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The <S> <O> <R> <D>
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Fantasy Setting Supplement
________/={_________________________________________________
O{]|///////|[ * >-----------------------------------------------~~--__
`^^^^^^^^\={~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
October 1994
Written by:
Scott J. Compton
About this SORD Sample Setting Supplement:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This setting was built for my own personal universe, and I urge
you, the gamer, to alter this fantasy setting to your own liking. As
with every setting made to the base SORD system, the GM will develop
'house-rules' to cover the many aspects a particular universe contains.
Often, these 'house-rules' can be taken from other gaming supplements
and adapted to SORD, or the GM can simply create them using his/her
experience with Role-Playing Games and raw imaginative power. It is
up to you to decide what is the best way to go.
By all means, this Fantasy Supplement is not complete in every
GM's viewpoint, and that is the beauty. I believe that the 'rules'
of a gaming system *should* grant the GM the capability to alter,
destroy, or add new rules according to personal outlook. I made
SORD and all of my supplements on the premise that no rule can
be applied to every situation; thus, there will always be a cir-
cumstance that a rule will not work. As a result, this entire
supplement can be viewed as a grand 'house-rule', and should be
taken with a critical outlook and an open mind. As a final note,
this supplement system was altered for broad distribution.
To provide players with a basis for your setting, I recommend
that you generate a timeline of major events that have occurred in
your setting's past as well as an historical account of some of the
events. Furthermore, maps will players a broader feel about where
events have taken place and how characters relate to the present
world. Thus, the players should have some understanding of the
GM's universal vision before an adventure actually starts.
Table of Contents:
~~~~~~~~~~~~~~~~~
I. Cultures
II. Professions
III. Standard Skills
IV. Currency, Arms, & Armor
V. SORD Spell System
Cultures & Professions
~~~~~~~~~~~~~~~~~~~~~~
A. Dwarvish
B. Elvish
C. Halfling
D. Human, Common
E. Human, Eastern
F. Human, Northern
G. Human, Southern
H. Human, Western
---
A. Archer, Rebel Gordun
B. Archer, Tiran
C. Barbarian, Shire-Realm
D. Bard, Shire-Realm
E. Crusader, Minvala
F. Druidist, Shire-Realm
G. Druidist, Tiran
H. Gambit, Gordun
I. Gambit, Shire-Realm
J. Healer, Minvala
K. Knight, Rebel Gordun
L. Knight, Shire-Realm
M. Knight, Tiran
N. Mercenary, Rebel Gordun
O. Mercenary, Shire-Realm
P. Mercenary, Tiran
Q. Quester, Travelling
R. Ranger, Shire-Realm
S. Sorcerist, Rebel Necromantist Gordun
S. Sorcerist, Shire-Realm
T. Worshipper, Minvala
Chart C1: Culture-Types Existing in the Shire-Realms (Peaceful lands)
---------------------------------------------------------------------
Culture % Approx. #
------------------- ----- ---------
Dwarvish < 1% 400
Elvish < 1% 250
Halfling < 1% 1,000
Human, Common 34% 68,000
Human, Eastern 14% 28,000
Human, Northern 18% 36,000
Human, Southern 12% 24,000
Human, Western 21% 42,000
Chart C2: Cultural STEP RATES by Number
---------------------------------------
Culture SR#
-------------------- ---
Elvish 100
Dwarvish 90
Halfling 80
Human, Common 70
Human, Western 60
Human, Eastern 50
Human, Northern 40
Human, Southern 30
The Eight Cultures: The Cultures in the 7th Age have a common connection
due to the 'Cracking of the Known Lands' back in the 5th Age. Each
Culture's background is unique to its environment and relations with
other races, which will be discussed with the GM as the character is
created. As a general note, Dwarves and Elves are extremely rare,
while Halflings are moderately rare in this setting.
Notations:
~~~~~~~~~
Step Rate: Added to the Professional Step Rate & Human Age
m(ATTR): Maximum Attribute score possible; A "**" under maximum
Attributes represent an unlimited score.
Personality: Represents the initial modifiers to each Personality
Trait scale.
Bonuses: Points added to the 'base' attribute scores initially.
Step Advancements add to the 'maximum' attribute scores.
Professions Allowed: Depending on where a culture exists in the Known
Lands, each Culture has a possibility to take up a certain profession.
Since many professions vary according to location, they will be noted
as the following:
MV: Minvala
NT: New Tiran
GG: Ghashgordun
SR: Shire-Realm
*Supplement note: The choice of four granted skills, maximum Attribute
numbers, height, weight, and all of the other Cultural qualities were
based on my own insights, viewpoint, and vision of what I thought
the Culture should be. Cultures are not needed to be written out
in high detail since they differ from one GM's perspective to the
next. The GM should let players know any specific details of a
Culture.
