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1994-10-08
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The <S> <O> <R> <D> Second Edition
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Copyright September 1994
All Rights Reserved.
Created by,
Written by,
& Edited by,
Scott J. Compton
About The SORD, 2nd Edition:
----------------------------
The S.O.R.D. or the <S>ystem <O>f <R>ole <D>evelopment is every
role-playing gamer's dream. In only 25 pages of information, it is a 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 background 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. This is the second edition. The first edition had
some minor problems and two major flaws; they have all been fixed.
Furthermore, the writing has been upgraded for smoother transistions,
definitions, and concept ideas. The standard SORD glossary has also
grown in size. The Fantasy-SORD Setting and the necessary character
sheets have recently been completed and can be picked up immediately.
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.
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. My final reason for creating
this system was to give all role-players alike a financially free 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-five, straight-forward pages (~1250 lines).
It is time that role-playing companies got a taste humanity and the simple
premise of what a hobby means.
I hope you all enjoy The SORD!
Scott J. Compton
/~~ -~~- _-~-_ -~~~- -~~~- \ /
~-_ | | | | | \|
\__/ -__- ~-_-~ | | -_|
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.
FTP Sites: You can get all SORD files from the following places--
~~~~~~~~~
Usually login 'Anonymous' with your full e-mail address as your password.
You can 'cd' to get to the proper directory with the SORD.files in it.
Or you can simply type 'get directory/SORD.files SORD.files', if you want
to download the files to your account.
FTP Wais.com (cd /pub/games/general/SORD.files)
FTP enif.astro.indiana.edu (cd /pub/ericg/games/SORD.files)
FTP ftp.cdrom.com (cd /): you'll need to find them
FTP ftp.cs.pdx.edu (cd /): ditto
Acknowledgements:
~~~~~~~~~~~~~~~~~
Mike McAllister, Jason Yoder, Mark Steiglitz, Michael Ching, Richard Ney,
Jocelyn Goldfein, Tim Knight, + many, many, many others that will be
mentioned in future SORD Revisions.
Final Note: this is the 2nd 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 3rd 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. You may pick up a copy
of the Base-Fantasy SORD Setting in October of 1994 from any of
the above mentioned FTP Sites. You have my permission to pass this
game along or copy it whenever you heart desires, whether it be by
e-mail or by hardcopy, as long as the game stays in tact! This
game may never be sold to make money, since it is in violation of
Federal Law and my wishes.
THE
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The <S>ystem <O>f <R>ole <D>evelopment
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: AMBT/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#)
H. Determine the Height and Weight of the character
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, 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.)#s
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VII. Calculate the Surprise# (S#)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VIII. Add up the MOVE RATE (MR)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IX. Note the Character's Upbringing, Experiences, Qualities, etc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
X. Compute Initial SPECIAL-TYPE Steps:(Attribute Sum)+(Human Agex10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XI. Add the STEP SUM (SS)
~~~~~~~~~~~~~~~~~~~~~~~~~
XII. Calculate STEP RATE (SR): (SR#s + Human Age x SL)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIII. 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
and Professional Skills.
C. Distribute Attribute Modifiers (maximum SAs) to Base
Attributes to calculate the maximum Attribute scores
XIV. Calculate STEP LEVELS (SLs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XV. Calculate the Life & Defense Status
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A. Life-Recovery (LR)
B. Unconscious# (U#)
C. Deathly Blow (DB)
D. Parry/Avoid# (PA#)
XVI. Add up any ARMOR#s or Protection
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A. Head ARMOR#s/Protection
B. Body ARMOR#s/Protection
C. Limb ARMOR#s/Protection
XVII. Add the WAR and WAR#s:
Fired, Thrown, Melee, Disarm, Special, & Critical
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XVIII. Complete Weapon calculations: WSlo, THAWAC, etc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XIX. Choose additional Skills, if possible
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
XX. Complete the rest of the SORD sheet
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SORD is organized for your role-playing efficiency and simplicity.
