The System Of Role Development
                    Final Internet Edition, v6.00

                  Copyright by Fractal Dimensions 1998
                          All Rights Reserved.

                         Created and Written by:
                            Scott J. Compton

The System Of Role Development, or the SORD, is a gaming system free from
setting. SORD is therefore exchangeable with other systems, rules, and
formats, and gives creative control directly to the Game Master's desire.
SORD was designed for realism in the diversity of character types,
flexibility in optional rules, efficiency during combat and gameplay, as well
as overall play-tested simplicity for any novice to experience role-playing

This SORD v6.00 internet rulebook is compatible with the official published
rulebook available in game and bookstores by Fractal Dimensions, INC. With
this internet document, you have all of the SORD necessities for role-
playing. The official published book (96 pages) now in stores is artistically
formatted with a color-glossy perfect binding and contains a plethora of
internal artwork by several artists, character sheets, glossaries, indexes,
professional editing, a higher level of details and examples, as well as a
complete historically-based Robin Hood setting (literature, adventures, maps,
sample characters, cultures, professions, equipment, skills, and so forth).

Since there are many downloadable SORD settings on the internet (such as the
Ethaerios Fantasy Worldbook, Arthurian Avalon, and QUASAR), this v6.00
rulebook might not be 100% compatible with those earlier supplements
scattered across netspace. Many authors, including myself, are working to
update all internet materials of SORD to the official v6.00 system. In the
future, you can also find SORD-lite (the DAGGER) and the 3D RPG. Thus, check
back at the following places to find free supplements and worldbooks:


To find out more about SORD published worldbooks and products such as the
Da'akfal Worldbook (tribal sci-fi), U.N.M.E.N. (superhero), Europa (sci-fi),
Cybernetic Overkill (dark cyberpunk), and Downfall of the Dragonkind (based
on the novel), contact Fractal Dimensions, INC. at:

                    O)--{[=======- ** -=======]}--(O
                         Fractal Dimensions, INC.
                        17-29 Main Street, STE 316
                           Cortland, NY  13045
                    O)--{[=======- ** -=======]}--(O

You have the permission to pass this game along or copy this e-mail version
whenever your heart desires, as long as the game stays fully intact and
unaltered. This game is available free to you via the internet. For further
details about this internet rulebook, contact me (Scott J. Compton) at or SORD and all 56
versions for the internet were created, written, and edited by Scott J.
Compton. SORD v6.00 coincides with the official, published 1st Edition SORD
rulebook. Copyright December 1994, February 1995, June 1995, December 1995,
February 1996, July 1996, November 1996, and February 1997, and August 1998. 
All Rights Reserved Worldwide.

                                    /^\  -^^-  .-^-. -=^=- -=^=-  \   /
Scott J. Compton      ** AKA **     `-. |      |   |   |     |     \ / 
                                   \__/  -__-  `-_-'   |     |    -_|

Acknowledgments: (Play-testers and Game Design Assistants)
Mike McAllister, Vince D'Amelio, Jason D. Yoder, Michael Ching, 
Richard Ney, Michael Turner, Mark Steiglitz, Tim Knight, and Jocelyn

Other Contributors:
Eden Durnford (Artist), Johnny Chen, Keanu Reeves (Dogstar), Al Gore
(environmentally conscious), Britt Klein (internet guru), George Lucas (no
need to explain), Andre the Giant (in memory of the Princess Bride), my
parents and sister (cannot forget them), Confucius (for many sayings), Donald
Redick (FD God) and Kathy (Goddess), my wife Elina Aulikki (certainly can't
forget her!), Steven Speilberg, Stanford University (Nancy van Zwol, Rick La
Rosa, the libraries, and internet access), and the hundreds of list members
that helped out on the 'SORD-list@list.Stanford.EDU' as of October 1994 (now
the, as well as other contributors that would
take *several* pages to mention.

DISCLAIMER: Access to and use of the System Of Role Development or SORD is
subject to the following terms and conditions: The SORD is authored by Scott
J. Compton of Sherman Oaks, California from 5/9/94 to the present. Fractal
Dimensions, INC. and Scott J. Compton directly control all documentation,
creative rights, and all other materials specific to the SORD. All users and
parties who use the SORD must never sell or print this game for profit. All
users and parties must never alter, modify, or rewrite the SORD publicly.
SORD materials may be photocopied and altered for home use, and SORD
supplements may be created if used privately. Any materials publicly written
for use with the SORD must first be approved by Scott J. Compton and Fractal
Dimensions and are not assured publication on any forum of media. All users
and parties of the SORD understand and agree that Scott J. Compton and
Fractal Dimensions, INC. is not responsible for any problems created or
associated by the SORD or damage (physical, mental, or emotional) resulting
from the game. All users and parties understand that the SORD is copyrighted.
Game materials and submissions written for the SORD such as science fiction
settings can be directed to Scott J. Compton at
or at

SORD DISCUSSION INFORMATION: If you would like to discuss SORD-related
topics, send e-mail to and in the body
of the letter, write 'subscribe.'

PUBLISHING INFORMATION: If you wish to become involved in SORD product
development or if you are interested in using SORD as your universal system
of choice, Fractal Dimensions, INC may negotiate and consider new contracts
based upon written materials and treatments.

      O{]|///////|[ * >---------- Introduction -----------``--__

SORD is a role-playing game--meaning that each role-player takes on the
verbal responses and unique personality from the desired actions and persona
of a character within the game by use of the SORD rules. The game director,
also known as the Game Master (GM), is also a role-player, but is a masterful
storyteller who controls the overall setting, plots, conflicts, political
make-up, unique creatures and characters, and specific features of the
imaginary world. Like all role-playing games, SORD players get to enhance
their imaginative experiences through the lives of other characters, similar
to actors in movies or heroes in books.

O{]|\\\\\\\\\|[ * >- A Roleplayer Defines Imagination's Reality -``--__

If you are not yet familiar how RPG systems work or the above paragraph did
not make much sense to you, I highly recommend you find someone who can help
teach you the fundamentals and typical method of role-playing. Otherwise,
consult the details of how to role-play within most published RPG books such
as SORD at your local game store or do a search on the internet. This v6.00
version contains the necessary rules, but purposely leaves out many
commonplace details already ingrained in the minds of experienced role-
playing gamers.

O{]|\\\\\\\\\|[ * >---------- 1. TERMS AND FORMULAE -------------``--__

The formatting of this internet version is very simple. Terms and formulae
are given at the beginning of this rulebook. Thereafter, a SORD character is
created along with the introduction of the SORD rules to demonstrate how to
play the game. Finally, the SORD Conflict system shows how the character can
take action. An internet character sheet is also given along with other
useful information in the appendix.

In the next five glossary subsections of 1). Basic Terminology, 2). Conflict
Terminology, 3). The Ten Attributes, 4). Calculation Formulae, and 5). SORD
Abbreviations, you will have all of the necessary features of SORD to
understand all concepts and computations within the game. I recommend that
you quickly skim over these five sections, and refer to them when needed, but
move onto the Character Creation section.

I also recommend that you create a SORD Spreadsheet for the formulae to speed
character updating between adventure scenarios. Currently, there are several
spreadsheets available on the internet. The more simplistic version of SORD,
known as the DAGGER, uses only a few calculations and requires little
character upkeep if a Game Master is more interested in a mathematically lite

      O{]|///////|[ * >------- Basic Terminology ---------``--__

Ability: An inherent skill of a character that usually does not have to be

Adventure: The primary element of play in a role-playing game. A single
adventure has a beginning and an end. It may finish in one session or last
for several. An adventure may be a published supplement, or created by the

Attributes: The core statistics that summarize a character. In SORD, the five
Primary attributes are Ambition, Health, Mind, Prowess, and Quickness. The
Secondary attributes are Charm, Experience, Focus, Instinct, and Luck. Each
attribute has a Base, Maximum, and Current score.

Campaign: A continuing sequence of adventures that usually has the same cast
of participating characters. Most campaigns are run under a GM or group of

Character: Any *imaginary or historically based* being played or controlled
by the GM or player during a gaming session.

Character sheet: A written description *and collection of statistics* for a

Encounter: An event in an adventure. Usually a meeting between the PCs and
one or more creatures or NPCs.

Dungeon: *An* underground fantasy world or adventure setting.

Game Master (GM): The referee, or moderator that conducts the game.  The GM
is a storyteller and controls the setting, plots, monsters, NPCs, and other
features of the Worldbook used.

Game time: The time that passes in the game world.

Game world: A setting or background for a gaming session.

Monster: Any being that the PCs cannot come to terms with *which often*
results in conflict.

Non-player character (NPC): Any character that is controlled by the GM.
Alternatively, a character in the game that is not a player character.

NPC: see "non-player character."

Party: A group of PCs and accompanying NPCs participating in an adventure.

PC: see "player character."

Player character (PC): Any persona or character that is created and
controlled by a player. Alternatively, a player character can be the
counterpart or analog for a player in another world.

Session:  The time during which the GM and players partake together in a
given adventure.

Skill: A character's capacity to do something.

Source supplements: A game book designed to describe background material on
a particular subject or set of subjects.

Supplement: Any additional material that was designed to work with the Basic
SORD rules.  Examples are worldbooks, adventures, and source supplements.

Worldbook: A game supplement that details a background, setting, events, and
rules for a particular world.

      O{]|///////|[ * >----- Conflict Terminology --------``--__

Action: An action is any defined and measured non-weapon activity, usually
physical, taken during a Conflict.

Attack Rate: The Attack Rate is the maximum number of times a character can
attack with his specific weapon in a Fifth Turn, due to its dimensions and
other factors in accordance with the character's attributes and reactions.

Attack Roll: An Attack Roll is a random number, on a 1d20, which determines
if an attacker will hit, parry, or miss a defender. The Attack Roll modifies
the attacker's THAWAC and is compared to the defender's Parry Avoid number.

Attack: The act of attempting to hit an opponent is known as an Attack.

Attribute Damage: The actual damage taken to the current attribute numbers
after protective armor (Armor Numbers), various forms of protection
(Protection Points), and other defenses such as skills have been subtracted
from the Total Damage number is known as Attribute Damage.  A synonym for
Attribute Damage is Vital Damage.

Constant Damage: Constant Damage makes up a part of the Total Damage that a
weapon can inflict.  Constant Damage points are gained from the Weight And
Length Offensive Points (WALOPs), the Design Strength number (DS#), and other
Constant Damage-based capabilities such as conflict-related skills.  The sum
of all Constant Damage points is divided by a variable setting factor,
depending on how much realism is desired for the setting; the lower the
division factor, the more realistic the damage.

Damage Dice: Damage Dice are the two identical dice (with the number of sides
depending on the skill) which are multiplied by the character's PowerSTEP to
produce a random amount of Variable Damage. The Variable Damage is then added
to the Constant Damage to give the Total Damage a weapon can inflict.

Damage Modifiers: Damage Modifiers are special types of constant, variable,
or extra damage added to the Total Damage.

Damage Types: The five Damage Types are represented by a non-skill related
Base number and by four skill-related numbers: Fired, Melee, Special, and

Design Strength: Design Strength represents weapon quality and durability. 
It also provides extra damage numbers to the Constant Damage due to a
weapon's innate and unique construction, such as a better edge, the type of
material it is made from, the skill of the maker, weapon specifications, its
magical enchantments in a fantasy setting, etc.

Fifth Turn: A Fifth Turn (5T) is one-fifth of a minute or 12 seconds.

Full Turn: A Full Turn is a one minute duration of Conflict time or five
Fifth Turns.

Hit: A successful Attack is termed a hit.  Whenever a defending character
receives a hit from an attacking character, the defending character is in
danger of receiving damage.

Initiative Chance Roll: An Initiative Chance Roll or Initiative Roll is the
random 1d4 die rolled to determine the exact second on which the character
starts a first attack in a Fifth Turn.

Initiative Number: The Initiative Number (INIT#) is the particular second on
which a weapon strikes or an action occurs during the first attack or action
in a Fifth Turn.
Initiative Sequence: The Initiative Sequence is the order in which Conflict
takes place among all participants from the 1st through the 12th second of
a Fifth Turn.

REST: A Rest is a "period" of quality time determined by the GM when the
character is not under any mental, physical, or special stresses.

Special Circumstance Unusual Modifiers: Special Circumstance Unusual
Modifiers or SCUMs are numerical variances imposed by the GM during any

Speed Number: A Speed Number is a positive or negative number of seconds that
modifies the Initiative Chance roll for a particular weapon or action.

Total Damage: The sum of the Variable Damage (the two Damage Dice multiplied
by the character's PowerSTEP) and the Constant Damage on a single attack is
called the Total Damage.

Variable Damage: Variable Damage makes up a part of the Total Damage that a
weapon can inflict.

WALOPs: This number reflects the physics behind the weapon based on its
weight and length.

Weapon: Any item which can inflict damage on another character, creature, or
object, is called a weapon.

Weapon Slowness: The character's Surprise Rate and weapon statistics (Weapon
Type number and WALOPs) define a number which represents the repositioning
time after a weapon attack.

      O{]|///////|[ * >------- The Ten Attributes --------``--__

Ambition (AMBT or A): PRIMARY ATTRIBUTE. Represents one's eagerness, core
essence, courage, and desire.  One's Ambition might also reflect the
character's spiritual endurance and essence in some settings and, often,
describes the persistence, drive, and will-power of the character. 

Charm (CHRM or C): SECONDARY ATTRIBUTE. Shows the character's non-verbal
presence and aura seen by others as well as defines the ability to withstand
or influence emotion such as fear, anger, sadness, etc.  Charm is composed
of persuasiveness, leadership, honor, guile, manipulative ability, others'
loyalty to the character, and control over others to influence emotional
response. In other words, a character with a high Charm rating has a greater
influence over those with lower Charm. Having a higher charm may also
influence the physical attractiveness of the character through its outlook,
facial gestures, and non-verbal persona.

Experience (EXPR or E): SECONDARY ATTRIBUTE. Describes the overall gained
insights by learning things throughout the character's life.  This attribute
can be thought of as common sense or street-wisdom, but also includes various
aspects of the nine other attributes and is used when determining the life
or death of the character. Experience is viewed as an attribute, whereas STEP
experience (described later) is independent of this attribute.

Focus (FOCS or F): SECONDARY ATTRIBUTE. Defines the mental ability and
creativity of the character.  It encompasses the unique powers, energies, and
concentration, and mental stamina.

Health (HLTH or H): PRIMARY ATTRIBUTE.  Represents the driving life-force of
the character as well as the physical endurance. Health defines resistance
to damage and disease, and often describes the character's physical wellness
and aerobic strength.

Instinct (INST or I): SECONDARY ATTRIBUTE. Measures the five senses of smell,
hearing, sight, taste, and touch, various perceptions, as well as possible
mental hunches and instant animal-like insights.  Instinct also characterizes
the instantaneous sense-based judgments of a character.

Luck (LUCK or L): SECONDARY ATTRIBUTE.  Reveals the character's ability to
benefit from random chance to take advantage of situations to make them more
favorable. Luck is often features in situations that give rise to chaotic

Mind (MIND or M): PRIMARY ATTRIBUTE.  Measures the overall long and short-
term memory capacity, the logic, the thought-out judgments, ability to resist
mental damage, and mental wellness of a character.

Prowess (PROW or P): PRIMARY ATTRIBUTE. Tells the physical might and muscular
physique of the character.  Prowess shows physical metabolism, anaerobic
power, and resistant to bodily damage.

Quickness (QCKN or Q): PRIMARY ATTRIBUTE. Defines the coordination, deftness,
agility, and balance of the character.  Quickness represents how well a
character can physically react and adapt to a situation, as well as
resistance to damage that affects mobility.

      O{]|///////|[ * >------ Calculation Formulae -------``--__

Attack Rate (AR#): [RR# - 12] / [WSlo + 12]

Body Weight: Rolled or chosen Cultural Weight.

Carried Weight: Total carried weight, excluding Body Weight

CSR#: (# of Cultural Net Base Attribute Mods x 100)+SRT Investments

Cultural Lore: (CSR#/10)x(Human Equivalent Age)

Damage Dice Types: Base:2d4, Fired:2d8, Thrown:2d10, Melee:2d12, 
                   & Special:2d(x) ['x' Recommended at (2d6+PS)]

Deathly Blow Number (DB#): m(EXPR+LUCK)x2

Difficulty Die(Number Average): 1d6(+3), 1d8(+4), 1d10(+5), 1d12(+6),
1d20(+10), X(d)X; GM's choice of die/number, or 1d6 chart roll.

Feet/Second: Move Rate/10

Height: Rolled Cultural number or chosen number of inches.

Human Equivalent Years: (Real Years)/(Average Life Span)x100

Initial STEPs: [Highest Base Attribute x Human Age x b(EXPR)]

Initiative Number (INIT#): Initiative Chance roll (1d4) + Speed Number

Life Recovery (LR#): [((HLTH+FOCS)x5) / Human Age]
LNTH: Greatest Length (measured in inches) of the weapon or its parts.

Lore: [(SAL#)+(PS# x PS#)] per STEP Advancement

Maximum Distance Fired: [DS# - projectile WGHT] x [source LNTH]

Maximum Distance Thrown: 50 x [b(PROW)+c(PROW)]/[20+WGHT]

MaxForce#: [(Weapon's WGHT + DS#) x 10]

MaxWeight Number (MW#): [ b(HLTH+PROW) x Height(inches) ] / 20

Move Rate(MR): [RR# + SR#]-[WF# + Human Age]

Parry-Avoid Number (PA#): [m(QCKN+INST+LUCK) + MR#] / 10

Professional Lore: (PSR#/10) per professional year

PSDD#: (Damage Dice Type) x (PS# or SL#)

PSR#: [recommended 500 per MAR] + SRT Investments

Reaction Rate (RR#): [(MW#+b(AMBT+EXPR)) x 200]
                          Body Weight + 100

SA Lore: See Lore


Skill Level Lore: LB#x[SL#x(SL#+1)]/2

Speed Number* (Speed#): (WSlo - AR#)

*(Note: if the Attack Rate is greater than the WSlo, the number will be
negative in value).

STEP Rate Total (SRT): [ PSR#(s) + CSR# + Human Age ] x PS#

STEP Sum (SS): Role-played + Conflict + Problem-solved + Special-Type

Surprise Rate (SR#): b(QCKN+INST+LUCK)

SWAC: (THAWAC) - (1d20 Attack Roll); compared to the defender's PA#.

THAWAC: [(WAR# Type / 10) - WSlo#]

Total Damage: [PSDD# + Constant Damage + Other Bonuses]
              Constant Damage = [(DS#+WALOPs+DamMods)/Setting Damage Divisor]

Unconscious Blow (UB#): b(MIND+FOCS) + [m(MIND+CHRM+INST)/3]

WALOPs: LNTH (in inches) + [WGHT (in pounds) x 5]

WARB# (Base Weapon Attack Reaction Number): All b(ATTRs)+m(AMBT+EXPR)

WARF# (Fired WAR#): (WARB#) + m(FOCS+INST)


WARS# (Special WAR#): (WARB#) + m(MIND+CHRM+FOCS)
WART# (Thrown WAR#): (WARB#) + m(PROW+LUCK)

Weapon Slowness: See WSlo#.

Weight Factor (WF#): (Carried Weight x 100) / (MW#)

WGHT: Total Weight (in pounds) of a weapon and its parts.

WSlo#: [WALOPs + 100] / SR#

      O{]|///////|[ * >------- SORD Abbreviations --------``--__

5T = Fifth-turn (12 Seconds)
A#s = Armor Numbers
AMBT = Ambition Attribute
AMPs = Attribute Modifier Points
AR# = Attack Rate number
b(ATTR) = Base Attribute
c(ATTR) = Current Attribute
CHRM = Charm Attribute
CSR# = Cultural STEP Rate Number
DB# = Deathly-Blow Number
DD = Difficulty Dice
D# = Difficulty Number
EXPR = Experience Attribute
FOCS = Focus Attribute
FT = Full Turn (one Minute)
Ft/Sec = Feet per Second
GM = Game Master
HLTH = Health Attribute
INIT# = Initiative Number
INST = Instinct Attribute
L# = Lore Number
LB = Lore Base
LNTH = Length (of Weapon)
LR# = Life-Recovery Number
LUCK = Luck Attribute
m(ATTR) = Maximum Attribute
m(Force) = Maximum Force (of Weapon)
MAR#s = Minimum Attribute Requirement Numbers
MIND = Mind Attribute
MR# = Move Rate
MW# = Maximum Weight Number
NPC = NonPlayerCharacter
PA# = Parry/Avoid Number
PC = Player's Character
PPs = Protection Points
PROW = Prowess Attribute
PS# = PowerSTEP
PSDD# = PowerSTEP Damage Die Number
PSR# = Professional STEP Rate Number
QCKN = Quickness Attribute
REST = Relaxing Enjoyable Silent Time
RR# = Reaction Rate
SA# = STEP Advancements
SAL# = STEP Advancement Lore Number
SCUM = Special Circumstance Unusual Modifier
SL or SKL = Skill Level
SORD = System Of Role Development
SR# = Surprise Rate
SRT# = STEP Rate Total
STEP = Statistically True Experience Point
SWAC = Subtracted Weapon Attack Chance
THAWAC = Total Hit And Weapon Attack Chance
UB# = Unconscious-Blow Number
WAR# = Weapon Attack Reaction Number (base)
WARB# = Weapon Attack Reaction Base Number
WARF# = Weapon Attack Reaction Fired Number
WARM# = Weapon Attack Reaction Melee Number
WARS# = Weapon Attack Reaction Special Number
WART# = Weapon Attack Reaction Thrown Number
WF# = Weight Factor 
WGHT = Weight (of Weapon)
WSlo# = Weapon Slowness Number
WTs = Weapon Types
WT# = Weapon Type Number

O{]|\\\\\\\\\|[ * >---------- 2. CHARACTER CREATION -------------``--__

SORD requires six of polyhedron dice: d4, d6, d8, d10, d12, and a d20.  The
standard notation is "(x)d(y)", where 'x' is the number of dice used and 'y'
is one of the six types of dice rolled. Besides the dice, other fundamental
materials are needed such as pencils, the character sheets, calculators, and
this gaming system.