_______
Culture: Dwarvish (Khavalad)
~~~~~~~
STEP RATE#: 90
m(ATTR): A:99 H:** M:80 P:** Q:70 C:99 E:** F:60 I:99 L:99
& Bonuses: A:+1 H:+3 M:-- P:+4 Q:-- C:+1 E:-- F:-- I:+1 L:+1
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 45" + 3d8" Self:+5 Dark Vision
Weight: Ht"x3 +3d20 lbs. Emotion:-1 Engineering
Ave Lifespan: 500 years Outlook:-2 Melee Weapon: Axe
Regions: MV, NT, & SR Disposition:-2 Armorer Skill
-----------------------------------------------------------------
Professions Allowed: Barbarian (SR), Crusader (MV), Knight (NT),
Mercenary (NT), Quester (Travelling), & Worshipper (MV).
-----------------------------------------------------------------
_______
Culture: Elvish (Quenish)
~~~~~~~
STEP RATE#: 100
m(ATTR): A:99 H:80 M:** P:90 Q:** C:** E:** F:** I:99 L:99
& Bonuses: A:+1 H:-- M:+2 P:-- Q:+4 C:+3 E:-- F:+3 I:+1 L:+1
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 62" + 3d6" Self:-4 Quickrest
Weight: Ht"x2 - 3d10 lbs. Emotion:-2 Shadowing
Ave Lifespan: 2,000 yrs. Outlook:-- Silence
Regions: MV, NT, & SR Disposition:-6 Dark Vision
-----------------------------------------------------------------
Professions Allowed: Archer (NT), Druidist (NT), Druidist (SR),
Healer (MV), Knight (NT), Ranger (SR), Sorcerist (SR), &
Worshipper (MV).
-----------------------------------------------------------------
_______
Culture: Halfling (Nithenas)
~~~~~~~
STEP RATE#: 80
m(ATTR): A:** H:90 M:99 P:70 Q:** C:90 E:** F:99 I:80 L:**
& Bonuses: A:+2 H:-- M:+1 P:-- Q:+3 C:-- E:-- F:+1 I:-- L:+2
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 25" + 3d6" Self:-- Thrown Weapon
Weight: Ht"x2 + 2d8 lbs. Emotion:-2 Silence
Ave Lifespan: 110 yrs. Outlook:+4 Herbalism
Regions: MV, NT & SR Disposition:-2 Avoidance
-------------------------------------------------------------------------
Professions Allowed: Archer (SR), Bard(SR), Crusader (MV), Druidist (SR),
Gambit (SR), Knight (SR), Mercenary (SR), Ranger (SR), & Worshiper (MV).
-------------------------------------------------------------------------
_______
Culture: Human, Common
~~~~~~~
STEP RATE#: 70
m(ATTR): A:** H:99 M:99 P:99 Q:90 C:80 E:** F:99 I:50 L:99
& Bonuses: A:+2 H:+1 M:+1 P:+1 Q:-- C:-- E:-- F:+1 I:-- L:+1
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 58" + 2d10" Self:-- Agriculture
Weight: Ht"x2 + 2d20 lbs. Emotion:-1 Navigation
Ave Lifespan: 100 yrs. Outlook:-2 Riding, Land
Regions: Any Disposition: Language
-----------------------------------------------------------------
Professions Allowed: Any
-----------------------------------------------------------------
_______
Culture: Human, Eastern
~~~~~~~
STEP RATE#: 50
m(ATTR): A:** H:99 M:90 P:99 Q:70 C:80 E:** F:99 I:80 L:90
& Bonuses: A:+2 H:+1 M:-- P:+1 Q:-- C:-- E:-- F:+1 I:-- L:--
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 60" + 2d10" Self:-2 Appraising
Weight: Ht"x2 + 1d20 lbs. Emotion:+4 Eastern History
Ave Lifespan: 150 yrs. Outlook:-- Desertry
Regions: SR & GG Disposition:-- Direction Sense
-----------------------------------------------------------------
Professions Allowed: Archer: Rebel (GG), Gambit: Rebel (GG),
Gambit (SR), Knight: Rebel (GG), Mercenary: Rebel (GG), Mercenary
(SR), & Quester (Travelling).
-----------------------------------------------------------------
_______
Culture: Human, Northern
~~~~~~~
STEP RATE#: 40
m(ATTR) A:** H:99 M:70 P:99 Q:70 C:60 E:** F:99 I:80 L:60
& Bonuses: A:+2 H:+1 M:-- P:+1 Q:-- C:-- E:-- F:+1 I:-- L:--
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 60" + 6d6" Self:+2 Survival (Ice)
Weight: (Ht" x3) + 2d20 lbs. Emotion:-- Cold Endurance
Ave Lifespan: 90 yrs. Outlook:+2 Tracking
Regions: Northern Realm Disposition:-1 Hunting
-----------------------------------------------------------------
Professions Allowed: Barbarian (SR), Knight(SR), Mercenary(SR),
Ranger(SR), & Sorcerist(NR).
