stresses. Normally, an hour of REST occurs while the
character is sleeping soundly without nightmares. For each hour of REST,
the character will gain back current Attribute points (if damaged) based on
his or her Life-Recovery number. As an optional rule, characters may also
gain lost Attribute points back in a specific c(ATTR) if the m(ATTR) check is
made at the end of each Full-turn in Conflict. See Heal-of-the-Minute.
Size: Tiny (Below 2'), Small (2'-3'11"), Normal (4'-5'11"), Large (6'-8'11"), Giant
(9' & Above)
Special Damage: Represents extra damage numbers such as PROW20, MIND20,
and QCKN20, as well as other forms of damage that are unique to a setting.
STEP: A single gained point; All STEPs are added to generate the STEP SUM.
Step Advancement: One fifth of a Step Level; Notes when an m(ATTR) point is
gained.
STEP-category: One of four groups: Role-played, Conflict, Problem-solved, or
Special-Type STEPs.
Step Level: A measurement of 'Powerforce'; Also, when Professional Special
Abilities are gained.
Step Revolution: The moment a character reaches one STEP SUM point beyond
the 5th Step Advancement. A Step Revolution occurs when gained Steps are
erased, making the STEP SUM zero again.
Surprise Number: The ability to surprise; If character 'A' attempts to
surprise character 'B', the S# percentage of character 'A' will be made. If
successful, the S#s of characters will be compared. If character 'A' has a
Surprise Number higher than character 'B', the difference (in seconds) will
be gained by character 'A' before an Initiative Sequence begins.
Surprise Number Percentage: The percent chance (based on the highest S#) to
surprise another group.
S.W.A.C.: Subtracted Weapon Attack Chance; if a two or higher is rolled on
an Attack Roll, the resulting number will be subtracted from the weapon's
THAWAC of the attacker and compared to the opponent's PA#. If the SWAC is
equal to or greater than the opponents PA#, the attacker strikes the
opponent.
T.H.A.W.A.C.: Total Hit And Weapon Attack Chance; this number used with the
Attack Roll.
Third-turn (3T): The Conflict Initiative sequence; 20 seconds in length.
Weapon DamMod (Damage Modifier): Each specific weapon has a built-in
variance that will be added to the Total Damage of a weapon. Most DamMods
are zero, but for finely made weapons or one's that are well suited for the
character often give a few extra points of damage (GM's House-rules).
Wght: The weight of the weapon; every pound causes a point of damage.
WSlo: The number of seconds added to an Initiative chance (1d20) roll.
-------------------------------------------------------------------------
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