You, the reader, have taken a brave and adventuresome chance by spend-
ing two hours reading this gaming system, and I will not fail you. Every
comment written will serve a purpose and I will try not to leave one
detail will be left out. If you are looking for fluff or long I would
suggest getting one of the multitude of role-playing games that currently
exist in your local gaming store that have a price tag >$20. Due to
SORD's concise and consolidated format, this gaming system can be brought
to you in under 30 pages in length with easy to read fonts and font size
(hardcopy version). 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
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 *HIGHLY* recommended that you, the reader, first read
over the Calculation's Glossary, learn about any notations, and then
understand the SORD Glossary before continuing; these Glossaries can
be found at the end of this document of course.
Character Creation:
~~~~~~~~~~~~~~~~~~
To get a feel for this game system, I recommend that you follow the
character outline and generate a character as you read through the basic
system. As you proceed to fill in the character sheet, check both of the
glossaries when you need them. After the character has been completed and
you have understood this section thoroughly, you will know approximately
75% of the needed information to start a game. In addition to Character
Creation, the basic combat system and other needed rules will be ex-
plained thereafter.
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. Besides dice, a pencil, calculator, character sheets,
and this gaming system are necessary for a memorable time (oh, and your
imagination too).
I. Rolling the Base Attribute Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creating a character is, by far, at the heart of every role-playing
game. Both the player(s) and the GM should have some control to the initial
development of character. Since the GM has invented the setting, the pro-
fessions, the cultures, magic, and other character qualities, they are
balanced with the player'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 players's precise control over attributes, skills, and other
advancing qualities. As a result, this game gives equal control to all
memebers involved in character creation.
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 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. In most non-lethal situations, attribute checks are
made against the Attribute Maximum (or sometimes the Current attribute).
If a 20 on a 1d20 is rolled (normal failure) in the case where a character
has an attribute score greater than 20, another 1d20 check using a new
higher '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 large enough to be checked on the shifted scale.
When rolling an initial base attribute score, three dice are tossed:
1d6, 1d8, & 1d12. 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; instead, 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 player will roll six base attribute scores for an
Attribute Set of five numbers; the lowest attribute roll will be thrown out.
Then, the player is allowed to roll five Sets altogether (a total of thirty
attribute rolls with five thrown out). The player will choose the best two
Sets for the Primary and Secondary Attributes. Within the two chosen best
Attribute Sets, the player 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. The GM may use this system
to generate character, or simply adapt his/her own system if desired.
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
influenced ways. In SORD, a Culture has qualities that are created by the
GM or is available in a SORD supplement. The cultural qualities include:
the Initial Attribute Bonuses, the Maximum Attribute numbers (rarely
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, as well as an overall
historical description of the Culture. In any SORD Setting Supplement,
example Cultures can be found.
When considering a Culture to play, a player 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 *base* Primary and Secondary Attributes. All of the Cultural
'Free Skills', the Attribute Maximums, the Step#, and the Cultural qual-
ities and history will be written down accordingly. As an optional rule,
the GM can create negative cultural traits, quirks, or disadvantages to
make each character unique for role-playing.
Personality modifiers can either be rolled via a 1d10, or can
simply be chosen if a player wishes to role-play a character's persona a
certain way. Once chosen, the character's personality will be modified,
depending on Cultural traits, personality quirks, and over the course of
the GM's Campaigning adventures) based on encounters, experiences, and
various revelations.
The Personality Traits are four traits which are monitored along
a simple 1-10 scale. They are useful to the player since they give a
guideline about how a character's personality should be role-played. The
GM should consult with the player to find what number the player is
going to attempt to role-play. The numbers are not absolute; as the
player role-plays his or her character, they will adjust up or down the
scale based on future GM/player consultations. The four Traits and their
scales are:
Self (Unselfish/Equal/Selfish)
Emotion (Emotional/Equal/Unemotional)
Outlook (Pessimistic/Optimistic)
Disposition (Pure/Good/Open/Evil/Corrupt).
The traits are self-defined. As an optional rule, the GM may wish to
add more Trait scales to this system or simply adopt another personality
system.
III. Choosing a Profession
~~~~~~~~~~~~~~~~~~~~~
Professions vary from one to another both 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 and physical abilities which hopefully will keep the character
alive longer (and will allow the player to have a broader selection of
character choices).