-----------------------------------------------------------------
_______
Culture: Human, Southern
~~~~~~~
STEP RATE#: 30
m(ATTR): A:** H:90 M:70 P:** Q:90 C:60 E:** F:40 I:90 L:50
& Bonuses: A:+2 H:-- M:-- P:+2 Q:-- C:-- E:-- F:-- I:-- L:--
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 60" + 3d10" Self:+2 Heat-Endurance
Weight: Ht"x3 +2d12 lbs. Emotion:-2 Navigation
Ave Lifespan: 80 yrs. Outlook:-2 Ventriloquism
Regions: SR & GG Disposition:+1 Pick Pockets
-----------------------------------------------------------------
Professions Allowed: Archer: Rebel (GG), Gambit (SR), Gambit:
Rebel (GG), Knight: Rebel (GG), Mercenary (SR), Mercenary: Rebel
(GG), Necromantist: Rebel Sorcerist (GG), & Quester (Travelling).
-----------------------------------------------------------------
_______
Culture: Human, Western
~~~~~~~
STEP RATE#: 60
m(ATTR): A:** H:99 M:80 P:99 Q:90 C:99 E:** F:80 I:70 L:80
& Bonuses: A:+3 H:+1 M:-- P:+1 Q:-- C:+1 E:-- F:-- I:-- L:--
Cultural Qualities Personality: Granted Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~~~
Height: 58" + 3d10" Self:-- Hunting
Weight: Ht"x2 +/- 2d20 lbs. Emotion:-- Running
Ave Lifespan: 100 yrs. Outlook:-- Endurance
Regions: SR, MV, NT Disposition:-- Swimming
-----------------------------------------------------------------
Professions Allowed: All but Ghashgordun-based Professions.
-----------------------------------------------------------------
II. PROFESSIONS:
~~~~~~~~~~~~~~~~
All of the specifics of each profession will be defined by
the GM in person. The professional format is straight-forward;
Of the 21 professions available, there are five 'Rebel-type'
classes that have had professional training within the evil
lands of Ghashgordun and now the character seeks new training
(or is self-trained) in a Shire Realm, Minvala, or New Tiran.
Notation:
~~~~~~~~
min Attributes: These three max-attributes score must be met
before becoming the specific profession; The
player can achieve an *unlimited* attribute score
in these three attributes, as long as the cultural
maximums are infinite as well. The other seven
attributes have a maximum of 99 points.
Skills/Abilities per Step Level: Professions are defined up
to the 3rd Step Level; Higher
SLs will be defined by the GM.
Profession: Archer of Tiran
STEP RATE #: 100
min Attributes: QCKN18, INST17, LUCK16
Trained Lore/SL: 5d8+5
Educated Lore/SL: 1d10
Limits: All Critical Weapons
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Fired Weapon:Bow Skill
1st: Bow-making/Arrow-making abilities
2nd: Fastfire Skill & Disarm Weapon:Bow Skill
3rd: Targeting ability: +2 to THAWAC
~~~
Profession: Archer, Rebel Ghashgordun
STEP RATE #: 92
min Attributes: QCKN16, INST15, LUCK14
Trained Lore/SL: 5d8
Educated Lore/SL: 1d6+4
Limits: All Critical Weapons & Metal Armors
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Fired Weapon:Bow Skill
1st: Bow-making ability
2nd: Arrow-making ability; Disarm Weapon: Bow Skill
3rd: Fastfire Skill
~~~
Profession: Barbarian, Shire-Realm
STEP RATE #: 124
min Attributes: AMBT18, HLTH16, PROW20
Trained Lore/SL: 6d10+5
Educated Lore/SL: 3
Limits: Only Furs/Leather armors; no magic
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Two Melee Weapon Skills
1st: Special Damage Ability: if a 3 or lower on a d20 THAWAC is
rolled, extra damage equal to the Barbarian's b(AMBT) will
take place.
2nd: One Melee and one Critical Weapon Skill
3rd: Beserking Ability: If character makes a b(AMBT) roll, the
character can beserk for one Third-turn every Full-turn,
causing double-damage during the beserking attack.
~~~
Profession: Bard, Shire-Realm
STEP RATE #: 96
min Attributes: MIND:12, PROW:12, QCKN:12
Trained Lore/SL: 3d8+12
Educated Lore/SL: 3d8+12
Limits: None
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Bards receive one Spellskill from any desired Spell-Realm every
odd Step Level)
0th: Musical Instrument, Singing, & Story-telling Skills
1st: One Spellskill:FOCS#1
2nd: Weather Sense & Directional Sense Skills
3rd: Spellskill:FOCS#2
~~~
Profession: Crusader of Minvala
STEP RATE #: 132
min Attributes: AMBT18, CHRM16, FOCS16
Trained Lore/SL: 3d12+6
Educated Lore/SL: 3d10+2
Limits: No edged weapons; no poisons
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Crusaders receive one spell from the Divine Realm every even
Step Level)
0th: Armor Use & Melee Weapon Skill; Spellskill:FOCS#1
1st: Healing & Religion Skill
2nd: Protection From the Unliving Ability: Crusader gains +3
Parry/Avoid#s against all Unliving; Spellskill:FOCS#2
3rd: Special Attack Ability: If the character prays to Minvala
just prior or during a battle, the character will receive +2
extra on all THAWACs and +5 extra damage on all foes.
~~~
Profession: Druidist, Shire-Realm
STEP RATE #: 128
min Attributes: MIND14, FOCS16, INST14
Trained Lore/SL: 2d8
Educated Lore/SL: 2d12+2
Limits: No metal armors; no open fires
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Druids receive two Spellskills from the Living Realm every SL.)