SORD gives a stronger balance of power between the player and the Game Master
compared with most RPG systems because of its detail in character structure
and the ability for players to fine-tune attributes and persona. Once a
player generates a SORD character, it grows with STEP experience and is
always defined within the framework of the rules. From here on, we will
follow an imaginary character known as Morgrom Firethorn to describe the SORD
RPG with examples. Although Morgrom is a character from the Fantasy Novel
"Downfall of the Dragonkind," SORD was designed for any setting whether it
be science-fiction, historical, modern, superhero, cyberpunk, mythological,
realistic, or fantastical.

      O{]|///////|[ * >-- History of Morgrom Firethorn ---``--__

Morgrom was born in the Firethorn Clan at a time before the Strongfist
Clanshire invaded his clan's autonomous territories. Growing up, he learned
many qualities and abilities of his clan to survive. As a human wrought of
elementia Mortalia and Necria, Morgrom Firethorn knew he had to fight for
freedom and assist his clan. By the age of 15, he learned how to forge simple
weapons on his father's anvil shape helmets and vestments from Kaelos and
Nurethos metals. His father Faelgrom Firethorn fought in many wars, but also
knew the value of education to send his son to learn the ways of the ancient
magics at Cloudhilt Castle. Although Morgrom did not desire to study, the
Order of Dragomancy would now shape his life into Dragomancer. As an
apprentice for many months, Morgrom has had to learn many things on his own
to control the elementia. Unknown to Morgrom, his father had been captured
by enemy forces. Now at the age of 18, Morgrom must continue his studies to
eventually rescue his father from a defeat that cast him into slavery and
help free his Clanshire from the dark forces that threatens all humankind.

As a player about to create the character Morgrom or any character of any
SORD setting, we must first consider the history and background that
motivates the character. In this example, we know Morgrom has the heart and
ambition of a warrior and the growing mental capacity of a sorcerer. As a
result, when we first consider his ten Base Attributes, we will note that
Morgrom is of the Human Culture, is a Dragomancer by profession, and is 18
years old in Human years. Both Culture and Age have a direct influence upon
the Base Attributes, and to be a Dragomancer, Morgrom should meet certain
professional requirements.

      O{]|///////|[ * >Base, Maximum, & Current Attributes``--__

The ten *Base* attributes exist on a scale from 2-20 initially, but have an
absolute base range from 1-40. They almost never change, except with age or
under unusual circumstances such as a crippling blow as described in the
Da'akfal SORD Worldbook. A Base attribute is abbreviated b(ATTR) and is often
"checked" with by throwing a 20-sided die in situations when the core life
of the character is at stake--usually during important or life-threatening
situations; A rolled 1d20 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 Prowess and Quickness check may be required by
the Game Master. If the character has an 18 PROW and a 19 is rolled on the
1d20 'check' comparison, the character falls off the cliff to his or her
death. Any alternative outcome on the 1d20 roll other than 18, 19, or 20
would have resulted in saving the life of the character.

Besides the ten Base attributes, SORD makes use of other working attribute
numbers including Maximum attributes AKA m(ATTRs) and Current attributes AKA
c(ATTRs). As a character gains new insights and experiences with STEP
Advancements, the PC receives Attribute Modifier Points or AMPs to create a
whole new set of Maximum attributes from the Base scores. With AMPs, the
Maximum attribute scores are derived from the Base scores. For instance, if
a character has a b(MIND) of 17 and the character assigns +13 AMPs to the
Mind Attribute, it creates a m(MIND) of 30. Some formulae use the m(ATTRs)
for calculations. In some SORD supplements, m(ATTRs) may have a range from
1-99 points.

Similarly, the Maximum attributes establish the highest value peak for the
Current Attribute scores. Thus, the c(ATTRs) are equal to the m(ATTRs) at
best. Damage inflicted upon a character subtracts points from the c(ATTRs)
numbers, whereas Life Recovery gains back lost c(ATTR) points. Also, if a
character attempts a typical action or task, a "check" might be required
(possibly at a modifier high or low) against the Current attribute in

For example, after just running a 20K marathon, the character would be low
in c(HLTH) and would therefore have a harder time swimming across a lake
until the character recovered from the physical stress (until some current
Health is gained).  Thus, a Current attribute nicely informs the player what
a character can do at a given moment.  Current attribute points are therefore
subtracted from a character when a character is damaged or the character
exhausts energy; When a skill is successfully used (or being used) by the
character, c(ATTRs) might also be subtracted according the specific form of
exhaustion outlined or defined by the skill or the Game Master.

      O{]|///////|[ * >------- SORD Nomenclature ---------``--__

So let's get to Morgrom!  The ten character attributes are divided into two
categories known as Primary and Secondary. The Primary attributes are
attributes are CHARM, EXPERIENCE, FOCUS, INSTINCT, and LUCK. As noted
previously, the Primary attributes are often damaged in physical
confrontations and all ten attributes have three number notations:

                   1). a base number: b(ATTR)
                   2). a maximum number: m(ATTR)
                   3). a current number: c(ATTR)

More than one attribute can be placed with the parentheses as well such as
b(QCKN+INST+LUCK) or b(Q+I+L) to add the base Quickness, the base Instinct,
and the base Luck together for one number for example.  Anything within
parentheses is always calculated first.  In SORD, the symbols used for
arithmetic are: addition '+', subtraction '-', multiplication 'x' and
division '/'.  All calculated numbers for all formulas are rounded down in
the entire System Of Role Development; thus, a 24.981 would always equal

      O{]|///////|[ * >-- Creating the Base Attributes ---``--__

To create Morgrom Firethorn's ten Base attribute scores, the player needs the
following dice: 1d6, 1d8, and 1d12. You will roll all three dice at once,
exclude the lowest number, and add the other two numbers together. So lets
say you roll the following: a 4 on the 1d6, a 3 on the 1d8, and an 11 on the
1d12.  The 3 is the lowest number, so exclude it and add the 4 to the 11 to
get a total of 15; thus, the range is from 2-20. Do this procedure six times.
Thus, you will end up with six numbers. Of these six numbers, drop the lowest
number to make an Attribute Set of five numbers. An Attribute Set can be used
with the five Primary Attributes or with the five Secondary Attributes.
However, you will first create a total of four Attribute Sets and drop two
of them.

For Morgrom, here are the Attribute Sets rolled:

09  14  15  11  12  (7 dropped)
18  08  13  19  10  (4 dropped) *
12  16  16  13  13  (10 dropped) *
10  09  08  12  16  (8 dropped)

* I will pick these two Attribute Sets for Morgrom Firethorn.

The Attribute Set of 12, 14, 16, 13, and 13 will be used as the Primary
Attributes and the other set will become the Secondary Attributes. Within
these two Attribute Sets, you cannot adjust or modify the five raw numbers
in any way, except by Cultural or Age modifiers only. This is, in part, why
it is important to first decide upon a character's culture and background
before you start the character creation process. At this point, you will want
to refer to your character's Culture to find what bonuses or penalties are
given to each Attribute. Similarly, the Age chart might also influence the
Base attributes. Taking Morgrom as an example, we know he is Human and is 18
years old.  If we were to use the SORD Worldbook "Downfall of the
Dragonkind," we would find in the Human Culture section that Humans have a
bonus of +5 to the Base Ambition and +5 to the Base Experience scores. When
we look at the Age chart, we find the following:

Age Chart I: Age Group to Age Group modifiers

 Age Group   b(A)  b(H)* b(M)  b(P)* b(Q)* b(C)  b(E)  b(F)  b(I)* b(L)*
 ---------   ----  ----  ----  ----  ----  ----  ----  ----  ----  ----
  0 - 10      +2    +6    -6    -8    +6    --    -8    -4    +6    +6
 11 - 15      -1    -2    +3    +4    -2    --    +3    +2    -3    -3
 16 - 20      -1    -2    +2    +3    -2    --    +3    +2    -2    -2
 21 - 25      --    -2    +1    +1    -2    --    +2    --    -1    -1
 26 - 30      --    --    --    --    --    --    --    --    --    --
 31 - 35      --    --    --    -1    --    --    --    +1    -1    --
 36 - 40      --    -1    --    -1    -1    --    +1    +1    -1    --
 41 - 45      +1    -1    --    -1    -1    --    +1    +1    -1    --
 46 - 50      +1    -1    +1    -1    -1    --    +1    +1    -1    --
 51 - 55      +1    -1    +1    -1    -1    --    +1    +1    -1    --
 56 - 60      +1    -1    +1    -1    -1    --    +1    +1    -1    --
 61 - 65      +1    -1    +1    -1    -1    +2    +1    +1    -1    -1
 66 - 70      +1    -1    +1    -1    -1    +2    +1    +1    -1    -1
 71 - 80      +1    -1    +1    -1    -1    +2    +1    +1    -1    -1
 81 - 90      +1    -1    --    -1    -1    +2    +1    +1    -1    -1
 91 - 100     +2    -1    --    -1    -1    +2    +1    +1    -1    -1
 100+         +2    -2    --    -1    -2    +2    +2    +1    -1    -1

* These attributes indicate Physical-based Aging characteristics, while the
other Attributes are Mental-based.  In many cases, the distinction between
physical and mental aging is needed, such as if a character finds a substance
that stops the Physical-aging process.

To use the Age Chart I, character would age from one Age Group to the next
to know what Base attributes will be altered. The Age Chart represents the
Human Age Equivalent if the character's Culture is not Human; a conversion
from Real Years to Human Years may be necessary: 

Human Years = [(Real Years / Average life Span) x 100]

When we create a new character, we have to add together down each attribute
column to its current age. Since Morgrom Firethorn is 18 years old, he has
the following modifiers: AMBT(2-1-1): 0, HLTH(6-2-2): +2, MIND(-6+3+2): -1,
PROW(-8+4+3): -1, QCKN(6-2-2): +2, CHRM(0): 0, EXPR(-8+3+3): -2, FOCS(-
4+2+2): 0, INST(+6-3-2): +1, and LUCK(6-3-2): +1. Note that between the age
of 21-30, all attributes have no modifiers for efficiency in character
generation. Thus, when taking into account Morgrom's Age and Culture, we
already know that Morgrom has the following modifiers to his ten attributes:

AMBT: (+0+5)= +5
HLTH: (-1+0)= -1
MIND: (-1+0)= -1
PROW: (-1+0)= -1
QCKN: (+2+0)= +2

CHRM: (+0+0)= +0
EXPR: (-2+5)= +3
FOCS: (+0+0)= +0
INST: (+1+0)= +1
LUCK: (+1+0)= +1

Now that we know all modifiers for Morgrom, we can assign each Attribute Set
to create the Base attributes in any placement order we desire:

Primary Set: 12  16  16  13  13
AMBT: (+0+5)= +5+16 = +21
HLTH: (-1+0)= -1+13 = +12
MIND: (-1+0)= -1+16 = +15
PROW: (-1+0)= -1+13 = +12
QCKN: (+2+0)= +2+12 = +14

Secondary Set: 18  08  13  19  10

CHRM: (+0+0)= +0+19 = +19
EXPR: (-2+5)= +3+08 = +11
FOCS: (+0+0)= +0+19 = +19
INST: (+1+0)= +1+13 = +14
LUCK: (+1+0)= +1+10 = +11

As a result, the player can construct just about any character to suit his
or her character-concept due to the placement of the rolled numbers.  I have
assigned Morgrom to have a fairly high Ambition, Mind, and Focus. Since
Morgrom is a natural leader, I have given him a high Charm. Located on the
SORD character sheet, there is a place for these Base Attributes.

      O{]|///////|[ * >------ Choosing a Culture ---------``--__

A Culture comprises both the genetic predisposition (heritage) and
environmental influences (territories, languages, rituals, etc.), which
creates a set of differences between peoples, their attitudes, and their
influenced ways. A culture encompasses physical and mental adaptations,
attitudes, traditions, abilities and skills. In SORD, a Culture has qualities
that are either created by the GM or established within a SORD Worldbook. 
The cultural qualities include: 
1). The Initial *Base* Attribute Modifiers.
2). *Maximum* Attribute number limits (rarely infinite but all cultures gain
the Experience Attribute as infinite). 
3). An established height range (in inches) of the culture.
4). An established weight (in pounds) of the culture (and possibly an
established fat vs. muscle-weight).
5). An average life span (Real and Human age).
6). The Cultural STEP Rate number (CSR#) calculation.
7). Personality-trait modifiers and other noted quirks.
8). Cultural Skills.
9). Cultural Abilities.
10). An overall detailed description of the culture.
Here is a typical Cultural lay-out for the Human Culture in the Downfall of
the Dragonkind Worldbook.

Culture: HUMAN

Cultural Qualities      Personality   Mods
------------------      -----------   ----
Ht.: 50+4d8 In.         Self          :-2
Wt.: Chosen by player   Emotion       :+1
Age Mean: 100 Years     Outlook       :--
Sex Mean: 55% Female    Disposition   :-1
CSR#: 1000+SRT Invest.  Nature        :--
Type    Mods    Limits
----    ----    ------
AMBT     +05      **
HLTH     +00      99
MIND     +00      99
PROW     +00      99
QCKN     +00      99
CHRM     +00      99
EXPR     +05      **
FOCS     +00      99
INST     +00      99
LUCK     +00      99
** Indicates that the m(ATTR) does not have a limit of 99.

Allowed Professions: Conqueror, Dragon Sage, Dragomancer, Gambit, Healer,
Performer, and Traveler.

Skills (Can be bought with Cultural and/or SA Lore):
--History, Human
--Language, Human
--Language, (chosen)
--Language, (chosen)
--Survival, General

Abilities (Can be chosen as SRT investments):
--Humans can choose all Ambition-linked skills at half the normal Lore price 
(or at the standard price if it is a non-MAR attribute).  SRT Cost=100.
--Humans only require a five hours of sleep. SRT Cost=50.
--Humans gain +2 to their Life-Recovery#.  SRT Cost=50.
--Humans gain +10 to their Unconscious-Blow#.  SRT Cost=50.
--Humans gain +25 to their Deathly-Blow#.  SRT Cost=50
--Humans can use their c(AMBT) to directly alter any THAWAC outcome; for
every five points of c(AMBT) spent, the THAWAC can be increased by +1. Ex:
If 20 points of Ambition were spent, a THAWAC would increase by +4 points for
the attack attempt.  SRT Cost=200.

Description: Mythology suggests that Humans were an unforeseen people that
were born from elementia Mortalia and Necria. They have a great diversity in
traits and are the most populous, making up more than 70% of the population
on Dragothia.  Humans live just about anywhere and travel from mountain
peaks, to icelands and deserts; they travel across the largest seas of water,
ice, forest, stone, and sand. Humanity's goal varies from individual to
individual because of their great diversity. The Human society links all
Clans through trade and political control. Because humans exchange
possessions and intermingle with all societies, they have a knack for
learning languages. Most humans know three languages and typically learn all
tongues of the Descendants.

In most SORD Worldbook supplements, the Cultural STEP Rate number or CSR# is
equal to: 

[(Net Base Attribute Modifiers x 100) + SRT Investments]

For example, a Culture with +12 initial base Attribute bonuses but -2
penalties will have a net modifier of +10 and a permanent CSR# of [(10 x
100)] 1000, plus other SRT investments based on Abilities; the minimum Base
Attribute recommendation is +0 (CSR#=0), while a maximum Net b(ATTRs)
modifiers should not exceed +25 points (CSR#=2500). The granted skills and
abilities between each culture, regardless of the CSR#, should remain
balanced and in check. 

An amount of Cultural Lore based on the Human Age Equivalent should also be
given to a character; for every Human year old, it is recommended that a
character earns Lore specific to the experiences learned by the culture
calculated as follows:

Cultural Lore = (CSR#/10) x (Human Equivalent Age)

Then for each Human Year thereafter:

Cultural Lore = CSR#/10

It is recommended that each member of a culture at a mature age should have
at least a 10th Skill Level in its natural language and history for typical
knowledge. The skills that are listed above in the Human Culture are only
suggestions. Other skills may also be chosen by a PC if approved by the GM.

      O{]|///////|[ * >------ Personality Traits ---------``--__

Personality modifiers can be rolled via a 1d10, or can simply be chosen if
a player already has an idea how to role-play the character's persona. Once
chosen, the character's personality might be modified, depending on Cultural
traits, personality quirks, and over the course of the GM's adventures and
campaigns due to new encounters, experiences with friends and foes, and other
various revelations in psyche.

The Personality Traits are five traits which are monitored along a simple
1-10 scale.  They are useful to the player since they give a rough guideline
about how a character's personality typically responds to situations. The GM
might consult with the player to find what number the player is going to
attempt to role-play. The numbers are not absolute and players are encouraged
to find more depth in personality instead of following the guidelines as
strict indicators of persona; as the player role-plays his or her character,
they will adjust up or down the scale based on future experiences because of
gameplay. Additional personality traits might also be added with time. The
five core traits and their scales are:

                           1   2  3  4  5  6  7  8  9 10
        Self:              (Unselfish/Impartial/Selfish)
        Emotion:           (Unemotional/Equal/Emotional)
        Outlook:           (   Optimistic/Pessimistic  )
        Disposition:       (   Lawful/Neutral/Defiant  )
        Nature:            (Good-natured / Evil-natured)

The traits are self-defined; as an optional rule, the GM may also wish to
define the character in terms of words (such as quirks, responses, etc). 
Personality Traits are often altered by Cultural, Professional, and other
modifiers which will shift the 1-10 scale in one direction. Disposition and
Nature traits will be defined by the GM's interpretation of what 'good' 
and 'evil' represent according to the Worldbook used, as well as the social
structure of where the character fits into society and/or culture.  

As a general rule, a lawful character will tend to conform to a set of ideas
valued by a culture or society, while a Good-natured character would rather
settle conflicts through peaceful or diplomatic means rather than violent
undertakings. This personality system is meant to be very general so that a
player can have the greatest amount of control over how a character should
be portrayed.

      O{]|///////|[ * >---- Choosing a Profession -----``--__

In SORD, a Profession is an organized occupation that can take up a great
deal of the character's life and is defined by the skills and abilities,
which the character uses the majority of the time. Usually, the character has
an interest in several aspects professional training and education.
Professional characters have many advantages over Non-professional ones. A
Profession allows the character to have more access to more skills and
abilities that are sought as well as a network of people to be educated by.
Another good indicator of a profession is the exchange of money or goods. If
the character is employed through a professional organization, the character
might receive money for services, or need to pay money to be educated or
trained by another.

Like the character's Culture, every Profession has a set of characteristics
that distinguishes one Profession from the next.  These qualities include:

1). Designated Minimum Attribute Requirements or MAR#s.
2). The actual location(s) and teacher(s) of the Professional organization.
3). The types Skills used by members of the profession.
4). The types of Abilities used by members of the Profession.
5). The cost of training and education.
6). Professional Lore gained with special training.
7). The Professional description.

In order for a character to gain skills and abilities through a Profession,
the character must typically establish relationships with other characters
or NPCs in the profession, and learn through training, education, mimicking,
or other means.  This does not limit the character to learning skills and
abilities to just one individual of one profession.  Depending on how the
player wants to emphasize his character and spend Lore, the character might
specialize in one area of interest, or learn a little bit of everything. 
Learning skills and abilities is an on-going process.

PROFESSION: Dragomancer       MAR#s: AMBT20 MIND20 FOCS20

Recommended Skills: Ancient History, Essentia Lore, Geography, Knowledge, and

Description: Dragomancers are the educated individuals in society that know
about many of the powers of magical artifacts and the mythologies of the
Dragons. Their knowledge encompasses all aspects of Dragomancy including
where artifacts and essentia exist in the world, who possesses them currently
or who have possessed them in the past, how they are triggered, what powers
they contain, and so forth. Dragomancers hold a high status in society--even
though some individuals of vast knowledge actually have more respect than
some of the Conquerors of a Clan. Many Dragomancers resist the religious
leaders and the established beliefs in society. Professional subgroups of the
Dragomancer includes being an educator, historian, mystic, teacher, etc.