Like the character's Culture, the Profession has a set of qualities
that distinguishes one Profession from the next. These qualities in-
clude the Location of the Professional organization, the Profession's
STEP RATE#, three Minimum Attribute Numbers for Professional Under-
taking, 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 99
points, even if the Cultural Limits exceed that amount. Thus, it is
only possible to have three maximum Attributes that do not have a limit,
unless the character has multiple professions. 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 Attri-
bute 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's Step Advancement number must be 'one' or higher.
Often, a player 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 one 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 conver-
sion will be noted on the old Step-Status chart, so the player will re-
member where he or she left off if the Profession is ever taken up again
in the future. Yet the maximum Step Advancement number (SA#) and the current
Step Level (SL) 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. Old Professional
skills and abilities will be retained, unless they are not used or 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 require-
ments 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 replaced).
Gained Steps (Experience) are granted to the character in the form of
role-played, conflict, problem-solved, and special-type are divided by
the number of Professions that the character has. 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. The rationale behind creating
this number was based on having a realistic limitation based on the char-
acter's size and attributes.
V. Choose all starting items, including worn armor, carried weapons, etc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since the character's Reaction Rate is dependent on the total
Carried Weight, the actual weight of all of the carried items and
possessions must be added; as a result, these items are needed to be
thought about and written down before the player proceeds to complete the
rest of the character. If it is not possible to choose all of these
items, the player must go back and adjust the numbers that are linked to
the 'Reaction Rate: Pounds' number. The Carried Weight will change
with time in the course of adventuring (new treasures, armor, etc) and
it is up to the player to keep the RR up to date. The player will
eventually find the optimal amount of Carried Weight for his or her
character, to enhance the MOVE RATE as well as attack capabilities;
of course, it's always nice to let the horse carry the burden.
VI. Calculate the Reaction Rate and Reaction Rate(0) numbers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Reaction Rate (RR-lbs., not RR-0) makes up part of the Move Rate.
In a sense, the Reaction Rate(lbs.) has a great affect upon all Weapon
Attack Reaction numbers, the Attack Rate of each weapon, the Parry/Avoid
number, plus many other aspects of the character. The player should
attempt to limit the number of pounds that is carried by the character
to increase the Reaction Rate. The Reaction Rate Zero (RR-0) 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 that will give a feeling of the best Reaction Rate possible
because the RR-lbs. and RR-0 can be compared.
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 before the
first Third-turn actually starts (discussed in the Attack system).
The best S# in a surprising group is also used as the best percen-
tage chance of success for the attempted surprise. Of course, the Surprise
Percentage can always be modified at the GM's discretion (terrain, weather,
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. As a result,
the S# is added to the Reaction Rate to create the Move Rate. Finally,
the Surprise# modifies Weapon Slowness (see Calculation's Glossary).
VIII. Add up the MOVE RATE (MR)
~~~~~~~~~~~~~~~~~~~~~~~~~
The Move Rate is probably the most useful number to the character.
It tells the maximum number of yards the character can move in a Third-
Turn or twenty seconds (multiply MR by three for Feet/3T). The Move
Rate is linked to many character qualities as well. One's Move Rate is a
number that sometimes changes, and is composed of the Surprise Number and
the Reaction Rate-lbs. The Move Rate divided by ten calculates the
Parry/Avoid Number: a defensive number that is compared to an attack.
Due to the many ramifications that creates one's MOVE RATE, the character
becomes a realistic statistical tool, instead of a super-character with
little consideration of carried weight, age, height, weight, culture,
attributes, and many other normal character traits.
IX. Note the Character's Upbringing, Experiences, Appearance, & Qualities
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These sections on the character sheet allow the player to design the
historical events and physical traits that greatly controls the dispo-
sitions, attitudes, and mind-set of the character. As the character is
developed, the player might want to add to or alter these written sections as
new experiences unfold.
