Bridge Worlds: Soterion

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Bridge Worlds: Soterion Page 11

by Randy Blackwell


  Related Skills are: Appraise; Gather Information

  The Commoner Subclass

  Much like the Aristocrat counterpart, Commoners get general skills they have access to. Commoners, however, receive a greater diversity by choosing either a Commoner subclass profession OR a Commoner subclass craft.

  Commoner professions start with the listed skills for that profession, as it relates to the family background, with one skill at skill level 4 and the second skill at skill level 2; player’s choice. Also, the character gains a simple understanding of that profession. For game terms, each character can use that specific profession he/she came from as one would use a general skill (see general skills for more detail).

  Commoner subclass craft, instead, forgoes having two skills at rank 4 and 2 and a profession to have one crafting skill related to their parent’s trade at a skill rank of 5. Thus, a character who wishes to focus on the Commoner subclass craft in baking would start game play with a Craft: Baking skill at rank 5.

  Commoner General Skills are: Appraise, Animal Handling, Brawling, Defense, First Aid, Fishing, Gather Information, Jump, Language-Speak, Listen, Memory Recall, Ride, Running-Distance, Running-Speed, Search, Spot, Swim, Weapon Group: General.

  These skills are defined in greater detail in Chapter 4. Note that Language-Speak, Language Read/Write, and Weapon Group are general listings for the skill. There are several languages and several different weapon groups the character. Types of weapons the character may become proficient with are identified as One-Handed Sword, Two-Handed Sword, Short blade, Axe, Two-Handed Axe, One-Handed Blunt, Two-Handed Blunt, Pole weapons, Whips and Segmented Weapons, and Small Weapons. There are many weapons that fall within these categories. However, each type of weapon is considered a separate skill. It would not be uncommon to find a character extremely proficient with Two-Handed Blunt weapons but have no skill in Single-Handed Blunt weapons.

  Commoner Professions and Related Skills

  The Commoner Professions and Related Skills are: Auctioneer: Auctioneers must watch the crowd as they receive bids during a public sell. In addition, they need to “stoke” the crowd when bidding slows down. They are to receive the most for the object auctioned as possible.

  Related Skills: Haggle; Appraise

  Barber: This is the profession of cutting and styling hair, shaving, or otherwise grooming. Their primary tool is a straight-edged razor. Not many people want someone they do not know holding a knife close to their throat. As a result, a trustworthy barber is always in high demand.

  Related Skills; Gather Information; Memory Recall

  Chimney Sweep: A Chimney Sweep is relatively important in a community, depending on the climate. With a set of tools, the sweep cleans obstructions or fire hazards from chimney flumes.

  Related Skills: Climb; Balance

  Cook: It seems self-evident, but the cook prepares food. The higher the skill of the cook, the higher the quality or elegance of the meal.

  Related Skills: Memory Recall; Haggle

  Courier: The Courier delivers messages, letters, or packages from one party to another. There is a high level of trust with couriers. Some messages are meant to be private. Good couriers ensure that the message is delivered unopened.

  Related Skills: Running (player determines if Running-Speed or if Running-Distance); Memory Recall

  Farmer: Farmers tend to be the foundation of any economy. They provide livestock for the butcher, grain for the miller, and all things produced from the ground. The primary focus is agriculture.

  Related Skills: Animal Handling; Search

  Fisherman: As the name implies, the character goes out and finds fish for a living. Related Skills: Fishing; Swim Groomsman: A Groomsman does more than take care of the animals, usually horse. He also knows how to care for the animal so it has a perfect coat, proper hooves, and all things to make the animal “fancy” for the owner. A good Groomsman is necessary because many owners take pride in how their animals look.

  Related Skills: Animal Handling; Ride

  Herdsman: Herdsmen work well with farmers. They are the shepherds, watchers of the herd. A herdsman knows how to find good pasture and the best watering spots to care for their animals.

  Related Skills: Spot; Animal Handling

  House Servant: A House Servant cares for the dwelling place. There are many tasks within the home, ranging from cleaning, dusting, laundry, lawn care, and other services the master of the home desires.