Professions are defined by the Game Master and/or set of codes, laws, ethics,
or morals outlined in the Profession as well as the MAR#s needed in certain
Maximum attribute scores. If a character breaks a law that the Profession
obeys, the character might be outcast and not receive future training or
education in certain skills and abilities.

      O{]|///////|[ * >------ The Use of MAR#s --------``--__

Each Professional character needs to meet a certain requirement to first
undertake a profession. Minimum Attribute Requirements or MAR#s must
therefore be achieved at a certain number. If the designated MAR#s of the
Profession are not met, the character will not be able to learn the Skills
and Abilities which are linked to them. Each Profession has 1 to 9 MARs
(never the Experience Attribute) which help define or link the skills that
can be associated with the profession.

For example, we want Morgrom Firethorn to be a Dragomancer. As noted above
in the Professional definition of a Dragomancer, there are three MAR#s which
need to be achieved: AMBT20, MIND20, and FOCS20. Thus, Morgrom must have a
m(AMBT) of 20, a m(MIND) of 20, and a m(FOCS) of 20 to have what it takes to
be a Dragomancer. Thus, if a character cannot yet reach all MAR#s, more AMPs
must be earned through STEP Advancements in order to boost the m(ATTRs) high

      O{]|///////|[ * >----------- PSR#s --------------``--__

The Profession's STEP Rate number (PSR#) is part of the STEP Rate Total
(SRT), and represents all of the accumulated professionally-based experiences
of a character. Professions with high PSR#s allow characters to have
potential access to many skills, abilities, and special advantages, but
advancement is slower as a result. A character can advance faster with a
lower PSR#, but often will be restricted in the selection of skills and
abilities, and may possibly have other limits. A common traveler profession
might only have a PSR# of 1000, while a knight profession touting many
abilities might have a PSR# of 3500. Generally, professional range from 500
to 5000 in PSR#. The PSR# is calculated by the formula:

PSR# = 500 per MAR + SRT Investments

Thus, for the Dragomancer Profession, the PSR# is 1500 plus any SRT
investments that a player chooses for his character. In some SORD settings,
the author might elect to raise the PSR# to 1000 per MAR for example. In any
event, player will need to weigh the pros and cons between the cost of an
ability in PSR#s against what is accessible by the profession and other
features offered.

      O{]|///////|[ * >----- Changing Professions -----``--__

Since Professions are defined by their access to skills and abilities,
players ultimately determined what direction to take with their characters.
If a profession is changed, all MARs are still kept. Moreover, one a MAR is
chosen, it is permanent and always contributes to the PSR#.

      O{]|///////|[ * >--- Multi & Non-Professions ----``--__

As long as a character has met all MAR#s of more than one profession (and,
of course, invested 500 per MAR into the PSR#, it is possible to be trained
and educated as a Multi-professional character. The advantage of having more
than one profession is having the chance to gain a diverse knowledge of
skills and abilities. However, if a character chooses not to elect to have
a profession at all (termed Non-professional), it is also possible for the
PC to still invest PSR#s into MARs (500 per MAR), if desired, to potentially
gain access to skills and abilities from other sources, or to even have them

      O{]|///////|[ * >---- STEP Advancement Lore -----``--__

A character's potential for learning new skills or expertise is called Lore.
Lore is accumulated as points in discrete improvements or STEP Advancements
(SA Lore) as well as Cultural Lore and Professional Lore. SA Lore is
accumulated (and later spent by the player) according to the formula:

SA Lore: [SAL# + (PS# x PS#)] per STEP Advancement, where,

The SAL# range is often between 35-65 for most characters. If a character has
a SAL# of 50 (about average), the character will earn [50+(1x1)] 51 points
of Lore per STEP Advancement during the first PowerSTEP. During PS2,
[50+(2x2)] 54 points of Lore will be earned at each SA. By PS10, the
character will be earning 150 points of Lore at each STEP Advancement.

In other words, a character that has a strong drive (AMBT), mental capacity
(MIND), and experience (EXPR) will have a higher rate of learning new skills.
SA Lore can be spent on any skill, unlike Cultural and Professional Lore.
However, the availability of skills will be determined by the GM's
House-rules or the rules outlined here in the SORD, such that if a character
has plenty of Lore to buy a desired skill, the skill must first be available
through the profession. Usually the Minimum Requirement Attributes tell what
attribute-linked skills can be chosen. The Dragomancer example shows the
three MARs to be AMBT, MIND, and FOCS. As a result, the Dragomancer could
most likely invest Lore into skills that are AMBT, MIND, and FOCS linked.

In most cases, a character will only be able to spend Lore on skills that are
MAR-linked as in the Dragomancer example, unless specifically noted in the
Professional description. Skills normally outside the bounds of a profession
might still attainable, but will cost at least double the Lore to purchase.
In addition, the character might have to go out of his way to convince
another individual that he has what it takes to learn the desired skill.

      O{]|///////|[ * >------ Professional Lore -------``--__

In addition to STEP Advancement Lore, a character earns Cultural and
Professional Lore. Previously, we learned how to calculate Cultural Lore. The
formula below calculates how to earn Professional Lore:

Professional Lore = (PSR#/10) per Professional Year

Thus, Professional Lore can be spent on professionally-earned skills. If a
character decides to have intensive training within the profession, the GM
might also give a certain number of multiples of Professional Lore at other
times as well.  

      O{]|///////|[ * >---------- Skills --------------``--__

Skills earned with Lore investment and are usually taught by an expert of a
profession such as a sage, master, trainer, or an experienced individual. 
The student can *rarely* exceed the teacher's level of skill because the
educator cannot provide training beyond his capabilities. Therefore, many
students seek out specialized and unique individuals to achieve superior
levels of expertise. As difficulty increases, it becomes harder to find
highly trained individuals. Hence, a skill is considered to be progressive
in nature because it has the capacity to improve in levels up to the
limitations of a character's maximum attribute scores.

Each skill is linked to an individual attribute to function properly. In rare
cases, a skill might require more than one linked attribute. A Skill Level
(SL) is a measure of how well a character can perform a skill. A skill's Lore
Base (LB) is a number that defines the amount of points needed to achieve the
first Skill Level (SL1); The Lore Base often has a range from 1 to 20 for
most commonplace skills. The total, cumulative amount of Lore needed to be
invested through all Skill Levels, up to and including the desired level, can
be calculated with the Scotty Formula:

Total Lore needed at desired Skill Level: LB x [SL x (SL+1)] / 2

For example, the skill "Climbing," which is linked to Quickness, has a Lore
Base of 5; it would therefore require a character to spend 5 Lore points to
attain SL1. To reach the fourth Skill Level or SL4, [5x(4x5)]/2 = 50 total
Lore must be spent. Since the Skill has a Lore Base of 5, we can also
calculate the needed Lore by adding together each Skill Level multiplied by
the Lore Base: SL1+SL2+SL3+SL4=Total Lore or 5+10+15+20=50.

If a character needs to go from the SL4 to SL6, we can calculate how much
Lore is needed in two ways. The easiest way to do this is to calculate the
needed Lore to achieve SL4 and the amount needed to achieve SL6, and then to
subtract the difference in Lore. Using the Scotty Formula, we can subtract
[5x(4x5)]/2 from [5x(6x7)]/2 to get 105-50 or 55 additional Lore must be
expended to go from SL4 to SL6. To find out the amount of Lore needed to
achieve the next Skill Level, one can also multiply the Lore Base by the next
Skill Level, or [LB x (SL+1)]. Thus, using this example above of advancing
two Skill Levels from SL4 to SL6, the player would calculate: [5x(4+1)] for
SL5 and [5x(5+1)] for SL6 to give a total of 55 Lore.  The Scotty Formula is
a frequently used for calculating formulas such as total Lore and PowerSTEPs. 
The formula takes the form as: [ X*(Y*(Y+1)/2 ] to know how many total points
have been used from the 1st 'Y' through the desired 'Y'.

Skills obviously become exponentially harder to learn as more Skill Levels
are purchased with Lore. Individuals beyond SL15 are rare, highly
specialized, and sought after as instructors and educators. Generally,
characters with SL19 are considered masters. Some skills have a fractional
LB such as 1/2, 1/4, or 1/8. For instance, a character wanting a skill to
SL10 with a LB of 1/4 would have to invest: 0.25 x [10x(10+1)]/2 = 13.75 or
13 points (everything in SORD is rounded down). The GM or SORD Supplement
will determine the Lore Bases for the skills.

The time to achieve each Skill Level can be a reflection of the Lore Base of
a skill and the progression of each Skill Level. But the GM might simply
approve Skill Levels, or even give the power to the players to determine
realistically how high a character's skill might rise in Skill Levels from
one adventure to the next. Additionally, the GM might grant a bonus for
learning skills faster based on the character's m(EXPR) attribute. For
instance, for every point of m(EXPR), the character might have a learning
capacity 1% faster than normal.

      O{]|///////|[ * >------- Skill Checks -----------``--__

Skill Levels often need to be checked through a procedure similar to the
normal attribute check. Since a Skill is linked to a specific attribute,
characters attempt a Skill Check against either a skill's linked Current
attribute value, the c(ATTR)#, or the Lore-bought Skill Level--whichever is
lower at the time of the check.  This ensures that a limit is established for
every skill based on the character's Current, or at best, Maximum attribute
number (the Current attribute number is equal to or lower than the
corresponding Maximum attribute number).  Hence, there is no point in buying
a Skill Level past its linked Maximum attribute number in most cases. If a
skill is bought in Skill Level higher than its correlating m(ATTR), there
must be an extraordinary reason for it.

A Skill Check usually determines *whether* a skill performance succeeds or
fails.  This check is a 1d20 roll that is compared to a base, maximum, or,
most frequently, a current attribute *number* or Skill Level *value.*  For
success, the resulting value on a 1d20 die roll must be equal to or lower
than the Skill Level or attribute number used for the check.  A rolled 20
always means failure and a *1* always means success.  If the attribute value
and Skill Level happen to be higher than 20, another d20 roll can be made to
'shift' the scale up by 20 more points on the same skill check.

      O{]|///////|[ * >------ Scale-Shifting ----------``--__

If a 20 on a 1d20 is rolled (normal failure) in the case where a character
has an attribute or skill level score (Current, Maximum, or Base) greater
than 20, another 1d20 check using a new higher 'shifted' scale (20 points
higher on a scale 21-40) is then rolled. This process of shifting the scale
higher by 20 points will continue if a failing 20 is rolled each consecutive
time, and if the attribute score large enough to be checked at all.

As a skill check example, if a character has bought the Hunting skill to SL15
(an INST-linked skill), but only has a current INST of 12, the character must
use the c(INST) to make the check attempt, instead of the actual purchased
SL of 15. Characters will often buy skills up to SL19, since a 20 on a d20
skill check always means failure (and a rolled 1 always means success). On
the other hand, SL21 or higher allows for Scale-Shifting. Skill checks can
be modified by SCUMs (Special Circumstance Unusual Modifiers). Thus, in some
cases, the GM may impose penalties or special modifiers to a check.

      O{]|///////|[ * >--------- Abilities ------------``--__

An Ability never requires the character to spend Lore, but requires one or
more m(ATTRs) to be equal to a particular MAR# rating. Most Abilities do a
permanent thing for the character, although some require a percentage chance
to perform the Ability. The GM or setting supplement will give a master list
of all Abilities that can be gained, and a few examples are listed below.

Abilities also require a permanent STEP Rate Total investment. For instance,
the character might gain a professional Ability called 'Immunity to Poison'
which is a Health-linked MAR that costs 10 permanent points to the STEP Rate
Total per 1% Immunity. If the PC elects to gain this Ability, the Immunity
to Poison Ability might only be taught up to 15% at maximum due to the
educator's own Ability to teach the PC. A 15% Ability would therefore cost
150 SRT Points.

Some Abilities might be imbedded within a particular Profession or Culture
at a predetermined SRT cost, because it is so unique and essentially defines
the Profession or Culture. In this case, an imbedded Ability might increase
in capability, but will not cost any additional points to the SRT. Most
Professions that have imbedded Abilities have at least three designated MARs
(and thus a PSR# of 1500 at the minimum).

It should also take some period of time to increase an Ability. Once an
Ability is learned, it generally cannot be unlearned. Thus, when the
investment is made to a certain level, the player should consider it a
permanent investment. All Abilities are capped 'in capability' to the
player's linked m(ATTR). In other words, if a character has a 35 m(HLTH), a
Health-linked Ability can only be achieved up to 35 point or 35 percent at
maximum (assuming the character has someone to teach the Ability).

      O{]|///////|[ * >----- Ability Examples --------``--__

Certain skills might also be available as Abilities if allowed by the GM or
setting supplement. Commonly, the Lore Base of a skill equals the STEP Rate
Total needed for a 1% chance to perform the Ability. The following list
describes some abilities that might be gained by certain professions or by
other means:

MAR#s: QCKN25, INST25, and LUCK25.
Ability: permanent 1% bonus to the Parry Avoid number.
Cost: 50
Examples: Rogue or deceptive-type cultures or professions. 

MAR#s: MAR#s at 25 equal to the particular WAR# m(ATTRs)
Ability: 1% bonus to the WART, WARM, WARS, or WARF number.
Cost: 30
Example: Warriors or combat-oriented professions.

MAR#s: HLTH25 and QCKN25
Ability: permanent 1% bonus to the Move Rate
Cost: 30
Example: Professions or cultures that travel frequently.

MAR#s: MAR# at 20 equal to the attribute
Ability: 1 permanent b(ATTR) point
Cost: 500
Example: Most cultures and some professions.

MAR#s: None
Ability: 1 permanent m(ATTR) point
Cost: 50 
Example: Most professions or cultures.

MAR#s: HLTH25 and PROW25
Ability: 1 permanent MW# point bonus
Cost: 10
Example: Sturdy cultures or professions that frequently 
carry heavy loads.

MAR#s: AMBT20, HLTH20, and PROW20
Ability: 1 permanent RR point bonus 
Cost: 100

MAR#s: QCKN20, INST20, and LUCK20
Ability: 1 permanent SR point bonus 
Cost: 200 
Example: Quick Cultures

MAR#s: HLTH25 and FOCS25
Ability: permanent 1% bonus to the LR 
Cost: 5

MAR#s: MIND20, CHRM20, FOCS20, and INST20
Ability: permanent 1% bonus to the UB#
Cost: 25

Ability: permanent 1% bonus to the UB#
Cost: 50 

Ability: 1% chance on every hit that Variable Damage will 
         equal its full amount.
Cost: 50
Example: A specialized fighter.

Ability: permanent 1% reduction of Vital Damage on every hit.
Cost: 75
Example: A specialized defender.

OTHER ABILITIES: The Game Master should make an available a list of abilities
that might gained through a Culture, Profession, or other factors. A good
method for a GM to apply is to make abilities derived from skills. The Game
Master can assign the cost in PSR points for the skill, and determine a MAR#
cut-off range to learn the Ability.

      O{]|///////|[ * >--- Age, Height, & Weight ------``--__

Age is defined as Human and Real.  The real age of the character is simply
the actual amount of years that have passed since the character has been
born.  The Human age is the converted 'real age' to the 'human age
equivalent' in the event a character is not human.  The ten character
attributes will also 'age' either physically and/or mentally as a character
grows old.

Height indicates how tall the character is and, usually, it is determined by
the character's culture or by the player. The GM may also desire to classify
height differences of certain characters based on their height range to
modify Total Damage or other statistics by a certain percentage versus
opponents of a different size:

--Tiny    (Below 12 inches)
--Little  (12 to 23 inches)
--Small   (24 to 59 inches)
--Normal  (60 to 71 inches)
--Large   (72 to 83 inches)
--Giant   (84 to 179 inches)
--Huge    (180 to 359 inches)
--Massive (360 inches or above)

Weight indicates how heavy the character is and, usually, it is determined
by the character's culture or directly by the player. If the character is
human, the following calculation can be used if another method is not
provided by the player or background:

      O{]|///////|[ * >--- Maximum Weight Number ------``--__

Maximum Weight or MW# is the greatest amount of weight that can be carried
by a character at any given time. For every pound that is carried over the
Maximum Weight number, the character is considered encumbered and one point
is removed from c(HLTH) or c(PROW) until the character becomes unencumbered.

MW# = [ b(PROW+HLTH) x Height(inches) ] / 20

Example: Let's assume Morgrom is 68 inches tall, and as calculated earlier,
has a b(PROW) of 12 and a b(HLTH) of 12. Morgrom's MW# would be 81.

      O{]|///////|[ * >-------- Weight Factor ---------``--__

Since a character's Move Rate (described later) is dependent on the total
Carried Weight (ie., Weight Factor), the actual weight of all of the carried
items and possessions must be considered; as a result, these items should be
thought out ahead of time and written down before the player proceeds to
complete the rest of the character sheet. If it is not possible to choose all
of these items, the carried weight can be assumed and fine-tuned later. It
is recommended that if a Carried Weight number is not known, simply use 20%
of the character's Body Weight to roughly estimate it until the total carried
weight can be added together. 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 Weight Factor updated when the character changes equipment (if
new items are carried or dropped).

The player will eventually find the optimal amount of Carried Weight for his
or her character to minimize the effect upon Move Rate. Also, many players
will want to distinguish between the traveling Carried Weight as well as the
weight within Conflict (such as if a pack is removed to give a better Weight
Factor number). The Weight factor takes into consideration the body mass of
the character to find how many points of actual Carried Weight will affect
the Move Rate (see the calculation). The Weight Factor is a positive number,
but is subtracted from the Move Rate formula. It can be nice to let the horse
carry the burden from time to time. The Weight Factor is: 

WF# = (Carried Weight x 100) / (MaxWeight#)

Example: Let's assume that Morgrom has a total of 23 pounds of material
including his traveling pack, weapons, and clothing. If his MW# was 81, then
his WF# equals 28.

      O{]|///////|[ * >------- Reaction Rate ----------``--__

The Reaction Rate or RR# is simply the character's overall reaction to a
situation. This number describes the overall stamina, how 'fit' the character
is, and most important, helps to reveal the stride of the character compared
to others. The number is usually between 75-125 on average, depending greatly
on the body proportions of the character.  The Reaction Rate makes up part
of the Move Rate (MR#), the Attack Rate(AR#) of each weapon, plus other
aspects of the character. 

        [MW# + b(AMBT)+b(EXPR)] x 200
RR#  =  -----------------------------
               Body Weight + 100

Example: Morgrom has a MW# of 81, a b(AMBT) of 21 and a b(EXPR) of 11. If
Morgrom weighs 145 pounds, then his Reaction Rate is [(81+21+11)x200] divided
by [145+100]. This is a RR# of 92.

      O{]|///////|[ * >------- Surprise Rate ----------``--__

The Surprise Rate or SR# is a number comparison that tells the number of
seconds that an opponent might be surprised by the character before conflict
begins. SR#s are compared between two parties before Conflict actually
starts. Only the person (or group) with the higher SR# has a percentage
chance to gain a surprise. If the Surprise Rate Percentage Roll (SR% using
2d10%) is equal to  or below the SR# of the person (or lowest SR# in a
group), a surprise occurs before Conflict. The surprise itself is equal to
a number of seconds based on the difference in SR#s between opposing sides
plus a random 1d4 roll. Incidentally, if two or more opponents are reacting
on the same second during an actual conflict, the holder of the highest SR#
goes first.


Example: Morgrom's b(QCKN) is 14, his b(INST) is 14, and his b(LUCK) is 11.
This adds up to a SR# of 39.

      O{]|///////|[ * >------- Movement Rate ----------``--__

The Movement Rate describes the number of feet that the character can move
in 12 seconds both in and out of conflict situations. If a character wishes
to sprint, the PC can boost his MR# with an adrenaline rush, up to double his
MR# at maximum, by investing c(AMBT), c(HLTH), and/or c(QCKN).

For each point of c(AMBT), c(HLTH), and/or c(QCKN) invested into a sprint,
the MR will increase by 10 points for 12 seconds. In other words, there is
a 1-to-10 ratio between the amount invested in c(AMBT), c(HLTH), and/or
c(QCKN) and the increase in MR.  The loss of Current attributes via sprinting
can be regained by the Life Recovery rules.

GM and players take note: since the WF can influence the MR, calculating two
numbers (one for traveling and one for conflict) may help save time during
gaming sessions.  Here is the Movement Rate formula:

MR# = [RR# + SR#] - [WF# + Human Age Equivalent]

As an example, let's consider Morgrom again. He is an 18-years old human with
a WF of 28. If Morgrom has a Reaction Rate of 92 and a Surprise Rate of 39,
we would calculate: [RR + SR] or [92 + 39] = 131. Therefore, he has a MR#
equal to 131 - (18+28) = 85. Morgrom can move 85 feet on average every 12
seconds or run a 12.42 minute-mile on average without penalty. If Morgrom got
rid of his traveling pack which weighs 20 pounds, then we would recalculate
his WF# at 9 instead of 28. His new MR# would therefore be a 104 instead of
an 85, which is a 10 minute-mile on average.