0th: Animal Handling & Training Skills; Spellskills:FOCS#1
1st: Woodworking & Leatherworking skills; Spellskills:FOCS#1
2nd: Riding Skills: All types; Spellskills:FOCS#2
3rd: Resistance to Lightning Ability: Half-damage on all lightning
attacks on the Druid and one-fourth damage if a m(LUCK) roll
is made; Spellskills:FOCS#3
~~~
Profession: Druid of Tiran
STEP RATE #: 108
min Attributes: MIND18, FOCS16, INST16
Trained Lore/SL: 3d6+2
Educated Lore/SL: 3d12+2
Limits: No armor, poisons; only wooden weapons
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Druids receive three Spellskills from the Living Realm every
Spell Level.)
0th: Animal Handling & Training Skills; Spellskills:FOCS#1
1st: Herbalism & Healing Skills; Spellskills:FOCS#1
2nd: Woodworking & All Riding Skills; Spellskills:FOCS#2
3rd: Minor Self-alteration ability at will.
~~~
Profession: Gambit, Rebel Ghashgordun
STEP RATE #: 72
min Attributes: QCKN18, LUCK16, INST16
Trained Lore/SL: 4d6+4
Educated Lore/SL: 2d6
Limits: No armor
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Gambits gain one Spellskill from the Grey Realm every three
Spell Levels.)
0th: Thrown Weapon, Shadowing, & Forgery Skills
1st: Pick Pockets & Silence Skills
2nd: Backstabbing ability: x2 damage on all backstabs
3rd: Gambit-Guildchat; Spellskill:FOCS#1
~~~
Profession: Gambit, Shire-Realm
STEP RATE #: 76
min Attributes: QCKN16, LUCK18, INST16
Trained Lore/SL: 5d6+2
Educated Lore/SL: 1d8+8
Limits: Only Studded leather or worse.
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Gambits gain one Spellskill from the Grey Realm every three
Spell Levels.)
0th: Thrown Weapon, Melee Weapon, & Silence Skills
1st: Shadowing and Find/Remove Traps Skills
2nd: Backstabbing Ability: x2 damage on all backstabs
3rd: Tumbling & Fastdraw Skills; Spellskill:FOCS#1
~~~
Profession: Healer of Minvala
STEP RATE #: 144
min Attributes: AMBT20, HLTH16, MIND18
Trained Lore/SL: 1d12
Educated Lore/SL: 5d12+6
Limits: No armor, only blunt weapons
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Healers gain two Spellskills from the Divine Lands every SL.)
0th: Heal Touch Ability: Can heal a full attribute 1/day;
Spellskills:FOCS#1
1st: Disease Immunity; Spellskills:FOCS#1
2nd: Blindness/Deafness Immunity; Spellskills:FOCS#2
3rd: Unliving Banishment- minor Undead; Spellskills:FOCS#3
~~~
Profession: Knight, Shire-Realm
STEP RATE #: 200
min Attributes: AMBT18, PROW18, CHRM18
Trained Lore/SL: 4d20+10
Educated Lore/SL: 2d10+5
Limits: Only Sword
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Armor Use Skill; Two Melee Weapon Skill
1st: Chivalry Ability: +1 AR, +1 THAWAC, and +10 extra Damage for
one specific melee weapon skill.
2nd: +2 Head, Body, and Limb ARMOR numbers permanently
3rd: One Melee & one Critical Weapon Skill
~~~
Profession: Knight of Tiran
STEP RATE #: 224
min Attributes: AMBT20, PROW18, CHRM20
Trained Lore/SL: 5d20+10
Educated Lore/SL: 1d12+8
Limits: Only Sword
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Armor & Shield Use Skills; Two Melee Weapon Skills
1st: Chivalry Ability: +2 AR & +2 THAWAC for one Melee Weapon
2nd: One Melee, one Disarm, & one Critical Weapon Skill
3rd: +3 Head, Body, and Limb ARMOR numbers permanently
~~~
Profession: Knight, Rebel Ghashgordun
STEP RATE #: 176
min Attributes: AMBT15, PROW20, CHRM15
Trained Lore/SL: 4d10+15
Educated Lore/SL: 1d8+2
Limits: Only Sword or Spear
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Armor Use Skill; Critical Weapon Skill
1st: One Melee & one Critical Weapon Skill
2nd: Natural Blind-fighting Ability without penalties
3rd: Withstand Blow Ability: When ever a new weapon strikes the
Knight, the damage is halved on a successful b(AMBT) roll.
~~~
Profession: Mercenary, Shire-Realm
STEP RATE #: 88
min Attributes: QCKN16, PROW15, INST16
Trained Lore/SL: 4d8+4
Educated Lore/SL: 2d6+4
Limits: None
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: One Thrown & one Melee Weapon Skill;
1st: Shadowing & Avoidance Skills
2nd: Fastdraw & Silence Skills
3rd: Melee Weapon Skill & Precision Attack Ability: Mercenary
will hit a vital area to cause double damage with a b(INST)
check.