X. Calculate Initial SPECIAL-TYPE Steps: (Attribute Sum) + (Human Agex10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When starting anew, the character should have already experienced
situations that had an influence on the current Profession. To help out
the character from an early 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. As an optional rule,
the GM may directly give Lore points based on the Attribute sum, instead
of SPECIAL-TYPE Steps.
XI. Add the STEP SUM (SS)
~~~~~~~~~~~~~~~~~~~~~~~~~
A STEP is a measure of experience that can be directed to the liking
of the player. STEPs are gained in the four categories as the adventure
unfolds. When the four categories of Role-Played, Conflict, Problem-
solved, and Special-Type Steps are added together, the STEP SUM is known.
The STEP SUM can either be added instantaneously, or at the end of the
adventure, depending on the discretion of the GM; to prevent disruption
during an adventure, GMs often leave STEPs to the end of the adventure
(or a good stopping point). STEPs should normally be divided equally to
the characters in an adventure.
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 (after every five Step Advancements),
all of the four categories of gained Steps are lost and the STEP SUM equals
zero again. Therefore, whenever a character gains a Step Level, a 'Step
Revolution' has taken effect, and the gained STEPs and STEP SUM goes to
zero.
Role-Played Step per character: For every hour of actual role-playing,
the character gains a base of 2d12 Role-Played Steps plus a 1d6, 1d8,
1d10, 1d12, or a 1d20, according GM's opinion on the level of role-
playing. The GM will get to choose which die will be used with the
normal 2d12 roll; this chosen die is called the 'Difficulty Die' (or
DD). 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 if needed:
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 10d12 base STEPs plus five Difficulty
Dice. If the DD were all 1d10s, the adventuring group would have a range of
15-170 STEPs or an average of 85 Role-played Steps.
Conflict Steps: In every conflict situation between the unknown Non-
character(s) and the player character(s), STEPs will be rewarded according to
the list of outcomes:
1). Non-character foe defeated in combat*:
((Opponent's maximum Step Advancements x 2d12) + D.D.)
2). Unknown Non-character fled from Conflict:
(2d6 + D.D.)/Non-character
3). Player Character fled from Conflict:
(2d6 + D.D.)/Character
4). Both Unknown Non-character(s)/Player 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 defined
as accidental, but is known and thoughtout by the GM; the problem could
have been created by chance as long as the GM planned it. 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 happens that is worthy of giving
STEPs to all characters involved that does not fit into the other three
STEP categories, it falls into this special category. All special 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
XII. Calculate STEP RATE (SR) from the SR#s and Human Age
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The character's STEP RATE is composed of three numbers and is multi-
plied by the current Step Level:
1). the Professional SR#(s)
2). the Cultural SR#
3). the Human Age
The STEP RATE is very meaningful since the STEP SUM divided by the STEP
RATE calculates how often a Step Advancement is gained; Additionly, the
STEP RATE is also multiplied by the Step Level (except when the SL is
zero). for example, if the number (SR/SS) is 3.567, the character would
be at the 3rd Step Advancement. As time progresses, it is an uphill
climb to gain more skills, abilities, attribute bonuses, etc. based on
the multiple Step Level effect; the Step Rate Multiple, is simply part
of the normal STEP RATE formula. At the 0th and 1st Step Levels, the
multiple is x1. At the second Step Level, the Step Rate is doubled; at
the third Step Level, the Step Rate is tripled, etc.
XIII. Compute Current and Maximum Step Advancements (SAs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A character can be of the 0th, 1st, 2nd, 3rd, or 4th current Step
Advancement or c(SA). The moment a character achieves the 5th Step
Advancement (one single STEP), a Step Level is gained, a Step Advancement
is gained, Trained and Educated Lore dice are rolled, the STEP SUM (and
all STEPs) falls back to zero, and granted Professional Abilities are
gained. However, the Maximum Step Advancement number will still be
noted and added to, since it represents bonus Attribute modifiers.
Any extra STEP SUM points that are gained above the 5th Step
Advancement will be applied to the current SAs 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 because 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 Revolution occurs and the
character raises one Step Level. SAs are truly significant to the player
because an Attribute point is gained at each Step Advancement; the number
of gained Attribute points are recorded as the m(SA). The player 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.