The MR is linked to many character qualities. If divided by ten, it also
represents a part of the Parry-Avoid number (PA#). A character can run or
move indefinitely at the Move Rate number as long as he consumes enough
energy and water. However, if a character's c(AMBT), c(HLTH), or c(QCKN) is
ever equal to 1, the MR# might be reduced by one-third. Also, if the c(AMBT),
c(HLTH), or c(QCKN) falls to zero, the character might not be able to move
at all. In circumstances where time is less than 12 seconds the Feet per
Second (F/S) conversion is used: F/S= MR/10.

Sometimes it is useful to know how far a character can jump from a standstill
or leap from a run. At a standstill, a character can jump a distance in feet
equal to the (MR/25) plus his height in feet. On a running leap, a character
can fly through the air for a distance of (MR/10) plus his height in feet.
Of course, the Movement Rate can also be boosted by an adrenaline rush to
increase the range a character can jump.

      O{]|///////|[ * >----- The STEP System ----------``--__

Statistically True Experience Points (STEPs) are measuring tools of
experience that accumulate over the life of the character. 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 is added up at the end of an
adventure session. STEPs are often divided equally to the characters in an
adventure. The GM may wish to use this system of the four STEP-Categories,
or adopt his/her own system. In the event that another system is used, the
GM should at least be familiar with the SORD's *rate* of Advancement
progression outlined below.

      O{]|///////|[ * >------ Initial STEPs -----------``--__

All characters initially gain STEPs, due to the raw experiences and history
already learned during youth.  Unless a character is extremely young and
inexperienced, a character starts with at least a few STEP Advancements, and
possibly beyond the 1st PowerSTEP. If the initial STEP-Sum is greater than
the STEP Rate Total, a character naturally begins higher than the 0th STEP

To help out the character from an early death, Special-based STEPs are
initially given at character creation to ideally make starting characters
somewhat balanced in power. To find the starting STEPs, multiply the greatest
Base Attribute number by the Human Age equivalent of the character, and then
multiply it to the Base Experience score. For instance, since Morgrom is 18
years old, has a b(AMBT) of 21 (highest Attribute), and a b(EXPR) of 11. He
would start with (18x21x11) 4158 STEPs. The formula to use is:

Initial STEPs: [Human Age x Highest b(ATTR) x b(EXPR)]

      O{]|///////|[ * >---- The STEP Categories -------``--__

STEPs are gained in four categories as any adventure unfolds.  The four
categories of Role-playing, Conflict, Problem-solving, and Special-Type STEPs
are added together at the end of each gaming adventure to give a number known
as the STEP-Sum (SS).  When the STEP-Sum is large enough, a character gains
a STEP Advancement; the moment the STEP-Sum equals the STEP Rate Total
(SRT#), the STEP-Sum goes back to a score of zero.

      O{]|///////|[ * >-- The PowerSTEP (PS#) and SAs -``--__

More often than not, a few SAs are gained as a result of a gaming session
when the character has a lower PowerSTEP. If enough STEP Advancements are
gained, the character gains PowerSTEP.  The number of STEP Advancements it
takes to reach a PowerSTEP increases in difficulty as a character grows.  As
a result, it is more uncommon for a character to gain PowerSTEPs with time.

STEP Advancements (or SAs) are at the root of each character. By gaining an
SA, a gains an Attribute Modifier Point (or AMP) that can be used to make a
Maximum attribute or m(ATTR) one point higher. The current STEP Advancement
number that the character is at correlates to a particular PowerSTEP number.
All characters start at the 1st PowerSTEP (and 0th SA) and progressively work
their way to an unlimited number. The chart below denotes the comparison of
STEP Advancement and each PowerSTEP:

                   PowerSTEP   STEP Advancements
                       1              0-9
                       2             10-29
                       3             30-59
                       4             60-99
                       5            100-149
                       6            150-209
                       7            210-279
                       8            280-359
                       9            360-449
                      10            450-549

Thus, a character at the 42nd STEP Advancement has three PowerSTEPs. The
Scotty Formula is used frequently throughout SORD, and a derivative of the
formula is also used when determining the PowerSTEP of a character. Each
PowerSTEP has a range of STEP Advancements it contains. As an example, the
1st PowerSTEP has a range of SAs between 0-9, while the 5th PowerSTEP has an
Advancement range from 100-149. If a player wishes to know what STEP
Advancement initially correlates to a PowerSTEP, the formula is given:

                     PowerSTEP * (PowerSTEP - 1)
                     ---------------------------  x 10

Therefore, a character just starting the 6th PowerSTEP would need
[(6*5)/2]x10 exactly 150 STEP Advancements.  So if a player was curious to
know how many SAs are needed to achieve the 14th PowerSTEP for example, then
it could be easily figured out by: [(14*13)/2)]x10. Hence, a 14th PowerSTEP
character would need 910 STEP Advancements. Yep, that's a lot! PowerSTEPs are
also vital to a character's growth, since they also influence the rate at
which STEP Advancements are gained as a multiple in the STEP Rate Total
formula which will be discuss hereafter.

So what are the main advantages of STEP Advancements? The answer to this
question is at the root of the character's attributes. For each Advancement,
a point called an Attribute Modifier Point (AMP) is earned. AMPs can be
remembered as giving energy to the character by amplification. Although an
AMP does not modify a Base attribute or b(ATTR), it instead adds to a Base
attributes to create a Maximum attribute, which in turn also makes a Current
Attribute. Don't worry if this sounds confusing; another Morgrom example will
be given below. What is nice about SORD is that the system gives players
direct control of the placement of AMPs among any of the attributes, so that
each character can grow and be constructed by the vision and desire of the
role-player! Yep, not only can you choose your culture, profession, skills,
abilities, and so forth, you can actually control how the root of your
character advances!

To summarize, a character gains points of experience due to the four STEP
Categories, which are added to the STEP-Sum; with enough STEPs earned, STEP
Advancements and even PowerSTEPs can ultimately be gained.

Before STEPs have been earned, the notation 'DD' or "D#" indicates that a
"Difficulty Die or Number" may be used to award STEPs based on the complexity
of the situation. If the GM does not wish to put 'chance' into the scheme of
giving STEPs, s/he can simply use the average DD or D# for simplicity. The
(x)d(x) score gives the GM the control of what dice to use. The chart on the
following page describes the range of DDs or D#s.

                             Roll    DD    D#
                             ----   ----  ----
                             1      1d6   +3
                             2      1d8   +4
                             3      1d10  +5
                             4      1d12  +6
                             5      1d20  +10
                             6      XdX   +X

      O{]|///////|[ * >----- Role-played STEPs --------``--__
For every period of quality play-time passed during the role-playing game
adventure session, each character gains the following Role-played STEPs:

(Role-playing time in minutes + Character's SA#) x (Character's PS#) x (DD
or D#)

An average role-played job should probably give a DD of +5. Therefore, for
a typical adventuring session five hours (300 minutes) in length, a player
giving an average performance (+5) that role-plays a character at the 3rd
PowerSTEP and 45th STEP Advancement would gain a total of:

         [(300 minutes + 45 SA)] x [3rd PS] x [5 DD] = 5175 STEPs.

Likewise, a character at the 5th PowerSTEP (125 SAs) would gain 11250
role-played STEPs. As an optional rule, if a player's character is
role-played by the GM, it will not receive the DD bonus, but will gain the
base role-played STEPs.

      O{]|///////|[ * >------- Conflict STEPs ---------``--__

Conflict STEPs: In every conflict situation between unknown NPCs and the PCs,
STEPs will be rewarded for the outcome of a conflict situation to an
adventuring party according to the following guidelines:

1. NPC or foe defeated...

[(NPC's SRT#) + (NPC's SA value x PS#) x (DD)]
Note for 1: To gain STEPs for defeating or slaying NPCs, they must actually
be a threat to the PCs as defined by the GM.

2. PC successfully fled from conflict...

[(Total SAs of all opponents) x (DD)]

3. Both NPCs and PCs resolve conflict...

[(Total SAs of all combatants) x (number of combatants in resolution) x DD]

4. Unknown NPC joins/helps/befriends PCs...

[(NPC's SA value) x DD]

5. Special Circumstance of Conflict (to be decided by GM)...

100 x [(DD + DD) per circumstance]

Conflict STEPs are awarded to participants in a conflict. The GM will decide
either to divide the conflict STEPs equally among the party or individually
according to each character's actions.

      O{]|///////|[ * >--- Problem-solved STEPs -------``--__

Problem-Solved STEPs come in many sizes-- from attempting to unlock a
probable treasure chest to finding a lost item of power, 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 Simple, Minor, Normal,
Major, or Grand Problems and the points are given to the character(s)
involved in solving the Problem.

O{]|///////|[ * >- Problems come in many shapes & sizes... -``--__

A Problem is not defined as accidental, but is known and thought-out by the
GM; the problem could  have been created by chance as long as the GM planned
it. The adventuring party gets claim to the STEPs that any individual
character solves. The GM should keep tally of all problem-solved STEPs as an
adventure unwinds. The STEPs are given out according to the chart:

             Problem Type      Dice Used    m(Range)
             ------------      ---------    --------
             Simple            5 x DD       5 - 100
             Minor             10 x DD      10 - 200
             Normal            50 x DD      50 - 1,000
             Major             250 x DD     250 - 5,000
             Grand             500 x DD     500 - 10,000
             Unbelievable      1000 x DD    1000 - Unknown

      O{]|///////|[ * >---- Special-type STEPs --------``--__

If something unique 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, GM's will use the Special-Type category as a 'bonus'
for a good adventuring session. The GM will roll a multiple of a DD:

                   Special Situation        STEPs Gained
                   -----------------        ------------
                   Minor                    DD x 10
                   Normal                   DD x 100
                   Major                    DD x 1000
                   Grand                    DD x 10000
                   Unbelievable             DD x 100000

A good way to use Special STEPs is also after character creation. If a player
has come up with a wonderful concept of a character, has outlined its past
experiences, and has gone to the trouble of helping out the Game Master by
filling of the character and adding more depth to the game, Special STEPs
could initially be rewarded to the character.

 O{]|///////|[ * >-- Every Rule has a Flaw of Circumstance --``--__

All STEP Categories will be computed throughout the game by the GM and then
added together for a STEP-Sum. The STEP-Sum will then be compared to the STEP
Rate Total to find how many STEP Advancements the character has raised (if
any). Thus, a Game Master often gives STEPs to characters at the end of an
adventure or when it is convenient to the players. Then, the player will add
the GM's granted STEPs to any remaining STEPs found in the current STEP-sum
to find out how many STEP Advancements the character earns.

      O{]|///////|[ * >---- The STEP Rate Total -------``--__

The formula to determine when a STEP Advancement is earned is the STEP Rate
Total or SRT. The Profession and Culture of the character are needed to
determine the SRT, since the PSR# and the CSR# have to be known. The
character's STEP Rate Total is composed of four numbers:

             1). Any Professional STEP Rate Numbers or PSR#s
             2). The Cultural STEP Rate Number or CSR#
             3). Possible SRT Investments such as Abilities
             4). The Human Age Equivalent of the character
             5). The number of PowerSTEPs of the character

STEP Rate Total is a very meaningful number because when the STEP-Sum equals
the calculated STEP Rate Total, a STEP Advancement is gained; Note that the
STEP Rate Total is also *multiplied* by the character's current PowerSTEP:

SRT#: [PSR#(s) + CSR# + Possible SRT Investments + Human Age] x PS#

When a person leaves out the PS# multiplier, a base number can be thought of
as the Base SRT or b(SRT#). So a character at the forth PowerSTEP might have
a b(SRT#) 2450 points; but the true SRT would be 2450(x4) or 9800 needed
STEPs to achieve the next STEP Advancement during PS4. Thus, the STEP Rate
Total tells how fast STEPs can be used by the character, based on the
Culture, the Human Age, SRT investments, and any number of Professions which
the character has. As a result, a certain number of STEPs equals the STEP
Rate Total to earn an STEP Advancement (SA).

  O{]|///////|[ * >-- Every Step in Life Brings Experience ---``--__

Each time the SRT is achieved with STEPs, a 'Revolution' of STEPs occurs and
an SA is gained. When all of the STEPs have been used up, and a given number
of STEP Revolutions (and SAs) have transpired, any remaining STEPs are
tallied in the STEP-Sum (SS) until more STEPs are earned in the future.  But
when the STEP-Sum equals the STEP Rate Total, the STEP-Sum returns back to
zero STEPs.

A character is always working toward the next STEP Advancement, which can be
thought of as in terms of percentage. The moment a character achieves a high
enough STEP-Sum equal to that of the STEP Rate Total (due to a single STEP)
and Lore is gained; An Attribute Modifier Point (AMP) is gained so it can
boost one of the ten m(ATTRs) a point higher, and the STEP-Sum will then fall
back to zero so that more STEPs can be added to it (including any remaining
differences between SAs). The number of STEP Advancements also represents the
number of bonus Attribute Modifier Points that have been gained over the life
of the character.

Any extra STEP-Sum points that are gained *after* a Step Advancement has
occurred will be applied the to STEP-Sum of the next STEP Advancement.  In 
other words, if a character went from the 5th STEP Advancement to the 6th and
had 121 STEPs left over after the STEP Revolution, the STEP-Sum would be
cleared to zero STEPs (when the 6th SA was reached), and the 6th STEP
Advancement would start with 121 points. This is true because the STEP-Sum
divided by the STEP Rate Total determines how far (in a decimal percentage)
the character needs to go to achieve the next STEP Advancement. Are you
confused yet?

      O{]|///////|[ * >---- STEP System Example -------``--__

Let's assume that Morgrom is an 18 year old Human (CSR#=1000) Dragomancer
(PSR#=1500) with 600 SRT investments between his culture and profession. We
simply use the SRT formula to calculate his SRT:

SRT#: [1500 + 1000 + 600 + 18] x 1 = 3118

Since Morgrom is 18 years old, has a b(AMBT) of 21 (highest Attribute), and
a b(EXPR) of 11. Earlier, we calculated his initial STEPs to be: (18x21x11)
or 4158 STEPs. But because Morgrom has such a detailed background, the Game
Master might also reward a certain number of Special-steps for the player's
creativity surrounding Morgrom. The GM should encourage players to get to
know each character beforehand to enhance the quality of role-playing. So in
this case, the GM might also reward 25,000 Special-steps to Morgrom because
he has been well planned out. If Morgrom is joining a group of more
experienced characters, the GM may also simply choose a starting PS# and SA#
for Morgrom if desired (such as 10 SAs behind the average character). Anyway,
in this example, Morgrom will start with 25,000+4158 or 29,158 STEPs.

What now needs to be done is to see how many STEP Advancements Morgrom gets
with 29,158 STEPs. The quick and easy way to do this is to use the STEP Rate
Total by using the formula:

[(29,158 STEPs)/(3118 SRT)]

This number comes out to be 9.35. This indicates that Morgrom has just
received nine STEP Advancements with 35% STEPs remaining toward the next SA.
Now, the player should multiply the SRT by three, since it is known that
Morgrom will receive nine STEP Advancements:

9 SAs x 3118 = 28,062 STEPs

When the player subtracts the initial STEPs from this number, the difference
is (28,062-29,158) or 1096 STEPs remaining. So the current STEP-Sum after 9
SAs are given is 1,548 STEPs. Morgrom is just a hare from the 10th SA and 2nd
PowerSTEP. This process of gaining STEPs is received every time. So now that
we know Morgrom gets 9 SAs, he therefore receives 9 AMPs. Let's now calculate
the m(ATTRs) with the nine AMPs. Assuming we want to first meet his
Dragomancer MAR#s of AMBT20, MIND20, and FOCS20, we should put AMPs into
those attributes:

----  -------  ----  -------
AMBT: +21      +01   +22
HLTH: +12      +00   +12
MIND: +15      +07   +22
PROW: +12      +00   +12
QCKN: +14      +00   +14

----  -------  ----  -------
CHRM: +19      +00   +19
EXPR: +11      +00   +11
FOCS: +19      +01   +20
INST: +14      +00   +14
LUCK: +11      +00   +11

Let's now assume that Morgrom receives another 50,000 STEPs from the next
adventure. The 50,000 STEPs are added to the previous STEP-Sum which is
1,096. Since we know that Morgrom needs (3118-1096) 2022 STEPs to reach the
10th STEP Advancement, it would be smart to first spend those 2022 points
because the SRT is going to change--the 10th SA is now the 2nd PowerSTEP.
Therefore, we are left with (50,000-2022) = 47,978 STEPs and a new SRT equal

SRT#: [1500 + 1000 + 600 + 18] x 2 = 6236

Now let's see how far 47,978 STEPs will get us:

[47,978 STEPs / 6236 SRT] = 7.69 more SAs

Thus, we now know to multiply:

7 SAs x 6236 SRT = 43,652 more STEPs to reach the 17th SA.

We now need to know the remaining STEPs left over:

47,978 - 43,652 = 4326 STEPs go back to the STEP-Sum.

Finally, we can now distribute another +8 AMPs because we went from the 9th
STEP Advancement to the 17th STEP Advancement.  Let's build Morgrom higher:

----  -------  ----  -------
AMBT: +21      +01   +22
HLTH: +12      +03   +15
MIND: +15      +09   +24
PROW: +12      +00   +12
QCKN: +14      +00   +14

----  -------  ----  -------
CHRM: +19      +00   +19
EXPR: +11      +00   +11
FOCS: +19      +03   +22
INST: +14      +01   +15
LUCK: +11      +00   +11

So we just added another +8 AMPs according to our desire. As you can imagine,
eventually Morgrom might reach the 3rd PowerSTEP (SA30), the 4th PowerSTEP
(SA60), and so forth. Just think, by the 5th PowerSTEP, Morgrom will have
earned +100 AMPs distributed among the attributes.

  __--''----------- 3. THE SORD CONFLICT SYSTEM ------< * ]|\\\\\\\|[}O

All Conflict is conducted using either the procedures outlined in this rule
section and/or procedures outlined in a SORD Worldbook or setting supplement. 
Before a conflict situation begins, it is possible that one or more
characters will be able to surprise their opponents. A d100 is rolled and
consulted to determine if one party can surprise another. Once the surprise
phase (a number of bonus seconds) is over, an initiative sequence is created
by having each player roll a d4 per character and modifying it according to
the Conflict rules defined later in this section.

Conflict participants perform attacks and actions on designated seconds of
the conflict turn, which is a twelve second interval called a Fifth Turn
(5T). The Conflict rules provide a timed framework for what a character can
accomplish during a 5T. At any time, if two primary attributes of a character
reach zero or a Deathly-Blow roll fails, the character is considered dead.
When all the characters in a Conflict situation are either dead, unconscious,
or friendly toward each other, the Conflict is concluded with the GM's
approval. Any unconscious, hostile characters might be considered prisoners
and, according to the circumstances, might be killed, captured, or otherwise
dealt with by the surviving conscious characters. Healing procedures, skills,
or techniques may take place at any time during or after a Conflict

O{]|///////|[ * >--- Often, the Best Weapon is... --------------``--__
  __--''----------------- ...Knowledge! -------------< * ]|\\\\\\\|[}O

To understand the SORD's Conflict system, the player should become familiar
with weapon statistics. In SORD, there are five weapon categories: Base,
Fired, Thrown, Melee, and Special. Only the Base category does not require
a weapon skill or Lore investment.  The other four categories demand
specifically trained skills that are purchased with Lore. Likewise, if a
character does not have any weapon skills, he defaults to the Base category.

Each category has a Weapon Attack Reaction number (WAR#). Hence, the five
specific WAR# types are WARB# (for Base), WARF# (for Fired), WART# (for
Thrown), WARM# (for Melee), and WARS# (for Special). The four skilled WAR#s
are linked to the following attributes: WARF# is linked to Instinct or Focus,
WART# is linked to Prowess or Luck, WARM# is linked to Prowess, Health, or
Charm, and the WARS# is linked to Mind, Charm, or Focus.

If two weapons are similar in design, but are different enough in size,
weight, or other factors, the GM may decide that a character will need to buy
(with Lore) a separate WAR#-type Skill for each weapon. A good example of
this situation is the difference in two sword Melee skills. A short sword has
a much different form than the long sword; a character should buy two Melee
Skills, one for the short sword and one for the long sword.  However, once
a skill is bought for the weapon, other weapons of similar design and weight
can benefit from that skill as well.

Each weapon has a weight in pounds (WGHT), a length in inches (LNTH), a
Weight and Length Offensive Point number (WALOP#), a Weapon Slowness value
(WSlo#), an Attack Rate number (AR#), a weapon Speed number (SPD#), a total
damage number, a Design Strength value (DS#), a maximum force number, and a
Total Hit And Weapon Attack Chance (THAWAC). Like all numbers and statistics
in SORD, these weapon numbers are rounded down, so that a weapon weight of
1.75 pounds would be rounded down to one. Each weapon and weapon-related
statistic should be fully understood by the GM and all the players before
Conflict begins.