  Related Skills: Memory Recall, Bluff

  Laborer: The Laborer does whatever physical labor there is to do, including moving dirt from one location to another, unloading cargo from a merchant wagon, acting as a fireman in case of emergency, and working in the minds.

  Related Skills: Character does not receive any related skills, however the character does receive a +1 to both the characters Physical Strength and Health attribute.

  Lawyer: Law has been around since the beginning of time. A lawyer is versed in prosecuting or defending individuals who have violated a written law (one passed by the ruling authority) or common laws (basic right and wrong, along with cases of equity).

  Related Skills: Sense Motive; Bluff

  Miller: Millers purchase grain from farmers, grind the grain, and resell it out of their shop. Related Skills: Haggle; Sense Motive Nurse: the Nurse does more than aid the sick. Nurses act as midwives, caretakers, or guardians. Additionally, they take on the responsibility of taking physical care of another. Related Skills: First Aid; Sense Motive

  Teamster: Teamsters know everything about operating carriages, wagons, or anything else an animal can be strapped onto to pull, push, drag, or otherwise manipulate an object. Related Skills: Animal Handling; Memory Recall

  Commoner Craft Trades (Craft skill of the same name) The following skills are available to the character as a Craft: Skill should the character choose to forgo the 4/2 related skill and focus more on the trade skill at a skill rank of 5. Trade skills are: Architect/Engineer: the craft of designing and supervising the construction of buildings or other structures

  Armorer: the craft of creating all kinds of armor, from cloth to plate armor

  Baker: the craft of creating baked goods

  Butcher: the craft of “dressing” animals and dividing the animal into smaller portions (e.g. steaks, roasts) Blacksmith:the craft of smelting ore and casting that ore into common metal items

  Bookbinder: the craft of binding paper together to create books

  Bower/Fletcher: the craft of making bows, cross bows, arrows, and bolts

  Brewer: the craft of making drinks by mixing natural herbs, spices, and what not

  Candle Maker: the craft of making candles

  Carpenter: the craft of working with all things wood

  Cobble/Shoemaker: the craft of making shoes, boots from cloth or leather

  Doctor: the craft of using herbs or other ingredients in conjunction with first aid to help with physical ailments. This field entails basic medicine that does not encompass the breaking of the skin).

  Dyer: the craft of dying cloth certain colors

  Glassblower: the craft of making all things glass

  Goldsmith/Silversmith: the craft of making all things from precious metals

  Jeweler: the craft of making all kinds of jewelry

  Leather Worker: the craft of making all things leather

  Locksmith: the craft of making all things that mechanically locks

  Mason: the craft of laying bricks or other stone work

  Mechanic: the craft of making all things that have a mechanical function

  Potter: the craft of making all things baked of clay

  Plumber: the craft of moving water from one location to another by way of pipes or other fittings

  Roofer: the craft of constructing, installing, and repairing roofs of all types

  Shipwright: the craft of designing and overseeing construction of boats, ships, or toher sailing vessels

  Stonecarver: the craft of shaping
and sculpting stone to make shapes, forms, and the like Tanner: the craft of making hide into workable leather

  Weaver: the craft of making cloth or other fabric

  Weaponsmith: the craft of making weapons.

  Step 4: Purchasing Skills

  As previously stated, all characters receive six skill points to spend accordingly within the Aristocrat subclass or Commoner subclass to obtain or increase their skill rank(s). Adam, however receive 12 skill points to spend per level and Showrad receive 4 skill points.

  Example John determines that he would like his Showrad to be a Commoner, Farmer subclass. He chooses to have his Search skill rank 4 and his Animal Handling skill rank 2. A Showrad has 4 skill points to spend on increasing these two skills or purchasing other skills from the General Commoner skill list. He chooses to increase his Search skill to rank 5 by spending 2 skill points. He then spends 1 skill point in Brawling to learn the Brawling skill at a rank 1. He then spends 1 skill point in Spot to learn the Spot skill at rank 1.

  Skills and Attribute Modifiers As previously stated, all skills are linked directly to a base attribute. Attributes affect skills based on the numerical value of the attribute. Once the attribute is determined, then the corresponding attribute modifier is added to the skill to make the final skill rank.