XIV. Calculate STEP LEVELS (SLs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Step Levels represent a comparison between one character to the
next. On the *fifth* Step Advancement, one Step Level is gained. To in-
stantly calculate the Step Level of a character, one could simply divided
the maximum Step Advancements by five. Characters usually start out at
the 0th Step Level, and therefore are not given 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
(STEP RATE Multiple). Characters without a Profession (such as common
folk) gain 1d6 TLs and 1d6 ELs at every Step Level.
Step Levels provide an indicator to the GM. When the total Step
Levels of an adventuring party is added together, 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.
XV. 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 current Attributes each hour the character 'RESTs' (See REST
and Heal-of-the-Minute). The player will determine where gained Life-
Recovery points are distributed on current Attributes after REST has
taken place.
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 are 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.
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 increase with time.
The Parry/Avoid Number is the defender's front line of protection and
is vitally important as a number comparison. Since the PA# number is
one-tenth of the defender's MOVE RATE, it takes all realistic factors
into consideration within a Conflict situation. When a defender is
attacked, this number is directly compared to the attacker's particular
S.W.A.C.# so that it is possible to dodge or avoid the attack. A char-
acter with a high MOVE RATE should statistically survive longer in combat.
XVI. 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, depending on where damage is distributed. The player will
get a choice of subtracting points from the damaged c(MIND/PROW/QCKN),
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 player's liking. The player 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 Pro-
tections, in conjunction with physical Armor types, are more common than
Protective devices found alone.
XVII. Add the WAR and WAR#s: Fired/Thrown/Melee/Disarm/Special/Critical
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Weapon Attack Reaction (WAR) tells the character's base ability
make an attack without training in 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 called the WAR
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 Types will be used instead of the WAR: Fired, Thrown,
Melee, Disarm, Special, or Critical WAR#s. Some weapons have multiple
WAR#s possibilities, so that a character can learn more than one skill in
the weapon, if desired. For instance, a two-foot sword might have been
made to make Melee and Disarm attacks only. A Specific WAR# is used in
the T.H.A.W.A.C. formula to determine the character's ability to hit with
a specific weapon's learned skill; if no weapon skill is learned for a
specific weapon, the base WAR number will be used in the THAWAC formula.
XVIII. Complete Weapon calculations: 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#.
A WT# is permanent number used in the WSlo formu that determines extra
time required when using that weapon-type skill. The weapon's Weight
(Wght) and Length (Lgth) calculates both damage and slowness. The
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 defender'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. For every ten feet beyond the
m(Dist), a THAWAC# is subtracted. See the Calculation's Glossary for all
necessary formulas.
XIX. Choose additional Skills, if possible
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If a character initially 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. As an optional rule mentioned previously,
the GM may wish to add all attributes together and use that number as
a starting number of total Lore to be used for Educated, Trained, or
General (common) skills. SORD Setting Supplements will define skills
in greater detail.
XX. Complete the rest of the SORD sheet: c(ATTR), Treasure/Wealth, etc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The rest of the SORD sheet is self-explanatory. The possible
highest number of Current Attribute is based on the m(ATTR) or the
Maximum Attribute. 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 written up accordingly. 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 SORD CONFLICT SYSTEM
~~~~~~~~~~~~~~~~~~~~~~~~
________/={_________________________________________________
O{]|///////|[ * >-----------------------------------------------~~--__
`^^^^^^^^\={~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
_______________________________________________}=\________
__--~~---------------------------------------------< * [|\\\\\\\|[}O
`~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~}=/^^^^^^^^"
_______________________
\~~~~~~~~~~~~~~~~~~//
| The SORD ||
| 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. The first action of the Initiative Sequence 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 player chooses a weapon
(or weapons if ambidextrious) that the character will use in combat, unless
the character has other intentions (magic, talking, using a skill, etc.).
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# (in seconds) 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' of dice plus the WSlo equals the INIT# for
all of the 1d20s rolled. When the same weapon is used to attack with,
but more than one weapon skills are used for that weapon (i.e., Melee,
Thrown, Critical, etc.), the Attack Rates for the specific weapon are
divided by the number of skills used in that Third-turn. Thus, a char-
acter wanting to use *both* Melee and Critical attacks for the same
weapon in the same Third-turn would divide that weapon's Attack Rate
by two (remember that all calculations are rounded down).