1. WARB#, WARF#, WARM#, WARS#, & WART#: The Weapon Attack Reaction Base
number (WARB#) tells the character's ability make an attack without training
in weapon or without actually having a skill in a weapon or form of attack. 
The WARB is: 

[ All b(ATTRs) + m(AMBT) + m(EXPR) ]

If a character is skilled (has invested lore) in a specific weapon category
type, one of four Weapon Attack Reaction Types (the WARF#, WART#, WARM#, or
WARS#) will be used instead of the base WAR#. Many weapons have multiple
WAR#s possibilities like a dagger that can be thrown or stabbed with. Common
sense should dictate if a skill can be learned for a weapon of a particular
WAR# category. 

If a character has learned a weapon skill, the correlating weapon WAR# will
be used in the T.H.A.W.A.C. formula to determine the character's ability to
hit; if no weapon skill is learned for a specific weapon, the WARB number
will be used in the place of a WARF, WART, WARM, or WARS number in the THAWAC
formula. The four skilled WAR#s are computed by the following formulas, and
are all added to the WARB#:

Fired Weapons:   WARF#= WARB# + m(FOCS+INST)
Thrown Weapons:  WART#= WARB# + m(PROW+LUCK)
Melee Weapons:   WARM#= WARB# + m(HLTH+PROW+CHRM)
Special Weapons: WARS#= WARB# + m(MIND+CHRM+FOCS)

The WARS number for Special weapon attacks will be dictated by the GM's
personal 'House-rules' or SORD Supplement. For example, a GM may wish to give
a specific weapon an ability to disarm (as used in the example above), cause
critical damage, inflict a deceptive attack, slice through metal as if it
were butter, cause extra damage to a specific type of creature, make a
precision attack, etc. In any of the above cases, a WARS# attack might only
occur as a *SINGLE* attack during Conflict or a Fifth-turn.  The Lore cost
for a Special weapon skill is always higher than the cost of a WARF, WART,
or WARM core skill.  Non-weapon attack skills such as open-handed attacks,
jabs, punches, or kicks often use the WARM# if the character has the required

2. The Parry-Avoid# (PA#): The Parry-Avoid Number is the defender's front
line of protection and is extremely important as a number comparison. Since
the Parry-avoid base number is, in part, 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 SWAC# so that it is possible to dodge or avoid the
attack. The WARB# (Weapon Attack Reaction Base Number) is essentially the
anti-equivalent of the PA#, and also advances at a similar progression.
Common PA#s fall between the range of ten to twelve when a character is
initially created. All characters gain their Conflict Move Rate number as
part of the formula, since they can always move at that speed if desired, but
if the Move Rate is boosted by c(QCKN) or c(HLTH), the Move Rate grows and
so will the PA#. The Parry-Avoid number is:

[ Move Rate + m(QCKN+INST+LUCK) ] / 10

A character with a high Move Rate (and thus has a high Surprise Rate and
Reaction rate, but a lower Human age equivalent and Weight Factor) should
statistically avoid and parry blows more often in combat. Besides this PA#,
many skills and some Professions might offer additional PA bonuses. Also,
situations can offer a variable number of PA#s, depending on the factors

3. Total Hit And Weapon Attack Chance (THAWAC): Total Hit And Weapon Attack
Chance is calculated at the time of Conflict. The player will first divide
his specific WAR# by 10 and then subtract the WSlo#. For example, if a
character had a WT of Melee, the WARM# would be used to calculate the THAWAC
with the Weapon Skill. Therefore, a weapon with a WSlo# = +6 and a WARM# =
245 would have a THAWAC [(245/10)-6] of 18. When a 1d20 Attack Roll is made,
the rolled number is subtracted from the THAWAC to calculate the Subtracted
Weapon Attack Chance or SWAC. So, if a 4 is rolled on a 1d20 Attack Roll in
the above example, the SWAC would be a 14 instead of an 18.  As a result, the
attacker could hit any opponent with a Parry Avoid number of 14 or below on
the attack.  If the character does not have a skill in a weapon, the WARB#
can always be used instead.

4. Weight (WGHT#): Weight is the total weight, in pounds, of the weapon or
the part of a weapon that strikes for damage. A character's limb which holds
the weapon is not considered part of the weight, unless it actually inflicts
damage. However, a limb of a character can have bearing on a weapon depending
on how it is used in an attack. Consequently, an open-handed or kicking
attack does not have weight (unless a glove, boot, etc. is worn). Yet, a
player may elect to use the full weight of his character's limb, which
increases the amount of WALOPs but slows the attack. There is a chance that
the limb will suffer damage, depending on the force of the attack and
strength of the character's limb. A character cannot accurately wield a
weapon when its weight in pounds exceeds the character's c(PROW). For every
pound over a character's c(PROW), he receives a -1 penalty to his THAWAC on
all attacks. The GM may wish to use m(PROW) instead of c(PROW) for
simplicity, or implement other appropriate penalties such as a reduction in
Total Damage.

5. Length (LNTH#): Length represents the greatest length of a weapon or the
length of the part that inflicts the damage. Therefore, the length of the
pommel of a sword (lower hilt) to the tip of the blade represents its longest
length. The character's limb holding the weapon is not counted as part of the
length, unless the limb is causing the actual damage. However, a player may
elect to use the full length of his character's limb to increase the amount
of WALOPs yet slows the attack. Length is measured in inches.

6. Weight And Length Offensive Points (WALOP#): The weight of the weapon in
pounds (multiplied by 5) plus the length of the weapon in inches equals a
base amount of Constant Damage known as WALOPs. If a weapon has more than one
part, WALOPs are calculated only from the part that hits its target. Thus,
only the arrow's weight and length are used to calculate WALOPs for a
character shooting a bow.

7. Design Strength (DS#): The Design Strength of a weapon is completely
dependent on its material composition, how well it was made, its general
strength, its weight and volume, and its resistance to wear and tear. Cloth
typically has a DS# below 5, leather is around 10, wood objects are normally
between 15-25, stone is around 20-30, metal weapons vary from 30-60, and
tough materials have even higher ranges such as 75-100. Each point of DS#
adds to the Constant Damage that a weapon can inflict. Moreover, the DS# can
reflect extra Constant Damage that is achieved by special means, such as +150
for a laser bolt or +750 for a huge marble column that crashed down on a

8. Weapon Slowness (WSlo#): Weapon Slowness takes into account the weight,
length, WT#, and the Surprise Rate of a character to calculate how fast a
weapon can strike. After initiative occurs via the INIT#, the WSlo# tells the
amount of time in seconds from one attack to the next within a Fifth Turn.
The WSlo# is also featured in the AR# and THAWAC formulas.  The WSlo# equals:

[(WALOP#s+100)/(Surprise Rate)]

9. Attack Rate (AR#): The Attack Rate number of a weapon equals the maximum
possible number of times that a weapon can strike in a 5T. However, due to
the time between one attack and the next, the AR# is rarely achieved at its
maximum, but does put a limit on the number of times the weapon can strike
during a 5T. The AR# is derived from the character's Reaction Rate, the WT#,
and WSlo#.  The Attack Rate equals: 

AR# = [(RR#-12)/(WSlo#+12)]

10. Speed (Spd#): Speed is a positive or negative number of seconds that
modifies an Initiative Roll to generate the INIT# (the first attack) in a
Conflict 5T. If an INIT# is less than zero due to a negative Speed number,
it is possible for the weapon to receive "extra" attacks or attack rolls
during the 5T. The extra rolls would equal the INIT# multiplied by -1 (the
Absolute Value of the INIT#), but the AR# still limits the maximum number of
strikes. All weapon attacks have a Speed# modifier equal to the WSlo# minus
the AR#. Actions have a Speed# dependent on the c(ATTR) of the skill or
ability. If the character's linked c(ATTR) is 20 or higher for an action, the
Speed# is 0 (no modifier).  If the c(ATTR) is between 1-19, then the action's
Speed# equals 1d4. If the c(ATTR) equals zero, the skill cannot be used at
all.  The Spd# equals: 

SPD# = [Weapon Slowness(WSlo#) - Attack Rate(AR#)]

11. Total Damage: Total Damage is the maximum possible damage that a
character can inflict on any attack. It comprises the Variable Damage and the
Constant Damage.  The Variable Damage is composed of two Damage Dice,
depending on the skill used, and is multiplied by the PowerSTEP number (or
the PS#).  The resulting number is known as the PowerSTEP Damage Dice number,
or PSDD#. The PSDD# (Variable Damage) is added to the weapon's Constant
Damage number. Depending on the skill involved in the attack, the PowerSTEP
Damage Dice or PSDD# is:

           WARB = 2d4xPS#
           WARF = 2d8xPS#
           WART = 2d10xPS#
           WARM = 2d12xPS#
           WARS = (2d6+PS)xPS#

The PSDD# is considered to be Variable Damage, and uses the current PS# of
the character. Therefore, a character of PS6 will have a WART PSDD# of
(2d10)x6 and have a Variable Damage range from 12-120, not including Constant

Additionally, all weapons have Constant Damage consisting of the weapon's
Design Strength number, WALOPs, and other damage modifiers such as skills. 
Depending on the SORD Setting Supplement, the Constant Damage is always
divided by a Constant Damage Divisor usually between one and ten.  SORD gives
the GM control over the Constant Damage Divisor. If the GM wishes to have a
more realistic setting where weapons slaughter easily, such as in an
historical Arthurian setting, then the Constant Damage Divisor might be low
as two or three. However, if the GM wishes to have an epic fantasy adventure,
he may wish to raise the number to four or higher. As a result, the Constant
Damage Divisor provides a "grey-area" to Conflict so that battles can either
last longer and call for more strategy and sweat, or be short and sweet.

Once the Constant Damage Divisor is chosen, it must be fixed to all
characters and NPCs in the setting. For example, if a character can inflict
600 points of Constant Damage (using a spear with a 60 Design Strength,
WALOP# = 240, and another 300 points in damage modifiers), and the GM has set
Constant Damage Divisor to 6 for the SORD Setting, then the spear would have
a Constant Damage of (600/6) = 100. Total Damage is usually written in the

Total Damage = Variable Damage + Constant Damage

A weapon's Total Damage might read: 2d12+80.  From this notation, we know
that the 2d12 represents a Melee (WARM) Skill in the weapon, which is then
multiplied by the character's PS# (as long as the character has invested
enough lore in that skill) when damage is rolled. The 80 points of Constant
Damage has been adjusted by the Constant Damage Divisor provided by the GM
or SORD Setting Supplement. If the Constant Damage Divisor was 5 for the
setting, then the unadjusted Constant Damage sum was first calculated to be
400 points (because 400 divided by 5 is 80). In summary, the Constant Damage
is the total of the DS#, WALOPs, and damage modifiers, and is then divided
by the Constant Damage Divisor of 5 in this case.  If the character is at
PS5, the weapon can inflict 90-140 points of Total Damage per hit

12. Maximum Distance & Weapon Accuracy: Sometimes, there is a need to know
the approximate maximum distance of a fired or thrown weapon in feet.  Below
are some optional rules for fired or thrown weapons.

m(DIST) Fired Weapons =  [DS# - Projectile's WGHT (pounds)] x [Source LNTH

The above formula yields the number of feet any projectile can travel. The
DS# corresponds to the part of the weapon used to shoot the projectile. For
example, a very powerful laser gun should have a huge DS# for the gun itself,
and therefore, have a very long range. Alternatively, a six-foot bow (72
inches) with a DS# of 15 shooting a 2 pound arrow should have a range of 936
feet (312 yards).

In flight, fired projectiles weighing more than 0 but less than 1 pound will
negatively affect the calculated distance to give only a percentage of the
distance. This modifier is called the Underpound Penalty and is influenced
by the air resistance on the projectile. For example, a half-pound arrow can
only be fired up to 50% of the calculated distance. Some fired weapons have
an extremely high DS# such as a laser rifle, but the projectile, raw energy
in this case, does not weigh anything, is not influenced by air, and,
therefore, will not receive an Underpound Penalty. Accordingly, a 48-inch
energy cannon with a DS# of 200 that fires a weightless projectile has a
maximum distance of 9600 feet. Depending on the SORD Setting, the energy (and
damage it can inflict) might dissipate at a given rate according to the

m(DIST) Thrown Weapons = [50 x (b(PROW) + c(PROW))] / [20 + Weapon Weight in

The resulting number reflects a maximum thrown range. For instance, a
character with a b(PROW) of 17 and a c(PROW) of 25 attempts to throw an 8
pound spear. It can be thrown up to [50x(17+25)]/[20+8] 75 feet. Thrown
objects that are less than 1 pound in weight (Underpound Penalty) will
negatively affect the calculated distance to yield only a percentage of the
distance. Therefore, a 1/3rd pound rock can only be thrown up to 33% of its
calculated distance.

Weapon Accuracy = [-1 THAWAC Penalty every 'x' distance] where 'x' is:

[WAR# Type + m(Distance in feet)] / [20 + Weapon Weight<pounds>]

Weapons that can be shot, fired, hurled, or thrown have an average distance
range before penalties are accumulated. This is called the Accuracy Range. 
The Accuracy Range is calculated in feet for a weapon. The weight of a weapon
is the sum of its parts (the arrow plus the bow, for example). If the WAR#
skill is not used, the WARB# will replace it in the formula. A character will
receive a -1 penalty to his THAWAC for every interval of feet (equal to the
Accuracy Range) beyond the calculated Accuracy Range.

Minimum Distance: In order to shoot or throw a weapon and have it cause
damage, the shooter must also have a Minimum Distance away from the potential
target equal to or greater than half the height of the shooter. Therefore,
a 6-foot human must have at least 3 feet between himself and a target.  If
the minimum distance is not met, the human's attack will not be effective,
giving an opponent the chance to try and disarm or break the weapon.  
13. Maximum Weapon Force or m(Force): The Maximum Weapon Force represents the
amount of force a weapon can withstand before it might break. This number is
the amount of Total Damage caused by the weapon upon something else, or
caused to the weapon by something else. For every 10 points of Total Damage
over a weapon's m(Force), it will lose 1d4 points of Design Strength and
potentially gain +1d10 WT#s as damage. If any weapon reaches a DS# of zero,
it becomes useless.  For example, if an arrow, with a m(Force) rating of 50,
strikes a target for 95 points of Total Damage, the arrow loses (45/10) x 1d4
= 4 x 1d4 points of Design Strength and the weapon's m(Force) will have to
be recalculated.

Calculate the m(Force) for any weapon in its current condition as follows:

m(Force) = [(WGHT + Design Strength) x 10]

The WGHT is the weight of the weapon or the total of each part.  The DS# of
a weapon is obviously an indicator of how well it was made and the quality
of the materials from which it was constructed.

Weapons hitting weapons: As an optional rule, the DS# is useful in
determining if a weapon will break when it parries another weapon. The
parrying weapon's DS# is compared to the DS# of the striking weapon.  The
difference between the DS#s will determine if any weapon might break. For
every 10 points difference, a point of DS# will be subtracted from the weaker
weapon on the hit. For example, if a mace with a DS# of 10 strikes a sword
with a DS# of 26, the resulting difference in DS#s is 16. The mace will lose
1 point of DS# on every hit to the sword.  As a result, if more than ten
parries occur, the mace is destroyed. This offers characters with weapons
that have large DS#s an incentive to make attacks against weapon parries, in
hopes that an opponent's weapon will break or be rendered useless.

Another optional rule is to see if a 1d20 Attack Roll is actually parried or
dodged. If an Attack Roll is less than 5, the attack is parried. If the
Attack Roll is 5 or larger, the blow is dodged unless the GM rules otherwise.

Weapons hitting armor: In the case when the Armor-protection (AP#) of an area
is greater than the m(Force) of a striking weapon, the difference between the
two numbers will result in the weapon's DS# losing 1d4 points for every 10
points of the difference. Consequently, if an arrow with a m(Force) of 80
hits solid armor with a rating of 95 points, there is a (15/10) or a 1d4
points decrease to the arrow's DS#. Some substances that a weapon hits might
cushion the blow so that the weapon will not break. This notion is left up
to the GM to decide.

14. Armor Numbers and Protection Points (A#s, PPs, & AP#): The character's
physical protection against damage is categorized into head, body, and limb
Armor Numbers or A#s. Armor#s and Protection Points (PPs) shield specific
bodily areas from Total Damage in order to minimize the amount of Attribute
Damage inflicted on the character. A character's head, body, and limbs
directly correspond to his MIND, PROW, and QCKN attributes. When damage is
inflicted to one of these three primary areas, the associated attribute has
a chance of being damaged as well. The player decides how to distribute
damage to the area inflicted. The area wounded can always take damage:
c(MIND)--Head, c(PROW)--Body, or c(QCKN)--Limbs. Additionally, the player
always has the option of using the other two Primary attributes of c(AMBT)
and c(HLTH) to distribute Attribute damage on any attack. On some occasions,
Attribute damage can be distributed over other attributes such as the
secondary ones. 

Armor#s are a physical source of defense such as an actual suit of armor,
whereas Protection Points are unique or artificial in design. For example,
a skill that can be earned to protect a character, such as the "internal
toughness" of the character, can provide Protection Points. Armor Numbers and
Protection Points or AP#s, added together, yield a certain number of points
that shield against Total Damage (not Attribute Damage) from a particular
body location based on a d6: 1 for Head, 2-4 for Body, and 5-6 for Limb. For
instance, a metal helm might have 50 Armor Numbers (A#s). Therefore, if an
attack hits the head area (which is a "1" on a d6) for 55 points of damage,
only (55-50) = 5 points of MIND, AMBT, HLTH, or any Attribute Damage
combination will be subtracted according to the player's preference.  The
player may choose to have the c(MIND) take 4 points of damage and the c(AMBT)
1 point, and to not have c(HLTH) damaged at all.

Protection Points comprise a form of defense that is not considered physical
armor. Some types of possessions can generate Protection Points. For example,
a character wearing a magical ring of shielding might gain +5 Body A#s as
well as +5 Protection Points for all three primary locations. A character
surrounded by a special energy barrier might gain +15 Protection Points. It
is entirely up to the GM to create special forms of protection. In most
fantasy settings, unique Protection Points, in conjunction with physical
armor types, are more common than general protective devices. AP#s can lose
their ability to withstand Total Damage and they therefore have a current and
a maximum number. Calculated AP#s for all areas of the character's body
should always be at hand. In the case of some attacks, only Protection Points
can serve as an effective defense. Consequently, an assortment of skills
provide extra points for protection for a character.

15. Skills in Conflict: Most skills are actions and have a Speed# of 0. All
actions require an initial Initiative Roll (1d4) each time they are
attempted.  Some skills can also be applied in attacks, such as WAR# skills. 
If a skill does not need any time to start functioning, the skill is not an
action at all, and might still require a skill check at the beginning of the
5T to function. A skill can proceed from one 5T to the next without a needed
Initiative roll. Some skills only last for a 5T, or must be checked each 5T,
in which case they might end on the 12th second of Conflict. This does not
mean that such a skill functions for a full 12 second period of time, but
rather, it functions from the second it takes to start the skill through to
the 12th second. If a skill does not have any specific requirements or
conditions, it functions all of the time and never requires a skill check. 
Therefore, the players and GM should be aware whether skills require checks,
need Initiative rolls per 5T, or exhibit other quirks. All skill
characteristics will be defined by the particular SORD Setting.

      O{]|///////|[ * >----- Attribute Damage ---------``--__

Some weapon skills or abilities cause direct Attribute Damage. Attribute
Damage is not part of Total Damage, and is calculated separately. Also called
Vital Damage or the Damage Blow, Attribute Damage occurs when a target is
struck at a specific location which inflicts more injury than the regular
Total Damage. Attribute Damage always affects a character's attributes and
cannot be stopped by any form of Armor-protection.

      O{]|///////|[ * >--- The Initiative Sequence ----``--__

A conflict starts when the GM makes a formal announcement to the players of
a role-playing group. Surprise attacks can be attempted by the players and
by the GM, if desired. But if the circumstance does not offer a surprise
opportunity, the Initiative Sequence begins as normal on the first second of
Conflict. See the Surprise Rate for details.

In the Conflict System, a 1d4 will be rolled by the player just before the
1st second of a 5T to make the Initiative Chance Roll or Initiative Roll. 
Since no time has yet elapsed, the beginning of a 5T can be considered the
0th second by the player. To find out the Initiative Order of all
participants in a Conflict, the Speed# of the particular action or attack (in
seconds) will then be added to the 1d4 initiative roll. The new adjusted
number, which is called the Initiative Number (INIT#), reveals on which
specific second the character will start possible attacks or actions. The
earliest time a character can begin is on the first second.

      O{]|///////|[ * >-- Attacks & Weapon Slowness ---``--__

Since the AR# of most weapons is greater than 1, additional attacks will
usually occur after the first initiative attack. The interim time between
attacks is based on the WSlo#. The WSlo# tells the number of seconds to the
next attack after the previous attack in a 5T. A WSlo# can never be less than
the score of 1. For example, Cinth has a laser rifle and a sword. In the
first 5T, she pulls out the laser rifle which has an AR# of 5 and a WSlo# of
1. This would indicate that when she attacks, all 5 shots will happen on
every consecutive second after the first attack has been fired. If a weapon
ever has a calculated WSlo# of 0, it becomes a 1. Now, if Cinth instead
wields a sword with an AR# of 4 and a WSlo# of 5, she has to wait 5 seconds
after her initial first attack due to the WSlo#. So if Cinth gets a 6 for her
calculated INIT#, she will attack on the sixth second and on the eleventh
(6+5) second only. Any attack using the WSlo# after the 12th (11+5=16) second
in a 5T is thrown out, since a new 5T will have started. For all fairness,
any character that has an extremely slow attack (a high Speed#) might
continue through the end of the 5T until the attack is finally made on a
second beyond the 12th without having to reroll for the next 5T.