~~~
Profession: Mercenary of Tiran
STEP RATE #: 104
min Attributes: QCKN18, PROW18, INST18
Trained Lore/SL: 4d8+10
Educated Lore/SL: 2d10+5
Limits: None
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Two Weapon Skills (any Weapon Type); Shadowing & Silence
Skills
1st: Fastdraw & Avoidance Skills
2nd: Two Weapon Skills (any Weapon Type); +1 Parry/Avoid Ability
3rd: Precision Attack Ability: Hit vital area for double damage
with a b(INST) check.
~~~
Profession: Mercenary, Rebel Ghashgordun
STEP RATE #: 116
min Attributes: QCKN16, PROW18, INST20
Trained Lore/SL: 5d10+5
Educated Lore/SL: 1d8+4
Limits: None
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Three Weapon Skills (any Weapon Type); Avoidance Skill
1st: Shadowing & Silence Skills; Backstab Ability: x2 with
successful b(INST) check
2nd: Fastdraw Skill & two Thrown Weapon Skills
3rd: Precision Attack Ability: Hit vital area for double damage
with a b(INST) check.
~~~
Profession: Quester, Travelling
STEP RATE #: 80
min Attributes: AMBT16, HLTH14, LUCK14
Trained Lore/SL: 2d8+4
Educated Lore/SL: 4d6+6
Limits: None
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0th: Tracking, Survival, Travelling, & Endurance Skills
1st: Melee Weapon: Walking Staff; Special Staff Ability: Staff
gains +1 AR, -1 WSlo, and +5 special damage.
2nd: Special Weight Ability: Quester's maxWeight score increases
permanently by 10 pounds for every Step Level gained.
3rd: Special Quest Ability: Quester gains special insights when
on a journey to seek something of interest.
~~~
Profession: Ranger, Shire-Realm
STEP RATE #: 192
min Attributes: MIND16, CHRM18, INST18
Trained Lore/SL: 3d20+8
Educated Lore/SL: 3d12+6
Limits: No poisons
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Rangers gain one Spellskill from the Living Realm every three
Spell Levels.)
0th: Tracking, Hunting, Forestry, & Animal Lore Skills
1st: Silence & Shadowing Skills
2nd: Ambidexterity Skill
3rd: Spellskill:FOCS#1; Special Weapon Ability: The Ranger will
choose a specific weapon to be passed down in heritage. The
weapon will gain +2 to THAWAC, +1 AR, and +5 extra damage.
~~~
Profession: Sorcerist, Shire-Realm
STEP RATE #: 260
min Attributes: MIND20, CHRM18, FOCS18
Trained Lore/SL: 10
Educated Lore/SL: 6d20+10
Limits: No Armor or Shields; Only magical weapons of reputation
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Sorcerists gain five Spellskills from the Grey Realm every SL.)
0th: Five Spellskills:FOCS#1; Reading/writing & Languages Skills
1st: Five Spellskills:FOCS#1; Special Magic Detection: within 50'
of the Sorcerist, all types of magics and intensities will
be known.
2nd: Five Spellskills:FOCS#2; Magic Reading & Sorcerist mark abilities
3rd: Five Spellskills:FOCS#3; Detect Disposition Ability at will up
to 50' from the Sorcerist
~~~
Profession: Sorcerist, Rebel Necromantist
STEP RATE #: 212
min Attributes: MIND18, CHRM15, FOCS15
Trained Lore/SL: 1d6+4
Educated Lore/SL: 5d20+10
Limits: No Armor or Shields
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Sorcerists gain four Spellskills from the Grey Realm every SL.)
0th: Four Spellskills:FOCS#1; Reading/writing & Languages Skills
1st: Four Spellskills:FOCS#1; Magical Energy Grasp ability: drains
one c(ATTR) point per second touched.
2nd: Four Spellskills:FOCS#2; Special Magic Detection: within 50'
of the Sorcerist, all types of magics and intensities will
be known.
3rd: Four Spellskills:FOCS#3; Minor Illusion creation ability.
~~~
Profession: Worshiper of Minvala
STEP RATE #: 184
min Attributes: AMBT16, MIND15, FOCS16
Trained Lore/SL: 2d6+6
Educated Lore/SL: 4d20+6
Limits: No Weapons, Armor, or Shields
Granted (free) Skills/Abilites per Step Level:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Worshipers gain six Spellskills from the Divine Lands each SL.)
0th: Religion & Unliving Sense Skills; Six Spellskills:FOCS#1
1st: Special Granted Robes: Robes are blessed for the Worshiper
only. Worshiper gains +1 Parry/Avoid# and +2 to all
ARMOR#s; Six Spellskills:FOCS#1
2nd: Six Spellskills:FOCS#2; Unliving resistance ability.
3rd: Spiritual Mace Ability: Worshiper is granted a ghostly mace
that attacks as a Melee Weapon-- Stats: WSlo+2, AR:3, Total
Damage:10+1d12. The Spiritual Mace will cause double damage
on all evil or corrupt foes and will cause Triple damage to
all Unliving creatures; Six Spellskills:FOCS#3
III. STANDARD SKILLS
~~~~~~~~~~~~~~~~~~~~
The following list of skills are, by far, not complete.