  Example John refers to the Attribute Modification details set forth previously in this manual. John also refers to the skills section of this manual to determine which attribute is linked to his skills. The result is as follows:

  Skill Rank Linked Attribute Modifier Final Skill Rank Search 5

  Animal Handling 2

  Brawling 1

  Spot 1

  Cognizance (15) +1 6 Cognizance (15) +1 3 Agility (14) +0 1 Cognizance (15) +1 2

  Thus, John’s Showrad can subtract his skill from any target number the Game Master determines as difficulty to perform a skill. Let’s say that John’s Showrad is in a standard (easy) fist fight. Since the difficulty is easy (see setting the target number for further detail), then the base target number needed for a success is 9. John’s Showrad has a Brawling skill of 1. To succeed with the Brawling skill, John must roll an 8 (9 – 1 = 8) on 3d8 to succeed in the Brawling skill.

  Skill Points and Leveling During the course of the game, the Game Master will give each player experience points. These experience points are numerical values on how much “life” the character has expe- rienced. If the character receives enough experience, then he can “level up” (that is to say, grow as a character from a level 1 commoner to a level 2 commoner). For every experience level, the character gains new skill points to spend on skills. All characters receive six skill points to spend accordingly within the Aristocrat subclass or Commoner subclass to obtain or increase their skill rank(s). Adam, however receive 12 skill points to spend per level and Showrad receive 4 skill points.

  Type of Skills

  Skills are divided into action, passive, and kit-required skills. Action skills are skills that require some physical or mental effort to perform. Search is an example of an active skill. The player informs the Game Master that he is actively searching an area and wishes to use the Search skill.

  Passive skills are skills that become innate to the character’s nature. Defense is an example of a passive skill. While within the rules of the Defense skill, the character is always in tune to his surroundings and may utilize this skill without making a physical or mental effort.

  Kit-required skills are skills involving tool kits, workshops, or external equipment. Crafting is an example of a Kit-required skill. A blacksmith cannot make horseshoes without a way to heat the metal or a hammer to bend it into shape.

  Characters Language Upon character creation, all characters begin play with the ability to speak both their native race language and the Universal language (the common speech of Soterion). This is represented with the Language: Speak (native race) at skill rank 20 and the Language: Speak Universal at skill rank 10.

  Character Equipment

  Starting equipment for a character is determined by the Game Master. Generally, characters start the game with no equipment other than clothing.

  Step 5: Your 1st level character is complete

  Learning New Skills or Increasing Skill Ranks past 1st level. After character creation (beyond 1st level), the character is considered an adult. To learn new skills, a character must successfully roll a Learning attribute check to determine if the character can learn a new skill or increase a skill. A successful roll means that the character, on 3d8, rolls a number lower than the character’s learning attribute. The character may attempt this roll no more than three times. If all three rolls are unsuccessful, then the character is unable to learn or increase that skill for that specific experience level. This is done for every skill rank increase regardless if the character succeeded before.

  Characters can seek out teachers to help with the learning process. A teacher is anyone within the class guild that has the skill at one rank higher than what the character desires. The difference in the intended skill rank and the teacher’s skill is added to the Learning attribute to make a modified Learning roll. For example, Regis is a level 10 Rogue. He wishes to increase his Appraisal skill from rank 5 to rank 6. He finds a teacher with an Appraisal skill of 10. Regis’ Learning attribute is 15. Instead of needing a sum total under 15, now Regis needs a sum total under 19 (4 being the difference from the intended skill rank of 6 and the teacher’s skill rank of 10).

  QUICK PLAY RULE: Not every player is going to want to spend time to purchase skills and go into that great of detail. To assist new players, we recommend the following quick play options.

  1) All skills the character has access to (General and Related skills) are at the same rank as the character’s level. The player does not have to pick and choose which skills the character has. For quick play rules, the character has them all.