      O{]|///////|[ * >----- Initiative Summary -------``--__

The Initiative Roll of 1d4 plus the Speed# of the weapon equals the INIT#. 
The INIT# for all participants in a Conflict situation determines the
Initiative Order of events starting from the first second of the 5T and
ending on the twelfth second. Unless a character decides to change or start
a new attack or action, only one 1d4 Initiative Roll is needed per 5T for
each participant in a Conflict. Characters in a Conflict situation will make
a 1d20 Attack Roll on each second that an attack attempt is made against an
opponent. If any two participants attack or begin their action on the same
second, their Surprise Rates are compared and the character with the higher
SR# goes first.

      O{]|///////|[ * >------ Conflict Basics ---------``--__

There are five 5Ts in a Full Turn. The Initiative Sequence in a Full Turn
will begin five times: on the 1st, 13th, 25th, 37th, and the 49th second
(every 5T interval). The GM should use the numbers 1 through 12 in every 5T
for simplicity. The lowest INIT# determines which attacker strikes first and
on what second. As a result, the Initiative Order will always be known to the
GM for all participants in a Conflict. To find out when an attack is made,
a 1d4 die is rolled for initiative and is altered by the specific Speed# (and
in some cases by SCUMs) to calculate the INIT#. For added simplicity, each
attacking group can make a 1d4 roll and each member of the group will use the

Since the AR# directly shows the number of attacks a character can
potentially make with the weapon in a 5T, and the WSlo# tells when future
attacks are possible after the first one, the player will know the moments
when each possible attack will be attempted up to a maximum of the AR# of
times. A character might have a special skill, such as ambidexterity, which
allows more than one attack in a given second. Otherwise, only one attack is
possible on any given second.

After all 12 seconds have expired in the 5T, a new Initiative Sequence, for
the next 5T, will occur. A non-weapon action, unlike an attack, is not thrown
out, but will continue unless otherwise interrupted from one 5T into the next
consecutive 5T. A new Initiative Roll will be needed by all attackers at the
beginning of each consecutive 5T.  A Conflict ends when the situation has
been resolved (see Conflict STEPs).

      O{]|///////|[ * >------ INIT#s Below 0 ----------``--__

In the event that the INIT# is calculated as less than 0, the character still
starts his attack on the first second of the Conflict. Depending on the INIT#
value less than 0, he gains extra attacks in the 5T on desired seconds which
are empty. The number of extra attacks in a 5T is determined by the INIT#
multiplied by -1 (the absolute value of the INIT#). For example, if the INIT#
is calculated to be a -2, then the character gains (-1)x(-2)= 2 bonus attacks
in the 5T as long as the total number of attacks does not exceed the AR# of
a 5T, and as long as there is enough time to complete all of the attacks in
the 5T. Unless the character is ambidextrous, only one attack can occur on
a given second of time for one weapon. Therefore, a character should make
bonus attacks in the earliest second(s) of time that is not occupied by other
attacks of the weapon determined by the WSlo#. As an example, say a character
has an INIT# of -4, a weapon with an AR# = 7 and a WSlo# = 2. He gains
(-1)x(-4) or 4 bonus attacks as well as 6 attacks on the 1st, 3rd, 5th, 7th,
9th, and 11th seconds of a 5T. There are 7 possible attacks due to the AR#
cap of 7, so only 1 of the 4 bonus attacks can be made. The attack can be
used on the 2nd second if desired since it is unoccupied.

      O{]|///////|[ * >--- New INIT#s During a 5T -----``--__

In the case when a player desires to start a new attack or action on any
second during the 5T other than the 0th, a new 1d4 Initiative Roll is
required. Thus, the new INIT# is added to the particular second at which the
roll took place, but the new starting time cannot be less than the second at
which the new Initiative Roll was made. Some or all of the extra bonus
attacks earned from the new attack must be sacrificed equal to the number of
seconds that have already passed since the 0th second of the 5T. In other
words, a character must have a weapon with a Speed# greater than the
particular second of the 5T at which the character makes the new Initiative
Roll for any bonus attacks to actually take place. For example, a character
wielding a weapon gets an INIT# of a -5 (five bonus attacks), but makes a 1d4
Initiative chance roll on the 3rd second of a 5T.  As a result, the character
only gets (5-3) two bonus attacks.

      O{]|///////|[ * >----- Attacks and Actions ------``--__
If a character's attack or action has been completed within a 5T, and he
wishes to attempt a new attack or action within the same 5T, he must take a
new Initiative Roll. In the event when a character is attempting, or is in
the process of, an action beyond the twelfth second of a 5T, the action will
continue into consecutive 5Ts without needing any new INIT#s until the action
is completed.

As an example, a character first attempts to climb a tree, then tries to
attack with a dagger in the same 5T. If the character starts climbing on the
2nd second (due to the INIT#) and it takes 4 seconds to get up the tree, he
will reach a branch on the 6th second. Drawing the dagger from the scabbard
at the 6th second of the 5T is an action and requires a new INIT#. Six
seconds will have to be added to the INIT# because the character cannot go
back in time. A "1" is rolled on the 1d4; it will take one second to draw the
dagger. On the 7th second, the character attempts to attack. The player will
then roll a new 1d4 and will add the resulting number as well as the
character's weapon Speed# to the 7th second of the 5T. In this case, the GM
might elect to impose a SCUM, such as an additional second for being in a
tree. If the INIT# is calculated to be 8 seconds, the character makes the
attack on the 7+8=15th second or 3rd second of the next 5T. As a reminder,
the first attack of a 5T can occur beyond 12 seconds.

      O{]|///////|[ * >------- Action Specifics -------``--__

When an action takes longer than 12 seconds, it will carry on into additional
5Ts until the action is complete. New INIT#s will not be needed if the same
action enters additional 5Ts. Common examples of an action are characters
talking, picking locks, or sprinting away from attackers. All actions, like
attacks, have Speed#s that are determined by the linked attribute of the
action.  If the linked c(ATTR) number is 20 or higher, the Speed# is zero. 
If the skill's linked c(ATTR) is below 20, then the Speed# will increase by
1d4 seconds and must be added to the Initiative Roll.  Finally, if a skill's
linked c(ATTR) ever reaches zero, the skill becomes unusable. 

An action is always a skill or an ability, but all skills and abilities are
not necessarily actions. The Speed# for an action plus the Initiative Roll
determines when the action begins. An example of a natural character ability
might be a long jump attempt. The ability to jump is based on the character's
c(QCKN). Therefore, if the character's c(QCKN) is equal to or higher than 20,
the Speed# is zero. Consequently, the INIT# for jumping is calculated to be
0+1d4 seconds to attempt the jump in a 5T.  If the c(ATTR) has been inflicted
with damage, it will obviously take longer to attempt the action. The time
(in seconds) required to perform actions will be determined by the SORD
Setting Supplement or the GM's house rules which can simply be SCUMs.

      O{]|///////|[ * >- Attacking on the Same Second -``--__

If two (or more) conflicting opponents start attacking or taking actions on
the same second, the Surprise Rates (SR#s) of the two individuals are
compared. The highest number gains priority. If the SR#s of the individuals
are equal, the opponents will compare Reaction Rates (RR#s). If these number
are also equal, then the attacks hit simultaneously.

      O{]|///////|[ * > Initiative Sequence of Events  `--__

I. Surprise (if applicable):

A. The individuals with the highest SR#s within each opposing group compare
their SR#s.

B. The group corresponding to the character with the highest SR# makes a
Surprise Rate percentage roll (SR%).

C. If the SR% is successful, the "surprising group" gains bonus seconds:
   1. 1d4 plus
   2. Best Surprising character's SR%  - Best surprised character's SR%

D. The resulting number 1d4+(Best Surprising SR%-Best Surprised SR%) is the
bonus number of seconds before Conflict starts.

II. The Conflict Fifth Turn (5T):

A. Player determines what action or attack will be initially made by his
character for the Conflict 5T.

B. All players roll a 1d4 Initiative Roll for the first second of Conflict. 
Optionally, only one 1d4 Initiative Roll can be made for a group of

C. The Initiative Roll is added to the Speed Number of the action or attack
to yield the INIT#.

D. The INIT# determines the exact second at which an action or attack will
   1. If the Initiative number is negative, it tells how many number of extra
bonus attacks can be made.  The character will still start on the first
second of Conflict.
   2. The player can choose on which second any extra attacks will be
attempted (if any).  All extra attacks must be made on "empty seconds,"
unless the character has an ambidexterity type skill. The total number of
attacks from a particular weapon in a 5T is capped by the AR# of the
corresponding weapon skill. If a new INIT# value is obtained by the player
on a different second of Conflict than the zeroth second, some or all bonus
attacks will be subtracted.

E. The GM will call out each second from the 1st through the 12th second.

F. After the first attack, the WSlo# tells the time in seconds from one
attack to the next if the same weapon skill is applied.

G. If a weapon skill is switched during the 5T, the new weapon skill
statistics will take effect, but the AR# of the weapon must be observed for
the 5T.  A weapon skill cannot be used if the weapon has already caused a
number of attacks equal to the AR#.

H. At the end of 12 seconds, all players will roll a new Initiative Roll
unless a character continues an action, or is still waiting for an attack to
strike which was the first attack (not a WSlo based attack) of the 5T.

      O{]|///////|[ * >--- The SORD Attack Sequence ---``--__

A character who is attempting to hit another with bare limbs, with a
projectile, or a weapon of any sorts is said to be making an attack. Whenever
an attack is attempted, dice rolls must be made to determine if a character
misses or scores a hit. If a character scores a hit, damage may be inflicted
and must be calculated to determine how much damage is caused to the
defender. Characters can inflict anything from light damage to painful or
specialized injuries. Attacks can be parried and dodged, which can lead to
disarming the attacker or breaking the  attacker's weapon. All effects of
Conflict are governed by a range of dice rolls generated by attacking as well
as by the skills and abilities possessed by the attackers in the setting.

      O{]|///////|[ * >------- Attack Rolls -----------``--__

Attack Rolls will be generated according to the Initiative Sequence of
Events. After the Initiative Sequence is known and initial Conflict attacks
and actions have been decided, a 1d20 will serve as the Attack Roll. The GM
announces each consecutive second from the first second through the remaining
11 seconds of the Conflict 5T. Players will tell the GM the exact second(s)
at which their characters will commence their attacks and/or actions. If a
"1" is ever rolled on the Attack Roll, the attacker instantly hits his
opponent. If the Attack Roll is "2" or higher, the roll is subtracted from
the THAWAC of the attacker's weapon. A rolled "20" is always a miss.

The number subtracted from the THAWAC is called the Subtracted Weapon Attack
Chance or SWAC. If the SWAC of the attacker is still higher than or equal to
the defender's PA#, the attacker will strike the defender, potentially
causing damage. If the attacker's SWAC is lower than the defender's PA#, it
is assumed that the defender either side-stepped the blow or parried it, and
no damage is inflicted. This process progresses through the 5T for all
attacks. Additional attacks, up to the maximum value of the AR# per 5T, will
occur one by one after the first attack according to the weapon's WSlo# in
seconds. All players should note that the weapon's Speed# does not modify the
Attack Roll. It only modifies the Initiative Roll to create an INIT#. The
only way an attacker can hit an opponent when his weapon's THAWAC is lower
than the opponent's PA# is to roll an unmodified or "natural 1" on the Attack
Roll. As described later, other optional rules can help to increase the
chance to hit and inflict damage.

There are factors in a Conflict situation that could adjust either the THAWAC
or the PA# of any character. Besides skills and abilities that might alter
these two numbers, the GM should also be aware of lighting conditions, the
current mind states of the characters, the physical space the characters
occupy, illnesses or diseases, and other possible factors. It is recommended
that the GM makes a scale of any additional factors with a bonus/penalty
range from -10 to +10, depending on the circumstances, to any PA# or THAWAC.
The penalties or bonuses given are considered SCUMs, and the reasons for the
modifications might be known to the players should they ask.

A rolled "20" is always a failure.  The Game Master may also wish to
construct a critical failure chart that is imposed upon the attacker. On the
other hand, if an Attack requires an unmodified natural "1" to hit a target,
and a "1" is rolled, the Damage Blow Location Charts should definitely be
implemented. In most circumstances, the GM may wish to use the upper 82-100
percentage range of a Damage Blow Location Chart on a natural "1" using 2d10
for a good bell curve, or a 1d20 for more chaos giving a 81-100 range. These
charts can be found later in this section.

      O{]|///////|[ * >--------- Damage ---------------``--__

Whenever a character suffers a successful hit or strike, the defending
character's player must determine the distribution of the damage. Damage is
assessed in terms of points subtracted off various attribute scores of the
defending character. In some cases, armor, shields, and other forms of
protection may lessen the damage by absorbing or reflecting damage points
before they can affect the character.

      O{]|///////|[ * >----- Attribute Damage ---------``--__

If a defender is hit, Attribute Damage equal to the Total Damage divided by
a numeric factor is inflicted to the defender's c(AMBT) and/or c(HLTH). The
numeric division factor is recommended as 25 points for all SORD Settings,
unless specially noted. As a result, if an attacker strikes for 242 points
of Total Damage, the defender suffers an additional (242/25) = 9 points of
Attribute Damage. Thus, when an attack strikes successfully, it often causes
some Attribute Damage. This Attribute Damage is always given, as long as the
attack hits, in addition to the Total Damage inflicted upon the defender.

In addition, the GM might also include extra Attribute Damage points if the
difference between the attacker's THAWAC and defender's PA# is beyond 10
points. For example, if the attacker easily hits the defender by a difference
of 16 points, an extra (16-10) 6 points of Attribute Damage would be
inflicted in addition to the normal Attribute and Total Damage. The
justification for the additional damage from these optional rules is
reflected by the amount of force from the Total Damage and from the precision
of the blow that is suffered by the defender. Yes, it is true that bones can
crack and skin can bruise even if one is fully armored!

      O{]|///////|[ * >----- Damage Locations ---------``--__

A 1d6 is rolled for the actual place of damage (1 Head, 2-4 Body, and 5-6
Limbs), unless the character happens to possess a skill or weapon that
selects a targeted area. In such a circumstance, Attribute Damage might be
also inflicted due to the skill or the optional Attribute Damage rule.
Depending on the place of damage (Head=MIND, Body=PROW, LIMB=QCKN), the
defender's AP# will subtract some or all of the Total Damage. Thus, AP#s
minimize the amount of Attribute Damage wrought upon a character because the
Total Damage is reduced. The Total Damage inflicted to an area minus all
"allowed" forms of Armor-protection equals the sustained Attribute Damage to
the character. The damage locations can be adjusted with other dice, such as
a 1d20 instead of a 1d6, for a more precise breakdown of locations if greater
realism is desired.

During some events, it is convenient to know the average AP# of all three
areas in case an attack hits the entire body, as when a character is caught
in a dragon's flames. Since the head makes up a sixth of the area, the body
one half of the area, and the limbs a third, the AP# Average number or APA#
should be calculated as:

APA# = [Head AP# + (Body AP#x3) + (Limb AP#x2)] / 6

      O{]|///////|[ * >--- Subtracting A#s & PPs ------``--__

When calculating how many points of Attribute Damage the character suffers,
the player generally subtracts the AP# of the area inflicted from the Total
Damage. The resulting difference, which is called the Attribute Damage, the
Vital Damage, or the Damage Blow, is then subtracted from the c(AMBT),
c(HLTH), the c(ATTR) location of the hit (usually the Head=MIND, Body=PROW,
or Limb=QCKN), or any combination thereof according to the player's wishes. 
If in one single attack, the Damage Blow (the Attribute Damage) is greater
than the UB# or the DB#, the character must make the appropriate b(ATTR)
checks for unconsciousness or death. Therefore, AP#s subtract damage from a
specific attack to reduce the actual Attribute Damage on the character. AP#s
do not directly help against any form of Attribute Damage and do not modify
the Parry Avoid number in any way.

      O{]|///////|[ * >--- Keeping Track of AP#s ------``--__

Armor-protection is accumulated for a given body location. However, each
Armor Number (A#) and Protection Point (PP) should be noted in the "current"
category from the innermost layer of armor to the outer layer to keep track
of all protective numbers. Therefore, the outer defenses of a character
should lose AP#s first before the inner layers are affected. For simplicity,
the GM will simply add all Armor-protection (A#s+PPs) together to offer one
large AP#, and after a Conflict, the player will know what AP#s need to be
repaired to regain back the current points that had been lost in battle.
Armor-protection is often repairable after Conflict. Consequently, it is
beneficial to have three columns readily available: current Armor numbers
c(Armor#s) or c(A#), current Protection Points or c(PP#s), and the c(AP#s)
= c(A#s) + c(PP#s).

In special circumstances, a character's Armor-protection might be more
vulnerable to environmental influences. The GM may wish to impose extra
damage to armor when an unusual detrimental event occurs (such as an acid
splash, fire, a streak of lightning, etc.). Just like weapons and other
items, characters must take good care of their worn armor and other
protective devices to keep the AP#s near or at their maximums. Some weapons
specialize in destroying just A#s and/or PPs, and therefore, might cause far
more damage than what has been stated above.

      O{]|///////|[ * >--- Damage Blow Locations ------``--__

The GM can refer to the three charts below for specific damage locations in
normal circumstances in order to give more depth to game play. They are
optional charts and can be used after the 1d6 Damage Area die is rolled. The
charts require percentage dice (d100). It is also recommended that if a
natural "1" is rolled, a 2d10+80 should be rolled for the numbers between
82-100%, instead of the normal percentage dice. If a character's attack
actually requires a natural "1" to even hit its target, and a "1" is rolled,
the Damage Blow Location Charts should be implemented normally in the 1-100
range (not between the 82-100 percentage range).

Chart Hit 1: Specific Hit (die roll of 1): Head & Neck Area (MIND)

% Roll                             Circumstance
------      ------------------------------------------------------------
01-20       Glancing blow to the neck
21-40       Glancing blow to the top of the head
41-60       Glancing blow to the side of the head
61-80       Glancing blow to the front or back of the head
81-85       Solid hit to the head: 10% extra Total damage
86-90       Solid hit to the head: 20% extra Total damage
91-95       Hit to the face: c(INST)=zero & 30% extra Total damage
 96         Forceful hit to the head: c(INST)=0 & 40% extra Total damage
 97         Forceful hit to the neck: Temporary Paralysis for 1d10 5Ts
 98         Powerful hit to the head: c(MIND)=0 & 50% extra Total damage
 99         Powerful hit to the neck: Permanent paralysis
100         Precision hit or Decapitation: Instant death (DB# Roll)
                                             & 50% extra Total Damage

Chart Hit 2: Specific Hits (die roll of 2-4): Area of the Body (PROW)

  % Roll                             Circumstance
  ------      ----------------------------------------------------------
  01-20       Glancing blow to the shoulders
  21-40       Glancing blow to the chest or back
  41-60       Glancing blow to the abdomen or lower back
  61-80       Glancing blow to the side of the body
  81-90       Solid hit to the chest or back: 10% extra Total damage
  91-95       Solid hit to the chest or back: 20% extra Total damage
   96         Forceful hit to groin-area: 30% extra Total damage
   97         Forceful hit to an organ: 40% extra Total Damage
   98         Powerful hit to an organ: 50% extra Total Damage
   99         Powerful hit to a lung: c(HLTH) drops to zero
  100         Hit to the heart: DB# Roll & 50% extra Total Damage

Chart Hit 3: Specific Hits (die roll of 5-6): Area of the Limbs (QCKN)

  % Roll                             Circumstance
  ------      ----------------------------------------------------------
  01-20       Glancing blow to an arm-limb
  21-40       Glancing blow to a leg-limb
  41-60       Glancing blow to an elbow joint
  61-80       Glancing blow to a knee joint
  81-85       Solid hit to a limb: 10% extra Total damage
  86-90       Solid hit to a joint: 20% extra Total damage
  91-92       Forceful hit to an arm-limb: 30% extra Total damage
  93-94       Forceful hit to a leg-limb: 30% extra Total damage
  95-96       Forceful hit to a limb: 40% extra Total damage
   97         Powerful hit to a limb: 50% extra Total damage
   98         Powerful hit to an arm-limb: Paralysis at elbow or severed
   99         Powerful hit to a leg-limb: Paralysis at knee or severed
  100         Paralysis at shoulder/hip or arm/leg severed off
              & 50% extra Total Damage

Damage Chart I: Attribute Damage Locations

Damage Circumstance                         Possible Damage Locations*
----------------------------------------    --------------------------
Defender is hit; Armor# absorbs             c(AMBT); c(HLTH)
all Total Damage except Attribute

Defender is hit to Head; takes more         c(AMBT); c(HLTH); c(MIND)
damage than HEAD Armor-Protection.