Furthermore, skills are not defined due to the house-rules of the
GM. Skills can be self-taught or might require professional assistance
depending on the specific skill. There are three categories of Skills:
Educated (mental), Trained (physical), and General (experienced) Skills.
The character gains both Educated and Trained Lore (as rolled points) at
each Step Level. The rate of Skill Lore is dependent on the Profession
chosen. By general rule, Professions with a higher STEP RATE number gain
more Skill Lore points per Step Level. Spells are viewed as Skills, and
each Spell must be 'bought' with Educated Lore Spell Points. Most weapon
and armor skills are bought with Trained Lore points.
To purchase a desired skill, the player must invest at least
one-half of the skill's Lore Maximum. A skill is not fully
effective until the full amount of Lore points have been invested
into a specific skill. Skills that are purchased between one-
half and the full Lore number are penalized 10 points on the die
roll if checked against, and if a skill does not normally require
any die check, a b(MIND), b(PROW), or b(EXPR) check is required
(according to an Educated, Trained, or General Skill) whenever
the skill is used. All penalties will be go away when the full
(maximum) Lore number is purchased for the skill.
As an optional rule, characters start out with a certain number of
Lore points. The starting number is based on the base Attribute Sum.
The Attribute Sum equals the total starting Lore; this Lore can be used
General-type Skills Maximum Lore
~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
Agriculture 10
Animal Handling 16
Animal Training 16
Artistic 10
Blacksmith 14
Brewing 8
Carpentry 12
Cobbling 14
Cooking 6
Dancing 4
Digging 2
Directional Sense 16
Etiquette 14
Fishing 6
Identify 18
Jumping 16
Language 20
Leatherworking 16
Mapmaking 14
Metalworking 20
Mining 10
Musical Instrument 20
Pottery 8
Reading/writing 10
Riding, Air 30
Riding, Land 24
Riding, Sea 28
Rope Ability 16
Running 20
Scribing 16
Seaman 6
Singing 4
Stone-masonry 10
Story-telling 12
Swimming 12
Throwing 10
Trading 8
Travelling 18
Unliving Sense 20
Weather Sense 14
Weaving 8
Whistling 4
Woodworking 16
Educated-type Skills Maximum Lore
~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
Ancient History 20
Animal Lore 10
Appraising 20
Armorer 50
Astrology 30
Charm 20
Desertry 16
Engineering 30
First Aid 40
Focusing 100
Forestry 16
Forgery 10
Gaming 10
Herbalism 20
History (Special) 30
Hunting 14
Icelands Lore 16
Language, Ancient 50
Lip Reading 20
Memorization 80
Mind Trick 30
Navigation 20
Oratory 24
Quickfocus 120
Religion 20
Resist Fear 30
Spell-Lore 40
Spellskill/FOCS# 10
Survival (Specific) 28
Tracking 14
Translating 10
Ventriloquism 10
Weaponsmith 50
Trained-type Skills Maximum Lore
~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
Ambidexterity 120
Armor Use 40
Avoidance 60
Balancing 16
Blind-fighting 20
Brawling 8
Cold Endurance 20
Critical Weapon Use 60
Disarming Weapon Use 20
Disguise 16
Endurance 20
Fastdraw 50
Fastfire 140
Find/Remove Traps 50
Fired Weapon Use 50
Gem Making 20
Heat Endurance 20
Juggling 10
Listening 20
Melee Weapon Use 40
Mountaineering 16
Picking Pockets 20
Pick/Remove Locks 50
Pole Vaulting 24
Quickrest 100
Setting Snares 22
Shadowing 60
Shield Use 30
Silence 50
Sleeping 36
Special Weapon Use **
Thrown Weapon 30
Tightrope Walking 28
Tumbling 32
Armor, Shield, and Weapon use requires the character to purchase
the skill for each SPECIFIC type of weapon and armor. For
instance, if a player has a dagger and a sword and wants to gain
a melee skill in each, two melee skills must be bought: one for
the sword and one for the dagger. Furthermore, if a specific
weapon has more than one skill-capability, they must be purchased
individually.
Skills can be learned if they are trained or educated by the
Professional college, institution, or sage. Since learned skills
vary from place to place, the broader the education of the
character, the higher probability that a rare skill can be gained
for the particular Profession. The GM will let the PLs' char-
acters know what skills are available when and where. The maximum
Skill Lore of a Skill is always an even number.
IV. Currency, Arms, & Armor
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Currency is simplified. Various kingdom-states produce their own
currencies with their own Coats of Arms or emblems, but standard precious
metals are accpeted widely, regardless of the specific emblem:
Copper Crowns 1/10 GP
Silver Circles 1/2 GP
Gold Plates Normal Currency
Platinum Rings 10x GPs
Silver Circles are commonly traded for goods in rural areas,
while Gold Plates are more commonly used in places such as
Minvala and New Tiran. Although Platinum Rings are rare, they
can be found from time to time and are made from Hardurus of the
late 5th age mixed with gold (purity at about 20%).