There are three Third-Turns in a Full-turn. The Initiative Sequence
of a Full-turn will start three times: on the 1st, 21st, and 41st second
(each specific Third-turn). The lowest INIT# determines which attacker
strikes first. Furthermore, the initiative order is also known among all
participants in Conflict, even if characters have more than one attack
during the Third-turn. So when an attack is made, the (x)d20 dice are
thrown for initiative based on the specific weapon's AR. Since the Attack
Rate 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 how many possible attacks can be made and on what second they
will strike.
If any of the Initiative Numbers rolled are greater than 20, they
are simply thrown out and the character loses those specific attack for
that Third-turn. Also, the character must sacrifice an attack if two or
more 1d20s are rolled on the same second in the Third-turn. 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#.
In the event that an attacker does not attempt to start attacking
on the first second of a Third-turn due to other actions, the attacker may
start on the next available second. All 1d20 INIT#s that are rolled on
the seconds earlier in the Third-turn (that are now in the past) will be
thrown out in this case. The time (in seconds) required to cast spells,
perform actions, use skills, etc., will be determined by the SORD Setting
Supplement or the GM's House-rules.
After all 20 seconds have expired in the Third-turn, a new Init-
iative Sequence (and Third-turn) will occur. At the end of a Full-turn,
a character may attempt one specific maximum Attribute 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#), for a
cross-reference.
_______________________
\~~~~~~~~~~~~~~~~~~//
| The SORD ||
| Attack ||
| Sequence ||
/__________________\\
~~~~~~~~~~~~~~~~~~~~~~~
Attack Rolls will be made according to the Initiative Sequence of
events, as just discussed. After the Initiative Sequence has been
determined, a 1d20 roll will be made on each 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 attack 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 SWAC
number of the attacker is HIGHER THAN or EQUAL TO the defender's Parry/
Avoid#, the attacker will hit the defender. This process progressively
happens for all attacks from the beginning (1st second) to the end (20th
second) of a Third-turn. It should be noted that in the case where the
attacker's THAWAC is lower than the defender's Parry/Avoid number, a one
is the only Attack Roll that will hit the opponent.
_______________________
\~~~~~~~~~~~~~~~~~~//
| ||
| DAMAGE ||
| ||
/__________________\\
~~~~~~~~~~~~~~~~~~~~~~~
Total Damage is rolled based on the weapon used, only if the
attack strikes. 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 current Ambition or Health: c(AMBT)
or c(HLTH). The damage is distributed to the character by the player
(see Life-Recovery).
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), unless the character possesses a skill or weapon that pin-
points a targeted area. Depending on the place of damage, the de-
fender's ARMOR#s will subtracted some (or all but one one point) of
damage 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 player's wishes.
If a current Attribute or c(ATTR) ever reaches zero (negative
numbers are not possible since damage is distributed), that Attribute's
base number or 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
successful to remain conscious. At the beginning of every Third-turn
thereafter, the character is allowed another b(ATTR) and U# check; 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.
Only the five Attributes of Ambition, Health, Mind, Prowness,
and Quickness are normally damaged. The player may only distribute
damaged points to these areas, the Primary Attribute Set, unless the
situation calls for different damage. Such examples of non-Primary
Attribute damage would be special attacks, magical forces or energy
attacks on one's Focus, attacks to one's senses (sight, hearing,
touch, etc), an attack on Experience (the draining of Step Levels),
or any other devistation that could affect the Secondary Attributes.
The Conclusion:
~~~~~~~~~~~~~~~
Here ends the SORD base system! It is up to the GM to create and
design 'house-rules', specifics for plot adventures, setting rules
and modification, as well as any other aspect that will make each GM's
universe and system unique. 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 (sorry, I couldn't include that), unless you
can obtain a dice-rolling program over the internet.