Defender is hit to Body; takes more         c(AMBT); c(HLTH); c(PROW)
damage than BODY Armor-Protection.

Defender is hit to Limb; takes more         c(AMBT); c(HLTH); c(QCKN)
damage than LIMB Armor-Protection.

Defender is hit to all areas; takes more    c(AMBT); c(HLTH); c(MIND);
damage than the Armor-Protection average.   c(PROW); c(QCKN), c(EXPR)

Defender is hit by some type                c(AMBT); c(HLTH); c(ATTR+)
of special infliction.                      ATTR+ will be one attribute
                                            or more and possibly a 
                                            Secondary attribute 
                                            according to the GM.

* The player role-playing the character that has been damaged will 
get to decide which allowed current Attributes will be damaged and
where the inflicted damage will be subtracted from.

      O{]|///////|[ * >--- Distributing the Damage ----``--__

SORD allows the players the choice of distributing damage to the attributes
that have been afflicted.  If the character takes damage in any fashion, the
player can always choose to distribute among the character's c(HLTH) or
c(AMBT).  Depending on the intentions of the player, distributing damage
becomes very strategic as a character proceeds in a Conflict melee.  Certain
linked c(ATTR) skills will have a lesser chance of being successful as the
character continuously receives damage.

      O{]|///////|[ * >------ Healing the Damage ------``--__

Healing can take place when a character RESTs (Relaxing, Enjoyable, or
Sleeping Time). A period of REST is completely up to the GM and the
background setting, but often a REST period is based on a good night of sleep
or several hours of doing what the character really is inspired to do that
relaxes the mind and body, and is light in activity. After a period of REST
occurs, the LR# describes the number of points that are given back to any
c(ATTR) that is lower than the comparable m(ATTR). A player can choose to
heal any desired attribute, but must distribute the LR# if more than one
attribute needs to be healed.

      O{]|///////|[ * >-- Damage to Secondary ATTRs ---``--__

Only the five Primary attributes of Ambition, Health, Mind, Prowess, and
Quickness ordinarily take Attribute Damage. The player distributes points of
damage to these areas, the Primary Attribute Set, unless the situation calls
for a different response. Such types of secondary Attribute Damage are:

1. Emotional Damage: If a foe has an ability to force a certain emotional
response upon a character, damage is inflicted to the character's c(AMBT),
c(HLTH), and/or c(CHRM). This type of damage often increases in intensity in
proportion to the opponent's proximity. In fantasy settings, fear damage,
such as with the approach of a dragon, is the most common form of emotional
damage. Characters of high honor or courage can possibly use the c(CHRM) as
an extra attribute in which to distribute damage when fighting characters
making deceptive or dishonorable attacks.  Telepathic attacks might be
considered charm-based in some settings.

2. Experience: If all bodily areas of a character's physical form suffer
damage and a b(EXPR) check is successful, the character can distribute damage
to his c(EXPR), besides his c(AMBT), c(HLTH), c(MIND), c(PROW), and c(QCKN). 
This attribute can also receive damage under attacks that drain the
character's SA#s or PS#s. 

3. Focus Attacks/Defense: Forces of pure energy or setting-specific forces
and powers inflict damage to a character's c(AMBT), c(HLTH), and/or the
c(FOCS) attributes. Common examples include spells in fantasy settings,
telepathic attacks in futuristic settings, or any form of extraordinary
energy that is exerted upon a character. If this form of attack affects a
particular body location, the player may choose to divide damage among extra
locations as well. If the damage is broad to all three areas of the body,
damage can be distributed to the six c(ATTRs) of AMBT, HLTH, MIND, PROW,

4. Sense Damage: Blurring or blinding to an eye, loss of hearing to an ear,
loss of smell to the nose, loss of perception to the mind, poisoning, the
loss of touch or similar damage will cause damage to a character's c(AMBT),
c(HLTH), c(INST), and c(ATTR) that corresponds to the hit location.

5. Luck Attacks/Defense: If any bizarre, random, or ultranatural circumstance
catches the character off his guard, and the character successfully makes a
b(LUCK) check, the GM may allow the character to take damage to the Luck
attribute. Such examples would include being hit with double damage, having
a limb severed, drowning, freezing in an arctic climate, having a lightning
bolt strike from the sky, etc.

      O{]|///////|[ * >--- Unique Types of Damage -----``--__

1. Poison Damage: Every type of poison will have a Damage Rate. The Damage
Rate tells the period of time it takes to subtract a point of Attribute
damage once the poison has fully entered the body. Furthermore, many poisons
will only damage certain attributes or be localized to a certain area of the
body. In other words, every poison will have a different and unique effect. 

For example, a mind-affecting poison might only subtract a point of c(MIND)
per hour. If the proper healing is found, the poison damage can be healed. 
However, the poison might continue to damage a character until the poison
itself has been neutralized. SCUMs should be applied when considering how a
poison affects a specific culture, based on the culture's anatomy.

2. Falling Damage: If a character falls any distance in feet, the character
will be inflicted with Attribute Damage according to the following formula:

[Fall Distance x (Fall Distance + 1)] / Character's Height in Inches

For example, a character who is 72 inches tall and falls a distance of 44
feet will suffer [(44x45)/72] 27 points of Attribute Damage to be distributed
to all primary attributes. A character with the means to cushion the fall,
such as wearing padded clothing, can reduce a part of the Attribute Damage.
If a character falls into a water source or other softer substances, the GM
can allow the character to take only a certain fraction of Attribute Damage.
Finally, some characters might possess a way to manipulate the air resistance
of a Falling skill to minimize damage. All of these possibilities should be
considered by the GM at the time of the situation. For reference, the
Falling-formula is a derivative of the Scotty formula.

3. Movement Damage: As described in the MR# section, for every point of
c(AMBT) or c(HLTH) invested to the MR# score, 10 points of MR# will be added
for a 12 second time period up to the m(MOVE). The c(AMBT) or c(HLTH) must
then be healed by normal methods such as the LR# or other means.
4. Causing more WALOP# Damage while charging: If the MR#s (Movement Rate
numbers) of two characters charging each other are added, and the total added
MR# is over 100, then extra WALOP# damage will occur for both persons. For
every 10 points of total added MR# over 100, a 1% bonus is added to the
WALOP# of the weapon.  So, if the combined MR#s of two jousters coming at
each other (Jouster "A" is 150 and the other 160) equals 310, then both
targets gain an extra 21% to their weapons' WALOP#s.  The weapons with larger
WALOP#s end up causing more Total Damage even though the percentage is the
same for each.

Only weapons that are held in the hand can inflict a bonus percentage of
WALOP# damage. If the GM wishes, fired or thrown weapons can receive a bonus
as well, such as if a character is moving at a MR# of 250 on horseback (15%
bonus). This also might make things interesting if someone is charging at a
character at a boosted MR# and the character throws the weapon from a
standstill position. The charger would actually be causing more damage to
himself by charging at the other character! The Movement Rate of the two
individuals are compared. If the combined c(MR#) is over 100, then bonuses
will apply. If an attacker is pursuing a defender, the combined c(MR#) is
considered zero. If two opponents are running away from each other, the
combined c(MR#) is negative.

      O{]|///////|[ * >----- Life Status Traits -------``--__

The Life-Recovery, Unconscious-Blow, and Deathly-Blow numbers are the three
life traits that are extremely important indicators. They are recalculated
each time a character gains AMPs since they are derived from the Maximum

      O{]|///////|[ * >-------- Life Recovery ---------``--__

The character's Life-Recovery (LR#) tells how much Attribute Damage can be
naturally healed back to any damaged current Attribute for each period of
'RESTs' (See REST and the Conflict System: Healing). The player will
determine where Life-Recovery points can be distributed to after a period of
REST has taken place (Relaxing, Enjoyable, or Sleeping Time). Several periods
of REST might occur in one night of sleep.  Life-Recovery is:

LR# = [m(HLTH+FOCS)x5] / [Human Age]

REST is a 'period' of quality time when the character is not under any
mental, physical, special stresses, etc. in which the GM deems as a proper
length of time--sometimes as short as an hour or several days in length. 
Normally, REST occurs while the character is sleeping soundly without
nightmares, relaxing with friends in a tavern talking about stories, or
whatever the GM deems as RESTing or providing health to a character. Often,
a good hardy meal itself after a day of exhaustion or even spending time
working passionately on the character's special hobby could be called 'REST.'
The character's REST is absolutely the only form of healing, natural or
artificial, that can restore current Focus points.

For each period of REST, the character will gain back Current Attribute
points of any attribute (if the current is less than the maximum), based on
his or her Life-Recovery number. The current attribute points gained do not
have to be applied to a specific Attribute; rather, the player may wish to
divide the gained Life-Recovery to more than one damaged current attribute. 
As an optional rule, characters may also gain *all* Attribute points back in
a specific c(ATTR) if the c(ATTR) check is made at the end of each Full-turn
in Conflict. See Heal-of-the-Minute and Life-recovery. REST is defined as
'<R>elaxing, <E>njoyable, or <S>leeping <T>ime.'

      O{]|///////|[ * >------ Unconscious Blow --------``--__

The Unconscious-Blow tells how much inflicted Vital Damage the character can
take before *possibly* going unconscious; If a single attack causes more
Attribute Vital Damage than the character's UB#, the character will fall
unconscious if a b(MIND) and b(FOCS) check are unsuccessful. Also, for every
ten points of Vital Damage greater than the UB#, a minus one penalty
(cumulative) will be given to both base attribute checks. Unconsciousness
will last for a number of seconds based on the subtracted difference between
the inflicted Vital Damage taken and the character's UB#, but b(MIND) and
b(FOCS) checks are allowed every 12 seconds to awaken from unconsciousness. 
For instance, if 65 points of Vital Damage is inflicted and the character has
an UB# of 34, the character will fall unconscious for (65-34=31) 31 seconds,
if both a b(MIND) check at a minus three penalty and a b(FOCS) check at a -3
penalty fails. Unfortunately, if the character's c(MIND) or c(FOCS) ever
falls to zero, the character is not allowed a check to regain consciousness. 
The UB# is:

UB# = b(MIND+FOCS) + [m(MIND+CHRM+INST) / 3]

      O{]|///////|[ * >--------- Deathly Blow ---------``--__

The last life trait (no pun intended) is the Deathly-Blow number indicator.
If a character ever sustains more Attribute Damage than his or her
Deathly-Blow number, a b(EXPR) and b(LUCK) check is rolled. A failed check
against both the b(EXPR) and the b(LUCK) translates into instant death for
the character. For every ten points of Vital Damage over the DB#, a minus one
penalty (cumulative) is given to both base attribute checks. Fortunately,
this life trait is based on the maximum Experience and Luck attributes, so
this number will increase with time.  The DB# is:

DB# = m(EXPR+LUCK)x2

      O{]|///////|[ * >-- Life & Death Circumstances --``--__

If a c(ATTR) number ever reaches 1 point, and more Attribute Damage has to
be taken to the attribute, its base number or b(ATTR) will be checked with
a 1d20. If the check is successful, the c(ATTR) will not fall to 0 and the
point of Attribute Damage will be absorbed by the character. Yet, if an
amount of Attribute Damage still has to be absorbed to a c(ATTR) after the
b(ATTR) check, an additional b(ATTR) check is required for each additional
damage point, but at a cumulative -1 penalty for each point of Attribute
Damage. For example, if the c(HLTH) is at 1 point and the character still has
to absorb 7 points of Attribute Damage to it, the b(HLTH) must be checked 7
consecutive times to still have the c(HLTH) remain at 1 point. Thus, after
the first b(HLTH) check, a cumulative -1 penalty is added. As a result, on
the seventh b(HLTH) check, there is a -6 penalty to the roll for success. 
A rolled "1" on a 1d20 always means success, and a "20" always means failure. 
But if the b(ATTR) is greater than 20, the check might be scale-shifted in
the case that a "20" is rolled on the check.

If a b(ATTR) check fails, the c(ATTR) falls to the score of 0, and must be
healed through REST (the LR#), or through other means such as skills or
abilities. Negative numbers for c(ATTRs) are not possible, since Attribute
Damage is distributed to other c(ATTRs) that were struck with damage. As a
result, if a character gets hit to the attributes of c(AMBT), c(HLTH),
c(PROW), and c(FOCS), the character can subtract Attribute Damage from those
four areas.

If two or more c(ATTRs) are inflicted with Attribute Damage at the same time
before b(ATTRs) are rolled, the player has the choice of deciding which
particular b(ATTR) is checked first. Failing a b(ATTR) check forces a c(ATTR)
to drop to 0. As a result, if two or more Primary c(ATTR) scores (the AMBT,
HLTH, MIND, PROW, or QCKN) are at "0" simultaneously for more than 11
continuous seconds, the character dies without a DB# check! If a character
is healed in any way during this 12 second period of time, the healed points
first reverse the points of Attribute Damage that were not yet absorbed by
the character due to a failed Primary c(ATTR) check. It is important for the
player to keep track of the Attribute Damage that was not absorbed by his
character in this case. The only way a character does not die is if all
Attribute Damage is first completely absorbed by a method of healing, and if
the character has at least "1" point each in four of the five primary
c(ATTRs) before the 12 seconds expire and death occurs.

If a character receives more Attribute Damage than his UB#, he is of course
allowed a b(MIND) and b(FOCS) check according to the UB rules as an attempt
to avoid falling unconscious. However, if the c(MIND) or c(FOCS) drops to 0
from absorption of Attribute Damage, the character falls into unconsciousness
without receiving any b(MIND) or b(FOCS) checks. If a limb is severed in
Conflict, the victim's c(QCKN) instantly falls to zero, in addition to any
Attribute Damage inflicted. If a character takes more Attribute Damage in one
single attack than the character's DB#, a b(EXPR) and b(LUCK) check must be
rolled for an instant life or death decision. If one check is successful, the
Attribute Damage must then be given to the character. If both checks fail,
the character dies. Usually when the head is decapitated from the body in
some settings, the victim dies instantly without any checks whatsoever. The
GM may also wish to make special charts that damage other attributes such as
a c(PROW) depletion when an organ is punctured. Refer to the Damage Blow
Location Charts if needed.

      O{]|///////|[ * >------ Conflict Conclusion -----``--__

Players should be aware that the GM's word is the law, just as the GM should
also be sensitive to the players' wishes. After all, this is a game, which
was not written as a means of rule manipulation between the players and the
GM. There are many written rules that are optional for the GM. However, if
one optional rule is implemented, it should apply to every character for game
balance, and it should either apply all of the time or none of the time.
Role-playing should be fun, and if it is not, then something is wrong with
the dynamics between the GM and players. So enjoy the Conflict, and if
conflict ironically occurs outside of Conflict, try to be supportive and
mature to all role-players to arrive at a constructive resolution.

O{]|///////|[ * >-----------------------------------------------``--__

Here ends the SORD RPG v6.00 system! I highly recommend you get a copy of the
official published version of the game for more detail, more examples, many
optional rules, and an entire Robin Hood Setting. 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 (just be sure to buy the dice--sorry, I couldn't include that)! With
this system, modify it to your particular liking until you achieve the
perfect and ultimate role-playing game imaginable.

APPENDIX A: Internet Character Sheet

O{]|\\\\\\\\|[ * >-- The <S>ystem <O>f <R>ole <D>evelopment's -~~--__
                 Player's Name:
                 Player's E-Mail:
O{]|\\\\\\\\|[ * >-------- Internet Character Sheet -------------~~--__
                 Character's Name:    
                 =-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Attribute    Base#  AMP#s  Max.#  Current#
=-=-=-=-=    =-=-=  =-=-=  =-=-=  =-=-=-=-
<A>mbt       :      +      :      #
<H>lth       :      +      :      #
<M>ind       :      +      :      #
<P>row       :      +      :      #
<Q>ckn       :      +      :      #
<C>hrm       :      +      :      #
<E>xpr       :      +      :      #
<F>ocs       :      +      :      #
<I>nst       :      +      :      #
<L>uck       :      +      :      #

Base Attribute Total:_____

Height(Ht.):     inches
Weight(Wt.):     pounds
Real Age/Human Age:    years /    years

Descriptive & Physical Qualities:

MaxWeight Number(MW#):    pounds  [b(HLTH+PROW) x inches]/20
Total Carried Weight:     pounds
Weight Factor(WF):        [(Carried Weight x 100)/(MW#)]
Reaction Rate(RR):        [(MW#)+b(AMBT+EXPR)x200]/[Wt.+100]
Surprise Rate(SF):        b(QCKN+INST+LUCK)
Move Rate(MR):            [RR+SF] - [WF+Human Age]

Cultural Qualities, Abilities, & Remarks:


Personality Traits:
Unselfish/Impartial/Selfish    Optimistic/Pessimistic
1   2  3  4  5 6  7  8 9 10    1 2 3 4  5  6 7 8 9 10
---------------------------    ----------------------

Unemotional/Equal/Emotional    Lawful/Neutral/Defiant
1   2   3  4 5 6 7 8  9 10     1 2 3 4 5  6 7  8 9 10
---------------------------    ----------------------

                Good-Natured / Evil-Natured
                1  2  3  4  5 6  7  8  9 10

Professional Abilities, Qualities, & Remarks:

Initial STEPs:
Current STEP-Sum(SS):
STEP Rate Total(SRT):b(_______) x PowerSTEPs =__________ 
SRT = [PSR#(s)+CSR#+Human Age] x PS

STEP Advancements(SAs): **_____**      PowerSTEP:  *___*

PS:     1    2     3     4      5       6       7       8  
SAs:   0-9 10-29 30-59 60-99 100-149 150-209 210-279 280-359

Life-Recovery Number(LR#):____      [m(HLTH+FOCS)x5 / Human age]
Unconscious-Blow Number(UB#):____   b(MIND+FOCS) + m(M+C+I)/3
Deathly-Blow Number(DB#):____       m(EXPR+LUCK)x2