Weapons of the Known Lands:
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Notations:
~~~~~~~~~
Items can be forged in many different places at different times:
BL Baraland, GG Ghashgordun, MS Mithrinshire, MV Minvala,
NA New Ardor, NR Northern Realm, NT New Tiran, OE Old Easternlands,
OH Old Hardurus, OM Old Mordus, OS Oldshire, RS =3D Rivenshire,
TL Toqueland, WS West Shire, & UK Unknown
WTs are the possible Weapon Types that the character can learn
skills for. Each WT must be learned as a separate skill.
COST(GPs): This is the base (minimal) cost of the weapon in Gold
Plates.
Name of Weapon & Place APs Wght Lnth DAM# COST
~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~
Arrow (GG) F 2 2' +1 12/1
Arrow (NT) F 1 3' +2 8/1
Arrow (WS) F 1 2' -- 10/1
Battle Axe (GG) M C 12 6' +7 25
Battle Axe (MS) M D 10 6' +7 8
Battle Axe (NR) T M C 15 7' +9 20
Battle Axe (UK) M 9 6' +4 5
Bow (GG) F 4 6' -- 40
Bow (NT) F 3 7' +3 120
Bow (OG) F 5 7' +3 125
Bow (OM) F 5 8' -- 70
Bow (OS) F 3 3' +1 50
Bow (RS) F 3 6' +4 140
Bow (WS) F 4 5' +1 100
Club, Blunt (MV) T M 6 4' -- --
Club, Spiked (NT) T M D C 8 4' +2 6
Dagger (BL) T M 1 1' -- 2
Dagger (GG) T M 3 1' -1 4
Dagger (NA) T 2 2' -- 3
Dagger (NR) M 3 2' -2 5
Dagger (NT) T 2 1' -- 4
Dagger (OE) M 2' 2' +1 10
Dagger (UK) M D 1 1' -- 5
Dirk (OS) T M 1 10" -2 1
Dirk (TL) T 1 9" -- 5
Flail, Blunt (MV) M D 6 3' +1 10
Flail, Spiked (GG) T M D 7 3' +2 12
Flail, Spiked (OM) M D C 8 5' +3 30
Hammer, War (NR) M C 8 5' +6 60
Hammer, War (WS) T M 4 4' +4 40
Hand Axe (NR) T M 3 2' -1 5
Hand Axe (RS) T 2 2' -- 6
Lance (NA) M 12 7' 2d6 30
Lance (NT) M C 20 8' 2d8 50
Lance (OG) C 22 10' +6 100
Lance, War (NT) M C 25 12' 2d8 75
Lance, War (OG) C 30 15' +10 250
Morning Star (MV) M 5 5' +5 35
Glaive (GG) M D C 12 7' +3 12
Glaive (OM) M C 15 8' +4 30
Mace, Blunt (MV) M 5 3' +1 10
Mace, Spiked (GG) M 9 5' -2 8
Mace, Spiked (WS) M C 8 4' -- 15
Pick (MS) T M 4 6' -3 4
Pick (OS) M 3 3' -1 3
Sickle (RS) T M D 3 4' -- 12
Sickle (OE) M C 4 5' +2 45
Sling (BL) F 1 4' -- 20
Sling (GG) F 2 3' -2 9
Sling (OS) F 1 2' +1 16
Slingstaff (RS) F M D 3 6' -- 45
Slingstaff (WS) F M 4 7' -1 32
Spear (GG) T M 6 6' +1 7
Spear (NA) M 5 6' +1 10
Spear, War (GG) M C 7 7' +2 40
Spear, War (NR) C 8 6' +3 25
Spear, War (OM) C 10 8' +5 75
Staff (RS) M D 2 5' +1 5
Staff (UK) M 3 6' -- --
Sword (BL) T M D 2 3' +4 10
Sword (GG) M D 9 5' +5 15
Sword (MS) M D 5 4' +4 12
Sword (NA) M D C 10 5' +7 20
Sword (NR) M C 25 7' +10 75
Sword (NT) M D C 15 6' +12 80
Sword (OE) T M D 4 3' +6 36
Sword (OG) M D C 12 6' +9 55
Sword (OM) M C 30 9' +12 150
Sword (OS) T M D 2 2' +3 35
Sword (RS) M D 7 4' +3 25
Sword (TL) T M C 3 2' +4 40
Sword (WS) M D 8 5' +5 32
Sword (UK) M C 11 4' +4 28
Swordbow (NA) F M C 5 4' +1 90
Trident (MS) D C 7 7' +4 60
Whip (GG) M D 1 5' +1 30
Whip (OM) M D C 2 8' +3 65
-----------------------------------------------------------------
Type of Armor Worn ARMOR# Lbs. Area Cost(GPs)
~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~ ~~~~ ~~~~ ~~~~~~~~~
Clothing (Wool, etc.) 1 1-10 Vary Vary
Light Furs 2 4 B L 10
Padded Armor/Med. Furs 3 8 B L 15
Full Furs/Leather 4 10 B L 18
Studded Leather 5 15 B L 25
Ring Mail 6 25 All 40
Scale Mail 7 30 All 60
Leather-Chain Mail 8 35 All 75
Scale-Chain Mail 9 40 All 85
Chain/Partial Plate Mail 10 50 All 100
Battle Chain Mail 11 55 All 150
Bronze Plate Mail 12 55 All 225
Splinted Plate Mail 13 60 All 500
Banded Plate Mail 14 60 All 600
Field Plate Mail 15 65 All 1,000
Full Plate Mail 16 70 All 2,500
Battle Plate Mail 18 80 All 4,000
Dragon Scale Mail 20 35 All 10,000
Dragon War Plate Mail 25 60 All 25,000
Hardurus Chain Mail 30 10 B L 250,000
Hardurus Plate Mail 40 25 All 750,000
* "Mail" usually indicates that the armor protects the Head,
Body, and Limbs of the character.