  Summary Guide

  Attribute Initial Attribute Adjusted Physical Strength ________ ________ Agility ________ ________ Manual Dexterity ________ ________ Health ________ ________ Knowledge ________ ________ Learning ________ ________ Cognizance ________ ________ Personality ________ ________ Physical Beauty ________ ________ (Initial Attribute determined by rolling 3d8)

  Physical Strength Table Modifier ________

  ________ ________ ________ ________ ________ ________ ________ ________

  Tiny 1d8 Able to dead lift 2 pounds per point Small to Medium 3d8 Able to deadlift 20 pounds per point Large 5d8 Able to deadlift 30 points per point Huge 7d8 Able to dead lift 50 pounds per point

  Score Modifier Score Modifier 1-2

  -4

  Attribute Modifier

  17-18 +2 3-4 -3 19-20 +3

  5-6 -2 21-22 +4

  7-8 -1 23-24 +5

  9-14 0 25-26 +6

  15-16 +1 27-28 +7

  17-18 +2 29-30 +8

  Score Modifier 31-32 +9

  33-34 +10

  35-36 +11

  35-36 +12

  39-40 +13

  41-42 +14

  43-44 +15

  An additional Modifier of +1 for every two attribute points. Character Background

  Roll 1d8. If roll is 1 or 2, then character’s background is Aristocrat. If higher, then character’s background is

  Commoner. Starting Age

  Starting age for all characters is 14 with the exception of Showrad, which is 1 (due to Showrad growth). RACES

  Yaarma - +4 Health, -1 Knowledge, Animal Speak, and Immune to Demoralization

  Remmy - +2 Agility, +4 Manual Dexterity, +2 Health, +2 Cognizance. 1d8 Physical Strength, May find any one person or location 1/day.

  Miyka - +1 Physical Strength, +2 Personality, +2 Physical Beauty, Auto Light (15’ Radius)

  Akana - +6 Knowledge, +2 Learning, -2 Physical Beauty

  Gabad - +2 Agility, Flying 10, Auto Light (15’ Radius)

  Nepsah - 1d8 Physical Strength, Auto Invisibility, Flight 10, Detect Hidden

  Kat-Ken – 1d8 Phys
ical Strength, +2 Agility, 9 Lives, Obsession: Shiny Object

  ‘Am Mayim – Breathe Water, Swimming 10, Water Might (+1 all attributes when in water; -1 All attributes when on land), Create Air Bubble (2 hours of air), Detect Invisibility

  Raphad – 7d8 Physical Strength, -2 Agility, -2 Manual Dexterity, Detect Hidden (stealth) Showrad – 5d8 Physical Strength, +2 Health, Access to Craft Weapon regardless of Craft, Sacrifice

  Daqad - +2 Physical Strength, +8 Health, Stone Speak

  Adam – Additional Skill points per level

  Kalat - +10 Physical Strength, +4 Health, -4 Physical Beauty, Radiate Darkness (15 ft), Receives 1 point of damage per hour in sunlight.

  Character Weight

  1) Average of character’s Physical Strength and Health multiplied by 20. Adjusted for size (divide by 62 if tiny, 4 if small, multiply by 4 if large, and multiply by 8 if huge.)

  Tiny: 1d8 + Health Attribute Bonus Small to Medium 3d8 + Health Attribute Bonus Large 5d8 + Health Attribute Bonus Huge 7d8 + Health Attribute Bonus

  Health Pool

  Per Level after 1st: Health Attribute Bonus (Minimum of 1) Per Level after 1st: 1d8 + Health Attribute Bonus (Minimum of 1) Per level after 1st: 2d8 + Health Attribute Bonus (Minimum of 1) Per Level after 1st: 3d8 + Health Attribute Bonus (Minimum of 1)

  Additional Notes

  Skills and Attributes: Attribute modifiers adjust the character’s skill rank to make the final Total Skill. Action skills vs. Passive skills: Some skills are action based, meaning that the skill requires some physical or mental effort to perform. Passive skills are skills that become innate to the character’s nature and are “always on”.

  Skills Requiring Kits: Some skills require a kit (or set of tools) to perform the skill. The quality of kit affects the character’s ability to perform the skill.

  Weapon Skills: Weapons are divided into groups. A character must have the weapon group (specific type) skill in order to use a weapon in that weapon group. Weapon Groups that are considered general skills are (One-Handed Swords, TwoHanded Swords, Short Blades, Axes, Two-Handed Axes, One-Handed Blunt, Two-Handed Blunt, Pole Weapons, Whips and Segmented Weapons, and Small Weapons.

 

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