 Area   Armor-Protection      A#s   PPs     APs
 ~~~~   ~~~~~~~~~~~~~~~~      ~~~   ~~~     ~~~
  1     Head#(Mind):         _____ _____   _____
 2-4    Body#(Prow):         _____ _____   _____
 5-6    Limb#(Qckn):         _____ _____   _____
 All    All#(Average):       _____ _____   _____

Worn Armor & Armor-protection Skills:


b(ATTR) Total#:____

Parry-Avoid Number(PA#):____   [m(Q+I+L) + Move Rate]/10 
WARB            (Base)#:____   b(ATTR) Total + m(AMBT+EXPR)
WARF           (Fired)#:____   WARB+m(FOCS+INST)
WART          (Thrown)#:____   WARB+m(PROW+LUCK)
WARM           (Melee)#:____   WARB+m(HLTH+PROW+CHRM)
WARS         (Special)#:____   WARB+m(MIND+CHRM+FOCS)
THAWAC: [(WAR# Type/10) - WSlo]

             Lbs. In.  Sec.    Wpn ***Total Damage Info***
Weapon Skill WGHT LNTH WSlo AR Spd PSDD DS WALOPs DamMods
------------ ---- ---- ---- -- --- -----------------------
Example Axe:
WARM:Core    10   50   +4  +5  -1 2d12+45+100=145 Const.

WSlo: [WALOPS+100]/Surprise Rate
Attack Rate (AR): [Reaction Rate - 12]/(WSlo+12)
Wpn. Speed#: [WSlo - Attack Rate]
Total Damage: Variable Damage + Constant Damage (divided by some factor)
              PSDD#+[(DS#+WALOPs+DamMods)/Setting Factor]

Damage Dice: WARF#=2d8, WART#=2d10, WARM#=2d12, WARS#=**, WARB#=2d4
** WARS is recommended at (2d6+PS)
m(Force): (WGHT+DS#)x10

SAL#:____   Lore earned per SA:_________   [SAL#+(PSxPS)]
STEP Advancement Lore:__________________
Cultural Lore:__________________________   [CSR#/10] per Human Year
Professional Lore:______________________   [PSR#/10] per Prof. Year 

                          Link  Lore  Skill  Lore
     Name of Skill        Attr  Base  Level  Total
------------------------  ----  ----  -----  -----
Agriculture               EXPR    1    10     55



Miscellaneous Items & Possessions     Wght
---------------------------------     ---- 


Character Background, History, Experiences, Quirks, Etc.:


Other Notes, Names, Places, Events, Etc.



NPC/Creature Name:________________________________
Culture:______________________________ & CSR#:____
Profession(s)_________________________ & PSR#:____
Height/Length(in):_____  Wght(lbs.):_____  Age:___
SRT:b(____)xPS=________  STEP Advs:______  PS:____
ATTRs    Base m/c(ATTR)  MW#:_________  WF:+______
AMBT     ____  ___/____  RR:__________  SR:_______
HLTH     ____  ___/____  MR:__________  LR#:______
MIND     ____  ___/____  UB#:b(___)+___+___=______
PROW     ____  ___/____  DB#:___+___+___+___=_____
QCKN     ____  ___/____  ARMOR-PROTECTION  A#s/PPs
CHRM     ____  ___/____   1  Head(Mind):  ___/ ___
EXPR     ____  ___/____  2-4 Body(Prow):  ___/ ___
FOCS     ____  ___/____  5-6 Limb(Qckn):  ___/ ___
INST     ____  ___/____  All Average(All):___/ ___
LUCK     ____  ___/____  PARRY-AVOID & WAR# STATS:
b(ATTR) Total:_________  PA#:_______   WARB#:_____
                         WARF#:_____   WART#:_____
SKILLS & ABILITIES:      WARM#:_____   WARS#:_____
Total Lore:____________  WEAPON STATS, ARMOR, ETC.
Unspent Lore:__________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________
_______________________  _________________________

APPENDIX C: Setting Examples

This appendix will provide the Game Master with the tools to get his or her
own SORD setting started. Fractal Dimensions will continue to support the
commercial version of the SORD Rulebook, SORD Settings, and other accessories
to your hobby.


_T_: (No _T_ime) This type of skill requires no time needed to start
functioning (no Initiative time), but still requires a skill check for
success. A skill check is required each 5T within Conflict (or one minute
outside of Conflict), and will only last through that checked Fifth-turn (or
a full minute outside of Conflict), unless otherwise stated.

*R*: (No *R*equirements) This symbol indicates that both an INIT# and a Skill
Check are never required during a 5T for the skill to function. Thus, a skill
will always function continuously, unless otherwise stated in the definition.
This skill is not considered an Action, since it is a permanent part of the

                                          LINK  LORE
NAME OF SKILL                             ATTR  BASE
-------------                             ----  ----
AMPLIFY-MOVEMENT  *R*                     HLTH  15
=-= Permanently gains +5 to the Move Rate number for every purchased Skill
Level or PowerSTEP (which ever is lower) due to increased reactions and
vigor. Also see Endurance.

ANTINJURY  _T_                            LUCK  75
=-= The possibility of not taking damage from an attack upon the character
during a 5T. If the check is successful, a 1d6 will be rolled for the area
hit upon the character. If a natural '1' on the 1d6 is rolled, the character
will not take any damage.

ARMOR-USE  *R*                            EXPR  1
=-= With this skill, a character can wear, fight in, and repair a specific
type of Armor without penalty. If this skill is not purchased to a Skill
Level equal to the Total Bulk% of all worn armor, a -1 penalty will be given
to all SWAC#s, based on the difference between the Bulk% and the SL bought. 
Thus, a character wearing armor that has 30% Bulk that has only bought
Armor-use up to 20 SLs will be penalized 10 points to all SWAC#s. As a
general rule, for every percentage of Bulk, it takes a second to dress or
undress or undress; it takes double the amount of time to dress or undress
the armor without the full Skill Level bought up to the Total Bulk% worn. 
Armor-use is not required to be purchased for clothing, natural armor (such
as hides, scales, or leather), non-physical Armor#s or Protection (such as
the skills of Ambition-armor, Health-toughness), or other forms of
non-physical defense.  Armor-use also trains a character how to tend to
simple repairs the armor after it has been damaged, if an Armor-use skill
check is successful (SCUMs will apply for the severity of the damage).  This
skill does not train a character in the use of a shield (see Shield-use).

ATTRIBUTE, BASE  *R*                      One ATTR  1000
=-= Character gains one base Attribute point permanently for one Attribute. 
If a different Attribute is bought, it is considered a different skill, and
the Lore Base will begin at 1000 points for that progressive Base Attribute

ATTRIBUTE, MAXIMUM  *R*                   One ATTR  100
=-= Character gains one maximum Attribute point (AMP) permanently for one
Attribute type. If a different Attribute is bought, it is considered a
different skill from this one and will begin at 100 points for that
progressive Maximum Attribute skill. 

DAMAGE, MELEE  *R*                        PROW  1
=-= This skill can be purchased for a single WARM# skill (such as WARM:
Core).  However, a Might-Melee skill of the first Skill Level is required. 
Depending on an amount of physical might the character decides to put into
a weapon attack, it can inflict an amount of Constant Damage up to the
m(PROW) or the Skill Level--which ever score is currently lower at the time
of the attack. This skill can only be bought once for each specific offensive
WARM# capability.

DAMAGE REROLL  *R*                        LUCK  75
=-= This skill allows the character to have more luck to possibly increase
its chances of causing more Variable Dice-Damage for the character's PSDD on
any attack. If the Damage Dice is rolled for any WARB, WARF, WART, WARM, or
WARS attack, both dice are rerolled a number of times if it is not to the
satisfaction of the player if the Skill Check is successful. If the second
dice rolls are lower than the first, it must still be used in replacement of
the first dice rolls. However, if any dice rolls are higher than or equal to
the previous dice rolls, the player may elect to roll again if desired.  For
example, if 2d12 are used for a Damage Dice and the player first rolls a
'3+6' (and the Damage Reroll Skill Check is first successful), the player can
roll again. If the second dice rolls equal '7+2', the player can then make
a third dice roll since it is equal to the first. If the third roll is a
'7+8', the player can attempt a fourth roll since is was higher than the
previous roll. But if a '2+4' is rolled for the fourth roll, the '2+4' must
be used because it is lower than the '7+8' dice. At any point during the
process, the player can elect to stop and keep the rolled damage. This skill
can also be used with Powers, and only one Damage Reroll check is required
for the entire gambling process.

HEALTH TOUGHNESS  *R*                     HLTH  5
=-= Able to purchase this skill up to a Skill Level equal to the character's
Maximum Health. Each Skill Level acts as a Protection Point against any form
of Total Damage. This skill can be purchased by any Profession.

=-= Knowledge and legends of one specific racial or cultural history.

LANGUAGE, CULTURAL-TYPE                   MIND  5
=-= Can speak, read, and write one specific Cultural Language. A character
that cannot speak their own language of the 5th Skill Level is considered
uneducated. A Skill Level of 10 is average. This skill can enhance a Cultural
History check by +1d6.

MIGHT-MELEE  *R*                          PROW  200
=-= This skill must first be purchased to buy a specific Melee Damage weapon
at a 'x1' multiple (please see the skill: Damage, Melee). For each Skill
Level purchased, Might-Melee effectively multiplies any Melee Damage skill
bonus. Thus, a 4th Skill Level would *quadruple* a specific Melee Damage
Skill of +25 to a score of +100.

MUSICAL-TALENT                            EXPR  1
=-= Character has a musical talent for playing one specific type of
instrument. The character also has the ability to compose new music with the
instrument. A check is made at the end of a song or to determine how well it
was played. A failed check means that the character noticeably had problems
playing. This skill can potentially enhance Charm-based skills.

PAIN-ENDURE  _T_                          AMBT  30
=-= Receives 1d6 points less Vital Damage per PowerSTEP of the character
checked on every inflicted wound, whether a physical or magical attack, due
to inner ambition and perseverance, as long as the c(AMBT) is not below
twenty points. This skill can be purchased by any Profession, but can only
be bought up to the character's PowerSTEP.

QUICKNESS IMPACT  *R*                     QCKN  8
=-= The rationale behind this skill is that the character pulls away from a
damaging blow at the same time, such that the impact time is lengthened to
minimize Total Damage inflicted to the character. For every Skill Level
purchased, the character gains one Protection Point. Quickness Impact can
only be purchased up the character's m(QCKN) attribute.

RANDOM DEFENSE  _T_                       LUCK  40
=-= If this skill check is successful, the skilled character will be
protected in total Armor Numbers by an additional 1d10%.

REACTION  _T_                             QCKN  25
=-= Gains -1 to all INIT#s (Initiative Chance + Speed#s). Thus, this can be
used with an Attack or Action.

RIDING, LAND                              EXPR  3
=-= Able to ride land-based creatures for at least 10 minutes without
falling.  However, all weapon wielded by the character on horseback will
receive a -1d10 THAWAC penalty.  This skill can be checked each minute if

ROPES                                     EXPR  2
=-= The character is experienced with tying knots, loop objects, and use a
rope for various situations such as climbing.
SLEEPING                                  EXPR  5
=-= The character only requires minimal sleep every night for proper resting,
if this skill is successful checked at the minimum time of sleep.

SURVIVAL, GENERAL                         EXPR  6
=-= Has a chance of surviving off of the land in all environments per day.
On a failed check, the c(HLTH) drops by a certain number points based on the
severity of the environment until more food or drink can be found.

WARF:CORE  *R*                            EXPR  15
=-= Ability to use a specific shot or fired weapon without penalty. The WARF#
can be used instead of the WARB#. This skill inflicts 2d8 Variable Damage
with a specific Fired Weapon attack for each Skill Level purchased up to the
character's PowerSTEP. This skill can be purchased to any Skill Level.

WARM:ATTACK-PARRY  *R*                    PROW  40
=-= This WARM skill allows the character to make a regular attack causing a
core 2d12 Variable Damage per PowerSTEP. But when using the skill, the
character also makes weapon parries on every second the skill is used to
attack so the character's PA# will increase by 1d20 points on the second of
the attack. A WARM:Core skill must have bought at the 20th PowerSTEP before
this skill can be used.

WARM:CORE  *R*                            EXPR  10
=-= Ability to use a specific melee-type weapon without penalty. The WARM#
can be used instead of the WARB#. This skill inflicts 2d12 Variable Damage
with a specific Melee Weapon attack for each SL purchased up to the

WARS:CORE  *R*                            EXPR  25
=-= Can use the WARS# instead of the WARB# when fighting with any weapon. 
This skill inflicts a (2d6+PS) Variable Damage with a specific Special Weapon
attack for each SL purchased up to any Skill Level.

WARS:DISARM  *R*                          FOCS  20
=-= This Special WARS# attack inflicts no dice damage (only regular weight,
length, etc. damage), but will cause the opponent's weapon to fall from grip
(disarmed) if the opponent's fails a c(QCKN) roll at a -10 penalty for every
PowerSTEP or invested Skill Level of the character--which ever is lower. The
character must have previously learned a specific WARM, WARF, WARS, or
WART:Core skill at the 5th Skill Level with the weapon before this skill is

WART:CORE  *R*                            EXPR  5
=-= Ability to use a specific thrown-type weapon without any penalties. This
skill uses the WART# instead of the WARB#. This skill inflicts 2d10 Variable
Damage with a specific Thrown Weapon attack. It can be purchased to any Skill

WART:PINPOINT  *R*                        LUCK  40
=-= Able to pinpoint a specific area (Head, Body, or Limb) without having to
roll a 1d6 area of location die, and will hit on the SORD Damage Percentage
Circumstances charts in the 81-100 percentage range using 2d10%. However, the
character must concentrate for an extra 1d4 seconds before any weapon is
thrown; thus, a +1d4 is added on to the initial Speed# and to the WSlo time
from one throw to the next when using this skill. This skill inflicts 2d10
points of Total Damage for each SL purchased (up to the character's
PowerSTEP), instead of using a Damage Die. The character must have previously
bought a WART:Core skill at the 20th Skill Level to purchase this one.

The list below gives the most commonly found weapons, even though other
weapon types do exist. After each weapon name, there should be a
representation of a particular Culture that made the weapon. The cost is
simply its average price in society. The weapons below are based on Cultures
with a large height and weight range from a short Culture (FAER) of about a
foot in height on average to a huge Culture (GORT) which is about 12 feet in
height. The (HALF) Culture is about the size of a typical human; thus, the
weapons it wields are also reflective of its size.

                       (Lbs.)   (In.)           
Weapon Name (Culture)   WGHT    LNTH   DS#    Cost
---------------------   ----    ----    ---    ----
Arrow (AQUI)             0       25     +20    10/1
Arrow (NEQU)             1       30     +22     4/1
Arrow (FAER)             0        4     +15     3/1
Arrow (HALF)             1       25     +18    12/1
Arrow (HURG)             3       48     +31       1
Arrow (SARG)             0       22     +24     5/1
Axe, Battle (DRAG)      15       60     +57      48
Axe, Battle (GORT)      35       85     +60     165
Axe, Battle (HALF)      12       55     +45      20
Axe, Battle (HURG)      25       75     +52      32
Axe, Battle (SARG)       8       46     +46      34
Axe, Throwing (GORT)    15       60     +47      60
Axe, Throwing (HALF)     3       30     +42       8
Axe, Throwing (SARG)     2       12     +46      18
Axe, War (DRAG)         20       70     +62     225
Axe, War (GORT)         45      108     +70     375
Bolt, Crossbow (FAER)    0        5     +36     5/1
Bolt, Crossbow (HALF)    2       16     +34     8/1
Bolt, Crossbow (NEQU)    3       18     +35     6/1
Bolt, Crossbow (SARG)    1       10     +32       1
Bow (AQUI)               3       48     +24     100
Bow (NEQU)               8       70     +25     130
Bow (FAER)               0       15     +30     150
Bow (HALF)               5       65     +24     110
Bow (HURG)              12       90     +21      95
Bow (SARG)               2       36     +28      65
Club, Blunt (GORT)      40       95     +23      12
Club, Blunt (HALF)      12       36     +21       1
Club, Blunt (HURG)      28       70     +22       5
Club, Blunt (PANZ)       6       28     +25       0
Club, Blunt (SARG)       8       34     +27       0
Club, Spiked (DRAG)     20       60     +37      12
Club, Spiked (PANZ)     10       30     +38       0
Club, Spiked (SARG)     14       35     +39       0
Crossbow (FAER)          4       10     +35      70
Crossbow (HALF)         14       36     +36     180
Crossbow (NEQU)         16       40     +38     220
Crossbow (SARG)         10       25     +32     110
Dagger (AQUI)            2       14     +45       4
Dagger (DRAG)            8       30     +50      26
Spear (SARG)            24       60     +30      10
Staff, Fighting (FAER)   0       15     +25      10
Staff, Fighting (GORT)  16      110     +20       4
Staff, Fighting (HALF)   5       70     +27       2
Sword (HALF)            12       45     +52      50
Sword (HURG)            28       70     +58      70
Sword (MYRY)             5       30     +55      45
Sword (NEQU)            16       64     +23      44
Sword (PANZ)             3       20     +49      25
Sword (QUEN)             7       42     +56      60
Sword (SARG)             5       32     +54      75

Since the height and weight of each culture varies dramatically, the size and
weight of a particular piece of armor will also have a dramatic range. Since
armor provides the same amount of protection to the wearer due to the
material it is made from, the main variable is the weight in pounds of the
armor from culture to culture, as well as the cost. Cost will vary on a
supply-demand basis and the average cost is listed. The actual weight of the
armor is decided by what culture the armor was intended for.

The pound-number listed as the WGHT is a fraction of the height (in feet) of
the person wearing the armor or clothing. To find how many pounds a
particular piece of armor weighs, multiply the given number of pounds (Lbs.)
by the height (feet & inches) of the person that the armor was made for. In
other words, the number represented is the Weight per Foot. For instance, a
five-foot, two-inch person that gets a suit of Studded Leather that fits just
right.  The armor would therefore weigh (2.6 for the armor x 5.166 for the
height of the person) = 13 pounds for the five-foot, two-inch person. 
Remember that you will always round down will all calculations in SORD.

The Total added Bulk% (in decimal format) is simply multiplied to the Move
Rate to tell how many points the Move Rate is reduced by. Thus, a 75% Bulk
means that the Move Rate is reduced by 75%; a character with a Move Rate of
120 wearing armor with a Total Bulk of 75% would actually have a Move Rate
penalty of (120 x .75) 90 points. The Bulk% is independent of the Weight
Factor.  All Bulk percentages are added together to give the Total Bulk

Armor can protect the Head (H), Body (B), and Limbs (L). When armor is
bought, the character will receive armor that protects designated areas. For
instance, if a character buys Normal Chain Armor (Armor#:+65, Area: B L,
Weight: 5.2, and Cost: 100 Silver Tallans), it is assumed that the character
will get chain gauntlets, protective boots, etc., to protect the Body for
+65, and the limbs for +65. If a character's Profession restricts the use of
'Armor', only Clothing, Furs, leather hides, or scale hides are able to be
worn--clothing that is made from non-metal substances.

Armor-protection Worn     Armor#   Areas   Lb#   Bulk%  S.T. Cost
---------------------     ------   -----   ---   -----  ---------
Clothing, Light (Silk)     1-3      All    0.1      0%         10
Clothing, Normal (Cotton)  4-6      All    0.4      1%          2
Clothing, Heavy (Wool)     7-10     All    0.7      3%          4
Furs, Light                11-15    B L    0.9      4%          5
Furs, Normal               16-20    B L    0.9      5%          8
Armor, Full Padded         20       All    1.4     22%         15
Shield, Light Wooden       20       **     1.5      4%         10
Furs, Heavy                21-25    B L    1.6      9%         10
Leather, Normal            25       B L    1.6      4%         20
Shield, Wooden Normal      25       **     2.0      8%         15
Furs, Full Heavy           30       All    2.9     12%         35
Leather, Hardened          30       B      2.6      5%         25
Shield, Heavy Wooden       30       **     3.5     12%         25
Scale, Light               32       B L    3.6     10%         50
Leather, Studded           35       B L    2.6      8%         30
Leather, Ringed            38       B L    3.4     10%         35
Leather, Plated            40       B L    4.8     14%         40
Helm, Normal Scale         45       H      2.0      4%         12
Scale, Normal              45       B L    4.0     10%         50
Ring, Normal               48       B L    4.8     15%         60
Scale, Hardened            50       B      5.2     12%         50
Chain-Leather, Full        50       All    6.8     14%         95
Breastplate, Metal         55       B      3.6      8%         50
Scale-Chain                55       B L    4.8     15%         85
Helm, Light Metal          60       H      3.0      6%         20
Plate, Light Metal         60       B L    6.8     15%         80
Shield, Light Metal        60       **     3.5      8%         30
Chain, Normal              65       B L    6.4     16%        100
Chain, Full Normal         65       All    8.2     20%        125
Chain, Heavy               70       B L    8.0     18%        115
Chain, Full Heavy          70       All    9.6     24%        135
Helm, Normal Metal         75       H      3.5      8%         35
Plate, Normal              75       B L    10.2    20%        250
Shield, Normal Metal       75       **     4.0     10%         55
Plate, Linked              80       B L    8.8     24%        300
Rock-plate                 90       B L    16.0    35%        400
Chain, Full Battle         95       All    12.8    26%        650
Chain, Full War            100      All    10.2    30%        700
Helm, Heavy Metal          110      H      4.0     10%         80
Plate, Full Heavy          110      All    14.2    25%        700
Shield, Heavy Metal        110      **     4.5     12%        100
Plate, Splinted            115      B L    12.2    28%        800
Plate, Banded              120      B L    12.6    30%        900
Rock-plate, Heavy          130      B L    20.0    40%        750
Plate, Full Combat         135      All    15.2    36%      5,000
Plate, Full Battle         150      All    15.5    34%      5,500

The change in condition is based upon the quality of the materials used, the
construction of the armor or weapon (Design Strength), the reinforcements and
design, the amount of damage is has sustained, quality of the forge, and most
importantly, the skill of the forger.

Condition:       % change   Example
-----------      --------   -------
Damaged          - 75%+     10 A#s/DS#
Poor             - 50%      21 A#s/DS#
Minimal          - 25%      31 A#s/DS#
Common             00%      42 A#s/DS#
Quality          + 25%      52 A#s/DS#
Fine             + 50%      63 A#s/DS#
Rare             + 75%      73 A#s/DS#
Unique           + 100%     84 A#s/DS#
Superior         + 125%+    94 A#s/DS#

Thus, if a character finds a 'Unique' quality of Full War Chain Armor, it
might have an Armor Number rating of a 200 points!  If a piece of protection
is not listed on the Armor chart, the GM can simply mimic what is desired to
create a defensive item.

    __--''---------------------------------------------< * ]|\\\\\\\|[}O
                          ...Okay, that's it!
    __--''---------------------------------------------< * ]|\\\\\\\|[}O
                          ...Hmm, why did you come
                           all the way down here?!
  O{]|///////|[ * >-----------------------------------------------``--__
                          ...Well, as long as you 
                            are down here, do not
                            forget to pick up the
                            hard-copy version of
                            SORD from your local
                            gaming store.  Just 
                            ask them for it!  ;)
    __--''---------------------------------------------< * ]|\\\\\\\|[}O
                            "Exit the Warrior"
                            --Tom Sawyer, Rush
    __--''---------------------------------------------< * ]|\\\\\\\|[}O
                             Visit the Castle
                         --recommended by Zoot, 
                      Monty Python & the Holy Grail
  O{]|///////|[ * >-----------------------------------------------``--__
                           Bloodroses, Bloodroses...
                           Icicle, Icicle...
                              --Tori Amos
    __--''---------------------------------------------< * ]|\\\\\\\|[}O
                           Watch for more SORD
                           Supplements in the
                           near future from
                           Fractal Dimensions!

                           This has been...
  O{]|///////|[ * >--- The System Of Role Development ------------~~--__
    __--~~-------------------- Version 6.00 ------------< * [|\\\\\\\|[}O