Shields--
~~~~~~~~~
Wooden, Small 1 2 One 5
Wooden, Normal 2 4 One 10
Wooden, Large 3 5 Two 15
Metal, Small 4 5 One 10
Metal, Normal 5 8 One 20
Metal, Large 6 10 Two 30
Metal, Tower 7 15 All 50
Metal, Battle 8 20 Two 75
Dragonscale, Normal 10 8 Two 5,000
Mithril, Normal 20 5 One 100,000
V. The SORD Spell System
~~~~~~~~~~~~~~~~~~~~~~~~
Magic Sum-up:
1). One's m(FOCS) is checked against to see if the energies of
magic can be drawn forth and 'contained' to utilize. If the 1d20
check fails, the spell's FOCS# will be subtracted from the
c(FOCS) number.
2). When the m(FOCS) roll is successfully checked, a 1d20 m(MIND)
roll is needed to 'control' the spell, or the energies will be
released randomly. If the m(MIND) roll fails, a special chart
will determine what happends to the summoned energies.
Once the energies have been created and controlled, it will
hover in an amorphous, transparent cloud (size depending on the
power of the Spell) up to the the maximum Control time or can be
released to serve its purpose, which ever is desired. Spells
that have a quick (instantaneous) effect can be kept in an energy
cloud until the right moment. For spells with long effects, it
is more advantageous to release the spell from the energy cloud.
If a Spellskill has not been released, the Magic Wielder must
concentrate on the spell and release it before anothe spell is
attempted. Spell energies can travel up to 100 ft/sec.
Control Time = b(MIND) in seconds + Spell's Control Time
3). One or more Attribute rolls could be used for each specific
Spellskill cast (depending on the spell itself).
4). The Special Attack# will be used for most Offensive Spell-
skills.
5). Focusing time for spells is based on the formula:
200
Focusing Time (Sec.) = -------------- + Spellskill FOCS#
m(FOCS+MIND)
6). The Magic Wielder needs his/her sight, hands, and voice to
cast spells.
7). To cast a spell, the Magic Wielder must have at least as much
c(FOCS) as does the Spellskill's FOCS#.
8). The Magic Wielder can gain as many Spellskills as s/he has
time to study and learn (for a permanent basis). Usually it
takes a full week of hard studying to learn a a Spellskill of 10
Educated Lore points.
9). If a spell is attempted without the use of hands, the Magic
Wielder has a -10 penalty to the FOCS and MIND die rolls.
10). If a spell is attempted without verbal sounds, a -10 penalty
is given to the Magic Wielder; a muffled voice is a -5 penalty.
11). If a spell is attempted without sight, it can be focused,
but might not be controlled. Both m(MIND) and m(INST) checks
must be made successfully.
12). If the Magic Wielder has a possession, item, or symbol of
Zanagast, s/he can cast spells without sight or hands.
13). If the Magic Wielder has a symbol of the Valar, s/he can
cast spells without voice or hands.
14). Spells from other systems will be converted as follows:
A). Level of Spells: Spell Levelx2 =3D FOCS# Range
B). Magical Duration: Spell's Control Time
C). All dice will be raise to the next highest
die. If a die is already a d20, a 2d20 will take
effect. I.E., an offensive spell will cause 1d6+1
instead of 1d4+1 damage.
15). Sample SORD Spell:
Curing Touch
~~~~~~~~~~~~
Source: Undying Lands
FOCS#: 3
Control Time: 0 [+ b(MIND) of course]
MaxDist: 0 (Touch)
Definition: By the touch of this power, the recipient will be
cure 1/2 of his/her m(HLTH) and 2d6 points to any other damaged
location(s).=20
16). Sample Converted Spell
Breathe Water
~~~~~~~~~~~~~
Source: Living Realm
FOCS#: 5 (50 ELs)
Control Time: 1 hour/Step Level
+1d6 hours [+ b(MIND) of course]
MaxDist: 0 Touch
Definition: As the GM wishes, or direct conversion.
_________________________________________________________________
This ends the SORD Fantasy Supplement Setting. This was produced
extremely fast so gamers could have something at their fingertips
to use SORD with. Good luck with all of your gaming!
For further details about the 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.
________/={_________________________________________________
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`^^^^^^^^\={~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
E-mail me to get your copy of The SORD: (S)ystem (O)f (R)ole (D)evelopment