The Glossaries
~~~~~~~~~~~~~~
The several 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 player 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 " / ". ALL NUMBERS ARE ROUNDED DOWN; thus, 24.98 would equal
24 always.
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.#) / (Length in feet of Weapon)
Distance-Thrown Maximum(feet): ((T.W.A.R.# + m(PROW)) x2)
---------------------------
(Weight 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): 1 + [ m(AMBT+HLTH+FOCS) / Human Age ]
Maximum Fired/Thrown Weapon Distance: See Distance-Fired/Distance-Thrown
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 category
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): (Profession SR# + Human Age + 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): An Attribute. Represents the ability to withstand fear.
One's eagerness and courage in and out of Conflict. Ambition reflects
the mental, physical and spiritual endurance.
ARMOR#s: See Body, Head, and Limb ARMOR#s.
Attack Rate: The number of times a character's weapon can possibly attack
in a Third-turn.
ATTR: Defines an attribute. The nomenclature of m(ATTR), c(ATTR), and
b(ATTR) represent the Maximum, Current, and Base Attribute.
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
player gets to make the choice where bonus Attribute points are placed;
the resulting modified number generates the new m(ATTR)#. Current
Attribute numbers can suffer inflicted damage or be taken away after an
attribute has been used or stressed.
Body ARMOR#: The protection of the chest, back, & torso.
Charm (CHRM): An Attribute. 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 players according to their level of play. The Difficulty
Die is often a judgement call and based on the GM's overall role-playing
experience.
Damage Type: The learned weapon skill that allows the character to utilize
his/her specific W.A.R.#-types and cause extra damage based on the type
of skill; Fired:1d6, Thrown:1d8, Melee:1d12, Disarm:--, Special:**,
and Critical:2d10. ** Special Damage will be determined by the specific
weapon/ability used.
Experience (EXPR): An Attribute. 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 attributes. If a die check is uncertain, EXPR will be used.
Focus (FOCS): An Attribute. 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, and the top of the 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): An Attribute. Represents the driving life-force physical
endurance of the character. It defines what resistance to attack and
disease the character has.
House-Rules: Any additional rules or modifications the GM wishes to
make on the SORD base system. SORD was meant to be universal and
adaptable to GMs and players alike; thus, the GM and players should
have every last option available. It is recommended that rules are not
made too complex for a good role-playing session.
Initiative Chance: A random 1d20 roll(s) to determine what second(s) 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): An Attribute. Describes the perception, six senses, and
the animal-like insights; furthermore, this attribute tells the instant
judgement of a character.
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): An Attribute. Reveals one's ability to manipulate random
chance. This attribute is often used when something unpredictable occurs.
Mind (MIND): An Attribute. Tells the long and short-term memory, the
logic, the thought-out judgements, and the overall knowledge of the
character.
MIND20: For every MIND attribute point over the score of 20, the character
gains an extra point of damage 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): An Attribute. 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): An Attribute. 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.
Scale-Shift: A 20 rolled on a 1d20 Attribute check always fails. When an
Attribute check fails, a new scale range from 21-40 will take effect, if
the Attribute score still falls within the new range. A new 1d20 will be
used on the new scale 21-40. This process of 'scale-shifting' 20 points
higher will continue as long as the check fails and the Attribute score
falls within the range. Since many maximum Attributes are greater than 20,
scale-shifting will occur from time to time.
Size: Tiny (Below 3'), Small (3'-4'11"), Normal (5'-5'11"), Large (6'-8'11"),
Giant (9' & Above). Although Size is not mentioned anywhere in the system,
the GM may wish to classify the height of certain Non-characters or char-
acters based on these height ranges.
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
such as magical attack damage.
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.
W.A.R. (Weapon Attack Reaction): This is the base ability to make an
attack using a weapon without a weapon skill, or attacking without
a weapon. The Fired, Thrown, Melee, Disarm, Special, and Critical
WAR numbers require the character to purchase weapon skills with Lore
to use these WAR-types; otherwise, the character must use the base WAR
number. There is no Damage Type for weapons wielded without a weapon
skill.
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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Contact Galahad@Leland.Stanford.EDU for comments or questions about SORD!